Sync Sphinx and Weblate templates with current docs (4.3)

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Rémi Verschelde
2025-02-07 13:19:51 +01:00
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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -162,7 +162,3 @@ msgstr ""
#: ../../docs/about/complying_with_licenses.rst:159
msgid "A good option for end users to document third-party licenses is to include this file in your project's distribution, which you can e.g. rename to ``GODOT_COPYRIGHT.txt`` to prevent any confusion with your own code and assets."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -15,7 +15,7 @@ msgstr ""
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/about/faq.rst:3
#: ../../docs/about/faq.rst:-1
msgid "FAQ"
msgstr ""
@@ -69,13 +69,13 @@ msgstr ""
#: ../../docs/about/faq.rst:44
#: ../../docs/about/faq.rst:52
#: ../../docs/about/faq.rst:228
#: ../../docs/about/faq.rst:259
msgid "Windows"
msgstr ""
#: ../../docs/about/faq.rst:45
#: ../../docs/about/faq.rst:53
#: ../../docs/about/faq.rst:239
#: ../../docs/about/faq.rst:270
msgid "macOS"
msgstr ""
@@ -157,485 +157,505 @@ msgid "GDScript is Godot's integrated scripting language. It was built from the
msgstr ""
#: ../../docs/about/faq.rst:118
msgid "There are several reasons to use GDScript, especially when you are prototyping, in alpha/beta stages of your project, or are not creating the next AAA title. The most salient reason is the overall **reduction of complexity**."
msgid "There are several reasons to use GDScript, but the most salient reason is the overall **reduction of complexity**."
msgstr ""
#: ../../docs/about/faq.rst:122
#: ../../docs/about/faq.rst:121
msgid "The original intent of creating a tightly integrated, custom scripting language for Godot was two-fold: first, it reduces the amount of time necessary to get up and running with Godot, giving developers a rapid way of exposing themselves to the engine with a focus on productivity; second, it reduces the overall burden of maintenance, attenuates the dimensionality of issues, and allows the developers of the engine to focus on squashing bugs and improving features related to the engine core, rather than spending a lot of time trying to get a small set of incremental features working across a large set of languages."
msgstr ""
#: ../../docs/about/faq.rst:130
msgid "Since Godot is an open source project, it was imperative from the start to prioritize a more integrated and seamless experience over attracting additional users by supporting more familiar programming languages, especially when supporting those more familiar languages would result in a worse experience. We understand if you would rather use another language in Godot (see the list of supported options above). That being said, if you haven't given GDScript a try, try it for **three days**. Just like Godot, once you see how powerful it is and rapid your development becomes, we think GDScript will grow on you."
#: ../../docs/about/faq.rst:129
msgid "Since Godot is an open source project, it was imperative from the start to prioritize a more integrated and seamless experience over attracting additional users by supporting more familiar programming languages, especially when supporting those more familiar languages would result in a worse experience. We understand if you would rather use another language in Godot (see the list of supported options above). That being said, if you haven't given GDScript a try, try it for **three days**. Just like Godot, once you see how powerful it is and how rapid your development becomes, we think GDScript will grow on you."
msgstr ""
#: ../../docs/about/faq.rst:139
#: ../../docs/about/faq.rst:138
msgid "More information about getting comfortable with GDScript or dynamically typed languages can be found in the :ref:`doc_gdscript_more_efficiently` tutorial."
msgstr ""
#: ../../docs/about/faq.rst:143
#: ../../docs/about/faq.rst:142
msgid "What were the motivations behind creating GDScript?"
msgstr ""
#: ../../docs/about/faq.rst:145
#: ../../docs/about/faq.rst:144
msgid "In the early days, the engine used the `Lua <https://www.lua.org>`__ scripting language. Lua can be fast thanks to LuaJIT, but creating bindings to an object-oriented system (by using fallbacks) was complex and slow and took an enormous amount of code. After some experiments with `Python <https://www.python.org>`__, that also proved difficult to embed."
msgstr ""
#: ../../docs/about/faq.rst:151
#: ../../docs/about/faq.rst:150
msgid "The main reasons for creating a custom scripting language for Godot were:"
msgstr ""
#: ../../docs/about/faq.rst:153
#: ../../docs/about/faq.rst:152
msgid "Poor threading support in most script VMs, and Godot uses threads (Lua, Python, Squirrel, JavaScript, ActionScript, etc.)."
msgstr ""
#: ../../docs/about/faq.rst:155
#: ../../docs/about/faq.rst:154
msgid "Poor class-extending support in most script VMs, and adapting to the way Godot works is highly inefficient (Lua, Python, JavaScript)."
msgstr ""
#: ../../docs/about/faq.rst:157
#: ../../docs/about/faq.rst:156
msgid "Many existing languages have horrible interfaces for binding to C++, resulting in a large amount of code, bugs, bottlenecks, and general inefficiency (Lua, Python, Squirrel, JavaScript, etc.). We wanted to focus on a great engine, not a great number of integrations."
msgstr ""
#: ../../docs/about/faq.rst:161
#: ../../docs/about/faq.rst:160
msgid "No native vector types (Vector3, Transform3D, etc.), resulting in highly reduced performance when using custom types (Lua, Python, Squirrel, JavaScript, ActionScript, etc.)."
msgstr ""
#: ../../docs/about/faq.rst:164
#: ../../docs/about/faq.rst:163
msgid "Garbage collector results in stalls or unnecessarily large memory usage (Lua, Python, JavaScript, ActionScript, etc.)."
msgstr ""
#: ../../docs/about/faq.rst:166
#: ../../docs/about/faq.rst:165
msgid "Difficulty integrating with the code editor for providing code completion, live editing, etc. (all of them)."
msgstr ""
#: ../../docs/about/faq.rst:169
#: ../../docs/about/faq.rst:168
msgid "GDScript was designed to curtail the issues above, and more."
msgstr ""
#: ../../docs/about/faq.rst:172
msgid "What 3D model formats does Godot support?"
#: ../../docs/about/faq.rst:173
msgid "Which programming language is fastest?"
msgstr ""
#: ../../docs/about/faq.rst:174
msgid "You can find detailed information on supported formats, how to export them from your 3D modeling software, and how to import them for Godot in the :ref:`doc_importing_3d_scenes` documentation."
#: ../../docs/about/faq.rst:175
msgid "In most games, the *scripting language* itself is not the cause of performance problems. Instead, performance is slowed by inefficient algorithms (which are slow in all languages), by GPU performance, or by the common C++ engine code like physics or navigation. All languages supported by Godot are fast enough for general-purpose scripting. You should choose a language based on other factors, like ease-of-use, familiarity, platform support, or language features."
msgstr ""
#: ../../docs/about/faq.rst:179
msgid "Will [insert closed SDK such as FMOD, GameWorks, etc.] be supported in Godot?"
#: ../../docs/about/faq.rst:182
msgid "In general, the performance of C# and GDScript is within the same order of magnitude, and C++ is faster than both."
msgstr ""
#: ../../docs/about/faq.rst:181
msgid "The aim of Godot is to create a free and open source MIT-licensed engine that is modular and extendable. There are no plans for the core engine development community to support any third-party, closed-source/proprietary SDKs, as integrating with these would go against Godot's ethos."
msgstr ""
#: ../../docs/about/faq.rst:186
msgid "That said, because Godot is open source and modular, nothing prevents you or anyone else interested in adding those libraries as a module and shipping your game with them, as either open- or closed-source."
msgstr ""
#: ../../docs/about/faq.rst:190
msgid "To see how support for your SDK of choice could still be provided, look at the Plugins question below."
#: ../../docs/about/faq.rst:185
msgid "Comparing GDScript performance to C# is tricky, since C# can be faster in some specific cases. The C# *language* itself tends to be faster than GDScript, which means that C# can be faster in situations with few calls to Godot engine code. However, C# can be slower than GDScript when making many Godot API calls, due to the cost of *marshalling*. C#'s performance can also be brought down by garbage collection which occurs at random and unpredictable moments. This can result in stuttering issues in complex projects, and is not exclusive to Godot."
msgstr ""
#: ../../docs/about/faq.rst:193
msgid "If you know of a third-party SDK that is not supported by Godot but that offers free and open source integration, consider starting the integration work yourself. Godot is not owned by one person; it belongs to the community, and it grows along with ambitious community contributors like you."
msgid "C++, using :ref:`GDExtension <doc_what_is_gdextension>`, will almost always be faster than either C# or GDScript. However, C++ is less easy to use than C# or GDScript, and is slower to develop with."
msgstr ""
#: ../../docs/about/faq.rst:199
msgid "How can I extend Godot?"
#: ../../docs/about/faq.rst:197
msgid "You can also use multiple languages within a single project, with :ref:`cross-language scripting <doc_cross_language_scripting>`, or by using GDExtension and scripting languages together. Be aware that doing so comes with its own complications."
msgstr ""
#: ../../docs/about/faq.rst:201
msgid "For extending Godot, like creating Godot Editor plugins or adding support for additional languages, take a look at :ref:`EditorPlugins <doc_making_plugins>` and tool scripts."
#: ../../docs/about/faq.rst:203
msgid "What 3D model formats does Godot support?"
msgstr ""
#: ../../docs/about/faq.rst:205
msgid "Also, see the official blog post on GDExtension, a way to develop native extensions for Godot:"
msgid "You can find detailed information on supported formats, how to export them from your 3D modeling software, and how to import them for Godot in the :ref:`doc_importing_3d_scenes` documentation."
msgstr ""
#: ../../docs/about/faq.rst:207
msgid "`Introducing GDNative's successor, GDExtension <https://godotengine.org/article/introducing-gd-extensions>`_"
#: ../../docs/about/faq.rst:210
msgid "Will [insert closed SDK such as FMOD, GameWorks, etc.] be supported in Godot?"
msgstr ""
#: ../../docs/about/faq.rst:209
msgid "You can also take a look at the GDScript implementation, the Godot modules, as well as the `Jolt physics engine integration <https://github.com/godot-jolt/godot-jolt>`__ for Godot. This would be a good starting point to see how another third-party library integrates with Godot."
msgstr ""
#: ../../docs/about/faq.rst:215
msgid "How do I install the Godot editor on my system (for desktop integration)?"
#: ../../docs/about/faq.rst:212
msgid "The aim of Godot is to create a free and open source MIT-licensed engine that is modular and extendable. There are no plans for the core engine development community to support any third-party, closed-source/proprietary SDKs, as integrating with these would go against Godot's ethos."
msgstr ""
#: ../../docs/about/faq.rst:217
msgid "Since you don't need to actually install Godot on your system to run it, this means desktop integration is not performed automatically. There are two ways to overcome this. You can install Godot from `Steam <https://store.steampowered.com/app/404790/Godot_Engine/>`__ (all platforms), `Scoop <https://scoop.sh/>`__ (Windows), `Homebrew <https://brew.sh/>`__ (macOS) or `Flathub <https://flathub.org/apps/details/org.godotengine.Godot>`__ (Linux). This will automatically perform the required steps for desktop integration."
msgid "That said, because Godot is open source and modular, nothing prevents you or anyone else interested in adding those libraries as a module and shipping your game with them, as either open- or closed-source."
msgstr ""
#: ../../docs/about/faq.rst:225
msgid "Alternatively, you can manually perform the steps that an installer would do for you:"
#: ../../docs/about/faq.rst:221
msgid "To see how support for your SDK of choice could still be provided, look at the Plugins question below."
msgstr ""
#: ../../docs/about/faq.rst:224
msgid "If you know of a third-party SDK that is not supported by Godot but that offers free and open source integration, consider starting the integration work yourself. Godot is not owned by one person; it belongs to the community, and it grows along with ambitious community contributors like you."
msgstr ""
#: ../../docs/about/faq.rst:230
msgid "Move the Godot executable to a stable location (i.e. outside of your Downloads folder), so you don't accidentally move it and break the shortcut in the future."
msgid "How can I extend Godot?"
msgstr ""
#: ../../docs/about/faq.rst:232
msgid "Right-click the Godot executable and choose **Create Shortcut**."
msgid "For extending Godot, like creating Godot Editor plugins or adding support for additional languages, take a look at :ref:`EditorPlugins <doc_making_plugins>` and tool scripts."
msgstr ""
#: ../../docs/about/faq.rst:233
msgid "Move the created shortcut to ``%APPDATA%\\Microsoft\\Windows\\Start Menu\\Programs``. This is the user-wide location for shortcuts that will appear in the Start menu. You can also pin Godot in the task bar by right-clicking the executable and choosing **Pin to Task Bar**."
#: ../../docs/about/faq.rst:236
msgid "Also, see the official blog post on GDExtension, a way to develop native extensions for Godot:"
msgstr ""
#: ../../docs/about/faq.rst:241
msgid "Drag the extracted Godot application to ``/Applications/Godot.app``, then drag it to the Dock if desired. Spotlight will be able to find Godot as long as it's in ``/Applications`` or ``~/Applications``."
#: ../../docs/about/faq.rst:238
msgid "`Introducing GDNative's successor, GDExtension <https://godotengine.org/article/introducing-gd-extensions>`_"
msgstr ""
#: ../../docs/about/faq.rst:240
msgid "You can also take a look at the GDScript implementation, the Godot modules, as well as the `Jolt physics engine integration <https://github.com/godot-jolt/godot-jolt>`__ for Godot. This would be a good starting point to see how another third-party library integrates with Godot."
msgstr ""
#: ../../docs/about/faq.rst:246
msgid "Linux"
msgid "How do I install the Godot editor on my system (for desktop integration)?"
msgstr ""
#: ../../docs/about/faq.rst:248
msgid "Move the Godot binary to a stable location (i.e. outside of your Downloads folder), so you don't accidentally move it and break the shortcut in the future."
msgstr ""
#: ../../docs/about/faq.rst:250
msgid "Rename and move the Godot binary to a location present in your ``PATH`` environment variable. This is typically ``/usr/local/bin/godot`` or ``/usr/bin/godot``. Doing this requires administrator privileges, but this also allows you to :ref:`run the Godot editor from a terminal <doc_command_line_tutorial>` by entering ``godot``."
msgid "Since you don't need to actually install Godot on your system to run it, this means desktop integration is not performed automatically. There are two ways to overcome this. You can install Godot from `Steam <https://store.steampowered.com/app/404790/Godot_Engine/>`__ (all platforms), `Scoop <https://scoop.sh/>`__ (Windows), `Homebrew <https://brew.sh/>`__ (macOS) or `Flathub <https://flathub.org/apps/details/org.godotengine.Godot>`__ (Linux). This will automatically perform the required steps for desktop integration."
msgstr ""
#: ../../docs/about/faq.rst:256
msgid "If you cannot move the Godot editor binary to a protected location, you can keep the binary somewhere in your home directory, and modify the ``Path=`` line in the ``.desktop`` file linked below to contain the full *absolute* path to the Godot binary."
msgid "Alternatively, you can manually perform the steps that an installer would do for you:"
msgstr ""
#: ../../docs/about/faq.rst:261
msgid "Move the Godot executable to a stable location (i.e. outside of your Downloads folder), so you don't accidentally move it and break the shortcut in the future."
msgstr ""
#: ../../docs/about/faq.rst:263
msgid "Right-click the Godot executable and choose **Create Shortcut**."
msgstr ""
#: ../../docs/about/faq.rst:264
msgid "Move the created shortcut to ``%APPDATA%\\Microsoft\\Windows\\Start Menu\\Programs``. This is the user-wide location for shortcuts that will appear in the Start menu. You can also pin Godot in the task bar by right-clicking the executable and choosing **Pin to Task Bar**."
msgstr ""
#: ../../docs/about/faq.rst:272
msgid "Drag the extracted Godot application to ``/Applications/Godot.app``, then drag it to the Dock if desired. Spotlight will be able to find Godot as long as it's in ``/Applications`` or ``~/Applications``."
msgstr ""
#: ../../docs/about/faq.rst:277
msgid "Linux"
msgstr ""
#: ../../docs/about/faq.rst:279
msgid "Move the Godot binary to a stable location (i.e. outside of your Downloads folder), so you don't accidentally move it and break the shortcut in the future."
msgstr ""
#: ../../docs/about/faq.rst:281
msgid "Rename and move the Godot binary to a location present in your ``PATH`` environment variable. This is typically ``/usr/local/bin/godot`` or ``/usr/bin/godot``. Doing this requires administrator privileges, but this also allows you to :ref:`run the Godot editor from a terminal <doc_command_line_tutorial>` by entering ``godot``."
msgstr ""
#: ../../docs/about/faq.rst:287
msgid "If you cannot move the Godot editor binary to a protected location, you can keep the binary somewhere in your home directory, and modify the ``Path=`` line in the ``.desktop`` file linked below to contain the full *absolute* path to the Godot binary."
msgstr ""
#: ../../docs/about/faq.rst:292
msgid "Save `this .desktop file <https://raw.githubusercontent.com/godotengine/godot/master/misc/dist/linux/org.godotengine.Godot.desktop>`__ to ``$HOME/.local/share/applications/``. If you have administrator privileges, you can also save the ``.desktop`` file to ``/usr/local/share/applications`` to make the shortcut available for all users."
msgstr ""
#: ../../docs/about/faq.rst:267
#: ../../docs/about/faq.rst:298
msgid "Is the Godot editor a portable application?"
msgstr ""
#: ../../docs/about/faq.rst:269
#: ../../docs/about/faq.rst:300
msgid "In its default configuration, Godot is *semi-portable*. Its executable can run from any location (including non-writable locations) and never requires administrator privileges."
msgstr ""
#: ../../docs/about/faq.rst:273
#: ../../docs/about/faq.rst:304
msgid "However, configuration files will be written to the user-wide configuration or data directory. This is usually a good approach, but this means configuration files will not carry across machines if you copy the folder containing the Godot executable. See :ref:`doc_data_paths` for more information."
msgstr ""
#: ../../docs/about/faq.rst:278
#: ../../docs/about/faq.rst:309
msgid "If *true* portable operation is desired (e.g. for use on a USB stick), follow the steps in :ref:`doc_data_paths_self_contained_mode`."
msgstr ""
#: ../../docs/about/faq.rst:282
#: ../../docs/about/faq.rst:313
msgid "Why does Godot prioritize Vulkan and OpenGL over Direct3D?"
msgstr ""
#: ../../docs/about/faq.rst:284
#: ../../docs/about/faq.rst:315
msgid "Godot aims for cross-platform compatibility and open standards first and foremost. OpenGL and Vulkan are the technologies that are both open and available on (nearly) all platforms. Thanks to this design decision, a project developed with Godot on Windows will run out of the box on Linux, macOS, and more."
msgstr ""
#: ../../docs/about/faq.rst:290
#: ../../docs/about/faq.rst:321
msgid "While Vulkan and OpenGL remain our primary focus for their open standard and cross-platform benefits, Godot 4.3 introduced experimental support for Direct3D 12. This addition aims to enhance performance and compatibility on platforms where Direct3D 12 is prevalent, such as Windows and Xbox. However, Vulkan and OpenGL will continue as the default rendering backends on all platforms, including Windows."
msgstr ""
#: ../../docs/about/faq.rst:297
#: ../../docs/about/faq.rst:328
msgid "Why does Godot aim to keep its core feature set small?"
msgstr ""
#: ../../docs/about/faq.rst:299
#: ../../docs/about/faq.rst:330
msgid "Godot intentionally does not include features that can be implemented by add-ons unless they are used very often. One example of something not used often is advanced artificial intelligence functionality."
msgstr ""
#: ../../docs/about/faq.rst:303
#: ../../docs/about/faq.rst:334
msgid "There are several reasons for this:"
msgstr ""
#: ../../docs/about/faq.rst:305
#: ../../docs/about/faq.rst:336
msgid "**Code maintenance and surface for bugs.** Every time we accept new code in the Godot repository, existing contributors often take the responsibility of maintaining it. Some contributors don't always stick around after getting their code merged, which can make it difficult for us to maintain the code in question. This can lead to poorly maintained features with bugs that are never fixed. On top of that, the \"API surface\" that needs to be tested and checked for regressions keeps increasing over time."
msgstr ""
#: ../../docs/about/faq.rst:313
#: ../../docs/about/faq.rst:344
msgid "**Ease of contribution.** By keeping the codebase small and tidy, it can remain fast and easy to compile from source. This makes it easier for new contributors to get started with Godot, without requiring them to purchase high-end hardware."
msgstr ""
#: ../../docs/about/faq.rst:318
#: ../../docs/about/faq.rst:349
msgid "**Keeping the binary size small for the editor.** Not everyone has a fast Internet connection. Ensuring that everyone can download the Godot editor, extract it and run it in less than 5 minutes makes Godot more accessible to developers in all countries."
msgstr ""
#: ../../docs/about/faq.rst:323
#: ../../docs/about/faq.rst:354
msgid "**Keeping the binary size small for export templates.** This directly impacts the size of projects exported with Godot. On mobile and web platforms, keeping file sizes low is important to ensure fast installation and loading on underpowered devices. Again, there are many countries where high-speed Internet is not readily available. To add to this, strict data usage caps are often in effect in those countries."
msgstr ""
#: ../../docs/about/faq.rst:330
#: ../../docs/about/faq.rst:361
msgid "For all the reasons above, we have to be selective of what we can accept as core functionality in Godot. This is why we are aiming to move some core functionality to officially supported add-ons in future versions of Godot. In terms of binary size, this also has the advantage of making you pay only for what you actually use in your project. (In the meantime, you can :ref:`compile custom export templates with unused features disabled <doc_optimizing_for_size>` to optimize the distribution size of your project.)"
msgstr ""
#: ../../docs/about/faq.rst:339
#: ../../docs/about/faq.rst:370
msgid "How should assets be created to handle multiple resolutions and aspect ratios?"
msgstr ""
#: ../../docs/about/faq.rst:341
#: ../../docs/about/faq.rst:372
msgid "This question pops up often and it's probably thanks to the misunderstanding created by Apple when they originally doubled the resolution of their devices. It made people think that having the same assets in different resolutions was a good idea, so many continued towards that path. That originally worked to a point and only for Apple devices, but then several Android and Apple devices with different resolutions and aspect ratios were created, with a very wide range of sizes and DPIs."
msgstr ""
#: ../../docs/about/faq.rst:349
#: ../../docs/about/faq.rst:380
msgid "The most common and proper way to achieve this is to, instead, use a single base resolution for the game and only handle different screen aspect ratios. This is mostly needed for 2D, as in 3D, it's just a matter of camera vertical or horizontal FOV."
msgstr ""
#: ../../docs/about/faq.rst:354
#: ../../docs/about/faq.rst:385
msgid "Choose a single base resolution for your game. Even if there are devices that go up to 1440p and devices that go down to 400p, regular hardware scaling in your device will take care of this at little or no performance cost. The most common choices are either near 1080p (1920x1080) or 720p (1280x720). Keep in mind the higher the resolution, the larger your assets, the more memory they will take and the longer the time it will take for loading."
msgstr ""
#: ../../docs/about/faq.rst:362
#: ../../docs/about/faq.rst:393
msgid "Use the stretch options in Godot; canvas items stretching while keeping aspect ratios works best. Check the :ref:`doc_multiple_resolutions` tutorial on how to achieve this."
msgstr ""
#: ../../docs/about/faq.rst:366
#: ../../docs/about/faq.rst:397
msgid "Determine a minimum resolution and then decide if you want your game to stretch vertically or horizontally for different aspect ratios, or if there is one aspect ratio and you want black bars to appear instead. This is also explained in :ref:`doc_multiple_resolutions`."
msgstr ""
#: ../../docs/about/faq.rst:371
#: ../../docs/about/faq.rst:402
msgid "For user interfaces, use the :ref:`anchoring <doc_size_and_anchors>` to determine where controls should stay and move. If UIs are more complex, consider learning about Containers."
msgstr ""
#: ../../docs/about/faq.rst:375
#: ../../docs/about/faq.rst:406
msgid "And that's it! Your game should work in multiple resolutions."
msgstr ""
#: ../../docs/about/faq.rst:378
#: ../../docs/about/faq.rst:409
msgid "When is the next release of Godot out?"
msgstr ""
#: ../../docs/about/faq.rst:380
#: ../../docs/about/faq.rst:411
msgid "When it's ready! See :ref:`doc_release_policy_when_is_next_release_out` for more information."
msgstr ""
#: ../../docs/about/faq.rst:384
#: ../../docs/about/faq.rst:415
msgid "Which Godot version should I use for a new project?"
msgstr ""
#: ../../docs/about/faq.rst:386
#: ../../docs/about/faq.rst:417
msgid "We recommend using Godot 4.x for new projects, but depending on the feature set you need, it may be better to use 3.x instead. See :ref:`doc_release_policy_which_version_should_i_use` for more information."
msgstr ""
#: ../../docs/about/faq.rst:391
#: ../../docs/about/faq.rst:422
msgid "Should I upgrade my project to use new Godot versions?"
msgstr ""
#: ../../docs/about/faq.rst:393
#: ../../docs/about/faq.rst:424
msgid "Some new versions are safer to upgrade to than others. In general, whether you should upgrade depends on your project's circumstances. See :ref:`doc_release_policy_should_i_upgrade_my_project` for more information."
msgstr ""
#: ../../docs/about/faq.rst:398
#: ../../docs/about/faq.rst:429
msgid "I would like to contribute! How can I get started?"
msgstr ""
#: ../../docs/about/faq.rst:400
#: ../../docs/about/faq.rst:431
msgid "Awesome! As an open source project, Godot thrives off of the innovation and the ambition of developers like you."
msgstr ""
#: ../../docs/about/faq.rst:403
#: ../../docs/about/faq.rst:434
msgid "The best way to start contributing to Godot is by using it and reporting any `issues <https://github.com/godotengine/godot/issues>`_ that you might experience. A good bug report with clear reproduction steps helps your fellow contributors fix bugs quickly and efficiently. You can also report issues you find in the `online documentation <https://github.com/godotengine/godot-docs/issues>`_."
msgstr ""
#: ../../docs/about/faq.rst:409
#: ../../docs/about/faq.rst:440
msgid "If you feel ready to submit your first PR, pick any issue that resonates with you from one of the links above and try your hand at fixing it. You will need to learn how to compile the engine from sources, or how to build the documentation. You also need to get familiar with Git, a version control system that Godot developers use."
msgstr ""
#: ../../docs/about/faq.rst:414
#: ../../docs/about/faq.rst:445
msgid "We explain how to work with the engine source, how to edit the documentation, and what other ways to contribute are there in our :ref:`documentation for contributors <doc_ways_to_contribute>`."
msgstr ""
#: ../../docs/about/faq.rst:418
#: ../../docs/about/faq.rst:449
msgid "I have a great idea for Godot. How can I share it?"
msgstr ""
#: ../../docs/about/faq.rst:420
#: ../../docs/about/faq.rst:451
msgid "We are always looking for suggestions about how to improve the engine. User feedback is the main driving force behind our decision-making process, and limitations that you might face while working on your project are a great data point for us when considering engine enhancements."
msgstr ""
#: ../../docs/about/faq.rst:425
#: ../../docs/about/faq.rst:456
msgid "If you experience a usability problem or are missing a feature in the current version of Godot, start by discussing it with our `community <https://godotengine.org/community/>`_. There may be other, perhaps better, ways to achieve the desired result that community members could suggest. And you can learn if other users experience the same issue, and figure out a good solution together."
msgstr ""
#: ../../docs/about/faq.rst:431
#: ../../docs/about/faq.rst:462
msgid "If you come up with a well-defined idea for the engine, feel free to open a `proposal issue <https://github.com/godotengine/godot-proposals/issues>`_. Try to be specific and concrete while describing your problem and your proposed solution — only actionable proposals can be considered. It is not required, but if you want to implement it yourself, that's always appreciated!"
msgstr ""
#: ../../docs/about/faq.rst:437
#: ../../docs/about/faq.rst:468
msgid "If you only have a general idea without specific details, you can open a `proposal discussion <https://github.com/godotengine/godot-proposals/discussions>`_. These can be anything you want, and allow for a free-form discussion in search of a solution. Once you find one, a proposal issue can be opened."
msgstr ""
#: ../../docs/about/faq.rst:442
#: ../../docs/about/faq.rst:473
msgid "Please, read the `readme <https://github.com/godotengine/godot-proposals/blob/master/README.md>`_ document before creating a proposal to learn more about the process."
msgstr ""
#: ../../docs/about/faq.rst:448
#: ../../docs/about/faq.rst:479
msgid "Is it possible to use Godot to create non-game applications?"
msgstr ""
#: ../../docs/about/faq.rst:450
#: ../../docs/about/faq.rst:481
msgid "Yes! Godot features an extensive built-in UI system, and its small distribution size can make it a suitable alternative to frameworks like Electron or Qt."
msgstr ""
#: ../../docs/about/faq.rst:453
#: ../../docs/about/faq.rst:484
msgid "When creating a non-game application, make sure to enable :ref:`low-processor mode <class_ProjectSettings_property_application/run/low_processor_mode>` in the Project Settings to decrease CPU and GPU usage."
msgstr ""
#: ../../docs/about/faq.rst:457
#: ../../docs/about/faq.rst:488
msgid "Check out `Material Maker <https://github.com/RodZill4/material-maker>`__ and `Pixelorama <https://github.com/Orama-Interactive/Pixelorama>`__ for examples of open source applications made with Godot."
msgstr ""
#: ../../docs/about/faq.rst:464
#: ../../docs/about/faq.rst:495
msgid "Is it possible to use Godot as a library?"
msgstr ""
#: ../../docs/about/faq.rst:466
#: ../../docs/about/faq.rst:497
msgid "Godot is meant to be used with its editor. We recommend you give it a try, as it will most likely save you time in the long term. There are no plans to make Godot usable as a library, as it would make the rest of the engine more convoluted and difficult to use for casual users."
msgstr ""
#: ../../docs/about/faq.rst:471
#: ../../docs/about/faq.rst:502
msgid "If you want to use a rendering library, look into using an established rendering engine instead. Keep in mind rendering engines usually have smaller communities compared to Godot. This will make it more difficult to find answers to your questions."
msgstr ""
#: ../../docs/about/faq.rst:477
#: ../../docs/about/faq.rst:508
msgid "What user interface toolkit does Godot use?"
msgstr ""
#: ../../docs/about/faq.rst:479
#: ../../docs/about/faq.rst:510
msgid "Godot does not use a standard :abbr:`GUI (Graphical User Interface)` toolkit like GTK, Qt or wxWidgets. Instead, Godot uses its own user interface toolkit, rendered using OpenGL ES or Vulkan. This toolkit is exposed in the form of Control nodes, which are used to render the editor (which is written in C++). These Control nodes can also be used in projects from any scripting language supported by Godot."
msgstr ""
#: ../../docs/about/faq.rst:486
#: ../../docs/about/faq.rst:517
msgid "This custom toolkit makes it possible to benefit from hardware acceleration and have a consistent appearance across all platforms. On top of that, it doesn't have to deal with the LGPL licensing caveats that come with GTK or Qt. Lastly, this means Godot is \"eating its own dog food\" since the editor itself is one of the most complex users of Godot's UI system."
msgstr ""
#: ../../docs/about/faq.rst:492
#: ../../docs/about/faq.rst:523
msgid "This custom UI toolkit :ref:`can't be used as a library <doc_faq_use_godot_as_library>`, but you can still :ref:`use Godot to create non-game applications by using the editor <doc_faq_non_game_applications>`."
msgstr ""
#: ../../docs/about/faq.rst:499
#: ../../docs/about/faq.rst:530
msgid "Why does Godot use the SCons build system?"
msgstr ""
#: ../../docs/about/faq.rst:501
#: ../../docs/about/faq.rst:532
msgid "Godot uses the `SCons <https://www.scons.org/>`__ build system. There are no plans to switch to a different build system in the near future. There are many reasons why we have chosen SCons over other alternatives. For example:"
msgstr ""
#: ../../docs/about/faq.rst:505
#: ../../docs/about/faq.rst:536
msgid "Godot can be compiled for a dozen different platforms: all PC platforms, all mobile platforms, many consoles, and WebAssembly."
msgstr ""
#: ../../docs/about/faq.rst:507
#: ../../docs/about/faq.rst:538
msgid "Developers often need to compile for several of the platforms **at the same time**, or even different targets of the same platform. They can't afford reconfiguring and rebuilding the project each time. SCons can do this with no sweat, without breaking the builds."
msgstr ""
#: ../../docs/about/faq.rst:511
#: ../../docs/about/faq.rst:542
msgid "SCons will *never* break a build no matter how many changes, configurations, additions, removals etc."
msgstr ""
#: ../../docs/about/faq.rst:513
#: ../../docs/about/faq.rst:544
msgid "Godot's build process is not simple. Several files are generated by code (binders), others are parsed (shaders), and others need to offer customization (:ref:`modules <doc_custom_modules_in_cpp>`). This requires complex logic which is easier to write in an actual programming language (like Python) rather than using a mostly macro-based language only meant for building."
msgstr ""
#: ../../docs/about/faq.rst:518
#: ../../docs/about/faq.rst:549
msgid "Godot's build process makes heavy use of cross-compiling tools. Each platform has a specific detection process, and all these must be handled as specific cases with special code written for each."
msgstr ""
#: ../../docs/about/faq.rst:522
#: ../../docs/about/faq.rst:553
msgid "Please try to keep an open mind and get at least a little familiar with SCons if you are planning to build Godot yourself."
msgstr ""
#: ../../docs/about/faq.rst:528
#: ../../docs/about/faq.rst:559
msgid "Why does Godot not use STL (Standard Template Library)?"
msgstr ""
#: ../../docs/about/faq.rst:530
#: ../../docs/about/faq.rst:561
msgid "Like many other libraries (Qt as an example), Godot does not make use of STL (with a few exceptions such as threading primitives). We believe STL is a great general-purpose library, but we had special requirements for Godot."
msgstr ""
#: ../../docs/about/faq.rst:534
#: ../../docs/about/faq.rst:565
msgid "STL templates create very large symbols, which results in huge debug binaries. We use few templates with very short names instead."
msgstr ""
#: ../../docs/about/faq.rst:536
#: ../../docs/about/faq.rst:567
msgid "Most of our containers cater to special needs, like Vector, which uses copy on write and we use to pass data around, or the RID system, which requires O(1) access time for performance. Likewise, our hash map implementations are designed to integrate seamlessly with internal engine types."
msgstr ""
#: ../../docs/about/faq.rst:540
#: ../../docs/about/faq.rst:571
msgid "Our containers have memory tracking built-in, which helps better track memory usage."
msgstr ""
#: ../../docs/about/faq.rst:541
#: ../../docs/about/faq.rst:572
msgid "For large arrays, we use pooled memory, which can be mapped to either a preallocated buffer or virtual memory."
msgstr ""
#: ../../docs/about/faq.rst:543
#: ../../docs/about/faq.rst:574
msgid "We use our custom String type, as the one provided by STL is too basic and lacks proper internationalization support."
msgstr ""
#: ../../docs/about/faq.rst:547
#: ../../docs/about/faq.rst:578
msgid "Why does Godot not use exceptions?"
msgstr ""
#: ../../docs/about/faq.rst:549
#: ../../docs/about/faq.rst:580
msgid "We believe games should not crash, no matter what. If an unexpected situation happens, Godot will print an error (which can be traced even to script), but then it will try to recover as gracefully as possible and keep going."
msgstr ""
#: ../../docs/about/faq.rst:554
#: ../../docs/about/faq.rst:585
msgid "Additionally, exceptions significantly increase the binary size for the executable and result in increased compile times."
msgstr ""
#: ../../docs/about/faq.rst:558
#: ../../docs/about/faq.rst:589
msgid "Does Godot use an ECS (Entity Component System)?"
msgstr ""
#: ../../docs/about/faq.rst:560
#: ../../docs/about/faq.rst:591
msgid "Godot does **not** use an ECS and relies on inheritance instead. While there is no universally better approach, we found that using an inheritance-based approach resulted in better usability while still being fast enough for most use cases."
msgstr ""
#: ../../docs/about/faq.rst:564
#: ../../docs/about/faq.rst:595
msgid "That said, nothing prevents you from making use of composition in your project by creating child Nodes with individual scripts. These nodes can then be added and removed at run-time to dynamically add and remove behaviors."
msgstr ""
#: ../../docs/about/faq.rst:568
#: ../../docs/about/faq.rst:599
msgid "More information about Godot's design choices can be found in `this article <https://godotengine.org/article/why-isnt-godot-ecs-based-game-engine>`__."
msgstr ""
#: ../../docs/about/faq.rst:572
#: ../../docs/about/faq.rst:603
msgid "Why does Godot not force users to implement DOD (Data-Oriented Design)?"
msgstr ""
#: ../../docs/about/faq.rst:574
#: ../../docs/about/faq.rst:605
msgid "While Godot internally attempts to use cache coherency as much as possible, we believe users don't need to be forced to use DOD practices."
msgstr ""
#: ../../docs/about/faq.rst:577
#: ../../docs/about/faq.rst:608
msgid "DOD is mostly a cache coherency optimization that can only provide significant performance improvements when dealing with dozens of thousands of objects which are processed every frame with little modification. That is, if you are moving a few hundred sprites or enemies per frame, DOD won't result in a meaningful improvement in performance. In such a case, you should consider a different approach to optimization."
msgstr ""
#: ../../docs/about/faq.rst:584
#: ../../docs/about/faq.rst:615
msgid "The vast majority of games do not need this and Godot provides handy helpers to do the job for most cases when you do."
msgstr ""
#: ../../docs/about/faq.rst:587
#: ../../docs/about/faq.rst:618
msgid "If a game needs to process such a large amount of objects, our recommendation is to use C++ and GDExtensions for performance-heavy tasks and GDScript (or C#) for the rest of the game."
msgstr ""
#: ../../docs/about/faq.rst:592
#: ../../docs/about/faq.rst:623
msgid "How can I support Godot development or contribute?"
msgstr ""
#: ../../docs/about/faq.rst:594
#: ../../docs/about/faq.rst:625
msgid "See :ref:`doc_ways_to_contribute`."
msgstr ""
#: ../../docs/about/faq.rst:597
#: ../../docs/about/faq.rst:628
msgid "Who is working on Godot? How can I contact you?"
msgstr ""
#: ../../docs/about/faq.rst:599
#: ../../docs/about/faq.rst:630
msgid "See the corresponding page on the `Godot website <https://godotengine.org/contact>`_."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -36,7 +36,7 @@ msgid "The :ref:`Tutorials and resources <doc_community_tutorials>` page lists v
msgstr ""
#: ../../docs/about/introduction.rst:30
msgid "In case you have trouble with one of the tutorials or your project, you can find help on the various :ref:`Community channels <doc_community_channels>`, especially the Godot `Discord`_ community and `Forum <https://forum.godotengine.org/>`_."
msgid "In case you have trouble with one of the tutorials or your project, you can find help on the various `Community channels <https://godotengine.org/community/>`_, especially the Godot `Discord <https://discord.gg/godotengine>`_ community and `Forum <https://forum.godotengine.org/>`_."
msgstr ""
#: ../../docs/about/introduction.rst:36
@@ -80,33 +80,29 @@ msgid "**Contributing** gives information related to contributing to Godot, whet
msgstr ""
#: ../../docs/about/introduction.rst:78
msgid "**Community** is dedicated to the life of Godot's community. It points to various community channels like the `Godot Contributors Chat <https://chat.godotengine.org/>`_ and `Discord`_ and contains a list of recommended third-party tutorials and materials outside of this documentation."
msgid "**Community** is dedicated to the life of Godot's community and contains a list of recommended third-party tutorials and materials outside of this documentation. It also provides details on the Asset Library. It also used to list Godot communities, which are now listed on the `Godot website <https://godotengine.org/community/>`_."
msgstr ""
#: ../../docs/about/introduction.rst:83
#: ../../docs/about/introduction.rst:82
msgid "Finally, the **Class reference** documents the full Godot API, also available directly within the engine's script editor. You can find information on all classes, functions, signals and so on here."
msgstr ""
#: ../../docs/about/introduction.rst:87
#: ../../docs/about/introduction.rst:86
msgid "In addition to this documentation, you may also want to take a look at the various `Godot demo projects <https://github.com/godotengine/godot-demo-projects>`_."
msgstr ""
#: ../../docs/about/introduction.rst:91
#: ../../docs/about/introduction.rst:90
msgid "About this documentation"
msgstr ""
#: ../../docs/about/introduction.rst:93
#: ../../docs/about/introduction.rst:92
msgid "Members of the Godot Engine community continuously write, correct, edit, and improve this documentation. We are always looking for more help. You can also contribute by opening Github issues or translating the documentation into your language. If you are interested in helping, see :ref:`Ways to contribute <doc_ways_to_contribute>` and :ref:`Writing documentation <doc_contributing_writing_documentation>`, or get in touch with the `Documentation team <https://godotengine.org/teams/#documentation>`_ on `Godot Contributors Chat <https://chat.godotengine.org/>`_."
msgstr ""
#: ../../docs/about/introduction.rst:101
#: ../../docs/about/introduction.rst:100
msgid "All documentation content is licensed under the permissive Creative Commons Attribution 3.0 (`CC BY 3.0 <https://creativecommons.org/licenses/by/3.0/>`_) license, with attribution to \"*Juan Linietsky, Ariel Manzur, and the Godot Engine community*\" unless otherwise noted."
msgstr ""
#: ../../docs/about/introduction.rst:106
#: ../../docs/about/introduction.rst:105
msgid "*Have fun reading and making games with Godot Engine!*"
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

File diff suppressed because it is too large Load Diff

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -76,7 +76,7 @@ msgid "Stable branches are supported *at least* until the next stable branch is
msgstr ""
#: ../../docs/about/release_policy.rst:71
msgid "Whenever a new major version is released, we make the previous stable branch a long-term supported release, and do our best to provide fixes for issues encountered by users of that branch who cannot port complex projects to the new major version. This was the case for the 2.1 branch, and is the case for the 3.6 branch."
msgid "Whenever a new major version is released, we make the previous stable branch a long-term supported release, and do our best to provide fixes for issues encountered by users of that branch who cannot port complex projects to the new major version. This was the case for the 2.1 branch, and is the case for the 3.x branch."
msgstr ""
#: ../../docs/about/release_policy.rst:77
@@ -96,363 +96,358 @@ msgid "**Support level**"
msgstr ""
#: ../../docs/about/release_policy.rst:85
msgid "Godot 4.3 (`master`)"
msgid "Godot 4.4 (`master`)"
msgstr ""
#: ../../docs/about/release_policy.rst:85
msgid "June 2024 (estimate)"
msgid "Q1 2025 (estimate)"
msgstr ""
#: ../../docs/about/release_policy.rst:85
msgid "|unstable| *Development.* Receives new features, usability and performance improvements, as well as bug fixes, while under development."
msgstr ""
#: ../../docs/about/release_policy.rst:124
#: ../../docs/about/release_policy.rst:124
#: ../../docs/about/release_policy.rst:124
#: ../../docs/about/release_policy.rst:130
msgid "unstable"
msgstr ""
#: ../../docs/about/release_policy.rst:88
msgid "Godot 4.2"
msgid "Godot 4.3"
msgstr ""
#: ../../docs/about/release_policy.rst:88
msgid "November 2023"
msgid "August 2024"
msgstr ""
#: ../../docs/about/release_policy.rst:88
#: ../../docs/about/release_policy.rst:91
#: ../../docs/about/release_policy.rst:99
#: ../../docs/about/release_policy.rst:94
#: ../../docs/about/release_policy.rst:102
#: ../../docs/about/release_policy.rst:105
msgid "|supported| Receives fixes for bugs and security issues, as well as patches that enable platform support."
msgstr ""
#: ../../docs/about/release_policy.rst:121
#: ../../docs/about/release_policy.rst:121
#: ../../docs/about/release_policy.rst:121
#: ../../docs/about/release_policy.rst:121
#: ../../docs/about/release_policy.rst:121
#: ../../docs/about/release_policy.rst:121
#: ../../docs/about/release_policy.rst:127
msgid "supported"
msgstr ""
#: ../../docs/about/release_policy.rst:91
msgid "Godot 4.1"
msgid "Godot 4.2"
msgstr ""
#: ../../docs/about/release_policy.rst:91
msgid "November 2023"
msgstr ""
#: ../../docs/about/release_policy.rst:94
msgid "Godot 4.1"
msgstr ""
#: ../../docs/about/release_policy.rst:94
msgid "July 2023"
msgstr ""
#: ../../docs/about/release_policy.rst:94
#: ../../docs/about/release_policy.rst:97
msgid "Godot 4.0"
msgstr ""
#: ../../docs/about/release_policy.rst:94
#: ../../docs/about/release_policy.rst:97
msgid "March 2023"
msgstr ""
#: ../../docs/about/release_policy.rst:94
#: ../../docs/about/release_policy.rst:97
msgid "|eol| No longer supported (last update: 4.0.4)."
msgstr ""
#: ../../docs/about/release_policy.rst:123
#: ../../docs/about/release_policy.rst:123
#: ../../docs/about/release_policy.rst:123
#: ../../docs/about/release_policy.rst:123
#: ../../docs/about/release_policy.rst:123
#: ../../docs/about/release_policy.rst:123
#: ../../docs/about/release_policy.rst:123
#: ../../docs/about/release_policy.rst:123
#: ../../docs/about/release_policy.rst:123
#: ../../docs/about/release_policy.rst:123
#: ../../docs/about/release_policy.rst:123
#: ../../docs/about/release_policy.rst:123
#: ../../docs/about/release_policy.rst:129
msgid "eol"
msgstr ""
#: ../../docs/about/release_policy.rst:96
msgid "Godot 3.6 (`3.x`, LTS)"
#: ../../docs/about/release_policy.rst:99
msgid "Godot 3.7 (`3.x`)"
msgstr ""
#: ../../docs/about/release_policy.rst:96
msgid "Q1 2024 (estimate)"
#: ../../docs/about/release_policy.rst:99
msgid "No ETA for now"
msgstr ""
#: ../../docs/about/release_policy.rst:96
#: ../../docs/about/release_policy.rst:99
msgid "|supported| *Beta.* Receives new features, usability and performance improvements, as well as bug fixes, while under development."
msgstr ""
#: ../../docs/about/release_policy.rst:99
#: ../../docs/about/release_policy.rst:102
msgid "Godot 3.6"
msgstr ""
#: ../../docs/about/release_policy.rst:102
msgid "September 2024"
msgstr ""
#: ../../docs/about/release_policy.rst:105
msgid "Godot 3.5"
msgstr ""
#: ../../docs/about/release_policy.rst:99
#: ../../docs/about/release_policy.rst:105
msgid "August 2022"
msgstr ""
#: ../../docs/about/release_policy.rst:102
#: ../../docs/about/release_policy.rst:108
msgid "Godot 3.4"
msgstr ""
#: ../../docs/about/release_policy.rst:102
#: ../../docs/about/release_policy.rst:108
msgid "November 2021"
msgstr ""
#: ../../docs/about/release_policy.rst:102
#: ../../docs/about/release_policy.rst:108
msgid "|eol| No longer supported (last update: 3.4.5)."
msgstr ""
#: ../../docs/about/release_policy.rst:104
#: ../../docs/about/release_policy.rst:110
msgid "Godot 3.3"
msgstr ""
#: ../../docs/about/release_policy.rst:104
#: ../../docs/about/release_policy.rst:110
msgid "April 2021"
msgstr ""
#: ../../docs/about/release_policy.rst:104
#: ../../docs/about/release_policy.rst:110
msgid "|eol| No longer supported (last update: 3.3.4)."
msgstr ""
#: ../../docs/about/release_policy.rst:106
#: ../../docs/about/release_policy.rst:112
msgid "Godot 3.2"
msgstr ""
#: ../../docs/about/release_policy.rst:106
#: ../../docs/about/release_policy.rst:112
msgid "January 2020"
msgstr ""
#: ../../docs/about/release_policy.rst:106
#: ../../docs/about/release_policy.rst:112
msgid "|eol| No longer supported (last update: 3.2.3)."
msgstr ""
#: ../../docs/about/release_policy.rst:108
#: ../../docs/about/release_policy.rst:114
msgid "Godot 3.1"
msgstr ""
#: ../../docs/about/release_policy.rst:108
#: ../../docs/about/release_policy.rst:114
msgid "March 2019"
msgstr ""
#: ../../docs/about/release_policy.rst:108
#: ../../docs/about/release_policy.rst:114
msgid "|eol| No longer supported (last update: 3.1.2)."
msgstr ""
#: ../../docs/about/release_policy.rst:110
#: ../../docs/about/release_policy.rst:116
msgid "Godot 3.0"
msgstr ""
#: ../../docs/about/release_policy.rst:110
#: ../../docs/about/release_policy.rst:116
msgid "January 2018"
msgstr ""
#: ../../docs/about/release_policy.rst:110
#: ../../docs/about/release_policy.rst:116
msgid "|eol| No longer supported (last update: 3.0.6)."
msgstr ""
#: ../../docs/about/release_policy.rst:112
#: ../../docs/about/release_policy.rst:118
msgid "Godot 2.1"
msgstr ""
#: ../../docs/about/release_policy.rst:112
#: ../../docs/about/release_policy.rst:118
msgid "July 2016"
msgstr ""
#: ../../docs/about/release_policy.rst:112
#: ../../docs/about/release_policy.rst:118
msgid "|eol| No longer supported (last update: 2.1.6)."
msgstr ""
#: ../../docs/about/release_policy.rst:114
#: ../../docs/about/release_policy.rst:120
msgid "Godot 2.0"
msgstr ""
#: ../../docs/about/release_policy.rst:114
#: ../../docs/about/release_policy.rst:120
msgid "February 2016"
msgstr ""
#: ../../docs/about/release_policy.rst:114
#: ../../docs/about/release_policy.rst:120
msgid "|eol| No longer supported (last update: 2.0.4.1)."
msgstr ""
#: ../../docs/about/release_policy.rst:116
#: ../../docs/about/release_policy.rst:122
msgid "Godot 1.1"
msgstr ""
#: ../../docs/about/release_policy.rst:116
#: ../../docs/about/release_policy.rst:122
msgid "May 2015"
msgstr ""
#: ../../docs/about/release_policy.rst:116
#: ../../docs/about/release_policy.rst:118
#: ../../docs/about/release_policy.rst:122
#: ../../docs/about/release_policy.rst:124
msgid "|eol| No longer supported."
msgstr ""
#: ../../docs/about/release_policy.rst:118
#: ../../docs/about/release_policy.rst:124
msgid "Godot 1.0"
msgstr ""
#: ../../docs/about/release_policy.rst:118
#: ../../docs/about/release_policy.rst:124
msgid "December 2014"
msgstr ""
#: ../../docs/about/release_policy.rst:122
#: ../../docs/about/release_policy.rst:122
msgid "partial"
msgstr ""
#: ../../docs/about/release_policy.rst:126
#: ../../docs/about/release_policy.rst:132
msgid "**Legend:** |supported| Full support |partial| Partial support |eol| No support (end of life) |unstable| Development version"
msgstr ""
#: ../../docs/about/release_policy.rst:132
#: ../../docs/about/release_policy.rst:128
msgid "partial"
msgstr ""
#: ../../docs/about/release_policy.rst:138
msgid "Pre-release Godot versions aren't intended to be used in production and are provided for testing purposes only."
msgstr ""
#: ../../docs/about/release_policy.rst:137
#: ../../docs/about/release_policy.rst:143
msgid "See :ref:`doc_upgrading_to_godot_4` for instructions on migrating a project from Godot 3.x to 4.x."
msgstr ""
#: ../../docs/about/release_policy.rst:143
#: ../../docs/about/release_policy.rst:149
msgid "Which version should I use for a new project?"
msgstr ""
#: ../../docs/about/release_policy.rst:145
#: ../../docs/about/release_policy.rst:151
msgid "We recommend using Godot 4.x for new projects, as the Godot 4.x series will be supported long after 3.x stops receiving updates in the future. One caveat is that a lot of third-party documentation hasn't been updated for Godot 4.x yet. If you have to follow a tutorial designed for Godot 3.x, we recommend keeping :ref:`doc_upgrading_to_godot_4` open in a separate tab to check which methods have been renamed (if you get a script error while trying to use a specific node or method that was renamed in Godot 4.x)."
msgstr ""
#: ../../docs/about/release_policy.rst:153
#: ../../docs/about/release_policy.rst:159
msgid "If your project requires a feature that is missing in 4.x (such as GLES2/WebGL 1.0), you should use Godot 3.x for a new project instead."
msgstr ""
#: ../../docs/about/release_policy.rst:159
#: ../../docs/about/release_policy.rst:165
msgid "Should I upgrade my project to use new engine versions?"
msgstr ""
#: ../../docs/about/release_policy.rst:163
#: ../../docs/about/release_policy.rst:169
msgid "Upgrading software while working on a project is inherently risky, so consider whether it's a good idea for your project before attempting an upgrade. Also, make backups of your project or use version control to prevent losing data in case the upgrade goes wrong."
msgstr ""
#: ../../docs/about/release_policy.rst:168
#: ../../docs/about/release_policy.rst:174
msgid "That said, we do our best to keep minor and especially patch releases compatible with existing projects."
msgstr ""
#: ../../docs/about/release_policy.rst:171
#: ../../docs/about/release_policy.rst:177
msgid "The general recommendation is to upgrade your project to follow new *patch* releases, such as upgrading from 4.0.2 to 4.0.3. This ensures you get bug fixes, security updates and platform support updates (which is especially important for mobile platforms). You also get continued support, as only the last patch release receives support on official community platforms."
msgstr ""
#: ../../docs/about/release_policy.rst:177
#: ../../docs/about/release_policy.rst:183
msgid "For *minor* releases, you should determine whether it's a good idea to upgrade on a case-by-case basis. We've made a lot of effort in making the upgrade process as seamless as possible, but some breaking changes may be present in minor releases, along with a greater risk of regressions. Some fixes included in minor releases may also change a class' expected behavior as required to fix some bugs. This is especially the case in classes marked as *experimental* in the documentation."
msgstr ""
#: ../../docs/about/release_policy.rst:185
#: ../../docs/about/release_policy.rst:191
msgid "*Major* releases bring a lot of new functionality, but they also remove previously existing functionality and may raise hardware requirements. They also require much more work to upgrade to compared to minor releases. As a result, we recommend sticking with the major release you've started your project with if you are happy with how your project currently works. For example, if your project was started with 3.5, we recommend upgrading to 3.5.2 and possibly 3.6 in the future, but not to 4.0+, unless your project really needs the new features that come with 4.0+."
msgstr ""
#: ../../docs/about/release_policy.rst:197
#: ../../docs/about/release_policy.rst:203
msgid "When is the next release out?"
msgstr ""
#: ../../docs/about/release_policy.rst:199
#: ../../docs/about/release_policy.rst:205
msgid "While Godot contributors aren't working under any deadlines, we strive to publish minor releases relatively frequently."
msgstr ""
#: ../../docs/about/release_policy.rst:202
#: ../../docs/about/release_policy.rst:208
msgid "In particular, after the very length release cycle for 4.0, we are pivoting to a faster paced development workflow, 4.1 released 4 months after 4.0, and 4.2 released 4 months after 4.1"
msgstr ""
#: ../../docs/about/release_policy.rst:206
#: ../../docs/about/release_policy.rst:212
msgid "Frequent minor releases will enable us to ship new features faster (possibly as experimental), get user feedback quickly, and iterate to improve those features and their usability. Likewise, the general user experience will be improved more steadily with a faster path to the end users."
msgstr ""
#: ../../docs/about/release_policy.rst:211
#: ../../docs/about/release_policy.rst:217
msgid "Maintenance (patch) releases are released as needed with potentially very short development cycles, to provide users of the current stable branch with the latest bug fixes for their production needs."
msgstr ""
#: ../../docs/about/release_policy.rst:215
msgid "The 3.6 release is still planned and should be the last stable branch of Godot 3.x. It will be a Long-Term Support (LTS) release, which we plan to support for as long as users still need it (due to missing features in Godot 4.x, or having published games which they need to keep updating for platform requirements)."
#: ../../docs/about/release_policy.rst:221
msgid "There is currently no planned release date for the next 3.x minor version, 3.7. The current stable release, 3.6, may be the last stable branch of Godot 3.x. Godot 3.x is supported on a best-effort basis, as long as contributors continue to maintain it."
msgstr ""
#: ../../docs/about/release_policy.rst:222
#: ../../docs/about/release_policy.rst:227
msgid "What are the criteria for compatibility across engine versions?"
msgstr ""
#: ../../docs/about/release_policy.rst:226
#: ../../docs/about/release_policy.rst:231
msgid "This section is intended to be used by contributors to determine which changes are safe for a given release. The list is not exhaustive; it only outlines the most common situations encountered during Godot's development."
msgstr ""
#: ../../docs/about/release_policy.rst:230
#: ../../docs/about/release_policy.rst:235
msgid "The following changes are acceptable in patch releases:"
msgstr ""
#: ../../docs/about/release_policy.rst:232
#: ../../docs/about/release_policy.rst:237
msgid "Fixing a bug in a way that has no major negative impact on most projects, such as a visual or physics bug. Godot's physics engine is not deterministic, so physics bug fixes are not considered to break compatibility. If fixing a bug has a negative impact that could impact a lot of projects, it should be made optional (e.g. using a project setting or separate method)."
msgstr ""
#: ../../docs/about/release_policy.rst:237
#: ../../docs/about/release_policy.rst:242
msgid "Adding a new optional parameter to a method."
msgstr ""
#: ../../docs/about/release_policy.rst:238
#: ../../docs/about/release_policy.rst:243
msgid "Small-scale editor usability tweaks."
msgstr ""
#: ../../docs/about/release_policy.rst:240
#: ../../docs/about/release_policy.rst:245
msgid "Note that we tend to be more conservative with the fixes we allow in each subsequent patch release. For instance, 4.0.1 may receive more impactful fixes than 4.0.4 would."
msgstr ""
#: ../../docs/about/release_policy.rst:244
#: ../../docs/about/release_policy.rst:249
msgid "The following changes are acceptable in minor releases, but not patch releases:"
msgstr ""
#: ../../docs/about/release_policy.rst:246
#: ../../docs/about/release_policy.rst:251
msgid "Significant new features."
msgstr ""
#: ../../docs/about/release_policy.rst:247
#: ../../docs/about/release_policy.rst:252
msgid "Renaming a method parameter. In C#, method parameters can be passed by name (but not in GDScript). As a result, this can break some projects that use C#."
msgstr ""
#: ../../docs/about/release_policy.rst:249
#: ../../docs/about/release_policy.rst:254
msgid "Deprecating a method, member variable, or class. This is done by adding a deprecated flag to its class reference, which will show up in the editor. When a method is marked as deprecated, it's slated to be removed in the next *major* release."
msgstr ""
#: ../../docs/about/release_policy.rst:253
#: ../../docs/about/release_policy.rst:258
msgid "Changes that affect the default project theme's visuals."
msgstr ""
#: ../../docs/about/release_policy.rst:254
#: ../../docs/about/release_policy.rst:259
msgid "Bug fixes which significantly change the behavior or the output, with the aim to meet user expectations better. In comparison, in patch releases, we may favor keeping a buggy behavior so we don't break existing projects which likely already rely on the bug or use a workaround."
msgstr ""
#: ../../docs/about/release_policy.rst:258
#: ../../docs/about/release_policy.rst:263
msgid "Performance optimizations that result in visual changes."
msgstr ""
#: ../../docs/about/release_policy.rst:260
#: ../../docs/about/release_policy.rst:265
msgid "The following changes are considered **compatibility-breaking** and can only be performed in a new major release:"
msgstr ""
#: ../../docs/about/release_policy.rst:263
#: ../../docs/about/release_policy.rst:268
msgid "Renaming or removing a method, member variable, or class."
msgstr ""
#: ../../docs/about/release_policy.rst:264
#: ../../docs/about/release_policy.rst:269
msgid "Modifying a node's inheritance tree by making it inherit from a different class."
msgstr ""
#: ../../docs/about/release_policy.rst:265
#: ../../docs/about/release_policy.rst:270
msgid "Changing the default value of a project setting value in a way that affects existing projects. To only affect new projects, the project manager should write a modified ``project.godot`` instead."
msgstr ""
#: ../../docs/about/release_policy.rst:269
#: ../../docs/about/release_policy.rst:274
msgid "Since Godot 5.0 hasn't been branched off yet, we currently discourage making compatibility-breaking changes of this kind."
msgstr ""
#: ../../docs/about/release_policy.rst:274
#: ../../docs/about/release_policy.rst:279
msgid "When modifying a method's signature in any fashion (including adding an optional parameter), a GDExtension compatibility method must be created. This ensures that existing GDExtensions continue to work across patch and minor releases, so that users don't have to recompile them. See :ref:`doc_handling_compatibility_breakages` for more information."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -32,101 +32,100 @@ msgid "These are the **minimum** specifications required to run the Godot editor
msgstr ""
#: ../../docs/about/system_requirements.rst:19
#: ../../docs/about/system_requirements.rst:204
#: ../../docs/about/system_requirements.rst:203
msgid "Desktop or laptop PC - Minimum"
msgstr ""
#: ../../docs/about/system_requirements.rst:26
#: ../../docs/about/system_requirements.rst:78
#: ../../docs/about/system_requirements.rst:116
#: ../../docs/about/system_requirements.rst:154
#: ../../docs/about/system_requirements.rst:211
#: ../../docs/about/system_requirements.rst:261
#: ../../docs/about/system_requirements.rst:299
#: ../../docs/about/system_requirements.rst:337
#: ../../docs/about/system_requirements.rst:115
#: ../../docs/about/system_requirements.rst:153
#: ../../docs/about/system_requirements.rst:210
#: ../../docs/about/system_requirements.rst:260
#: ../../docs/about/system_requirements.rst:298
#: ../../docs/about/system_requirements.rst:336
msgid "**CPU**"
msgstr ""
#: ../../docs/about/system_requirements.rst:26
#: ../../docs/about/system_requirements.rst:211
msgid "**Windows:** x86_32 CPU with SSE2 instructions, or any x86_64 CPU"
msgid "**Windows:** x86_32 CPU with SSE2 instructions, x86_64 CPU, ARMv8 CPU"
msgstr ""
#: ../../docs/about/system_requirements.rst:28
#: ../../docs/about/system_requirements.rst:213
msgid "*Example: Intel Core 2 Duo E8200, AMD Athlon XE BE-2300*"
#: ../../docs/about/system_requirements.rst:212
msgid "*Example: Intel Core 2 Duo E8200, AMD Athlon XE BE-2300, Snapdragon X Elite*"
msgstr ""
#: ../../docs/about/system_requirements.rst:30
#: ../../docs/about/system_requirements.rst:120
#: ../../docs/about/system_requirements.rst:215
#: ../../docs/about/system_requirements.rst:303
#: ../../docs/about/system_requirements.rst:119
#: ../../docs/about/system_requirements.rst:214
#: ../../docs/about/system_requirements.rst:302
msgid "**macOS:** x86_64 or ARM CPU (Apple Silicon)"
msgstr ""
#: ../../docs/about/system_requirements.rst:32
#: ../../docs/about/system_requirements.rst:217
#: ../../docs/about/system_requirements.rst:216
msgid "*Example: Intel Core 2 Duo SU9400, Apple M1*"
msgstr ""
#: ../../docs/about/system_requirements.rst:34
#: ../../docs/about/system_requirements.rst:124
#: ../../docs/about/system_requirements.rst:219
#: ../../docs/about/system_requirements.rst:307
#: ../../docs/about/system_requirements.rst:123
#: ../../docs/about/system_requirements.rst:218
#: ../../docs/about/system_requirements.rst:306
msgid "**Linux:** x86_32 CPU with SSE2 instructions, x86_64 CPU, ARMv7 or ARMv8 CPU"
msgstr ""
#: ../../docs/about/system_requirements.rst:36
#: ../../docs/about/system_requirements.rst:221
#: ../../docs/about/system_requirements.rst:220
msgid "*Example: Intel Core 2 Duo E8200, AMD Athlon XE BE-2300, Raspberry Pi 4*"
msgstr ""
#: ../../docs/about/system_requirements.rst:38
#: ../../docs/about/system_requirements.rst:84
#: ../../docs/about/system_requirements.rst:128
#: ../../docs/about/system_requirements.rst:160
#: ../../docs/about/system_requirements.rst:223
#: ../../docs/about/system_requirements.rst:269
#: ../../docs/about/system_requirements.rst:311
#: ../../docs/about/system_requirements.rst:345
#: ../../docs/about/system_requirements.rst:127
#: ../../docs/about/system_requirements.rst:159
#: ../../docs/about/system_requirements.rst:222
#: ../../docs/about/system_requirements.rst:268
#: ../../docs/about/system_requirements.rst:310
#: ../../docs/about/system_requirements.rst:344
msgid "**GPU**"
msgstr ""
#: ../../docs/about/system_requirements.rst:38
#: ../../docs/about/system_requirements.rst:223
#: ../../docs/about/system_requirements.rst:222
msgid "**Forward+ rendering method:** Integrated graphics with full Vulkan 1.0 support"
msgstr ""
#: ../../docs/about/system_requirements.rst:40
#: ../../docs/about/system_requirements.rst:44
#: ../../docs/about/system_requirements.rst:225
#: ../../docs/about/system_requirements.rst:229
#: ../../docs/about/system_requirements.rst:224
#: ../../docs/about/system_requirements.rst:228
msgid "*Example: Intel HD Graphics 5500 (Broadwell), AMD Radeon R5 Graphics (Kaveri)*"
msgstr ""
#: ../../docs/about/system_requirements.rst:42
#: ../../docs/about/system_requirements.rst:227
#: ../../docs/about/system_requirements.rst:226
msgid "**Mobile rendering method:** Integrated graphics with full Vulkan 1.0 support"
msgstr ""
#: ../../docs/about/system_requirements.rst:46
#: ../../docs/about/system_requirements.rst:231
#: ../../docs/about/system_requirements.rst:230
msgid "**Compatibility rendering method:** Integrated graphics with full OpenGL 3.3 support"
msgstr ""
#: ../../docs/about/system_requirements.rst:48
#: ../../docs/about/system_requirements.rst:233
#: ../../docs/about/system_requirements.rst:232
msgid "*Example: Intel HD Graphics 2500 (Ivy Bridge), AMD Radeon R5 Graphics (Kaveri)*"
msgstr ""
#: ../../docs/about/system_requirements.rst:50
#: ../../docs/about/system_requirements.rst:96
#: ../../docs/about/system_requirements.rst:140
#: ../../docs/about/system_requirements.rst:172
#: ../../docs/about/system_requirements.rst:235
#: ../../docs/about/system_requirements.rst:281
#: ../../docs/about/system_requirements.rst:323
#: ../../docs/about/system_requirements.rst:357
#: ../../docs/about/system_requirements.rst:139
#: ../../docs/about/system_requirements.rst:171
#: ../../docs/about/system_requirements.rst:234
#: ../../docs/about/system_requirements.rst:280
#: ../../docs/about/system_requirements.rst:322
#: ../../docs/about/system_requirements.rst:356
msgid "**RAM**"
msgstr ""
@@ -135,18 +134,18 @@ msgid "**Native editor:** 4 GB"
msgstr ""
#: ../../docs/about/system_requirements.rst:51
#: ../../docs/about/system_requirements.rst:173
#: ../../docs/about/system_requirements.rst:172
msgid "**Web editor:** 8 GB"
msgstr ""
#: ../../docs/about/system_requirements.rst:53
#: ../../docs/about/system_requirements.rst:99
#: ../../docs/about/system_requirements.rst:143
#: ../../docs/about/system_requirements.rst:175
#: ../../docs/about/system_requirements.rst:238
#: ../../docs/about/system_requirements.rst:284
#: ../../docs/about/system_requirements.rst:326
#: ../../docs/about/system_requirements.rst:360
#: ../../docs/about/system_requirements.rst:142
#: ../../docs/about/system_requirements.rst:174
#: ../../docs/about/system_requirements.rst:237
#: ../../docs/about/system_requirements.rst:283
#: ../../docs/about/system_requirements.rst:325
#: ../../docs/about/system_requirements.rst:359
msgid "**Storage**"
msgstr ""
@@ -157,12 +156,12 @@ msgstr ""
#: ../../docs/about/system_requirements.rst:57
#: ../../docs/about/system_requirements.rst:103
#: ../../docs/about/system_requirements.rst:145
#: ../../docs/about/system_requirements.rst:177
#: ../../docs/about/system_requirements.rst:240
#: ../../docs/about/system_requirements.rst:286
#: ../../docs/about/system_requirements.rst:328
#: ../../docs/about/system_requirements.rst:362
#: ../../docs/about/system_requirements.rst:144
#: ../../docs/about/system_requirements.rst:176
#: ../../docs/about/system_requirements.rst:239
#: ../../docs/about/system_requirements.rst:285
#: ../../docs/about/system_requirements.rst:327
#: ../../docs/about/system_requirements.rst:361
msgid "**Operating system**"
msgstr ""
@@ -175,37 +174,37 @@ msgid "**Web editor:** Firefox 79, Chrome 68, Edge 79, Safari 15.2, Opera 64"
msgstr ""
#: ../../docs/about/system_requirements.rst:64
#: ../../docs/about/system_requirements.rst:247
#: ../../docs/about/system_requirements.rst:246
msgid "Windows 7/8/8.1 are supported on a best-effort basis. These versions are not regularly tested and some features may be missing (such as colored :ref:`print_rich <class_@GlobalScope_method_print_rich>` console output). Support for Windows 7/8/8.1 may be removed in a :ref:`future Godot 4.x release <doc_release_policy>`."
msgstr ""
#: ../../docs/about/system_requirements.rst:70
#: ../../docs/about/system_requirements.rst:253
#: ../../docs/about/system_requirements.rst:252
msgid "Vulkan drivers for these Windows versions are known to have issues with memory leaks. As a result, it's recommended to stick to the Compatibility rendering method when running Godot on a Windows version older than 10."
msgstr ""
#: ../../docs/about/system_requirements.rst:75
#: ../../docs/about/system_requirements.rst:258
#: ../../docs/about/system_requirements.rst:257
msgid "Mobile device (smartphone/tablet) - Minimum"
msgstr ""
#: ../../docs/about/system_requirements.rst:78
#: ../../docs/about/system_requirements.rst:261
#: ../../docs/about/system_requirements.rst:260
msgid "**Android:** SoC with any 32-bit or 64-bit ARM or x86 CPU"
msgstr ""
#: ../../docs/about/system_requirements.rst:80
#: ../../docs/about/system_requirements.rst:263
#: ../../docs/about/system_requirements.rst:262
msgid "*Example: Qualcomm Snapdragon 430, Samsung Exynos 5 Octa 5430*"
msgstr ""
#: ../../docs/about/system_requirements.rst:82
#: ../../docs/about/system_requirements.rst:158
#: ../../docs/about/system_requirements.rst:157
msgid "**iOS:** *Cannot run the editor*"
msgstr ""
#: ../../docs/about/system_requirements.rst:84
#: ../../docs/about/system_requirements.rst:269
#: ../../docs/about/system_requirements.rst:268
msgid "**Forward+ rendering method:** SoC featuring GPU with full Vulkan 1.0 support"
msgstr ""
@@ -215,12 +214,12 @@ msgid "*Example: Qualcomm Adreno 505, Mali-G71 MP2*"
msgstr ""
#: ../../docs/about/system_requirements.rst:88
#: ../../docs/about/system_requirements.rst:273
#: ../../docs/about/system_requirements.rst:272
msgid "**Mobile rendering method:** SoC featuring GPU with full Vulkan 1.0 support"
msgstr ""
#: ../../docs/about/system_requirements.rst:92
#: ../../docs/about/system_requirements.rst:277
#: ../../docs/about/system_requirements.rst:276
msgid "**Compatibility rendering method:** SoC featuring GPU with full OpenGL ES 3.0 support"
msgstr ""
@@ -237,258 +236,258 @@ msgid "**Web editor:** 6 GB"
msgstr ""
#: ../../docs/about/system_requirements.rst:103
msgid "**Native editor:** Android 6.0 (Compatibility) or Android 9.0 (Forward+/Mobile), iOS 11.0"
msgid "**Native editor:** Android 6.0 (Compatibility) or Android 9.0 (Forward+/Mobile)"
msgstr ""
#: ../../docs/about/system_requirements.rst:105
#: ../../docs/about/system_requirements.rst:104
msgid "**Web editor:** Firefox 79, Chrome 88, Edge 79, Safari 15.2, Opera 64, Samsung Internet 15"
msgstr ""
#: ../../docs/about/system_requirements.rst:109
#: ../../docs/about/system_requirements.rst:108
msgid "These are the **recommended** specifications to get a smooth experience with the Godot editor on a simple 2D or 3D project:"
msgstr ""
#: ../../docs/about/system_requirements.rst:113
#: ../../docs/about/system_requirements.rst:296
#: ../../docs/about/system_requirements.rst:112
#: ../../docs/about/system_requirements.rst:295
msgid "Desktop or laptop PC - Recommended"
msgstr ""
#: ../../docs/about/system_requirements.rst:116
#: ../../docs/about/system_requirements.rst:299
msgid "**Windows:** x86_64 CPU with SSE4.2 instructions, with 4 physical cores or more"
#: ../../docs/about/system_requirements.rst:115
#: ../../docs/about/system_requirements.rst:298
msgid "**Windows:** x86_64 CPU with SSE4.2 instructions, with 4 physical cores or more, ARMv8 CPU"
msgstr ""
#: ../../docs/about/system_requirements.rst:118
#: ../../docs/about/system_requirements.rst:301
msgid "*Example: Intel Core i5-6600K, AMD Ryzen 5 1600*"
#: ../../docs/about/system_requirements.rst:117
#: ../../docs/about/system_requirements.rst:300
msgid "*Example: Intel Core i5-6600K, AMD Ryzen 5 1600, Snapdragon X Elite*"
msgstr ""
#: ../../docs/about/system_requirements.rst:122
#: ../../docs/about/system_requirements.rst:305
#: ../../docs/about/system_requirements.rst:121
#: ../../docs/about/system_requirements.rst:304
msgid "*Example: Intel Core i5-8500, Apple M1*"
msgstr ""
#: ../../docs/about/system_requirements.rst:126
#: ../../docs/about/system_requirements.rst:309
#: ../../docs/about/system_requirements.rst:125
#: ../../docs/about/system_requirements.rst:308
msgid "*Example: Intel Core i5-6600K, AMD Ryzen 5 1600, Raspberry Pi 5 with overclocking*"
msgstr ""
#: ../../docs/about/system_requirements.rst:128
#: ../../docs/about/system_requirements.rst:311
#: ../../docs/about/system_requirements.rst:127
#: ../../docs/about/system_requirements.rst:310
msgid "**Forward+ rendering method:** Dedicated graphics with full Vulkan 1.2 support"
msgstr ""
#: ../../docs/about/system_requirements.rst:130
#: ../../docs/about/system_requirements.rst:134
#: ../../docs/about/system_requirements.rst:313
#: ../../docs/about/system_requirements.rst:317
#: ../../docs/about/system_requirements.rst:129
#: ../../docs/about/system_requirements.rst:133
#: ../../docs/about/system_requirements.rst:312
#: ../../docs/about/system_requirements.rst:316
msgid "*Example: NVIDIA GeForce GTX 1050 (Pascal), AMD Radeon RX 460 (GCN 4.0)*"
msgstr ""
#: ../../docs/about/system_requirements.rst:132
#: ../../docs/about/system_requirements.rst:315
#: ../../docs/about/system_requirements.rst:131
#: ../../docs/about/system_requirements.rst:314
msgid "**Mobile rendering method:** Dedicated graphics with full Vulkan 1.2 support"
msgstr ""
#: ../../docs/about/system_requirements.rst:136
#: ../../docs/about/system_requirements.rst:319
#: ../../docs/about/system_requirements.rst:135
#: ../../docs/about/system_requirements.rst:318
msgid "**Compatibility rendering method:** Dedicated graphics with full OpenGL 4.6 support"
msgstr ""
#: ../../docs/about/system_requirements.rst:138
#: ../../docs/about/system_requirements.rst:321
#: ../../docs/about/system_requirements.rst:137
#: ../../docs/about/system_requirements.rst:320
msgid "*Example: NVIDIA GeForce GTX 650 (Kepler), AMD Radeon HD 7750 (GCN 1.0)*"
msgstr ""
#: ../../docs/about/system_requirements.rst:140
#: ../../docs/about/system_requirements.rst:139
msgid "**Native editor:** 8 GB"
msgstr ""
#: ../../docs/about/system_requirements.rst:141
#: ../../docs/about/system_requirements.rst:140
msgid "**Web editor:** 12 GB"
msgstr ""
#: ../../docs/about/system_requirements.rst:143
#: ../../docs/about/system_requirements.rst:175
#: ../../docs/about/system_requirements.rst:142
#: ../../docs/about/system_requirements.rst:174
msgid "1.5 GB (used for the executable, project files, all export templates and cache)"
msgstr ""
#: ../../docs/about/system_requirements.rst:145
#: ../../docs/about/system_requirements.rst:144
msgid "**Native editor:** Windows 10, macOS 10.15, Linux distribution released after 2020"
msgstr ""
#: ../../docs/about/system_requirements.rst:147
#: ../../docs/about/system_requirements.rst:146
msgid "**Web editor:** Latest version of Firefox, Chrome, Edge, Safari, Opera"
msgstr ""
#: ../../docs/about/system_requirements.rst:151
#: ../../docs/about/system_requirements.rst:334
#: ../../docs/about/system_requirements.rst:150
#: ../../docs/about/system_requirements.rst:333
msgid "Mobile device (smartphone/tablet) - Recommended"
msgstr ""
#: ../../docs/about/system_requirements.rst:154
#: ../../docs/about/system_requirements.rst:337
#: ../../docs/about/system_requirements.rst:153
#: ../../docs/about/system_requirements.rst:336
msgid "**Android:** SoC with 64-bit ARM or x86 CPU, with 3 \"performance\" cores or more"
msgstr ""
#: ../../docs/about/system_requirements.rst:156
#: ../../docs/about/system_requirements.rst:339
#: ../../docs/about/system_requirements.rst:155
#: ../../docs/about/system_requirements.rst:338
msgid "*Example: Qualcomm Snapdragon 845, Samsung Exynos 9810*"
msgstr ""
#: ../../docs/about/system_requirements.rst:160
#: ../../docs/about/system_requirements.rst:345
#: ../../docs/about/system_requirements.rst:159
#: ../../docs/about/system_requirements.rst:344
msgid "**Forward+ rendering method:** SoC featuring GPU with full Vulkan 1.2 support"
msgstr ""
#: ../../docs/about/system_requirements.rst:162
#: ../../docs/about/system_requirements.rst:166
#: ../../docs/about/system_requirements.rst:170
#: ../../docs/about/system_requirements.rst:161
#: ../../docs/about/system_requirements.rst:165
#: ../../docs/about/system_requirements.rst:169
msgid "*Example: Qualcomm Adreno 630, Mali-G72 MP18*"
msgstr ""
#: ../../docs/about/system_requirements.rst:164
#: ../../docs/about/system_requirements.rst:349
#: ../../docs/about/system_requirements.rst:163
#: ../../docs/about/system_requirements.rst:348
msgid "**Mobile rendering method:** SoC featuring GPU with full Vulkan 1.2 support"
msgstr ""
#: ../../docs/about/system_requirements.rst:168
#: ../../docs/about/system_requirements.rst:353
#: ../../docs/about/system_requirements.rst:167
#: ../../docs/about/system_requirements.rst:352
msgid "**Compatibility rendering method:** SoC featuring GPU with full OpenGL ES 3.2 support"
msgstr ""
#: ../../docs/about/system_requirements.rst:172
#: ../../docs/about/system_requirements.rst:171
msgid "**Native editor:** 6 GB"
msgstr ""
#: ../../docs/about/system_requirements.rst:177
msgid "**Native editor:** Android 9.0 or iOS 11.0"
#: ../../docs/about/system_requirements.rst:176
msgid "**Native editor:** Android 9.0"
msgstr ""
#: ../../docs/about/system_requirements.rst:178
#: ../../docs/about/system_requirements.rst:177
msgid "**Web editor:** Latest version of Firefox, Chrome, Edge, Safari, Opera, Samsung Internet"
msgstr ""
#: ../../docs/about/system_requirements.rst:183
#: ../../docs/about/system_requirements.rst:182
msgid "Exported Godot project"
msgstr ""
#: ../../docs/about/system_requirements.rst:187
#: ../../docs/about/system_requirements.rst:186
msgid "The requirements below are a baseline for a **simple** 2D or 3D project, with basic scripting and few visual flourishes. CPU, GPU, RAM and storage requirements will heavily vary depending on your project's scope, its rendering method, viewport resolution and graphics settings chosen. Other programs running on the system while the project is running will also compete for resources, including RAM and video RAM."
msgstr ""
#: ../../docs/about/system_requirements.rst:194
#: ../../docs/about/system_requirements.rst:193
msgid "It is strongly recommended to do your own testing on low-end hardware to make sure your project runs at the desired speed. To provide scalability for low-end hardware, you will also need to introduce a `graphics options menu <https://github.com/godotengine/godot-demo-projects/tree/master/3d/graphics_settings>`__ to your project."
msgstr ""
#: ../../docs/about/system_requirements.rst:200
#: ../../docs/about/system_requirements.rst:199
msgid "These are the **minimum** specifications required to run a simple 2D or 3D project exported with Godot:"
msgstr ""
#: ../../docs/about/system_requirements.rst:210
msgid "**Windows:** x86_32 CPU with SSE2 instructions, any x86_64 CPU, ARMv8 CPU"
msgstr ""
#: ../../docs/about/system_requirements.rst:234
#: ../../docs/about/system_requirements.rst:356
msgid "**For native exports:** 2 GB"
msgstr ""
#: ../../docs/about/system_requirements.rst:235
#: ../../docs/about/system_requirements.rst:357
msgid "**For native exports:** 2 GB"
msgstr ""
#: ../../docs/about/system_requirements.rst:236
#: ../../docs/about/system_requirements.rst:358
msgid "**For web exports:** 4 GB"
msgstr ""
#: ../../docs/about/system_requirements.rst:238
#: ../../docs/about/system_requirements.rst:284
#: ../../docs/about/system_requirements.rst:326
#: ../../docs/about/system_requirements.rst:360
#: ../../docs/about/system_requirements.rst:237
#: ../../docs/about/system_requirements.rst:283
#: ../../docs/about/system_requirements.rst:325
#: ../../docs/about/system_requirements.rst:359
msgid "150 MB (used for the executable, project files and cache)"
msgstr ""
#: ../../docs/about/system_requirements.rst:240
#: ../../docs/about/system_requirements.rst:239
msgid "**For native exports:** Windows 7, macOS 10.13 (Compatibility) or macOS 10.15 (Forward+/Mobile), Linux distribution released after 2016"
msgstr ""
#: ../../docs/about/system_requirements.rst:242
#: ../../docs/about/system_requirements.rst:241
msgid "**For web exports:** Firefox 79, Chrome 68, Edge 79, Safari 15.2, Opera 64"
msgstr ""
#: ../../docs/about/system_requirements.rst:265
#: ../../docs/about/system_requirements.rst:264
msgid "**iOS:** SoC with any 64-bit ARM CPU"
msgstr ""
#: ../../docs/about/system_requirements.rst:267
#: ../../docs/about/system_requirements.rst:266
msgid "*Example: Apple A7 (iPhone 5S)*"
msgstr ""
#: ../../docs/about/system_requirements.rst:271
#: ../../docs/about/system_requirements.rst:275
msgid "*Example: Qualcomm Adreno 505, Mali-G71 MP2, PowerVR G6430 (iPhone 6S/iPhone SE 1)*"
#: ../../docs/about/system_requirements.rst:270
#: ../../docs/about/system_requirements.rst:274
msgid "*Example: Qualcomm Adreno 505, Mali-G71 MP2, Apple A12 (iPhone XR/XS)*"
msgstr ""
#: ../../docs/about/system_requirements.rst:279
msgid "*Example: Qualcomm Adreno 306, Mali-T628 MP6, PowerVR G6430 (iPhone 5S)*"
#: ../../docs/about/system_requirements.rst:278
msgid "*Example: Qualcomm Adreno 306, Mali-T628 MP6, Apple A7 (iPhone 5S)*"
msgstr ""
#: ../../docs/about/system_requirements.rst:281
#: ../../docs/about/system_requirements.rst:280
msgid "**For native exports:** 1 GB"
msgstr ""
#: ../../docs/about/system_requirements.rst:282
#: ../../docs/about/system_requirements.rst:281
msgid "**For web exports:** 2 GB"
msgstr ""
#: ../../docs/about/system_requirements.rst:286
msgid "**For native exports:** Android 6.0 (Compatibility) or Android 9.0 (Forward+/Mobile), iOS 11.0"
#: ../../docs/about/system_requirements.rst:285
msgid "**For native exports:** Android 6.0 (Compatibility) or Android 9.0 (Forward+/Mobile), iOS 12.0"
msgstr ""
#: ../../docs/about/system_requirements.rst:288
#: ../../docs/about/system_requirements.rst:287
msgid "**For web exports:** Firefox 79, Chrome 88, Edge 79, Safari 15.2, Opera 64, Samsung Internet 15"
msgstr ""
#: ../../docs/about/system_requirements.rst:292
#: ../../docs/about/system_requirements.rst:291
msgid "These are the **recommended** specifications to get a smooth experience with a simple 2D or 3D project exported with Godot:"
msgstr ""
#: ../../docs/about/system_requirements.rst:323
#: ../../docs/about/system_requirements.rst:322
msgid "**For native exports:** 4 GB"
msgstr ""
#: ../../docs/about/system_requirements.rst:324
#: ../../docs/about/system_requirements.rst:323
msgid "**For web exports:** 8 GB"
msgstr ""
#: ../../docs/about/system_requirements.rst:328
#: ../../docs/about/system_requirements.rst:327
msgid "**For native exports:** Windows 10, macOS 10.15, Linux distribution released after 2020"
msgstr ""
#: ../../docs/about/system_requirements.rst:330
#: ../../docs/about/system_requirements.rst:329
msgid "**For web exports:** Latest version of Firefox, Chrome, Edge, Safari, Opera"
msgstr ""
#: ../../docs/about/system_requirements.rst:341
#: ../../docs/about/system_requirements.rst:340
msgid "**iOS:** SoC with 64-bit ARM CPU"
msgstr ""
#: ../../docs/about/system_requirements.rst:343
msgid "*Example: Apple A11 (iPhone XS/XR)*"
#: ../../docs/about/system_requirements.rst:342
msgid "*Example: Apple A14 (iPhone 12)*"
msgstr ""
#: ../../docs/about/system_requirements.rst:347
#: ../../docs/about/system_requirements.rst:351
#: ../../docs/about/system_requirements.rst:355
msgid "*Example: Qualcomm Adreno 630, Mali-G72 MP18, Apple G11P (iPhone XR/XS)*"
#: ../../docs/about/system_requirements.rst:346
#: ../../docs/about/system_requirements.rst:350
#: ../../docs/about/system_requirements.rst:354
msgid "*Example: Qualcomm Adreno 630, Mali-G72 MP18, Apple A14 (iPhone 12)*"
msgstr ""
#: ../../docs/about/system_requirements.rst:361
msgid "**For native exports:** Android 9.0 or iOS 14.1"
msgstr ""
#: ../../docs/about/system_requirements.rst:362
msgid "**For native exports:** Android 9.0 or iOS 11.0"
msgstr ""
#: ../../docs/about/system_requirements.rst:363
msgid "**For web exports:** Latest version of Firefox, Chrome, Edge, Safari, Opera, Samsung Internet"
msgstr ""
#: ../../docs/about/system_requirements.rst:369
#: ../../docs/about/system_requirements.rst:368
msgid "Godot doesn't use OpenGL/OpenGL ES extensions introduced after OpenGL 3.3/OpenGL ES 3.0, but GPUs supporting newer OpenGL/OpenGL ES versions generally have fewer driver issues."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -18,7 +18,3 @@ msgstr ""
#: ../../docs/community/asset_library/index.rst:4
msgid "Asset Library"
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -131,8 +131,7 @@ msgstr ""
msgid "|image0|"
msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:224
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:224
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:218
msgid "image0"
msgstr ""
@@ -140,7 +139,7 @@ msgstr ""
msgid "While it may look like a lot (and there is more as you scroll down), each field is described in terms of what you should put in. We will nonetheless go over what is required in the submission form here as well."
msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:135
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:134
msgid "**Asset Name**:"
msgstr ""
@@ -148,7 +147,7 @@ msgstr ""
msgid "The name of your asset. Should be a unique, descriptive title of what your asset is."
msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:141
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:137
msgid "**Category**:"
msgstr ""
@@ -156,7 +155,7 @@ msgstr ""
msgid "The category that your asset belongs to, and will be shown in search results. The category is split into **Addons** and **Projects**. In-editor, assets of the Project type (Templates, Demos, Projects) only show up when viewing the AssetLib from the Project Manager, while assets of the Addon type will only be visible from inside a project."
msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:147
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:143
msgid "**Godot version**:"
msgstr ""
@@ -164,7 +163,7 @@ msgstr ""
msgid "The version of the engine that the asset works with. Currently, it's not possible to have a single asset entry contain downloads for multiple engine versions, so you may need to re-submit the asset multiple times, with an entry for each Godot version it supports. This is particularly important when dealing with major versions of the engine, such as Godot 2.x and Godot 3.x."
msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:154
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:149
msgid "**Version**:"
msgstr ""
@@ -172,7 +171,7 @@ msgstr ""
msgid "The version number of the asset. While you are free to choose and use any versioning scheme that you like, you may want to look into something such as `SemVer <https://semver.org>`_ if you want your asset's versioning scheme to be clear and consistent. Note that there is also an internal version number, incremented every time the asset download URL is changed or updated."
msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:159
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:156
msgid "**Repository host**:"
msgstr ""
@@ -180,7 +179,7 @@ msgstr ""
msgid "Assets uploaded to the AssetLib are not hosted on it directly. Instead, they point to repositories hosted on third-party Git providers, such as GitHub, GitLab or Bitbucket. This is where you choose which provider your asset uses, so the site can compute the final download link."
msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:162
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:161
msgid "**Repository URL**:"
msgstr ""
@@ -188,7 +187,7 @@ msgstr ""
msgid "The URL to your asset's files/webpage. This will vary based on your choice of provider, but it should look similar to `https://github.com/<user>/<project>`."
msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:167
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:164
msgid "**Issues URL**:"
msgstr ""
@@ -196,7 +195,7 @@ msgstr ""
msgid "The URL to your asset's issue tracker. Again, this will differ from repository host to repository host, but will likely look similar to `https://github.com/<user>/<project>/issues`. You may leave this field empty if you use your provider's issue tracker, and it's part of the same repository."
msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:171
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:169
msgid "**Download Commit**:"
msgstr ""
@@ -204,7 +203,7 @@ msgstr ""
msgid "The commit of the asset. For example, `b1d3172f89b86e52465a74f63a74ac84c491d3e1`. The site computes the actual download URL from this."
msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:179
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:173
msgid "**Icon URL**:"
msgstr ""
@@ -220,7 +219,7 @@ msgstr ""
msgid "For icons hosted on GitHub, URLs must be provided in the form of `https://raw.githubusercontent.com/<user>/<project>/<branch>/Icon.png`."
msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:188
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:185
msgid "**License**:"
msgstr ""
@@ -228,7 +227,7 @@ msgstr ""
msgid "The license under which you are distributing the asset. The list includes a variety of free and open source software licenses, such as GPL (v2 and v3), MIT, BSD and Boost Software License. You can visit `OpenSource.org <https://opensource.org>`_ for a detailed description of each of the listed licenses."
msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:194
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:190
msgid "**Description**:"
msgstr ""
@@ -256,7 +255,7 @@ msgstr ""
msgid "Either a link to the image, or to a video, hosted on YouTube."
msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:207
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:204
msgid "**Thumbnail URL**:"
msgstr ""
@@ -268,14 +267,6 @@ msgstr ""
msgid "Once you are done, press \"Submit\". Your asset will be entered into the review queue. You can check all assets currently pending a review `here <https://godotengine.org/asset-library/asset/edit?&asset=-1>`_ . The approval process is manual and may take up to a few days for your asset to be accepted (or rejected), so please be patient!"
msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:216
msgid "You may have some luck accelerating the approval process by messaging the moderators and AssetLib reviewers on the `Godot Contributors Chat <https://chat.godotengine.org/>`_, or the official Discord server."
msgstr ""
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:220
#: ../../docs/community/asset_library/submitting_to_assetlib.rst:214
msgid "You will be informed when your asset is reviewed. If it was rejected, you will be told why that may have been, and you will be able to submit it again with the appropriate changes."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -35,7 +35,6 @@ msgstr ""
msgid "|image0|"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:187
#: ../../docs/community/asset_library/using_assetlib.rst:187
msgid "image0"
msgstr ""
@@ -76,7 +75,6 @@ msgstr ""
msgid "|image1|"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:188
#: ../../docs/community/asset_library/using_assetlib.rst:188
msgid "image1"
msgstr ""
@@ -97,7 +95,6 @@ msgstr ""
msgid "|image2|"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:189
#: ../../docs/community/asset_library/using_assetlib.rst:189
msgid "image2"
msgstr ""
@@ -158,7 +155,6 @@ msgstr ""
msgid "|image3|"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:190
#: ../../docs/community/asset_library/using_assetlib.rst:190
msgid "image3"
msgstr ""
@@ -171,7 +167,6 @@ msgstr ""
msgid "|image4|"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:191
#: ../../docs/community/asset_library/using_assetlib.rst:191
msgid "image4"
msgstr ""
@@ -184,7 +179,6 @@ msgstr ""
msgid "|image5|"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:192
#: ../../docs/community/asset_library/using_assetlib.rst:192
msgid "image5"
msgstr ""
@@ -209,7 +203,6 @@ msgstr ""
msgid "|image6|"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:193
#: ../../docs/community/asset_library/using_assetlib.rst:193
msgid "image6"
msgstr ""
@@ -242,7 +235,6 @@ msgstr ""
msgid "|image7|"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:194
#: ../../docs/community/asset_library/using_assetlib.rst:194
msgid "image7"
msgstr ""
@@ -251,7 +243,6 @@ msgstr ""
msgid "|image14|"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:201
#: ../../docs/community/asset_library/using_assetlib.rst:201
msgid "image14"
msgstr ""
@@ -264,7 +255,6 @@ msgstr ""
msgid "|image8|"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:195
#: ../../docs/community/asset_library/using_assetlib.rst:195
msgid "image8"
msgstr ""
@@ -289,7 +279,6 @@ msgstr ""
msgid "|image9|"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:196
#: ../../docs/community/asset_library/using_assetlib.rst:196
msgid "image9"
msgstr ""
@@ -302,7 +291,6 @@ msgstr ""
msgid "|image10|"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:197
#: ../../docs/community/asset_library/using_assetlib.rst:197
msgid "image10"
msgstr ""
@@ -315,7 +303,6 @@ msgstr ""
msgid "|image11|"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:198
#: ../../docs/community/asset_library/using_assetlib.rst:198
msgid "image11"
msgstr ""
@@ -328,7 +315,6 @@ msgstr ""
msgid "|image12|"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:199
#: ../../docs/community/asset_library/using_assetlib.rst:199
msgid "image12"
msgstr ""
@@ -341,7 +327,6 @@ msgstr ""
msgid "|image13|"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:200
#: ../../docs/community/asset_library/using_assetlib.rst:200
msgid "image13"
msgstr ""
@@ -349,7 +334,3 @@ msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:182
msgid "You may also use the Import button to import asset archives obtained elsewhere (such as downloading them directly from the AssetLib web frontend), which will take you through the same package installation procedure as with the assets downloaded directly via Godot that we just covered."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -48,11 +48,11 @@ msgid "Be aware that there are, broadly, two different types of assets you can p
msgstr ""
#: ../../docs/community/asset_library/what_is_assetlib.rst:33
msgid "Assets labeled as \"Templates\", \"Projects\", or \"Demos\" appear under the \"Asset Library Projects\" tab in the Godot Project Manager. These assets are standalone Godot projects that can run by themselves."
msgid "Assets labeled as \"Templates\", \"Projects\", or \"Demos\" appear under the \"Asset Library\" tab in the Godot Project Manager. These assets are standalone Godot projects that can run by themselves."
msgstr ""
#: ../../docs/community/asset_library/what_is_assetlib.rst:37
msgid "Other assets show up inside of the Godot editor under the \"AssetLib\" main screen tab, next to \"2D\", \"3D\", and \"Script\". These assets are meant to be downloaded and placed into an existing Godot project."
msgid "Other assets show up inside of the Godot editor under the \"Asset Library\" main screen tab, next to \"2D\", \"3D\", and \"Script\". These assets are meant to be downloaded and placed into an existing Godot project."
msgstr ""
#: ../../docs/community/asset_library/what_is_assetlib.rst:42
@@ -66,7 +66,3 @@ msgstr ""
#: ../../docs/community/asset_library/what_is_assetlib.rst:47
msgid "Not to the official one, though in the future, there might be other asset libraries which allow it. That said, you are allowed to monetize and sell Godot assets outside the Asset Library."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -24,93 +24,13 @@ msgid "So, where is the Godot community and where can you ask questions and get
msgstr ""
#: ../../docs/community/channels.rst:8
msgid "Note that some of these channels are run and moderated by members of the Godot community or third parties."
msgid "This page used to list the various official and user-supported Godot communities. That list is now available on the `Godot website <https://godotengine.org/community>`_."
msgstr ""
#: ../../docs/community/channels.rst:10
msgid "A brief overview over these and other channels is also available on the `Godot website <https://godotengine.org/community>`_."
msgstr ""
#: ../../docs/community/channels.rst:13
msgid "Forums"
msgstr ""
#: ../../docs/community/channels.rst:15
msgid "`Official Godot Forum <https://forum.godotengine.org/>`_"
msgstr ""
#: ../../docs/community/channels.rst:16
msgid "`Community Forum <https://godotforums.org/>`_"
msgstr ""
#: ../../docs/community/channels.rst:19
msgid "Chats"
msgstr ""
#: ../../docs/community/channels.rst:21
msgid "`Godot Contributors Chat <https://chat.godotengine.org/>`_"
msgstr ""
#: ../../docs/community/channels.rst:22
msgid "`Discord <https://discord.gg/4JBkykG>`_"
msgstr ""
#: ../../docs/community/channels.rst:23
msgid "`Matrix (IRC compatible) <https://matrix.to/#/#godotengine:matrix.org>`_"
msgstr ""
#: ../../docs/community/channels.rst:24
msgid "`IRC (#godotengine on Libera.Chat) <https://web.libera.chat/?channels=#godotengine>`_"
msgstr ""
#: ../../docs/community/channels.rst:28
msgid "As of January 2021, core developer chat has moved to the Godot Contributors Chat platform listed above. IRC is less active. Please stick around to get an answer, as it may take several hours for someone to see and answer your questions."
msgstr ""
#: ../../docs/community/channels.rst:33
msgid "Social networks and other sites"
msgstr ""
#: ../../docs/community/channels.rst:35
msgid "`GitHub <https://github.com/godotengine/>`_"
msgstr ""
#: ../../docs/community/channels.rst:36
msgid "`Facebook group <https://www.facebook.com/groups/godotengine/>`_"
msgstr ""
#: ../../docs/community/channels.rst:37
msgid "`Twitter <https://twitter.com/godotengine>`_ (see also the `#GodotEngine <https://twitter.com/hashtag/GodotEngine>`_ hashtag)"
msgstr ""
#: ../../docs/community/channels.rst:39
msgid "`Reddit <https://www.reddit.com/r/godot>`_"
msgstr ""
#: ../../docs/community/channels.rst:40
msgid "`YouTube <https://www.youtube.com/c/GodotEngineOfficial>`_"
msgstr ""
#: ../../docs/community/channels.rst:41
msgid "`Steam <https://steamcommunity.com/app/404790>`_"
msgstr ""
#: ../../docs/community/channels.rst:42
msgid "`itch.io <https://godotengine.itch.io/godot>`_"
msgstr ""
#: ../../docs/community/channels.rst:43
msgid "`Links <https://links.godotengine.org>`_"
msgstr ""
#: ../../docs/community/channels.rst:46
#: ../../docs/community/channels.rst:12
msgid "Language-based communities"
msgstr ""
#: ../../docs/community/channels.rst:48
#: ../../docs/community/channels.rst:14
msgid "See the `User groups <https://godotengine.org/community/user-groups>`_ page of the website for a list of local communities."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -20,169 +20,89 @@ msgid "Tutorials and resources"
msgstr ""
#: ../../docs/community/tutorials.rst:6
msgid "This is a list of third-party tutorials and resources created by the Godot community. For resources, remember that there is the official `Godot Asset Library <https://godotengine.org/asset-library/asset>`_ full of official and community resources too! Also, have a look at this `huge list over at Reddit <https://www.reddit.com/r/godot/comments/an0iq5/godot_tutorials_list_of_video_and_written/>`_."
msgstr ""
#: ../../docs/community/tutorials.rst:8
msgid "Think there is something missing here? Feel free to submit a `Pull Request <https://github.com/godotengine/godot-docs/blob/master/community/tutorials.rst>`_ as always."
msgid "This is a list of third-party tutorials and resources created by the Godot community. For resources, remember that there is the official `Godot Asset Library <https://godotengine.org/asset-library/asset>`_ full of official and community resources too!"
msgstr ""
#: ../../docs/community/tutorials.rst:11
msgid "Think there is something missing here? Feel free to submit a `Pull Request <https://github.com/godotengine/godot-docs/blob/master/community/tutorials.rst>`_ as always."
msgstr ""
#: ../../docs/community/tutorials.rst:14
msgid "Where to start"
msgstr ""
#: ../../docs/community/tutorials.rst:13
#: ../../docs/community/tutorials.rst:16
msgid "The Godot video tutorials by `GDQuest <https://www.youtube.com/channel/UCxboW7x0jZqFdvMdCFKTMsQ/playlists>`_ are well-regarded in the community and often recommended as a gentle introduction to beginners."
msgstr ""
#: ../../docs/community/tutorials.rst:15
#: ../../docs/community/tutorials.rst:18
msgid "GDQuest's *Learn GDScript From Zero* is a free and open source interactive tutorial for absolute beginners to learn to program with Godot's GDScript language. It is available as a `desktop application <https://gdquest.itch.io/learn-godot-gdscript>`_ or `in the browser <https://gdquest.github.io/learn-gdscript>`_."
msgstr ""
#: ../../docs/community/tutorials.rst:17
msgid "Some tutorials mentioned below provide more advanced tutorials, e.g. on 3D or shaders."
msgstr ""
#: ../../docs/community/tutorials.rst:20
msgid "Video tutorials"
msgstr ""
#: ../../docs/community/tutorials.rst:22
msgid "`Bastiaan Olij <https://www.youtube.com/BastiaanOlij>`_ (3D, AR and VR, GDScript)"
msgid "Some tutorials mentioned below cover more advanced subjects, e.g. on 3D or shaders."
msgstr ""
#: ../../docs/community/tutorials.rst:23
msgid "`BornCG <https://www.youtube.com/playlist?list=PLda3VoSoc_TTp8Ng3C57spnNkOw3Hm_35>`_ (2D and 3D, GDScript)"
msgstr ""
#: ../../docs/community/tutorials.rst:24
msgid "`Clear Code <https://www.youtube.com/watch?v=nAh_Kx5Zh5Q>`_ (2D, GDScript, Programming Basics)"
msgid "Video tutorials"
msgstr ""
#: ../../docs/community/tutorials.rst:25
msgid "`FencerDevLog <https://www.youtube.com/@FencerDevLog>`_ (2D, 3D, GDScript, Shaders)"
msgstr ""
#: ../../docs/community/tutorials.rst:26
msgid "`FinePointCGI <https://www.youtube.com/channel/UCSojAWUnEUTUcdA9iJ6bryQ>`_ (2D, 3D, GDScript and C#)"
msgstr ""
#: ../../docs/community/tutorials.rst:27
msgid "`GDQuest <https://www.youtube.com/channel/UCxboW7x0jZqFdvMdCFKTMsQ/playlists>`_ (2D and 3D, GDScript and C#)"
msgstr ""
#: ../../docs/community/tutorials.rst:28
msgid "`Game Dev Artisan <https://www.youtube.com/@GameDevArtisan>`_ (2D, GDScript)"
msgid "For video tutorials we recommend looking on `YouTube <https://www.youtube.com/>`_. There's many great channels covering a wide array of subjects."
msgstr ""
#: ../../docs/community/tutorials.rst:29
msgid "`Game Development Center <https://www.youtube.com/c/GameDevelopmentCenter>`_ (2D, networked multiplayer, GDScript)"
msgstr ""
#: ../../docs/community/tutorials.rst:30
msgid "`Game Endeavor <https://www.youtube.com/channel/UCLweX1UtQjRjj7rs_0XQ2Eg/videos>`_ (2D, GDScript)"
msgstr ""
#: ../../docs/community/tutorials.rst:31
msgid "`Gwizz <https://www.youtube.com/@Gwizz1027>`_ (2D, GDScript)"
msgstr ""
#: ../../docs/community/tutorials.rst:32
msgid "`Godotneers <https://www.youtube.com/@godotneers>`_ (2D, Shaders, GDScript)"
msgstr ""
#: ../../docs/community/tutorials.rst:33
msgid "`HeartBeast <https://www.youtube.com/@uheartbeast>`_ (2D, GDScript)"
msgstr ""
#: ../../docs/community/tutorials.rst:34
msgid "`Malcolm Nixon <https://youtube.com/@MalcolmAnixon>`_ (AR and VR, GDScript)"
msgstr ""
#: ../../docs/community/tutorials.rst:35
msgid "`Muddy Wolf <https://www.youtube.com/@MuddyWolf>`_ (2D, 3D and VR, GDSCript)"
msgstr ""
#: ../../docs/community/tutorials.rst:36
msgid "`KidsCanCode <https://www.youtube.com/channel/UCNaPQ5uLX5iIEHUCLmfAgKg/playlists>`__ (2D and 3D, GDScript)"
msgstr ""
#: ../../docs/community/tutorials.rst:37
msgid "`Maker Tech <https://www.youtube.com/@MakerTech/>`_ (2D, GDScript)"
msgstr ""
#: ../../docs/community/tutorials.rst:38
msgid "`Pigdev <https://www.youtube.com/@pigdev>`_ (2D, GDScript)"
msgstr ""
#: ../../docs/community/tutorials.rst:39
msgid "`Queble <https://www.youtube.com/@queblegamedevelopment4143>`_ (2D, GDScript)"
msgstr ""
#: ../../docs/community/tutorials.rst:40
msgid "`Quiver <https://quiver.dev/>`_ (2D, GDScript)"
msgstr ""
#: ../../docs/community/tutorials.rst:41
msgid "`Snopek Games <https://www.youtube.com/@SnopekGames>`_ (3D, networked multiplayer, AR and VR, GDScript)"
msgstr ""
#: ../../docs/community/tutorials.rst:44
msgid "Text tutorials"
msgstr ""
#: ../../docs/community/tutorials.rst:46
#: ../../docs/community/tutorials.rst:31
msgid "`FinePointCGI website by Mitch <https://finepointcgi.io/>`__"
msgstr ""
#: ../../docs/community/tutorials.rst:47
#: ../../docs/community/tutorials.rst:32
msgid "`GDScript website by Andrew Wilkes <https://gdscript.com>`__"
msgstr ""
#: ../../docs/community/tutorials.rst:48
#: ../../docs/community/tutorials.rst:33
msgid "`Godot Recipes by KidsCanCode <https://kidscancode.org/godot_recipes/4.x/>`__"
msgstr ""
#: ../../docs/community/tutorials.rst:49
#: ../../docs/community/tutorials.rst:34
msgid "`Godot Tutorials by SomethingLikeGames <https://www.somethinglikegames.de/en/tags/godot-engine/>`__"
msgstr ""
#: ../../docs/community/tutorials.rst:50
#: ../../docs/community/tutorials.rst:35
msgid "`Game Dev Artisan website <https://gamedevartisan.com/>`__"
msgstr ""
#: ../../docs/community/tutorials.rst:51
#: ../../docs/community/tutorials.rst:36
msgid "`Night Quest Games Blog <https://www.nightquestgames.com/blog-articles/>`__"
msgstr ""
#: ../../docs/community/tutorials.rst:54
#: ../../docs/community/tutorials.rst:39
msgid "Devlogs"
msgstr ""
#: ../../docs/community/tutorials.rst:56
#: ../../docs/community/tutorials.rst:41
msgid "`bitbrain <https://www.youtube.com/@bitbraindev>`_"
msgstr ""
#: ../../docs/community/tutorials.rst:57
#: ../../docs/community/tutorials.rst:42
msgid "`DevDuck (2D) <https://www.youtube.com/@devduck/videos>`_"
msgstr ""
#: ../../docs/community/tutorials.rst:60
#: ../../docs/community/tutorials.rst:45
msgid "Resources"
msgstr ""
#: ../../docs/community/tutorials.rst:62
#: ../../docs/community/tutorials.rst:47
msgid "`awesome-godot: A curated list of free/libre plugins, scripts and add-ons <https://github.com/godotengine/awesome-godot>`_"
msgstr ""
#: ../../docs/community/tutorials.rst:63
#: ../../docs/community/tutorials.rst:48
msgid "`Godot Asset Library <https://godotengine.org/asset-library/asset>`_"
msgstr ""
#: ../../docs/community/tutorials.rst:64
#: ../../docs/community/tutorials.rst:49
msgid "`Godot Shaders: A community-driven shader library <https://godotshaders.com/>`_"
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -238,7 +238,3 @@ msgstr ""
#: ../../docs/contributing/development/best_practices_for_engine_contributors.rst:235
msgid "Libraries must use a permissive enough license to be included into Godot. Some examples of acceptable licenses are Apache 2.0, BSD, MIT, ISC, and MPL 2.0. In particular, we cannot accept libraries licensed under the GPL or LGPL since these licenses effectively disallow static linking in proprietary software (which Godot is distributed as in most exported projects). This requirement also applies to the editor, since we may want to run it on iOS in the long term. Since iOS doesn't support dynamic linking, static linking is the only option on that platform."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -75,244 +75,240 @@ msgstr ""
msgid "You need to use **clang-format 17** to be compatible with Godot's format. Later versions might be suitable, but previous versions may not support all used options, or format some things differently, leading to style issues in pull requests."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:65
#: ../../docs/contributing/development/code_style_guidelines.rst:306
#: ../../docs/contributing/development/code_style_guidelines.rst:67
#: ../../docs/contributing/development/code_style_guidelines.rst:308
msgid "Pre-commit hook"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:67
#: ../../docs/contributing/development/code_style_guidelines.rst:69
msgid "For ease of use, we provide hooks for Git with the `pre-commit <https://pre-commit.com/>`__ Python framework that will run clang-format automatically on all your commits with the correct version of clang-format. To set up:"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:78
#: ../../docs/contributing/development/code_style_guidelines.rst:319
#: ../../docs/contributing/development/code_style_guidelines.rst:80
#: ../../docs/contributing/development/code_style_guidelines.rst:321
msgid "You can also run the hook manually with ``pre-commit run``."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:82
#: ../../docs/contributing/development/code_style_guidelines.rst:323
#: ../../docs/contributing/development/code_style_guidelines.rst:84
#: ../../docs/contributing/development/code_style_guidelines.rst:325
msgid "Previously, we supplied a hook in the folder ``misc/hooks``. If you copied the script manually, these hooks should still work, but symlinks will be broken. If you are using the new system, run ``rm .git/hooks/*`` to remove the old hooks that are no longer needed."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:89
#: ../../docs/contributing/development/code_style_guidelines.rst:278
#: ../../docs/contributing/development/code_style_guidelines.rst:91
#: ../../docs/contributing/development/code_style_guidelines.rst:280
msgid "Installation"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:91
#: ../../docs/contributing/development/code_style_guidelines.rst:93
msgid "Here's how to install clang-format:"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:93
#: ../../docs/contributing/development/code_style_guidelines.rst:95
msgid "Linux: It will usually be available out-of-the-box with the clang toolchain packaged by your distribution. If your distro version is not the required one, you can download a pre-compiled version from the `LLVM website <https://releases.llvm.org/download.html>`__, or if you are on a Debian derivative, use the `upstream repos <https://apt.llvm.org/>`__."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:98
#: ../../docs/contributing/development/code_style_guidelines.rst:100
msgid "macOS and Windows: You can download precompiled binaries from the `LLVM website <https://releases.llvm.org/download.html>`__. You may need to add the path to the binary's folder to your system's ``PATH`` environment variable to be able to call clang-format out of the box."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:103
#: ../../docs/contributing/development/code_style_guidelines.rst:105
msgid "You then have different possibilities to apply clang-format to your changes:"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:106
#: ../../docs/contributing/development/code_style_guidelines.rst:290
#: ../../docs/contributing/development/code_style_guidelines.rst:108
#: ../../docs/contributing/development/code_style_guidelines.rst:292
msgid "Manual usage"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:108
#: ../../docs/contributing/development/code_style_guidelines.rst:110
msgid "You can apply clang-format manually for one or more files with the following command:"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:115
#: ../../docs/contributing/development/code_style_guidelines.rst:117
msgid "``-i`` means that the changes should be written directly to the file (by default clang-format would only output the fixed version to the terminal)."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:117
#: ../../docs/contributing/development/code_style_guidelines.rst:119
msgid "The path can point to several files, either one after the other or using wildcards like in a typical Unix shell. Be careful when globbing so that you don't run clang-format on compiled objects (.o and .a files) that are in Godot's tree. So better use ``core/*.{cpp,h}`` than ``core/*``."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:124
#: ../../docs/contributing/development/code_style_guidelines.rst:126
msgid "IDE plugin"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:126
#: ../../docs/contributing/development/code_style_guidelines.rst:128
msgid "Most IDEs or code editors have beautifier plugins that can be configured to run clang-format automatically, for example, each time you save a file."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:129
#: ../../docs/contributing/development/code_style_guidelines.rst:131
msgid "Here is a non-exhaustive list of beautifier plugins for some IDEs:"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:131
#: ../../docs/contributing/development/code_style_guidelines.rst:133
msgid "Qt Creator: `Beautifier plugin <https://doc.qt.io/qtcreator/creator-beautifier.html>`__"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:132
#: ../../docs/contributing/development/code_style_guidelines.rst:134
msgid "Visual Studio Code: `Clang-Format <https://marketplace.visualstudio.com/items?itemName=xaver.clang-format>`__"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:133
#: ../../docs/contributing/development/code_style_guidelines.rst:135
msgid "Visual Studio: `Clang Power Tools 2022 <https://marketplace.visualstudio.com/items?itemName=caphyon.ClangPowerTools2022>`__"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:134
#: ../../docs/contributing/development/code_style_guidelines.rst:136
msgid "vim: `vim-clang-format <https://github.com/rhysd/vim-clang-format>`__"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:135
#: ../../docs/contributing/development/code_style_guidelines.rst:137
msgid "CLion: Starting from version ``2019.1``, no plugin is required. Instead, enable `ClangFormat <https://www.jetbrains.com/help/clion/clangformat-as-alternative-formatter.html#clion-support>`__"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:138
#: ../../docs/contributing/development/code_style_guidelines.rst:140
msgid "(Pull requests are welcome to extend this list with tested plugins.)"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:143
#: ../../docs/contributing/development/code_style_guidelines.rst:145
msgid "Header includes"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:145
#: ../../docs/contributing/development/code_style_guidelines.rst:147
msgid "When adding new C++ or Objective-C files or including new headers in existing ones, the following rules should be followed:"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:148
#: ../../docs/contributing/development/code_style_guidelines.rst:150
msgid "The first lines in the file should be Godot's copyright header and MIT license, copy-pasted from another file. Make sure to adjust the filename."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:150
#: ../../docs/contributing/development/code_style_guidelines.rst:152
msgid "In a ``.h`` header, include guards should be used with the form ``FILENAME_H``."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:153
#: ../../docs/contributing/development/code_style_guidelines.rst:155
msgid "In a ``.cpp`` file (e.g. ``filename.cpp``), the first include should be the one where the class is declared (e.g. ``#include \"filename.h\"``), followed by an empty line for separation."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:156
#: ../../docs/contributing/development/code_style_guidelines.rst:158
msgid "Then come headers from Godot's own code base, included in alphabetical order (enforced by ``clang-format``) with paths relative to the root folder. Those includes should be done with quotes, e.g. ``#include \"core/object.h\"``. The block of Godot header includes should then be followed by an empty line for separation."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:161
#: ../../docs/contributing/development/code_style_guidelines.rst:163
msgid "Finally, third-party headers (either from ``thirdparty`` or from the system's include paths) come next and should be included with the < and > symbols, e.g. ``#include <png.h>``. The block of third-party headers should also be followed by an empty line for separation."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:165
#: ../../docs/contributing/development/code_style_guidelines.rst:167
msgid "Godot and third-party headers should be included in the file that requires them, i.e. in the `.h` header if used in the declarative code or in the `.cpp` if used only in the imperative code."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:169
#: ../../docs/contributing/development/code_style_guidelines.rst:171
msgid "Example:"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:257
#: ../../docs/contributing/development/code_style_guidelines.rst:259
msgid "Java"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:259
#: ../../docs/contributing/development/code_style_guidelines.rst:261
msgid "Godot's Java code (mostly in ``platform/android``) is also enforced via ``clang-format``, so see the instructions above to set it up. Keep in mind that this style guide only applies to code written and maintained by Godot, not third-party code such as the ``java/src/com/google`` subfolder."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:265
#: ../../docs/contributing/development/code_style_guidelines.rst:267
msgid "Python"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:267
#: ../../docs/contributing/development/code_style_guidelines.rst:269
msgid "Godot's SCons buildsystem is written in Python, and various scripts included in the source tree are also using Python."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:270
#: ../../docs/contributing/development/code_style_guidelines.rst:272
msgid "For those, we use the `Ruff linter and code formatter <https://docs.astral.sh/ruff/>`__."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:273
#: ../../docs/contributing/development/code_style_guidelines.rst:275
msgid "Using ruff locally"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:275
#: ../../docs/contributing/development/code_style_guidelines.rst:277
msgid "First of all, you will need to install Ruff. Ruff requires Python 3.7+ to run."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:280
#: ../../docs/contributing/development/code_style_guidelines.rst:282
msgid "Here's how to install ruff:"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:287
#: ../../docs/contributing/development/code_style_guidelines.rst:289
msgid "You then have different possibilities to apply ruff to your changes:"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:292
#: ../../docs/contributing/development/code_style_guidelines.rst:294
msgid "You can apply ``ruff`` manually to one or more files with the following command:"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:299
#: ../../docs/contributing/development/code_style_guidelines.rst:301
msgid "``-l 120`` means that the allowed number of characters per line is 120. This number was agreed upon by the developers."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:301
#: ../../docs/contributing/development/code_style_guidelines.rst:303
msgid "The path can point to several files, either one after the other or using wildcards like in a typical Unix shell."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:308
#: ../../docs/contributing/development/code_style_guidelines.rst:310
msgid "For ease of use, we provide hooks for Git with the `pre-commit <https://pre-commit.com/>`__ Python framework that will run ``ruff`` automatically on all your commits with the correct version of ``ruff``. To set up:"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:330
#: ../../docs/contributing/development/code_style_guidelines.rst:332
msgid "Editor integration"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:332
#: ../../docs/contributing/development/code_style_guidelines.rst:334
msgid "Many IDEs or code editors have beautifier plugins that can be configured to run ruff automatically, for example, each time you save a file. For details, you can check `Ruff Integrations <https://docs.astral.sh/ruff/integrations/>`__."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:337
#: ../../docs/contributing/development/code_style_guidelines.rst:339
msgid "Comment style guide"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:339
#: ../../docs/contributing/development/code_style_guidelines.rst:341
msgid "This comment style guide applies to all programming languages used within Godot's codebase."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:342
#: ../../docs/contributing/development/code_style_guidelines.rst:344
msgid "Begin comments with a space character to distinguish them from disabled code."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:343
#: ../../docs/contributing/development/code_style_guidelines.rst:345
msgid "Use sentence case for comments. Begin comments with an uppercase character and always end them with a period."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:345
#: ../../docs/contributing/development/code_style_guidelines.rst:347
msgid "Reference variable/function names and values using backticks."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:346
#: ../../docs/contributing/development/code_style_guidelines.rst:348
msgid "Wrap comments to ~100 characters."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:347
#: ../../docs/contributing/development/code_style_guidelines.rst:349
msgid "You can use ``TODO:``, ``FIXME:``, ``NOTE:``, or ``HACK:`` as admonitions when needed."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:350
#: ../../docs/contributing/development/code_style_guidelines.rst:373
#: ../../docs/contributing/development/code_style_guidelines.rst:352
#: ../../docs/contributing/development/code_style_guidelines.rst:375
msgid "**Example:**"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:358
#: ../../docs/contributing/development/code_style_guidelines.rst:360
msgid "Don't repeat what the code says in a comment. Explain the *why* rather than *how*."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:360
#: ../../docs/contributing/development/code_style_guidelines.rst:362
msgid "**Bad:**"
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:367
#: ../../docs/contributing/development/code_style_guidelines.rst:369
msgid "You can use Javadoc-style comments above function or macro definitions. It's recommended to use Javadoc-style comments *only* for methods which are not exposed to scripting. This is because exposed methods should be documented in the :ref:`class reference XML <doc_updating_the_class_reference>` instead."
msgstr ""
#: ../../docs/contributing/development/code_style_guidelines.rst:385
#: ../../docs/contributing/development/code_style_guidelines.rst:387
msgid "For member variables, don't use Javadoc-style comments but use single-line comments instead:"
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -128,193 +128,221 @@ msgid "Building the export templates"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:93
msgid "Godot needs two export templates for Android: the optimized \"release\" template (``android_release.apk``) and the debug template (``android_debug.apk``). As Google requires all APKs to include ARMv8 (64-bit) libraries since August 2019, the commands below build an APK containing both ARMv7 and ARMv8 libraries."
msgid "Godot needs three export templates for Android: the optimized \"release\" template (``android_release.apk``), the debug template (``android_debug.apk``), and the Gradle build template (``android_source.zip``). As Google requires all APKs to include ARMv8 (64-bit) libraries since August 2019, the commands below build templates containing both ARMv7 and ARMv8 libraries."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:98
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:99
msgid "Compiling the standard export templates is done by calling SCons from the Godot root directory with the following arguments:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:101
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:102
msgid "Release template (used when exporting with **Debugging Enabled** unchecked)"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:110
msgid "If you are changing the list of architectures you're building, remember to add ``generate_apk=yes`` to the *last* architecture you're building, so that an APK file is generated after the build."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:114
msgid "The resulting APK will be located at ``bin/android_release.apk``."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:116
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:109
msgid "Debug template (used when exporting with **Debugging Enabled** checked)"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:116
msgid "(**Optional**) Dev template (used when troubleshooting)"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:123
msgid "The resulting APK will be located at ``bin/android_debug.apk``."
msgid "The resulting templates will be located under the ``bin`` directory:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:125
msgid "``bin/android_release.apk`` for the release template"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:126
msgid "``bin/android_debug.apk`` for the debug template"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:127
msgid "``bin/android_dev.apk`` for the dev template"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:128
msgid "``bin/android_source.zip`` for the Gradle build template"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:132
msgid "If you are changing the list of architectures you're building, remember to add ``generate_apk=yes`` to the *last* architecture you're building, so that the template files are generated after the build."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:134
msgid "To include debug symbols in the generated templates, add the ``debug_symbols=yes`` parameter to the SCons command."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:138
msgid "If you want to enable Vulkan validation layers, see :ref:`Vulkan validation layers on Android <doc_vulkan_validation_layers_android>`."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:131
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:142
msgid "Adding support for x86 devices"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:133
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:144
msgid "If you also want to include support for x86 and x86_64 devices, run the SCons command a third and fourth time with the ``arch=x86_32``, and ``arch=x86_64`` arguments before building the APK with Gradle. For example, for the release template:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:145
msgid "This will create a fat binary that works on all platforms. The final APK size of exported projects will depend on the platforms you choose to support when exporting; in other words, unused platforms will be removed from the APK."
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:156
msgid "This will create template binaries that works on all platforms. The final binary size of exported projects will depend on the platforms you choose to support when exporting; in other words, unused platforms will be removed from the binary."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:151
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:162
msgid "Cleaning the generated export templates"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:153
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:164
msgid "You can use the following commands to remove the generated export templates:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:165
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:176
msgid "Using the export templates"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:167
msgid "Godot needs release and debug APKs that were compiled against the same version/commit as the editor. If you are using official binaries for the editor, make sure to install the matching export templates, or build your own from the same version."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:172
msgid "When exporting your game, Godot opens the APK, changes a few things inside and adds your files."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:176
msgid "Installing the templates"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:178
msgid "The newly-compiled templates (``android_debug.apk`` and ``android_release.apk``) must be copied to Godot's templates folder with their respective names. The templates folder can be located in:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:182
msgid "Windows: ``%APPDATA%\\Godot\\export_templates\\<version>\\``"
msgid "Godot needs release and debug binaries that were compiled against the same version/commit as the editor. If you are using official binaries for the editor, make sure to install the matching export templates, or build your own from the same version."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:183
msgid "Linux: ``$HOME/.local/share/godot/export_templates/<version>/``"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:184
msgid "macOS: ``$HOME/Library/Application Support/Godot/export_templates/<version>/``"
msgid "When exporting your game, Godot uses the templates as a base, and updates their content as needed."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:186
msgid "``<version>`` is of the form ``major.minor[.patch].status`` using values from ``version.py`` in your Godot source repository (e.g. ``4.1.3.stable`` or ``4.2.dev``). You also need to write this same version string to a ``version.txt`` file located next to your export templates."
msgid "Installing the templates"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:188
msgid "The newly-compiled templates (``android_debug.apk`` , ``android_release.apk``, and ``android_source.zip``) must be copied to Godot's templates folder with their respective names. The templates folder can be located in:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:192
msgid "Windows: ``%APPDATA%\\Godot\\export_templates\\<version>\\``"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:193
msgid "However, if you are writing your custom modules or custom C++ code, you might instead want to configure your APKs as custom export templates here:"
msgid "Linux: ``$HOME/.local/share/godot/export_templates/<version>/``"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:199
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:194
msgid "macOS: ``$HOME/Library/Application Support/Godot/export_templates/<version>/``"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:196
msgid "``<version>`` is of the form ``major.minor[.patch].status`` using values from ``version.py`` in your Godot source repository (e.g. ``4.1.3.stable`` or ``4.2.dev``). You also need to write this same version string to a ``version.txt`` file located next to your export templates."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:203
msgid "However, if you are writing your custom modules or custom C++ code, you might instead want to configure your template binaries as custom export templates here:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:209
msgid "You don't even need to copy them, you can just reference the resulting file in the ``bin\\`` directory of your Godot source folder, so that the next time you build you will automatically have the custom templates referenced."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:205
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:215
msgid "Building the Godot editor"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:207
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:217
msgid "Compiling the editor is done by calling SCons from the Godot root directory with the following arguments:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:217
msgid "You can skip certain architectures depending on your target device to speed up compilation. Remember to add ``generate_apk=yes`` to the *last* architecture you're building, so that an APK file is generated after the build."
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:227
msgid "You can add the ``dev_build=yes`` parameter to generate a dev build of the Godot editor."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:221
msgid "The resulting APK will be located at ``bin/android_editor_builds/android_editor-release.apk``."
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:229
msgid "You can add the ``debug_symbols=yes`` parameter to include the debug symbols in the generated build."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:224
msgid "Removing the Editor templates"
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:231
msgid "You can skip certain architectures depending on your target device to speed up compilation."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:226
msgid "You can use the following commands to remove the generated editor templates:"
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:233
msgid "Remember to add ``generate_apk=yes`` to the *last* architecture you're building, so that binaries are generated after the build."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:237
msgid "Installing the Godot editor"
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:235
msgid "The resulting binaries will be located under ``bin/android_editor_builds/``."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:239
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:238
msgid "Removing the Editor binaries"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:240
msgid "You can use the following commands to remove the generated editor binaries:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:251
msgid "Installing the Godot editor APK"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:253
msgid "With an Android device with Developer Options enabled, connect the Android device to your computer via its charging cable to a USB/USB-C port. Open up a Terminal/Command Prompt and run the following commands from the root directory with the following arguments:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:247
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:261
msgid "Troubleshooting"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:250
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:264
msgid "Platform doesn't appear in SCons"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:252
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:266
msgid "Double-check that you've set the ``ANDROID_HOME`` environment variable. This is required for the platform to appear in SCons' list of detected platforms. See :ref:`Setting up the buildsystem <doc_android_setting_up_the_buildsystem>` for more information."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:259
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:273
msgid "Application not installed"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:261
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:275
msgid "Android might complain the application is not correctly installed. If so:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:264
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:278
msgid "Check that the debug keystore is properly generated."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:265
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:279
msgid "Check that the jarsigner executable is from JDK 8."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:267
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:281
msgid "If it still fails, open a command line and run `logcat <https://developer.android.com/studio/command-line/logcat>`_:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:273
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:287
msgid "Then check the output while the application is installed; the error message should be presented there. Seek assistance if you can't figure it out."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:278
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:292
msgid "Application exits immediately"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:280
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:294
msgid "If the application runs but exits immediately, this might be due to one of the following reasons:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:283
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:297
msgid "Make sure to use export templates that match your editor version; if you use a new Godot version, you *have* to update the templates too."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:285
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:299
msgid "``libgodot_android.so`` is not in ``libs/<arch>/`` where ``<arch>`` is the device's architecture."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:287
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:301
msgid "The device's architecture does not match the exported one(s). Make sure your templates were built for that device's architecture, and that the export settings included support for that architecture."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:291
#: ../../docs/contributing/development/compiling/compiling_for_android.rst:305
msgid "In any case, ``adb logcat`` should also show the cause of the error."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -35,7 +35,7 @@ msgstr ""
msgid "`SCons 3.1.2+ <https://scons.org/pages/download.html>`_ build system."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:22
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:18
msgid "`Xcode <https://apps.apple.com/us/app/xcode/id497799835>`_."
msgstr ""
@@ -47,74 +47,62 @@ msgstr ""
msgid "Go to *Xcode -> Settings... -> Locations -> Command Line Tools* and select an installed version. Even if one is already selected, re-select it."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:24
msgid "If you are building the ``master`` branch:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:26
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:23
msgid "Download and follow README instructions to build a static ``.xcframework`` from the `MoltenVK SDK <https://github.com/KhronosGroup/MoltenVK#fetching-moltenvk-source-code>`__."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:29
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:26
msgid "If you have `Homebrew <https://brew.sh/>`_ installed, you can easily install SCons using the following command::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:34
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:31
msgid "Installing Homebrew will also fetch the Command Line Tools for Xcode automatically if you don't have them already."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:37
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:34
msgid "Similarly, if you have `MacPorts <https://www.macports.org/>`_ installed, you can easily install SCons using the following command::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:43
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:40
msgid "To get the Godot source code for compiling, see :ref:`doc_getting_source`."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:46
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:43
msgid "For a general overview of SCons usage for Godot, see :ref:`doc_introduction_to_the_buildsystem`."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:50
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:47
msgid "Compiling"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:52
msgid "Open a Terminal, go to the root dir of the engine source code and type:"
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:49
msgid "Open a Terminal, go to the root folder of the engine source code and type the following to compile a debug build:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:58
msgid "for a debug build, or:"
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:56
msgid "To compile a release build:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:64
msgid "for a release build (check ``platform/ios/detect.py`` for the compiler flags used for each configuration)."
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:62
msgid "Alternatively, you can run the following command for Xcode simulator libraries (optional):"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:67
msgid "Alternatively, you can run"
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:69
msgid "These simulator libraries cannot be used to run the exported project on the target device. Instead, they can be used to run the exported project directly on your Mac while still testing iOS platform-specific functionality."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:74
msgid "for a Simulator libraries."
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:73
msgid "To create an Xcode project like in the official builds, you need to use the template located in ``misc/dist/ios_xcode``. The release and debug libraries should be placed in ``libgodot.ios.debug.xcframework`` and ``libgodot.ios.release.xcframework`` respectively. This process can be automated by using the ``generate_bundle=yes`` option on the *last* SCons command used to build export templates (so that all binaries can be included)."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:76
msgid "To create an Xcode project like in the official builds, you need to use the template located in ``misc/dist/ios_xcode``. The release and debug libraries should be placed in ``libgodot.ios.debug.xcframework`` and ``libgodot.ios.release.xcframework`` respectively."
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:80
msgid "The MoltenVK static ``.xcframework`` folder must also be placed in the ``ios_xcode`` folder once it has been created. MoltenVK is always statically linked on iOS; there is no dynamic linking option available, unlike macOS."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:90
msgid "The MoltenVK static ``.xcframework`` folder must also be placed in the ``ios_xcode`` folder once it has been created."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:94
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:85
msgid "Run"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:96
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:87
msgid "To run on a device or simulator, follow these instructions: :ref:`doc_exporting_for_ios`."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -96,10 +96,12 @@ msgid "Arch Linux"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:84
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:517
msgid "Debian/Ubuntu"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:105
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:541
msgid "Fedora"
msgstr ""
@@ -147,234 +149,250 @@ msgstr ""
msgid "Prior to Godot 4.0, the Linux/\\*BSD target was called ``x11`` instead of ``linuxbsd``. If you are looking to compile Godot 3.x, make sure to use the `3.x branch of this documentation <https://docs.godotengine.org/en/3.6/development/compiling/compiling_for_x11.html>`__."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:251
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:252
msgid "If you are compiling Godot to make changes or contribute to the engine, you may want to use the SCons options ``dev_build=yes`` or ``dev_mode=yes``. See :ref:`doc_introduction_to_the_buildsystem_development_and_production_aliases` for more info."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:257
msgid "If all goes well, the resulting binary executable will be placed in the \"bin\" subdirectory. This executable file contains the whole engine and runs without any dependencies. Executing it will bring up the Project Manager."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:258
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:264
msgid "If you wish to compile using Clang rather than GCC, use this command:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:264
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:270
msgid "Using Clang appears to be a requirement for OpenBSD, otherwise fonts would not build. For RISC-V architecture devices, use the Clang compiler instead of the GCC compiler."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:268
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:274
msgid "If you are compiling Godot for production use, you can make the final executable smaller and faster by adding the SCons option ``production=yes``. This enables additional compiler optimizations and link-time optimization."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:273
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:279
msgid "LTO takes some time to run and requires about 7 GB of available RAM while compiling. If you're running out of memory with the above option, use ``production=yes lto=none`` or ``production=yes lto=thin`` for a lightweight but less effective form of LTO."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:278
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:284
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/contributing/development/compiling/compiling_for_linuxbsd.rst:284
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:290
msgid "Running a headless/server build"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:286
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:292
msgid "To run in *headless* mode which provides editor functionality to export projects in an automated manner, use the normal build::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:291
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:297
msgid "And then use the ``--headless`` command line argument::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:295
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:301
msgid "To compile a debug *server* build which can be used with :ref:`remote debugging tools <doc_command_line_tutorial>`, use::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:300
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:306
msgid "To compile a *server* build which is optimized to run dedicated game servers, use::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:306
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:312
msgid "Building export templates"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:308
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:314
msgid "Linux binaries usually won't run on distributions that are older than the distribution they were built on. If you wish to distribute binaries that work on most distributions, you should build them on an old distribution such as Ubuntu 16.04. You can use a virtual machine or a container to set up a suitable build environment."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:316
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:322
msgid "To build Linux or \\*BSD export templates, run the build system with the following parameters:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:319
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:325
msgid "(32 bits)"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:326
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:332
msgid "(64 bits)"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:333
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:339
msgid "Note that cross-compiling for the opposite bits (64/32) as your host platform is not always straight-forward and might need a chroot environment."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:336
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:342
msgid "To create standard export templates, the resulting files in the ``bin/`` folder must be copied to:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:343
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:349
msgid "and named like this (even for \\*BSD which is seen as \"Linux/X11\" by Godot):"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:356
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:362
msgid "However, if you are writing your custom modules or custom C++ code, you might instead want to configure your binaries as custom export templates here:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:362
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:368
msgid "You don't even need to copy them, you can just reference the resulting files in the ``bin/`` directory of your Godot source folder, so the next time you build, you automatically have the custom templates referenced."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:367
msgid "Using Clang and LLD for faster development"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:373
msgid "Cross-compiling for RISC-V devices"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:369
msgid "You can also use Clang and LLD to build Godot. This has two upsides compared to the default GCC + GNU ld setup:"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:375
msgid "To cross-compile Godot for RISC-V devices, we need to setup the following items:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:372
msgid "LLD links Godot significantly faster compared to GNU ld or gold. This leads to faster iteration times."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:374
msgid "Clang tends to give more useful error messages compared to GCC."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:376
msgid "To do so, install Clang and the ``lld`` package from your distribution's package manager then use the following SCons command::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:381
msgid "After the build is completed, a new binary with a ``.llvm`` suffix will be created in the ``bin/`` folder."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:377
msgid "`riscv-gnu-toolchain <https://github.com/riscv-collab/riscv-gnu-toolchain/releases>`__. While we are not going to use this directly, it provides us with a sysroot, as well as header and libraries files that we will need. There are many versions to choose from, however, the older the toolchain, the more compatible our final binaries will be. If in doubt, `use this version <https://github.com/riscv-collab/riscv-gnu-toolchain/releases/tag/2021.12.22>`__, and download ``riscv64-glibc-ubuntu-18.04-nightly-2021.12.22-nightly.tar.gz``. Extract it somewhere and remember its path."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:384
msgid "It's still recommended to use GCC for production builds as they can be compiled using link-time optimization, making the resulting binaries smaller and faster."
msgid "Clang. RISC-V GCC has `bugs with its atomic operations <https://github.com/riscv-collab/riscv-gcc/issues/15>`__ which prevent it from compiling Godot correctly. Any version of Clang from 16.0.0 upwards will suffice. Download it from the package manager of your distro, and make sure that it *can* compile to RISC-V. You can verify by executing this command ``clang -print-targets``, make sure you see ``riscv64`` on the list of targets."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:387
msgid "If this error occurs::"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:390
msgid "`mold <https://github.com/rui314/mold/releases>`__. This fast linker, is the only one that correctly links the resulting binary. Download it, extract it, and make sure to add its ``bin`` folder to your PATH. Run ``mold --help | grep support`` to check if your version of Mold supports RISC-V. If you don't see RISC-V, your Mold may need to be updated."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:391
msgid "There are two solutions:"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:396
msgid "To make referencing our toolchain easier, we can set an environment variable like this:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:393
msgid "In your SCons command, add the parameter ``use_static_cpp=no``."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:403
msgid "This way, we won't have to manually set the directory location each time we want to reference it."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:394
msgid "Follow `these instructions <https://github.com/ivmai/libatomic_ops#installation-and-usage>`__ to configure, build, and install ``libatomic_ops``. Then, copy ``/usr/lib/libatomic_ops.a`` to ``/usr/lib/libatomic.a``, or create a soft link to ``libatomic_ops`` by command ``ln -s /usr/lib/libatomic_ops.a /usr/lib/libatomic.a``. The soft link can ensure the latest ``libatomic_ops`` will be used without the need to copy it every time when it is updated."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:400
msgid "Using mold for faster development"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:402
msgid "For even faster linking compared to LLD, you can use `mold <https://github.com/rui314/mold>`__. mold can be used with either GCC or Clang."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:405
msgid "As of January 2023, mold is not readily available in Linux distribution repositories, so you will have to install its binaries manually."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:406
msgid "With all the above setup, we are now ready to build Godot."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:408
msgid "Download mold binaries from its `releases page <https://github.com/rui314/mold/releases/latest>`__."
msgid "Go to the root of the source code, and execute the following build command:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:409
msgid "Extract the ``.tar.gz`` file, then move the extracted folder to a location such as ``.local/share/mold``."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:410
msgid "Add ``$HOME/.local/share/mold/bin`` to your user's ``PATH`` environment variable. For example, you can add the following line at the end of your ``$HOME/.bash_profile`` file:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:417
msgid "Open a new terminal (or run ``source \"$HOME/.bash_profile\"``), then use the following SCons command when compiling Godot::"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:416
msgid "The command is similar in nature, but with some key changes. ``ccflags`` and ``linkflags`` append additional flags to the build. ``--sysroot`` points to a folder simulating a Linux system, it contains all the headers, libraries, and ``.so`` files Clang will use. ``--gcc-toolchain`` tells Clang where the complete toolchain is, and ``-target riscv64-unknown-linux-gnu`` indicates to Clang the target architecture, and OS we want to build for."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:423
msgid "Using system libraries for faster development"
msgid "If all went well, you should now see a ``bin`` directory, and within it, a binary similar to the following:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:425
msgid "`Godot bundles the source code of various third-party libraries. <https://github.com/godotengine/godot/tree/master/thirdparty>`__ You can choose to use system versions of third-party libraries instead. This makes the Godot binary faster to link, as third-party libraries are dynamically linked. Therefore, they don't need to be statically linked every time you build the engine (even on small incremental changes)."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:431
msgid "However, not all Linux distributions have packages for third-party libraries available (or they may not be up-to-date)."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:430
msgid "You can now copy this executable to your favorite RISC-V device, then launch it there by double-clicking, which should bring up the project manager."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:434
msgid "Moving to system libraries can reduce linking times by several seconds on slow CPUs, but it requires manual testing depending on your Linux distribution. Also, you may not be able to use system libraries for everything due to bugs in the system library packages (or in the build system, as this feature is less tested)."
msgid "If you later decide to compile the export templates, copy the above build command but change the value of ``target`` to ``template_debug`` for a debug build, or ``template_release`` for a release build."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:440
msgid "To compile Godot with system libraries, install these dependencies *on top* of the ones listed in the :ref:`doc_compiling_for_linuxbsd_oneliners`:"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:439
msgid "Using Clang and LLD for faster development"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:441
msgid "You can also use Clang and LLD to build Godot. This has two upsides compared to the default GCC + GNU ld setup:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:444
msgid "**Fedora**"
msgid "LLD links Godot significantly faster compared to GNU ld or gold. This leads to faster iteration times."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:451
msgid "After installing all required packages, use the following command to build Godot:"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:446
msgid "Clang tends to give more useful error messages compared to GCC."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:460
msgid "You can view a list of all built-in libraries that have system alternatives by running ``scons -h``, then looking for options starting with ``builtin_``."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:448
msgid "To do so, install Clang and the ``lld`` package from your distribution's package manager then use the following SCons command::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:453
msgid "After the build is completed, a new binary with a ``.llvm`` suffix will be created in the ``bin/`` folder."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:456
msgid "It's still recommended to use GCC for production builds as they can be compiled using link-time optimization, making the resulting binaries smaller and faster."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:459
msgid "If this error occurs::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:463
msgid "There are two solutions:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:465
msgid "When using system libraries, the resulting library is **not** portable across Linux distributions anymore. Do not use this approach for creating binaries you intend to distribute to others, unless you're creating a package for a Linux distribution."
msgid "In your SCons command, add the parameter ``use_static_cpp=no``."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:471
msgid "Using Pyston for faster development"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:466
msgid "Follow `these instructions <https://github.com/ivmai/libatomic_ops#installation-and-usage>`__ to configure, build, and install ``libatomic_ops``. Then, copy ``/usr/lib/libatomic_ops.a`` to ``/usr/lib/libatomic.a``, or create a soft link to ``libatomic_ops`` by command ``ln -s /usr/lib/libatomic_ops.a /usr/lib/libatomic.a``. The soft link can ensure the latest ``libatomic_ops`` will be used without the need to copy it every time when it is updated."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:473
msgid "You can use `Pyston <https://www.pyston.org/>`__ to run SCons. Pyston is a JIT-enabled implementation of the Python language (which SCons is written in). It is currently only compatible with Linux. Pyston can speed up incremental builds significantly, often by a factor between 1.5× and 2×. Pyston can be combined with Clang and LLD to get even faster builds."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:472
msgid "Using mold for faster development"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:479
msgid "Download the `latest portable Pyston release <https://github.com/pyston/pyston/releases/latest>`__."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:474
msgid "For even faster linking compared to LLD, you can use `mold <https://github.com/rui314/mold>`__. mold can be used with either GCC or Clang."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:477
msgid "As of January 2023, mold is not readily available in Linux distribution repositories, so you will have to install its binaries manually."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:480
msgid "Extract the portable ``.tar.gz`` to a set location, such as ``$HOME/.local/opt/pyston/`` (create folders as needed)."
msgid "Download mold binaries from its `releases page <https://github.com/rui314/mold/releases/latest>`__."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:481
msgid "Use ``cd`` to reach the extracted Pyston folder from a terminal, then run ``./pyston -m pip install scons`` to install SCons within Pyston."
msgid "Extract the ``.tar.gz`` file, then move the extracted folder to a location such as ``.local/share/mold``."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:483
msgid "To make SCons via Pyston easier to run, create a symbolic link of its wrapper script to a location in your ``PATH`` environment variable::"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:482
msgid "Add ``$HOME/.local/share/mold/bin`` to your user's ``PATH`` environment variable. For example, you can add the following line at the end of your ``$HOME/.bash_profile`` file:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:488
msgid "Instead of running ``scons <build arguments>``, run ``pyston-scons <build arguments>`` to compile Godot."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:489
msgid "Open a new terminal (or run ``source \"$HOME/.bash_profile\"``), then use the following SCons command when compiling Godot::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:491
msgid "If you can't run ``pyston-scons`` after creating the symbolic link, make sure ``$HOME/.local/bin/`` is part of your user's ``PATH`` environment variable."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:495
msgid "Using system libraries for faster development"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:496
msgid "Alternatively, you can run ``python -m pip install pyston_lite_autoload`` then run SCons as usual. This will automatically load a subset of Pyston's optimizations in any Python program you run. However, this won't bring as much of a performance improvement compared to installing \"full\" Pyston."
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:497
msgid "`Godot bundles the source code of various third-party libraries. <https://github.com/godotengine/godot/tree/master/thirdparty>`__ You can choose to use system versions of third-party libraries instead. This makes the Godot binary faster to link, as third-party libraries are dynamically linked. Therefore, they don't need to be statically linked every time you build the engine (even on small incremental changes)."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:503
msgid "However, not all Linux distributions have packages for third-party libraries available (or they may not be up-to-date)."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:506
msgid "Moving to system libraries can reduce linking times by several seconds on slow CPUs, but it requires manual testing depending on your Linux distribution. Also, you may not be able to use system libraries for everything due to bugs in the system library packages (or in the build system, as this feature is less tested)."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:512
msgid "To compile Godot with system libraries, install these dependencies **on top** of the ones listed in the :ref:`doc_compiling_for_linuxbsd_oneliners`:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:560
msgid "After installing all required packages, use the following command to build Godot:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:569
msgid "On Debian stable, you will need to remove `builtin_embree=no` as the system-provided Embree version is too old to work with Godot's latest `master` branch (which requires Embree 4)."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:573
msgid "You can view a list of all built-in libraries that have system alternatives by running ``scons -h``, then looking for options starting with ``builtin_``."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:578
msgid "When using system libraries, the resulting library is **not** portable across Linux distributions anymore. Do not use this approach for creating binaries you intend to distribute to others, unless you're creating a package for a Linux distribution."
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -87,119 +87,110 @@ msgstr ""
msgid "To support both architectures in a single \"Universal 2\" binary, run the above two commands and then use ``lipo`` to bundle them together::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:62
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:63
msgid "If you are compiling Godot to make changes or contribute to the engine, you may want to use the SCons options ``dev_build=yes`` or ``dev_mode=yes``. See :ref:`doc_introduction_to_the_buildsystem_development_and_production_aliases` for more info."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:68
msgid "If all goes well, the resulting binary executable will be placed in the ``bin/`` subdirectory. This executable file contains the whole engine and runs without any dependencies. Executing it will bring up the Project Manager."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:67
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:73
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/contributing/development/compiling/compiling_for_macos.rst:72
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:78
msgid "To create an ``.app`` bundle like in the official builds, you need to use the template located in ``misc/dist/macos_tools.app``. Typically, for an optimized editor binary built with ``dev_build=yes``::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:84
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:157
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:90
msgid "If you are building the ``master`` branch, you also need to include support for the MoltenVK Vulkan portability library. By default, it will be linked statically from your installation of the Vulkan SDK for macOS. You can also choose to link it dynamically by passing ``use_volk=yes`` and including the dynamic library in your ``.app`` bundle::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:94
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:100
msgid "Running a headless/server build"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:96
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:102
msgid "To run in *headless* mode which provides editor functionality to export projects in an automated manner, use the normal build::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:101
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:107
msgid "And then use the ``--headless`` command line argument::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:105
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:111
msgid "To compile a debug *server* build which can be used with :ref:`remote debugging tools <doc_command_line_tutorial>`, use::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:110
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:116
msgid "To compile a release *server* build which is optimized to run dedicated game servers, use::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:116
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:122
msgid "Building export templates"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:118
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:124
msgid "To build macOS export templates, you have to compile using the targets without the editor: ``target=template_release`` (release template) and ``target=template_debug``."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:122
msgid "Official templates are universal binaries which support both Intel x86_64 and ARM64 architectures. You can also create export templates that support only one of those two architectures by leaving out the ``lipo`` step below."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:126
msgid "For Intel x86_64::"
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:128
msgid "Official templates are *Universal 2* binaries which support both ARM64 and Intel x86_64 architectures."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:131
msgid "For Arm64 (Apple M1)::"
msgid "To support ARM64 (Apple Silicon) + Intel x86_64::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:136
msgid "To support both architectures in a single \"Universal 2\" binary, run the above two commands blocks and then use ``lipo`` to bundle them together::"
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:138
msgid "To support ARM64 (Apple Silicon) only (smaller file size, but less compatible with older hardware)::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:142
msgid "To create an ``.app`` bundle like in the official builds, you need to use the template located in ``misc/dist/macos_template.app``. The release and debug builds should be placed in ``macos_template.app/Contents/MacOS`` with the names ``godot_macos_release.universal`` and ``godot_macos_debug.universal`` respectively. You can do so with the following commands (assuming a universal build, otherwise replace the ``.universal`` extension with the one of your arch-specific binaries)::"
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:143
msgid "To create an ``.app`` bundle like in the official builds, you need to use the template located in ``misc/dist/macos_template.app``. This process can be automated by using the ``generate_bundle=yes`` option on the *last* SCons command used to build export templates (so that all binaries can be included). This option also takes care of calling ``lipo`` to create an *Universal 2* binary from two separate ARM64 and x86_64 binaries (if both were compiled beforehand)."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:166
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:151
msgid "You also need to include support for the MoltenVK Vulkan portability library. By default, it will be linked statically from your installation of the Vulkan SDK for macOS. You can also choose to link it dynamically by passing ``use_volk=yes`` and including the dynamic library in your ``.app`` bundle::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:160
msgid "In most cases, static linking should be preferred as it makes distribution easier. The main upside of dynamic linking is that it allows updating MoltenVK without having to recompile export templates."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:164
msgid "You can then zip the ``macos_template.app`` folder to reproduce the ``macos.zip`` template from the official Godot distribution::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:172
msgid "Using Pyston for faster development"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:174
msgid "You can use `Pyston <https://www.pyston.org/>`__ to run SCons. Pyston is a JIT-enabled implementation of the Python language (which SCons is written in). Its \"full\" version is currently only compatible with Linux, but Pyston-lite is also compatible with macOS (both x86 and ARM). Pyston can speed up incremental builds significantly, often by a factor between 1.5× and 2×. Pyston can be combined with alternative linkers such as LLD or Mold to get even faster builds."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:181
msgid "To install Pyston-lite, run ``python -m pip install pyston_lite_autoload`` then run SCons as usual. This will automatically load a subset of Pyston's optimizations in any Python program you run. However, this won't bring as much of a performance improvement compared to installing \"full\" Pyston (which currently can't be done on macOS)."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:188
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:170
msgid "Cross-compiling for macOS from Linux"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:190
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:172
msgid "It is possible to compile for macOS in a Linux environment (and maybe also in Windows using the Windows Subsystem for Linux). For that, you'll need to install `OSXCross <https://github.com/tpoechtrager/osxcross>`__ to be able to use macOS as a target. First, follow the instructions to install it:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:195
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:177
msgid "Clone the `OSXCross repository <https://github.com/tpoechtrager/osxcross>`__ somewhere on your machine (or download a ZIP file and extract it somewhere), e.g.::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:201
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:183
msgid "Follow the instructions to package the SDK: https://github.com/tpoechtrager/osxcross#packaging-the-sdk"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:203
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:185
msgid "Follow the instructions to install OSXCross: https://github.com/tpoechtrager/osxcross#installation"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:206
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:188
msgid "After that, you will need to define the ``OSXCROSS_ROOT`` as the path to the OSXCross installation (the same place where you cloned the repository/extracted the zip), e.g.::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:212
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:194
msgid "Now you can compile with SCons like you normally would::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:216
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:198
msgid "If you have an OSXCross SDK version different from the one expected by the SCons buildsystem, you can specify a custom one with the ``osxcross_sdk`` argument::"
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -136,13 +136,9 @@ msgid "After compiling the editor, extract the ZIP archive that was created in t
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_web.rst:127
msgid "This will serve the contents of the ``bin/`` folder and open the default web browser automatically. In the page that opens, access ``godot.tools.html`` and you should be able to test the web editor this way."
msgid "This will serve the contents of the ``bin/`` folder and open the default web browser automatically. In the page that opens, access ``godot.editor.html`` and you should be able to test the web editor this way."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_web.rst:131
msgid "Note that for production use cases, this Python-based web server should not be used. Instead, you should use an established web server such as Apache or nginx."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -31,370 +31,391 @@ msgstr ""
msgid "For compiling under Windows, the following is required:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:18
msgid "`Visual Studio Community <https://www.visualstudio.com/vs/community/>`_, version 2019 or later. Visual Studio 2022 is recommended. **Make sure to enable C++ in the list of workflows to install.** If you've already installed Visual Studio without C++ support, run the installer again; it should present you a **Modify** button."
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:19
msgid "A C++ compiler. Use one of the following:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:23
msgid "`MinGW-w64 <https://mingw-w64.org/>`_ with GCC can be used as an alternative to Visual Studio. Be sure to install/configure it to use the ``posix`` thread model. **Important:** When using MinGW to compile the ``master`` branch, you need GCC 9 or later."
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:21
msgid "`Visual Studio Community <https://www.visualstudio.com/vs/community/>`_, version 2019 or later. Visual Studio 2022 is recommended. **Make sure to enable C++ in the list of workflows to install.** If you've already installed Visual Studio without C++ support, run the installer again; it should present you a **Modify** button. Supports ``x86_64``, ``x86_32``, and ``arm64``."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:26
msgid "`Python 3.6+ <https://www.python.org/downloads/windows/>`_. **Make sure to enable the option to add Python to the ``PATH`` in the installer.**"
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:27
msgid "`MinGW-w64 <https://mingw-w64.org/>`_ with GCC can be used as an alternative to Visual Studio. Be sure to install/configure it to use the ``posix`` thread model. **Important:** When using MinGW to compile the ``master`` branch, you need GCC 9 or later. Supports ``x86_64`` and ``x86_32`` only."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:28
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:31
msgid "`MinGW-LLVM <https://github.com/mstorsjo/llvm-mingw/releases>`_ with clang can be used as an alternative to Visual Studio and MinGW-w64. Supports ``x86_64``, ``x86_32``, and ``arm64``."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:34
msgid "`Python 3.6+ <https://www.python.org/downloads/windows/>`_. **Make sure to enable the option to add Python to the** ``PATH`` **in the installer.**"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:36
msgid "`SCons 3.1.2+ <https://scons.org/pages/download.html>`_ build system. Using the latest release is recommended, especially for proper support of recent Visual Studio releases."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:32
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:40
msgid "If you have `Scoop <https://scoop.sh/>`_ installed, you can easily install MinGW and other dependencies using the following command::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:37
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:45
msgid "If you have `MSYS2 <https://www.msys2.org/>`_ installed, you can easily install MinGW and other dependencies using the following command::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:43
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:51
msgid "For each MSYS2 MinGW subsystem, you should then run `pip3 install scons` in its shell."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:46
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:54
msgid "To get the Godot source code for compiling, see :ref:`doc_getting_source`."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:49
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:57
msgid "For a general overview of SCons usage for Godot, see :ref:`doc_introduction_to_the_buildsystem`."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:53
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:61
msgid "Setting up SCons"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:55
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:63
msgid "To install SCons, open the command prompt and run the following command::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:59
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:67
msgid "If you are prompted with the message ``Defaulting to user installation because normal site-packages is not writeable``, you may have to run that command again using elevated permissions. Open a new command prompt as an Administrator then run the command again to ensure that SCons is available from the ``PATH``."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:65
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:73
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/contributing/development/compiling/compiling_for_windows.rst:69
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:77
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/contributing/development/compiling/compiling_for_windows.rst:74
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:82
msgid "If SCons cannot detect your Visual Studio installation, it might be that your SCons version is too old. Update it to the latest version with ``python -m pip install --upgrade scons``."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:81
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:89
msgid "Downloading Godot's source"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:83
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:91
msgid "Refer to :ref:`doc_getting_source` for detailed instructions."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:85
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:93
msgid "The tutorial will assume from now on that you placed the source code in ``C:\\godot``."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:90
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:98
msgid "To prevent slowdowns caused by continuous virus scanning during compilation, add the Godot source folder to the list of exceptions in your antivirus software."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:94
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:102
msgid "For Windows Defender, hit the :kbd:`Windows` key, type \"Windows Security\" then hit :kbd:`Enter`. Click on **Virus & threat protection** on the left panel. Under **Virus & threat protection settings** click on **Manage Settings** and scroll down to **Exclusions**. Click **Add or remove exclusions** then add the Godot source folder."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:101
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:109
msgid "Compiling"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:104
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:112
msgid "Selecting a compiler"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:106
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. Note that MSVC builds cannot be performed from the MSYS2 or MinGW shells. Use either ``cmd.exe`` or PowerShell instead."
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:114
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-w64, pass ``use_mingw=yes`` to the SCons command line. Note that MSVC builds cannot be performed from the MSYS2 or MinGW shells. Use either ``cmd.exe`` or PowerShell instead. If you are using MinGW-LLVM, pass both ``use_mingw=yes`` and ``use_llvm=yes`` to the SCons command line."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:115
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:124
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. This is particularly the case for the GDScript VM which performs much better with MinGW compared to MSVC. Therefore, it's recommended to use MinGW to produce builds that you distribute to players."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:123
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:132
msgid "All official Godot binaries are built in `custom containers <https://github.com/godotengine/build-containers>`__ using MinGW."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:128
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:137
msgid "Running SCons"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:130
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:139
msgid "After opening a command prompt, change to the root directory of the engine source code (using ``cd``) and type:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:137
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:146
msgid "When compiling with multiple CPU threads, SCons may warn about pywin32 being missing. You can safely ignore this warning."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:140
msgid "If all goes well, the resulting binary executable will be placed in ``C:\\godot\\bin\\`` with the name ``godot.windows.editor.x86_32.exe`` or ``godot.windows.editor.x86_64.exe``. By default, SCons will build a binary matching your CPU architecture, but this can be overridden using ``arch=x86_64`` or ``arch=x86_32``."
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:150
msgid "If you are compiling Godot to make changes or contribute to the engine, you may want to use the SCons options ``dev_build=yes`` or ``dev_mode=yes``. See :ref:`doc_introduction_to_the_buildsystem_development_and_production_aliases` for more info."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:146
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:155
msgid "If all goes well, the resulting binary executable will be placed in ``C:\\godot\\bin\\`` with the name ``godot.windows.editor.x86_32.exe`` or ``godot.windows.editor.x86_64.exe``. By default, SCons will build a binary matching your CPU architecture, but this can be overridden using ``arch=x86_64``, ``arch=x86_32``, or ``arch=arm64``."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:161
msgid "This executable file contains the whole engine and runs without any dependencies. Running it will bring up the Project Manager."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:149
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:164
msgid "If you are compiling Godot for production use, you can make the final executable smaller and faster by adding the SCons option ``production=yes``. This enables additional compiler optimizations and link-time optimization."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:154
msgid "LTO takes some time to run and requires about 7 GB of available RAM while compiling. If you're running out of memory with the above option, use ``production=yes lto=none`` or ``production=yes lto=thin`` for a lightweight but less effective form of LTO."
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:169
msgid "LTO takes some time to run and requires up to 30 GB of available RAM while compiling (depending on toolchain). If you're running out of memory with the above option, use ``production=yes lto=none`` or ``production=yes lto=thin`` (LLVM only) for a lightweight but less effective form of LTO."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:159
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:174
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/contributing/development/compiling/compiling_for_windows.rst:165
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:180
msgid "Compiling with support for Direct3D 12"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:167
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:182
msgid "By default, builds of Godot do not contain support for the Direct3D 12 graphics API."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:170
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:185
msgid "To compile Godot with Direct3D 12 support you need at least the following item:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:172
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:187
msgid "`godot-nir-static library <https://github.com/godotengine/godot-nir-static/releases/>`_. We compile the Mesa libraries you will need into a static library. Download it anywhere, unzip it and remember the path to the unzipped folder, you will need it below."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:177
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:192
msgid "You can optionally build the godot-nir-static libraries yourself with the following steps:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:180
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:195
msgid "Install the Python package `mako <https://www.makotemplates.org>`_ which is needed to generate some files."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:182
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:197
msgid "Clone the `godot-nir-static <https://github.com/godotengine/godot-nir-static>`_ directory and navigate to it."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:184
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:199
msgid "Run the following::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:190
msgid "If you are building with MinGW, add ``use_mingw=yes`` to the ``scons`` command, you can also specify build architecture using ``arch={architecture}``."
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:205
msgid "If you are building with MinGW-w64, add ``use_mingw=yes`` to the ``scons`` command, you can also specify build architecture using ``arch={architecture}``. If you are building with MinGW-LLVM, add both ``use_mingw=yes`` and ``use_llvm=yes`` to the ``scons`` command."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:193
msgid "Mesa static library should be built using the same compiler you are using for building Godot."
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:210
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:305
msgid "If you are building with MinGW and the binaries are not located in the ``PATH``, add ``mingw_prefix=\"/path/to/mingw\"`` to the ``scons`` command."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:196
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:214
msgid "Mesa static library should be built using the same compiler and the same CRT (if you are building with MinGW) you are using for building Godot."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:218
msgid "Optionally, you can compile with the following for additional features:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:198
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:220
msgid "`PIX <https://devblogs.microsoft.com/pix/download>`_ is a performance tuning and debugging application for Direct3D12 applications. If you compile-in support for it, you can get much more detailed information through PIX that will help you optimize your game and troubleshoot graphics bugs. To use it, download the WinPixEventRuntime package. You will be taken to a NuGet package page where you can click \"Download package\" to get it. Once downloaded, change the file extension to .zip and unzip the file to some path."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:205
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:227
msgid "`Agility SDK <https://devblogs.microsoft.com/directx/directx12agility>`_ can be used to provide access to the latest Direct3D 12 features without relying on driver updates. To use it, download the latest Agility SDK package. You will be taken to a NuGet package page where you can click \"Download package\" to get it. Once downloaded, change the file extension to .zip and unzip the file to some path."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:212
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:234
msgid "If you use a preview version of the Agility SDK, remember to enable developer mode in Windows; otherwise it won't be used."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:215
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:237
msgid "If you want to use a PIX with MinGW build, navigate to PIX runtime directory and use the following commands to generate import library::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:226
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:248
msgid "When building Godot, you will need to tell SCons to use Direct3D 12 and where to look for the additional libraries:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:233
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:255
msgid "Or, with all options enabled:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:239
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:261
msgid "For the Agility SDK's DLLs you have to explicitly choose the kind of workflow. Single-arch is the default (DLLs copied to ``bin/``). If you pass ``agility_sdk_multi_arch=yes`` to SCons, you'll opt-in for multi-arch. DLLs will be copied to the appropriate ``bin/<arch>/`` subdirectories and at runtime the right one will be loaded."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:246
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:268
msgid "Compiling with ANGLE support"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:248
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:270
msgid "ANGLE provides a translation layer from OpenGL ES 3.x to Direct3D 11 and can be used to improve support for the Compatibility renderer on some older GPUs with outdated OpenGL drivers and on Windows for ARM."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:252
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:274
msgid "By default, Godot is built with dynamically linked ANGLE, you can use it by placing ``libEGL.dll`` and ``libGLESv2.dll`` alongside the executable."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:255
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:277
msgid "You can use dynamically linked ANGLE with export templates as well, rename aforementioned DLLs to ``libEGL.{architecture}.dll`` and ``libGLESv2.{architecture}.dll`` and place them alongside export template executables, and libraries will be automatically copied during the export process."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:260
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:282
msgid "To compile Godot with statically linked ANGLE:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:262
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:284
msgid "Download pre-built static libraries from `godot-angle-static library <https://github.com/godotengine/godot-angle-static/releases>`_, and unzip them."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:263
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:285
msgid "When building Godot, add ``angle_libs={path}`` to tell SCons where to look for the ANGLE libraries::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:267
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:289
msgid "You can optionally build the godot-angle-static libraries yourself with the following steps:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:270
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:292
msgid "Clone the `godot-angle-static <https://github.com/godotengine/godot-angle-static>`_ directory and navigate to it."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:272
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:294
msgid "Run the following command::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:276
msgid "If you are buildng with MinGW, add ``use_mingw=yes`` to the command, you can also specify build architecture using ``arch={architecture}``."
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:300
msgid "If you are buildng with MinGW, add ``use_mingw=yes`` to the command, you can also specify build architecture using ``arch={architecture}``. If you are building with MinGW-LLVM, add both ``use_mingw=yes`` and ``use_llvm=yes`` to the ``scons`` command."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:279
msgid "ANGLE static library should be built using the same compiler you are using for building Godot."
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:309
msgid "ANGLE static library should be built using the same compiler and the same CRT (if you are building with MinGW) you are using for building Godot."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:283
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:314
msgid "Development in Visual Studio"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:285
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:316
msgid "Using an IDE is not required to compile Godot, as SCons takes care of everything. But if you intend to do engine development or debugging of the engine's C++ code, you may be interested in configuring a code editor or an IDE."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:289
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:320
msgid "Folder-based editors don't require any particular setup to start working with Godot's codebase. To edit projects with Visual Studio they need to be set up as a solution."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:292
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:323
msgid "You can create a Visual Studio solution via SCons by running SCons with the ``vsproj=yes`` parameter, like this::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:297
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:328
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/contributing/development/compiling/compiling_for_windows.rst:300
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:331
msgid "See :ref:`doc_configuring_an_ide_vs` for further details."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:303
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:334
msgid "Cross-compiling for Windows from other operating systems"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:305
msgid "If you are a Linux or macOS user, you need to install `MinGW-w64 <https://www.mingw-w64.org/>`__, which typically comes in 32-bit and 64-bit variants. The package names may differ based on your distribution, here are some known ones:"
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:336
msgid "If you are a Linux or macOS user, you need to install `MinGW-w64 <https://www.mingw-w64.org/>`__, which typically comes in 32-bit and 64-bit variants, or `MinGW-LLVM <https://github.com/mstorsjo/llvm-mingw/releases>`_, which comes as a single archive for all target architectures. The package names may differ based on your distribution, here are some known ones:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:311
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:343
msgid "**Arch Linux**"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:315
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:347
msgid "**Debian** / **Ubuntu**"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:319
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:351
msgid "**Fedora**"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:324
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:356
msgid "**macOS**"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:328
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:360
msgid "**Mageia**"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:334
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:366
msgid "Before attempting the compilation, SCons will check for the following binaries in your ``PATH`` environment variable::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:340
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:378
msgid "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can define the following environment variable to give a hint to the build system::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:346
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:384
msgid "Where ``/path/to/mingw`` is the path containing the ``bin`` directory where ``i686-w64-mingw32-gcc`` and ``x86_64-w64-mingw32-gcc`` are located (e.g. ``/opt/mingw-w64`` if the binaries are located in ``/opt/mingw-w64/bin``)."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:350
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:388
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/contributing/development/compiling/compiling_for_windows.rst:357
msgid "When cross-compiling for Windows using MinGW-w64, keep in mind only ``x86_64`` and ``x86_32`` architectures are supported. Be sure to specify the right ``arch=`` option when invoking SCons if building from a different architecture."
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:395
msgid "If you are building with MinGW-LLVM, add ``use_llvm=yes`` to the ``scons`` command."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:363
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:396
msgid "When cross-compiling for Windows using MinGW-w64, keep in mind only ``x86_64`` and ``x86_32`` architectures are supported. MinGW-LLVM supports ``arm64`` as well. Be sure to specify the right ``arch=`` option when invoking SCons if building from a different architecture."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:402
msgid "Troubleshooting"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:365
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:404
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/contributing/development/compiling/compiling_for_windows.rst:369
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:408
msgid "You can change that configuration following those instructions, for 64-bit::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:377
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:416
msgid "And for 32-bit::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:385
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:424
msgid "Creating Windows export templates"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:387
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:426
msgid "Windows export templates are created by compiling Godot without the editor, with the following flags:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:397
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:438
msgid "If you plan on replacing the standard export templates, copy these to the following location, replacing ``<version>`` with the version identifier (such as ``4.2.1.stable`` or ``4.3.dev``):"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:405
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:446
msgid "With the following names::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:416
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:461
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/contributing/development/compiling/compiling_for_windows.rst:422
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."
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:467
msgid "Select matching architecture in the export config."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:469
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 ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -202,7 +202,3 @@ msgstr ""
#: ../../docs/contributing/development/compiling/compiling_with_dotnet.rst:219
msgid "Build Godot with the .NET module enabled."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -86,7 +86,3 @@ msgstr ""
#: ../../docs/contributing/development/compiling/compiling_with_script_encryption_key.rst:85
msgid "If you get an error like below, it means the key wasn't properly included in your Godot build. Godot is encrypting PCK file during export, but can't read it at runtime."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -114,7 +114,3 @@ msgstr ""
#: ../../docs/contributing/development/compiling/cross-compiling_for_ios_on_linux.rst:122
msgid "Now you can compile for iPhone using SCons like the standard Godot way, with some additional arguments to provide the correct paths:"
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -59,14 +59,14 @@ msgstr ""
msgid "With ``git``, you can also clone a stable release by specifying its branch or tag after the ``--branch`` (or just ``-b``) argument::"
msgstr ""
#: ../../docs/contributing/development/compiling/getting_source.rst:51
msgid "There are also generally branches besides ``master`` for each major version."
#: ../../docs/contributing/development/compiling/getting_source.rst:57
msgid "The `maintenance branches <https://github.com/godotengine/godot/branches/all>`__ are used to release further patches on each minor version."
msgstr ""
#: ../../docs/contributing/development/compiling/getting_source.rst:53
#: ../../docs/contributing/development/compiling/getting_source.rst:60
msgid "You can get the source code for each release and pre-release in ``.tar.xz`` format from `godotengine/godot-builds on GitHub <https://github.com/godotengine/godot-builds/releases>`__. This lacks version control information but has a slightly smaller download size."
msgstr ""
#: ../../docs/contributing/development/compiling/getting_source.rst:64
msgid "After downloading the Godot source code, you can :ref:`continue to compiling Godot <doc_introduction_to_the_buildsystem>`."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -31,7 +31,7 @@ msgstr ""
msgid "The articles below should help you navigate configuration options available, as well as prerequisites required to compile Godot exactly the way you need."
msgstr ""
#: ../../docs/contributing/development/compiling/index.rst:22
#: ../../docs/contributing/development/compiling/index.rst:-1
msgid "Basics of building Godot"
msgstr ""
@@ -39,7 +39,7 @@ msgstr ""
msgid "Let's start with basics, and learn how to get Godot's source code, and then which options to use to compile it regardless of your target platform."
msgstr ""
#: ../../docs/contributing/development/compiling/index.rst:35
#: ../../docs/contributing/development/compiling/index.rst:-1
msgid "Building for target platforms"
msgstr ""
@@ -47,7 +47,7 @@ msgstr ""
msgid "Below you can find instructions for compiling the engine for your specific target platform. Note that Godot supports cross-compilation, which means you can compile it for a target platform that doesn't match your current platform (say, target Linux while being on Windows). The guides will try their best to cover all possible situations."
msgstr ""
#: ../../docs/contributing/development/compiling/index.rst:55
#: ../../docs/contributing/development/compiling/index.rst:-1
msgid "Other compilation targets and options"
msgstr ""
@@ -58,7 +58,3 @@ msgstr ""
#: ../../docs/contributing/development/compiling/index.rst:61
msgid "Articles below explain how to configure the buildsystem for cases like this, and also cover some optimization techniques."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -147,254 +147,250 @@ msgstr ""
msgid "The editor is enabled by default in all PC targets (Linux, Windows, macOS), disabled for everything else. Disabling the editor produces a binary that can run projects but does not include the editor or the Project Manager."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:143
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:145
msgid "Development and production aliases"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:145
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:147
msgid "When creating builds for development (running debugging/:ref:`profiling <doc_using_cpp_profilers>` tools), you often have different goals compared to production builds (making binaries as fast and small as possible)."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:149
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:151
msgid "Godot provides two aliases for this purpose:"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:151
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:153
msgid "``dev_mode=yes`` is an alias for ``verbose=yes warnings=extra werror=yes tests=yes``. This enables warnings-as-errors behavior (similar to Godot's continuous integration setup) and also builds :ref:`unit tests <doc_unit_testing>` so you can run them locally."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:155
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:157
msgid "``production=yes`` is an alias for ``use_static_cpp=yes debug_symbols=no lto=auto``. Statically linking libstdc++ allows for better binary portability when compiling for Linux. This alias also enables link-time optimization when compiling for Linux, Web and Windows with MinGW, but keeps LTO disabled when compiling for macOS, iOS or Windows with MSVC. This is because LTO on those platforms is very slow to link or has issues with the generated code."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:162
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:164
msgid "You can manually override options from those aliases by specifying them on the same command line with different values. For example, you can use ``scons production=yes debug_symbols=yes`` to create production-optimized binaries with debugging symbols included."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:168
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:170
msgid "Dev build"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:172
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:174
msgid "``dev_build`` should **not** be confused with ``dev_mode``, which is an alias for several development-related options (see above)."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:175
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:177
msgid "When doing engine development the ``dev_build`` option can be used together with ``target`` to enable dev-specific code. ``dev_build`` defines ``DEV_ENABLED``, disables optimization (``-O0``/``/0d``), enables generating debug symbols, and does not define ``NDEBUG`` (so ``assert()`` works in thirdparty libraries)."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:184
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:186
msgid "This flag appends the ``.dev`` suffix (for development) to the generated binary name."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:189
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:191
msgid "There are additional SCons options to enable *sanitizers*, which are tools you can enable at compile-time to better debug certain engine issues. See :ref:`doc_using_sanitizers` for more information."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:194
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:196
msgid "Debugging symbols"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:196
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:198
msgid "By default, ``debug_symbols=no`` is used, which means **no** debugging symbols are included in compiled binaries. Use ``debug_symbols=yes`` to include debug symbols within compiled binaries, which allows debuggers and profilers to work correctly. Debugging symbols are also required for Godot's crash stacktraces to display with references to source code files and lines."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:202
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:204
msgid "The downside is that debugging symbols are large files (significantly larger than the binaries themselves). As a result, official binaries currently do not include debugging symbols. This means you need to compile Godot yourself to have access to debugging symbols."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:207
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:209
msgid "When using ``debug_symbols=yes``, you can also use ``separate_debug_symbols=yes`` to put debug information in a separate file with a ``.debug`` suffix. This allows distributing both files independently. Note that on Windows, when compiling with MSVC, debugging information is *always* written to a separate ``.pdb`` file regardless of ``separate_debug_symbols``."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:215
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:217
msgid "Use the ``strip <path/to/binary>`` command to remove debugging symbols from a binary you've already compiled."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:219
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:221
msgid "Optimization level"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:221
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:223
msgid "Several compiler optimization levels can be chosen from:"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:223
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:225
msgid "``optimize=speed_trace`` *(default when targeting non-Web platforms)*: Favors execution speed at the cost of larger binary size. Optimizations may sometimes negatively impact debugger usage (stack traces may be less accurate. If this occurs to you, use ``optimize=debug`` instead."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:227
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:229
msgid "``optimize=speed``: Favors even more execution speed, at the cost of even larger binary size compared to ``optimize=speed_trace``. Even less friendly to debugging compared to ``optimize=debug``, as this uses the most aggressive optimizations available."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:231
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:233
msgid "``optimize=size`` *(default when targeting the Web platform)*: Favors small binaries at the cost of slower execution speed."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:233
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:235
msgid "``optimize=debug``: Only enables optimizations that do not impact debugging in any way. This results in faster binaries than ``optimize=none``, but slower binaries than ``optimize=speed_trace``."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:236
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:238
msgid "``optimize=none``: Do not perform any optimization. This provides the fastest build times, but the slowest execution times."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:238
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:240
msgid "``optimize=custom`` *(advanced users only)*: Do not pass optimization arguments to the C/C++ compilers. You will have to pass arguments manually using the ``cflags``, ``ccflags`` and ``cxxflags`` SCons options."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:243
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:245
msgid "Architecture"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:245
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:247
msgid "The ``arch`` option is meant to control the CPU or OS version intended to run the binaries. It is focused mostly on desktop platforms and ignored everywhere else."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:249
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:251
msgid "Supported values for the ``arch`` option are **auto**, **x86_32**, **x86_64**, **arm32**, **arm64**, **rv64**, **ppc32**, **ppc64** and **wasm32**."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:256
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:258
msgid "This flag appends the value of ``arch`` to resulting binaries when relevant. The default value ``arch=auto`` detects the architecture that matches the host platform."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:263
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:265
msgid "Custom modules"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:265
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:267
msgid "It's possible to compile modules residing outside of Godot's directory tree, along with the built-in modules."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:268
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:270
msgid "A ``custom_modules`` build option can be passed to the command line before compiling. The option represents a comma-separated list of directory paths containing a collection of independent C++ modules that can be seen as C++ packages, just like the built-in ``modules/`` directory."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:273
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:275
msgid "For instance, it's possible to provide both relative, absolute, and user directory paths containing such modules:"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:282
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:284
msgid "If there's any custom module with the exact directory name as a built-in module, the engine will only compile the custom one. This logic can be used to override built-in module implementations."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:288
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:290
msgid ":ref:`doc_custom_modules_in_cpp`"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:291
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:293
msgid "Cleaning generated files"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:293
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:295
msgid "Sometimes, you may encounter an error due to generated files being present. You can remove them by using ``scons --clean <options>``, where ``<options>`` is the list of build options you've used to build Godot previously."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:297
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:299
msgid "Alternatively, you can use ``git clean -fixd`` which will clean build artifacts for all platforms and configurations. Beware, as this will remove all untracked and ignored files in the repository. Don't run this command if you have uncommitted work!"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:303
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:305
msgid "Other build options"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:305
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:307
msgid "There are several other build options that you can use to configure the way Godot should be built (compiler, debug options, etc.) as well as the features to include/disable."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:309
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:311
msgid "Check the output of ``scons --help`` for details about each option for the version you are willing to compile."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:315
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:317
msgid "Overriding the build options"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:318
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:320
msgid "Using a file"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:320
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:322
msgid "The default ``custom.py`` file can be created at the root of the Godot Engine source to initialize any SCons build options passed via the command line:"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:332
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:334
msgid "You can also disable some of the builtin modules before compiling, saving some time it takes to build the engine. See :ref:`doc_optimizing_for_size` page for more details."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:337
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:339
msgid "You can use the online `Godot build options generator <https://godot-build-options-generator.github.io/>`__ to generate a ``custom.py`` file containing SCons options. You can then save this file and place it at the root of your Godot source directory."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:342
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:344
msgid "Another custom file can be specified explicitly with the ``profile`` command line option, both overriding the default build configuration:"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:349
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:351
msgid "Build options set from the file can be overridden by the command line options."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:352
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:354
msgid "It's also possible to override the options conditionally:"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:367
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:369
msgid "Using the SCONSFLAGS"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:369
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:371
msgid "``SCONSFLAGS`` is an environment variable which is used by the SCons to set the options automatically without having to supply them via the command line."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:372
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:374
msgid "For instance, you may want to force a number of CPU threads with the aforementioned ``-j`` option for all future builds:"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:389
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:391
msgid "SCU (single compilation unit) build"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:391
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:393
msgid "Regular builds tend to be bottlenecked by including large numbers of headers in each compilation translation unit. Primarily to speed up development (rather than for production builds), Godot offers a \"single compilation unit\" build (aka \"Unity / Jumbo\" build)."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:396
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:398
msgid "For the folders accelerated by this option, multiple ``.cpp`` files are compiled in each translation unit, so headers can be shared between multiple files, which can dramatically decrease build times."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:400
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:402
msgid "To perform an SCU build, use the ``scu_build=yes`` SCons option."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:402
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:404
msgid "When developing a Pull Request using SCU builds, be sure to make a regular build prior to submitting the PR. This is because SCU builds by nature include headers from earlier ``.cpp`` files in the translation unit, therefore won't catch all the includes you will need in a regular build. The CI will catch these errors but it will usually be faster to catch them on a local build on your machine."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:410
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:412
msgid "Export templates"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:412
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:414
msgid "Official export templates are downloaded from the Godot Engine site: `godotengine.org <https://godotengine.org/>`__. However, you might want to build them yourself (in case you want newer ones, you are using custom modules, or simply don't trust your own shadow)."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:417
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:419
msgid "If you download the official export templates package and unzip it, you will notice that most files are optimized binaries or packages for each platform:"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:454
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:460
msgid "To create those yourself, follow the instructions detailed for each platform in this same tutorial section. Each platform explains how to create its own template."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:458
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:464
msgid "The ``version.txt`` file should contain the corresponding Godot version identifier. This file is used to install export templates in a version-specific directory to avoid conflicts. For instance, if you are building export templates for Godot 3.1.1, ``version.txt`` should contain ``3.1.1.stable`` on the first line (and nothing else). This version identifier is based on the ``major``, ``minor``, ``patch`` (if present) and ``status`` lines of the `version.py file in the Godot Git repository <https://github.com/godotengine/godot/blob/master/version.py>`__."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:466
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:472
msgid "If you are developing for multiple platforms, macOS is definitely the most convenient host platform for cross-compilation, since you can cross-compile for every target. Linux and Windows come in second place, but Linux has the advantage of being the easier platform to set this up."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -358,7 +358,3 @@ msgstr ""
#: ../../docs/contributing/development/compiling/optimizing_for_size.rst:314
msgid "See :ref:`doc_exporting_for_web_serving_the_files` for instructions."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -51,7 +51,7 @@ msgstr ""
msgid "The project is organized using `Android Studio's modules <https://developer.android.com/studio/projects#ApplicationModules>`_:"
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/android_studio.rst:34
#: ../../docs/contributing/development/configuring_an_ide/android_studio.rst:31
msgid "``lib`` module:"
msgstr ""
@@ -67,7 +67,7 @@ msgstr ""
msgid "The artifact generated by this module is made available for other Android modules / projects to use as a dependency, via `MavenCentral <https://repo1.maven.org/maven2/org/godotengine/godot/>`_."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/android_studio.rst:39
#: ../../docs/contributing/development/configuring_an_ide/android_studio.rst:36
msgid "``editor`` module:"
msgstr ""
@@ -84,7 +84,7 @@ msgstr ""
msgid "This module has a dependency on the ``lib`` module."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/android_studio.rst:44
#: ../../docs/contributing/development/configuring_an_ide/android_studio.rst:41
msgid "``app`` module:"
msgstr ""
@@ -100,7 +100,7 @@ msgstr ""
msgid "Building & debugging the editor module"
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/android_studio.rst:55
#: ../../docs/contributing/development/configuring_an_ide/android_studio.rst:49
msgid "To build the ``editor`` module:"
msgstr ""
@@ -112,7 +112,7 @@ msgstr ""
msgid "Select **Run > Run 'editor'** from the top menu or `click the Run icon <https://developer.android.com/studio/run/rundebugconfig#running>`_."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/android_studio.rst:72
#: ../../docs/contributing/development/configuring_an_ide/android_studio.rst:57
msgid "To debug the ``editor`` module:"
msgstr ""
@@ -146,7 +146,7 @@ msgstr ""
msgid "The ``app`` module requires the presence of a Godot project in its ``assets`` directory (``<Godot root directory>/platform/android/java/app/assets``) to run. This is usually handled by the Godot Editor during the export process. While developing in Android Studio, it's necessary to manually add a Godot project under that directory to replicate the export process. Once that's done, you can follow the instructions below to run/debug the ``app`` module:"
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/android_studio.rst:88
#: ../../docs/contributing/development/configuring_an_ide/android_studio.rst:82
msgid "To build the ``app`` module:"
msgstr ""
@@ -158,7 +158,7 @@ msgstr ""
msgid "Select **Run > Run 'app'** from the top menu or `click the Run icon <https://developer.android.com/studio/run/rundebugconfig#running>`_."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/android_studio.rst:106
#: ../../docs/contributing/development/configuring_an_ide/android_studio.rst:90
msgid "To debug the ``app`` module:"
msgstr ""
@@ -177,7 +177,3 @@ msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/android_studio.rst:108
msgid "If you run into any issues, ask for help in `Godot's Android dev channel <https://chat.godotengine.org/channel/android>`__."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -94,7 +94,3 @@ msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/clion.rst:83
msgid "When playing a scene, the Godot editor will spawn a separate process. You can debug this process in CLion by going to **Run > Attach to process...**, typing ``godot``, and selecting the Godot process with the highest **pid** (process ID), which will usually be the running project."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -130,7 +130,3 @@ msgstr ""
#: ../../docs/contributing/development/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 <https://godotengine.org/community>`__."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -34,7 +34,3 @@ msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/index.rst:31
msgid "If your editor supports the `language server protocol <https://microsoft.github.io/language-server-protocol/>`__, you can use `clangd <https://clangd.llvm.org>`__ for completion, diagnostics, and more. You can generate a compilation database for use with clangd one of two ways:"
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -114,7 +114,3 @@ msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/kdevelop.rst:87
msgid "If you run into any issues, ask for help in one of `Godot's community channels <https://godotengine.org/community>`__."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -122,7 +122,3 @@ msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/qt_creator.rst:111
msgid "If you run into any issues, ask for help in one of `Godot's community channels <https://godotengine.org/community>`__."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -86,7 +86,3 @@ msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/rider.rst:66
msgid "Alternatively you can use **Run > Attach to Process** to attach the debugger to a running Godot instance."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -94,7 +94,3 @@ msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio.rst:69
msgid "If you run into any issues, ask for help in one of `Godot's community channels <https://godotengine.org/community>`__."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -91,78 +91,74 @@ msgstr ""
msgid "Within the ``launch.json`` file find the ``\"configurations\"`` array and add a new section to it:"
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:146
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:162
msgid "An example of a filled out ``launch.json``."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:151
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:167
msgid "Due to sporadic performance issues, it is recommended to use LLDB over GDB on Unix-based systems. Make sure that the `CodeLLDB extension <https://marketplace.visualstudio.com/items?itemName=vadimcn.vscode-lldb>`_ is installed."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:155
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:171
msgid "If you encounter issues with lldb, you may consider using gdb (see the LinuxBSD_gdb configuration)."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:157
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:173
msgid "Do note that lldb may work better with LLVM-based builds. See :ref:`doc_compiling_for_linuxbsd` for further information."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:159
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:175
msgid "The name under ``program`` depends on your build configuration, e.g. ``godot.linuxbsd.editor.dev.x86_64`` for 64-bit LinuxBSD platform with ``target=editor`` and ``dev_build=yes``."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:164
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:180
msgid "Configuring Intellisense"
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:166
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:182
msgid "For the C/C++ extension:"
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:168
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:184
msgid "To fix include errors you may be having, you need to configure some settings in the ``c_cpp_properties.json`` file."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:170
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:186
msgid "First, make sure to build the project since some files need to be generated."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:172
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:188
msgid "Edit the C/C++ Configuration file either with the UI or with text:"
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:177
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:193
msgid "Add an include path for your platform, for example, ``${workspaceFolder}/platform/windows``."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:179
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:195
msgid "Add defines for the editor ``TOOLS_ENABLED``, debug builds ``DEBUG_ENABLED``, and tests ``TESTS_ENABLED``."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:181
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:197
msgid "Make sure the compiler path is configured correctly to the compiler you are using. See :ref:`doc_introduction_to_the_buildsystem` for further information on your platform."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:183
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:199
msgid "The ``c_cpp_properties.json`` file should look similar to this for Windows:"
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:213
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:229
msgid "Alternatively, you can use the scons argument ``compiledb=yes`` and set the compile commands setting ``compileCommands`` to ``compile_commands.json``, found in the advanced section of the C/C++ Configuration UI."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:215
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:231
msgid "This argument can be added to your build task in ``tasks.json`` since it will need to be run whenever files are added or moved."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:217
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:233
msgid "If you run into any issues, ask for help in one of `Godot's community channels <https://godotengine.org/community>`__."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:222
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:238
msgid "To get linting on class reference XML files, install the `vscode-xml extension <https://marketplace.visualstudio.com/items?itemName=redhat.vscode-xml>`__."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -150,7 +150,3 @@ msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/xcode.rst:108
msgid "If you run into any issues, ask for help in one of `Godot's community channels <https://godotengine.org/community>`__."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -47,7 +47,7 @@ msgstr ""
msgid "Click graphic to enlarge."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/2d_coordinate_systems.rst:38
#: ../../docs/contributing/development/core_and_modules/2d_coordinate_systems.rst:37
msgid "**Item Coordinates**"
msgstr ""
@@ -55,7 +55,7 @@ msgstr ""
msgid "This is the local coordinate system of a :ref:`CanvasItem <class_CanvasItem>`."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/2d_coordinate_systems.rst:44
#: ../../docs/contributing/development/core_and_modules/2d_coordinate_systems.rst:40
msgid "**Parent Item Coordinates**"
msgstr ""
@@ -63,7 +63,7 @@ msgstr ""
msgid "This is the local coordinate system of the parent's *CanvasItem*. When positioning *CanvasItems* in the *Canvas*, they usually inherit the transformations of their parent *CanvasItems*. An exceptions is :ref:`CanvasItems.top_level <class_CanvasItem_property_top_level>`."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/2d_coordinate_systems.rst:50
#: ../../docs/contributing/development/core_and_modules/2d_coordinate_systems.rst:46
msgid "**Canvas Coordinates**"
msgstr ""
@@ -71,7 +71,7 @@ msgstr ""
msgid "As mentioned in the previous tutorial :ref:`doc_canvas_layers`, there are two types of canvases (*Viewport* canvas and *CanvasLayer* canvas) and both have a canvas coordinate system. These are also called world coordinates. A *Viewport* can contain multiple *Canvases* with different coordinate systems."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/2d_coordinate_systems.rst:53
#: ../../docs/contributing/development/core_and_modules/2d_coordinate_systems.rst:52
msgid "**Viewport Coordinates**"
msgstr ""
@@ -79,7 +79,7 @@ msgstr ""
msgid "This is the coordinate system of the :ref:`Viewport <class_Viewport>`."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/2d_coordinate_systems.rst:56
#: ../../docs/contributing/development/core_and_modules/2d_coordinate_systems.rst:55
msgid "**Camera Coordinates**"
msgstr ""
@@ -87,7 +87,7 @@ msgstr ""
msgid "This is only used internally for functionality like 3D-camera ray projections."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/2d_coordinate_systems.rst:64
#: ../../docs/contributing/development/core_and_modules/2d_coordinate_systems.rst:58
msgid "**Embedder Coordinates / Screen Coordinates**"
msgstr ""
@@ -99,7 +99,7 @@ msgstr ""
msgid "If the embedder is the OS Window Manager, then they are also called Screen Coordinates."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/2d_coordinate_systems.rst:72
#: ../../docs/contributing/development/core_and_modules/2d_coordinate_systems.rst:66
msgid "**Absolute Embedder Coordinates / Absolute Screen Coordinates**"
msgstr ""
@@ -119,7 +119,7 @@ msgstr ""
msgid "Each of the mentioned nodes have one or more transforms associated with them and the combination of these nodes infer the transforms between the different coordinate systems. With a few exceptions, the transforms are :ref:`Transform2D <class_Transform2D>` and the following list shows details and effects of each of them."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/2d_coordinate_systems.rst:95
#: ../../docs/contributing/development/core_and_modules/2d_coordinate_systems.rst:82
msgid "**CanvasItem transform**"
msgstr ""
@@ -139,7 +139,7 @@ msgstr ""
msgid "The transform affects the item itself and usually also child-*CanvasItems* and in the case of a *SubViewportContainer* it affects the contained *SubViewport*."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/2d_coordinate_systems.rst:100
#: ../../docs/contributing/development/core_and_modules/2d_coordinate_systems.rst:97
msgid "**CanvasLayer transform**"
msgstr ""
@@ -147,7 +147,7 @@ msgstr ""
msgid "The *CanvasLayer's* :ref:`transform <class_CanvasLayer_property_transform>` affects all *CanvasItems* within the *CanvasLayer*. It doesn't affect other *CanvasLayers* or *Windows* in its *Viewport*."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/2d_coordinate_systems.rst:107
#: ../../docs/contributing/development/core_and_modules/2d_coordinate_systems.rst:102
msgid "**CanvasLayer follow viewport transform**"
msgstr ""
@@ -155,7 +155,7 @@ msgstr ""
msgid "The *follow viewport transform* is an automatically calculated transform, that is based on the *Viewport's* :ref:`canvas transform <class_Viewport_property_canvas_transform>` and the *CanvasLayer's* :ref:`follow viewport scale <class_CanvasLayer_property_follow_viewport_scale>` and can be used, if :ref:`enabled <class_CanvasLayer_property_follow_viewport_enabled>`, to achieve a pseudo 3D effect. It affects the same child nodes as the *CanvasLayer transform*."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/2d_coordinate_systems.rst:113
#: ../../docs/contributing/development/core_and_modules/2d_coordinate_systems.rst:109
msgid "**Viewport canvas transform**"
msgstr ""
@@ -163,7 +163,7 @@ msgstr ""
msgid "The :ref:`canvas transform <class_Viewport_property_canvas_transform>` affects all *CanvasItems* in the *Viewport's* default canvas. It also affects *CanvasLayers*, that have follow viewport transform enabled. The *Viewport's* active :ref:`Camera2D <class_Camera2D>` works by changing this transform. It doesn't affect this *Viewport's* embedded *Windows*."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/2d_coordinate_systems.rst:118
#: ../../docs/contributing/development/core_and_modules/2d_coordinate_systems.rst:115
msgid "**Viewport global canvas transform**"
msgstr ""
@@ -171,7 +171,7 @@ msgstr ""
msgid "*Viewports* also have a :ref:`global canvas transform <class_Viewport_property_global_canvas_transform>`. This is the master transform and affects all individual *Canvas Layer* and embedded *Window* transforms. This is primarily used in Godot's CanvasItem Editor."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/2d_coordinate_systems.rst:129
#: ../../docs/contributing/development/core_and_modules/2d_coordinate_systems.rst:120
msgid "**Viewport stretch transform**"
msgstr ""
@@ -179,7 +179,7 @@ msgstr ""
msgid "Finally, *Viewports* have a *stretch transform*, which is used when resizing or stretching the viewport. This transform is used for :ref:`Windows <class_Window>` as described in :ref:`doc_multiple_resolutions`, but can also be manually set on *SubViewports* by means of :ref:`size <class_SubViewport_property_size>` and :ref:`size_2d_override <class_SubViewport_property_size_2d_override>`. It's :ref:`translation <class_Transform2D_method_get_origin>`, :ref:`rotation <class_Transform2D_method_get_rotation>` and :ref:`skew <class_Transform2D_method_get_skew>` are the default values and it can only have non-default :ref:`scale <class_Transform2D_method_get_scale>`."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/2d_coordinate_systems.rst:135
#: ../../docs/contributing/development/core_and_modules/2d_coordinate_systems.rst:131
msgid "**Window transform**"
msgstr ""
@@ -187,7 +187,7 @@ msgstr ""
msgid "In order to scale and position the *Window's* content as described in :ref:`doc_multiple_resolutions`, each :ref:`Window <class_Window>` contains a *window transform*. It is for example responsible for the black bars at the *Window's* sides so that the *Viewport* is displayed with a fixed aspect ratio."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/2d_coordinate_systems.rst:139
#: ../../docs/contributing/development/core_and_modules/2d_coordinate_systems.rst:137
msgid "**Window position**"
msgstr ""
@@ -195,14 +195,10 @@ msgstr ""
msgid "Every *Window* also has a :ref:`position <class_Window_property_position>` to describe its position within its embedder. The embedder can be another *Viewport* or the OS Window Manager."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/2d_coordinate_systems.rst:146
#: ../../docs/contributing/development/core_and_modules/2d_coordinate_systems.rst:141
msgid "**SubViewportContainer shrink transform**"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/2d_coordinate_systems.rst:142
msgid ":ref:`stretch <class_SubViewportContainer_property_stretch>` together with :ref:`stretch_shrink <class_SubViewportContainer_property_stretch_shrink>` declare for a *SubViewportContainer* if and by what integer factor the contained *SubViewport* should be scaled in comparison to the container's size."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -98,7 +98,3 @@ msgstr ""
#: ../../docs/contributing/development/core_and_modules/binding_to_external_libraries.rst:231
msgid "And the output will be ``is_spoken: True`` if the text is spoken."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -154,7 +154,3 @@ msgstr ""
#: ../../docs/contributing/development/core_and_modules/common_engine_methods_and_macros.rst:255
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/error_list.h <https://github.com/godotengine/godot/blob/master/core/error/error_list.h>`__."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -253,7 +253,3 @@ msgstr ""
#: ../../docs/contributing/development/core_and_modules/core_types.rst:235
msgid "`core/templates/rid.h <https://github.com/godotengine/godot/blob/master/core/templates/rid.h>`__"
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -107,7 +107,3 @@ msgstr ""
#: ../../docs/contributing/development/core_and_modules/custom_audiostreams.rst:349
msgid "`core/math/audio_frame.h <https://github.com/godotengine/godot/blob/master/core/math/audio_frame.h>`__"
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -171,7 +171,3 @@ msgstr ""
#: ../../docs/contributing/development/core_and_modules/custom_godot_servers.rst:505
msgid "Connecting signal example code is pretty hacky."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -434,7 +434,3 @@ msgstr ""
#: ../../docs/contributing/development/core_and_modules/custom_modules_in_cpp.rst:720
msgid "By this same logic, you can extend the Editor and almost any area of the engine."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -112,7 +112,7 @@ msgid "If your target platform is UNIX-like, consider inheriting from the ``OS_U
msgstr ""
#: ../../docs/contributing/development/core_and_modules/custom_platform_ports.rst:84
msgid "If the platform is not UNIX-like, you might use the `Windows port <https://github.com/godotengine/godot/blob/master/platform/windows/os_windows.cpp>` as a reference."
msgid "If the platform is not UNIX-like, you might use the `Windows port <https://github.com/godotengine/godot/blob/master/platform/windows/os_windows.cpp>`__ as a reference."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/custom_platform_ports.rst:88
@@ -172,57 +172,53 @@ msgid "For platforms not featuring full windowing support (or if it's not releva
msgstr ""
#: ../../docs/contributing/development/core_and_modules/custom_platform_ports.rst:133
msgid "*If the target platform supports the graphics APIs in question:* Rendering context for `Vulkan <https://github.com/godotengine/godot/blob/master/platform/linuxbsd/x11/vulkan_context_x11.cpp>`__, `OpenGL 3.3 or OpenGL ES 3.0 <https://github.com/godotengine/godot/blob/master/platform/linuxbsd/x11/gl_manager_x11.cpp>`__."
msgid "*If the target platform supports the graphics APIs in question:* Rendering context for `Vulkan <https://github.com/godotengine/godot/blob/master/platform/linuxbsd/x11/rendering_context_driver_vulkan_x11.cpp>`__, `Direct3D 12 <https://github.com/godotengine/godot/blob/master/drivers/d3d12/rendering_context_driver_d3d12.cpp>`__ `OpenGL 3.3 or OpenGL ES 3.0 <https://github.com/godotengine/godot/blob/master/platform/linuxbsd/x11/gl_manager_x11.cpp>`__."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/custom_platform_ports.rst:136
#: ../../docs/contributing/development/core_and_modules/custom_platform_ports.rst:137
msgid "Input handlers for `keyboard <https://github.com/godotengine/godot/blob/master/platform/linuxbsd/x11/key_mapping_x11.cpp>`__ and `controller <https://github.com/godotengine/godot/blob/master/platform/linuxbsd/joypad_linux.cpp>`__."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/custom_platform_ports.rst:138
#: ../../docs/contributing/development/core_and_modules/custom_platform_ports.rst:139
msgid "One or more `audio drivers <https://github.com/godotengine/godot/blob/master/drivers/pulseaudio/audio_driver_pulseaudio.cpp>`__. The audio driver can be located in the ``platform/`` folder (this is done for the Android and Web platforms), or in the ``drivers/`` folder if multiple platforms may be using this audio driver. See the `AudioServer singleton header <https://github.com/godotengine/godot/blob/master/servers/audio_server.h>`__ for reference."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/custom_platform_ports.rst:144
#: ../../docs/contributing/development/core_and_modules/custom_platform_ports.rst:145
msgid "`Crash handler <https://github.com/godotengine/godot/blob/master/platform/linuxbsd/crash_handler_linuxbsd.cpp>`__, for printing crash backtraces when the game crashes. This allows for easier troubleshooting on platforms where logs aren't readily accessible."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/custom_platform_ports.rst:147
#: ../../docs/contributing/development/core_and_modules/custom_platform_ports.rst:148
msgid "`Text-to-speech driver <https://github.com/godotengine/godot/blob/master/platform/linuxbsd/tts_linux.cpp>`__ (for accessibility)."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/custom_platform_ports.rst:149
#: ../../docs/contributing/development/core_and_modules/custom_platform_ports.rst:150
msgid "`Export handler <https://github.com/godotengine/godot/tree/master/platform/linuxbsd/export>`__ (for exporting from the editor, including :ref:`doc_one-click_deploy`). Not required if you intend to export only a PCK from the editor, then run the export template binary directly by renaming it to match the PCK file. See the `EditorExportPlatform header <https://github.com/godotengine/godot/blob/master/editor/export/editor_export_platform.h>`__ for reference. ``run_icon.svg`` (16×16) should be present within the platform folder if :ref:`doc_one-click_deploy` is implemented for the target platform. This icon is displayed at the top of the editor when one-click deploy is set up for the target platform."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/custom_platform_ports.rst:160
msgid "If the target platform doesn't support running Vulkan, OpenGL 3.3 or OpenGL ES 3.0, you have two options:"
#: ../../docs/contributing/development/core_and_modules/custom_platform_ports.rst:161
msgid "If the target platform doesn't support running Vulkan, Direct3D 12, OpenGL 3.3, or OpenGL ES 3.0, you have two options:"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/custom_platform_ports.rst:163
#: ../../docs/contributing/development/core_and_modules/custom_platform_ports.rst:164
msgid "Use a library at run-time to translate Vulkan or OpenGL calls to another graphics API. For example, `MoltenVK <https://moltengl.com/moltenvk/>`__ is used on macOS to translate Vulkan to Metal at run-time."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/custom_platform_ports.rst:166
#: ../../docs/contributing/development/core_and_modules/custom_platform_ports.rst:167
msgid "Create a new renderer from scratch. This is a large undertaking, especially if you want to support both 2D and 3D rendering with advanced features."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/custom_platform_ports.rst:170
#: ../../docs/contributing/development/core_and_modules/custom_platform_ports.rst:171
msgid "Distributing a custom platform port"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/custom_platform_ports.rst:174
#: ../../docs/contributing/development/core_and_modules/custom_platform_ports.rst:175
msgid "Before distributing a custom platform port, make sure you're allowed to distribute all the code that is being linked against. Console SDKs are typically under NDAs which prevent redistribution to the public."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/custom_platform_ports.rst:178
#: ../../docs/contributing/development/core_and_modules/custom_platform_ports.rst:179
msgid "Platform ports are designed to be as self-contained as possible. Most of the code can be kept within a single folder located in ``platform/``. Like :ref:`doc_custom_modules_in_cpp`, this allows for streamlining the build process by making it possible to ``git clone`` a platform folder within a Godot repository clone's ``platform/`` folder, then run ``scons platform=<name>``. No other steps are necessary for building, unless third-party platform-specific dependencies need to be installed first."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/custom_platform_ports.rst:186
#: ../../docs/contributing/development/core_and_modules/custom_platform_ports.rst:187
msgid "However, when a custom rendering backend is needed, another folder must be added in ``drivers/``. In this case, the platform port can be distributed as a fork of the Godot repository, or as a collection of several folders that can be added over a Godot Git repository clone."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -140,7 +140,7 @@ msgid "`streambuf <https://cplusplus.com/reference/streambuf/streambuf/?kw=strea
msgstr ""
#: ../../docs/contributing/development/core_and_modules/custom_resource_format_loaders.rst:307
msgid "`core/io/file_access.h <https://github.com/godotengine/godot/blob/master/core/os/file_access.h>`_"
msgid "`core/io/file_access.h <https://github.com/godotengine/godot/blob/master/core/io/file_access.h>`_"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/custom_resource_format_loaders.rst:310
@@ -162,7 +162,3 @@ msgstr ""
#: ../../docs/contributing/development/core_and_modules/custom_resource_format_loaders.rst:379
msgid "Then attach the following script to any node::"
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -22,7 +22,3 @@ msgstr ""
#: ../../docs/contributing/development/core_and_modules/godot_architecture_diagram.rst:6
msgid "The following diagram describes the architecture used by Godot, from the core components down to the abstracted drivers, via the scene structure and the servers."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -23,7 +23,7 @@ msgstr ""
msgid "The following pages are meant to introduce the global organization of Godot Engine's source code, and give useful tips for extending and fixing the engine on the C++ side."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/index.rst:10
#: ../../docs/contributing/development/core_and_modules/index.rst:-1
msgid "Getting started with Godot's source code"
msgstr ""
@@ -31,14 +31,10 @@ msgstr ""
msgid "This section covers the basics that you will encounter in (almost) every source file."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/index.rst:29
#: ../../docs/contributing/development/core_and_modules/index.rst:-1
msgid "Extending Godot by modifying its source code"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/index.rst:31
msgid "This section covers what you can do by modifying Godot's C++ source code."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -42,7 +42,3 @@ msgstr ""
#: ../../docs/contributing/development/core_and_modules/inheritance_class_tree.rst:29
msgid "Source files: :download:`class_tree.zip <files/class_tree.zip>`."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -224,7 +224,7 @@ msgid "This driver uses OpenGL ES 3.0 and targets legacy and low-end devices tha
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:231
msgid "It is possible to use the use of OpenGL ES 3.0 directly on desktop platforms using the ``--rendering-driver opengl3_es`` command line argument, although this will only work on graphics drivers that feature native OpenGL ES support (such as Mesa)."
msgid "It is possible to use OpenGL ES 3.0 directly on desktop platforms by passing the ``--rendering-driver opengl3_es`` command line argument, although this will only work on graphics drivers that feature native OpenGL ES support (such as Mesa)."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:236
@@ -1033,7 +1033,3 @@ msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:818
msgid "**Mesh LOD determination C++ code:**"
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -241,7 +241,7 @@ msgid "Resources"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/object_class.rst:277
msgid ":ref:`Resource <class_resource>` inherits from Reference, so all resources are reference counted. Resources can optionally contain a path, which reference a file on disk. This can be set with ``resource.set_path(path)``, though this is normally done by the resource loader. No two different resources can have the same path; attempting to do so will result in an error."
msgid ":ref:`Resource <class_resource>` inherits from RefCounted, so all resources are reference counted. Resources can optionally contain a path, which reference a file on disk. This can be set with ``resource.set_path(path)``, though this is normally done by the resource loader. No two different resources can have the same path; attempting to do so will result in an error."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/object_class.rst:283
@@ -287,7 +287,3 @@ msgstr ""
#: ../../docs/contributing/development/core_and_modules/object_class.rst:328
msgid "`core/io/resource_saver.h <https://github.com/godotengine/godot/blob/master/core/io/resource_saver.h>`__"
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -38,7 +38,3 @@ msgstr ""
#: ../../docs/contributing/development/core_and_modules/scripting_development.rst:35
msgid "For historical reasons, some existing annotations and keywords do not strictly follow these guidelines. Choosing between implementing a feature as an annotation or as a language keyword is a nuanced decision that should be made through discussion with other GDScript developers."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -147,263 +147,384 @@ msgstr ""
msgid "Here's a minimal working test suite with a single test case written:"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:132
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:133
msgid "You can quickly generate new tests using the ``create_test.py`` script found in the ``tests/`` directory. This script automatically creates a new test file with the required boilerplate code in the appropriate location. It's also able to automatically include the new header in ``tests/test_main.cpp`` using invasive mode (``-i`` flag). To view usage instructions, run the script with the ``-h`` flag."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:138
msgid "The ``tests/test_macros.h`` header encapsulates everything which is needed for writing C++ unit tests in Godot. It includes doctest assertion and logging macros such as ``CHECK`` as seen above, and of course the definitions for writing test cases themselves."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:139
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:145
msgid "`tests/test_macros.h <https://github.com/godotengine/godot/blob/master/tests/test_macros.h>`_ source code for currently implemented macros and aliases for them."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:142
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:148
msgid "Test cases are created using ``TEST_CASE`` function-like macro. Each test case must have a brief description written in parentheses, optionally including custom tags which allow to filter the tests at run-time, such as ``[String]``, ``[Stress]`` etc."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:147
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:153
msgid "Test cases are written in a dedicated namespace. This is not required, but allows to prevent naming collisions for when other static helper functions are written to accommodate the repeating testing procedures such as populating common test data for each test, or writing parameterized tests."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:152
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:158
msgid "Godot supports writing tests per C++ module. For instructions on how to write module tests, refer to :ref:`doc_custom_module_unit_tests`."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:156
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:162
msgid "Subcases"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:164
msgid "In situations where you have a common setup for several test cases with only slight variations, subcases can be very helpful. Here's an example:"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:178
msgid "Each ``SUBCASE`` causes the ``TEST_CASE`` to be executed from the beginning. Subcases can be nested to an arbitrary depth, but it is advised to limit nesting to no more than one level deep."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:182
msgid "Assertions"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:158
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:184
msgid "A list of all commonly used assertions used throughout the Godot tests, sorted by severity."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:162
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:188
msgid "**Assertion**"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:162
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:195
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:188
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:221
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:275
msgid "**Description**"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:164
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:190
msgid "``REQUIRE``"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:164
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:190
msgid "Test if condition holds true. Fails the entire test immediately if the condition does not hold true."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:166
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:192
msgid "``REQUIRE_FALSE``"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:166
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:192
msgid "Test if condition does not hold true. Fails the entire test immediately if the condition holds true."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:168
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:194
msgid "``CHECK``"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:168
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:194
msgid "Test if condition holds true. Marks the test run as failing, but allow to run other assertions."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:170
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:196
msgid "``CHECK_FALSE``"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:170
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:196
msgid "Test if condition does not hold true. Marks the test run as failing, but allow to run other assertions."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:172
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:198
msgid "``WARN``"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:172
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:198
msgid "Test if condition holds true. Does not fail the test under any circumstance, but logs a warning if something does not hold true."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:174
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:200
msgid "``WARN_FALSE``"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:174
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:200
msgid "Test if condition does not hold true. Does not fail the test under any circumstance, but logs a warning if something holds true."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:177
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:203
msgid "All of the above assertions have corresponding ``*_MESSAGE`` macros, which allow to print optional message with rationale of what should happen."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:180
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:206
msgid "Prefer to use ``CHECK`` for self-explanatory assertions and ``CHECK_MESSAGE`` for more complex ones if you think that it deserves a better explanation."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:185
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:211
msgid "`doctest: Assertion macros <https://github.com/onqtam/doctest/blob/master/doc/markdown/assertions.md>`_."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:188
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:214
msgid "Logging"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:190
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:216
msgid "The test output is handled by doctest itself, and does not rely on Godot printing or logging functionality at all, so it's recommended to use dedicated macros which allow to log test output in a format written by doctest."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:195
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:221
msgid "**Macro**"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:197
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:223
msgid "``MESSAGE``"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:197
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:223
msgid "Prints a message."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:199
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:225
msgid "``FAIL_CHECK``"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:199
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:225
msgid "Marks the test as failing, but continue the execution. Can be wrapped in conditionals for complex checks."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:201
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:227
msgid "``FAIL``"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:201
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:227
msgid "Fails the test immediately. Can be wrapped in conditionals for complex checks."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:204
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:230
msgid "Different reporters can be chosen at run-time. For instance, here's how the output can be redirected to an XML file:"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:213
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:239
msgid "`doctest: Logging macros <https://github.com/onqtam/doctest/blob/master/doc/markdown/logging.md>`_."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:216
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:242
msgid "Testing failure paths"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:218
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:244
msgid "Sometimes, it's not always feasible to test for an *expected* result. With the Godot development philosophy of that the engine should not crash and should gracefully recover whenever a non-fatal error occurs, it's important to check that those failure paths are indeed safe to execute without crashing the engine."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:223
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:249
msgid "*Unexpected* behavior can be tested in the same way as anything else. The only problem this creates is that the error printing shall unnecessarily pollute the test output with errors coming from the engine itself (even if the end result is successful)."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:228
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:254
msgid "To alleviate this problem, use ``ERR_PRINT_OFF`` and ``ERR_PRINT_ON`` macros directly within test cases to temporarily disable the error output coming from the engine, for instance:"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:244
msgid "Test tools"
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:270
msgid "Special tags in test case names"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:246
msgid "Test tools are advanced methods which allow you to run arbitrary procedures to facilitate the process of manual testing and debugging the engine internals."
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:272
msgid "These tags can be added to the test case name to modify or extend the test environment:"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:249
msgid "These tools can be run by supplying the name of a tool after the ``--test`` command-line option. For instance, the GDScript module implements and registers several tools to help the debugging of the tokenizer, parser, and compiler:"
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:275
msgid "**Tag**"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:259
msgid "If any such tool is detected, then the rest of the unit tests are skipped."
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:277
msgid "``[SceneTree]``"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:261
msgid "Test tools can be registered anywhere throughout the engine as the registering mechanism closely resembles of what doctest provides while registering test cases using dynamic initialization technique, but usually these can be registered at corresponding ``register_types.cpp`` sources (per module or core)."
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:277
msgid "Required for test cases that rely on a scene tree with MessageQueue to be available. It also enables a mock rendering server and :ref:`ThemeDB<class_ThemeDB>`."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:266
msgid "Here's an example of how GDScript registers test tools in ``modules/gdscript/register_types.cpp``:"
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:279
msgid "``[Editor]``"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:279
msgid "Like ``[SceneTree]``, but with additional editor-related infrastructure available, such as :ref:`EditorSettings<class_EditorSettings>`."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:281
msgid "``[Audio]``"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:281
msgid "Initializes the :ref:`AudioServer<class_AudioServer>` using a mock audio driver."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:283
msgid "``[Navigation]``"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:283
msgid "Creates the default 2D/3D navigation servers and makes them available for testing."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:286
msgid "You can use them together to combine multiple test environment extensions."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:289
msgid "The custom command-line parsing can be performed by a test tool itself with the help of OS :ref:`get_cmdline_args<class_OS_method_get_cmdline_args>` method."
msgid "Testing signals"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:293
msgid "Integration tests for GDScript"
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:291
msgid "The following macros can be use to test signals:"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:295
msgid "Godot uses doctest to prevent regressions in GDScript during development. There are several types of test scripts which can be written:"
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:297
msgid "Macro"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:298
msgid "tests for expected errors;"
msgid "Description"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:299
msgid "tests for warnings;"
msgid "``SIGNAL_WATCH(object, \"signal_name\")``"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:300
msgid "tests for features."
msgid "Starts watching the specified signal on the given object."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:301
msgid "``SIGNAL_UNWATCH(object, \"signal_name\")``"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:302
msgid "Therefore, the process of writing integration tests for GDScript is the following:"
msgid "Stops watching the specified signal on the given object."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:303
msgid "``SIGNAL_CHECK(\"signal_name\", Vector<Vector<Variant>>)``"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:304
msgid "Pick a type of a test script you'd like to write, and create a new GDScript file under the ``modules/gdscript/tests/scripts`` directory within corresponding sub-directory."
msgid "Checks the arguments of all fired signals. The outer vector contains each fired signal, while the inner vector contains the list of arguments for that signal. The order of signals is significant."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:305
msgid "``SIGNAL_CHECK_FALSE(\"signal_name\")``"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:306
msgid "Checks if the specified signal was not fired."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:307
msgid "``SIGNAL_DISCARD(\"signal_name\")``"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:308
msgid "Discards all records of the specified signal."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:310
msgid "Below is an example demonstrating the use of these macros:"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:331
msgid "Test tools"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:333
msgid "Test tools are advanced methods which allow you to run arbitrary procedures to facilitate the process of manual testing and debugging the engine internals."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:336
msgid "These tools can be run by supplying the name of a tool after the ``--test`` command-line option. For instance, the GDScript module implements and registers several tools to help the debugging of the tokenizer, parser, and compiler:"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:346
msgid "If any such tool is detected, then the rest of the unit tests are skipped."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:348
msgid "Test tools can be registered anywhere throughout the engine as the registering mechanism closely resembles of what doctest provides while registering test cases using dynamic initialization technique, but usually these can be registered at corresponding ``register_types.cpp`` sources (per module or core)."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:353
msgid "Here's an example of how GDScript registers test tools in ``modules/gdscript/register_types.cpp``:"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:376
msgid "The custom command-line parsing can be performed by a test tool itself with the help of OS :ref:`get_cmdline_args<class_OS_method_get_cmdline_args>` method."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:380
msgid "Integration tests for GDScript"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:382
msgid "Godot uses doctest to prevent regressions in GDScript during development. There are several types of test scripts which can be written:"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:385
msgid "tests for expected errors;"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:386
msgid "tests for warnings;"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:387
msgid "tests for features."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:389
msgid "Therefore, the process of writing integration tests for GDScript is the following:"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:391
msgid "Pick a type of a test script you'd like to write, and create a new GDScript file under the ``modules/gdscript/tests/scripts`` directory within corresponding sub-directory."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:395
msgid "Write GDScript code. The test script must have a function called ``test()`` which takes no arguments. Such function will be called by the test runner. The test should not have any dependency unless it's part of the test too. Global classes (using ``class_name``) are registered before the runner starts, so those should work if needed."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:314
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:401
msgid "Here's an example test script:"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:322
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:409
msgid "Change directory to the Godot source repository root."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:328
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:415
msgid "Generate ``*.out`` files to update the expected results from the output:"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:334
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:421
msgid "You may add the ``--print-filenames`` option to see filenames as their test outputs are generated. If you are working on a new feature that is causing hard crashes, you can use this option to quickly find which test file causes the crash and debug from there."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:339
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:426
msgid "Run GDScript tests with:"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:345
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:432
msgid "This also accepts the ``--print-filenames`` option (see above)."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:347
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:434
msgid "If no errors are printed and everything goes well, you're done!"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:351
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:438
msgid "Make sure the output does have the expected values before submitting a pull request. If ``--gdscript-generate-tests`` produces ``*.out`` files which are unrelated to newly added tests, you should revert those files back and only commit ``*.out`` files for new tests."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:358
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:445
msgid "The GDScript test runner is meant for testing the GDScript implementation, not for testing user scripts nor testing the engine using scripts. We recommend writing new tests for already resolved `issues related to GDScript at GitHub <https://github.com/godotengine/godot/issues?q=is%3Aissue+label%3Atopic%3Agdscript+is%3Aclosed>`_, or writing tests for currently working features."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:366
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:453
msgid "If your test case requires that there is no ``test()`` function present inside the script file, you can disable the runtime section of the test by naming the script file so that it matches the pattern ``*.notest.gd``. For example, \"test_empty_file.notest.gd\"."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -24,90 +24,275 @@ msgid "About"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:9
msgid "Variant is the most important datatype of Godot, it's the most important class in the engine. A Variant takes up only 20 bytes and can store almost any engine datatype inside of it. Variants are rarely used to hold information for long periods of time, instead they are used mainly for communication, editing, serialization and generally moving data around."
msgid "Variant is the most important datatype in Godot. A Variant takes up only 24 bytes on 64-bit platforms (20 bytes on 32-bit platforms) and can store almost any engine datatype inside of it. Variants are rarely used to hold information for long periods of time, instead they are used mainly for communication, editing, serialization and generally moving data around."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:16
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:15
msgid "A Variant can:"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:18
msgid "Store almost any datatype"
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:17
msgid "Store almost any datatype."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:19
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:18
msgid "Perform operations between many variants (GDScript uses Variant as its atomic/native datatype)."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:20
msgid "Be hashed, so it can be compared quickly to other variants."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:21
msgid "Be hashed, so it can be compared quickly to other variants"
msgid "Be used to convert safely between datatypes."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:22
msgid "Be used to convert safely between datatypes"
msgid "Be used to abstract calling methods and their arguments (Godot exports all its functions through variants)."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:23
msgid "Be used to abstract calling methods and their arguments (Godot exports all its functions through variants)"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:25
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:24
msgid "Be used to defer calls or move data between threads."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:26
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:25
msgid "Be serialized as binary and stored to disk, or transferred via network."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:28
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:27
msgid "Be serialized to text and use it for printing values and editable settings."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:30
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:29
msgid "Work as an exported property, so the editor can edit it universally."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:31
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:30
msgid "Be used for dictionaries, arrays, parsers, etc."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:33
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:32
msgid "Basically, thanks to the Variant class, writing Godot itself was a much, much easier task, as it allows for highly dynamic constructs not common of C++ with little effort. Become a friend of Variant today."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:38
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:57
msgid "References:"
msgid "All types within Variant except Nil and Object **cannot** be ``null`` and must always store a valid value. These types within Variant are therefore called *non-nullable* types."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:40
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:42
msgid "One of the Variant types is *Nil* which can only store the value ``null``. Therefore, it is possible for a Variant to contain the value ``null``, even though all Variant types excluding Nil and Object are non-nullable."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:47
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:151
msgid "References"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:49
msgid "`core/variant/variant.h <https://github.com/godotengine/godot/blob/master/core/variant/variant.h>`__"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:43
msgid "Containers: Dictionary and Array"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:45
msgid "Both are implemented using variants. A Dictionary can match any datatype used as key to any other datatype. An Array just holds an array of Variants. Of course, a Variant can also hold a Dictionary and an Array inside, making it even more flexible."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:50
msgid "Modifications to a container will modify all references to it. A Mutex should be created to lock it if multi threaded access is desired."
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:52
msgid "List of variant types"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:54
msgid "Copy-on-write (COW) mode support for containers was dropped with Godot 3.0."
msgid "These types are available in Variant:"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:57
msgid "Type"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:57
msgid "Notes"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:59
msgid "Nil (can only store ``null``)"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:59
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:107
msgid "Nullable type"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:61
msgid ":ref:`class_bool`"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:63
msgid ":ref:`class_int`"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:65
msgid ":ref:`class_float`"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:67
msgid ":ref:`class_string`"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:69
msgid ":ref:`class_vector2`"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:71
msgid ":ref:`class_vector2i`"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:73
msgid ":ref:`class_rect2`"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:73
msgid "2D counterpart of AABB"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:75
msgid ":ref:`class_rect2i`"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:77
msgid ":ref:`class_vector3`"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:79
msgid ":ref:`class_vector3i`"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:81
msgid ":ref:`class_transform2d`"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:83
msgid ":ref:`class_vector4`"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:85
msgid ":ref:`class_vector4i`"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:87
msgid ":ref:`class_plane`"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:89
msgid ":ref:`class_quaternion`"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:91
msgid ":ref:`class_aabb`"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:91
msgid "3D counterpart of Rect2"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:93
msgid ":ref:`class_basis`"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:95
msgid ":ref:`class_transform3d`"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:97
msgid ":ref:`class_projection`"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:99
msgid ":ref:`class_color`"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:101
msgid ":ref:`class_stringname`"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:103
msgid ":ref:`class_nodepath`"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:105
msgid ":ref:`class_rid`"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:107
msgid ":ref:`class_object`"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:109
msgid ":ref:`class_callable`"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:111
msgid ":ref:`class_signal`"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:113
msgid ":ref:`class_dictionary`"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:115
msgid ":ref:`class_array`"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:117
msgid ":ref:`class_packedbytearray`"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:119
msgid ":ref:`class_packedint32array`"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:121
msgid ":ref:`class_packedint64array`"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:123
msgid ":ref:`class_packedfloat32array`"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:125
msgid ":ref:`class_packedfloat64array`"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:127
msgid ":ref:`class_packedstringarray`"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:129
msgid ":ref:`class_packedvector2array`"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:131
msgid ":ref:`class_packedvector3array`"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:133
msgid ":ref:`class_packedcolorarray`"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:135
msgid ":ref:`class_packedvector4array`"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:139
msgid "Containers: Array and Dictionary"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:141
msgid "Both :ref:`class_array` and :ref:`class_dictionary` are implemented using variants. A Dictionary can match any datatype used as key to any other datatype. An Array just holds an array of Variants. Of course, a Variant can also hold a Dictionary or an Array inside, making it even more flexible."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:146
msgid "Modifications to a container will modify all references to it. A Mutex should be created to lock it if :ref:`multi-threaded access <doc_using_multiple_threads>` is desired."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:153
msgid "`core/variant/dictionary.h <https://github.com/godotengine/godot/blob/master/core/variant/dictionary.h>`__"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:60
#: ../../docs/contributing/development/core_and_modules/variant_class.rst:154
msgid "`core/variant/array.h <https://github.com/godotengine/godot/blob/master/core/variant/array.h>`__"
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -122,7 +122,3 @@ msgstr ""
#: ../../docs/contributing/development/cpp_usage_guidelines.rst:105
msgid "See :ref:`doc_code_style_guidelines_header_includes` for guidelines on sorting includes in C++ and Objective-C files."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -46,7 +46,3 @@ msgstr ""
#: ../../docs/contributing/development/debugging/index.rst:46
msgid "If you're using a code editor or an IDE to debug Godot, check out our :ref:`configuration guides <doc_configuring_an_ide>`, which cover the setup process for building and debugging with your particular editor."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -42,7 +42,3 @@ msgstr ""
#: ../../docs/contributing/development/debugging/macos_debug.rst:44
msgid "To allow debugging, select the ``codesign\\debugging`` (``com.apple.security.get-task-allow``) entitlement during the export. When it is selected, notarization is not supported and should be disabled."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -210,7 +210,3 @@ msgstr ""
#: ../../docs/contributing/development/debugging/using_cpp_profilers.rst:159
msgid "You can use the timeline at the top of the window to display details for the specific time period."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -195,7 +195,3 @@ msgstr ""
#: ../../docs/contributing/development/debugging/using_sanitizers.rst:173
msgid "``use_safe_heap=yes`` enables `Emscripten's SAFE_HEAP sanitizer <https://emscripten.org/docs/debugging/Sanitizers.html>`__. It provides similar functionality to ASAN, but it focuses on issues that are specific to WebAssembly. ``SAFE_HEAP`` is not guaranteed to be compatible with ASAN and UBSAN in the same binary, so you may have to build it separately."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -18,7 +18,3 @@ msgstr ""
#: ../../docs/contributing/development/debugging/vulkan/index.rst:4
msgid "Vulkan"
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -171,7 +171,3 @@ msgstr ""
#: ../../docs/contributing/development/debugging/vulkan/vulkan_validation_layers.rst:187
msgid "Linked validation layers are automatically loaded and enabled in Android debug builds. You can use Godot's :ref:`doc_one-click_deploy` feature to quickly test your project with the validation layers enabled."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -64,65 +64,49 @@ msgid "Icon optimization"
msgstr ""
#: ../../docs/contributing/development/editor/creating_icons.rst:49
msgid "Because the editor renders SVGs once at load time, they need to be small in size so they can be efficiently parsed. Editor icons must be first optimized before being added to the engine, to do so:"
msgid "Because the editor renders SVGs once at load time, they need to be small in size so they can be efficiently parsed. When the :ref:`pre-commit hook <doc_code_style_guidelines_pre_commit_hook>` runs, it automatically optimizes the SVG using `svgo <https://github.com/svg/svgo>`_."
msgstr ""
#: ../../docs/contributing/development/editor/creating_icons.rst:53
msgid "Install `svgcleaner <https://github.com/RazrFalcon/svgcleaner>`__ by downloading a binary from its `Releases tab <https://github.com/RazrFalcon/svgcleaner/releases/latest>`__ and placing it into a location in your ``PATH`` environment variable."
msgstr ""
#: ../../docs/contributing/development/editor/creating_icons.rst:58
msgid "Run the command below, replacing ``svg_source.svg`` with the path to your SVG file (which can be a relative or absolute path):"
msgstr ""
#: ../../docs/contributing/development/editor/creating_icons.rst:65
msgid "The ``--multipass`` switch improves compression, so make sure to include it. The optimized icon will be saved to ``svg_optimized.svg``. You can also change the destination parameter to any relative or absolute path you'd like."
msgstr ""
#: ../../docs/contributing/development/editor/creating_icons.rst:71
#: ../../docs/contributing/development/editor/creating_icons.rst:56
msgid "While this optimization step won't impact the icon's quality noticeably, it will still remove editor-only information such as guides. Therefore, it's recommended to keep the source SVG around if you need to make further changes."
msgstr ""
#: ../../docs/contributing/development/editor/creating_icons.rst:77
#: ../../docs/contributing/development/editor/creating_icons.rst:62
msgid "Integrating and sharing the icons"
msgstr ""
#: ../../docs/contributing/development/editor/creating_icons.rst:79
#: ../../docs/contributing/development/editor/creating_icons.rst:64
msgid "If you're contributing to the engine itself, you should make a pull request to add optimized icons to ``editor/icons`` in the main repository. Recompile the engine to make it pick up new icons for classes."
msgstr ""
#: ../../docs/contributing/development/editor/creating_icons.rst:83
#: ../../docs/contributing/development/editor/creating_icons.rst:68
msgid "It's also possible to create custom icons within a module. If you're creating your own module and don't plan to integrate it with Godot, you don't need to make a separate pull request for your icons to be available within the editor as they can be self-contained."
msgstr ""
#: ../../docs/contributing/development/editor/creating_icons.rst:88
#: ../../docs/contributing/development/editor/creating_icons.rst:73
msgid "For specific instructions on how to create module icons, refer to :ref:`Creating custom module icons<doc_custom_module_icons>`."
msgstr ""
#: ../../docs/contributing/development/editor/creating_icons.rst:92
#: ../../docs/contributing/development/editor/creating_icons.rst:77
msgid "Troubleshooting"
msgstr ""
#: ../../docs/contributing/development/editor/creating_icons.rst:94
#: ../../docs/contributing/development/editor/creating_icons.rst:79
msgid "If icons don't appear in the editor, make sure that:"
msgstr ""
#: ../../docs/contributing/development/editor/creating_icons.rst:96
#: ../../docs/contributing/development/editor/creating_icons.rst:81
msgid "Each icon's filename matches the naming requirement as described previously."
msgstr ""
#: ../../docs/contributing/development/editor/creating_icons.rst:98
#: ../../docs/contributing/development/editor/creating_icons.rst:83
msgid "``modules/svg`` is enabled (it should be enabled by default). Without it, icons won't appear in the editor at all."
msgstr ""
#: ../../docs/contributing/development/editor/creating_icons.rst:102
#: ../../docs/contributing/development/editor/creating_icons.rst:87
msgid "References"
msgstr ""
#: ../../docs/contributing/development/editor/creating_icons.rst:104
#: ../../docs/contributing/development/editor/creating_icons.rst:89
msgid "`editor/icons <https://github.com/godotengine/godot/tree/master/editor/icons>`__"
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -158,7 +158,3 @@ msgstr ""
#: ../../docs/contributing/development/editor/editor_style_guide.rst:98
msgid "**Bad:** *Compute global illumination for the selected GIProbe.*"
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -18,7 +18,3 @@ msgstr ""
#: ../../docs/contributing/development/editor/index.rst:4
msgid "Editor development"
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -122,7 +122,3 @@ msgstr ""
#: ../../docs/contributing/development/editor/introduction_to_editor_development.rst:85
msgid "To iterate quickly on the editor, we recommend to set up a test project and :ref:`open it from the command line <doc_command_line_tutorial>` after compiling the editor. This way, you don't have to go through the Project Manager every time you start Godot."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -26,7 +26,3 @@ msgstr ""
#: ../../docs/contributing/development/file_formats/gdscript_grammar.rst:11
msgid "This grammar is descriptive only, derived from the reference documentation and current implementation. The GDScript parser is **not** generated from a grammar definition. Inconsistencies here likely mean an error in this grammar, not a bug in GDScript."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -18,7 +18,3 @@ msgstr ""
#: ../../docs/contributing/development/file_formats/index.rst:4
msgid "Godot file formats"
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -190,7 +190,7 @@ msgid "Skeleton3D"
msgstr ""
#: ../../docs/contributing/development/file_formats/tscn.rst:196
msgid "The :ref:`class_Skeleton3D` node inherits the Node3D node, but may alsohave a list of bones described in key-value pairs in the format ``bones/<id>/<attribute> = value``. The bone attributes consist of:"
msgid "The :ref:`class_Skeleton3D` node inherits the Node3D node, but may also have a list of bones described in key-value pairs in the format ``bones/<id>/<attribute> = value``. The bone attributes consist of:"
msgstr ""
#: ../../docs/contributing/development/file_formats/tscn.rst:200
@@ -424,7 +424,3 @@ msgstr ""
#: ../../docs/contributing/development/file_formats/tscn.rst:505
msgid "In the visual guide below, ``T`` is the keyframe's time in seconds since the start of the animation, ``E`` is the keyframe's transition (currently always ``1``). For 3D position and scale tracks, ``X``, ``Y``, ``Z`` are the Vector3's coordinates. For 3D rotation tracks, ``X``, ``Y``, ``Z`` and ``W`` are the Quaternion's coordinates."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -74,7 +74,3 @@ msgstr ""
#: ../../docs/contributing/development/handling_compatibility_breakages.rst:141
msgid "For more information, see `pull request #76446 <https://github.com/godotengine/godot/pull/76446>`_."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -34,7 +34,3 @@ msgstr ""
#: ../../docs/contributing/development/index.rst:36
msgid "Engine architecture"
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -144,7 +144,3 @@ msgstr ""
#: ../../docs/contributing/documentation/building_the_manual.rst:165
msgid "You can specify a list of files to build, which can greatly speed up compilation:"
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -574,7 +574,3 @@ msgstr ""
#: ../../docs/contributing/documentation/class_reference_primer.rst:332
msgid "To mark an API as deprecated or experimental, you need to add the corresponding XML attribute. The attribute value must be a message explaining why the API is not recommended (BBCode markup is supported) or an empty string (the default message will be used). If an API element is marked as deprecated/experimental, then it is considered documented even if the description is empty."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -106,7 +106,3 @@ msgstr ""
#: ../../docs/contributing/documentation/content_guidelines.rst:91
msgid "Programming fundamentals are a prerequisite for using a complex engine like Godot. Talking about variables, functions, or classes is acceptable. But we should favor plain language over specific terminology like \"metaprogramming\". If you need to use precise terms, be sure to define them."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -68,165 +68,165 @@ msgid "Contributing changes"
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:52
msgid "**Pull Requests should use the** ``master`` **branch by default.** Only make Pull Requests against other branches (e.g. ``2.1`` or ``3.0``) if your changes only apply to that specific version of Godot."
msgid "**Pull requests should use the** ``master`` **branch by default.** Only make pull requests against other branches (e.g. ``3.6`` or ``4.2``) if your changes only apply to that specific version of Godot. After a pull request is merged into ``master``, it will usually be cherry-picked into the current stable branch by documentation maintainers."
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:56
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:58
msgid "Though less convenient to edit than a wiki, this Git repository is where we write the documentation. Having direct access to the source files in a revision control system is a plus to ensure our documentation quality."
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:61
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:63
msgid "Editing existing pages"
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:63
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:65
msgid "To edit an existing page, locate its ``.rst`` source file and open it in your favorite text editor. You can then commit the changes, push them to your fork, and make a pull request. **Note that the pages in** ``classes/`` **should not be edited here.** They are automatically generated from Godot's `XML class reference <https://github.com/godotengine/godot/tree/master/doc/classes>`__. See :ref:`doc_updating_the_class_reference` for details."
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:70
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:72
msgid "To build the manual and test changes on your computer, see :ref:`doc_building_the_manual`."
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:74
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:76
msgid "Editing pages online"
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:76
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:78
msgid "You can edit the documentation online by clicking the **Edit on GitHub** link in the top-right of every page."
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:79
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:81
msgid "Doing so takes you to the GitHub text editor. You need to have a GitHub account and to log in to use it. Once logged in, you can propose change like so:"
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:82
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:84
msgid "Click the **Edit on GitHub** button."
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:84
msgid "On the GitHub page you're taken to, click the pencil icon in the top-right corner near the **Raw**, **Blame**, and **Delete** buttons. It has the tooltip \"Fork this project and edit the file\"."
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:86
msgid "On the GitHub page you're taken to, make sure the current branch is \"master\". Click the pencil icon in the top-right corner near the **Raw**, **Blame**, and **Delete** buttons. It has the tooltip \"Fork this project and edit the file\"."
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:88
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:91
msgid "Edit the text in the text editor."
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:90
msgid "At the bottom of the web page, summarize the changes you made and click the button **Propose file change**. Make sure to replace the placeholder \"Update file.rst\" by a short but clear one-line description, as this is the commit title."
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:94
msgid "On the following screens, click the **Create pull request** button until you see a message like *Username wants to merge 1 commit into godotengine:master from Username:patch-1*."
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:93
msgid "Click \"Commit changes...\", summarize the changes you made and make sure to replace the placeholder \"Update file.rst\" by a short but clear one-line description, as this is the commit title. Click the button **Propose changes**."
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:98
msgid "Another contributor will review your changes and merge them into the docs if they're good. They may also make changes or ask you to do so before merging."
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:102
msgid "Adding new pages"
msgid "On the following screens, click the **Create pull request** button until you see a message like *Username wants to merge 1 commit into godotengine:master from Username:patch-1*."
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:104
msgid "Before adding a new page, please ensure that it fits in the documentation:"
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:106
msgid "Look for `existing issues <https://github.com/godotengine/godot-docs/issues>`_ or open a new one to see if the page is necessary."
msgid "If there are more commits than your own in the pull request it is likely that your branch was created using the wrong origin, due to \"master\" not being the current branch in step 2. You will need to rebase your branch to \"master\" or create a new branch."
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:109
msgid "Ensure there isn't a page that already covers the topic."
msgid "Another contributor will review your changes and merge them into the docs if they're good. They may also make changes or ask you to do so before merging."
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:110
msgid "Read our :ref:`doc_content_guidelines`."
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:112
msgid "To add a new page, create a ``.rst`` file with a meaningful name in the section you want to add a file to, e.g. ``tutorials/3d/light_baking.rst``."
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:113
msgid "Adding new pages"
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:115
msgid "You should then add your page to the relevant \"toctree\" (table of contents, e.g. ``tutorials/3d/index.rst``). Add your new filename to the list on a new line, using a relative path and no extension, e.g. here ``light_baking``."
msgid "Before adding a new page, please ensure that it fits in the documentation:"
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:117
msgid "Look for `existing issues <https://github.com/godotengine/godot-docs/issues>`_ or open a new one to see if the page is necessary."
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:120
msgid "Titles"
msgid "Ensure there isn't a page that already covers the topic."
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:122
msgid "Always begin pages with their title and a Sphinx reference name:"
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:121
msgid "Read our :ref:`doc_content_guidelines`."
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:123
msgid "To add a new page, create a ``.rst`` file with a meaningful name in the section you want to add a file to, e.g. ``tutorials/3d/light_baking.rst``."
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:126
msgid "You should then add your page to the relevant \"toctree\" (table of contents, e.g. ``tutorials/3d/index.rst``). Add your new filename to the list on a new line, using a relative path and no extension, e.g. here ``light_baking``."
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:131
msgid "The reference ``_doc_insert_your_title_here`` and the title should match."
msgid "Titles"
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:133
msgid "The reference allows linking to this page using the ``:ref:`` format, e.g. ``:ref:`doc_insert_your_title_here``` would link to the above example page (note the lack of leading underscore in the reference)."
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:137
msgid "Write your titles like plain sentences, without capitalizing each word:"
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:139
msgid "**Good:** Understanding signals in Godot"
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:140
msgid "**Bad:** Understanding Signals In Godot"
msgid "Always begin pages with their title and a Sphinx reference name:"
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:142
msgid "Only proper nouns, projects, people, and node class names should have their first letter capitalized."
msgid "The reference ``_doc_insert_your_title_here`` and the title should match."
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:146
msgid "Sphinx and reStructuredText syntax"
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:144
msgid "The reference allows linking to this page using the ``:ref:`` format, e.g. ``:ref:`doc_insert_your_title_here``` would link to the above example page (note the lack of leading underscore in the reference)."
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:148
msgid "Write your titles like plain sentences, without capitalizing each word:"
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:150
msgid "**Good:** Understanding signals in Godot"
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:151
msgid "**Bad:** Understanding Signals In Godot"
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:153
msgid "Only proper nouns, projects, people, and node class names should have their first letter capitalized."
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:157
msgid "Sphinx and reStructuredText syntax"
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:159
msgid "Check Sphinx's `reST Primer <https://www.sphinx-doc.org/en/stable/rest.html>`__ and the `official reference <https://docutils.sourceforge.net/rst.html>`__ for details on the syntax."
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:152
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:163
msgid "Sphinx uses specific reST comments to do specific operations, like defining the table of contents (``.. toctree::``) or cross-referencing pages. Check the `official Sphinx documentation <https://www.sphinx-doc.org/en/stable/index.html>`__ for more details. To learn how to use Sphinx directives like ``.. note::`` or ``.. seealso::``, check out the `Sphinx directives documentation <https://www.sphinx-doc.org/en/master/usage/restructuredtext/directives.html>`__."
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:161
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:172
msgid "Adding images and attachments"
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:163
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:174
msgid "To add images, please put them in an ``img/`` folder next to the ``.rst`` file with a meaningful name and include them in your page with:"
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:170
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:181
msgid "Alternatively, you can use the `figure` directive, which gives the image a contrasting border and allows centering it on the page."
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:178
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:189
msgid "You can also include attachments as support material for a tutorial, by placing them into a ``files/`` folder next to the ``.rst`` file, and using this inline markup:"
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:185
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:196
msgid "Consider using the `godot-docs-project-starters <https://github.com/godotengine/godot-docs-project-starters>` repository for hosting support materials, such as project templates and asset packs. You can use a direct link to the generated archive from that repository with the regular link markup:"
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:196
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:207
msgid "License"
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:198
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:209
msgid "This documentation and every page it contains is published under the terms of the `Creative Commons Attribution 3.0 license (CC BY 3.0) <https://creativecommons.org/licenses/by/3.0/>`_, with attribution to \"Juan Linietsky, Ariel Manzur and the Godot community\"."
msgstr ""
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:203
#: ../../docs/contributing/documentation/contributing_to_the_documentation.rst:214
msgid "By contributing to the documentation on the GitHub repository, you agree that your changes are distributed under this license."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -214,7 +214,3 @@ msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:244
msgid "The ``:autoplay:``, ``:loop:`` and ``:muted:`` flags should always be specified unless the video needs to play audio. In this case, do not specify *any* of these flags."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -412,7 +412,7 @@ msgstr ""
msgid "The developers chose some specific words to refer to areas of the interface. They're used in the sources, in the documentation, and you should always use them instead of synonyms, so the users know what you're talking about."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:467
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:464
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:467
msgid "Overview of the interface and common vocabulary"
msgstr ""
@@ -460,7 +460,3 @@ msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:508
msgid "Press ``:kbd:`Shift + Up Arrow``` to move the node upwards by 8 pixels."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -298,7 +298,3 @@ msgstr ""
#: ../../docs/contributing/documentation/editor_and_docs_localization.rst:416
msgid "Repeat this for other images and :ref:`make a Pull Request <doc_pr_workflow>`."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -62,7 +62,3 @@ msgstr ""
#: ../../docs/contributing/documentation/index.rst:62
msgid "The community is always working hard on making Godot and its documentation available to more people. Localizing the documentation is a colossal and ongoing effort you can be part of."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -110,7 +110,3 @@ msgstr ""
#: ../../docs/contributing/documentation/updating_the_class_reference.rst:114
msgid "You will then need to add descriptions to any newly generated entries."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -36,11 +36,11 @@ msgid "We created the non-profit `Godot Foundation <https://godot.foundation/>`_
msgstr ""
#: ../../docs/contributing/how_to_contribute.rst:20
msgid "With as little as 5 EUR per month, you can help us keep going strong. Currently, we are intending to hire more core developers, as to cover more ground with full-time specialists that supplement and guide volunteer work."
msgid "With as little as 5 EUR per month, you can help us keep going strong. Currently, we are intending to hire more core developers, as to cover more ground with full-time specialists that supplement and guide volunteer work."
msgstr ""
#: ../../docs/contributing/how_to_contribute.rst:23
msgid "`Join the Development Fund <fund.godotengine.org>`_"
msgid "`Join the Development Fund <https://fund.godotengine.org>`_"
msgstr ""
#: ../../docs/contributing/how_to_contribute.rst:25
@@ -48,7 +48,7 @@ msgid "**Donation Drives** Think about your followers on social media, or other
msgstr ""
#: ../../docs/contributing/how_to_contribute.rst:29
msgid "Are you a content creator? Consider adding a link to the `Godot Development Fund <fund.godotengine.org>`_ to your descriptions. If you do live streams, perhaps think about organizing a stream with donation incentives."
msgid "Are you a content creator? Consider adding a link to the `Godot Development Fund <https://fund.godotengine.org>`_ to your descriptions. If you do live streams, perhaps think about organizing a stream with donation incentives."
msgstr ""
#: ../../docs/contributing/how_to_contribute.rst:34
@@ -96,41 +96,37 @@ msgid "To get started, chose any `open pull request <https://github.com/godoteng
msgstr ""
#: ../../docs/contributing/how_to_contribute.rst:74
msgid "**Write Plugins (GDScript, C#, & more)** Community addons are not directly included in the core engine download or repository, yet they provide essential quality of life upgrades for your fellow game developers. Upload your plugins to the `Godot Asset Library <https://godotengine.org/asset-library/asset>`_ to make them available to others. .. update to talk about Asset Store later"
msgid "**Write Plugins (GDScript, C#, & more)** Community addons are not directly included in the core engine download or repository, yet they provide essential quality of life upgrades for your fellow game developers. Upload your plugins to the `Godot Asset Library <https://godotengine.org/asset-library/asset>`_ to make them available to others."
msgstr ""
#: ../../docs/contributing/how_to_contribute.rst:79
#: ../../docs/contributing/how_to_contribute.rst:80
msgid "**Demo projects (GDScript, C#, and making Assets)** We provide new users with `demo projects <https://github.com/godotengine/godot-demo-projects/>`_ so they can quickly test new features or get familiar with the engine in the first place. At industry events, we might even exhibit these demo projects to showcase what Godot can do! Help improve existing projects or supply your own to be added to the pool, and join the `demo channel <https://chat.godotengine.org/channel/demo-content>`_ in the Contributor RocketChat to talk about it."
msgstr ""
#: ../../docs/contributing/how_to_contribute.rst:84
#: ../../docs/contributing/how_to_contribute.rst:85
msgid "**Documentation** The documentation is one of the most essential parts of any tech project, yet the need to document new features and substantial changes often gets overlooked. Join the `documentation team <https://chat.godotengine.org/channel/documentation>`_ to improve the Godot Engine with your technical writing skills."
msgstr ""
#: ../../docs/contributing/how_to_contribute.rst:88
#: ../../docs/contributing/how_to_contribute.rst:89
msgid "**Translations (spoken languages other than English)** Are you interested in making the Godot Engine more accessible to non-English speakers? Contribute to our `community-translations <https://hosted.weblate.org/projects/godot-engine/godot/>`_."
msgstr ""
#: ../../docs/contributing/how_to_contribute.rst:93
#: ../../docs/contributing/how_to_contribute.rst:94
msgid "Community support"
msgstr ""
#: ../../docs/contributing/how_to_contribute.rst:95
#: ../../docs/contributing/how_to_contribute.rst:96
msgid "**Call for Moderators** With a community of our size, we need people to step up as volunteer moderators in all kinds of places. These teams are organized by the Godot Foundation, but would not function without the dedication of active community members like you."
msgstr ""
#: ../../docs/contributing/how_to_contribute.rst:99
#: ../../docs/contributing/how_to_contribute.rst:100
msgid "Have a look around your favorite community platform and you might come across open application calls."
msgstr ""
#: ../../docs/contributing/how_to_contribute.rst:101
msgid "**Answer tech-support questions** With many new people discovering the Godot Engine recently, the need for peer-to-peer tech-support has never been greater. Be it on the `Forum <https://forum.godotengine.org/>`_, our `subreddit <https://www.reddit.com/r/godot/>`_, or on `Discord <https://discord.gg/bdcfAYM4W9>`_, you can always brighten someone's day by helping them get their personal projects back on track."
#: ../../docs/contributing/how_to_contribute.rst:102
msgid "**Answer tech-support questions** With many new people discovering the Godot Engine recently, the need for peer-to-peer tech-support has never been greater. See the `Godot website <https://godotengine.org/community>`_ for a list of official and user-supported Godot communities."
msgstr ""
#: ../../docs/contributing/how_to_contribute.rst:105
#: ../../docs/contributing/how_to_contribute.rst:106
msgid "**Create tutorials & more** How did you get started with the Godot Engine? Chances are you looked for learning materials outside of what the documentation provides. Without content creators covering the game development process, there would not be this big of a community today. Therefore it seemed only right to mention them in a page about important contributions to the project."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -146,7 +146,3 @@ msgstr ""
#: ../../docs/contributing/workflow/bisecting_regressions.rst:198
msgid "You can read the full documentation on ``git bisect`` `here <https://git-scm.com/docs/git-bisect>`__."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -64,340 +64,339 @@ msgid "Labels"
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:37
msgid "The following labels are currently defined in the Godot repository:"
msgid "The following `labels <https://github.com/godotengine/godot/labels>`__ are currently defined in the Godot repository:"
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:39
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:40
msgid "**Categories:**"
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:41
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:158
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:42
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:163
msgid "*Archived*: either a duplicate of another issue, or invalid. Such an issue would also be closed."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:43
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:44
msgid "*Breaks compat*: describes something that can only be fixed by breaking compatibility with existing projects."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:45
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:46
msgid "*Bug*: describes something that is not working properly."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:46
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:162
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:47
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:167
msgid "*Cherrypick*: describes something that can be backported to a stable branch after being merged in the ``master`` branch."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:48
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:49
msgid "*Confirmed*: has been confirmed by at least one other contributor than the bug reporter (typically for *Bug* reports). The purpose of this label is to let developers know which issues are still reproducible when they want to select what to work on. It is therefore a good practice to add in a comment on what platform and what version or commit of Godot the issue could be reproduced; if a developer looks at the issue one year later, the *Confirmed* label may not be relevant anymore."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:56
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:57
msgid "*Crash:* describes a bug that causes the engine to crash. This label is only used for \"hard\" crashes, not freezes."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:58
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:165
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:59
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:170
msgid "*Discussion*: the issue is not consensual and needs further discussion to define what exactly should be done to address the topic."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:61
msgid "*Documentation*: issue related to the documentation. Mainly to request enhancements in the API documentation. Issues related to the ReadTheDocs documentation should be filed on the `godot-docs <https://github.com/godotengine/godot-docs>`_ repository."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:65
msgid "*Enhancement*: describes a proposed enhancement to an existing functionality."
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:62
msgid "*Documentation*: related to the documentation. PRs with this label improve the class reference. Issues with this label are either for wrong documentation, or are user-reported \"bugs\" that are actually limitations to be further documented. Often paired with *Discussion*. Issues related to the ReadTheDocs documentation should be filed on the `godot-docs <https://github.com/godotengine/godot-docs>`_ repository."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:67
msgid "*Feature proposal*: describes a wish for a new feature to be implemented. Note that the main Godot repository no longer accepts feature requests. Please use `godot-proposals <https://github.com/godotengine/godot-proposals>`__ instead."
msgid "*Enhancement*: describes a proposed enhancement to an existing functionality."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:71
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:69
msgid "*Feature proposal*: describes a wish for a new feature to be implemented. Note that the main Godot repository no longer accepts feature requests. Please use `godot-proposals <https://github.com/godotengine/godot-proposals>`__ instead. PRs which add new features but do not have a corresponding proposal use this label."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:75
msgid "*For PR meeting*: the issue needs to be discussed in a pull request meeting. These meetings are public and are held on the `Godot Contributors Chat <https://chat.godotengine.org/>`_."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:73
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:169
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:77
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:174
msgid "*Good first issue*: the issue is *assumed* to be an easy one to fix, which makes it a great fit for new contributors who want to become familiar with the code base. It should be removed while an active PR is available, that resolves this issue."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:77
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:81
msgid "*High priority:* the issue is particularly important as it can prevent people from releasing their projects or cause data loss."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:79
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:83
msgid "*Needs testing*: the issue/pull request could not be completely tested and thus need further testing. This can mean that it needs to be tested on different hardware/software configurations or even that the steps to reproduce are not certain."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:83
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:173
msgid "*Needs work*: the pull request needs additional work before it can be merged."
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:87
msgid "*Needs work*: the pull request needs additional work before it can be merged. Also for issues that are very incomplete, such as missing reproduction steps."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:84
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:89
msgid "*Performance*: issues that directly impact engine or editor performance. Can also be used for pull requests that improve performance or add low-end-friendly options. Should not be coupled with *Usability*."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:87
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:92
msgid "*Production*: Relates to the production team."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:88
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:93
msgid "*Regression*: the bug appeared after a stable release not exhibiting the bug was released."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:90
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:175
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:95
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:180
msgid "*Salvageable*: the pull request can't be merged due to design issues or merge conflicts and its author is not active anymore. However, it can still be picked up by an external contributor to bring it to a mergeable state. To do so, you need to open a new pull request based on the original pull request."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:94
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:179
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:99
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:184
msgid "*Tracker*: issue used to track other issues (like all issues related to the plugin system)."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:96
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:101
msgid "*Usability*: issues that directly impact user usability. Should not be coupled with *Performance*."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:98
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:103
msgid "The categories are used for general triage of the issues. They can be combined in some way when relevant, e.g. an issue can be labelled *Enhancement* and *Usability* at the same time if it's an issue to improve usability. Or *Feature proposal* and *Discussion* if it's a non-consensual feature request, or one that is not precise enough to be worked on. At least one of the categories *Bug*, *Enhancement* or *Discussion* is used to describe an issue or pull request."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:106
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:111
msgid "**Topics:**"
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:108
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:113
msgid "*2D*: relates to 2D-specific issues. Should be coupled with one of the labels below, and should not be coupled with *3D*."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:109
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:114
msgid "*3D*: relates to 3D-specific issues. Should be coupled with one of the labels below, and should not be coupled with *2D*."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:110
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:115
msgid "*Animation*: relates to the Animation system, editors and importers."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:111
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:116
msgid "*Assetlib*: relates to issues with the asset library."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:112
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:117
msgid "*Audio*: relates to the audio features (low and high level)."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:113
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:118
msgid "*Buildsystem*: relates to building issues, either linked to the SCons buildsystem or to compiler peculiarities."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:115
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:120
msgid "*Codestyle*: relates to the programming style used within the codebase."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:116
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:121
msgid "*Core*: anything related to the core engine. Specific topics are split off separately as they crop up."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:117
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:122
msgid "*Dotnet*: relates to the C# / Dotnet bindings."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:118
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:123
msgid "*Editor*: relates to issues in the editor (mainly UI)."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:119
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:124
msgid "*Export*: relates to the export system and templates."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:120
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:125
msgid "*GDExtension*: relates to the GDExtension system for native extensions."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:121
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:126
msgid "*GDScript*: relates to GDScript."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:122
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:127
msgid "*GUI*: relates to GUI (Control) nodes or to Nodes that compose user interfaces."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:123
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:128
msgid "*Import*: relates to the resource import system."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:124
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:129
msgid "*Input*: relates to the input system."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:125
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:130
msgid "*Multiplayer*: relates to multiplayer (high-level networking) systems."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:126
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:131
msgid "*Navigation*: relates to the navigation system (including A* and navmeshes)."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:127
msgid "*Network*: relates to (lot-level) networking."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:128
msgid "*Particles*: particles, particle systems and their editors."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:129
msgid "*Physics*: relates to the physics engine (2D/3D)."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:130
msgid "*Plugin*: relates to problems encountered while writing plugins."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:131
msgid "*Porting*: relates to some specific platforms or exporting projects."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:132
msgid "*Rendering*: relates to the 2D and 3D rendering engines."
msgid "*Network*: relates to (low-level) networking."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:133
msgid "*Shaders*: relates to the Godot shader language or visual shaders."
msgid "*Particles*: particles, particle systems and their editors."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:134
msgid "*Tests*: relates to unit tests."
msgid "*Physics*: relates to the physics engine (2D/3D)."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:135
msgid "*Thirdparty*: relates to third-party libraries used in Godot."
msgid "*Plugin*: relates to problems encountered while writing plugins."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:136
msgid "*XR*: relates to Augmented Reality or Virtual Reality."
msgid "*Porting*: relates to some specific platforms or exporting projects."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:137
msgid "*Rendering*: relates to the 2D and 3D rendering engines."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:138
msgid "Issues would typically correspond to only one topic, though it's not unthinkable to see issues that fit two bills. The general idea is that there will be specialized contributors teams behind all topics, so they can focus on the issues labelled with their team's topic."
msgid "*Shaders*: relates to the Godot shader language or visual shaders."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:139
msgid "*Tests*: relates to unit tests."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:140
msgid "*Thirdparty*: relates to third-party libraries used in Godot."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:141
msgid "*XR*: relates to Augmented Reality or Virtual Reality."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:143
msgid "Issues would typically correspond to only one topic, though it's not unthinkable to see issues that fit two bills. The general idea is that there will be specialized contributors teams behind all topics, so they can focus on the issues labelled with their team's topic."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:148
msgid "**Platforms:**"
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:145
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:150
msgid "*Android*, *iOS*, *Linux*, *macOS*, *Web*, *Windows*"
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:147
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:152
msgid "By default, it is assumed that a given issue applies to all platforms. If one of the platform labels is used, it is then exclusive and the previous assumption doesn't stand anymore (so if it's a bug on e.g. Android and Linux exclusively, select those two platforms)."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:153
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:158
msgid "Documentation labels"
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:155
msgid "In the `documentation repository <https://github.com/godotengine/godot-docs>`__, we use the following labels:"
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:160
msgid "In the `documentation repository <https://github.com/godotengine/godot-docs>`__, we use the following `labels <https://github.com/godotengine/godot-docs/labels>`__:"
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:160
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:165
msgid "*Bug*: Incorrect information in an existing page. Not to be used for *missing* information."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:164
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:169
msgid "*Dependencies*: describes pull requests that update a dependency file."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:168
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:173
msgid "*Enhancement*: new information to be added in an existing page."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:174
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:178
msgid "*Needs work*: the pull request needs additional work before it can be merged."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:179
msgid "*Python*: Pull requests that update Python code."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:182
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:187
msgid "**Area:**"
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:184
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:189
msgid "*About*: Issues and PRs related to the About section of the documentation and other general articles."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:185
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:190
msgid "*Class reference*: the issue is about the class reference, not a documentation page."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:186
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:191
msgid "*Community*: Issues and PRs related to the Community section of the documentation."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:187
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:192
msgid "*Contributing*: Issues and PRs related to the Contributing/Development section of the documentation."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:188
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:193
msgid "*Getting started*: Issues and PRs related to the Getting Started section of the documentation."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:189
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:194
msgid "*Manual*: Issues and PRs related to the Manual/Tutorials section of the documentation."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:191
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:196
msgid "**Content:**"
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:193
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:198
msgid "*Images*: Issues and PRs involving outdated or incorrect images in articles."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:194
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:199
msgid "*New page*: Issues and PRs related to creation of new documentation pages for new or undocumented features."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:195
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:200
msgid "*Organization*: Issues and PRs related to reorganizing the content."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:196
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:201
msgid "*Proofreading*: Issues and PRs related to proofreading the documentation."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:197
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:202
msgid "*Redirect*: Issues and PRs involving moving content and adding a redirect rule on the backend."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:198
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:203
msgid "*Website*: Issues related to adding website features and fixing bugs, whether on the front or back-end,"
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:200
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:205
msgid "**Topic:**"
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:202
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:207
msgid "The available topics describe the same content as the topics in the main repository."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:206
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:211
msgid "Milestones"
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:208
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:213
msgid "`Milestones <https://github.com/godotengine/godot/milestones>`_ correspond to planned future versions of Godot for which there is an existing roadmap. Issues that fit in the said roadmap should be filed under the corresponding milestone; if they don't correspond to any current roadmap, they should be left without milestone. As a rule of thumb, an issue corresponds to a given milestone if it concerns a feature that is new in the milestone, or a critical bug that can't be accepted in any future stable release, or anything that Juan wants to work on right now. :)"
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:217
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:222
msgid "Contributors are free to pick issues regardless of their assigned milestone; if a fix is proposed for a bug that was not deemed urgent and thus without milestone, it would likely still be very welcome."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -134,7 +134,3 @@ msgstr ""
#: ../../docs/contributing/workflow/first_steps.rst:128
msgid "See :ref:`doc_editor_and_docs_localization` for more details."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -22,7 +22,3 @@ msgstr ""
#: ../../docs/contributing/workflow/index.rst:8
msgid "Godot is a large project, both in terms of the codebase and the workload for contributors. The guides below serve as a helper when you get stuck dealing with Git or GitHub, or if you are generally interested in how maintainers approach the project."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -418,7 +418,3 @@ msgstr ""
#: ../../docs/contributing/workflow/pr_review_guidelines.rst:418
msgid "If it is appropriate for you to be merging a pull request (i.e. you are on the production team or you are the team leader for that area), you are confident that the pull request has been sufficiently reviewed, and once you carry out these steps you can go ahead and merge the pull request."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -91,330 +91,322 @@ msgstr ""
msgid "To clone your fork from GitHub, use the following command:"
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:100
msgid "In our examples, the \"$\" character denotes the command line prompt on typical UNIX shells. It is not part of the command and should not be typed."
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:104
#: ../../docs/contributing/workflow/pr_workflow.rst:101
msgid "After a little while, you should have a ``godot`` directory in your current working directory. Move into it using the ``cd`` command:"
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:111
#: ../../docs/contributing/workflow/pr_workflow.rst:108
msgid "We will start by setting up a reference to the original repository that we forked:"
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:118
#: ../../docs/contributing/workflow/pr_workflow.rst:115
msgid "This will create a reference named ``upstream`` pointing to the original ``godotengine/godot`` repository. This will be useful when you want to pull new commits from its ``master`` branch to update your fork. You have another remote reference named ``origin``, which points to your fork (``USERNAME/godot``)."
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:123
#: ../../docs/contributing/workflow/pr_workflow.rst:120
msgid "You only need to do the above steps once, as long as you keep that local ``godot`` folder (which you can move around if you want, the relevant metadata is hidden in its ``.git`` subfolder)."
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:127
#: ../../docs/contributing/workflow/pr_workflow.rst:124
msgid "*Branch it, pull it, code it, stage it, commit, push it, rebase it... technologic.*"
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:130
#: ../../docs/contributing/workflow/pr_workflow.rst:127
msgid "This bad take on Daft Punk's *Technologic* shows the general conception Git beginners have of its workflow: lots of strange commands to learn by copy and paste, hoping they will work as expected. And that's actually not a bad way to learn, as long as you're curious and don't hesitate to question your search engine when lost, so we will give you the basic commands to know when working in Git."
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:138
#: ../../docs/contributing/workflow/pr_workflow.rst:135
msgid "In the following, we will assume as an example that you want to implement a feature in Godot's Project Manager, which is coded in the ``editor/project_manager.cpp`` file."
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:143
#: ../../docs/contributing/workflow/pr_workflow.rst:140
msgid "Branching"
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:145
#: ../../docs/contributing/workflow/pr_workflow.rst:142
msgid "By default, the ``git clone`` should have put you on the ``master`` branch of your fork (``origin``). To start your own feature development, we will create a feature branch:"
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:157
#: ../../docs/contributing/workflow/pr_workflow.rst:154
msgid "This command is equivalent:"
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:164
#: ../../docs/contributing/workflow/pr_workflow.rst:161
msgid "If you want to go back to the ``master`` branch, you'd use:"
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:170
#: ../../docs/contributing/workflow/pr_workflow.rst:167
msgid "You can see which branch you are currently on with the ``git branch`` command:"
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:180
#: ../../docs/contributing/workflow/pr_workflow.rst:177
msgid "Be sure to always go back to the ``master`` branch before creating a new branch, as your current branch will be used as the base for the new one. Alternatively, you can specify a custom base branch after the new branch's name:"
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:189
#: ../../docs/contributing/workflow/pr_workflow.rst:186
msgid "Updating your branch"
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:191
#: ../../docs/contributing/workflow/pr_workflow.rst:188
msgid "This would not be needed the first time (just after you forked the upstream repository). However, the next time you want to work on something, you will notice that your fork's ``master`` is several commits behind the upstream ``master`` branch: pull requests from other contributors would have been merged in the meantime."
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:197
#: ../../docs/contributing/workflow/pr_workflow.rst:194
msgid "To ensure there won't be conflicts between the feature you develop and the current upstream ``master`` branch, you will have to update your branch by *pulling* the upstream branch."
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:205
#: ../../docs/contributing/workflow/pr_workflow.rst:202
msgid "The ``--rebase`` argument will ensure that any local changes that you committed will be re-applied *on top* of the pulled branch, which is usually what we want in our PR workflow. This way, when you open a pull request, your own commits will be the only difference with the upstream ``master`` branch."
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:210
#: ../../docs/contributing/workflow/pr_workflow.rst:207
msgid "While rebasing, conflicts may arise if your commits modified code that has been changed in the upstream branch in the meantime. If that happens, Git will stop at the conflicting commit and will ask you to resolve the conflicts. You can do so with any text editor, then stage the changes (more on that later), and proceed with ``git rebase --continue``. Repeat the operation if later commits have conflicts too, until the rebase operation completes."
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:217
#: ../../docs/contributing/workflow/pr_workflow.rst:214
msgid "If you're unsure about what is going on during a rebase and you panic (no worry, we all do the first few times), you can abort the rebase with ``git rebase --abort``. You will then be back to the original state of your branch before calling ``git pull --rebase``."
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:222
#: ../../docs/contributing/workflow/pr_workflow.rst:219
msgid "If you omit the ``--rebase`` argument, you will instead create a merge commit which tells Git what to make of the two distinct branches. If any conflicts arise, they would be resolved all at once via this merge commit."
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:226
#: ../../docs/contributing/workflow/pr_workflow.rst:223
msgid "While this is a valid workflow and the default behavior of ``git pull``, merge commits within PRs are frowned upon in our PR workflow. We only use them when merging PRs into the upstream branch."
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:230
#: ../../docs/contributing/workflow/pr_workflow.rst:227
msgid "The philosophy is that a PR should represent the final stage of the changes made to the codebase, and we are not interested in mistakes and fixes that would have been done in intermediate stages before merging. Git gives us great tools to \"rewrite the history\" and make it as if we got things right the first time, and we're happy to use it to ensure that changes are easy to review and understand long after they have been merged."
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:237
#: ../../docs/contributing/workflow/pr_workflow.rst:234
msgid "If you have already created a merge commit without using ``rebase``, or have made any other changes that have resulted in undesired history, the best option is to use an *interactive rebase* on the upstream branch. See the :ref:`dedicated section <doc_pr_workflow_rebase>` for instructions."
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:242
#: ../../docs/contributing/workflow/pr_workflow.rst:239
msgid "If at any time you want to *reset* a local branch to a given commit or branch, you can do so with ``git reset --hard <commit ID>`` or ``git reset --hard <remote>/<branch>`` (e.g. ``git reset --hard upstream/master``)."
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:246
#: ../../docs/contributing/workflow/pr_workflow.rst:243
msgid "Be warned that this will remove any changes that you might have committed in this branch. If you ever lose commits by mistake, use the ``git reflog`` command to find the commit ID of the previous state that you would like to restore, and use it as argument of ``git reset --hard`` to go back to that state."
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:252
#: ../../docs/contributing/workflow/pr_workflow.rst:249
msgid "Making changes"
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:254
#: ../../docs/contributing/workflow/pr_workflow.rst:251
msgid "You would then do your changes to our example's ``editor/project_manager.cpp`` file with your usual development environment (text editor, IDE, etc.)."
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:258
#: ../../docs/contributing/workflow/pr_workflow.rst:255
msgid "By default, those changes are *unstaged*. The staging area is a layer between your working directory (where you make your modifications) and the local Git repository (the commits and all the metadata in the ``.git`` folder). To bring changes from the working directory to the Git repository, you need to *stage* them with the ``git add`` command, and then to commit them with the ``git commit`` command."
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:265
#: ../../docs/contributing/workflow/pr_workflow.rst:262
msgid "There are various commands you should know to review your current work, before staging it, while it is staged, and after it has been committed."
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:268
#: ../../docs/contributing/workflow/pr_workflow.rst:265
msgid "``git diff`` will show you the current unstaged changes, i.e. the differences between your working directory and the staging area."
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:270
#: ../../docs/contributing/workflow/pr_workflow.rst:267
msgid "``git checkout -- <files>`` will undo the unstaged changes to the given files."
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:272
#: ../../docs/contributing/workflow/pr_workflow.rst:269
msgid "``git add <files>`` will *stage* the changes on the listed files."
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:273
#: ../../docs/contributing/workflow/pr_workflow.rst:270
msgid "``git diff --staged`` will show the current staged changes, i.e. the differences between the staging area and the last commit."
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:275
#: ../../docs/contributing/workflow/pr_workflow.rst:272
msgid "``git reset HEAD <files>`` will *unstage* changes to the listed files."
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:276
#: ../../docs/contributing/workflow/pr_workflow.rst:273
msgid "``git status`` will show you what are the currently staged and unstaged modifications."
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:278
#: ../../docs/contributing/workflow/pr_workflow.rst:275
msgid "``git commit`` will commit the staged files. It will open a text editor (you can define the one you want to use with the ``GIT_EDITOR`` environment variable or the ``core.editor`` setting in your Git configuration) to let you write a commit log. You can use ``git commit -m \"Cool commit log\"`` to write the log directly."
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:283
#: ../../docs/contributing/workflow/pr_workflow.rst:280
msgid "``git commit --amend`` lets you amend the last commit with your currently staged changes (added with ``git add``). This is the best option if you want to fix a mistake in the last commit (bug, typo, style issue, etc.)."
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:286
#: ../../docs/contributing/workflow/pr_workflow.rst:283
msgid "``git log`` will show you the last commits of your current branch. If you did local commits, they should be shown at the top."
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:288
#: ../../docs/contributing/workflow/pr_workflow.rst:285
msgid "``git show`` will show you the changes of the last commit. You can also specify a commit hash to see the changes for that commit."
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:291
#: ../../docs/contributing/workflow/pr_workflow.rst:288
msgid "That's a lot to memorize! Don't worry, just check this cheat sheet when you need to make changes, and learn by doing."
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:294
#: ../../docs/contributing/workflow/pr_workflow.rst:291
msgid "Here's how the shell history could look like on our example:"
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:326
#: ../../docs/contributing/workflow/pr_workflow.rst:323
msgid "With this, we should have two new commits in our ``better-project-manager`` branch which were not in the ``master`` branch. They are still only local though, the remote fork does not know about them, nor does the upstream repo."
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:331
#: ../../docs/contributing/workflow/pr_workflow.rst:328
msgid "Pushing changes to a remote"
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:333
#: ../../docs/contributing/workflow/pr_workflow.rst:330
msgid "That's where ``git push`` will come into play. In Git, a commit is always done in the local repository (unlike Subversion where a commit will modify the remote repository directly). You need to *push* the new commits to a remote branch to share them with the world. The syntax for this is:"
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:342
#: ../../docs/contributing/workflow/pr_workflow.rst:339
msgid "The part about the remote branch can be omitted if you want it to have the same name as the local branch, which is our case in this example, so we will do:"
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:350
#: ../../docs/contributing/workflow/pr_workflow.rst:347
msgid "Git will ask you for your username and password. For your password, enter your GitHub Personal Access Token (PAT). If you do not have a GitHub Personal Access Token, or do not have one with the correct permissions for your newly forked repository, you will need to create one. Follow this link to create your Personal Access Token: `Creating a personal access token <https://docs.github.com/en/authentication/keeping-your-account-and-data-secure/creating-a-personal-access-token>`_."
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:357
#: ../../docs/contributing/workflow/pr_workflow.rst:354
msgid "After you have successfully verified your account using your PAT, the changes will be sent to your remote repository. If you check the fork's page on GitHub, you should see a new branch with your added commits."
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:362
#: ../../docs/contributing/workflow/pr_workflow.rst:359
msgid "Issuing a pull request"
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:364
#: ../../docs/contributing/workflow/pr_workflow.rst:361
msgid "When you load your fork's branch on GitHub, you should see a line saying *\"This branch is 2 commits ahead of godotengine:master.\"* (and potentially some commits behind, if your ``master`` branch was out of sync with the upstream ``master`` branch)."
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:371
#: ../../docs/contributing/workflow/pr_workflow.rst:368
msgid "On that line, there is a \"Pull request\" link. Clicking it will open a form that will let you issue a pull request on the ``godotengine/godot`` upstream repository. It should show you your two commits, and state \"Able to merge\". If not (e.g. it has way more commits, or says there are merge conflicts), don't create the PR yet, something went wrong. Go to our `Godot Contributors Chat <https://chat.godotengine.org/>`_ and ask for support :)"
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:378
#: ../../docs/contributing/workflow/pr_workflow.rst:375
msgid "Use an explicit title for the PR and put the necessary details in the comment area. You can drag and drop screenshots, GIFs or zipped projects if relevant, to showcase what your work implements. Click \"Create a pull request\", and tadaa!"
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:384
#: ../../docs/contributing/workflow/pr_workflow.rst:381
msgid "Modifying a pull request"
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:386
#: ../../docs/contributing/workflow/pr_workflow.rst:383
msgid "While it is reviewed by other contributors, you will often need to make changes to your yet-unmerged PR, either because contributors requested them, or because you found issues yourself while testing."
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:390
#: ../../docs/contributing/workflow/pr_workflow.rst:387
msgid "The good news is that you can modify a pull request simply by acting on the branch you made the pull request from. You can e.g. make a new commit on that branch, push it to your fork, and the PR will be updated automatically:"
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:405
#: ../../docs/contributing/workflow/pr_workflow.rst:402
msgid "However, be aware that in our PR workflow, we favor commits that bring the codebase from one functional state to another functional state, without having intermediate commits fixing up bugs in your own code or style issues. Most of the time, we will prefer a single commit in a given PR (unless there's a good reason to keep the changes separate). Instead of authoring a new commit, consider using ``git commit --amend`` to amend the previous commit with your fixes. The above example would then become:"
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:435
#: ../../docs/contributing/workflow/pr_workflow.rst:432
msgid "The interactive rebase"
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:437
#: ../../docs/contributing/workflow/pr_workflow.rst:434
msgid "If you didn't follow the above steps closely to *amend* changes into a commit instead of creating fixup commits, or if you authored your changes without being aware of our workflow and Git usage tips, reviewers might request you to *rebase* your branch to *squash* some or all of the commits into one."
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:442
#: ../../docs/contributing/workflow/pr_workflow.rst:439
msgid "Indeed, if some commits have been made following reviews to fix bugs, typos, etc. in the original commit, they are not relevant to a future changelog reader who would want to know what happened in the Godot codebase, or when and how a given file was last modified."
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:447
#: ../../docs/contributing/workflow/pr_workflow.rst:444
msgid "To squash those extraneous commits into the main one, we will have to *rewrite history*. Right, we have that power. You may read that it's a bad practice, and it's true when it comes to branches of the upstream repo. But in your fork, you can do whatever you want, and everything is allowed to get neat PRs :)"
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:452
#: ../../docs/contributing/workflow/pr_workflow.rst:449
msgid "We will use the *interactive rebase* ``git rebase -i`` to do this. This command takes a commit ID or a branch name as argument, and will let you modify all commits between that commit/branch and the last one in your working branch, the so-called ``HEAD``."
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:457
#: ../../docs/contributing/workflow/pr_workflow.rst:454
msgid "While you can give any commit ID to ``git rebase -i`` and review everything in between, the most common and convenient workflow involves rebasing on the upstream ``master`` branch, which you can do with:"
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:465
#: ../../docs/contributing/workflow/pr_workflow.rst:462
msgid "Referencing branches in Git is a bit tricky due to the distinction between remote and local branches. Here, ``upstream/master`` (with a `/`) is a local branch which has been pulled from the ``upstream`` remote's ``master`` branch."
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:470
#: ../../docs/contributing/workflow/pr_workflow.rst:467
msgid "Interactive rebases can only be done on local branches, so the `/` is important here. As the upstream remote changes frequently, your local ``upstream/master`` branch may become outdated, so you can update it with ``git fetch upstream master``. Contrarily to ``git pull --rebase upstream master`` which would update your currently checked out branch, ``fetch`` will only update the ``upstream/master`` reference (which is distinct from your local ``master`` branch... yes it's confusing, but you'll become familiar with this little by little)."
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:480
#: ../../docs/contributing/workflow/pr_workflow.rst:477
msgid "This will open a text editor (``vi`` by default, see `Git docs <https://git-scm.com/book/en/v2/Customizing-Git-Git-Configuration#_core_editor>`_ to configure your favorite one) with something which may look like this:"
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:489
#: ../../docs/contributing/workflow/pr_workflow.rst:486
msgid "The editor will also show instructions regarding how you can act on those commits. In particular, it should tell you that \"pick\" means to use that commit (do nothing), and that \"squash\" and \"fixup\" can be used to *meld* the commit in its parent commit. The difference between \"squash\" and \"fixup\" is that \"fixup\" will discard the commit log from the squashed commit. In our example, we are not interested in keeping the log of the \"Fix a typo\" commit, so we use:"
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:502
#: ../../docs/contributing/workflow/pr_workflow.rst:499
msgid "Upon saving and quitting the editor, the rebase will occur. The second commit will be melded into the first one, and ``git log`` and ``git show`` should now confirm that you have only one commit with the changes from both previous commits."
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:507
#: ../../docs/contributing/workflow/pr_workflow.rst:504
msgid "But! You rewrote the history, and now your local and remote branches have diverged. Indeed, commit 1b4aad7 in the above example will have changed, and therefore got a new commit hash. If you try to push to your remote branch, it will raise an error:"
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:521
#: ../../docs/contributing/workflow/pr_workflow.rst:518
msgid "This is reasonable behavior, Git will not let you push changes that would override remote content. But that's actually what we want to do here, so we will have to *force* it:"
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:529
#: ../../docs/contributing/workflow/pr_workflow.rst:526
msgid "And tadaa! Git will happily *replace* your remote branch with what you had locally (so make sure that's what you wanted, using ``git log``). This will also update the PR accordingly."
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:534
#: ../../docs/contributing/workflow/pr_workflow.rst:531
msgid "Rebasing onto another branch"
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:536
#: ../../docs/contributing/workflow/pr_workflow.rst:533
msgid "If you have accidentally opened your PR on the wrong branch, or need to target another branch for some reason, you might need to filter out a lot of commits that differ between the old branch (for example ``4.2``) and the new branch (for example ``master``). This can make rebasing difficult and tedious. Fortunately ``git`` has a command just for this situation, ``git rebase --onto``."
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:541
#: ../../docs/contributing/workflow/pr_workflow.rst:538
msgid "If your PR was created from the ``4.2`` branch and you want to update it to instead start at ``master`` the following steps *should* fix this in one step:"
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:548
#: ../../docs/contributing/workflow/pr_workflow.rst:545
msgid "This will take all the commits on your branch *after* the ``4.2`` branch, and then splice them on top of ``master``, ignoring any commits from the ``4.2`` branch not on the ``master`` branch. You may still need to do some fixing, but this command should save you a lot of tedious work removing commits."
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:552
#: ../../docs/contributing/workflow/pr_workflow.rst:549
msgid "Just like above for the interactive rebase you need to force push your branch to handle the different changes:"
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:559
#: ../../docs/contributing/workflow/pr_workflow.rst:556
msgid "Deleting a Git branch"
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:561
#: ../../docs/contributing/workflow/pr_workflow.rst:558
msgid "After your pull request gets merged, there's one last thing you should do: delete your Git branch for the PR. There won't be issues if you don't delete your branch, but it's good practice to do so. You'll need to do this twice, once for the local branch and another for the remote branch on GitHub."
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:566
#: ../../docs/contributing/workflow/pr_workflow.rst:563
msgid "To delete our better Project Manager branch locally, use this command:"
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:572
#: ../../docs/contributing/workflow/pr_workflow.rst:569
msgid "Alternatively, if the branch hadn't been merged yet and we wanted to delete it anyway, instead of ``-d`` you would use ``-D``."
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:575
#: ../../docs/contributing/workflow/pr_workflow.rst:572
msgid "Next, to delete the remote branch on GitHub use this command:"
msgstr ""
#: ../../docs/contributing/workflow/pr_workflow.rst:581
#: ../../docs/contributing/workflow/pr_workflow.rst:578
msgid "You can also delete the remote branch from the GitHub PR itself, a button should appear once it has been merged or closed."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -135,7 +135,3 @@ msgstr ""
#: ../../docs/contributing/workflow/testing_pull_requests.rst:137
msgid "And follow the :ref:`compiling <toc-devel-compiling>` instructions for your operating system."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -83,7 +83,3 @@ msgstr ""
#: ../../docs/getting_started/first_2d_game/01.project_setup.rst:66
msgid "With the project in place, we're ready to design the player scene in the next lesson."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -36,65 +36,73 @@ msgid "To begin, we need to choose a root node for the player object. As a gener
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:23
msgid "Godot will display a warning icon next to the node in the scene tree. You can ignore it for now. We will address it later."
msgid "When you add the ``Area2D`` node, Godot will display the following **warning icon** next to it in the scene tree:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:26
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:28
msgid "This warning tells us that the ``Area2D`` node requires a shape to detect collisions or overlaps. We can **ignore the warning temporarily** because we will first set up the player's visuals (using an animated sprite). Once the visuals are ready, we will add a collision shape as a child node. This will allow us to accurately size and position the shape based on the sprites appearance."
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:34
msgid "With ``Area2D`` we can detect objects that overlap or run into the player. Change the node's name to ``Player`` by double-clicking on it. Now that we've set the scene's root node, we can add additional nodes to give it more functionality."
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:31
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:39
msgid "Before we add any children to the ``Player`` node, we want to make sure we don't accidentally move or resize them by clicking on them. Select the node and click the icon to the right of the lock. Its tooltip says \"Groups the selected node with its children. This causes the parent to be selected when any child node is clicked in 2D and 3D view.\""
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:39
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:47
msgid "Save the scene. Click Scene -> Save, or press :kbd:`Ctrl + S` on Windows/Linux or :kbd:`Cmd + S` on macOS."
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:42
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:50
msgid "For this project, we will be following the Godot naming conventions."
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:44
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:52
msgid "**GDScript**: Classes (nodes) use PascalCase, variables and functions use snake_case, and constants use ALL_CAPS (See :ref:`doc_gdscript_styleguide`)."
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:48
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:56
msgid "**C#**: Classes, export variables and methods use PascalCase, private fields use _camelCase, local variables and parameters use camelCase (See :ref:`doc_c_sharp_styleguide`). Be careful to type the method names precisely when connecting signals."
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:55
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:63
msgid "Sprite animation"
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:57
msgid "Click on the ``Player`` node and add (:kbd:`Ctrl + A` on Windows/Linux or :kbd:`Cmd + A` on macOS) a child node :ref:`AnimatedSprite2D <class_AnimatedSprite2D>`. The ``AnimatedSprite2D`` will handle the appearance and animations for our player. Notice that there is a warning symbol next to the node. An ``AnimatedSprite2D`` requires a :ref:`SpriteFrames <class_SpriteFrames>` resource, which is a list of the animations it can display. To create one, find the ``Sprite Frames`` property under the ``Animation`` tab in the Inspector and click \"[empty]\" -> \"New SpriteFrames\". Click on the ``SpriteFrames`` you just created to open the \"SpriteFrames\" panel:"
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:65
msgid "Click on the ``Player`` node and add (:kbd:`Ctrl + A` on Windows/Linux or :kbd:`Cmd + A` on macOS) a child node :ref:`AnimatedSprite2D <class_AnimatedSprite2D>`. The ``AnimatedSprite2D`` will handle the appearance and animations for our player. Notice that there is a warning symbol next to the node. An ``AnimatedSprite2D`` requires a :ref:`SpriteFrames <class_SpriteFrames>` resource, which is a list of the animations it can display. To create one, find the ``Sprite Frames`` property under the ``Animation`` tab in the Inspector and click \"[empty]\" -> \"New SpriteFrames\":"
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:70
msgid "On the left is a list of animations. Click the \"default\" one and rename it to \"walk\". Then click the \"Add Animation\" button to create a second animation named \"up\". Find the player images in the \"FileSystem\" tab - they're in the ``art`` folder you unzipped earlier. Drag the two images for each animation, named ``playerGrey_up[1/2]`` and ``playerGrey_walk[1/2]``, into the \"Animation Frames\" side of the panel for the corresponding animation:"
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:76
msgid "Click on the ``SpriteFrames`` you just created to open the \"SpriteFrames\" panel:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:79
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:80
msgid "On the left is a list of animations. Click the \"default\" one and rename it to \"walk\". Then click the \"Add Animation\" button to create a second animation named \"up\". Find the player images in the \"FileSystem\" tab - they're in the ``art`` folder you unzipped earlier. Drag the two images for each animation, named ``playerGrey_walk[1/2]`` and ``playerGrey_walk[2/2]``, into the \"Animation Frames\" side of the panel for the corresponding animation:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:89
msgid "The player images are a bit too large for the game window, so we need to scale them down. Click on the ``AnimatedSprite2D`` node and set the ``Scale`` property to ``(0.5, 0.5)``. You can find it in the Inspector under the ``Node2D`` heading."
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:86
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:96
msgid "Finally, add a :ref:`CollisionShape2D <class_CollisionShape2D>` as a child of ``Player``. This will determine the player's \"hitbox\", or the bounds of its collision area. For this character, a ``CapsuleShape2D`` node gives the best fit, so next to \"Shape\" in the Inspector, click \"[empty]\" -> \"New CapsuleShape2D\". Using the two size handles, resize the shape to cover the sprite:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:95
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:105
msgid "When you're finished, your ``Player`` scene should look like this:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:99
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:109
msgid "Once this is done, the warning on the ``Area2D`` node will disappear, as it now has a shape assigned and can interact with other objects."
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:112
msgid "Make sure to save the scene again after these changes."
msgstr ""
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:101
#: ../../docs/getting_started/first_2d_game/02.player_scene.rst:114
msgid "In the next part, we'll add a script to the player node to move and animate it. Then, we'll set up collision detection to know when the player got hit by something."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -254,7 +254,3 @@ msgstr ""
#: ../../docs/getting_started/first_2d_game/03.coding_the_player.rst:448
msgid "With the player working, we'll work on the enemy in the next lesson."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -122,7 +122,3 @@ msgstr ""
#: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:128
msgid "With the player and enemies ready, in the next part, we'll bring them together in a new scene. We'll make enemies spawn randomly around the game board and move forward, turning our project into a playable game."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -143,38 +143,34 @@ msgstr ""
msgid "Note that a new instance must be added to the scene using ``add_child()``."
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:256
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:252
msgid "Why ``PI``? In functions requiring angles, Godot uses *radians*, not degrees. Pi represents a half turn in radians, about ``3.1415`` (there is also ``TAU`` which is equal to ``2 * PI``). If you're more comfortable working with degrees, you'll need to use the ``deg_to_rad()`` and ``rad_to_deg()`` functions to convert between the two."
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:264
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:260
msgid "Testing the scene"
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:266
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:262
msgid "Let's test the scene to make sure everything is working. Add this ``new_game`` call to ``_ready()``:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:282
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:278
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/first_2d_game/05.the_main_game_scene.rst:286
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:282
msgid "If you had already set another scene as the \"Main Scene\", you can right click ``main.tscn`` in the FileSystem dock and select \"Set As Main Scene\"."
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:289
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:285
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/first_2d_game/05.the_main_game_scene.rst:292
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:288
msgid "When you're sure everything is working, remove the call to ``new_game()`` from ``_ready()`` and replace it with ``pass``."
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:295
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:291
msgid "What's our game lacking? Some user interface. In the next lesson, we'll add a title screen and display the player's score."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -213,33 +213,37 @@ msgid "Remember to remove the call to ``new_game()`` from ``_ready()`` if you ha
msgstr ""
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:276
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``."
msgid "Now you're ready to play! Click the \"Play the Project\" button."
msgstr ""
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:280
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:279
msgid "Removing old creeps"
msgstr ""
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:282
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:281
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/first_2d_game/06.heads_up_display.rst:287
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\"."
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:286
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\" to open the group overview and the \"+\" button to open the \"Create New Group\" dialog."
msgstr ""
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:293
msgid "Now all mobs will be in the \"mobs\" group. We can then add the following line to the ``new_game()`` function in ``Main``:"
msgid "Name the group ``mobs`` and click \"ok\" to add a new scene group."
msgstr ""
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:307
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:297
msgid "Now all mobs will be in the \"mobs\" group."
msgstr ""
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:301
msgid "We can then add the following line to the ``new_game()`` function in ``Main``:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:314
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/first_2d_game/06.heads_up_display.rst:310
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:317
msgid "The game's mostly done at this point. In the next and last part, we'll polish it a bit by adding a background, looping music, and some keyboard shortcuts."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -55,62 +55,70 @@ msgstr ""
msgid "All audio is automatically imported with the ``Loop`` setting disabled. If you want the music to loop seamlessly, click on the Stream file arrow, select ``Make Unique``, then click on the Stream file and check the ``Loop`` box."
msgstr ""
#: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:40
#: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:42
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/first_2d_game/07.finishing-up.rst:43
#: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:45
msgid "Finally, add ``$DeathSound.play()`` in the ``game_over()`` function."
msgstr ""
#: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:74
#: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:76
msgid "Keyboard shortcut"
msgstr ""
#: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:76
#: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:78
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/first_2d_game/07.finishing-up.rst:80
#: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:82
msgid "In a previous lesson, we created four input actions to move the character. We will create a similar input action to map to the start button."
msgstr ""
#: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:83
#: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:85
msgid "Select \"Project\" -> \"Project Settings\" and then click on the \"Input Map\" tab. In the same way you created the movement input actions, create a new input action called ``start_game`` and add a key mapping for the :kbd:`Enter` key."
msgstr ""
#: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:90
#: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:92
msgid "Now would be a good time to add controller support if you have one available. Attach or pair your controller and then under each input action that you wish to add controller support for, click on the \"+\" button and press the corresponding button, d-pad, or stick direction that you want to map to the respective input action."
msgstr ""
#: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:95
#: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:97
msgid "In the ``HUD`` scene, select the ``StartButton`` and find its **Shortcut** property in the Inspector. Create a new :ref:`Shortcut <class_Shortcut>` resource by clicking within the box, open the **Events** array and add a new array element to it by clicking on **Array[InputEvent] (size 0)**."
msgstr ""
#: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:102
#: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:104
msgid "Create a new :ref:`InputEventAction <class_InputEventAction>` and name it ``start_game``."
msgstr ""
#: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:106
#: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:108
msgid "Now when the start button appears, you can either click it or press :kbd:`Enter` to start the game."
msgstr ""
#: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:109
#: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:111
msgid "And with that, you completed your first 2D game in Godot."
msgstr ""
#: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:113
#: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:115
msgid "You got to make a player-controlled character, enemies that spawn randomly around the game board, count the score, implement a game over and replay, user interface, sounds, and more. Congratulations!"
msgstr ""
#: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:117
#: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:119
msgid "There's still much to learn, but you can take a moment to appreciate what you achieved."
msgstr ""
#: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:120
#: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:122
msgid "And when you're ready, you can move on to :ref:`doc_your_first_3d_game` to learn to create a complete 3D game from scratch, in Godot."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
#: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:126
msgid "Sharing the finished game with others"
msgstr ""
#: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:128
msgid "If you want people to try out your game without having to install Godot, you'll need to export the project for each operating system you want the game to be playable on. See :ref:`doc_exporting_projects` for instructions."
msgstr ""
#: ../../docs/getting_started/first_2d_game/07.finishing-up.rst:132
msgid "After exporting the project, compress the exported executable and PCK file (not the raw project files) to a ZIP file, then upload this ZIP file to a file sharing website."
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -27,7 +27,6 @@ msgstr ""
msgid "|image0|"
msgstr ""
#: ../../docs/getting_started/first_2d_game/index.rst:79
#: ../../docs/getting_started/first_2d_game/index.rst:79
msgid "image0"
msgstr ""
@@ -119,7 +118,3 @@ msgstr ""
#: ../../docs/getting_started/first_2d_game/index.rst:65
msgid "Contents"
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -40,109 +40,109 @@ msgid "Click *Import & Edit* to open the project in the editor."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:30
msgid "The start project contains an icon and two folders: ``art/`` and ``fonts/``. There, you will find the art assets and music we'll use in the game."
msgid "A window notifying you that the project was generated by an older Godot version may appear. Click *Convert Full Project* to convert the project to your current Godot version."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:35
msgid "The start project contains an icon and two folders: ``art/`` and ``fonts/``. There, you will find the art assets and music we'll use in the game."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:40
msgid "There are two 3D models, ``player.glb`` and ``mob.glb``, some materials that belong to these models, and a music track."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:39
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:44
msgid "Setting up the playable area"
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:41
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:46
msgid "We're going to create our main scene with a plain :ref:`Node <class_Node>` as its root. In the *Scene* dock, click the *Add Child Node* button represented by a \"+\" icon in the top-left and double-click on *Node*. Name the node ``Main``. An alternate method to rename the node is to right-click on *Node* and choose *Rename* (or :kbd:`F2`). Alternatively, to add a node to the scene, you can press :kbd:`Ctrl + A` (:kbd:`Cmd + A` on macOS)."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:48
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:53
msgid "Save the scene as ``main.tscn`` by pressing :kbd:`Ctrl + S` (:kbd:`Cmd + S` on macOS)."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:50
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:55
msgid "We'll start by adding a floor that'll prevent the characters from falling. To create static colliders like the floor, walls, or ceilings, you can use :ref:`StaticBody3D <class_StaticBody3D>` nodes. They require :ref:`CollisionShape3D <class_CollisionShape3D>` child nodes to define the collision area. With the ``Main`` node selected, add a :ref:`StaticBody3D <class_StaticBody3D>` node, then a :ref:`CollisionShape3D <class_CollisionShape3D>`. Rename the :ref:`StaticBody3D <class_StaticBody3D>` to ``Ground``."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:57
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:62
msgid "Your scene tree should look like this"
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:61
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:66
msgid "A warning sign next to the :ref:`CollisionShape3D <class_CollisionShape3D>` appears because we haven't defined its shape. If you click the icon, a popup appears to give you more information."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:66
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:71
msgid "To create a shape, select the :ref:`CollisionShape3D <class_CollisionShape3D>` node, head to the *Inspector* and click the *<empty>* field next to the *Shape* property. Create a new *BoxShape3D*."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:71
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:76
msgid "The box shape is perfect for flat ground and walls. Its thickness makes it reliable to block even fast-moving objects."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:74
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:79
msgid "A box's wireframe appears in the viewport with three orange dots. You can click and drag these to edit the shape's extents interactively. We can also precisely set the size in the inspector. Click on the :ref:`BoxShape3D <class_BoxShape3D>` to expand the resource. Set its *Size* to ``60`` on the X-axis, ``2`` for the Y-axis, and ``60`` for the Z-axis."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:83
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:88
msgid "Collision shapes are invisible. We need to add a visual floor that goes along with it. Select the ``Ground`` node and add a :ref:`MeshInstance3D <class_MeshInstance3D>` as its child."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:88
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:93
msgid "In the *Inspector*, click on the field next to *Mesh* and create a :ref:`BoxMesh <class_BoxMesh>` resource to create a visible box."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:93
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:98
msgid "Once again, it's too small by default. Click the box icon to expand the resource and set its *Size* to ``60``, ``2``, and ``60``."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:98
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:103
msgid "You should see a wide grey slab that covers the grid and blue and red axes in the viewport."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:101
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:106
msgid "We're going to move the ground down so we can see the floor grid. To do this, the grid snapping feature can be used. Grid snapping can be activated 2 ways in the 3D editor. The first is by pressing the *Use Snap* button (or pressing the :kbd:`Y` key). The second is by selecting a node, dragging a handle on the gizmo **then** holding :kbd:`Ctrl` while still clicking to enable snapping as long as :kbd:`Ctrl` is held."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:108
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:113
msgid "Start by setting snapping with your preferred method. Then move the ``Ground`` node using the Y-axis (the green arrow on the gizmo)."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:114
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:119
msgid "If you can't see the 3D object manipulator like on the image above, ensure the *Select Mode* is active in the toolbar above the view."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:119
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:124
msgid "Move the ground down ``1`` meter, in order to have a visible editor grid. A label in the bottom-left corner of the viewport tells you how much you're translating the node."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:126
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:131
msgid "Moving the *Ground* node down moves both children along with it. Ensure you move the *Ground* node, **not** the *MeshInstance3D* or the *CollisionShape3D*."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:130
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:135
msgid "Ultimately, ``Ground``'s transform.position.y should be -1"
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:134
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:139
msgid "Let's add a directional light so our scene isn't all grey. Select the ``Main`` node and add a child node :ref:`DirectionalLight3D <class_DirectionalLight3D>`."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:139
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:144
msgid "We need to move and rotate the :ref:`DirectionalLight3D <class_DirectionalLight3D>` node. Move it up by clicking and dragging on the manipulator's green arrow and click and drag on the red arc to rotate it around the X-axis, until the ground is lit."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:144
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:149
msgid "In the *Inspector*, turn on *Shadow -> Enabled* by clicking the checkbox."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:148
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:153
msgid "At this point, your project should look like this."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:152
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:157
msgid "That's our starting point. In the next part, we will work on the player scene and base movement."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -31,8 +31,7 @@ msgstr ""
msgid "|image0|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:166
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:166
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:168
msgid "image0"
msgstr ""
@@ -64,8 +63,7 @@ msgstr ""
msgid "|image1|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:167
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:167
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:169
msgid "image1"
msgstr ""
@@ -77,13 +75,12 @@ msgstr ""
msgid "|image2|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:168
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:168
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:170
msgid "image2"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:54
msgid "The ``.glb`` files contain 3D scene data based on the open source GLTF 2.0 specification. They're a modern and powerful alternative to a proprietary format like FBX, which Godot also supports. To produce these files, we designed the model in `Blender 3D <https://www.blender.org/>`__ and exported it to GLTF."
msgid "The ``.glb`` files contain 3D scene data based on the open source glTF 2.0 specification. They're a modern and powerful alternative to a proprietary format like FBX, which Godot also supports. To produce these files, we designed the model in `Blender 3D <https://www.blender.org/>`__ and exported it to glTF."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:59
@@ -98,8 +95,7 @@ msgstr ""
msgid "|image3|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:169
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:169
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:171
msgid "image3"
msgstr ""
@@ -115,8 +111,7 @@ msgstr ""
msgid "|image4|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:170
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:170
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:172
msgid "image4"
msgstr ""
@@ -128,8 +123,7 @@ msgstr ""
msgid "|image5|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:171
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:171
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:173
msgid "image5"
msgstr ""
@@ -141,162 +135,142 @@ msgstr ""
msgid "With the nodes ready, we can almost get coding. But first, we need to define some input actions."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:88
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:90
msgid "Creating input actions"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:90
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:92
msgid "To move the character, we will listen to the player's input, like pressing the arrow keys. In Godot, while we could write all the key bindings in code, there's a powerful system that allows you to assign a label to a set of keys and buttons. This simplifies our scripts and makes them more readable."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:95
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:97
msgid "This system is the Input Map. To access its editor, head to the *Project* menu and select *Project Settings*."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:98
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:100
msgid "|image6|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:172
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:172
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:174
msgid "image6"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:100
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:102
msgid "At the top, there are multiple tabs. Click on *Input Map*. This window allows you to add new actions at the top; they are your labels. In the bottom part, you can bind keys to these actions."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:104
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:106
msgid "|image7|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:173
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:173
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:175
msgid "image7"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:106
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:108
msgid "Godot projects come with some predefined actions designed for user interface design (see above screenshot). These will become visible if you enable the *Show Built-in Actions* toggle. We could use these here, but instead we're defining our own to support gamepads. Leave *Show Built-in Actions* disabled."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:111
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:113
msgid "We're going to name our actions ``move_left``, ``move_right``, ``move_forward``, ``move_back``, and ``jump``."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:114
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:116
msgid "To add an action, write its name in the bar at the top and press Enter."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:116
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:118
msgid "|image8|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:174
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:174
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:176
msgid "image8"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:118
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:120
msgid "Create the following five actions:"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:120
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:122
msgid "|image9|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:175
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:175
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:177
msgid "image9"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:122
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:124
msgid "To bind a key or button to an action, click the \"+\" button to its right. Do this for ``move_left``. Press the left arrow key and click *OK*."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:127
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:129
msgid "Bind also the :kbd:`A` key, onto the action ``move_left``."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:129
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:131
msgid "|image12|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:177
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:177
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:179
msgid "image12"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:131
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:133
msgid "Let's now add support for a gamepad's left joystick. Click the \"+\" button again but this time, select *Manual Selection -> Joypad Axes*."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:136
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:138
msgid "Select the negative X axis of the left joystick."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:140
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:142
msgid "Leave the other values as default and press *OK*"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:144
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:146
msgid "If you want controllers to have different input actions, you should use the Devices option in Additional Options. Device 0 corresponds to the first plugged gamepad, Device 1 corresponds to the second plugged gamepad, and so on."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:146
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:148
msgid "Do the same for the other input actions. For example, bind the right arrow, D, and the left joystick's positive axis to ``move_right``. After binding all keys, your interface should look like this."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:150
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:152
msgid "|image15|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:178
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:178
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:180
msgid "image15"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:152
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:154
msgid "The final action to set up is the ``jump`` action. Bind the Space key and the gamepad's A button."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:155
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:157
msgid "|image16|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:179
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:179
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:181
msgid "image16"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:157
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:159
msgid "Your jump input action should look like this."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:159
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:161
msgid "|image18|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:181
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:181
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:183
msgid "image18"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:161
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:163
msgid "That's all the actions we need for this game. You can use this menu to label any groups of keys and buttons in your projects."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:164
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:166
msgid "In the next part, we'll code and test the player's movement."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:176
msgid "image11"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:180
msgid "image17"
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.3\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -43,7 +43,6 @@ msgstr ""
msgid "|image0|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:450
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:450
msgid "image0"
msgstr ""
@@ -136,7 +135,6 @@ msgstr ""
msgid "|image1|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:451
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:451
msgid "image1"
msgstr ""
@@ -153,7 +151,6 @@ msgstr ""
msgid "|image2|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:452
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:452
msgid "image2"
msgstr ""
@@ -174,7 +171,6 @@ msgstr ""
msgid "|image3|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:453
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:453
msgid "image3"
msgstr ""
@@ -187,7 +183,6 @@ msgstr ""
msgid "|image4|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:454
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:454
msgid "image4"
msgstr ""
@@ -204,7 +199,6 @@ msgstr ""
msgid "|image11|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:461
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:461
msgid "image11"
msgstr ""
@@ -213,7 +207,6 @@ msgstr ""
msgid "|image5|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:455
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:455
msgid "image5"
msgstr ""
@@ -226,7 +219,6 @@ msgstr ""
msgid "|image6|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:456
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:456
msgid "image6"
msgstr ""
@@ -239,7 +231,6 @@ msgstr ""
msgid "|image7|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:457
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:457
msgid "image7"
msgstr ""
@@ -252,7 +243,6 @@ msgstr ""
msgid "|image8|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:458
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:458
msgid "image8"
msgstr ""
@@ -265,7 +255,6 @@ msgstr ""
msgid "|image9|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:459
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:459
msgid "image9"
msgstr ""
@@ -290,7 +279,6 @@ msgstr ""
msgid "|image10|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:460
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:460
msgid "image10"
msgstr ""
@@ -302,7 +290,3 @@ msgstr ""
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:447
msgid "Ultimately, we have both player movement and the view in place. Next, we will work on the monsters."
msgstr ""
#: ../../docs/<rst_epilog>:0
msgid "Translation status"
msgstr ""

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