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https://github.com/godotengine/godot-docs-l10n.git
synced 2026-01-05 14:10:19 +03:00
Sync Sphinx and Weblate templates with current docs
This commit is contained in:
@@ -8,7 +8,7 @@ msgid ""
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msgstr ""
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"Project-Id-Version: Godot Engine latest\n"
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"Report-Msgid-Bugs-To: \n"
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"POT-Creation-Date: 2020-05-04 09:58+0200\n"
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"POT-Creation-Date: 2020-05-20 16:21+0200\n"
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"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
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"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
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"Language-Team: LANGUAGE <LL@li.org>\n"
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@@ -41,7 +41,7 @@ msgid "`Python 3.5+ <https://www.python.org/downloads/windows/>`_."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:20
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msgid "`SCons 3.0 <https://www.scons.org>`_ build system. If using Visual Studio 2019, you need at least SCons 3.1.1."
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msgid "`SCons 3.0 <https://www.scons.org/>`_ build system. If using Visual Studio 2019, you need at least SCons 3.1.1."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:22
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@@ -65,206 +65,218 @@ msgid "For a general overview of SCons usage for Godot, see :ref:`doc_introducti
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:44
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msgid "Setting up SCons"
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msgid "Setting up Python"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:46
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msgid "First, make sure to enable the option to add Python to the ``PATH`` in the Python installer. The SCons installer should then detect and use the existing Python installation."
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msgid "First you need to install Python 3.5 or newer. Make sure to enable the option to add Python to the ``PATH`` in the Python installer. The SCons installer should then detect and use the existing Python installation."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:50
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#: ../../docs/development/compiling/compiling_for_windows.rst:51
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msgid "Setting up SCons"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:53
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msgid "To install SCons open the command prompt and run the following command."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:55
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msgid "``python -m pip install scons``"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:57
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msgid "To check whether you have installed Python and SCons correctly, you can type ``python --version`` and ``scons --version`` into a command prompt (``cmd.exe``)."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:54
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#: ../../docs/development/compiling/compiling_for_windows.rst:61
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msgid "If the commands above don't work, make sure to add Python to your ``PATH`` environment variable after installing it, then check again. You can do so by running the Python installer again and enabling the option to add Python to the ``PATH``."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:62
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#: ../../docs/development/compiling/compiling_for_windows.rst:69
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msgid "Installing Visual Studio caveats"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:64
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#: ../../docs/development/compiling/compiling_for_windows.rst:71
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msgid "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the list of workflows to install."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:67
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#: ../../docs/development/compiling/compiling_for_windows.rst:74
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msgid "If installing Visual Studio 2015, make sure to run a **Custom** installation instead of **Typical** and select **C++** as a language there."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:70
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#: ../../docs/development/compiling/compiling_for_windows.rst:77
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msgid "If you've already made the mistake of installing Visual Studio without C++ support, run the installer again; it should present you a **Modify** button. Running the installer from *Add/Remove Programs* will only give you a **Repair** option, which won't let you install C++ tools."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:76
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#: ../../docs/development/compiling/compiling_for_windows.rst:83
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msgid "Downloading Godot's source"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:78
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#: ../../docs/development/compiling/compiling_for_windows.rst:85
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msgid "Godot's source code is `hosted on GitHub <https://github.com/godotengine/godot>`_. Downloading it (cloning) using `Git <https://git-scm.com/>`_ is recommended."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:81
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#: ../../docs/development/compiling/compiling_for_windows.rst:88
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msgid "The tutorial will assume from now on that you placed the source code in ``C:\\godot``."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:85
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#: ../../docs/development/compiling/compiling_for_windows.rst:92
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msgid "Compiling"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:88
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#: ../../docs/development/compiling/compiling_for_windows.rst:95
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msgid "Selecting a compiler"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:90
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#: ../../docs/development/compiling/compiling_for_windows.rst:97
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msgid "SCons will automatically find and use an existing Visual Studio installation. If you do not have Visual Studio installed, it will attempt to use MinGW instead. If you already have Visual Studio installed and want to use MinGW, pass ``use_mingw=yes`` to the SCons command line."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:95
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#: ../../docs/development/compiling/compiling_for_windows.rst:102
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msgid "During development, using the Visual Studio compiler is usually a better idea, as it links the Godot binary much faster than MinGW. However, MinGW can produce more optimized binaries using link-time optimization (see below), making it a better choice for production use."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:101
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#: ../../docs/development/compiling/compiling_for_windows.rst:108
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msgid "Running SCons"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:103
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#: ../../docs/development/compiling/compiling_for_windows.rst:110
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msgid "After opening a command prompt, change to the root directory of the engine source code (using ``cd``) and type::"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:108
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#: ../../docs/development/compiling/compiling_for_windows.rst:115
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msgid "You can specify a number of CPU threads to use to speed up the build::"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:112
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#: ../../docs/development/compiling/compiling_for_windows.rst:119
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msgid "In general, it is OK to have at least as many threads compiling Godot as you have cores in your CPU, if not one or two more. Feel free to add the ``-j`` option to any SCons command you see below."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:116
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#: ../../docs/development/compiling/compiling_for_windows.rst:123
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msgid "When compiling with multiple CPU threads, SCons may warn about pywin32 being missing. You can safely ignore this warning."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:119
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#: ../../docs/development/compiling/compiling_for_windows.rst:126
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msgid "If all goes well, the resulting binary executable will be placed in ``C:\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot.windows.tools.64.exe``. By default, SCons will build a binary matching your CPU architecture, but this can be overridden using ``bits=64`` or ``bits=32``."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:125
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#: ../../docs/development/compiling/compiling_for_windows.rst:132
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msgid "This executable file contains the whole engine and runs without any dependencies. Running it will bring up the Project Manager."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:128
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#: ../../docs/development/compiling/compiling_for_windows.rst:135
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msgid "If you are compiling Godot for production use, then you can make the final executable smaller and faster by adding the SCons option ``target=release_debug``."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:132
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#: ../../docs/development/compiling/compiling_for_windows.rst:139
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msgid "If you are compiling Godot with MinGW, you can make the binary even smaller and faster by adding the SCons option ``use_lto=yes``. As link-time optimization is a memory-intensive process, this will require about 3 GB of available RAM while compiling."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:137
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#: ../../docs/development/compiling/compiling_for_windows.rst:144
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msgid "If you want to use separate editor settings for your own Godot builds and official releases, you can enable :ref:`doc_data_paths_self_contained_mode` by creating a file called ``._sc_`` or ``_sc_`` in the ``bin/`` folder."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:143
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#: ../../docs/development/compiling/compiling_for_windows.rst:150
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msgid "Development in Visual Studio or other IDEs"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:145
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#: ../../docs/development/compiling/compiling_for_windows.rst:152
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msgid "For most projects, using only scripting is enough but when development in C++ is needed, for creating modules or extending the engine, working with an IDE is usually desirable."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:149
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#: ../../docs/development/compiling/compiling_for_windows.rst:156
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msgid "You can create a Visual Studio solution via SCons by running SCons with the ``vsproj=yes`` parameter, like this::"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:154
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#: ../../docs/development/compiling/compiling_for_windows.rst:161
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msgid "You will be able to open Godot's source in a Visual Studio solution now, and able to build Godot using Visual Studio's **Build** button."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:157
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#: ../../docs/development/compiling/compiling_for_windows.rst:164
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msgid "If you need to edit the build commands, they are located in \"Godot\" project settings, NMAKE sheet. SCons is called at the end of the commands. If you make a mistake, copy the command from one of the other build configurations (debug, release_debug, release) or architectures (Win32/x64); they are equivalent."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:164
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#: ../../docs/development/compiling/compiling_for_windows.rst:171
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msgid "Cross-compiling for Windows from other operating systems"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:166
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#: ../../docs/development/compiling/compiling_for_windows.rst:173
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msgid "If you are a Linux or macOS user, you need to install `MinGW-w64 <https://mingw-w64.org/doku.php>`__, which typically comes in 32-bit and 64-bit variants. The package names may differ based on your distribution, here are some known ones:"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:172
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#: ../../docs/development/compiling/compiling_for_windows.rst:179
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msgid "**Arch Linux**"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:172
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#: ../../docs/development/compiling/compiling_for_windows.rst:179
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msgid "Install `mingw-w64-gcc from the AUR`_."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:174
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#: ../../docs/development/compiling/compiling_for_windows.rst:181
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msgid "**Debian** / **Ubuntu**"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:178
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#: ../../docs/development/compiling/compiling_for_windows.rst:185
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msgid "**Fedora**"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:183
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#: ../../docs/development/compiling/compiling_for_windows.rst:190
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msgid "**macOS**"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:187
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#: ../../docs/development/compiling/compiling_for_windows.rst:194
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msgid "**Mageia**"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:195
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#: ../../docs/development/compiling/compiling_for_windows.rst:202
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msgid "Before attempting the compilation, SCons will check for the following binaries in your ``PATH`` environment variable::"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:201
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#: ../../docs/development/compiling/compiling_for_windows.rst:208
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msgid "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can define the following environment variables to give a hint to the build system::"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:208
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#: ../../docs/development/compiling/compiling_for_windows.rst:215
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msgid "To make sure you are doing things correctly, executing the following in the shell should result in a working compiler (the version output may differ based on your system)::"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:216
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#: ../../docs/development/compiling/compiling_for_windows.rst:223
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msgid "Troubleshooting"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:218
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#: ../../docs/development/compiling/compiling_for_windows.rst:225
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msgid "Cross-compiling from some Ubuntu versions may lead to `this bug <https://github.com/godotengine/godot/issues/9258>`_, due to a default configuration lacking support for POSIX threading."
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:222
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#: ../../docs/development/compiling/compiling_for_windows.rst:229
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msgid "You can change that configuration following those instructions, for 64-bit::"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:230
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#: ../../docs/development/compiling/compiling_for_windows.rst:237
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msgid "And for 32-bit::"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:238
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#: ../../docs/development/compiling/compiling_for_windows.rst:245
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msgid "Creating Windows export templates"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:240
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#: ../../docs/development/compiling/compiling_for_windows.rst:247
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msgid "Windows export templates are created by compiling Godot without the editor, with the following flags::"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:248
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#: ../../docs/development/compiling/compiling_for_windows.rst:255
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msgid "If you plan on replacing the standard export templates, copy these to the following location, replacing ``<version>`` with the version identifier (such as ``3.1.1.stable`` or ``3.2.dev``)::"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:254
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#: ../../docs/development/compiling/compiling_for_windows.rst:261
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msgid "With the following names::"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:261
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#: ../../docs/development/compiling/compiling_for_windows.rst:268
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msgid "However, if you are using custom modules or custom engine code, you may instead want to configure your binaries as custom export templates here:"
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msgstr ""
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#: ../../docs/development/compiling/compiling_for_windows.rst:267
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#: ../../docs/development/compiling/compiling_for_windows.rst:274
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msgid "You don't need to copy them in this case, just reference the resulting files in the ``bin\\`` directory of your Godot source folder, so the next time you build, you will automatically have the custom templates referenced."
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msgstr ""
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Block a user