Sync Sphinx and Weblate templates with current docs

This commit is contained in:
Rémi Verschelde
2020-05-20 16:25:27 +02:00
parent 69b709da4d
commit 2b26ca8fcf
316 changed files with 8193 additions and 5788 deletions

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-04 09:58+0200\n"
"POT-Creation-Date: 2020-05-20 16:21+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -41,7 +41,7 @@ msgid "`Python 3.5+ <https://www.python.org/downloads/windows/>`_."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:20
msgid "`SCons 3.0 <https://www.scons.org>`_ build system. If using Visual Studio 2019, you need at least SCons 3.1.1."
msgid "`SCons 3.0 <https://www.scons.org/>`_ build system. If using Visual Studio 2019, you need at least SCons 3.1.1."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:22
@@ -65,206 +65,218 @@ msgid "For a general overview of SCons usage for Godot, see :ref:`doc_introducti
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:44
msgid "Setting up SCons"
msgid "Setting up Python"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:46
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."
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."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:50
#: ../../docs/development/compiling/compiling_for_windows.rst:51
msgid "Setting up SCons"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:53
msgid "To install SCons open the command prompt and run the following command."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:55
msgid "``python -m pip install scons``"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:57
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``)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:54
#: ../../docs/development/compiling/compiling_for_windows.rst:61
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``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:62
#: ../../docs/development/compiling/compiling_for_windows.rst:69
msgid "Installing Visual Studio caveats"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:64
#: ../../docs/development/compiling/compiling_for_windows.rst:71
msgid "If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the list of workflows to install."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:67
#: ../../docs/development/compiling/compiling_for_windows.rst:74
msgid "If installing Visual Studio 2015, make sure to run a **Custom** installation instead of **Typical** and select **C++** as a language there."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:70
#: ../../docs/development/compiling/compiling_for_windows.rst:77
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."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:76
#: ../../docs/development/compiling/compiling_for_windows.rst:83
msgid "Downloading Godot's source"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:78
#: ../../docs/development/compiling/compiling_for_windows.rst:85
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."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:81
#: ../../docs/development/compiling/compiling_for_windows.rst:88
msgid "The tutorial will assume from now on that you placed the source code in ``C:\\godot``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:85
#: ../../docs/development/compiling/compiling_for_windows.rst:92
msgid "Compiling"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:88
#: ../../docs/development/compiling/compiling_for_windows.rst:95
msgid "Selecting a compiler"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:90
#: ../../docs/development/compiling/compiling_for_windows.rst:97
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."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:95
#: ../../docs/development/compiling/compiling_for_windows.rst:102
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."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:101
#: ../../docs/development/compiling/compiling_for_windows.rst:108
msgid "Running SCons"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:103
#: ../../docs/development/compiling/compiling_for_windows.rst:110
msgid "After opening a command prompt, change to the root directory of the engine source code (using ``cd``) and type::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:108
#: ../../docs/development/compiling/compiling_for_windows.rst:115
msgid "You can specify a number of CPU threads to use to speed up the build::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:112
#: ../../docs/development/compiling/compiling_for_windows.rst:119
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."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:116
#: ../../docs/development/compiling/compiling_for_windows.rst:123
msgid "When compiling with multiple CPU threads, SCons may warn about pywin32 being missing. You can safely ignore this warning."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:119
#: ../../docs/development/compiling/compiling_for_windows.rst:126
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``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:125
#: ../../docs/development/compiling/compiling_for_windows.rst:132
msgid "This executable file contains the whole engine and runs without any dependencies. Running it will bring up the Project Manager."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:128
#: ../../docs/development/compiling/compiling_for_windows.rst:135
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``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:132
#: ../../docs/development/compiling/compiling_for_windows.rst:139
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."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:137
#: ../../docs/development/compiling/compiling_for_windows.rst:144
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."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:143
#: ../../docs/development/compiling/compiling_for_windows.rst:150
msgid "Development in Visual Studio or other IDEs"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:145
#: ../../docs/development/compiling/compiling_for_windows.rst:152
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."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:149
#: ../../docs/development/compiling/compiling_for_windows.rst:156
msgid "You can create a Visual Studio solution via SCons by running SCons with the ``vsproj=yes`` parameter, like this::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:154
#: ../../docs/development/compiling/compiling_for_windows.rst:161
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."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:157
#: ../../docs/development/compiling/compiling_for_windows.rst:164
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."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:164
#: ../../docs/development/compiling/compiling_for_windows.rst:171
msgid "Cross-compiling for Windows from other operating systems"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:166
#: ../../docs/development/compiling/compiling_for_windows.rst:173
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:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:172
#: ../../docs/development/compiling/compiling_for_windows.rst:179
msgid "**Arch Linux**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:172
#: ../../docs/development/compiling/compiling_for_windows.rst:179
msgid "Install `mingw-w64-gcc from the AUR`_."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:174
#: ../../docs/development/compiling/compiling_for_windows.rst:181
msgid "**Debian** / **Ubuntu**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:178
#: ../../docs/development/compiling/compiling_for_windows.rst:185
msgid "**Fedora**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:183
#: ../../docs/development/compiling/compiling_for_windows.rst:190
msgid "**macOS**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:187
#: ../../docs/development/compiling/compiling_for_windows.rst:194
msgid "**Mageia**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:195
#: ../../docs/development/compiling/compiling_for_windows.rst:202
msgid "Before attempting the compilation, SCons will check for the following binaries in your ``PATH`` environment variable::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:201
#: ../../docs/development/compiling/compiling_for_windows.rst:208
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::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:208
#: ../../docs/development/compiling/compiling_for_windows.rst:215
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)::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:216
#: ../../docs/development/compiling/compiling_for_windows.rst:223
msgid "Troubleshooting"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:218
#: ../../docs/development/compiling/compiling_for_windows.rst:225
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."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:222
#: ../../docs/development/compiling/compiling_for_windows.rst:229
msgid "You can change that configuration following those instructions, for 64-bit::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:230
#: ../../docs/development/compiling/compiling_for_windows.rst:237
msgid "And for 32-bit::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:238
#: ../../docs/development/compiling/compiling_for_windows.rst:245
msgid "Creating Windows export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:240
#: ../../docs/development/compiling/compiling_for_windows.rst:247
msgid "Windows export templates are created by compiling Godot without the editor, with the following flags::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:248
#: ../../docs/development/compiling/compiling_for_windows.rst:255
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``)::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:254
#: ../../docs/development/compiling/compiling_for_windows.rst:261
msgid "With the following names::"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:261
#: ../../docs/development/compiling/compiling_for_windows.rst:268
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:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:267
#: ../../docs/development/compiling/compiling_for_windows.rst:274
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."
msgstr ""