diff --git a/docs b/docs index bd97d9ecbf..5c25866b25 160000 --- a/docs +++ b/docs @@ -1 +1 @@ -Subproject commit bd97d9ecbf595b8dbe53026c4cc5ea858fa947e2 +Subproject commit 5c25866b258bcab24444d9eb0db2603e0dd7a7db diff --git a/sphinx/templates/about/docs_changelog.pot b/sphinx/templates/about/docs_changelog.pot index 6d1ed39309..744351b09b 100644 --- a/sphinx/templates/about/docs_changelog.pot +++ b/sphinx/templates/about/docs_changelog.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/about/faq.pot b/sphinx/templates/about/faq.pot index d10c4d3a7f..f6cad8875e 100644 --- a/sphinx/templates/about/faq.pot +++ b/sphinx/templates/about/faq.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/about/index.pot b/sphinx/templates/about/index.pot index 00f0929adf..f8dd2db056 100644 --- a/sphinx/templates/about/index.pot +++ b/sphinx/templates/about/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/about/introduction.pot b/sphinx/templates/about/introduction.pot index cbacc83277..870f89f1ba 100644 --- a/sphinx/templates/about/introduction.pot +++ b/sphinx/templates/about/introduction.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/about/release_policy.pot b/sphinx/templates/about/release_policy.pot new file mode 100644 index 0000000000..a25a15353c --- /dev/null +++ b/sphinx/templates/about/release_policy.pot @@ -0,0 +1,166 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine latest\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/about/release_policy.rst:4 +msgid "Godot release policy" +msgstr "" + +#: ../../docs/about/release_policy.rst:7 +msgid "Godot versioning" +msgstr "" + +#: ../../docs/about/release_policy.rst:9 +msgid "Godot uses ``major.minor.patch`` version numbering. However, it does not strictly follow `Semantic Versioning `__. This means that releases considered \"semver-minor\" by that standard (such as 3.1 -> 3.2) will most likely introduce breaking changes. Still, there won't be as many breaking changes as a \"semver-major\" version bump such as 3.2 -> 4.0." +msgstr "" + +#: ../../docs/about/release_policy.rst:15 +msgid "In the interest of stability and usability, patch releases may occasionally introduce small breaking changes as well. When repackaging Godot projects (e.g. in a Flatpak), make sure to always use the same patch version as the one used to initially export the project." +msgstr "" + +#: ../../docs/about/release_policy.rst:22 +msgid "The first release in a major/minor release series doesn't end with a trailing zero. For example, the first release in the 3.2 series is ``3.2``, not ``3.2.0``." +msgstr "" + +#: ../../docs/about/release_policy.rst:27 +msgid "Release support timeline" +msgstr "" + +#: ../../docs/about/release_policy.rst:29 +msgid "Godot versions are supported for a certain amount of time. While these durations are not set in stone, here's a table with the expected level of support for each Godot version:" +msgstr "" + +#: ../../docs/about/release_policy.rst:34 +msgid "**Version**" +msgstr "" + +#: ../../docs/about/release_policy.rst:34 +msgid "**Release date**" +msgstr "" + +#: ../../docs/about/release_policy.rst:34 +msgid "**Support level**" +msgstr "" + +#: ../../docs/about/release_policy.rst:36 +msgid "Godot 4.0" +msgstr "" + +#: ../../docs/about/release_policy.rst:36 +msgid "~2021 (see below)" +msgstr "" + +#: ../../docs/about/release_policy.rst:36 +msgid "|unstable| *Current focus of development (unstable).*" +msgstr "" + +#: ../../docs/about/release_policy.rst:38 +msgid "Godot 3.2" +msgstr "" + +#: ../../docs/about/release_policy.rst:38 +msgid "January 2020" +msgstr "" + +#: ../../docs/about/release_policy.rst:38 +msgid "|supported| Backwards-compatible new features (backported from the ``master`` branch) as well as bug, security, and platform support fixes." +msgstr "" + +#: ../../docs/about/release_policy.rst:41 +msgid "Godot 3.1" +msgstr "" + +#: ../../docs/about/release_policy.rst:41 +msgid "March 2019" +msgstr "" + +#: ../../docs/about/release_policy.rst:41 +#: ../../docs/about/release_policy.rst:43 +#: ../../docs/about/release_policy.rst:45 +msgid "|partial| Only critical, security and platform support fixes." +msgstr "" + +#: ../../docs/about/release_policy.rst:43 +msgid "Godot 3.0" +msgstr "" + +#: ../../docs/about/release_policy.rst:43 +msgid "January 2018" +msgstr "" + +#: ../../docs/about/release_policy.rst:45 +msgid "Godot 2.1" +msgstr "" + +#: ../../docs/about/release_policy.rst:45 +msgid "July 2016" +msgstr "" + +#: ../../docs/about/release_policy.rst:47 +msgid "Godot 2.0" +msgstr "" + +#: ../../docs/about/release_policy.rst:47 +msgid "February 2016" +msgstr "" + +#: ../../docs/about/release_policy.rst:47 +#: ../../docs/about/release_policy.rst:49 +#: ../../docs/about/release_policy.rst:51 +msgid "|eol| No longer supported." +msgstr "" + +#: ../../docs/about/release_policy.rst:49 +msgid "Godot 1.1" +msgstr "" + +#: ../../docs/about/release_policy.rst:49 +msgid "May 2015" +msgstr "" + +#: ../../docs/about/release_policy.rst:51 +msgid "Godot 1.0" +msgstr "" + +#: ../../docs/about/release_policy.rst:51 +msgid "December 2014" +msgstr "" + +#: ../../docs/about/release_policy.rst:59 +msgid "**Legend:** |supported| Full support - |partial| Partial support - |eol| No support (end of life) - |unstable| Development version" +msgstr "" + +#: ../../docs/about/release_policy.rst:65 +msgid "Pre-release Godot versions aren't intended to be used in production and are provided on a best-effort basis." +msgstr "" + +#: ../../docs/about/release_policy.rst:69 +msgid "When is the next release out?" +msgstr "" + +#: ../../docs/about/release_policy.rst:71 +msgid "While Godot contributors aren't working under any deadlines, there's usually a major or minor Godot release made available every year. Following this trend, this means Godot 4.0 will most likely be released in **2021**." +msgstr "" + +#: ../../docs/about/release_policy.rst:75 +msgid "Patch releases are made available more frequently, typically every 2-6 months while a release is fully supported. Partially supported releases will only have new patch releases once an important security or platform support fix has been merged." +msgstr "" + +#: ../../docs/about/release_policy.rst:82 +msgid "The `roadmap `__ repository documents features that have been agreed upon and may be implemented in future Godot releases." +msgstr "" + diff --git a/sphinx/templates/community/channels.pot b/sphinx/templates/community/channels.pot index 0aa39c99a7..34e1dcbe7f 100644 --- a/sphinx/templates/community/channels.pot +++ b/sphinx/templates/community/channels.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/best_practices_for_engine_contributors.pot b/sphinx/templates/community/contributing/best_practices_for_engine_contributors.pot index 19ae85f980..72847fd812 100644 --- a/sphinx/templates/community/contributing/best_practices_for_engine_contributors.pot +++ b/sphinx/templates/community/contributing/best_practices_for_engine_contributors.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/bisecting_regressions.pot b/sphinx/templates/community/contributing/bisecting_regressions.pot index 13385057c1..11b12fd2f7 100644 --- a/sphinx/templates/community/contributing/bisecting_regressions.pot +++ b/sphinx/templates/community/contributing/bisecting_regressions.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/bug_triage_guidelines.pot b/sphinx/templates/community/contributing/bug_triage_guidelines.pot index 3c2076ed13..70e6110353 100644 --- a/sphinx/templates/community/contributing/bug_triage_guidelines.pot +++ b/sphinx/templates/community/contributing/bug_triage_guidelines.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/code_style_guidelines.pot b/sphinx/templates/community/contributing/code_style_guidelines.pot index 37e7f0bea0..d3bfe74167 100644 --- a/sphinx/templates/community/contributing/code_style_guidelines.pot +++ b/sphinx/templates/community/contributing/code_style_guidelines.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/docs_writing_guidelines.pot b/sphinx/templates/community/contributing/docs_writing_guidelines.pot index cde95c984b..7cf810769a 100644 --- a/sphinx/templates/community/contributing/docs_writing_guidelines.pot +++ b/sphinx/templates/community/contributing/docs_writing_guidelines.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/documentation_guidelines.pot b/sphinx/templates/community/contributing/documentation_guidelines.pot index f060adca97..e46532e967 100644 --- a/sphinx/templates/community/contributing/documentation_guidelines.pot +++ b/sphinx/templates/community/contributing/documentation_guidelines.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/index.pot b/sphinx/templates/community/contributing/index.pot index e0db376f65..c244048ecf 100644 --- a/sphinx/templates/community/contributing/index.pot +++ b/sphinx/templates/community/contributing/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/pr_workflow.pot b/sphinx/templates/community/contributing/pr_workflow.pot index 86c54cf15b..906b27c8b7 100644 --- a/sphinx/templates/community/contributing/pr_workflow.pot +++ b/sphinx/templates/community/contributing/pr_workflow.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/updating_the_class_reference.pot b/sphinx/templates/community/contributing/updating_the_class_reference.pot index 78ef4f00b4..350996c80f 100644 --- a/sphinx/templates/community/contributing/updating_the_class_reference.pot +++ b/sphinx/templates/community/contributing/updating_the_class_reference.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/ways_to_contribute.pot b/sphinx/templates/community/contributing/ways_to_contribute.pot index 19d09cd5a0..2fae585e7d 100644 --- a/sphinx/templates/community/contributing/ways_to_contribute.pot +++ b/sphinx/templates/community/contributing/ways_to_contribute.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/tutorials.pot b/sphinx/templates/community/tutorials.pot index 816048d423..fa63030b6a 100644 --- a/sphinx/templates/community/tutorials.pot +++ b/sphinx/templates/community/tutorials.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_android.pot b/sphinx/templates/development/compiling/compiling_for_android.pot index e3c8b686d0..8380e3ed6b 100644 --- a/sphinx/templates/development/compiling/compiling_for_android.pot +++ b/sphinx/templates/development/compiling/compiling_for_android.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -109,7 +109,7 @@ msgid "Godot needs two export templates for Android: the optimized \"release\" t msgstr "" #: ../../docs/development/compiling/compiling_for_android.rst:86 -msgid "Compiling the standard export templates is done by calling SCons with the following arguments:" +msgid "Compiling the standard export templates is done by calling SCons from the Godot root directory with the following arguments:" msgstr "" #: ../../docs/development/compiling/compiling_for_android.rst:89 diff --git a/sphinx/templates/development/compiling/compiling_for_ios.pot b/sphinx/templates/development/compiling/compiling_for_ios.pot index 949a1e3064..8a3dcb8293 100644 --- a/sphinx/templates/development/compiling/compiling_for_ios.pot +++ b/sphinx/templates/development/compiling/compiling_for_ios.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_osx.pot b/sphinx/templates/development/compiling/compiling_for_osx.pot index c5e3fdc25a..efea402b9f 100644 --- a/sphinx/templates/development/compiling/compiling_for_osx.pot +++ b/sphinx/templates/development/compiling/compiling_for_osx.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_uwp.pot b/sphinx/templates/development/compiling/compiling_for_uwp.pot index 299c61930d..c0076dc9f1 100644 --- a/sphinx/templates/development/compiling/compiling_for_uwp.pot +++ b/sphinx/templates/development/compiling/compiling_for_uwp.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_web.pot b/sphinx/templates/development/compiling/compiling_for_web.pot index 51bdd52eff..7682c396c4 100644 --- a/sphinx/templates/development/compiling/compiling_for_web.pot +++ b/sphinx/templates/development/compiling/compiling_for_web.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_windows.pot b/sphinx/templates/development/compiling/compiling_for_windows.pot index ad6cdd26cc..7ff93426b6 100644 --- a/sphinx/templates/development/compiling/compiling_for_windows.pot +++ b/sphinx/templates/development/compiling/compiling_for_windows.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_x11.pot b/sphinx/templates/development/compiling/compiling_for_x11.pot index 99731c79b6..e4d1a04712 100644 --- a/sphinx/templates/development/compiling/compiling_for_x11.pot +++ b/sphinx/templates/development/compiling/compiling_for_x11.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_with_mono.pot b/sphinx/templates/development/compiling/compiling_with_mono.pot index b5187bfb5f..23dde3f504 100644 --- a/sphinx/templates/development/compiling/compiling_with_mono.pot +++ b/sphinx/templates/development/compiling/compiling_with_mono.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_with_script_encryption_key.pot b/sphinx/templates/development/compiling/compiling_with_script_encryption_key.pot index fb76c42893..dc90306748 100644 --- a/sphinx/templates/development/compiling/compiling_with_script_encryption_key.pot +++ b/sphinx/templates/development/compiling/compiling_with_script_encryption_key.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/cross-compiling_for_ios_on_linux.pot b/sphinx/templates/development/compiling/cross-compiling_for_ios_on_linux.pot index 91873b626e..2097a4079f 100644 --- a/sphinx/templates/development/compiling/cross-compiling_for_ios_on_linux.pot +++ b/sphinx/templates/development/compiling/cross-compiling_for_ios_on_linux.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/getting_source.pot b/sphinx/templates/development/compiling/getting_source.pot index e23b2dbc86..da72238436 100644 --- a/sphinx/templates/development/compiling/getting_source.pot +++ b/sphinx/templates/development/compiling/getting_source.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/index.pot b/sphinx/templates/development/compiling/index.pot index b3fd9e1351..c2cde10c3e 100644 --- a/sphinx/templates/development/compiling/index.pot +++ b/sphinx/templates/development/compiling/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/introduction_to_the_buildsystem.pot b/sphinx/templates/development/compiling/introduction_to_the_buildsystem.pot index b2a6984531..ff5ee2d83b 100644 --- a/sphinx/templates/development/compiling/introduction_to_the_buildsystem.pot +++ b/sphinx/templates/development/compiling/introduction_to_the_buildsystem.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/optimizing_for_size.pot b/sphinx/templates/development/compiling/optimizing_for_size.pot index fc0a889190..b2d2ebef73 100644 --- a/sphinx/templates/development/compiling/optimizing_for_size.pot +++ b/sphinx/templates/development/compiling/optimizing_for_size.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/binding_to_external_libraries.pot b/sphinx/templates/development/cpp/binding_to_external_libraries.pot index 2498e23d0e..09ca4ec864 100644 --- a/sphinx/templates/development/cpp/binding_to_external_libraries.pot +++ b/sphinx/templates/development/cpp/binding_to_external_libraries.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -44,55 +44,59 @@ msgstr "" msgid "Just as before, the new class needs to be registered somehow, so two more files need to be created:" msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:78 -msgid "With the following contents:" +#: ../../docs/development/cpp/binding_to_external_libraries.rst:79 +msgid "These files must be in the top-level folder of your module (next to your ``SCsub`` and ``config.py`` files) for the module to be registered properly." msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:105 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:82 +msgid "These files should contain the following:" +msgstr "" + +#: ../../docs/development/cpp/binding_to_external_libraries.rst:109 msgid "Next, you need to create a ``SCsub`` file so the build system compiles this module:" msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:117 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:121 msgid "You'll need to install the external library on your machine to get the .a library files. See the library's official documentation for specific instructions on how to do this for your operation system. We've included the installation commands for Linux below, for reference." msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:128 -msgid "**Important:** The voices that Festival uses (and any other potential external/3rd-party resource) all have varying licenses and terms of use; some (if not most) of them may be be problematic with Godot, even if the Festival Library itself is MIT License compatible. Please be sure to check the licenses and terms of use." +#: ../../docs/development/cpp/binding_to_external_libraries.rst:132 +msgid "The voices that Festival uses (and any other potential external/3rd-party resource) all have varying licenses and terms of use; some (if not most) of them may be be problematic with Godot, even if the Festival Library itself is MIT License compatible. Please be sure to check the licenses and terms of use." msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:133 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:137 msgid "The external library will also need to be installed inside your module to make the source files accessible to the compiler, while also keeping the module code self-contained. The festival and speech_tools libraries can be installed from the modules/tts/ directory via git using the following commands:" msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:143 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:147 msgid "If you don't want the external repository source files committed to your repository, you can link to them instead by adding them as submodules (from within the modules/tts/ directory), as seen below:" msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:152 -msgid "**Important:** Please note that Git submodules are not used in the Godot repository. If you are developing a module to be merged into the main Godot repository, you should not use submodules. If your module doesn't get merged in, you can always try to implement the external library as a GDNative C++ plugin." +#: ../../docs/development/cpp/binding_to_external_libraries.rst:156 +msgid "Please note that Git submodules are not used in the Godot repository. If you are developing a module to be merged into the main Godot repository, you should not use submodules. If your module doesn't get merged in, you can always try to implement the external library as a GDNative C++ plugin." msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:157 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:161 msgid "To add include directories for the compiler to look at you can append it to the environment's paths:" msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:168 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:172 msgid "If you want to add custom compiler flags when building your module, you need to clone `env` first, so it won't add those flags to whole Godot build (which can cause errors). Example `SCsub` with custom flags:" msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:183 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:187 msgid "The final module should look like this:" msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:201 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:205 msgid "Using the module" msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:203 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:207 msgid "You can now use your newly created module from any script:" msgstr "" -#: ../../docs/development/cpp/binding_to_external_libraries.rst:212 +#: ../../docs/development/cpp/binding_to_external_libraries.rst:216 msgid "And the output will be ``is_spoken: True`` if the text is spoken." msgstr "" diff --git a/sphinx/templates/development/cpp/common_engine_methods_and_macros.pot b/sphinx/templates/development/cpp/common_engine_methods_and_macros.pot new file mode 100644 index 0000000000..d0242f143d --- /dev/null +++ b/sphinx/templates/development/cpp/common_engine_methods_and_macros.pot @@ -0,0 +1,158 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine latest\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:4 +msgid "Common engine methods and macros" +msgstr "" + +#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:6 +msgid "Godot's C++ codebase makes use of dozens of custom methods and macros which are used in almost every file. This page is geared towards beginner contributors, but it can also be useful for those writing custom C++ modules." +msgstr "" + +#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:11 +msgid "Print text" +msgstr "" + +#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:31 +msgid "If you need to add placeholders in your messages, use format strings as described below." +msgstr "" + +#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:35 +msgid "Format a string" +msgstr "" + +#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:37 +msgid "The ``vformat()`` function returns a formatted :ref:`class_String`. It behaves in a way similar to C's ``sprintf()``:" +msgstr "" + +#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:51 +msgid "In most cases, try to use ``vformat()`` instead of string concatenation as it makes for more readable code." +msgstr "" + +#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:55 +msgid "Convert an integer or float to a string" +msgstr "" + +#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:57 +msgid "This is mainly useful when printing numbers directly." +msgstr "" + +#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:68 +msgid "Internationalize a string" +msgstr "" + +#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:70 +msgid "There are two types of internationalization in Godot's codebase:" +msgstr "" + +#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:72 +msgid "``TTR()``: **Editor (\"tools\") translations** will only be processed in the editor. If an user uses the same text in one of their projects, it won't be translated if they provide a translation for it. When contributing to the engine, this is generally the macro you should use for localizable strings." +msgstr "" + +#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:76 +msgid "``RTR()``: **Run-time translations** will be automatically localized in projects if they provide a translation for the given string. This kind of translation shouldn't be used in editor-only code." +msgstr "" + +#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:87 +msgid "To insert placeholders in localizable strings, wrap the localization macro in a ``vformat()`` call as follows:" +msgstr "" + +#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:97 +msgid "When using ``vformat()`` and a translation macro together, always wrap the translation macro in ``vformat()``, not the other way around. Otherwise, the string will never match the translation as it will have the placeholder already replaced when it's passed to TranslationServer." +msgstr "" + +#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:103 +msgid "Clamp a value" +msgstr "" + +#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:105 +msgid "Godot has provides macros for clamping a value with a lower bound (``MAX``), an upper bound (``MIN``) or both (``CLAMP``):" +msgstr "" + +#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:117 +msgid "This works with any type that can be compared to other values (like ``int`` and ``float``)." +msgstr "" + +#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:121 +msgid "Microbenchmarking" +msgstr "" + +#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:123 +msgid "If you want to benchmark a piece of code but don't know how to use a profiler, use this snippet:" +msgstr "" + +#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:135 +msgid "This will print the time spent between the ``begin`` declaration and the ``end`` declaration." +msgstr "" + +#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:140 +msgid "You may have to ``#include \"core/os/os.h\"`` if it's not present already." +msgstr "" + +#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:142 +msgid "When opening a pull request, make sure to remove this snippet as well as the include if it wasn't there previously." +msgstr "" + +#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:146 +msgid "Get project/editor settings" +msgstr "" + +#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:148 +msgid "There are four macros available for this:" +msgstr "" + +#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:160 +msgid "If a default value has been specified elsewhere, don't specify it again to avoid repetition:" +msgstr "" + +#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:170 +msgid "It's recommended to use ``GLOBAL_DEF``/``EDITOR_DEF`` only once per setting and use ``GLOBAL_GET``/``EDITOR_GET`` in all other places where it's referenced." +msgstr "" + +#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:174 +msgid "Error macros" +msgstr "" + +#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:176 +msgid "Godot features many error macros to make error reporting more convenient." +msgstr "" + +#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:180 +msgid "Conditions in error macros work in the **opposite** way of GDScript's built-in ``assert()`` function. An error is reached if the condition inside evaluates to ``true``, not ``false``." +msgstr "" + +#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:186 +msgid "Only variants with custom messages are documented here, as these should always be used in new contributions. Make sure the custom message provided includes enough information for people to diagnose the issue, even if they don't know C++. In case a method was passed invalid arguments, you can print the invalid value in question to ease debugging." +msgstr "" + +#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:192 +msgid "For internal error checking where displaying a human-readable message isn't necessary, remove ``_MSG`` at the end of the macro name and don't supply a message argument." +msgstr "" + +#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:196 +msgid "Also, always try to return processable data so the engine can keep running well." +msgstr "" + +#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:240 +msgid "See `core/error_macros.h `__ in Godot's codebase for more information about each error macro." +msgstr "" + +#: ../../docs/development/cpp/common_engine_methods_and_macros.rst:243 +msgid "Some functions return an error code (materialized by a return type of ``Error``). This value can be returned directly from an error macro. See the list of available error codes in `core/error_list.h `__." +msgstr "" + diff --git a/sphinx/templates/development/cpp/configuring_an_ide/android_studio.pot b/sphinx/templates/development/cpp/configuring_an_ide/android_studio.pot index a26496cb40..604284dc30 100644 --- a/sphinx/templates/development/cpp/configuring_an_ide/android_studio.pot +++ b/sphinx/templates/development/cpp/configuring_an_ide/android_studio.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/configuring_an_ide/clion.pot b/sphinx/templates/development/cpp/configuring_an_ide/clion.pot index ce2d8eee8e..2ff18ca7b8 100644 --- a/sphinx/templates/development/cpp/configuring_an_ide/clion.pot +++ b/sphinx/templates/development/cpp/configuring_an_ide/clion.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/configuring_an_ide/code_blocks.pot b/sphinx/templates/development/cpp/configuring_an_ide/code_blocks.pot new file mode 100644 index 0000000000..f22bd53f75 --- /dev/null +++ b/sphinx/templates/development/cpp/configuring_an_ide/code_blocks.pot @@ -0,0 +1,134 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine latest\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:4 +msgid "Code::Blocks" +msgstr "" + +#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:6 +msgid "`Code::Blocks `_ is a free, open source, cross platform IDE." +msgstr "" + +#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:9 +msgid "Creating a new project" +msgstr "" + +#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:11 +msgid "From Code::Blocks' main screen, click **Create a new project** or select **File > New > Project...**." +msgstr "" + +#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:17 +msgid "In the **New from template** window, from **Projects**, select **Empty project**, and click **Go**." +msgstr "" + +#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:23 +msgid "Click Next, to pass the welcome to the new empty project wizard." +msgstr "" + +#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:29 +msgid "The project file should be created in the root of the cloned project folder. To achieve this, first, ensure that the **Project title** is the same as the folder name that Godot was cloned into. Unless you cloned the project into a folder with a different name, this will be ``godot``." +msgstr "" + +#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:31 +msgid "Second, ensure that the **Folder to create project in** is the folder you ran the Git clone command from, not the ``godot`` project folder. Confirm that the **Resulting filename** field will create the project file in the root of the cloned project folder." +msgstr "" + +#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:37 +msgid "The compiler and configuration settings are managed through **SCons** and will be configured later. However, it's worth deselecting the **Create \"Release\" configuration** option; so only a single build target is created before clicking **Finish**." +msgstr "" + +#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:44 +msgid "Configuring the build" +msgstr "" + +#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:46 +msgid "The first step is to change the project properties. Right-click on the new project and select **Properties...**." +msgstr "" + +#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:52 +msgid "Check the **This is a custom Makefile** property. Click OK to save the changes." +msgstr "" + +#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:58 +msgid "The next step is to change the build options. Right-click on the new project and select **Build Options...**." +msgstr "" + +#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:64 +msgid "Select the **\"Make\" commands** tab and remove all the existing commands for all the build targets. For each build target enter the **SCons** command for creating the desired build in the **Build project/target** field. The minimum is ``scons``. For details on the **SCons** build options, see :ref:`doc_introduction_to_the_buildsystem`. It's also useful to add the ``scons --clean`` command in the **Clean project/target** field to the project's default commmands." +msgstr "" + +#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:66 +msgid "If you're using Windows, all the commands need to be preceded with ``cmd /c`` to iniitalize the command interpreter." +msgstr "" + +#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:76 +msgid "Windows example:" +msgstr "" + +#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:82 +msgid "Code::Blocks should now be configured to build Godot; so either select **Build > Build**, click the gear button, or press :kbd:`Ctrl + F9`." +msgstr "" + +#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:85 +msgid "Configuring the run" +msgstr "" + +#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:87 +msgid "Once **SCons** has successfully built the desired target, reopen the project **Properties...** and select the **Build targets** tab. In the **Output filename** field, browse to the ``bin`` folder and select the compiled file." +msgstr "" + +#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:89 +msgid "Deselect the **Auto-generate filename prefix** and **Auto-generate filename extension** options." +msgstr "" + +#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:95 +msgid "Code::Blocks should now be configured to run your compiled Godot executable; so either select **Build > Run**, click the green arrow button, or press :kbd:`Ctrl + F10`." +msgstr "" + +#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:97 +msgid "There are two additional points worth noting. First, if required, the **Execution working dir** field can be used to test specific projects, by setting it to the folder containing the ``project.godot`` file. Second, the **Build targets** tab can be used to add and remove build targets for working with and creating different builds." +msgstr "" + +#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:100 +msgid "Adding files to the project" +msgstr "" + +#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:102 +msgid "To add all the Godot code files to the project, right-click on the new project and select **Add files recursively...**." +msgstr "" + +#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:108 +msgid "It should automatically select the project folder; so simply click **Open**. By default, all code files are included, so simply click **OK**." +msgstr "" + +#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:115 +msgid "Code style configuration" +msgstr "" + +#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:117 +msgid "Before editing any files, remember that all code needs to comply with the :ref:`doc_code_style_guidelines`. One important difference with Godot is the use of tabs for indents. Therefore, the key default editor setting that needs to be changed in Code::Blocks is to enable tabs for indents. This setting can be found by selecting **Settings > Editor**." +msgstr "" + +#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:123 +msgid "Under **General Settings**, on the **Editor Settings** tab, under **Tab Options** check **Use TAB character**." +msgstr "" + +#: ../../docs/development/cpp/configuring_an_ide/code_blocks.rst:129 +msgid "That's it. You're ready to start contributing to Godot using the Code::Blocks IDE. Remember to save the project file and the **Workspace**. If you run into any issues, ask for help in one of `Godot's community channels `__." +msgstr "" + diff --git a/sphinx/templates/development/cpp/configuring_an_ide/index.pot b/sphinx/templates/development/cpp/configuring_an_ide/index.pot index 05f4079542..c97d7eca19 100644 --- a/sphinx/templates/development/cpp/configuring_an_ide/index.pot +++ b/sphinx/templates/development/cpp/configuring_an_ide/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -28,7 +28,7 @@ msgstr "" msgid "You can easily develop Godot with any text editor and by invoking ``scons`` on the command line, but if you want to work with an IDE (Integrated Development Environment), here are setup instructions for some popular ones:" msgstr "" -#: ../../docs/development/cpp/configuring_an_ide/index.rst:23 +#: ../../docs/development/cpp/configuring_an_ide/index.rst:24 msgid "It is possible to use other IDEs, but their setup is not documented yet." msgstr "" diff --git a/sphinx/templates/development/cpp/configuring_an_ide/kdevelop.pot b/sphinx/templates/development/cpp/configuring_an_ide/kdevelop.pot index 5f2aa196e5..73fa9e4f18 100644 --- a/sphinx/templates/development/cpp/configuring_an_ide/kdevelop.pot +++ b/sphinx/templates/development/cpp/configuring_an_ide/kdevelop.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/configuring_an_ide/qt_creator.pot b/sphinx/templates/development/cpp/configuring_an_ide/qt_creator.pot index a73b2a3640..c83d32fab9 100644 --- a/sphinx/templates/development/cpp/configuring_an_ide/qt_creator.pot +++ b/sphinx/templates/development/cpp/configuring_an_ide/qt_creator.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/configuring_an_ide/visual_studio.pot b/sphinx/templates/development/cpp/configuring_an_ide/visual_studio.pot index a5bdd7b85c..4c757a3288 100644 --- a/sphinx/templates/development/cpp/configuring_an_ide/visual_studio.pot +++ b/sphinx/templates/development/cpp/configuring_an_ide/visual_studio.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/configuring_an_ide/visual_studio_code.pot b/sphinx/templates/development/cpp/configuring_an_ide/visual_studio_code.pot index aa9357873f..163e3ef9b5 100644 --- a/sphinx/templates/development/cpp/configuring_an_ide/visual_studio_code.pot +++ b/sphinx/templates/development/cpp/configuring_an_ide/visual_studio_code.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/configuring_an_ide/xcode.pot b/sphinx/templates/development/cpp/configuring_an_ide/xcode.pot index 8ce0c503c4..3855b385f9 100644 --- a/sphinx/templates/development/cpp/configuring_an_ide/xcode.pot +++ b/sphinx/templates/development/cpp/configuring_an_ide/xcode.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/core_types.pot b/sphinx/templates/development/cpp/core_types.pot index 1ccb7a0d24..72a8ba70dd 100644 --- a/sphinx/templates/development/cpp/core_types.pot +++ b/sphinx/templates/development/cpp/core_types.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/custom_audiostreams.pot b/sphinx/templates/development/cpp/custom_audiostreams.pot index eccbee1835..f21e6814fd 100644 --- a/sphinx/templates/development/cpp/custom_audiostreams.pot +++ b/sphinx/templates/development/cpp/custom_audiostreams.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/custom_godot_servers.pot b/sphinx/templates/development/cpp/custom_godot_servers.pot index 39a2b620b8..bd78844edb 100644 --- a/sphinx/templates/development/cpp/custom_godot_servers.pot +++ b/sphinx/templates/development/cpp/custom_godot_servers.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/custom_modules_in_cpp.pot b/sphinx/templates/development/cpp/custom_modules_in_cpp.pot index 58dbd012bc..91f635e51d 100644 --- a/sphinx/templates/development/cpp/custom_modules_in_cpp.pot +++ b/sphinx/templates/development/cpp/custom_modules_in_cpp.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -88,283 +88,287 @@ msgstr "" msgid "Then, the new class needs to be registered somehow, so two more files need to be created:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:122 -msgid "With the following contents:" +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:123 +msgid "These files must be in the top-level folder of your module (next to your ``SCsub`` and ``config.py`` files) for the module to be registered properly." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:149 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:126 +msgid "These files should contain the following:" +msgstr "" + +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:153 msgid "Next, we need to create a ``SCsub`` file so the build system compiles this module:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:160 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:164 msgid "With multiple sources, you can also add each file individually to a Python string list:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:168 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:172 msgid "This allows for powerful possibilities using Python to construct the file list using loops and logic statements. Look at some modules that ship with Godot by default for examples." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:172 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:176 msgid "To add include directories for the compiler to look at you can append it to the environment's paths:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:180 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:184 msgid "If you want to add custom compiler flags when building your module, you need to clone `env` first, so it won't add those flags to whole Godot build (which can cause errors). Example `SCsub` with custom flags:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:195 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:199 msgid "And finally, the configuration file for the module, this is a simple python script that must be named ``config.py``:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:208 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:212 msgid "The module is asked if it's OK to build for the specific platform (in this case, ``True`` means it will build for every platform)." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:211 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:215 msgid "And that's it. Hope it was not too complex! Your module should look like this:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:223 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:227 msgid "You can then zip it and share the module with everyone else. When building for every platform (instructions in the previous sections), your module will be included." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:227 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:231 msgid "There is a parameter limit of 5 in C++ modules for things such as subclasses. This can be raised to 13 by including the header file ``core/method_bind_ext.gen.inc``." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:232 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:236 msgid "Using the module" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:234 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:238 msgid "You can now use your newly created module from any script:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:245 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:249 msgid "The output will be ``60``." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:247 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:251 msgid "The previous Summator example is great for small, custom modules, but what if you want to use a larger, external library? Refer to :ref:`doc_binding_to_external_libraries` for details about binding to external libraries." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:252 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:256 msgid "If your module is meant to be accessed from the running project (not just from the editor), you must also recompile every export template you plan to use, then specify the path to the custom template in each export preset. Otherwise, you'll get errors when running the project as the module isn't compiled in the export template. See the :ref:`Compiling ` pages for more information." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:261 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:265 msgid "Compiling a module externally" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:263 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:267 msgid "Compiling a module involves moving the module's sources directly under the engine's ``modules/`` directory. While this is the most straightforward way to compile a module, there are a couple of reasons as to why this might not be a practical thing to do:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:268 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:272 msgid "Having to manually copy modules sources every time you want to compile the engine with or without the module, or taking additional steps needed to manually disable a module during compilation with a build option similar to ``module_summator_enabled=no``. Creating symbolic links may also be a solution, but you may additionally need to overcome OS restrictions like needing the symbolic link privilege if doing this via script." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:275 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:279 msgid "Depending on whether you have to work with the engine's source code, the module files added directly to ``modules/`` changes the working tree to the point where using a VCS (like ``git``) proves to be cumbersome as you need to make sure that only the engine-related code is committed by filtering changes." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:281 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:285 msgid "So if you feel like the independent structure of custom modules is needed, lets take our \"summator\" module and move it to the engine's parent directory:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:289 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:293 msgid "Compile the engine with our module by providing ``custom_modules`` build option which accepts a comma-separated list of directory paths containing custom C++ modules, similar to the following:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:297 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:301 msgid "The build system shall detect all modules under the ``../modules`` directory and compile them accordingly, including our \"summator\" module." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:302 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:306 msgid "Any path passed to ``custom_modules`` will be converted to an absolute path internally as a way to distinguish between custom and built-in modules. It means that things like generating module documentation may rely on a specific path structure on your machine." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:309 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:313 msgid ":ref:`Introduction to the buildsystem - Custom modules build option `." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:312 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:316 msgid "Improving the build system for development" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:314 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:318 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:317 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:321 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:320 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:324 msgid "However, the trade-off is every single change means a full recompilation of the game. Even if SCons is able to detect and recompile only the file that have changed, finding such files and eventually linking the final binary is a long and costly part." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:325 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:329 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:358 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:362 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 in a standard directory (like ``/usr/lib``), we have to help our binary find it during runtime with the ``LD_LIBRARY_PATH`` environment variable:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:368 -msgid "**note**: Pay attention you have to ``export`` the environ variable otherwise you won't be able to play your project from within the editor." +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:373 +msgid "You have to ``export`` the environment variable otherwise you won't be able to play your project from within the editor." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:371 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:376 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 (for release). To do that we can define a custom flag to be passed to SCons using the `ARGUMENT` command:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:403 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:408 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:406 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:411 msgid "Finally, you can even speed up the build further by explicitly specifying your shared module as target in the SCons command:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:414 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:419 msgid "Writing custom documentation" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:416 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:421 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 for users to benefit from it. Not to mention that the code you've written one year ago may become indistinguishable from the code that was written by someone else, so be kind to your future self!" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:422 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:427 msgid "There are several steps in order to setup custom docs for the module:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:424 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:429 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:427 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:432 msgid "Now, we need to edit ``config.py``, add the following snippet:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:439 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:444 msgid "The ``get_doc_path()`` function is used by the build system to determine the location of the docs. In this case, they will be located in the ``modules/summator/doc_classes`` directory. If you don't define this, the doc path for your module will fall back to the main ``doc/classes`` directory." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:445 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:450 msgid "The ``get_doc_classes()`` method is necessary for the build system to know which registered classes belong to the module. You need to list all of your classes here. The classes that you don't list will end up in the main ``doc/classes`` directory." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:452 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:457 msgid "You can use Git to check if you have missed some of your classes by checking the untracked files with ``git status``. For example::" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:457 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:462 msgid "Example output::" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:469 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:474 msgid "Now we can generate the documentation:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:471 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:476 msgid "We can do this via running Godot's doctool i.e. ``godot --doctool ``, which will dump the engine API reference to the given ```` in XML format." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:474 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:479 msgid "In our case we'll point it to the root of the cloned repository. You can point it to an another folder, and just copy over the files that you need." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:477 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:482 msgid "Run command:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:483 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:488 msgid "Now if you go to the ``godot/modules/summator/doc_classes`` folder, you will see that it contains a ``Summator.xml`` file, or any other classes, that you referenced in your ``get_doc_classes`` function." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:487 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:492 msgid "Edit the file(s) following :ref:`doc_updating_the_class_reference` and recompile the engine." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:489 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:494 msgid "Once the compilation process is finished, the docs will become accessible within the engine's built-in documentation system." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:492 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:497 msgid "In order to keep documentation up-to-date, all you'll have to do is simply modify one of the XML files and recompile the engine from now on." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:495 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:500 msgid "If you change your module's API, you can also re-extract the docs, they will contain the things that you previously added. Of course if you point it to your godot folder, make sure you don't lose work by extracting older docs from an older engine build on top of the newer ones." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:500 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:505 msgid "Note that if you don't have write access rights to your supplied ````, you might encounter an error similar to the following:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:512 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:517 msgid "Adding custom editor icons" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:514 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:519 msgid "Similarly to how you can write self-contained documentation within a module, you can also create your own custom icons for classes to appear in the editor." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:517 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:522 msgid "For the actual process of creating editor icons to be integrated within the engine, please refer to :ref:`doc_editor_icons` first." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:520 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:525 msgid "Once you've created your icon(s), proceed with the following steps:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:522 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:527 msgid "Make a new directory in the root of the module named ``icons``. This is the default path for the engine to look for module's editor icons." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:525 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:530 msgid "Move your newly created ``svg`` icons (optimized or not) into that folder." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:527 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:532 msgid "Recompile the engine and run the editor. Now the icon(s) will appear in editor's interface where appropriate." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:530 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:535 msgid "If you'd like to store your icons somewhere else within your module, add the following code snippet to ``config.py`` to override the default path:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:539 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:544 msgid "Summing up" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:541 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:546 msgid "Remember to:" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:543 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:548 msgid "use ``GDCLASS`` macro for inheritance, so Godot can wrap it" msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:544 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:549 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:547 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:552 msgid "But this is not all, depending what you do, you will be greeted with some (hopefully positive) surprises." msgstr "" -#: ../../docs/development/cpp/custom_modules_in_cpp.rst:550 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:555 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:553 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:558 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:556 +#: ../../docs/development/cpp/custom_modules_in_cpp.rst:561 msgid "By this same logic, you can extend the Editor and almost any area of the engine." msgstr "" diff --git a/sphinx/templates/development/cpp/custom_resource_format_loaders.pot b/sphinx/templates/development/cpp/custom_resource_format_loaders.pot index 2d0c1c78c1..1c6647b966 100644 --- a/sphinx/templates/development/cpp/custom_resource_format_loaders.pot +++ b/sphinx/templates/development/cpp/custom_resource_format_loaders.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/index.pot b/sphinx/templates/development/cpp/index.pot index 3ac0cc8bc1..35fd8b2090 100644 --- a/sphinx/templates/development/cpp/index.pot +++ b/sphinx/templates/development/cpp/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/inheritance_class_tree.pot b/sphinx/templates/development/cpp/inheritance_class_tree.pot index 6679c8dc47..d917a6f13d 100644 --- a/sphinx/templates/development/cpp/inheritance_class_tree.pot +++ b/sphinx/templates/development/cpp/inheritance_class_tree.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/introduction_to_godot_development.pot b/sphinx/templates/development/cpp/introduction_to_godot_development.pot index 51723a7ff2..276f49d62c 100644 --- a/sphinx/templates/development/cpp/introduction_to_godot_development.pot +++ b/sphinx/templates/development/cpp/introduction_to_godot_development.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/object_class.pot b/sphinx/templates/development/cpp/object_class.pot index 4d27494ce3..e558d16de6 100644 --- a/sphinx/templates/development/cpp/object_class.pot +++ b/sphinx/templates/development/cpp/object_class.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -198,7 +198,7 @@ msgid "Objects can have a set of signals defined (similar to Delegates in other msgstr "" #: ../../docs/development/cpp/object_class.rst:225 -msgid "The method ``_node_entered_tree`` must be registered to the class using ``ClassDB::register_method`` (explained before)." +msgid "The method ``_node_entered_tree`` must be registered to the class using ``ClassDB::bind_method`` (explained before)." msgstr "" #: ../../docs/development/cpp/object_class.rst:228 diff --git a/sphinx/templates/development/cpp/variant_class.pot b/sphinx/templates/development/cpp/variant_class.pot index 201c357d70..7c14cf67ce 100644 --- a/sphinx/templates/development/cpp/variant_class.pot +++ b/sphinx/templates/development/cpp/variant_class.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/editor/creating_icons.pot b/sphinx/templates/development/editor/creating_icons.pot index 79ae99702f..0f6c362fca 100644 --- a/sphinx/templates/development/editor/creating_icons.pot +++ b/sphinx/templates/development/editor/creating_icons.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/editor/editor_style_guide.pot b/sphinx/templates/development/editor/editor_style_guide.pot new file mode 100644 index 0000000000..df406ff43c --- /dev/null +++ b/sphinx/templates/development/editor/editor_style_guide.pot @@ -0,0 +1,162 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-2020, Juan Linietsky, Ariel Manzur and the Godot community (CC-BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine latest\n" +"Report-Msgid-Bugs-To: \n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/development/editor/editor_style_guide.rst:4 +msgid "Editor style guide" +msgstr "" + +#: ../../docs/development/editor/editor_style_guide.rst:7 +msgid "Introduction" +msgstr "" + +#: ../../docs/development/editor/editor_style_guide.rst:9 +msgid "Thanks for your interest in contributing to the Godot editor!" +msgstr "" + +#: ../../docs/development/editor/editor_style_guide.rst:11 +msgid "This page describes the grammar and writing style used throughout the Godot editor. Following this style guide will help your contribution get merged faster since there will be fewer review steps required." +msgstr "" + +#: ../../docs/development/editor/editor_style_guide.rst:16 +msgid "Writing style" +msgstr "" + +#: ../../docs/development/editor/editor_style_guide.rst:18 +msgid "**Write messages (errors, warnings, ...) as full sentences.** They should start with an uppercase letter and end with a period." +msgstr "" + +#: ../../docs/development/editor/editor_style_guide.rst:20 +msgid "**Try to keep sentences short.** This makes it more likely that their translations will be short as well, which is a good thing to avoid UI bugs." +msgstr "" + +#: ../../docs/development/editor/editor_style_guide.rst:22 +msgid "**Use contractions.** For example, use \"isn't\" instead of \"is not\". An exception to this rule can be made when you specifically want to emphasize one of the contraction's words." +msgstr "" + +#: ../../docs/development/editor/editor_style_guide.rst:25 +msgid "**Use double quotes in messages** (``\"\"``) instead of simple quotes (``''``). Double quotes should be used to quote user input, file paths and possibly other things depending on the context." +msgstr "" + +#: ../../docs/development/editor/editor_style_guide.rst:31 +msgid "Try to follow the :ref:`doc_docs_writing_guidelines` in addition to the guidelines outlined above." +msgstr "" + +#: ../../docs/development/editor/editor_style_guide.rst:35 +msgid "Button and menu texts" +msgstr "" + +#: ../../docs/development/editor/editor_style_guide.rst:37 +msgid "Capitalize text in buttons and menu actions:" +msgstr "" + +#: ../../docs/development/editor/editor_style_guide.rst:39 +msgid "**Good:** *Open Editor Data Folder*" +msgstr "" + +#: ../../docs/development/editor/editor_style_guide.rst:40 +msgid "**Bad:** *Open editor data folder*" +msgstr "" + +#: ../../docs/development/editor/editor_style_guide.rst:42 +msgid "If a menu action opens a modal dialog, suffix it with an ellipsis (``...``)." +msgstr "" + +#: ../../docs/development/editor/editor_style_guide.rst:44 +msgid "**Good:** *Editor Settings...*" +msgstr "" + +#: ../../docs/development/editor/editor_style_guide.rst:45 +msgid "**Bad:** *Editor Settings*" +msgstr "" + +#: ../../docs/development/editor/editor_style_guide.rst:48 +msgid "Inspector sections" +msgstr "" + +#: ../../docs/development/editor/editor_style_guide.rst:50 +msgid "In general, don't create sections that contain less than 3 items. Sections that contain few items make it difficult to navigate the inspector, while missing the benefits of using sections such as folding." +msgstr "" + +#: ../../docs/development/editor/editor_style_guide.rst:54 +msgid "There are some valid exceptions for this, such as material features in :ref:`class_SpatialMaterial`." +msgstr "" + +#: ../../docs/development/editor/editor_style_guide.rst:57 +msgid "This advice also applies to the Project Settings and Editor Settings." +msgstr "" + +#: ../../docs/development/editor/editor_style_guide.rst:60 +msgid "Inspector performance hints" +msgstr "" + +#: ../../docs/development/editor/editor_style_guide.rst:62 +msgid "Enum properties that noticeably impact performance should have a performance hint associated. The hint should refer to the *absolute* performance impact, rather than being relative to the other options provided in the enum. Here are some examples taken from the Godot editor:" +msgstr "" + +#: ../../docs/development/editor/editor_style_guide.rst:67 +msgid "**Screen-space antialiasing:** *Disabled (Fastest), FXAA (Fast)*" +msgstr "" + +#: ../../docs/development/editor/editor_style_guide.rst:68 +msgid "**MSAA quality:** *Disabled (Fastest), 2x (Fast), 4x (Average), 8x (Slow), 16x (Slower)*" +msgstr "" + +#: ../../docs/development/editor/editor_style_guide.rst:70 +msgid "**DirectionalLight mode:** *Orthogonal (Fast), PSSM 2 Splits (Average), PSSM 4 Splits (Slow)*" +msgstr "" + +#: ../../docs/development/editor/editor_style_guide.rst:73 +msgid "For consistency, try to stick to the terms below (from fastest to slowest):" +msgstr "" + +#: ../../docs/development/editor/editor_style_guide.rst:75 +msgid "*Fastest, Faster, Fast, Average, Slow, Slower, Slowest*" +msgstr "" + +#: ../../docs/development/editor/editor_style_guide.rst:77 +msgid "Their usage doesn't have to be contiguous. For example, you can use only \"Fast\" and \"Slow\" from the list above." +msgstr "" + +#: ../../docs/development/editor/editor_style_guide.rst:80 +msgid "If you're adding a new enum, its values should be ordered from the fastest option to the slowest option." +msgstr "" + +#: ../../docs/development/editor/editor_style_guide.rst:84 +msgid "Tooltips" +msgstr "" + +#: ../../docs/development/editor/editor_style_guide.rst:86 +msgid "Consider adding tooltips whenever the action performed by a button or menu action isn't obvious. You can also provide additional context or highlight caveats in the tooltip." +msgstr "" + +#: ../../docs/development/editor/editor_style_guide.rst:90 +msgid "You can do this by calling ``set_tooltip(TTR(\"Text here.\"))`` on the Control-based node in question. If the tooltip is particularly long (more than ~80 characters), wrap it over several lines by adding line breaks using ``\\n``." +msgstr "" + +#: ../../docs/development/editor/editor_style_guide.rst:94 +msgid "Tooltips should follow the writing style described above. In addition to this, use indicative mood instead of imperative mood:" +msgstr "" + +#: ../../docs/development/editor/editor_style_guide.rst:97 +msgid "**Good:** *Computes global illumination for the selected GIProbe.*" +msgstr "" + +#: ../../docs/development/editor/editor_style_guide.rst:98 +msgid "**Bad:** *Compute global illumination for the selected GIProbe.*" +msgstr "" + diff --git a/sphinx/templates/development/editor/index.pot b/sphinx/templates/development/editor/index.pot index 6d611076a6..d30df9e1b4 100644 --- a/sphinx/templates/development/editor/index.pot +++ b/sphinx/templates/development/editor/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/file_formats/gdscript_grammar.pot b/sphinx/templates/development/file_formats/gdscript_grammar.pot index 1227dfac7c..723d8862db 100644 --- a/sphinx/templates/development/file_formats/gdscript_grammar.pot +++ b/sphinx/templates/development/file_formats/gdscript_grammar.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/file_formats/index.pot b/sphinx/templates/development/file_formats/index.pot index 963338fc63..24a7954036 100644 --- a/sphinx/templates/development/file_formats/index.pot +++ b/sphinx/templates/development/file_formats/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/file_formats/tscn.pot b/sphinx/templates/development/file_formats/tscn.pot index ecfa4698f8..b08a0a86d5 100644 --- a/sphinx/templates/development/file_formats/tscn.pot +++ b/sphinx/templates/development/file_formats/tscn.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/editor/command_line_tutorial.pot b/sphinx/templates/getting_started/editor/command_line_tutorial.pot index 74ddae87cf..039cedea13 100644 --- a/sphinx/templates/getting_started/editor/command_line_tutorial.pot +++ b/sphinx/templates/getting_started/editor/command_line_tutorial.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/editor/default_key_mapping.pot b/sphinx/templates/getting_started/editor/default_key_mapping.pot index 5081bf4bd1..2095e5168d 100644 --- a/sphinx/templates/getting_started/editor/default_key_mapping.pot +++ b/sphinx/templates/getting_started/editor/default_key_mapping.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/editor/external_editor.pot b/sphinx/templates/getting_started/editor/external_editor.pot index 0dbdecc9fc..5b37b0dbd9 100644 --- a/sphinx/templates/getting_started/editor/external_editor.pot +++ b/sphinx/templates/getting_started/editor/external_editor.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/editor/index.pot b/sphinx/templates/getting_started/editor/index.pot index 688f390d41..69e6d6dfcd 100644 --- a/sphinx/templates/getting_started/editor/index.pot +++ b/sphinx/templates/getting_started/editor/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/editor/unity_to_godot.pot b/sphinx/templates/getting_started/editor/unity_to_godot.pot index de5d5baddf..4127e1bfaf 100644 --- a/sphinx/templates/getting_started/editor/unity_to_godot.pot +++ b/sphinx/templates/getting_started/editor/unity_to_godot.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_basics.pot b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_basics.pot index 088a41ddb9..76efa2dcc9 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_basics.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_basics.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -17,314 +17,302 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:4 +msgid "C# basics" +msgstr "" + +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:7 msgid "Introduction" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:6 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:9 msgid "C# support is a new feature available since Godot 3.0. As such, you may still run into some issues, or find spots where the documentation could be improved. Please report issues with C# in Godot on the `engine GitHub page `_, and any documentation issues on the `documentation GitHub page `_." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:14 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:17 msgid "This page provides a brief introduction to C#, both what it is and how to use it in Godot. Afterwards, you may want to look at :ref:`how to use specific features `, read about the :ref:`differences between the C# and the GDScript API ` and (re)visit the :ref:`Scripting section ` of the step-by-step tutorial." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:21 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:24 msgid "C# is a high-level programming language developed by Microsoft. In Godot, it is implemented with the Mono 6.x .NET framework, including full support for C# 8.0. 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 `_ page in the Mono documentation." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:29 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:32 msgid "This is **not** a full-scale tutorial on the C# language as a whole. If you aren't already familiar with its syntax or features, see the `Microsoft C# guide `_ or look for a suitable introduction elsewhere." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:36 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:39 msgid "Setting up C# for Godot" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:39 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:42 msgid "Windows (Visual Studio)" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:41 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:44 msgid "Download and install the latest version of `Visual Studio `_ (*not* Visual Studio Code), which contains utilities required to use C# in Godot. If you don't plan on using the Visual Studio IDE, you can download just the `Visual Studio Build Tools `_ instead. Make sure you at least have the .NET Framework 4.5 targeting pack installed, you can get it using any of the installers mentioned above inside the \"Individual components\" tab." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:51 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:54 msgid "Windows (JetBrains Rider)" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:53 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:56 msgid "JetBrains Rider comes with bundled MSBuild, so nothing extra is required. Make sure to set the following preferences:" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:56 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:59 msgid "In Godot:" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:58 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:61 msgid "Mono External Editor to JetBrains Rider" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:59 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:62 msgid "Mono Build Tool to JetBrains Mono." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:61 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:64 msgid "In Rider:" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:63 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:66 msgid "Set ``MSBuild version`` to either bundled with Rider or .NET Core." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:64 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:67 msgid "Install **Godot support** plugin." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:67 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:70 msgid "macOS and Linux" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:69 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:72 msgid "Download and install the latest version of the `Mono SDK `_. As of Godot 3.1 beta 3, the version number doesn't matter since Godot bundles its own Mono 5.18 installation. We only need the Mono installation for NuGet and MSBuild which are required to use C# in Godot." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:75 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:78 msgid "To download Mono on macOS, use the \"Stable Channel\" link from the `Mono Downloads Page `_. The Visual Studio channel is an earlier version of Mono and will not work." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:81 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:84 msgid "Additional notes" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:83 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:86 msgid "Your Godot version must have Mono support enabled, so make sure to download the **Mono version** of Godot. If you are building Godot from source, make sure to follow the steps to enable Mono support in your build as outlined in the :ref:`doc_compiling_with_mono` page." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:89 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:92 msgid "In summary, you must have installed Visual Studio or Mono (depending on your operating system) **and** the Mono-enabled version of Godot." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:93 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:96 msgid "Configuring an external editor" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:95 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:98 msgid "C# support in Godot's script editor is minimal. Consider using an external IDE or editor, such as `Visual Studio Code `_ or MonoDevelop. These provide autocompletion, debugging, and other useful features for C#. To select an external editor in Godot, click on **Editor → Editor Settings** and scroll down to **Mono**. Under **Mono**, click on **Editor**, and select your external editor of choice. Godot currently supports the following external editors:" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:104 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:107 msgid "Visual Studio 2019" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:105 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:108 msgid "Visual Studio Code" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:106 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:109 msgid "MonoDevelop" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:107 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:110 msgid "Visual Studio for Mac" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:108 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:111 msgid "JetBrains Rider" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:110 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:113 msgid "If you are using Visual Studio Code, ensure you download and install the `C# extension `_ to enable features like syntax highlighting and IntelliSense." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:115 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:118 msgid "If you are using Visual Studio 2019, you must follow the instructions found in the \"Configure VS2019 for Debugging\" section below." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:119 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:122 msgid "Creating a C# script" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:121 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:124 msgid "After you successfully set up C# for Godot, you should see the following option when selecting ``Attach script`` in the context menu of a node in your scene:" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:126 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:129 msgid "Note that while some specifics change, most concepts work the same when using C# for scripting. If you're new to Godot, you may want to follow the tutorials on :ref:`doc_scripting` at this point. While some places in the documentation still lack C# examples, most concepts can be transferred easily from GDScript." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:133 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:136 msgid "Project setup and workflow" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:135 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:138 msgid "When you create the first C# script, Godot initializes the C# project files for your Godot project. This includes generating a C# solution (``.sln``) and a project file (``.csproj``), as well as some utility files and folders (``.mono`` and ``Properties/AssemblyInfo.cs``). All of these but ``.mono`` are important and should be committed to your version control system. ``.mono`` can be safely added to the ignore list of your VCS. When troubleshooting, it can sometimes help to delete the ``.mono`` folder and let it regenerate." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:144 -msgid "Note that currently, there are some issues where Godot and the C# project don't stay in sync; if you delete, rename or move a C# script, the change may not be reflected in the C# project file. In cases like this, you will have to edit the C# project file manually." -msgstr "" - -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:149 -msgid "For example, if you created a script (e.g. ``Test.cs``) and delete it in Godot, compilation will fail because the missing file is still expected to be there by the C# project file. For now, you can simply open up the ``.csproj`` file and look for the ``ItemGroup``, there should be a line included like the following:" -msgstr "" - -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:163 -msgid "Simply remove that line and your project should build correctly again. Same for renaming and moving things, simply rename and move them in the project file if needed." -msgstr "" - -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:168 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:148 msgid "Example" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:170 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:150 msgid "Here's a blank C# script with some comments to demonstrate how it works." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:197 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:177 msgid "As you can see, functions normally in global scope in GDScript like Godot's ``print`` function are available in the ``GD`` class which is part of the ``Godot`` namespace. For a list of methods in the ``GD`` class, see the class reference pages for :ref:`@GDScript ` and :ref:`@GlobalScope `." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:204 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:184 msgid "Keep in mind that the class you wish to attach to your node should have the same name as the ``.cs`` file. Otherwise, you will get the following error and won't be able to run the scene: *\"Cannot find class XXX for script res://XXX.cs\"*" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:210 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:190 msgid "General differences between C# and GDScript" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:212 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:192 msgid "The C# API uses ``PascalCase`` instead of ``snake_case`` in GDScript/C++. Where possible, fields and getters/setters have been converted to properties. In general, the C# Godot API strives to be as idiomatic as is reasonably possible." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:216 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:196 msgid "For more information, see the :ref:`doc_c_sharp_differences` page." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:219 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:199 msgid "Current gotchas and known issues" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:221 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:201 msgid "As C# support is quite new in Godot, there are some growing pains and things that need to be ironed out. Below is a list of the most important issues you should be aware of when diving into C# in Godot, but if in doubt, also take a look over the official `issue tracker for Mono issues `_." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:227 -msgid "As explained above, the C# project isn't always kept in sync automatically when things are deleted, renamed or moved in Godot (`#12917 `_)." -msgstr "" - -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:230 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:207 msgid "Writing editor plugins is possible, but it is currently quite convoluted." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:231 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:208 msgid "State is currently not saved and restored when hot-reloading, with the exception of exported variables." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:233 -msgid "Exporting Mono projects is supported for desktop platforms (Linux, Windows and macOS), Android, HTML5, and iOS. UWP is not currently supported. (`#20271 `_)." -msgstr "" - -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:236 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:210 msgid "Attached C# scripts should refer to a class that has a class name that matches the file name." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:238 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:212 msgid "There are some methods such as ``Get()``/``Set()``, ``Call()``/``CallDeferred()`` and signal connection method ``Connect()`` that rely on Godot's ``snake_case`` API naming conventions. So when using e.g. ``CallDeferred(\"AddChild\")``, ``AddChild`` will not work because the API is expecting the original ``snake_case`` version ``add_child``. However, you can use any custom properties or methods without this limitation." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:246 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:220 +msgid "As of Godot 3.2.2, exporting Mono projects is supported for desktop platforms (Linux, Windows and macOS), Android, HTML5, and iOS. The only platform not supported yet is UWP." +msgstr "" + +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:225 msgid "Performance of C# in Godot" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:248 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:227 msgid "According to some preliminary `benchmarks `_, the performance of C# in Godot — while generally in the same order of magnitude — is roughly **~4×** that of GDScript in some naive cases. C++ is still a little faster; the specifics are going to vary according to your use case. GDScript is likely fast enough for most general scripting workloads. C# is faster, but requires some expensive marshalling when talking to Godot." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:256 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:235 msgid "Using NuGet packages in Godot" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:258 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:237 msgid "`NuGet `_ packages can be installed and used with Godot, as with any C# project. Many IDEs are able to add packages directly. They can also be added manually by adding the package reference in the ``.csproj`` file located in the project root:" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:275 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:254 msgid "By default, tools like NuGet put ``Version`` as an attribute of the ```PackageReference``` Node. **You must manually create a Version node as shown above.** This is because the version of MSBuild used requires this. (This will be fixed in Godot 4.0.)" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:277 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:256 msgid "Whenever packages are added or modified, run ``nuget restore`` (*not* ``dotnet restore``) in the root of the project directory. To ensure that NuGet packages will be available for msbuild to use, run:" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:286 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:265 msgid "Profiling your C# code" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:288 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:267 msgid "`Mono log profiler `_ is available for Linux and macOS. Due to a Mono change, it does not work on Windows currently." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:289 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:268 msgid "External Mono profiler like `JetBrains dotTrace `_ can be used as described `here `_." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:292 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:271 msgid "Configuring VS 2019 for debugging" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:296 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:275 msgid "Godot has built-in support for workflows involving several popular C# IDEs. Built-in support for Visual Studio will be including in future versions, but in the meantime, the steps below can let you configure VS 2019 for use with Godot C# projects." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:301 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:280 msgid "Install VS 2019 with ``.NET desktop development`` and ``Desktop development with C++`` workloads selected." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:302 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:281 msgid "**Ensure that you do not have Xamarin installed.** Do not choose the ``Mobile development with .NET`` workload. Xamarin changes the DLLs used by MonoDebugger, which breaks debugging." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:303 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:282 msgid "Install the `VSMonoDebugger extension `_." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:304 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:283 msgid "In VS 2019 --> Extensions --> Mono --> Settings:" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:306 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:285 msgid "Select ``Debug/Deploy to local Windows``." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:307 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:286 msgid "Leave ``Local Deploy Path`` blank." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:308 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:287 msgid "Set the ``Mono Debug Port`` to the port in Godot --> Project --> Project Settings --> Mono --> Debugger Agent." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:309 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:288 msgid "Also select ``Wait for Debugger`` in the Godot Mono options. `This Godot Addon `_ may be helpful." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:311 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:290 msgid "Run the game in Godot. It should hang at the Godot splash screen while it waits for your debugger to attach." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:312 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:291 msgid "In VS 2019, open your project and choose Extensions --> Mono --> Attach to Mono Debugger." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:315 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:294 msgid "Configuring Visual Studio Code for debugging" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:317 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:296 msgid "To configure Visual Studio Code for debugging open up a project in Godot. Click on Project and open the project settings. Scroll down and click on Debugger Agent under the Mono category. Then turn on the setting \"wait for debugger.\" Next, copy the port number and open up Visual Studio Code." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:322 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:301 msgid "You need to download the Mono Debug extension from Microsoft. Then open the Godot project folder. Go to the run tab and click on create a launch.json file. Select C# Mono from the dropdown menu. When the launch.json file is automatically opened, change the port number to the number you copied previously and save the file. On the run tab, switch the run setting from launch to attach. Whenever you want to debug, make sure Wait for Debugger is turned on in Godot, run the project, and run the debugger in Visual Studio Code." msgstr "" diff --git a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_differences.pot b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_differences.pot index ce302a9411..ac1765776c 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_differences.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_differences.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -17,7 +17,7 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:4 -msgid "API differences to GDScript" +msgid "C# API differences to GDScript" msgstr "" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:6 diff --git a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_features.pot b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_features.pot index e0d59c4e85..539ff8d3da 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_features.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_features.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -17,7 +17,7 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:4 -msgid "Features" +msgid "C# features" msgstr "" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:6 diff --git a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_style_guide.pot b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_style_guide.pot index c7f7cda874..8cdeaaca66 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_style_guide.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_style_guide.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/c_sharp/index.pot b/sphinx/templates/getting_started/scripting/c_sharp/index.pot index 0f35c7fca1..a304385c27 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/index.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/creating_script_templates.pot b/sphinx/templates/getting_started/scripting/creating_script_templates.pot index 956a805bb1..646944268b 100644 --- a/sphinx/templates/getting_started/scripting/creating_script_templates.pot +++ b/sphinx/templates/getting_started/scripting/creating_script_templates.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/cross_language_scripting.pot b/sphinx/templates/getting_started/scripting/cross_language_scripting.pot index 08376516e8..2c85892e9a 100644 --- a/sphinx/templates/getting_started/scripting/cross_language_scripting.pot +++ b/sphinx/templates/getting_started/scripting/cross_language_scripting.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_advanced.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_advanced.pot index 45e9e4aaf1..1412b490ff 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/gdscript_advanced.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_advanced.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_basics.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_basics.pot index d8c9a5d7cd..5402371ed5 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/gdscript_basics.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_basics.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -1107,7 +1107,7 @@ msgid "**Control flow**:" msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:862 -msgid "The patterns are matched from top to bottom. If a pattern matches, the first corresponding block will be executed. After that, the execution continues below the ``match`` statement. If you want to have a fallthrough, you can use ``continue`` to stop execution in the current block and check for an additional match in the patterns below it." +msgid "The patterns are matched from top to bottom. If a pattern matches, the first corresponding block will be executed. After that, the execution continues below the ``match`` statement. You can use ``continue`` to stop execution in the current block and check for an additional match in the patterns below it." msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:866 diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_exports.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_exports.pot index 9eb5848b69..c2d0c86de9 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/gdscript_exports.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_exports.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_format_string.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_format_string.pot index b9e7a377c5..01b0b5a60f 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/gdscript_format_string.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_format_string.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_styleguide.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_styleguide.pot index 0bafab3654..943072e998 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/gdscript_styleguide.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_styleguide.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/index.pot b/sphinx/templates/getting_started/scripting/gdscript/index.pot index ab41d2bdea..a241f51a98 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/index.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/static_typing.pot b/sphinx/templates/getting_started/scripting/gdscript/static_typing.pot index ef95329180..bdfbfaa4b2 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/static_typing.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/static_typing.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/warning_system.pot b/sphinx/templates/getting_started/scripting/gdscript/warning_system.pot index 9356df044e..abb8b0cc37 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/warning_system.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/warning_system.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/index.pot b/sphinx/templates/getting_started/scripting/index.pot index 7ae6e71b8b..06c4f703b3 100644 --- a/sphinx/templates/getting_started/scripting/index.pot +++ b/sphinx/templates/getting_started/scripting/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/visual_script/custom_visualscript_nodes.pot b/sphinx/templates/getting_started/scripting/visual_script/custom_visualscript_nodes.pot index 5c80d17a28..957695dc13 100644 --- a/sphinx/templates/getting_started/scripting/visual_script/custom_visualscript_nodes.pot +++ b/sphinx/templates/getting_started/scripting/visual_script/custom_visualscript_nodes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/visual_script/getting_started.pot b/sphinx/templates/getting_started/scripting/visual_script/getting_started.pot index 4dbb1a9c4b..77716f3788 100644 --- a/sphinx/templates/getting_started/scripting/visual_script/getting_started.pot +++ b/sphinx/templates/getting_started/scripting/visual_script/getting_started.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/visual_script/index.pot b/sphinx/templates/getting_started/scripting/visual_script/index.pot index bea05a8875..246d325081 100644 --- a/sphinx/templates/getting_started/scripting/visual_script/index.pot +++ b/sphinx/templates/getting_started/scripting/visual_script/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/visual_script/nodes_purposes.pot b/sphinx/templates/getting_started/scripting/visual_script/nodes_purposes.pot index 894055fbcf..598447685f 100644 --- a/sphinx/templates/getting_started/scripting/visual_script/nodes_purposes.pot +++ b/sphinx/templates/getting_started/scripting/visual_script/nodes_purposes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/visual_script/what_is_visual_scripting.pot b/sphinx/templates/getting_started/scripting/visual_script/what_is_visual_scripting.pot index 048fc03193..de4fe3cb9d 100644 --- a/sphinx/templates/getting_started/scripting/visual_script/what_is_visual_scripting.pot +++ b/sphinx/templates/getting_started/scripting/visual_script/what_is_visual_scripting.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/animations.pot b/sphinx/templates/getting_started/step_by_step/animations.pot index 3d30a1606c..8c762b5183 100644 --- a/sphinx/templates/getting_started/step_by_step/animations.pot +++ b/sphinx/templates/getting_started/step_by_step/animations.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/exporting.pot b/sphinx/templates/getting_started/step_by_step/exporting.pot index 84f9f17ee8..3b65a78b59 100644 --- a/sphinx/templates/getting_started/step_by_step/exporting.pot +++ b/sphinx/templates/getting_started/step_by_step/exporting.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/filesystem.pot b/sphinx/templates/getting_started/step_by_step/filesystem.pot index c71f85c509..7e0447a968 100644 --- a/sphinx/templates/getting_started/step_by_step/filesystem.pot +++ b/sphinx/templates/getting_started/step_by_step/filesystem.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/godot_design_philosophy.pot b/sphinx/templates/getting_started/step_by_step/godot_design_philosophy.pot index 1acf7265d1..e9c06cfbea 100644 --- a/sphinx/templates/getting_started/step_by_step/godot_design_philosophy.pot +++ b/sphinx/templates/getting_started/step_by_step/godot_design_philosophy.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/index.pot b/sphinx/templates/getting_started/step_by_step/index.pot index 3c0e0e3b40..14edffb6cd 100644 --- a/sphinx/templates/getting_started/step_by_step/index.pot +++ b/sphinx/templates/getting_started/step_by_step/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/instancing.pot b/sphinx/templates/getting_started/step_by_step/instancing.pot index 50bd7ab120..2a7b44b01b 100644 --- a/sphinx/templates/getting_started/step_by_step/instancing.pot +++ b/sphinx/templates/getting_started/step_by_step/instancing.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -97,30 +97,26 @@ msgid "Editing instances" msgstr "" #: ../../docs/getting_started/step_by_step/instancing.rst:93 -msgid "Open the ``Ball`` scene and add a ``PhysicsMaterial`` by opening the \"Physics Material Override\" dropdown in the Inspector dock and selecting \"New PhysicsMaterial\"." +msgid "Open the ``Ball`` scene, expand the ``PhysicsMaterial`` by clicking on it, and set the ``Bounce`` property to ``1``." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:99 -msgid "Then, expand the material by clicking on it, and set the ``Bounce`` property to ``1``." -msgstr "" - -#: ../../docs/getting_started/step_by_step/instancing.rst:104 +#: ../../docs/getting_started/step_by_step/instancing.rst:98 msgid "Press \"Play\" and notice that all of the instanced balls are now much more bouncy. Because the instanced balls are based on the saved scene, changes to that scene will affect all instances." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:108 +#: ../../docs/getting_started/step_by_step/instancing.rst:102 msgid "You can also adjust individual instances. Set the bounce value back to ``0`` and then in the ``Main`` scene, select one of the instanced balls. Resources like ``PhysicsMaterial`` are shared between instances by default, so we need to make it unique. Click on the down arrow and select \"Make Unique\". Set its ``Bounce`` to ``1`` and press \"Play\"." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:116 +#: ../../docs/getting_started/step_by_step/instancing.rst:110 msgid "Notice that a grey \"revert\" button appears next to the adjusted property. When this button is present, it means you modified a property in the instanced scene to override its value in the saved scene. Even if that property is modified in the original scene, the custom value will remain. Pressing the revert button will restore the property to the value in the saved scene." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:124 +#: ../../docs/getting_started/step_by_step/instancing.rst:118 msgid "Conclusion" msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:126 +#: ../../docs/getting_started/step_by_step/instancing.rst:120 msgid "Instancing can be useful when you want to create many copies of the same object. It is also possible to create instances in code by using GDScript, see :ref:`doc_instancing_continued`." msgstr "" diff --git a/sphinx/templates/getting_started/step_by_step/instancing_continued.pot b/sphinx/templates/getting_started/step_by_step/instancing_continued.pot index f259ffe3d5..a968004e1b 100644 --- a/sphinx/templates/getting_started/step_by_step/instancing_continued.pot +++ b/sphinx/templates/getting_started/step_by_step/instancing_continued.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/intro_to_the_editor_interface.pot b/sphinx/templates/getting_started/step_by_step/intro_to_the_editor_interface.pot index 65eb69dbb1..83a8fe7570 100644 --- a/sphinx/templates/getting_started/step_by_step/intro_to_the_editor_interface.pot +++ b/sphinx/templates/getting_started/step_by_step/intro_to_the_editor_interface.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -133,7 +133,7 @@ msgid "Read :ref:`doc_introduction_to_3d` for more detail about **3D workspace** msgstr "" #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:136 -msgid "The **Script** workspace is a complete code editor with a debugger, rich auto-completion, and built-in code reference. Press :kbd:`F3` (or :kbd:`Alt + 3` on macOS) to access it, and :kbd:`F4` to search the reference." +msgid "The **Script** workspace is a complete code editor with a debugger, rich auto-completion, and built-in code reference. Press :kbd:`F3` (or :kbd:`Alt + 3` on macOS) to access it, and :kbd:`Shift + F1` to search the reference." msgstr "" #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:142 diff --git a/sphinx/templates/getting_started/step_by_step/resources.pot b/sphinx/templates/getting_started/step_by_step/resources.pot index 1ca6c48e8d..a8e4f56751 100644 --- a/sphinx/templates/getting_started/step_by_step/resources.pot +++ b/sphinx/templates/getting_started/step_by_step/resources.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -125,7 +125,7 @@ msgid "Creating your own resources" msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:153 -msgid "Like any Object in Godot, users can also script Resources. Resource scripts inherit the ability to freely translate between object properties and serialized text or binary data (/*.tres, /*.res). They also inherit the reference-counting memory management from the Reference type." +msgid "Like any Object in Godot, users can also script Resources. Resource scripts inherit the ability to freely translate between object properties and serialized text or binary data (\\*.tres, \\*.res). They also inherit the reference-counting memory management from the Reference type." msgstr "" #: ../../docs/getting_started/step_by_step/resources.rst:158 diff --git a/sphinx/templates/getting_started/step_by_step/scene_tree.pot b/sphinx/templates/getting_started/step_by_step/scene_tree.pot index b94d6d7b47..2e5d615a60 100644 --- a/sphinx/templates/getting_started/step_by_step/scene_tree.pot +++ b/sphinx/templates/getting_started/step_by_step/scene_tree.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/scenes_and_nodes.pot b/sphinx/templates/getting_started/step_by_step/scenes_and_nodes.pot index a0a539c862..0ff718a662 100644 --- a/sphinx/templates/getting_started/step_by_step/scenes_and_nodes.pot +++ b/sphinx/templates/getting_started/step_by_step/scenes_and_nodes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/scripting.pot b/sphinx/templates/getting_started/step_by_step/scripting.pot index f4e837741b..0d14b17216 100644 --- a/sphinx/templates/getting_started/step_by_step/scripting.pot +++ b/sphinx/templates/getting_started/step_by_step/scripting.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/scripting_continued.pot b/sphinx/templates/getting_started/step_by_step/scripting_continued.pot index c21422141f..9955068820 100644 --- a/sphinx/templates/getting_started/step_by_step/scripting_continued.pot +++ b/sphinx/templates/getting_started/step_by_step/scripting_continued.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/signals.pot b/sphinx/templates/getting_started/step_by_step/signals.pot index 15e07a3177..fb052c80c9 100644 --- a/sphinx/templates/getting_started/step_by_step/signals.pot +++ b/sphinx/templates/getting_started/step_by_step/signals.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/singletons_autoload.pot b/sphinx/templates/getting_started/step_by_step/singletons_autoload.pot index 7136f4bd27..0322998fd3 100644 --- a/sphinx/templates/getting_started/step_by_step/singletons_autoload.pot +++ b/sphinx/templates/getting_started/step_by_step/singletons_autoload.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/splash_screen.pot b/sphinx/templates/getting_started/step_by_step/splash_screen.pot index 15f94f40b8..5c7a894455 100644 --- a/sphinx/templates/getting_started/step_by_step/splash_screen.pot +++ b/sphinx/templates/getting_started/step_by_step/splash_screen.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/ui_code_a_life_bar.pot b/sphinx/templates/getting_started/step_by_step/ui_code_a_life_bar.pot index 2f55f6f9a9..cfaaaa8fea 100644 --- a/sphinx/templates/getting_started/step_by_step/ui_code_a_life_bar.pot +++ b/sphinx/templates/getting_started/step_by_step/ui_code_a_life_bar.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/ui_game_user_interface.pot b/sphinx/templates/getting_started/step_by_step/ui_game_user_interface.pot index 4f9743daff..a98a1553e3 100644 --- a/sphinx/templates/getting_started/step_by_step/ui_game_user_interface.pot +++ b/sphinx/templates/getting_started/step_by_step/ui_game_user_interface.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/ui_introduction_to_the_ui_system.pot b/sphinx/templates/getting_started/step_by_step/ui_introduction_to_the_ui_system.pot index 3d7376334c..af9814beb0 100644 --- a/sphinx/templates/getting_started/step_by_step/ui_introduction_to_the_ui_system.pot +++ b/sphinx/templates/getting_started/step_by_step/ui_introduction_to_the_ui_system.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/ui_main_menu.pot b/sphinx/templates/getting_started/step_by_step/ui_main_menu.pot index dda4849d21..6393f81013 100644 --- a/sphinx/templates/getting_started/step_by_step/ui_main_menu.pot +++ b/sphinx/templates/getting_started/step_by_step/ui_main_menu.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/your_first_game.pot b/sphinx/templates/getting_started/step_by_step/your_first_game.pot index ece18fd428..e35d7387c6 100644 --- a/sphinx/templates/getting_started/step_by_step/your_first_game.pot +++ b/sphinx/templates/getting_started/step_by_step/your_first_game.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -281,7 +281,7 @@ msgid "We want ``Player`` to detect when it's hit by an enemy, but we haven't ma msgstr "" #: ../../docs/getting_started/step_by_step/your_first_game.rst:452 -msgid "Add the following at the top of the script, after ``extends Area2d``:" +msgid "Add the following at the top of the script, after ``extends Area2D``:" msgstr "" #: ../../docs/getting_started/step_by_step/your_first_game.rst:466 @@ -400,444 +400,444 @@ msgstr "" msgid "Now let's look at the rest of the script. In ``_ready()`` we randomly choose one of the three animation types:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:636 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:637 msgid "First, we get the list of animation names from the AnimatedSprite's ``frames`` property. This returns an Array containing all three animation names: ``[\"walk\", \"swim\", \"fly\"]``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:640 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:641 msgid "We then need to pick a random number between ``0`` and ``2`` to select one of these names from the list (array indices start at ``0``). ``randi() % n`` selects a random integer between ``0`` and ``n-1``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:644 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:645 msgid "You must use ``randomize()`` if you want your sequence of \"random\" numbers to be different every time you run the scene. We're going to use ``randomize()`` in our ``Main`` scene, so we won't need it here." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:648 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:649 msgid "The last piece is to make the mobs delete themselves when they leave the screen. Connect the ``screen_exited()`` signal of the ``VisibilityNotifier2D`` node and add this code:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:665 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:666 msgid "This completes the `Mob` scene." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:668 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:669 msgid "Main scene" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:670 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:671 msgid "Now it's time to bring it all together. Create a new scene and add a :ref:`Node ` named ``Main``. Click the \"Instance\" button and select your saved ``Player.tscn``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:676 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:677 msgid "Now, add the following nodes as children of ``Main``, and name them as shown (values are in seconds):" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:679 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:680 msgid ":ref:`Timer ` (named ``MobTimer``) - to control how often mobs spawn" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:680 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:681 msgid ":ref:`Timer ` (named ``ScoreTimer``) - to increment the score every second" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:681 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:682 msgid ":ref:`Timer ` (named ``StartTimer``) - to give a delay before starting" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:682 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:683 msgid ":ref:`Position2D ` (named ``StartPosition``) - to indicate the player's start position" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:684 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:685 msgid "Set the ``Wait Time`` property of each of the ``Timer`` nodes as follows:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:687 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:688 msgid "``MobTimer``: ``0.5``" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:688 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:689 msgid "``ScoreTimer``: ``1``" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:689 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:690 msgid "``StartTimer``: ``2``" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:691 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:692 msgid "In addition, set the ``One Shot`` property of ``StartTimer`` to \"On\" and set ``Position`` of the ``StartPosition`` node to ``(240, 450)``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:695 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:696 msgid "Spawning mobs" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:697 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:698 msgid "The Main node will be spawning new mobs, and we want them to appear at a random location on the edge of the screen. Add a :ref:`Path2D ` node named ``MobPath`` as a child of ``Main``. When you select ``Path2D``, you will see some new buttons at the top of the editor:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:704 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:705 msgid "Select the middle one (\"Add Point\") and draw the path by clicking to add the points at the corners shown. To have the points snap to the grid, make sure \"Use Grid Snap\" is selected. This option can be found to the left of the \"Lock\" button, appearing as a magnet next to some intersecting lines." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:711 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:712 msgid "Draw the path in *clockwise* order, or your mobs will spawn pointing *outwards* instead of *inwards*!" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:716 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:717 msgid "After placing point ``4`` in the image, click the \"Close Curve\" button and your curve will be complete." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:719 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:720 msgid "Now that the path is defined, add a :ref:`PathFollow2D ` node as a child of ``MobPath`` and name it ``MobSpawnLocation``. This node will automatically rotate and follow the path as it moves, so we can use it to select a random position and direction along the path." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:724 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:725 msgid "Your scene should look like this:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:729 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:730 msgid "Main script" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:731 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:732 msgid "Add a script to ``Main``. At the top of the script, we use ``export (PackedScene)`` to allow us to choose the Mob scene we want to instance." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:771 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:772 msgid "Click the ``Main`` node and you will see the ``Mob`` property in the Inspector under \"Script Variables\"." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:774 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:775 msgid "You can assign this property's value in two ways:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:776 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:777 msgid "Drag ``Mob.tscn`` from the \"FileSystem\" panel and drop it in the ``Mob`` property ." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:778 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:779 msgid "Click the down arrow next to \"[empty]\" and choose \"Load\". Select ``Mob.tscn``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:781 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:782 msgid "Next, click on the Player and connect the ``hit`` signal. We want to make a new function named ``game_over``, which will handle what needs to happen when a game ends. Type \"game_over\" in the \"Receiver Method\" box at the bottom of the \"Connect a Signal\" window and click \"Connect\". Add the following code to the new function, as well as a ``new_game`` function that will set everything up for a new game:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:819 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:820 msgid "Now connect the ``timeout()`` signal of each of the Timer nodes (``StartTimer``, ``ScoreTimer`` , and ``MobTimer``) to the main script. ``StartTimer`` will start the other two timers. ``ScoreTimer`` will increment the score by 1." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:846 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:847 msgid "In ``_on_MobTimer_timeout()``, we will create a mob instance, pick a random starting location along the ``Path2D``, and set the mob in motion. The ``PathFollow2D`` node will automatically rotate as it follows the path, so we will use that to select the mob's direction as well as its position." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:852 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:853 msgid "Note that a new instance must be added to the scene using ``add_child()``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:900 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:901 msgid "Why ``PI``? In functions requiring angles, GDScript uses *radians*, not degrees. If you're more comfortable working with degrees, you'll need to use the ``deg2rad()`` and ``rad2deg()`` functions to convert between the two." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:906 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:907 msgid "Testing the scene" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:908 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:909 msgid "Let's test the scene to make sure everything is working. Add this to ``_ready()``:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:925 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:926 msgid "Let's also assign ``Main`` as our \"Main Scene\" - the one that runs automatically when the game launches. Press the \"Play\" button and select ``Main.tscn`` when prompted." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:929 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:930 msgid "You should be able to move the player around, see mobs spawning, and see the player disappear when hit by a mob." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:932 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:933 msgid "When you're sure everything is working, remove the call to ``new_game()`` from ``_ready()``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:936 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:937 msgid "HUD" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:938 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:939 msgid "The final piece our game needs is a UI: an interface to display things like score, a \"game over\" message, and a restart button. Create a new scene, and add a :ref:`CanvasLayer ` node named ``HUD``. \"HUD\" stands for \"heads-up display\", an informational display that appears as an overlay on top of the game view." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:944 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:945 msgid "The :ref:`CanvasLayer ` node lets us draw our UI elements on a layer above the rest of the game, so that the information it displays isn't covered up by any game elements like the player or mobs." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:948 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:949 msgid "The HUD needs to display the following information:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:950 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:951 msgid "Score, changed by ``ScoreTimer``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:951 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:952 msgid "A message, such as \"Game Over\" or \"Get Ready!\"" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:952 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:953 msgid "A \"Start\" button to begin the game." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:954 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:955 msgid "The basic node for UI elements is :ref:`Control `. To create our UI, we'll use two types of :ref:`Control ` nodes: :ref:`Label ` and :ref:`Button `." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:958 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:959 msgid "Create the following as children of the ``HUD`` node:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:960 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:961 msgid ":ref:`Label ` named ``ScoreLabel``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:961 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:962 msgid ":ref:`Label ` named ``Message``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:962 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:963 msgid ":ref:`Button ` named ``StartButton``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:963 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:964 msgid ":ref:`Timer ` named ``MessageTimer``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:965 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:966 msgid "Click on the ``ScoreLabel`` and type a number into the ``Text`` field in the Inspector. 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:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:970 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:971 msgid "Under \"Custom Fonts\", choose \"New DynamicFont\"" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:974 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:975 msgid "Click on the \"DynamicFont\" you added, and under \"Font/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 "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:980 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:981 msgid "Once you've done this on the ``ScoreLabel``, you can click the down arrow next to the DynamicFont property and choose \"Copy\", then \"Paste\" it in the same place on the other two Control nodes." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:984 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:985 msgid "**Anchors and Margins:** ``Control`` nodes have a position and size, but they also have anchors and margins. Anchors define the origin - the reference point for the edges of the node. Margins update automatically when you move or resize a control node. They represent the distance from the control node's edges to its anchor. See :ref:`doc_design_interfaces_with_the_control_nodes` for more details." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:991 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:992 msgid "Arrange the nodes as shown below. Click the \"Layout\" button to set a Control node's layout:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:996 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:997 msgid "You can drag the nodes to place them manually, or for more precise placement, use the following settings:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1000 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1001 msgid "ScoreLabel" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1002 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1003 msgid "*Layout* : \"Top Wide\"" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1003 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1004 msgid "*Text* : ``0``" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1004 -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1011 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1005 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1012 msgid "*Align* : \"Center\"" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1007 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1008 msgid "Message" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1009 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1010 msgid "*Layout* : \"HCenter Wide\"" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1010 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1011 msgid "*Text* : ``Dodge the Creeps!``" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1012 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1013 msgid "*Autowrap* : \"On\"" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1015 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1016 msgid "StartButton" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1017 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1018 msgid "*Text* : ``Start``" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1018 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1019 msgid "*Layout* : \"Center Bottom\"" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1019 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1020 msgid "*Margin* :" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1021 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1022 msgid "Top: ``-200``" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1022 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1023 msgid "Bottom: ``-100``" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1024 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1025 msgid "On the ``MessageTimer``, set the ``Wait Time`` to ``2`` and set the ``One Shot`` property to \"On\"." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1027 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1028 msgid "Now add this script to ``HUD``:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1046 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1047 msgid "The ``start_game`` signal tells the ``Main`` node that the button has been pressed." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1068 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1069 msgid "This function is called when we want to display a message temporarily, such as \"Get Ready\"." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1102 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1103 msgid "This function is called when the player loses. It will show \"Game Over\" for 2 seconds, then return to the title screen and, after a brief pause, show the \"Start\" button." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1106 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1107 msgid "When you need to pause for a brief time, an alternative to using a Timer node is to use the SceneTree's ``create_timer()`` function. This can be very useful to add delays such as in the above code, where we want to wait some time before showing the \"Start\" button." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1124 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1125 msgid "This function is called by ``Main`` whenever the score changes." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1126 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1127 msgid "Connect the ``timeout()`` signal of ``MessageTimer`` and the ``pressed()`` signal of ``StartButton`` and add the following code to the new functions:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1154 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1155 msgid "Connecting HUD to Main" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1156 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1157 msgid "Now that we're done creating the ``HUD`` scene, go back to ``Main``. Instance the ``HUD`` scene in ``Main`` like you did the ``Player`` scene. The scene tree should look like this, so make sure you didn't miss anything:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1162 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1163 msgid "Now we need to connect the ``HUD`` functionality to our ``Main`` script. This requires a few additions to the ``Main`` scene:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1165 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1166 msgid "In the Node tab, connect the HUD's ``start_game`` signal to the ``new_game()`` function of the Main node by typing \"new_game\" in the \"Receiver Method\" in the \"Connect a Signal\" window. Verify that the green connection icon now appears next to ``func new_game()`` in the script." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1170 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1171 msgid "In ``new_game()``, update the score display and show the \"Get Ready\" message:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1185 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1186 msgid "In ``game_over()`` we need to call the corresponding ``HUD`` function:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1196 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1197 msgid "Finally, add this to ``_on_ScoreTimer_timeout()`` to keep the display in sync with the changing score:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1208 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1209 msgid "Now you're ready to play! Click the \"Play the Project\" button. You will be asked to select a main scene, so choose ``Main.tscn``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1212 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1213 msgid "Removing old creeps" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1214 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1215 msgid "If you play until \"Game Over\" and then start a new game right away, the creeps from the previous game may still be on the screen. It would be better if they all disappeared at the start of a new game. We just need a way to tell *all* the mobs to remove themselves. We can do this with the \"group\" feature." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1219 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1220 msgid "In the ``Mob`` scene, select the root node and click the \"Node\" tab next to the Inspector (the same place where you find the node's signals). Next to \"Signals\", click \"Groups\" and you can type a new group name and click \"Add\"." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1225 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1226 msgid "Now all mobs will be in the \"mobs\" group. We can then add the following line to the ``game_over()`` function in ``Main``:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1238 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1239 msgid "The ``call_group()`` function calls the named function on every node in a group - in this case we are telling every mob to delete itself." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1242 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1243 msgid "Finishing up" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1244 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1245 msgid "We have now completed all the functionality for our game. Below are some remaining steps to add a bit more \"juice\" to improve the game experience. Feel free to expand the gameplay with your own ideas." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1249 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1250 msgid "Background" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1251 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1252 msgid "The default gray background is not very appealing, so let's change its color. One way to do this is to use a :ref:`ColorRect ` node. Make it the first node under ``Main`` so that it will be drawn behind the other nodes. ``ColorRect`` only has one property: ``Color``. Choose a color you like and select \"Layout\" -> \"Full Rect\" so that it covers the screen." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1257 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1258 msgid "You could also add a background image, if you have one, by using a ``TextureRect`` node instead." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1261 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1262 msgid "Sound effects" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1263 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1264 msgid "Sound and music can be the single most effective way to add appeal to the game experience. In your game assets folder, you have two sound files: \"House In a Forest Loop.ogg\" for background music, and \"gameover.wav\" for when the player loses." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1268 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1269 msgid "Add two :ref:`AudioStreamPlayer ` nodes as children of ``Main``. Name one of them ``Music`` and the other ``DeathSound``. On each one, click on the ``Stream`` property, select \"Load\", and choose the corresponding audio file." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1273 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1274 msgid "To play the music, add ``$Music.play()`` in the ``new_game()`` function and ``$Music.stop()`` in the ``game_over()`` function." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1276 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1277 msgid "Finally, add ``$DeathSound.play()`` in the ``game_over()`` function." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1279 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1280 msgid "Keyboard shortcut" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1281 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1282 msgid "Since the game is played with keyboard controls, it would be convenient if we could also start the game by pressing a key on the keyboard. We can do this with the \"Shortcut\" property of the ``Button`` node." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1285 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1286 msgid "In the ``HUD`` scene, select the ``StartButton`` and find its *Shortcut* property in the Inspector. Select \"New Shortcut\" and click on the \"Shortcut\" item. A second *Shortcut* property will appear. Select \"New InputEventAction\" and click the new \"InputEventAction\". Finally, in the *Action* property, type the name ``ui_select``. This is the default input event associated with the spacebar." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1293 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1294 msgid "Now when the start button appears, you can either click it or press :kbd:`Space` to start the game." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1297 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1298 msgid "Project files" msgstr "" @@ -845,11 +845,11 @@ msgstr "" msgid "You can find a completed version of this project at these locations:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1300 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1301 msgid "https://github.com/kidscancode/Godot3_dodge/releases" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1301 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1302 msgid "https://github.com/godotengine/godot-demo-projects" msgstr "" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/animation.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/animation.pot index 640a7193e7..1ac5bf94c9 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/animation.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/animation.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/index.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/index.pot index 9c677d98a3..f8af261dee 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/index.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/lights.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/lights.pot index ec93bd8b0b..a7619c988a 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/lights.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/lights.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/material.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/material.pot index bfdb7324c6..17e719a170 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/material.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/material.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/mesh.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/mesh.pot index 1579e10f81..8458dbbdb1 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/mesh.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/mesh.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/physics.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/physics.pot index 6ea8d3d2f3..0710cf8204 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/physics.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/physics.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/skeleton.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/skeleton.pot index e022920c99..614ecbaf0c 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/skeleton.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/skeleton.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/import_process.pot b/sphinx/templates/getting_started/workflow/assets/import_process.pot index c67bbb22b2..20e2ab01a3 100644 --- a/sphinx/templates/getting_started/workflow/assets/import_process.pot +++ b/sphinx/templates/getting_started/workflow/assets/import_process.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/importing_audio_samples.pot b/sphinx/templates/getting_started/workflow/assets/importing_audio_samples.pot index 15d07fdef5..18570a2296 100644 --- a/sphinx/templates/getting_started/workflow/assets/importing_audio_samples.pot +++ b/sphinx/templates/getting_started/workflow/assets/importing_audio_samples.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/importing_images.pot b/sphinx/templates/getting_started/workflow/assets/importing_images.pot index 03797f785c..666157f89c 100644 --- a/sphinx/templates/getting_started/workflow/assets/importing_images.pot +++ b/sphinx/templates/getting_started/workflow/assets/importing_images.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/importing_scenes.pot b/sphinx/templates/getting_started/workflow/assets/importing_scenes.pot index 8806cfd58d..aa8fc8c643 100644 --- a/sphinx/templates/getting_started/workflow/assets/importing_scenes.pot +++ b/sphinx/templates/getting_started/workflow/assets/importing_scenes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -105,493 +105,493 @@ msgid "Blender has built-in COLLADA support, but it does not work properly for t msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:63 -msgid "Godot provides a `Blender plugin `_ that will correctly export COLLADA scenes for use in Godot." +msgid "Godot provides a `Blender plugin `_ that will correctly export COLLADA scenes for use in Godot. It does not work in Blender 2.8 or newer, but there are plans to update it in the future." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:67 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:68 msgid "Exporting ESCN files from Blender" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:69 -msgid "The most powerful one, called `godot-blender-exporter `__. It uses a .escn file, which is kind of another name for a .tscn file (Godot scene file); it keeps as much information as possible from a Blender scene." +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:70 +msgid "The most powerful one, called `godot-blender-exporter `__. It uses a .escn file, which is kind of another name for a .tscn file (Godot scene file); it keeps as much information as possible from a Blender scene. However, it is considered experimental." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:74 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:76 msgid "The ESCN exporter has a detailed `document `__ describing its functionality and usage." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:78 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:80 msgid "Import workflows" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:80 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:82 msgid "Godot scene importer allows different workflows regarding how data is imported. Depending on many options, it is possible to import a scene with:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:83 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:85 msgid "External materials (default): Where each material is saved to a file resource. Modifications to them are kept." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:84 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:86 msgid "External meshes: Where each mesh is saved to a different file. Many users prefer to deal with meshes directly." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:85 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:87 msgid "External animations: Allowing saved animations to be modified and merged when sources change." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:86 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:88 msgid "External scenes: Save each of the root nodes of the imported scenes as a separate scene." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:87 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:89 msgid "Single scene: A single scene file with everything built in." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:91 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:93 msgid "As different developers have different needs, this import process is highly customizable." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:94 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:96 msgid "Import options" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:96 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:98 msgid "The importer has several options, which will be discussed below:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:101 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:103 msgid "Nodes" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:104 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:106 msgid "Root Type" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:106 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:108 msgid "By default, the type of the root node in imported scenes is \"Spatial\", but this can be modified." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:109 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:111 msgid "Root Name" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:111 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:113 msgid "Allows setting a specific name to the generated root node." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:114 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:116 msgid "Root Scale" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:116 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:118 msgid "The scale of the root node." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:119 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:121 msgid "Custom Script" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:121 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:123 msgid "A special script to process the whole scene after import can be provided. This is great for post processing, changing materials, doing funny stuff with the geometry etc." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:125 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:127 msgid "Create a script like this:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:137 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:139 msgid "The ``post_import`` function takes the imported scene as argument (the parameter is actually the root node of the scene). The scene that will finally be used must be returned. It can be a different one." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:142 -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:161 -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:216 -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:308 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:144 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:163 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:218 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:310 msgid "Storage" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:144 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:146 msgid "By default, Godot imports a single scene. This option allows specifying that nodes below the root will each be a separate scene and instanced into the imported one." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:148 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:150 msgid "Of course, instancing such imported scenes in other places manually works, too." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:152 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:154 msgid "Materials" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:155 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:157 msgid "Location" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:157 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:159 msgid "Godot supports materials in meshes or nodes. By default, materials will be put on each node." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:163 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:165 msgid "Materials can be stored within the scene or in external files. By default, they are stored in external files so editing them is possible. This is because most 3D DCCs don't have the same material options as those present in Godot." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:167 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:169 msgid "When materials are built-in, they will be lost each time the source scene is modified and re-imported." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:171 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:173 msgid "Keep On Reimport" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:173 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:175 msgid "Once materials are edited to use Godot features, the importer will keep the edited ones and ignore the ones coming from the source scene. This option is only present if materials are saved as files." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:178 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:180 msgid "Meshes" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:181 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:183 msgid "Compress" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:183 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:185 msgid "Makes meshes use less precise numbers for multiple aspects of the mesh in order to save space." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:196 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:198 msgid "These are:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:187 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:189 msgid "Transform Matrix (Location, rotation, and scale) : 32-bit float to 16-bit signed integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:188 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:190 msgid "Vertices : 32-bit float to 16-bit signed integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:189 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:191 msgid "Normals : 32-bit float to 32-bit unsigned integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:190 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:192 msgid "Tangents : 32-bit float to 32-bit unsigned integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:191 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:193 msgid "Vertex Colors : 32-bit float to 32-bit unsigned integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:192 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:194 msgid "UV : 32-bit float to 32-bit unsigned integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:193 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:195 msgid "UV2 : 32-bit float to 32-bit unsigned integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:194 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:196 msgid "Vertex weights : 32-bit float to 16-bit unsigned integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:195 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:197 msgid "Armature bones : 32-bit float to 16-bit unsigned integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:196 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:198 msgid "Array index : 32-bit or 16-bit unsigned integer based on how many elements there are." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:200 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:202 msgid "Additional info:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:199 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:201 msgid "UV2 = The second UV channel for detail textures and baked lightmap textures." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:200 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:202 msgid "Array index = An array of numbers that number each element of the arrays above; i.e. they number the vertices and normals." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:202 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:204 msgid "In some cases, this might lead to loss of precision, so disabling this option may be needed. For instance, if a mesh is very big or there are multiple meshes being imported that cover a large area, compressing the import of this mesh(es) may lead to gaps in geometry or vertices not being exactly where they should be." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:208 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:210 msgid "Ensure Tangents" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:210 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:212 msgid "If textures with normal mapping are to be used, meshes need to have tangent arrays. This option ensures that these are generated if not present in the source scene. Godot uses Mikktspace for this, but it's always better to have them generated in the exporter." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:218 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:220 msgid "Meshes can be stored in separate files (resources) instead of built-in. This does not have much practical use unless one wants to build objects with them directly." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:221 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:223 msgid "This option is provided to help those who prefer working directly with meshes instead of scenes." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:225 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:227 msgid "Light Baking" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:227 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:229 msgid "Whether or not the mesh is used in baked lightmaps." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:229 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:231 msgid "**Disabled:** The mesh is not used in baked lightmaps." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:230 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:232 msgid "**Enable:** The mesh is used in baked lightmaps." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:231 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:233 msgid "**Gen Lightmaps:** The mesh is used in baked lightmaps, and unwraps a second UV layer for lightmaps." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:233 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:235 msgid "For more information on light baking see :ref:`doc_baked_lightmaps`." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:236 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:238 msgid "External Files" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:238 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:240 msgid "Generated meshes and materials can be optionally stored in a subdirectory with the name of the scene." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:242 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:244 msgid "Animation options" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:244 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:246 msgid "Godot provides many options regarding how animation data is dealt with. Some exporters (such as Blender) can generate many animations in a single file. Others, such as 3DS Max or Maya, need many animations put into the same timeline or, at worst, put each animation in a separate file." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:251 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:253 msgid "Import of animations is enabled by default." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:254 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:256 msgid "FPS" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:256 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:258 msgid "Most 3D export formats store animation timeline in seconds instead of frames. To ensure animations are imported as faithfully as possible, please specify the frames per second used to edit them. Failing to do this may result in shaky animations." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:261 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:263 msgid "Filter Script" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:263 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:265 msgid "It is possible to specify a filter script in a special syntax to decide which tracks from which animations should be kept." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:266 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:268 msgid "The filter script is executed against each imported animation. The syntax consists of two types of statements, the first for choosing which animations to filter, and the second for filtering individual tracks within the matched animation. All name patterns are performed using a case insensitive expression match, using ``?`` and ``*`` wildcards (using ``String.matchn()`` under the hood)." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:272 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:274 msgid "The script must start with an animation filter statement (as denoted by the line beginning with an ``@``). For example, if we would like to apply filters to all imported animations which have a name ending in ``\"_Loop\"``::" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:278 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:280 msgid "Similarly, additional patterns can be added to the same line, separated by commas. Here is a modified example to additionally *include* all animations with names that begin with ``\"Arm_Left\"``, but also *exclude* all animations which have names ending in ``\"Attack\"``::" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:284 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:286 msgid "Following the animation selection filter statement, we add track filtering patterns to indicate which animation tracks should be kept or discarded. If no track filter patterns are specified, then all tracks within the matched animations will be discarded!" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:288 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:290 msgid "It's important to note that track filter statements are applied in order for each track within the animation, this means that one line may include a track, a later rule can still discard it. Similarly, a track excluded by an early rule may then be re-included once again by a filter rule further down in the filter script." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:293 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:295 msgid "For example: include all tracks in animations with names ending in ``\"_Loop\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:302 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:304 msgid "In the above example, tracks like ``\"Skeleton:Leg_Control\"`` would be discarded, while tracks such as ``\"Skeleton:Head\"`` or ``\"Skeleton:Arm_Left_Control\"`` would be retained." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:305 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:307 msgid "Any track filter lines that do not begin with a ``+`` or ``-`` are ignored." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:310 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:312 msgid "By default, animations are saved as built-in. It is possible to save them to a file instead. This allows adding custom tracks to the animations and keeping them after a reimport." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:314 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:316 msgid "Optimizer" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:316 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:318 msgid "When animations are imported, an optimizer is run, which reduces the size of the animation considerably. In general, this should always be turned on unless you suspect that an animation might be broken due to it being enabled." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:320 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:322 msgid "Clips" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:322 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:324 msgid "It is possible to specify multiple animations from a single timeline as clips. For this to work, the model must have only one animation that is named ``default``. To create clips, change the clip amount to something greater than zero. You can then name a clip, specify which frames it starts and stops on, and choose whether the animation loops or not." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:331 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:333 msgid "Scene inheritance" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:333 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:335 msgid "In many cases, it may be desired to make modifications to the imported scene. 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 "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:336 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:338 msgid "It is possible, however, to make local modifications by using *Scene Inheritance*. Try to open the imported scene and the following dialog will appear:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:341 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:343 msgid "In inherited scenes, the only limitations for modifications are:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:343 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:345 msgid "Nodes can't be removed (but can be added anywhere)." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:344 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:346 msgid "Sub-Resources can't be edited (save them externally as described above for this)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:346 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:348 msgid "Other than that, everything is allowed!" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:349 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:351 msgid "Import hints" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:351 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:353 msgid "Many times, when editing a scene, there are common tasks that need to be done after exporting:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:353 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:355 msgid "Adding collision detection to objects" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:354 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:356 msgid "Setting objects as navigation meshes" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:355 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:357 msgid "Deleting nodes that are not used in the game engine (like specific lights used for modelling)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:357 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:359 msgid "To simplify this workflow, Godot offers a few suffixes that can be added to the names of the objects in your 3D modelling software. When imported, Godot will detect them and perform actions automatically:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:362 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:364 msgid "Remove nodes (-noimp)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:364 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:366 msgid "Node names that have this suffix will be removed at import time, no matter what their type is. They will not appear in the imported scene." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:368 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:370 msgid "Create collisions (-col, -colonly, -convcolonly)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:370 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:372 msgid "Option \"-col\" will work only for Mesh nodes. If it is detected, a child static collision node will be added, using the same geometry as the mesh." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:373 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:375 msgid "However, it is often the case that the visual geometry is too complex or too un-smooth for collisions, which ends up not working well." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:376 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:378 msgid "To solve this, the \"-colonly\" modifier exists, which will remove the mesh upon import and create a :ref:`class_staticbody` collision instead. This helps the visual mesh and actual collision to be separated." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:380 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:382 msgid "Option \"-convcolonly\" will create a :ref:`class_convexpolygonshape` instead of a :ref:`class_concavepolygonshape`." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:382 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:384 msgid "Option \"-colonly\" can also be used with Blender's empty objects. On import, it will create a :ref:`class_staticbody` with a collision node as a child. The collision node will have one of a number of predefined shapes, depending on Blender's empty draw type:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:389 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:391 msgid "Single arrow will create a :ref:`class_rayshape`" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:390 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:392 msgid "Cube will create a :ref:`class_boxshape`" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:391 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:393 msgid "Image will create a :ref:`class_planeshape`" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:392 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:394 msgid "Sphere (and the others not listed) will create a :ref:`class_sphereshape`" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:394 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:396 msgid "For better visibility in Blender's editor, the user can set \"X-Ray\" option on collision empties and set some distinct color for them in User Preferences / Themes / 3D View / Empty." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:398 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:400 msgid "Create navigation (-navmesh)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:400 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:402 msgid "A mesh node with this suffix will be converted to a navigation mesh. Original Mesh node will be removed." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:404 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:406 msgid "Create a VehicleBody (-vehicle)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:406 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:408 msgid "A mesh node with this suffix will be imported as a child to a :ref:`VehicleBody ` node." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:409 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:411 msgid "Create a VehicleWheel (-wheel)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:411 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:413 msgid "A mesh node with this suffix will be imported as a child to a :ref:`VehicleWheel ` node." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:414 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:416 msgid "Rigid Body (-rigid)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:416 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:418 msgid "Creates a rigid body from this mesh." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:419 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:421 msgid "Animation loop (-loop, -cycle)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:421 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:423 msgid "Animation clips in the COLLADA document that start or end with the token \"loop\" or \"cycle\" will be imported as a Godot Animation with the loop flag set. This is case-sensitive and does not require a hyphen." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:425 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:427 msgid "In Blender, this requires using the NLA Editor and naming the Action with the \"loop\" or \"cycle\" prefix or suffix." msgstr "" diff --git a/sphinx/templates/getting_started/workflow/assets/importing_translations.pot b/sphinx/templates/getting_started/workflow/assets/importing_translations.pot index ea3da36f7b..e1268e445b 100644 --- a/sphinx/templates/getting_started/workflow/assets/importing_translations.pot +++ b/sphinx/templates/getting_started/workflow/assets/importing_translations.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/index.pot b/sphinx/templates/getting_started/workflow/assets/index.pot index 6cbc2ca7ab..edd106a177 100644 --- a/sphinx/templates/getting_started/workflow/assets/index.pot +++ b/sphinx/templates/getting_started/workflow/assets/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.pot b/sphinx/templates/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.pot index a75935ee03..c40e67813c 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/data_preferences.pot b/sphinx/templates/getting_started/workflow/best_practices/data_preferences.pot index 93514af60d..23d223cdc9 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/data_preferences.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/data_preferences.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/godot_interfaces.pot b/sphinx/templates/getting_started/workflow/best_practices/godot_interfaces.pot index bd6db055e9..32b092f70c 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/godot_interfaces.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/godot_interfaces.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/godot_notifications.pot b/sphinx/templates/getting_started/workflow/best_practices/godot_notifications.pot index 8cd22f252c..7c603bb66d 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/godot_notifications.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/godot_notifications.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/index.pot b/sphinx/templates/getting_started/workflow/best_practices/index.pot index 883a9024b4..67cfcb90da 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/index.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/introduction_best_practices.pot b/sphinx/templates/getting_started/workflow/best_practices/introduction_best_practices.pot index 31d6542eab..ce7e356528 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/introduction_best_practices.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/introduction_best_practices.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -37,7 +37,7 @@ msgid "That is why each article starts from a real-world problem. We will break msgstr "" #: ../../docs/getting_started/workflow/best_practices/introduction_best_practices.rst:20 -msgid "You should start by reading :ref:`doc_what_are_godot_classes`. It explains how Godot's nodes and scenes relate to classes and objects in another Object-Oriented programming language. It will help you make sense of the rest of the series." +msgid "You should start by reading :ref:`doc_what_are_godot_classes`. It explains how Godot's nodes and scenes relate to classes and objects in other Object-Oriented programming languages. It will help you make sense of the rest of the series." msgstr "" #: ../../docs/getting_started/workflow/best_practices/introduction_best_practices.rst:26 diff --git a/sphinx/templates/getting_started/workflow/best_practices/logic_preferences.pot b/sphinx/templates/getting_started/workflow/best_practices/logic_preferences.pot index 5d8939a040..76bd9cb3de 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/logic_preferences.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/logic_preferences.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/node_alternatives.pot b/sphinx/templates/getting_started/workflow/best_practices/node_alternatives.pot index 55eaa455ab..75c6a4e9fe 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/node_alternatives.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/node_alternatives.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/scene_organization.pot b/sphinx/templates/getting_started/workflow/best_practices/scene_organization.pot index 3458074b1b..a2c636d9e8 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/scene_organization.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/scene_organization.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -33,7 +33,7 @@ msgid "When Godot users begin crafting their own scenes, they often run into the msgstr "" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:16 -msgid "They create their first scene and fill it with content before the creeping sense that they need to split it up into re-usable pieces haunts them. They save branches of their scene into their own scene. However, they then notice that the hard references they were able to rely on before are no longer possible. Re-using the scene in multiple places creates issues because the node paths do not find their targets. Signal connections established in the editor break." +msgid "They create their first scene and fill it with content only to eventually end up saving branches of their scene into separate scenes as the nagging feeling that they should split things up starts to accumulate. However, they then notice that the hard references they were able to rely on before are no longer possible. Re-using the scene in multiple places creates issues because the node paths do not find their targets and signal connections established in the editor break." msgstr "" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:24 @@ -41,263 +41,263 @@ msgid "To fix these problems, one must instantiate the sub-scenes without them r msgstr "" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:29 -msgid "One of the biggest things to consider in OOP is maintaining focused, singular-purpose classes with `loose coupling `_ to other parts of the codebase. This keeps the size of objects small (for maintainability) and improves their reusability so that re-writing completed logic is unnecessary." +msgid "One of the biggest things to consider in OOP is maintaining focused, singular-purpose classes with `loose coupling `_ to other parts of the codebase. This keeps the size of objects small (for maintainability) and improves their reusability." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:36 -msgid "These OOP best practices have *several* ramifications for the best practices in scene structure and script usage." +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:35 +msgid "These OOP best practices have *several* implications for best practices in scene structure and script usage." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:39 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:38 msgid "**If at all possible, one should design scenes to have no dependencies.** That is, one should create scenes that keep everything they need within themselves." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:43 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:42 msgid "If a scene must interact with an external context, experienced developers recommend the use of `Dependency Injection `_. This technique involves having a high-level API provide the dependencies of the low-level API. Why do this? Because classes which rely on their external environment can inadvertently trigger bugs and unexpected behavior." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:50 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:49 msgid "To do this, one must expose data and then rely on a parent context to initialize it:" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:53 -msgid "Connect to a signal. Extremely safe, but should use only to \"respond\" to behavior, not start it. Note that signal names are usually past-tense verbs like \"entered\", \"skill_activated\", or \"item_collected\"." +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:52 +msgid "Connect to a signal. Extremely safe, but should be used only to \"respond\" to behavior, not start it. Note that signal names are usually past-tense verbs like \"entered\", \"skill_activated\", or \"item_collected\"." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:74 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:73 msgid "Call a method. Used to start behavior." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:93 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:92 msgid "Initialize a :ref:`FuncRef ` property. Safer than a method as ownership of the method is unnecessary. Used to start behavior." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:113 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:112 msgid "Initialize a Node or other Object reference." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:132 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:131 msgid "Initialize a NodePath." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:151 -msgid "These options hide the source of accesses from the child node. This in turn keeps the child **loosely coupled** to its environment. One can re-use it in another context without any extra changes to its API." +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:150 +msgid "These options hide the points of access from the child node. This in turn keeps the child **loosely coupled** to its environment. One can re-use it in another context without any extra changes to its API." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:157 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:156 msgid "Although the examples above illustrate parent-child relationships, the same principles apply towards all object relations. Nodes which are siblings should only be aware of their hierarchies while an ancestor mediates their communications and references." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:204 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:203 msgid "The same principles also apply to non-Node objects that maintain dependencies on other objects. Whichever object actually owns the objects should manage the relationships between them." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:210 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:209 msgid "One should favor keeping data in-house (internal to a scene) though as placing a dependency on an external context, even a loosely coupled one, still means that the node will expect something in its environment to be true. The project's design philosophies should prevent this from happening. If not, the code's inherent liabilities will force developers to use documentation to keep track of object relations on a microscopic scale; this is otherwise known as development hell. Writing code that relies on external documentation for one to use it safely is error-prone by default." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:219 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:218 msgid "To avoid creating and maintaining such documentation, one converts the dependent node (\"child\" above) into a tool script that implements :ref:`_get_configuration_warning() `. Returning a non-empty string from it will make the Scene dock generate a warning icon with the string as a tooltip by the node. This is the same icon that appears for nodes such as the :ref:`Area2D ` node when it has no child :ref:`CollisionShape2D ` nodes defined. The editor then self-documents the scene through the script code. No content duplication via documentation is necessary." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:230 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:229 msgid "A GUI like this can better inform project users of critical information about a Node. Does it have external dependencies? Have those dependencies been satisfied? Other programmers, and especially designers and writers, will need clear instructions in the messages telling them what to do to configure it." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:235 -msgid "So, why do all this complex switcharoo work? Well, because scenes operate best when they operate alone. If unable to work alone, then working with others anonymously (with minimal hard dependencies, i.e. loose coupling). If the inevitable changes made to a class cause it to interact with other scenes in unforeseen ways, then things break down. A change to one class could result in damaging effects to other classes." +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:234 +msgid "So, why do all this complex switcharoo work? Well, because scenes operate best when they operate alone. If unable to work alone, then working with others anonymously (with minimal hard dependencies, i.e. loose coupling) is the next best thing. Inevitably, changes may need to be made to a class and if these changes cause it to interact with other scenes in unforeseen ways, then things will start to break down. The whole point of all this indirection is to avoid ending up in a situation where changing one class results in adversely effecting other classes." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:242 -msgid "Scripts and scenes, as extensions of engine classes should abide by *all* OOP principles. Examples include..." -msgstr "" - -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:245 -msgid "`SOLID `_" +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:243 +msgid "Scripts and scenes, as extensions of engine classes, should abide by *all* OOP principles. Examples include..." msgstr "" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:246 -msgid "`DRY `_" +msgid "`SOLID `_" msgstr "" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:247 -msgid "`KISS `_" +msgid "`DRY `_" msgstr "" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:248 +msgid "`KISS `_" +msgstr "" + +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:249 msgid "`YAGNI `_" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:251 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:252 msgid "Choosing a node tree structure" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:253 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:254 msgid "So, a developer starts work on a game only to stop at the vast possibilities before them. They might know what they want to do, what systems they want to have, but *where* to put them all? Well, how one goes about making their game is always up to them. One can construct node trees in a myriad of ways. But, for those who are unsure, this helpful guide can give them a sample of a decent structure to start with." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:260 -msgid "A game should always have a sort of \"entry point\"; somewhere the developer can definitively track where things begin so that they can follow the logic as it continues elsewhere. This place also serves as a bird's eye view to all of the other data and logic in the program. For traditional applications, this would be the \"main\" function. In this case, it would be a Main node." +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:261 +msgid "A game should always have a sort of \"entry point\"; somewhere the developer can definitively track where things begin so that they can follow the logic as it continues elsewhere. This place also serves as a bird's eye view of all of the other data and logic in the program. For traditional applications, this would be the \"main\" function. In this case, it would be a Main node." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:266 -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:277 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:267 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:278 msgid "Node \"Main\" (main.gd)" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:268 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:269 msgid "The ``main.gd`` script would then serve as the primary controller of one's game." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:271 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:272 msgid "Then one has their actual in-game \"World\" (a 2D or 3D one). This can be a child of Main. In addition, one will need a primary GUI for their game that manages the various menus and widgets the project needs." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:276 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:277 msgid "Node2D/Spatial \"World\" (game_world.gd)" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:277 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:278 msgid "Control \"GUI\" (gui.gd)" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:279 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:280 msgid "When changing levels, one can then swap out the children of the \"World\" node. :ref:`Changing scenes manually ` gives users full control over how their game world transitions." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:283 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:284 msgid "The next step is to consider what gameplay systems one's project requires. If one has a system that..." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:286 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:287 msgid "tracks all of its data internally" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:287 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:288 msgid "should be globally accessible" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:288 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:289 msgid "should exist in isolation" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:290 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:291 msgid "... then one should create an :ref:`autoload 'singleton' node `." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:294 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:295 msgid "For smaller games, a simpler alternative with less control would be to have a \"Game\" singleton that simply calls the :ref:`SceneTree.change_scene() ` method to swap out the main scene's content. This structure more or less keeps the \"World\" as the main game node." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:300 -msgid "Any GUI would need to also be a singleton, be transitory parts of the \"World\", or be manually added as a direct child of the root. Otherwise, the GUI nodes would also delete themselves during scene transitions." +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:301 +msgid "Any GUI would need to also be a singleton; be a transitory part of the \"World\"; or be manually added as a direct child of the root. Otherwise, the GUI nodes would also delete themselves during scene transitions." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:305 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:306 msgid "If one has systems that modify other systems' data, one should define those as their own scripts or scenes rather than autoloads. For more information on the reasons, please see the :ref:`'Autoloads vs. Internal Nodes' ` documentation." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:311 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:312 msgid "Each subsystem within one's game should have its own section within the SceneTree. One should use parent-child relationships only in cases where nodes are effectively elements of their parents. Does removing the parent reasonably mean that one should also remove the children? If not, then it should have its own place in the hierarchy as a sibling or some other relation." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:319 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:320 msgid "In some cases, one needs these separated nodes to *also* position themselves relative to each other. One can use the :ref:`RemoteTransform ` / :ref:`RemoteTransform2D ` nodes for this purpose. They will allow a target node to conditionally inherit selected transform elements from the Remote\\* node. To assign the ``target`` :ref:`NodePath `, use one of the following:" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:327 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:328 msgid "A reliable third party, likely a parent node, to mediate the assignment." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:328 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:329 msgid "A group, to easily pull a reference to the desired node (assuming there will only ever be one of the targets)." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:331 -msgid "When should one do this? Well, it's up to them to decide. The dilemma arises when one must micro-manage when a node must move around the SceneTree to preserve itself. For example..." -msgstr "" - -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:335 -msgid "Add a \"player\" node to a \"room\"." +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:332 +msgid "When should one do this? Well, this is subjective. The dilemma arises when one must micro-manage when a node must move around the SceneTree to preserve itself. For example..." msgstr "" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:336 -msgid "Need to change rooms, so one must delete the current room." +msgid "Add a \"player\" node to a \"room\"." msgstr "" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:337 +msgid "Need to change rooms, so one must delete the current room." +msgstr "" + +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:338 msgid "Before the room can be deleted, one must preserve and/or move the player." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:339 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:340 msgid "Is memory a concern?" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:341 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:342 msgid "If not, one can just create the two rooms, move the player and delete the old one. No problem." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:344 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:345 msgid "If so, one will need to..." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:346 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:347 msgid "Move the player somewhere else in the tree." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:347 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:348 msgid "Delete the room." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:348 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:349 msgid "Instantiate and add the new room." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:349 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:350 msgid "Re-add the player." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:351 -msgid "The issue is that the player here is a \"special case\", one where the developers must *know* that they need to handle the player this way for the project. As such, the only way to reliably share this information as a team is to *document* it. Keeping implementation details in documentation however is dangerous. It's a maintenance burden, strains code readability, and bloats the intellectual content of a project unnecessarily." +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:352 +msgid "The issue is that the player here is a \"special case\"; one where the developers must *know* that they need to handle the player this way for the project. As such, the only way to reliably share this information as a team is to *document* it. Keeping implementation details in documentation however is dangerous. It's a maintenance burden, strains code readability, and bloats the intellectual content of a project unnecessarily." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:358 -msgid "In a more complex game with larger assets, it can be a better idea to simply keep the player somewhere else in the SceneTree entirely. This involves..." -msgstr "" - -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:361 -msgid "More consistency." +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:359 +msgid "In a more complex game with larger assets, it can be a better idea to simply keep the player somewhere else in the SceneTree entirely. This results in:" msgstr "" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:362 -msgid "No \"special cases\" that must be documented and maintained somewhere." +msgid "More consistency." msgstr "" #: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:363 +msgid "No \"special cases\" that must be documented and maintained somewhere." +msgstr "" + +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:364 msgid "No opportunity for errors to occur because these details are not accounted for." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:366 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:367 msgid "In contrast, if one ever needs to have a child node that does *not* inherit the transform of their parent, one has the following options:" msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:369 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:370 msgid "The **declarative** solution: place a :ref:`Node ` in between them. As nodes with no transform, Nodes will not pass along such information to their children." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:372 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:373 msgid "The **imperative** solution: Use the ``set_as_toplevel`` setter for the :ref:`CanvasItem ` or :ref:`Spatial ` node. This will make the node ignore its inherited transform." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:379 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:380 msgid "If building a networked game, keep in mind which nodes and gameplay systems are relevant to all players versus those just pertinent to the authoritative server. For example, users do not all need to have a copy of every players' \"PlayerController\" logic. Instead, they need only their own. As such, keeping these in a separate branch from the \"world\" can help simplify the management of game connections and the like." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:386 -msgid "The key to scene organization is to consider the SceneTree in relational terms rather than spatial terms. Do the nodes need to be dependent on their parent's existence? If not, then they can thrive all by themselves somewhere else. If so, then it stands to reason they should be children of that parent (and likely part of that parent's scene if they aren't already)." +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:387 +msgid "The key to scene organization is to consider the SceneTree in relational terms rather than spatial terms. Are the nodes dependent on their parent's existance? If not, then they can thrive all by themselves somewhere else. If they are dependent, then it stands to reason that they should be children of that parent (and likely part of that parent's scene if they aren't already)." msgstr "" -#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:392 +#: ../../docs/getting_started/workflow/best_practices/scene_organization.rst:393 msgid "Does this mean nodes themselves are components? Not at all. Godot's node trees form an aggregation relationship, not one of composition. But while one still has the flexibility to move nodes around, it is still best when such moves are unnecessary by default." msgstr "" diff --git a/sphinx/templates/getting_started/workflow/best_practices/scenes_versus_scripts.pot b/sphinx/templates/getting_started/workflow/best_practices/scenes_versus_scripts.pot index 9ea3993d54..6a94f568f9 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/scenes_versus_scripts.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/scenes_versus_scripts.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/what_are_godot_classes.pot b/sphinx/templates/getting_started/workflow/best_practices/what_are_godot_classes.pot index 7dd47272fa..53201ebe0c 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/what_are_godot_classes.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/what_are_godot_classes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -25,7 +25,7 @@ msgid "In Godot, scripts and scenes can both be the equivalent of classes in an msgstr "" #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:12 -msgid "As a result, many best practices in Godot boil down to applying Object-Oriented design principles to the scenes, nodes, or script that make up your game." +msgid "As a result, many best practices in Godot boil down to applying Object-Oriented design principles to the scenes, nodes, or scripts that make up your game." msgstr "" #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:15 @@ -121,7 +121,7 @@ msgid "How they are organized" msgstr "" #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:130 -msgid "How are they initialized" +msgid "How they are initialized" msgstr "" #: ../../docs/getting_started/workflow/best_practices/what_are_godot_classes.rst:131 diff --git a/sphinx/templates/getting_started/workflow/export/android_custom_build.pot b/sphinx/templates/getting_started/workflow/export/android_custom_build.pot index d8f9fd3dc3..3bff13fb6a 100644 --- a/sphinx/templates/getting_started/workflow/export/android_custom_build.pot +++ b/sphinx/templates/getting_started/workflow/export/android_custom_build.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/changing_application_icon_for_windows.pot b/sphinx/templates/getting_started/workflow/export/changing_application_icon_for_windows.pot index a97bd7e959..c840024e2c 100644 --- a/sphinx/templates/getting_started/workflow/export/changing_application_icon_for_windows.pot +++ b/sphinx/templates/getting_started/workflow/export/changing_application_icon_for_windows.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_android.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_android.pot index 35a850352b..068230b2a8 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_android.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_android.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -37,170 +37,166 @@ msgid "If you install Android Studio, you need to run it once to complete the SD msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:18 -msgid "Install OpenJDK or Oracle JDK" +msgid "Install OpenJDK 8" msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:20 -msgid "Download and install `OpenJDK `__ or `Oracle JDK `__. Versions below JDK 8 may not work; some users have reported issues with the jarsigner (used to sign the APKs) in JDK 7." +msgid "Download and install `OpenJDK 8 `__, newer versions do not work." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:22 -msgid "If you install OpenJDK, choose ``1.8``. Don't choose the ``openjdk-jre`` files as that only contains the JRE, not the JDK which is required here." -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:25 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:24 msgid "Create a debug.keystore" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:27 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:26 msgid "Android needs a debug keystore file to install to devices and distribute non-release APKs. If you have used the SDK before and have built projects, ant or eclipse probably generated one for you (on Linux and macOS, you can find it in the ``~/.android`` directory)." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:32 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:31 msgid "If you can't find it or need to generate one, the keytool command from the JDK can be used for this purpose::" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:37 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:36 msgid "This will create a ``debug.keystore`` file in your current directory. You should move it to a memorable location such as ``%USERPROFILE%\\.android\\``, because you will need its location in a later step. For more information on ``keytool`` usage, see `this Q&A article `__." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:40 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:39 msgid "Make sure you have adb" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:42 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:41 msgid "Android Debug Bridge (``adb``) is the command line tool used to communicate with Android devices. It's installed with the SDK, but you may need to install one (any) of the Android API levels for it to be installed in the SDK directory." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:47 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:46 msgid "Setting it up in Godot" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:49 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:48 msgid "Enter the Editor Settings screen. This screen contains the editor settings for the user account in the computer (it's independent of the project)." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:55 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:54 msgid "Scroll down to the section where the Android settings are located:" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:59 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:58 msgid "In that screen, the path to 3 files needs to be set:" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:61 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:60 msgid "The ``adb`` executable (``adb.exe`` on Windows) - It can usually be found at ``%LOCALAPPDATA%\\Android\\Sdk\\platform-tools\\adb.exe``." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:64 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:63 msgid "The ``jarsigner`` executable (from JDK 6 or 8) - On Windows, OpenJDK installs to a dir like ``%PROGRAMFILES%\\ojdkbuild\\java-1.8.0-openjdk-1.8.0.232-2\\bin``. On Linux, it typically installs to a dir like ``/usr/bin/jarsigner``. The exact path may vary depending on the OpenJDK update you've installed and your machine's operating system." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:67 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:66 msgid "The debug ``.keystore`` file - It can be found in the folder where you put the ``debug.keystore`` file you created above." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:70 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:69 msgid "Once that is configured, everything is ready to export to Android!" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:73 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:72 msgid "Providing launcher icons" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:75 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:74 msgid "Launcher icons are used by Android launcher apps to represent your application to users. Godot only requires high-resolution icons (for ``xxxhdpi`` density screens) and will automatically generate lower-resolution variants." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:77 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:76 msgid "There are two types of icons required by Godot:" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:79 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:78 msgid "**Main Icon:** The \"classic\" icon. This will be used on all Android versions up to Android 8 (Oreo), exclusive. Must be at least 192×192 px." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:80 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:79 msgid "**Adaptive Icons:** Starting from Android 8 (inclusive), `Adaptive Icons `_ were introduced. Applications will need to include separate background and foreground icons to have a native look. The user's launcher application will control the icon's animation and masking. Must be at least 432×432 px." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:82 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:81 msgid "It's important to adhere to some rules when designing adaptive icons. `Google Design has provided a nice article `_ that helps to understand those rules and some of the capabilities of adaptive icons." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:84 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:83 msgid "The most important adaptive icon design rule is to have your icon critical elements inside the safe zone: a centered circle with a diameter of 66dp (264 pixels on ``xxxhdpi``) to avoid being clipped by the launcher." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:86 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:85 msgid "If you don't provide some of the requested icons, Godot will replace them using a fallback chain, trying the next in line when the current one fails:" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:88 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:87 msgid "**Main Icon:** Provided main icon -> Project icon -> Default Godot main icon." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:89 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:88 msgid "**Adaptive Icon Foreground:** Provided foreground icon -> Provided main icon -> Project icon -> Default Godot foreground icon." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:90 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:89 msgid "**Adaptive Icon Background:** Provided background icon -> Default Godot background icon." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:92 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:91 msgid "It's highly recommended to provide all requested icons, and at least with the specified resolutions. Only this way your application will look great on all Android devices and versions." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:95 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:94 msgid "Exporting for Google Play Store" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:97 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:96 msgid "Uploading an APK to Google's Play Store requires you to sign using a non-debug keystore file; such file can be generated like this:" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:104 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:103 msgid "This keystore and key are used to verify your developer identity, remember the password and keep it in a safe place! Use Google's Android Developer guides to learn more about `APK signing `__." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:107 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:106 msgid "Now fill in the following forms in your Android Export Presets:" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:111 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:110 msgid "**Release:** Enter the path to the keystore file you just generated." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:112 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:111 msgid "**Release User:** Replace with the key alias." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:113 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:112 msgid "**Release Password:** Key password. Note that the keystore password and the key password currently have to be the same." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:115 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:114 msgid "**Your export_presets.cfg file now contains sensitive information.** If you use a version control system, you should remove it from public repositories and add it to your ``.gitignore`` file or equivalent." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:119 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:118 msgid "Don't forget to uncheck the **Export With Debug** checkbox while choosing the APK's name." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:124 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:123 msgid "Optimizing the APK size" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:126 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:125 msgid "By default, the APK will contain native libraries for both ARMv7 and ARMv8 architectures. This increases its size significantly. To create a smaller APK, uncheck either **Armeabi-v 7a** or **Arm 64 -v 8a** in your project's Android export preset. This will create an APK that only contains a library for a single architecture. Note that applications targeting ARMv7 can also run on ARMv8 devices, but the opposite is not true." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:133 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:132 msgid "Since August 2019, Google Play requires all applications to be available in 64-bit form. This means you cannot upload an APK that contains *just* an ARMv7 library. To solve this, you can upload several APKs to Google Play using its `Multiple APK support `__. Each APK should target a single architecture; creating an APK for ARMv7 and ARMv8 is usually sufficient to cover most devices in use today." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:140 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:139 msgid "You can optimize the size further by compiling an Android export template with only the features you need. See :ref:`doc_optimizing_for_size` for more information." msgstr "" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_dedicated_servers.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_dedicated_servers.pot index 95e2106ac5..3d4a7638f8 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_dedicated_servers.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_dedicated_servers.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_ios.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_ios.pot index 945a7c8c16..5a665c93ef 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_ios.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_ios.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_pc.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_pc.pot index bee5f1d16e..59800a1889 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_pc.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_pc.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_uwp.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_uwp.pot index 7e70ff725d..ddb88fe979 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_uwp.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_uwp.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_web.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_web.pot index 06e78bbec3..d6559060a1 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_web.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_web.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -153,126 +153,134 @@ msgid "The default HTML page does not display the boot splash while loading. How msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:112 -msgid "Unimplemented functionality" +msgid "Shader language limitations" msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:114 -msgid "The following functionality is currently unavailable on the HTML5 platform:" -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:116 -msgid "Threads" -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:117 -msgid "GDNative" +msgid "When exporting a GLES2 project to HTML5, WebGL 1.0 will be used. WebGL 1.0 doesn't support dynamic loops, so shaders using those won't work there." msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:118 -msgid "C#" -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:119 -msgid "Clipboard synchronization between engine and operating system" +msgid "Unimplemented functionality" msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:120 -msgid "Networking other than :ref:`class_HTTPClient` and :ref:`class_WebSocketClient`" +msgid "The following functionality is currently unavailable on the HTML5 platform:" msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:122 -msgid "Check the `list of open HTML5 issues on GitHub `__ to see if the functionality you're interested in has an issue yet. If not, open one to communicate your interest." +msgid "Threads" +msgstr "" + +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:123 +msgid "GDNative" +msgstr "" + +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:124 +msgid "C#" +msgstr "" + +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:125 +msgid "Clipboard synchronization between engine and operating system" +msgstr "" + +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:126 +msgid "Networking other than :ref:`class_HTTPClient` and :ref:`class_WebSocketClient`" msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:128 -msgid "Serving the files" -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:130 -msgid "Exporting for the web generates several files to be served from a web server, including a default HTML page for presentation. A custom HTML file can be used, see :ref:`doc_customizing_html5_shell`." +msgid "Check the `list of open HTML5 issues on GitHub `__ to see if the functionality you're interested in has an issue yet. If not, open one to communicate your interest." msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:134 +msgid "Serving the files" +msgstr "" + +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:136 +msgid "Exporting for the web generates several files to be served from a web server, including a default HTML page for presentation. A custom HTML file can be used, see :ref:`doc_customizing_html5_shell`." +msgstr "" + +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:140 msgid "The generated ``.html`` file can be used as ``DirectoryIndex`` in Apache servers and can be renamed to e.g. ``index.html`` at any time, its name is never depended on by default." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:138 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:144 msgid "The HTML page draws the game at maximum size within the browser window. This way it can be inserted into an ``