Merge Sphinx translations with Weblate translations

This commit is contained in:
Rémi Verschelde
2018-05-08 22:56:55 +02:00
parent b55b0e115e
commit 29ff50b802
6369 changed files with 55304 additions and 51924 deletions

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -201,9 +201,9 @@ msgstr ""
#: ../../docs/about/faq.rst:85
msgid ""
"GDScript is designed to integrate from the ground to the way Godot works, "
"more than any other language, and is very simple and easy to learn. Takes at "
"most a day or two to get comfortable and it's very easy to see the benefits "
"once you do. Please do the effort to learn GDScript, you will not regret it."
"more than any other language, and is simple and easy to learn. Takes at most "
"a day or two to get comfortable and it's easy to see the benefits once you "
"do. Please do the effort to learn GDScript, you will not regret it."
msgstr ""
#: ../../docs/about/faq.rst:91
@@ -274,15 +274,15 @@ msgstr ""
#: ../../docs/about/faq.rst:124
msgid ""
"Difficulty to integrate with the code editor for providing code completion, "
"live editing, etc. (all of them). This is very well supported by GDScript."
"live editing, etc. (all of them). This is well supported by GDScript."
msgstr ""
#: ../../docs/about/faq.rst:128
msgid ""
"GDScript was designed to solve the issues above, and performs very well in "
"all the above scenarios. Please learn GDScript and enjoy a very smooth "
"integration of scripting with the game engine (yes, it's a rare but very "
"enjoyable situation when things just work). It's worth it, give it a try!"
"GDScript was designed to solve the issues above, and performs well in all "
"the above scenarios. Please learn GDScript and enjoy a smooth integration of "
"scripting with the game engine (yes, it's a rare but enjoyable situation "
"when things just work). It's worth it, give it a try!"
msgstr ""
#: ../../docs/about/faq.rst:135
@@ -334,18 +334,18 @@ msgstr ""
#: ../../docs/about/faq.rst:154
msgid ""
"FBX SDK has a very `restrictive license <http://www.blender.org/bf/"
"FBX SDK has a `restrictive license <http://www.blender.org/bf/"
"Autodesk_FBX_License.rtf>`_, that is incompatible with the `open license "
"<http://opensource.org/licenses/MIT>`_ provided by Godot."
msgstr ""
#: ../../docs/about/faq.rst:158
msgid ""
"That said, Godot's Collada support is really good, please use the "
"`OpenCollada <https://github.com/KhronosGroup/OpenCOLLADA/wiki/OpenCOLLADA-"
"Tools>`_ exporter for maximum compatibility if you are using Maya or 3DS "
"Max. If you are using Blender, take a look at our own `Better Collada "
"Exporter <https://godotengine.org/download>`_."
"That said, Godot's Collada support is good, please use the `OpenCollada "
"<https://github.com/KhronosGroup/OpenCOLLADA/wiki/OpenCOLLADA-Tools>`_ "
"exporter for maximum compatibility if you are using Maya or 3DS Max. If you "
"are using Blender, take a look at our own `Better Collada Exporter <https://"
"godotengine.org/download>`_."
msgstr ""
#: ../../docs/about/faq.rst:164
@@ -447,10 +447,10 @@ msgstr ""
#: ../../docs/about/faq.rst:223
msgid ""
"If there really is a desire to make your game also work on ancient devices "
"with tiny screens (less than 300 pixels in width), you can use the export "
"option to shrink images, and set that build to be used for certain screen "
"sizes in the App Store or Google Play."
"If there is a desire to make your game also work on ancient devices with "
"tiny screens (less than 300 pixels in width), you can use the export option "
"to shrink images, and set that build to be used for certain screen sizes in "
"the App Store or Google Play."
msgstr ""
#: ../../docs/about/faq.rst:229

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -73,13 +73,14 @@ msgstr ""
"الأساسية (Android و iOS) والأنظمة الأساسية المستندة إلى تقنيات الويب (HTML5)."
#: ../../docs/about/introduction.rst:34
#, fuzzy
msgid ""
"Godot is completely free and open source under the very permissive MIT "
"license. No strings attached, no royalties, nothing. Users' games are "
"theirs, down to the last line of engine code. Godot's development is fully "
"independent and community-driven, empowering users to help shape their "
"engine to match their expectations. It is supported by the `Software Freedom "
"Conservancy <https://sfconservancy.org>`_ not-for-profit."
"Godot is completely free and open source under the permissive MIT license. "
"No strings attached, no royalties, nothing. Users' games are theirs, down to "
"the last line of engine code. Godot's development is fully independent and "
"community-driven, empowering users to help shape their engine to match their "
"expectations. It is supported by the `Software Freedom Conservancy <https://"
"sfconservancy.org>`_ not-for-profit."
msgstr ""
"Godot حر ومفتوح المصدر بالكامل بموجب ترخيص MIT المتساهل للغاية. لا توجد "
"شروط ، لا رسوم ، لا حقوق ملكية. ألعاب المستخدمين هي ملكهم ، وصولاً إلى السطر "

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -171,7 +171,7 @@ msgstr ""
#: ../../docs/community/contributing/updating_the_class_reference.rst:78
msgid ""
"You should have 2: ``origin``, your fork on github, that git adds by "
"You should have two: ``origin``, your fork on github, that git adds by "
"default, and ``upstream``, that you just added:"
msgstr ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -211,12 +211,12 @@ msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:129
msgid ""
"When you report a bug, you should keep in mind that the process is very "
"similar to an appointment with your doctor. You noticed *symptoms* that make "
"you think that something might be wrong (the engine crashes, some features "
"don't work as expected, etc.). It's the role of the bug triaging team and "
"the developers to then help make the diagnosis of the issue you met, so that "
"the actual cause of the bug can be identified and addressed."
"When you report a bug, you should keep in mind that the process is similar "
"to an appointment with your doctor. You noticed *symptoms* that make you "
"think that something might be wrong (the engine crashes, some features don't "
"work as expected, etc.). It's the role of the bug triaging team and the "
"developers to then help make the diagnosis of the issue you met, so that the "
"actual cause of the bug can be identified and addressed."
msgstr ""
#: ../../docs/community/contributing/ways_to_contribute.rst:136

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -117,9 +117,9 @@ msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:56
msgid ""
"We usually try to keep the Godot Android build code up to date, but Google "
"changes their toolchain versions very often, so if compilation fails due to "
"wrong toolchain version, go to your NDK directory and check the current "
"number, then set the following environment variable:"
"changes their toolchain versions often, so if compilation fails due to wrong "
"toolchain version, go to your NDK directory and check the current number, "
"then set the following environment variable:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:66
@@ -182,7 +182,7 @@ msgid ""
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:131
#: ../../docs/development/compiling/compiling_for_android.rst:174
#: ../../docs/development/compiling/compiling_for_android.rst:173
msgid "Troubleshooting"
msgstr ""
@@ -207,159 +207,158 @@ msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:145
msgid ""
"When exporting your game, Godot opens the APK, changes a few things inside, "
"adds your file and spits it back. It's really handy! (and required some "
"reverse engineering of the format)."
"When exporting your game, Godot opens the APK, changes a few things inside "
"and adds your files."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:150
#: ../../docs/development/compiling/compiling_for_android.rst:149
msgid "Installing the templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:152
#: ../../docs/development/compiling/compiling_for_android.rst:151
msgid ""
"The newly-compiled templates (android_debug.apk and android_release.apk) "
"must be copied to Godot's templates folder with their respective names. The "
"templates folder can be located in:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:156
#: ../../docs/development/compiling/compiling_for_android.rst:155
msgid "Windows: ``C:\\Users\\[username]\\AppData\\Roaming\\Godot\\templates``"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:157
#: ../../docs/development/compiling/compiling_for_android.rst:156
msgid "Linux: ``/home/[username]/.local/share/godot/templates/[gd-version]/``"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:158
#: ../../docs/development/compiling/compiling_for_android.rst:157
msgid "macOS: ``/users/[username]/.godot/templates``"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:162
#: ../../docs/development/compiling/compiling_for_android.rst:161
msgid ""
"However, if you are writing your custom modules or custom C++ code, you "
"might instead want to configure your APKs as custom export templates here:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:168
#: ../../docs/development/compiling/compiling_for_android.rst:167
msgid ""
"You don't even need to copy them, you can just reference the resulting file "
"in the ``bin\\`` directory of your Godot source folder, so that the next "
"time you build you will automatically have the custom templates referenced."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:177
#: ../../docs/development/compiling/compiling_for_android.rst:176
msgid "Application not installed"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:179
#: ../../docs/development/compiling/compiling_for_android.rst:178
msgid ""
"Android might complain the application is not correctly installed. If so, "
"check the following:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:182
#: ../../docs/development/compiling/compiling_for_android.rst:181
msgid "Check that the debug keystore is properly generated."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:183
#: ../../docs/development/compiling/compiling_for_android.rst:182
msgid "Check that jarsigner is from JDK 6, 7 or 8."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:185
#: ../../docs/development/compiling/compiling_for_android.rst:184
msgid "If it still fails, open a command line and run logcat:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:191
#: ../../docs/development/compiling/compiling_for_android.rst:190
msgid ""
"And check the output while the application is installed. Reason for failure "
"should be presented there."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:194
#: ../../docs/development/compiling/compiling_for_android.rst:193
msgid "Seek assistance if you can't figure it out."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:197
#: ../../docs/development/compiling/compiling_for_android.rst:196
msgid "Application exits immediately"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:199
#: ../../docs/development/compiling/compiling_for_android.rst:198
msgid ""
"If the application runs but exits immediately, there might be one of the "
"following reasons:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:202
#: ../../docs/development/compiling/compiling_for_android.rst:201
msgid ""
"Make sure to use export templates that match your editor version; if you use "
"a new Godot version, you *have* to update the templates too."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:204
#: ../../docs/development/compiling/compiling_for_android.rst:203
msgid "libgodot_android.so is not in ``lib/armeabi-v7a`` or ``lib/armeabi``"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:205
#: ../../docs/development/compiling/compiling_for_android.rst:204
msgid "Device does not support armv7 (try compiling yourself for armv6)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:206
#: ../../docs/development/compiling/compiling_for_android.rst:205
msgid "Device is Intel, and apk is compiled for ARM."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:208
#: ../../docs/development/compiling/compiling_for_android.rst:207
msgid "In any case, ``adb logcat`` should also show the cause of the error."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:211
#: ../../docs/development/compiling/compiling_for_android.rst:210
msgid "Compilation fails"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:213
#: ../../docs/development/compiling/compiling_for_android.rst:212
msgid ""
"On Linux systems with Kernel version 4.3 or newer, compilation may fail with "
"the error \"pthread_create failed: Resource temporarily unavailable.\""
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:216
#: ../../docs/development/compiling/compiling_for_android.rst:215
msgid ""
"This is because of a change in the way Linux limits thread creation. But you "
"can change those limits through the command line. Please read this section "
"thoroughly before beginning."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:220
#: ../../docs/development/compiling/compiling_for_android.rst:219
msgid ""
"First open a terminal, then begin compilation as usual (it may be a good "
"idea to run a --clean first). While compiling enter the following in your "
"terminal:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:228
#: ../../docs/development/compiling/compiling_for_android.rst:227
msgid ""
"The output should list a scons process, with its PID as the first number in "
"the output. For example the PID 1077 in the output shown below:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:236
#: ../../docs/development/compiling/compiling_for_android.rst:235
msgid ""
"Now you can use another command to increase the number of processes that "
"scons is allowed to spawn. You can check its current limits with:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:243
#: ../../docs/development/compiling/compiling_for_android.rst:242
msgid "You can increase those limits with the command:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:249
#: ../../docs/development/compiling/compiling_for_android.rst:248
msgid ""
"Obviously you should substitute the scons PID output by top and a limits "
"that you think suitable. These are in the form --nproc=soft:hard where soft "
"must be lesser than or equal to hard. See the man page for more information."
msgstr ""
#: ../../docs/development/compiling/compiling_for_android.rst:254
#: ../../docs/development/compiling/compiling_for_android.rst:253
msgid ""
"If all went well, and you entered the prlimit command while scons was "
"running, then your compilation should continue without the error."

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -165,9 +165,9 @@ msgstr ""
#: ../../docs/development/compiling/compiling_for_uwp.rst:101
msgid ""
"This is a base project with the ANGLE dependencies already set up. However, "
"by default it picks the debug version of the DLLs which usually have a very "
"poor performance. So in the \"Binaries\" filter, click in each of the DLLs "
"there and in the \"Properties\" window and change the relative path from "
"by default it picks the debug version of the DLLs which usually have poor "
"performance. So in the \"Binaries\" filter, click in each of the DLLs there "
"and in the \"Properties\" window and change the relative path from "
"``Debug_Win32`` to ``Release_Win32`` (or ``Release_ARM`` for devices)."
msgstr ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -463,10 +463,10 @@ msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:336
msgid ""
"If you need to edit the compilation commands, they are located in \"Godot\" "
"project settings, NMAKE sheet. SCons is called at the very end of the "
"commands. If you make a mistake, copy the command from one of the other "
"build configurations (debug, release_debug, release) or architectures (Win32/"
"x64). They are equivalent."
"project settings, NMAKE sheet. SCons is called at the end of the commands. "
"If you make a mistake, copy the command from one of the other build "
"configurations (debug, release_debug, release) or architectures (Win32/x64). "
"They are equivalent."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:343

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -71,118 +71,122 @@ msgid "OpenSSL (for HTTPS and TLS)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:24
msgid "libudev (optional, build with `udev=yes`)"
msgid "*Optional* - libudev (build with ``udev=yes``)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:27
#: ../../docs/development/compiling/compiling_for_x11.rst:25
msgid "*Optional* - yasm (for WebM SIMD optimizations)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:28
msgid "Distro-specific oneliners"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:29
#: ../../docs/development/compiling/compiling_for_x11.rst:30
msgid "**Arch**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:33
#: ../../docs/development/compiling/compiling_for_x11.rst:34
msgid "**Debian** / **Ubuntu**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:39
#: ../../docs/development/compiling/compiling_for_x11.rst:40
msgid "**Fedora**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:45
#: ../../docs/development/compiling/compiling_for_x11.rst:46
msgid "**FreeBSD**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:50
#: ../../docs/development/compiling/compiling_for_x11.rst:51
msgid "**Gentoo**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:55
#: ../../docs/development/compiling/compiling_for_x11.rst:56
msgid "**Mageia**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:61
#: ../../docs/development/compiling/compiling_for_x11.rst:62
msgid "**OpenBSD**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:65
#: ../../docs/development/compiling/compiling_for_x11.rst:66
msgid "**openSUSE**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:71
#: ../../docs/development/compiling/compiling_for_x11.rst:72
msgid "**Solus**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:78
#: ../../docs/development/compiling/compiling_for_x11.rst:79
msgid "Compiling"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:80
#: ../../docs/development/compiling/compiling_for_x11.rst:81
msgid ""
"Start a terminal, go to the root dir of the engine source code and type:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:86
#: ../../docs/development/compiling/compiling_for_x11.rst:87
msgid ""
"If all goes well, the resulting binary executable will be placed in the \"bin"
"\" subdirectory. This executable file contains the whole engine and runs "
"without any dependencies. Executing it will bring up the project manager."
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:93
#: ../../docs/development/compiling/compiling_for_x11.rst:94
msgid "If you wish to compile using Clang rather than GCC, use this command:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:99
#: ../../docs/development/compiling/compiling_for_x11.rst:100
msgid ""
"Using Clang appears to be a requirement for OpenBSD, otherwise fonts would "
"not build."
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:103
#: ../../docs/development/compiling/compiling_for_x11.rst:104
msgid "Building export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:105
#: ../../docs/development/compiling/compiling_for_x11.rst:106
msgid ""
"To build X11 (Linux, \\*BSD) export templates, run the build system with the "
"following parameters:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:108
#: ../../docs/development/compiling/compiling_for_x11.rst:109
msgid "(32 bits)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:115
#: ../../docs/development/compiling/compiling_for_x11.rst:116
msgid "(64 bits)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:122
#: ../../docs/development/compiling/compiling_for_x11.rst:123
msgid ""
"Note that cross compiling for the opposite bits (64/32) as your host "
"platform is not always straight-forward and might need a chroot environment."
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:125
#: ../../docs/development/compiling/compiling_for_x11.rst:126
msgid ""
"To create standard export templates, the resulting files must be copied to:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:131
#: ../../docs/development/compiling/compiling_for_x11.rst:132
msgid ""
"and named like this (even for \\*BSD which is seen as \"Linux X11\" by "
"Godot):"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:140
#: ../../docs/development/compiling/compiling_for_x11.rst:141
msgid ""
"However, if you are writing your custom modules or custom C++ code, you "
"might instead want to configure your binaries as custom export templates "
"here:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:146
#: ../../docs/development/compiling/compiling_for_x11.rst:147
msgid ""
"You don't even need to copy them, you can just reference the resulting files "
"in the bin/ directory of your Godot source folder, so the next time you "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -26,7 +26,7 @@ msgid "Requirements"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:11
msgid "Mono 5.2.0+ (mono-complete)"
msgid "Mono (the required version is listed here: :ref:`doc_c_sharp`)"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:12

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -92,16 +92,16 @@ msgstr ""
msgid ""
"PC is a wonderful architecture. Computers often have gigabytes of RAM, "
"terabytes of storage and gigahertz of CPU, and when an application needs "
"more resources the OS will just swap out the inactive ones. Other "
"architectures (like mobile or consoles) are in general more limited."
"more resources the OS will swap out the inactive ones. Other architectures "
"(like mobile or consoles) are in general more limited."
msgstr ""
#: ../../docs/development/cpp/core_types.rst:47
msgid ""
"The most common memory model is the heap, where an application will request "
"a region of memory, and the underlying OS will try to fit it somewhere and "
"return it. This often works best and is very flexible, but over time and "
"with abuse, this can lead to segmentation."
"return it. This often works best and is flexible, but over time and with "
"abuse, this can lead to segmentation."
msgstr ""
#: ../../docs/development/cpp/core_types.rst:52
@@ -119,7 +119,7 @@ msgid ""
"the maximum allocation size is below a given threshold in proportion to the "
"maximum heap size and proportion of memory intended to be unused, "
"segmentation will not be a problem over time as it will remain constant. In "
"other words, just leave 10-20% of your memory free and perform all small "
"other words, leave 10-20% of your memory free and perform all small "
"allocations and you are fine."
msgstr ""
@@ -171,12 +171,12 @@ msgstr ""
#: ../../docs/development/cpp/core_types.rst:106
msgid ""
"For dynamic memory, the DVector<> template is provided. Just use it like:"
"For dynamic memory, the DVector<> template is provided. Use it like this:"
msgstr ""
#: ../../docs/development/cpp/core_types.rst:113
msgid ""
"DVector is just a standard vector class, it can be accessed using the [] "
"DVector is a standard vector class, it can be accessed using the [] "
"operator, but that's probably slow for large amount of accesses (as it has "
"to lock internally). A few helpers exist for this:"
msgstr ""
@@ -229,8 +229,8 @@ msgstr ""
#: ../../docs/development/cpp/core_types.rst:148
msgid ""
"They are very simple and aim to be as minimal as possible, as templates in C+"
"+ are often inlined and make the binary size much fatter, both in debug "
"They are simple and aim to be as minimal as possible, as templates in C++ "
"are often inlined and make the binary size much fatter, both in debug "
"symbols and code. List, Set and Map can be iterated using pointers, like "
"this:"
msgstr ""
@@ -299,8 +299,8 @@ msgstr ""
msgid ""
"StringNames are like a String, but they are unique. Creating a StringName "
"from a string results in a unique internal pointer for all equal strings. "
"StringNames are really useful for using strings as identifier, as comparing "
"them is basically comparing a pointer."
"StringNames are useful for using strings as identifier, as comparing them is "
"basically comparing a pointer."
msgstr ""
#: ../../docs/development/cpp/core_types.rst:195
@@ -321,8 +321,7 @@ msgstr ""
#: ../../docs/development/cpp/core_types.rst:206
msgid ""
"There are several linear math types available in the core/math directory, "
"they are basically just that."
"There are several linear math types available in the core/math directory."
msgstr ""
#: ../../docs/development/cpp/core_types.rst:212

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -236,7 +236,7 @@ msgstr ""
msgid ""
"So, finally it's time to add the SDK library. The library can come in two "
"flavors, a JAR file or an Android project for ant. JAR is the easiest to "
"integrate, just put it in the module directory and add it:"
"integrate, put it in the module directory and add it:"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:223
@@ -281,7 +281,7 @@ msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:266
msgid ""
"Afterwards, just continue the steps for compiling android :ref:"
"Afterwards, continue the steps for compiling android :ref:"
"`doc_compiling_for_android`."
msgstr ""
@@ -301,7 +301,7 @@ msgid ""
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:288
msgid "Then just request the singleton Java object from Globals like this:"
msgid "Then request the singleton Java object from Globals like this:"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:301

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -177,31 +177,30 @@ msgid "Using the module"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:230
msgid ""
"Using your newly created module is very easy, from any script you can now do:"
msgid "You can now use your newly created module from any script:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:242
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:241
msgid "And the output will be ``60``."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:245
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:244
msgid "Improving the build system for development"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:247
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:246
msgid ""
"So far we defined a clean and simple SCsub that allows us to add the sources "
"of our new module as part of the Godot binary."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:250
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:249
msgid ""
"This static approach is fine when we want to build a release version of our "
"game given we want all the modules in a single binary."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:253
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:252
msgid ""
"However the trade-of is every single change means a full recompilation of "
"the game. Even if SCons is able to detect and recompile only the file that "
@@ -209,13 +208,13 @@ msgid ""
"a long and costly part."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:258
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:257
msgid ""
"The solution to avoid such a cost is to build our own module as a shared "
"library that will be dynamically loaded when starting our game's binary."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:290
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:289
msgid ""
"Once compiled, we should end up with a ``bin`` directory containing both the "
"``godot*`` binary and our ``libsummator*.so``. However given the .so is not "
@@ -223,13 +222,13 @@ msgid ""
"it during runtime with the ``LD_LIBRARY_PATH`` environ variable:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:300
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:299
msgid ""
"**note**: Pay attention you have to ``export`` the environ variable "
"otherwise you won't be able to play you project from within the editor."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:303
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:302
msgid ""
"On top of that, it would be nice to be able to select whether to compile our "
"module as shared library (for development) or as a part of the godot binary "
@@ -237,23 +236,23 @@ msgid ""
"using the `ARGUMENT` command:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:333
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:332
msgid ""
"Now by default ``scons`` command will build our module as part of godot's "
"binary and as a shared library when passing ``summator_shared=yes``."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:336
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:335
msgid ""
"Finally you can even speedup build further by explicitly specifying your "
"shared module as target in the scons command:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:344
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:343
msgid "Writing custom documentation"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:346
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:345
msgid ""
"Writing documentation may seem like a boring task, but it is highly "
"recommended to document your newly created module in order to make it easier "
@@ -262,22 +261,22 @@ msgid ""
"someone else, so be kind to your future self!"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:352
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:351
msgid "There are several steps in order to setup custom docs for the module:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:354
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:353
msgid ""
"Make a new directory in the root of the module. The directory name can be "
"anything, but we'll be using the ``doc_classes`` name throughout this "
"section."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:357
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:356
msgid "Append the following code snippet to ``config.py``:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:369
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:368
msgid ""
"The ``get_doc_classes()`` method is necessary for the build system to know "
"which documentation classes of the module must be merged, since the module "
@@ -286,18 +285,18 @@ msgid ""
"one class, append those as well."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:375
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:374
msgid ""
"The ``get_doc_path()`` method is used by the build system to determine the "
"location of the docs. In our case, they will be located in the "
"``doc_classes`` directory."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:379
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:378
msgid "Run command:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:385
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:384
msgid ""
"This will dump the engine API reference to the given ``<path>`` in XML "
"format. Notice that you'll need to configure your ``PATH`` to locate Godot's "
@@ -305,17 +304,17 @@ msgid ""
"might encounter an error similar to the following:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:395
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:394
msgid "Get generated doc file from ``godot/doc/classes/ClassName.xml``"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:397
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:396
msgid ""
"Copy this file to ``doc_classes``, optionally edit it, then compile the "
"engine."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:399
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:398
msgid ""
"The build system will fetch the documentation files from the ``doc_classes`` "
"directory and merge them with the base types. Once the compilation process "
@@ -323,53 +322,51 @@ msgid ""
"documentation system."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:403
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:402
msgid ""
"In order to keep documentation up-to-date, all you'll have to do is simply "
"modify one of the ``ClassName.xml`` files and recompile the engine from now "
"on."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:407
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:406
msgid "Summing up"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:409
msgid ""
"As you see, it's really easy to develop Godot in C++. Just write your stuff "
"normally and remember to:"
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:408
msgid "Remember to:"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:412
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:410
msgid "use ``GDCLASS`` macro for inheritance, so Godot can wrap it"
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:413
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:411
msgid ""
"use ``_bind_methods`` to bind your functions to scripting, and to allow them "
"to work as callbacks for signals."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:416
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:414
msgid ""
"But this is not all, depending what you do, you will be greeted with some "
"surprises."
"(hopefully positive) surprises."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:419
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:417
msgid ""
"If you inherit from :ref:`class_Node` (or any derived node type, such as "
"Sprite), your new class will appear in the editor, in the inheritance tree "
"in the \"Add Node\" dialog."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:422
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:420
msgid ""
"If you inherit from :ref:`class_Resource`, it will appear in the resource "
"list, and all the exposed properties can be serialized when saved/loaded."
msgstr ""
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:425
#: ../../docs/development/cpp/custom_modules_in_cpp.rst:423
msgid ""
"By this same logic, you can extend the Editor and almost any area of the "
"engine."

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -244,7 +244,7 @@ msgstr ""
msgid ""
"If cast fails, NULL is returned. This system uses RTTI, but it also works "
"fine (although a bit slower) when RTTI is disabled. This is useful on "
"platforms where a very small binary size is ideal, such as HTML5 or consoles "
"platforms where a small binary size is ideal, such as HTML5 or consoles "
"(with low memory footprint)."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -189,9 +189,9 @@ msgstr ""
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 very 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:"
"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
@@ -258,6 +258,6 @@ msgstr ""
#: ../../docs/development/file_formats/tscn.rst:157
msgid ""
"Similar to the internal resource, the content for each node is currently "
"undocumented. Fortunately it is very easy to find out because you can simply "
"save a file with that node in it. Some example nodes are:"
"undocumented. Fortunately it is easy to find out because you can simply save "
"a file with that node in it. Some example nodes are:"
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -74,119 +74,118 @@ msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:51
msgid ""
"Creating a project from the command line is simple, just navigate the shell "
"to the desired place and just make project.godot file exist, even if empty."
"To create a project from the command line, navigate the to the desired place "
"and create an empty project.godot file."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:61
msgid "That alone makes for an empty Godot project."
#: ../../docs/getting_started/editor/command_line_tutorial.rst:59
msgid "The project can now be opened with Godot."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:64
#: ../../docs/getting_started/editor/command_line_tutorial.rst:62
msgid "Running the editor"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:66
#: ../../docs/getting_started/editor/command_line_tutorial.rst:64
msgid ""
"Running the editor is done by executing godot with the ``-e`` flag. This "
"must be done from within the project directory, or a subdirectory, otherwise "
"the command is ignored and the project manager appears."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:74
#: ../../docs/getting_started/editor/command_line_tutorial.rst:72
msgid ""
"If a scene has been created and saved, it can be edited later by running the "
"same code with that scene as argument."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:82
#: ../../docs/getting_started/editor/command_line_tutorial.rst:80
msgid "Erasing a scene"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:84
#: ../../docs/getting_started/editor/command_line_tutorial.rst:82
msgid ""
"Godot is friends with your filesystem, and will not create extra metadata "
"files, simply use ``rm`` to erase a file. Make sure nothing references that "
"scene, or else an error will be thrown upon opening."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:93
#: ../../docs/getting_started/editor/command_line_tutorial.rst:91
msgid "Running the game"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:95
#: ../../docs/getting_started/editor/command_line_tutorial.rst:93
msgid ""
"To run the game, simply execute Godot within the project directory or "
"subdirectory."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:102
#: ../../docs/getting_started/editor/command_line_tutorial.rst:100
msgid ""
"When a specific scene needs to be tested, pass that scene to the command "
"line."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:110
#: ../../docs/getting_started/editor/command_line_tutorial.rst:108
msgid "Debugging"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:112
#: ../../docs/getting_started/editor/command_line_tutorial.rst:110
msgid ""
"Catching errors in the command line can be a difficult task because they "
"just fly by. For this, a command line debugger is provided by adding ``-d``. "
"It works for both running the game or a simple scene."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:125
#: ../../docs/getting_started/editor/command_line_tutorial.rst:123
msgid "Exporting"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:127
#: ../../docs/getting_started/editor/command_line_tutorial.rst:125
msgid ""
"Exporting the project from the command line is also supported. This is "
"especially useful for continuous integration setups. The version of Godot "
"that is headless (server build, no video) is ideal for this."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:136
#: ../../docs/getting_started/editor/command_line_tutorial.rst:134
msgid ""
"The platform names recognized by the ``--export`` switch are the same as "
"displayed in the export wizard of the editor. To get a list of supported "
"platforms from the command line, just try exporting to a non-recognized "
"platform and the full listing of platforms your configuration supports will "
"be shown."
"platforms from the command line, try exporting to a non-recognized platform "
"and the full listing of platforms your configuration supports will be shown."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:142
#: ../../docs/getting_started/editor/command_line_tutorial.rst:140
msgid ""
"To export a debug version of the game, use the ``--export-debug`` switch "
"instead of ``--export``. Their parameters and usage are the same."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:146
#: ../../docs/getting_started/editor/command_line_tutorial.rst:144
msgid "Running a script"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:148
#: ../../docs/getting_started/editor/command_line_tutorial.rst:146
msgid ""
"It is possible to run a simple .gd script from the command line. This "
"feature is especially useful in very large projects, for batch conversion of "
"feature is especially useful in large projects, for batch conversion of "
"assets or custom import/export."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:152
#: ../../docs/getting_started/editor/command_line_tutorial.rst:150
msgid "The script must inherit from SceneTree or MainLoop."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:154
#: ../../docs/getting_started/editor/command_line_tutorial.rst:152
msgid "Here is a simple example of how it works:"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:165
#: ../../docs/getting_started/editor/command_line_tutorial.rst:163
msgid "And how to run it:"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:172
#: ../../docs/getting_started/editor/command_line_tutorial.rst:170
msgid ""
"If no project.godot exists at the path, current path is assumed to be the "
"current working directory (unless ``-path`` is specified)."

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -239,7 +239,7 @@ msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:65
msgid ""
"Running the project and closing it is very fast (Unity has to save, run the "
"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 ""
@@ -505,8 +505,7 @@ msgid ""
"from Python, but is not related to it. If you wonder about the reasoning for "
"a custom scripting language, please read :ref:`GDScript <doc_gdscript>` and "
"`FAQ <faq>`_ pages. GDScript is strongly attached to the Godot API, but it "
"is really easy to learn: between one evening for an experienced programmer "
"and a week for a complete beginner."
"is easy to learn."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:162
@@ -571,10 +570,10 @@ msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:182
msgid ""
"Just for your information, Godot also allows you to develop your project "
"directly in C++ by using its API, which is not possible with Unity at the "
"moment. As an example, you can consider Godot Engine's editor as a \"game\" "
"written in C++ using Godot API."
"For your information, Godot also allows you to develop your project directly "
"in C++ by using its API, which is not possible with Unity at the moment. As "
"an example, you can consider Godot Engine's editor as a \"game\" written in C"
"++ using Godot API."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:184

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -43,7 +43,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:16
msgid ""
"C# is a high-level programming language developed by Microsoft. In Godot it "
"is implemented with the Mono 5.2 .NET framework including full support for "
"is implemented with the Mono 5.x .NET framework including full support for "
"C# 7.0. Mono is an open source implementation of Microsoft's .NET Framework "
"based on the ECMA standards for C# and the Common Language Runtime. A good "
"starting point for checking its capabilities is the `Compatibility <http://"
@@ -66,7 +66,8 @@ msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:27
msgid ""
"To use C# in Godot you must have `Mono <http://www.mono-project.com/download/"
">`_ installed (at least version 5.2), as well as MSBuild (at least version "
">`_ installed. Godot 3.0.2 requires Mono 5.4, 3.0.3 requires Mono 5.10 on "
"Linux and Windows, and 5.8 on MacOS. You also need MSBuild (at least version "
"15.0) which should come with the Mono installation."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -53,7 +53,7 @@ msgid ""
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:25
msgid "The language is very simple to learn."
msgid "The language is simple and easy to learn."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:26
@@ -108,9 +108,9 @@ msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:43
msgid ""
"This, translated to reality, means that Godot+GDScript are a combination "
"designed to create games very quickly and efficiently. For games that are "
"very computationally intensive and can't benefit from the engine built-in "
"tools (such as the Vector types, Physics Engine, Math library, etc), the "
"designed to create games quickly and efficiently. For games that are very "
"computationally intensive and can't benefit from the engine built-in tools "
"(such as the Vector types, Physics Engine, Math library, etc), the "
"possibility of using C++ is present too. This allows to still create the "
"entire game in GDScript and add small bits of C++ in the areas that need a "
"performance boost."
@@ -220,7 +220,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:233
msgid ""
"Dictionaries are a very powerful tool in dynamically typed languages. Most "
"Dictionaries are a powerful tool in dynamically typed languages. Most "
"programmers that come from statically typed languages (such as C++ or C#) "
"ignore their existence and make their life unnecessarily more difficult. "
"This datatype is generally not present in such languages (or only on limited "
@@ -231,8 +231,8 @@ msgstr ""
msgid ""
"Dictionaries can map any value to any other value with complete disregard "
"for the datatype used as either key or value. Contrary to popular belief, "
"they are very efficient because they can be implemented with hash tables. "
"They are, in fact, so efficient that some languages will go as far as "
"they are efficient because they can be implemented with hash tables. They "
"are, in fact, so efficient that some languages will go as far as "
"implementing arrays as dictionaries."
msgstr ""
@@ -256,8 +256,8 @@ msgstr ""
msgid ""
"Dictionaries can also be used as data markup or quick structures. While "
"GDScript dictionaries resemble python dictionaries, it also supports Lua "
"style syntax and indexing, which makes it very useful for writing initial "
"states and quick structs:"
"style syntax and indexing, which makes it useful for writing initial states "
"and quick structs:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_advanced.rst:317

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -100,8 +100,8 @@ msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:51
msgid ""
"Some people can learn better by just taking a look at the syntax, so here's "
"a simple example of how GDScript looks."
"Some people can learn better by taking a look at the syntax, so here's a "
"simple example of how GDScript looks."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:123
@@ -722,8 +722,8 @@ msgstr ""
msgid ""
"Built-in types are stack-allocated. They are passed as values. This means a "
"copy is created on each assignment or when passing them as arguments to "
"functions. The only exceptions are ``Array``s and ``Dictionaries``, which "
"are passed by reference so they are shared. (Not ``PoolArray``s like "
"functions. The only exceptions are ``Array``\\ s and ``Dictionaries``, which "
"are passed by reference so they are shared. (Not ``PoolArray``\\ s like "
"``PoolByteArray`` though, those are passed as values too, so consider this "
"when deciding which to use!)"
msgstr ""
@@ -934,12 +934,12 @@ msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:476
msgid ""
"GDScript arrays are allocated linearly in memory for speed. Very large "
"arrays (more than tens of thousands of elements) may however cause memory "
"GDScript arrays are allocated linearly in memory for speed. Large arrays "
"(more than tens of thousands of elements) may however cause memory "
"fragmentation. If this is a concern special types of arrays are available. "
"These only accept a single data type. They avoid memory fragmentation and "
"also use less memory but are atomic and tend to run slower than generic "
"arrays. They are therefore only recommended to use for very large data sets:"
"arrays. They are therefore only recommended to use for large data sets:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:483
@@ -1314,10 +1314,10 @@ msgstr ""
msgid ""
"By default, the body of a script file is an unnamed class and it can only be "
"referenced externally as a resource or file. Class syntax is meant to be "
"very compact and can only contain member variables or functions. Static "
"functions are allowed, but not static members (this is in the spirit of "
"thread safety, since scripts can be initialized in separate threads without "
"the user knowing). In the same way, member variables (including arrays and "
"compact and can only contain member variables or functions. Static functions "
"are allowed, but not static members (this is in the spirit of thread safety, "
"since scripts can be initialized in separate threads without the user "
"knowing). In the same way, member variables (including arrays and "
"dictionaries) are initialized every time an instance is created."
msgstr ""
@@ -1437,47 +1437,47 @@ msgid ""
"special export syntax is provided."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1091
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1097
msgid ""
"It must be noted that even if the script is not being run while at the "
"editor, the exported properties are still editable (see below for \"tool\")."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1096
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1102
msgid "Exporting bit flags"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1098
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1104
msgid ""
"Integers used as bit flags can store multiple ``true``/``false`` (boolean) "
"values in one property. By using the export hint ``int, FLAGS``, they can be "
"set from the editor:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1107
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1113
msgid ""
"Restricting the flags to a certain number of named flags is also possible. "
"The syntax is very similar to the enumeration syntax:"
"The syntax is similar to the enumeration syntax:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1115
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1121
msgid ""
"In this example, ``Fire`` has value 1, ``Water`` has value 2, ``Earth`` has "
"value 4 and ``Wind`` corresponds to value 8. Usually, constants should be "
"defined accordingly (e.g. ``const ELEMENT_WIND = 8`` and so on)."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1120
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1126
msgid ""
"Using bit flags requires some understanding of bitwise operations. If in "
"doubt, boolean variables should be exported instead."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1124
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1130
msgid "Exporting arrays"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1126
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1132
msgid ""
"Exporting arrays works but with an important caveat: While regular arrays "
"are created local to every class instance, exported arrays are *shared* "
@@ -1486,24 +1486,24 @@ msgid ""
"initializers, but they must be constant expressions."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1152
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1169
msgid "Setters/getters"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1154
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1171
msgid ""
"It is often useful to know when a class' member variable changes for "
"whatever reason. It may also be desired to encapsulate its access in some "
"way."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1157
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1174
msgid ""
"For this, GDScript provides a *setter/getter* syntax using the ``setget`` "
"keyword. It is used directly after a variable definition:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1164
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1181
msgid ""
"Whenever the value of ``variable`` is modified by an *external* source (i.e. "
"not from local usage in the class), the *setter* function (``setterfunc`` "
@@ -1513,27 +1513,27 @@ msgid ""
"``return`` the desired value. Below is an example:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1181
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1198
msgid "Either of the *setter* or *getter* functions can be omitted:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1190
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1207
msgid ""
"Get/Setters are especially useful when exporting variables to editor in tool "
"scripts or plugins, for validating input."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1193
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1210
msgid ""
"As said *local* access will *not* trigger the setter and getter. Here is an "
"illustration of this:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1208
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1225
msgid "Tool mode"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1210
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1227
msgid ""
"Scripts, by default, don't run inside the editor and only the exported "
"properties can be changed. In some cases it is desired that they do run "
@@ -1542,62 +1542,69 @@ msgid ""
"top of the file:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1225
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1242
msgid "Memory management"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1227
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1244
msgid ""
"If a class inherits from :ref:`class_Reference`, then instances will be "
"freed when no longer in use. No garbage collector exists, just simple "
"reference counting. By default, all classes that don't define inheritance "
"extend **Reference**. If this is not desired, then a class must inherit :ref:"
"freed when no longer in use. No garbage collector exists, just reference "
"counting. By default, all classes that don't define inheritance extend "
"**Reference**. If this is not desired, then a class must inherit :ref:"
"`class_Object` manually and must call instance.free(). To avoid reference "
"cycles that can't be freed, a ``weakref`` function is provided for creating "
"weak references."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1237
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1252
msgid ""
"Alternatively, when not using references, the "
"``is_instance_valid(instance)`` can be used to check if an object has been "
"freed."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1257
msgid "Signals"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1239
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1259
msgid ""
"It is often desired to send a notification that something happened in an "
"instance. GDScript supports creation of built-in Godot signals. Declaring a "
"signal in GDScript is easy using the `signal` keyword."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1250
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1270
msgid ""
"These signals, just like regular signals, can be connected in the editor or "
"from code. Just take the instance of a class where the signal was declared "
"and connect it to the method of another instance:"
"These signals can be connected in the editor or from code like regular "
"signals. Take the instance of a class where the signal was declared and "
"connect it to the method of another instance:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1266
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1286
msgid ""
"It is also possible to bind arguments to a signal that lacks them with your "
"custom values:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1274
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1294
msgid ""
"This is very useful when a signal from many objects is connected to a single "
"This is useful when a signal from many objects is connected to a single "
"callback and the sender must be identified:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1286
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1306
msgid ""
"Finally, emitting a custom signal is done by using the Object.emit_signal "
"method:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1297
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1317
msgid "Coroutines with yield"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1299
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1319
msgid ""
"GDScript offers support for `coroutines <https://en.wikipedia.org/wiki/"
"Coroutine>`_ via the ``yield`` built-in function. Calling ``yield()`` will "
@@ -1607,40 +1614,40 @@ msgid ""
"returns. Once resumed the state object becomes invalid. Here is an example:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1321
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1345
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1341
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1365
msgid "Will print:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1329
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1349
msgid ""
"It is also possible to pass values between yield() and resume(), for example:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1354
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1374
msgid "Coroutines & signals"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1356
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1376
msgid ""
"The real strength of using ``yield`` is when combined with signals. "
"``yield`` can accept two parameters, an object and a signal. When the signal "
"is received, execution will recommence. Here are some examples:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1372
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1392
msgid "Onready keyword"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1374
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1394
msgid ""
"When using nodes, it's very common to desire to keep references to parts of "
"the scene in a variable. As scenes are only warranted to be configured when "
"When using nodes, it's common to desire to keep references to parts of the "
"scene in a variable. As scenes are only warranted to be configured when "
"entering the active scene tree, the sub-nodes can only be obtained when a "
"call to Node._ready() is made."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1386
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1406
msgid ""
"This can get a little cumbersome, especially when nodes and external "
"references pile up. For this, GDScript has the ``onready`` keyword, that "
@@ -1648,11 +1655,11 @@ msgid ""
"replace the above code with a single line:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1396
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1416
msgid "Assert keyword"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1398
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1418
msgid ""
"The ``assert`` keyword can be used to check conditions in debug builds. "
"These assertions are ignored in non-debug builds."

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -49,9 +49,9 @@ msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:25
msgid ""
"Creating scripts works the same as with other scripting languages: Just "
"select any node in the scene and push the \"New Script\" button at the top "
"right corner of the Scene Tree dock:"
"Creating scripts works the same as with other scripting languages: Select "
"any node in the scene and push the \"New Script\" button at the top right "
"corner of the Scene Tree dock:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/getting_started.rst:31

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -47,8 +47,8 @@ msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:20
msgid ""
"Nodes still display the required information as text, but editing is done "
"via the *Inspector*. To edit them, just select any node and edit its "
"properties in the *Inspector*."
"via the *Inspector*. To edit them, select any node and edit its properties "
"in the *Inspector*."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:25
@@ -78,9 +78,8 @@ msgid ""
"Typically when a *Node* is done processing, it will go to the next node from "
"one of the ports at the right. If nothing is connected the function may end, "
"or another output *Sequence Port* might be tried (this depends on the node). "
"Thanks to this, it's easy to understand the logic within a function by just "
"following the white lines. Not every *Node* has *Sequence Ports*. In fact, "
"most do not."
"Thanks to this, you can follow the logic flow within a function by following "
"the white lines. Not every *Node* has *Sequence Ports*. In fact, most do not."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:46
@@ -105,8 +104,8 @@ msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:60
msgid ""
"Connecting is a relatively simple process. Just drag an *Output Port* "
"towards an *Input Port*."
"Connecting is a relatively simple process. Drag an *Output Port* towards an "
"*Input Port*."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:65
@@ -192,8 +191,8 @@ msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:122
msgid ""
"If instead reading this value is desired, just drag the node again but hold "
"the *Control* key (or Command on Mac). This will create a getter:"
"If instead reading this value is desired, drag the node again but hold the "
"*Control* key (or Command on Mac). This will create a getter:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:127
@@ -258,7 +257,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:176
msgid ""
"The signal you have just created will appear in the Inspector along with the "
"The signal you have created will appear in the Inspector along with the "
"built-in node signals. This allows you to connect it from another script "
"from another *Scene Node*:"
msgstr ""
@@ -388,9 +387,9 @@ msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:265
msgid ""
"These are nodes you can use as temporary storage for your graphs. Just make "
"sure they all have the same name and type when using them and they will "
"reference the same piece of memory."
"These are nodes you can use as temporary storage for your graphs. Make sure "
"they all have the same name and type when using them and they will reference "
"the same piece of memory."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:270
@@ -406,8 +405,8 @@ msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:276
msgid ""
"This is just a reference to a node in the tree, but it's easier to use this "
"node by just dragging the actual node from the scene tree to the canvas "
"(this will create it and configure it)."
"node by dragging the actual node from the scene tree to the canvas (this "
"will create it and configure it)."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:281
@@ -417,9 +416,9 @@ msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:283
msgid ""
"In some rare occasions, it may be desired to pass this Scene Node as "
"argument. It can be used to call functions and set/get properties, or just "
"drag nodes (or event the node itself that has the script) from the Scene "
"Tree to the canvas for this."
"argument. It can be used to call functions and set/get properties, or drag "
"nodes (or event the node itself that has the script) from the Scene Tree to "
"the canvas for this."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:288
@@ -449,8 +448,7 @@ msgstr ""
msgid ""
"This does the same function as preload() in GDScript. It maintains this "
"resource loaded and ready to use. Rather than instancing the node, it's "
"simpler to just drag the desired resource from the filesystem dock to the "
"canvas."
"simpler to drag the desired resource from the filesystem dock to the canvas."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:306
@@ -543,9 +541,9 @@ msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:366
msgid ""
"This is a very useful and commonly used node. You can use it to cast "
"arguments or other objects to the type you desire. Afterwards, you can even "
"drag the object output to get full completion."
"This is a useful and commonly used node. You can use it to cast arguments or "
"other objects to the type you desire. Afterwards, you can even drag the "
"object output to get full completion."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:372
@@ -592,8 +590,8 @@ msgstr ""
msgid ""
"There is a list of built in helpers. The list is almost identical to the one "
"from GDScript (@TODO, link to gdscript methods?). Most of them are "
"mathematical functions, but others can be very useful helpers. Just make "
"sure to take a look at the list at some point."
"mathematical functions, but others can be useful helpers. Make sure to take "
"a look at the list at some point."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:406
@@ -644,7 +642,7 @@ msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:437
msgid ""
"Emits signals from any object. In general it's not very useful, as dragging "
"Emits signals from any object. In general it's not that useful, as dragging "
"a signal to the canvas works better."
msgstr ""
@@ -719,8 +717,7 @@ msgstr ""
msgid ""
"Among the operators, the *Expression* node is the most powerful. If well "
"used, it allows you to enormously simplify visual scripts that are math or "
"logic heavy. Just type any expression on it and it will be executed in real-"
"time."
"logic heavy. Type any expression on it and it will be executed in real-time."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:488

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -143,8 +143,8 @@ msgstr ""
msgid ""
"Alternatively host file system paths can also be used, but this is not "
"recommended for a released product as these paths are not guaranteed to work "
"on all platforms. However, using host file system paths can be very useful "
"when writing development tools in Godot!"
"on all platforms. However, using host file system paths can be useful when "
"writing development tools in Godot!"
msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:96
@@ -173,7 +173,7 @@ msgid ""
"The second is that under Windows and macOS file and path names are case "
"insensitive. If a developer working in a case insensitive host file system "
"saves an asset as \"myfile.PNG\", but then references it as \"myfile.png\", "
"it will work just fine on their platorm, but not on other platforms, such as "
"it will work fine on their platorm, but not on other platforms, such as "
"Linux, Android, etc. This may also apply to exported binaries, which use a "
"compressed package to store all files."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -49,8 +49,8 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/instancing.rst:26
msgid ""
"Once a scene has been saved, it can be instanced into another scene just as "
"if it were any other node."
"Once a scene has been saved, it can be instanced into another scene as if it "
"were any other node."
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing.rst:31
@@ -160,6 +160,6 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/instancing.rst:114
msgid ""
"Instancing can be very useful when you want to create many copies of the "
"same object."
"Instancing can be useful when you want to create many copies of the same "
"object."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -72,9 +72,9 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/instancing_continued.rst:35
msgid ""
"It's pretty easy to come up with a diagram like this for almost any kind of "
"game. Just write down the parts of the game that you can visualize, and then "
"add arrows to represent ownership of one component by another."
"You can come up with a diagram like this for almost any kind of game. Write "
"down the parts of the game that you can visualize, and then add arrows to "
"represent ownership of one component by another."
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing_continued.rst:39
@@ -149,5 +149,5 @@ msgstr ""
msgid ""
"Everything discussed here will become second nature to you once you start "
"making games and putting these concepts into practice. For now, don't worry "
"about it too much, and just go on to the next tutorial!"
"about it too much, and go on to the next tutorial!"
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -64,9 +64,9 @@ msgstr ""
msgid ""
"When a resource is loaded from disk, **it is always loaded once**. That "
"means, if there is a copy of that resource already loaded in memory, trying "
"to load the resource again will just return the same copy again and again. "
"This corresponds with the fact that resources are just data containers, so "
"there is no need to have them duplicated."
"to load the resource again will return the same copy again and again. This "
"corresponds with the fact that resources are just data containers, so there "
"is no need to have them duplicated."
msgstr ""
#: ../../docs/getting_started/step_by_step/resources.rst:42

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -18,7 +18,7 @@ msgstr ""
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:4
#: ../../docs/getting_started/step_by_step/scene_tree.rst:42
#: ../../docs/getting_started/step_by_step/scene_tree.rst:41
msgid "SceneTree"
msgstr ""
@@ -29,7 +29,7 @@ msgstr "المقدمة"
#: ../../docs/getting_started/step_by_step/scene_tree.rst:9
msgid ""
"This is where things start getting abstract, but don't panic. There's not "
"really much more depth than this."
"much more depth than this."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:12
@@ -71,73 +71,72 @@ msgstr ""
msgid ""
"The user program, or game, starts in the MainLoop. This class has a few "
"methods, for initialization, idle (frame-synchronized callback), fixed "
"(physics-synchronized callback), and input. Again, this is really low level "
"and when making games in Godot, writing your own MainLoop does not even make "
"sense."
"(physics-synchronized callback), and input. Again, this is low level and "
"when making games in Godot, writing your own MainLoop seldom makes sense."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:44
#: ../../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 ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:47
#: ../../docs/getting_started/step_by_step/scene_tree.rst:46
msgid ""
"The scene system is the game engine, while the :ref:`OS <class_OS>` and "
"servers are the low level API."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:50
#: ../../docs/getting_started/step_by_step/scene_tree.rst:49
msgid ""
"In any case, the scene system provides its own main loop to OS, :ref:"
"`SceneTree <class_SceneTree>`. This is automatically instanced and set when "
"running a scene, no need to do any extra work."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:55
#: ../../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 ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:58
#: ../../docs/getting_started/step_by_step/scene_tree.rst:57
msgid ""
"It contains the root :ref:`Viewport <class_Viewport>`, to which a scene is "
"added as a child when it's first opened, to become part of the *Scene Tree* "
"(more on that next)"
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:61
#: ../../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 ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:63
#: ../../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 ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:66
#: ../../docs/getting_started/step_by_step/scene_tree.rst:65
msgid ""
"When a node is part of the Scene Tree, the :ref:`SceneTree "
"<class_SceneTree>` singleton can be obtained by simply calling :ref:`Node."
"get_tree() <class_Node_get_tree>`."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:72
#: ../../docs/getting_started/step_by_step/scene_tree.rst:71
msgid "Root viewport"
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:74
#: ../../docs/getting_started/step_by_step/scene_tree.rst:73
msgid ""
"The root :ref:`Viewport <class_Viewport>` is always at the top of the scene. "
"From a node, it can be obtained in two different ways:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:89
#: ../../docs/getting_started/step_by_step/scene_tree.rst:88
msgid ""
"This node contains the main viewport, anything that is a child of a :ref:"
"`Viewport <class_Viewport>` is drawn inside of it by default, so it makes "
@@ -145,30 +144,30 @@ msgid ""
"nothing would be seen!"
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:94
#: ../../docs/getting_started/step_by_step/scene_tree.rst:93
msgid ""
"While other viewports can be created in the scene (for split-screen effects "
"and such), this one is the only one that is never created by the user. It's "
"created automatically inside SceneTree."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:99
#: ../../docs/getting_started/step_by_step/scene_tree.rst:98
msgid "Scene tree"
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:101
#: ../../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 ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:104
#: ../../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 ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:109
#: ../../docs/getting_started/step_by_step/scene_tree.rst:108
msgid ""
"When nodes enter the *Scene Tree*, they become active. They get access to "
"everything they need to process, get input, display 2D and 3D, "
@@ -176,11 +175,11 @@ msgid ""
"*scene tree*, they lose access."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:115
#: ../../docs/getting_started/step_by_step/scene_tree.rst:114
msgid "Tree order"
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:117
#: ../../docs/getting_started/step_by_step/scene_tree.rst:116
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 "
@@ -188,52 +187,52 @@ msgid ""
"node."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:125
#: ../../docs/getting_started/step_by_step/scene_tree.rst:124
msgid "\"Becoming active\" by entering the *Scene Tree*"
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:127
#: ../../docs/getting_started/step_by_step/scene_tree.rst:126
msgid "A scene is loaded from disk or created by scripting."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:128
#: ../../docs/getting_started/step_by_step/scene_tree.rst:127
msgid ""
"The root node of that scene (only one root, remember?) is added as either a "
"child of the \"root\" Viewport (from SceneTree), or to any child or grand-"
"child of it."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:131
#: ../../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 ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:134
#: ../../docs/getting_started/step_by_step/scene_tree.rst:133
msgid ""
"An extra notification, \"ready\" ( _ready() callback in GDScript) is "
"provided for convenience, when a node and all its children are inside the "
"active scene."
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:137
#: ../../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 ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:142
#: ../../docs/getting_started/step_by_step/scene_tree.rst:141
msgid "Changing current scene"
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:144
#: ../../docs/getting_started/step_by_step/scene_tree.rst:143
msgid ""
"After a scene is loaded, it is often desired to change this scene for "
"another one. The simple way to do this is to use the :ref:`SceneTree."
"change_scene() <class_SceneTree_change_scene>` function:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scene_tree.rst:162
#: ../../docs/getting_started/step_by_step/scene_tree.rst:161
msgid ""
"This is a quick and useful way to switch scenes, but has the drawback that "
"the game will stall until the new scene is loaded and running. At some point "

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -88,7 +88,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:43
msgid ""
"The last one is very important. Nodes can have other nodes as children. When "
"The last one is important. Nodes can have other nodes as children. When "
"arranged in this way, the nodes become a **tree**."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -42,9 +42,9 @@ msgstr ""
msgid ""
"The \"Main\" languages in Godot, though, are GDScript and VisualScript. The "
"main reason to choose them is their level of integration with Godot, as this "
"makes the experience smoother; both have very slick editor integration, "
"while C# and C++ need to be edited in a separate IDE. If you are a big fan "
"of statically typed languages, go with C# and C++ instead."
"makes the experience smoother; both have slick editor integration, while C# "
"and C++ need to be edited in a separate IDE. If you are a big fan of "
"statically typed languages, go with C# and C++ instead."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:22
@@ -349,7 +349,7 @@ msgstr ""
#: ../../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 just for future reference."
"let's cover how the editor interface works for future reference."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting.rst:195

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -182,8 +182,8 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:273
msgid ""
"To create a node from code, call the ``.new()`` method, just like for any "
"other class-based datatype. For example:"
"To create a node from code, call the ``.new()`` method, like for any other "
"class-based datatype. For example:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:297
@@ -194,8 +194,8 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:313
msgid ""
"When a node is freed, it also frees all its children nodes. Because of this, "
"manually deleting nodes is much simpler than it appears. Just free the base "
"node and everything else in the subtree goes away with it."
"manually deleting nodes is much simpler than it appears. Free the base node "
"and everything else in the subtree goes away with it."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:317

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -27,12 +27,12 @@ msgstr "المقدمة"
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:9
msgid ""
"Scene singletons are very useful, catering to a common use case where you "
"need to store persistent information between scenes."
"Scene singletons are useful, catering to a common use case where you need to "
"store persistent information between scenes."
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:12
msgid "Albeit very powerful, the scene system by itself has a few drawbacks:"
msgid "Albeit powerful, the scene system by itself has a few drawbacks:"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:14
@@ -186,9 +186,9 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:218
msgid ""
"As mentioned in the comments above, we really want to avoid the situation of "
"having the current scene being deleted while being used (code from functions "
"of it being run), so using :ref:`Object.call_deferred() "
"As mentioned in the comments above, we want to avoid the situation of having "
"the current scene being deleted while being used (code from functions of it "
"being run), so using :ref:`Object.call_deferred() "
"<class_Object_call_deferred>` is desired at this point. The result is that "
"execution of the commands in the second function will happen at a later time "
"when no code from the current scene is running."

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -28,7 +28,7 @@ msgstr ""
#: ../../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 really simple, static splash screen."
"subsystem works. The goal is to create a simple, static splash screen."
msgstr ""
#: ../../docs/getting_started/step_by_step/splash_screen.rst:15
@@ -55,8 +55,8 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/splash_screen.rst:27
msgid ""
"The nodes \"background\" and \"logo\" are of :ref:`TextureRect "
"<class_TextureRect>` type. To display an image, just drag the corresponding "
"asset to the texture property."
"<class_TextureRect>` type. To display an image, drag the corresponding asset "
"to the texture property."
msgstr ""
#: ../../docs/getting_started/step_by_step/splash_screen.rst:32

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -290,7 +290,7 @@ msgid ""
"and look at the health value? Accessing nodes this way creates tight "
"coupling between them. If you did it sparingly it may work. As your game "
"grows bigger, you may have many more connections. If you get nodes this way "
"it gets very complex quickly. Not only that: you need to listen to the state "
"it gets complex quickly. Not only that: you need to listen to the state "
"change constantly in the ``_process`` function. This check happens 60 times "
"a second and you'll likely break the game because of the order in which the "
"code runs."
@@ -332,8 +332,8 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:226
msgid ""
"``died`` is emitted when the character just died. We will use it in a moment "
"to hide the UI."
"``died`` is emitted when the character died. We will use it in a moment to "
"hide the UI."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:228
@@ -434,8 +434,8 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:309
msgid ""
"The name makes it very clear for our future selves and teammates that when "
"the player took damage, we update the health count on the GUI"
"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 ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:310
@@ -597,7 +597,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:468
msgid ""
"Although we could animate the `health` property on the `Player`, we really "
"Although we could animate the `health` property on the `Player`, we "
"shouldn't. Characters should lose life instantly when they get hit. It makes "
"it a lot easier to manage their state, like to know when one died. You "
"always want to store animations in a separate data container or node. The "
@@ -664,8 +664,8 @@ msgid ""
"``_on_Player_health_changed``, which in turn calls ``update_health``. This "
"updates the animation and the ``number_label`` and ``bar`` follow in "
"``_process``. The animated life bar that shows the health going down "
"gradually is just a trick. It makes the GUI feel alive. If the ``Player`` "
"takes 3 damage, it happens in an instant."
"gradually is a trick. It makes the GUI feel alive. If the ``Player`` takes 3 "
"damage, it happens in an instant."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:570
@@ -683,9 +683,9 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:577
msgid ""
"First, the ``GUI`` needs to connect to the ``Player``'s ``died`` signal to "
"know when it just died. Press :kbd:`F1` to jump back to the 2D Workspace. "
"Select the ``Player`` node in the Scene dock and click on the Node tab next "
"to the Inspector."
"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 ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:582

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -123,7 +123,7 @@ msgid ""
"scene and break it down later. I recommend working with a single scene as "
"you can play with your UI's placement and proportions faster this way. Once "
"it looks good, you can save entire sections of the node tree as reusable sub-"
"scenes. We'll do just that in a moment."
"scenes. We'll do that in a moment."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:66
@@ -332,8 +332,8 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:220
msgid ""
"With this, we just finished the hardest part of the GUI. Congratulations! "
"Let's move on to the simpler nodes."
"With this, we finished the hardest part of the GUI. Congratulations! Let's "
"move on to the simpler nodes."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:224

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -293,7 +293,7 @@ msgstr ""
msgid ""
"**NinePatchRect** takes a texture split in 3 rows and 3 columns. The center "
"and the sides tile when you scale the texture, but it never scales the "
"corners. It is very useful to build panels, dialogue boxes and scalable "
"corners. It is useful to build panels, dialogue boxes and scalable "
"backgrounds for your UI."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -228,9 +228,9 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:172
msgid ""
"Using the ``export`` keyword on the first variable ``SPEED`` allows us to "
"set its value in the Inspector. This can be very handy for values that you "
"want to be able to adjust just like a node's built-in properties. Click on "
"the ``Player`` node and set the speed property to ``400``."
"set its value in the Inspector. This can be handy for values that you want "
"to be able to adjust just like a node's built-in properties. Click on the "
"``Player`` node and set the speed property to ``400``."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:177
@@ -298,9 +298,9 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:276
msgid ""
"If you've never used vector math before, or just need a refresher, you can "
"see an explanation of vector usage in Godot at :ref:`doc_vector_math`. It's "
"good to know but won't be necessary for the rest of this tutorial."
"If you've never used vector math before, or need a refresher, you can see an "
"explanation of vector usage in Godot at :ref:`doc_vector_math`. It's good to "
"know but won't be necessary for the rest of this tutorial."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:280
@@ -313,7 +313,7 @@ msgstr ""
msgid ""
"``$`` returns the node at the relative path from this node, or returns "
"``null`` if the node is not found. Since AnimatedSprite is a child of the "
"current node, we can just use ``$AnimatedSprite``."
"current node, we can use ``$AnimatedSprite``."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:286
@@ -896,7 +896,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:898
msgid ""
"The default font for ``Control`` nodes is very small and doesn't scale well. "
"The default font for ``Control`` nodes is small and doesn't scale well. "
"There is a font file included in the game assets called \"Xolonium-Regular."
"ttf\". To use this font, do the following for each of the three ``Control`` "
"nodes:"
@@ -908,7 +908,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:907
msgid ""
"Click on the \"DynamicFont\" you just added, and under \"Font Data\", choose "
"Click on the \"DynamicFont\" you added, and under \"Font Data\", choose "
"\"Load\" and select the \"Xolonium-Regular.ttf\" file. You must also set the "
"font's ``Size``. A setting of ``64`` works well."
msgstr ""
@@ -1066,7 +1066,7 @@ msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1137
msgid ""
"There are a very large number of properties to choose from when configuring "
"There are a large number of properties to choose from when configuring "
"particles. Feel free to experiment and create different effects. For the "
"effect in this example, use the following settings:"
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -54,12 +54,12 @@ msgstr ""
msgid ""
"Changing the import parameters of an asset in Godot (again, keep in mind "
"import parameters are only present in non-native Godot resource types) is "
"easy. Just select in the filesystem dock the relevant resource:"
"easy. Select the relevant resource in the filesystem dock:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/import_process.rst:31
msgid ""
"And, after adjusting the parameters, just press \"Reimport\". The parameters "
"Then, after adjusting the parameters, press \"Reimport\". The parameters "
"used will be only for this asset and will be used on future reimports."
msgstr ""
@@ -112,8 +112,7 @@ msgstr ""
#: ../../docs/getting_started/workflow/assets/import_process.rst:66
msgid ""
"Some source assets can be imported as different types of resources. For "
"this, just select the relevant type of resource desired and press \"Reimport"
"\":"
"this, select the relevant type of resource desired and press \"Reimport\":"
msgstr ""
#: ../../docs/getting_started/workflow/assets/import_process.rst:74

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -27,8 +27,7 @@ msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:9
msgid ""
"When dealing with 3D assets, Godot has a very flexible and configurable "
"importer."
"When dealing with 3D assets, Godot has a flexible and configurable importer."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:11
@@ -90,8 +89,8 @@ msgid ""
"Autodesk added built-in collada support to Maya and 3DS Max, but it's broken "
"by default and should not be used. The best way to export this format is by "
"using the `OpenCollada <https://github.com/KhronosGroup/OpenCOLLADA/wiki/"
"OpenCOLLADA-Tools>`__ plugins. They work really well, although they are not "
"always up-to date with the latest version of the software."
"OpenCOLLADA-Tools>`__ plugins. They work well, although they are not always "
"up-to date with the latest version of the software."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:43
@@ -196,7 +195,7 @@ msgid ""
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:95
msgid "Create a script that basically looks like this:"
msgid "Create a script that like this:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:106
@@ -466,8 +465,8 @@ msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:240
msgid ""
"It is possible to specify multiple animations from a single timeline as "
"clips. Just specify from which frame to which frame each clip must be taken "
"(and, of course, don't forget to specify the FPS option above)."
"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 ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:244
@@ -477,7 +476,7 @@ msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:246
msgid ""
"In many cases, it may be desired to do modifications to the imported scene. "
"By default, this is not really possible because if the source asset changes "
"By default, this is not possible because if the source asset changes "
"(source .dae,.gltf,.obj file re-exported from 3D modelling app), Godot will "
"re-import the whole scene."
msgstr ""
@@ -485,8 +484,8 @@ msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:249
msgid ""
"It is possible, however, to do local modifications by using *Scene "
"Inheritance*. Just try to open the imported scene and the following dialog "
"will appear:"
"Inheritance*. Try to open the imported scene and the following dialog will "
"appear:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:254
@@ -544,7 +543,7 @@ msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:277
msgid ""
"Node names that have this suffix will be removed at import time, mo matter "
"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 ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -45,9 +45,9 @@ msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:20
msgid ""
"Distributing a game project on PC with Godot is rather easy. Just drop the "
"godot.exe (or godot) binary together in the same place as the engine.cfg "
"file, zip it and you are done. This can be taken advantage of to make custom "
"Distributing a game project on PC with Godot is rather easy. Drop the godot."
"exe (or godot) binary together in the same place as the engine.cfg file, zip "
"it and you are done. This can be taken advantage of to make custom "
"installers."
msgstr ""
@@ -56,7 +56,7 @@ msgid ""
"It sounds simple, but there are probably a few reasons why the developer may "
"not want to do this. The first one is that it may not be desirable to "
"distribute loads of files. Some developers may not like curious users "
"peeking at how the game was made, others may just find it inelegant, etc."
"peeking at how the game was made, others may find it inelegant, etc."
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:31
@@ -112,7 +112,7 @@ msgid ""
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:64
msgid "To open the export menu, just click the \"Export\" button:"
msgid "To open the export menu, click the \"Export\" button:"
msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:68
@@ -232,7 +232,7 @@ msgstr ""
#: ../../docs/getting_started/workflow/export/exporting_projects.rst:152
msgid ""
"You can also configure it to export just the .pck or .zip file (allowing a "
"You can also configure it to export only the .pck or .zip file (allowing a "
"single export to be used with multiple Godot executables). This takes place "
"if:"
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -235,8 +235,8 @@ msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:77
msgid ""
"It is possible to add custom features to a build, just use the relevant "
"field in the *export preset* used to generate it:"
"It is possible to add custom features to a build, use the relevant field in "
"the *export preset* used to generate it:"
msgstr ""
#: ../../docs/getting_started/workflow/export/feature_tags.rst:83

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-05-02 12:40+0200\n"
"POT-Creation-Date: 2018-05-08 21:18+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -76,7 +76,7 @@ msgstr ""
#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:54
msgid ""
"Godot version previous to 3.0 did the import process from files outside the "
"project. While this can be useful in very large projects, it resulted in an "
"project. While this can be useful in large projects, it resulted in an "
"organization hassle for most developers."
msgstr ""

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