From 37ae4507b18b32d6553894cb80eb3b2eb002ebf6 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Fri, 7 Feb 2025 13:19:51 +0100 Subject: [PATCH] Sync Sphinx and Weblate templates with current docs (4.3) --- docs | 2 +- .../about/complying_with_licenses.pot | 6 +- sphinx/templates/about/docs_changelog.pot | 1184 +- sphinx/templates/about/faq.pot | 322 +- sphinx/templates/about/introduction.pot | 22 +- sphinx/templates/about/list_of_features.pot | 834 +- sphinx/templates/about/release_policy.pot | 223 +- .../templates/about/system_requirements.pot | 319 +- .../community/asset_library/index.pot | 6 +- .../asset_library/submitting_to_assetlib.pot | 39 +- .../asset_library/using_assetlib.pot | 21 +- .../asset_library/what_is_assetlib.pot | 10 +- sphinx/templates/community/channels.pot | 88 +- sphinx/templates/community/tutorials.pot | 128 +- ...best_practices_for_engine_contributors.pot | 6 +- .../development/code_style_guidelines.pot | 134 +- .../compiling/compiling_for_android.pot | 184 +- .../compiling/compiling_for_ios.pot | 58 +- .../compiling/compiling_for_linuxbsd.pot | 230 +- .../compiling/compiling_for_macos.pot | 89 +- .../compiling/compiling_for_web.pot | 8 +- .../compiling/compiling_for_windows.pot | 235 +- .../compiling/compiling_with_dotnet.pot | 6 +- .../compiling_with_script_encryption_key.pot | 6 +- .../cross-compiling_for_ios_on_linux.pot | 6 +- .../development/compiling/getting_source.pot | 16 +- .../development/compiling/index.pot | 12 +- .../introduction_to_the_buildsystem.pot | 130 +- .../compiling/optimizing_for_size.pot | 6 +- .../configuring_an_ide/android_studio.pot | 20 +- .../development/configuring_an_ide/clion.pot | 6 +- .../configuring_an_ide/code_blocks.pot | 6 +- .../development/configuring_an_ide/index.pot | 6 +- .../configuring_an_ide/kdevelop.pot | 6 +- .../configuring_an_ide/qt_creator.pot | 6 +- .../development/configuring_an_ide/rider.pot | 6 +- .../configuring_an_ide/visual_studio.pot | 6 +- .../configuring_an_ide/visual_studio_code.pot | 42 +- .../development/configuring_an_ide/xcode.pot | 6 +- .../2d_coordinate_systems.pot | 38 +- .../binding_to_external_libraries.pot | 6 +- .../common_engine_methods_and_macros.pot | 6 +- .../core_and_modules/core_types.pot | 6 +- .../core_and_modules/custom_audiostreams.pot | 6 +- .../core_and_modules/custom_godot_servers.pot | 6 +- .../custom_modules_in_cpp.pot | 6 +- .../custom_platform_ports.pot | 36 +- .../custom_resource_format_loaders.pot | 8 +- .../godot_architecture_diagram.pot | 6 +- .../development/core_and_modules/index.pot | 10 +- .../inheritance_class_tree.pot | 6 +- .../internal_rendering_architecture.pot | 8 +- .../core_and_modules/object_class.pot | 8 +- .../scripting_development.pot | 6 +- .../core_and_modules/unit_testing.pot | 275 +- .../core_and_modules/variant_class.pot | 259 +- .../development/cpp_usage_guidelines.pot | 6 +- .../development/debugging/index.pot | 6 +- .../development/debugging/macos_debug.pot | 6 +- .../debugging/using_cpp_profilers.pot | 6 +- .../debugging/using_sanitizers.pot | 6 +- .../development/debugging/vulkan/index.pot | 6 +- .../vulkan/vulkan_validation_layers.pot | 6 +- .../development/editor/creating_icons.pot | 42 +- .../development/editor/editor_style_guide.pot | 6 +- .../contributing/development/editor/index.pot | 6 +- .../introduction_to_editor_development.pot | 6 +- .../file_formats/gdscript_grammar.pot | 6 +- .../development/file_formats/index.pot | 6 +- .../development/file_formats/tscn.pot | 8 +- .../handling_compatibility_breakages.pot | 6 +- .../contributing/development/index.pot | 6 +- .../documentation/building_the_manual.pot | 6 +- .../documentation/class_reference_primer.pot | 6 +- .../documentation/content_guidelines.pot | 6 +- .../contributing_to_the_documentation.pot | 140 +- .../documentation/docs_image_guidelines.pot | 6 +- .../documentation/docs_writing_guidelines.pot | 8 +- .../editor_and_docs_localization.pot | 6 +- .../contributing/documentation/index.pot | 6 +- .../updating_the_class_reference.pot | 6 +- .../contributing/how_to_contribute.pot | 32 +- .../workflow/bisecting_regressions.pot | 6 +- .../workflow/bug_triage_guidelines.pot | 227 +- .../contributing/workflow/first_steps.pot | 6 +- .../templates/contributing/workflow/index.pot | 6 +- .../workflow/pr_review_guidelines.pot | 6 +- .../contributing/workflow/pr_workflow.pot | 170 +- .../workflow/testing_pull_requests.pot | 6 +- .../first_2d_game/01.project_setup.pot | 6 +- .../first_2d_game/02.player_scene.pot | 52 +- .../first_2d_game/03.coding_the_player.pot | 6 +- .../first_2d_game/04.creating_the_enemy.pot | 6 +- .../first_2d_game/05.the_main_game_scene.pot | 22 +- .../first_2d_game/06.heads_up_display.pot | 30 +- .../first_2d_game/07.finishing-up.pot | 42 +- .../getting_started/first_2d_game/index.pot | 7 +- .../first_3d_game/01.game_setup.pot | 60 +- .../first_3d_game/02.player_input.pot | 112 +- .../first_3d_game/03.player_movement_code.pot | 18 +- .../first_3d_game/04.mob_scene.pot | 16 +- .../first_3d_game/05.spawning_mobs.pot | 32 +- .../first_3d_game/06.jump_and_squash.pot | 15 +- .../first_3d_game/07.killing_player.pot | 14 +- .../first_3d_game/08.score_and_replay.pot | 28 +- .../first_3d_game/09.adding_animations.pot | 34 +- .../first_3d_game/going_further.pot | 6 +- .../getting_started/first_3d_game/index.pot | 7 +- .../introduction/first_look_at_the_editor.pot | 177 +- .../introduction/godot_design_philosophy.pot | 13 +- .../getting_started/introduction/index.pot | 6 +- .../introduction/introduction_to_godot.pot | 6 +- .../introduction/key_concepts_overview.pot | 46 +- .../learn_to_code_with_gdscript.pot | 6 +- .../introduction/learning_new_features.pot | 6 +- .../getting_started/step_by_step/index.pot | 6 +- .../step_by_step/instancing.pot | 112 +- .../step_by_step/nodes_and_scenes.pot | 6 +- .../step_by_step/scripting_first_script.pot | 6 +- .../step_by_step/scripting_languages.pot | 6 +- .../step_by_step/scripting_player_input.pot | 6 +- .../getting_started/step_by_step/signals.pot | 10 +- sphinx/templates/index.pot | 7 +- sphinx/templates/sphinx.pot | 2 +- .../tutorials/2d/2d_antialiasing.pot | 10 +- .../tutorials/2d/2d_lights_and_shadows.pot | 26 +- sphinx/templates/tutorials/2d/2d_meshes.pot | 6 +- sphinx/templates/tutorials/2d/2d_movement.pot | 18 +- sphinx/templates/tutorials/2d/2d_parallax.pot | 96 +- .../tutorials/2d/2d_sprite_animation.pot | 6 +- .../templates/tutorials/2d/2d_transforms.pot | 6 +- .../templates/tutorials/2d/canvas_layers.pot | 6 +- .../tutorials/2d/custom_drawing_in_2d.pot | 10 +- sphinx/templates/tutorials/2d/index.pot | 12 +- .../tutorials/2d/introduction_to_2d.pot | 356 + .../tutorials/2d/particle_systems_2d.pot | 170 +- .../templates/tutorials/2d/using_tilemaps.pot | 353 +- .../templates/tutorials/2d/using_tilesets.pot | 228 +- .../tutorials/3d/3d_antialiasing.pot | 90 +- .../tutorials/3d/3d_rendering_limitations.pot | 70 +- sphinx/templates/tutorials/3d/3d_text.pot | 6 +- sphinx/templates/tutorials/3d/csg_tools.pot | 6 +- .../3d/environment_and_post_processing.pot | 120 +- .../faking_global_illumination.pot | 6 +- .../3d/global_illumination/index.pot | 6 +- .../introduction_to_global_illumination.pot | 28 +- .../global_illumination/reflection_probes.pot | 20 +- .../global_illumination/using_lightmap_gi.pot | 18 +- .../3d/global_illumination/using_sdfgi.pot | 10 +- .../3d/global_illumination/using_voxel_gi.pot | 10 +- .../tutorials/3d/high_dynamic_range.pot | 6 +- sphinx/templates/tutorials/3d/index.pot | 12 +- .../tutorials/3d/introduction_to_3d.pot | 458 +- .../tutorials/3d/lights_and_shadows.pot | 226 +- sphinx/templates/tutorials/3d/mesh_lod.pot | 34 +- .../tutorials/3d/occlusion_culling.pot | 70 +- .../tutorials/3d/particles/attractors.pot | 28 +- .../tutorials/3d/particles/collision.pot | 28 +- .../tutorials/3d/particles/complex_shapes.pot | 16 +- .../creating_a_3d_particle_system.pot | 6 +- .../tutorials/3d/particles/index.pot | 20 +- .../particles/process_material_properties.pot | 38 +- .../tutorials/3d/particles/properties.pot | 14 +- .../tutorials/3d/particles/subemitters.pot | 12 +- .../tutorials/3d/particles/trails.pot | 26 +- .../tutorials/3d/particles/turbulence.pot | 20 +- .../3d/physical_light_and_camera_units.pot | 8 +- .../3d/procedural_geometry/arraymesh.pot | 6 +- .../3d/procedural_geometry/immediatemesh.pot | 6 +- .../3d/procedural_geometry/index.pot | 6 +- .../3d/procedural_geometry/meshdatatool.pot | 6 +- .../3d/procedural_geometry/surfacetool.pot | 6 +- .../tutorials/3d/resolution_scaling.pot | 6 +- sphinx/templates/tutorials/3d/spring_arm.pot | 153 + .../tutorials/3d/standard_material_3d.pot | 264 +- .../templates/tutorials/3d/using_decals.pot | 30 +- .../templates/tutorials/3d/using_gridmaps.pot | 6 +- .../3d/using_multi_mesh_instance.pot | 6 +- .../tutorials/3d/using_transforms.pot | 62 +- .../tutorials/3d/variable_rate_shading.pot | 16 +- .../tutorials/3d/visibility_ranges.pot | 6 +- .../templates/tutorials/3d/volumetric_fog.pot | 8 +- .../tutorials/animation/2d_skeletons.pot | 106 +- .../animation/animation_track_types.pot | 6 +- .../tutorials/animation/animation_tree.pot | 182 +- .../tutorials/animation/creating_movies.pot | 82 +- .../tutorials/animation/cutout_animation.pot | 6 +- .../templates/tutorials/animation/index.pot | 6 +- .../tutorials/animation/introduction.pot | 59 +- .../tutorials/animation/playing_videos.pot | 16 +- .../escn_exporter/animation.pot | 8 +- .../assets_pipeline/escn_exporter/index.pot | 6 +- .../assets_pipeline/escn_exporter/lights.pot | 6 +- .../escn_exporter/material.pot | 8 +- .../assets_pipeline/escn_exporter/mesh.pot | 6 +- .../assets_pipeline/escn_exporter/physics.pot | 8 +- .../escn_exporter/skeleton.pot | 6 +- .../assets_pipeline/exporting_3d_scenes.pot | 6 +- .../assets_pipeline/import_process.pot | 6 +- .../importing_3d_scenes/available_formats.pot | 46 +- .../import_configuration.pot | 26 +- .../importing_3d_scenes/index.pot | 6 +- .../model_export_considerations.pot | 6 +- .../node_type_customization.pot | 8 +- .../importing_audio_samples.pot | 18 +- .../assets_pipeline/importing_images.pot | 459 +- .../importing_translations.pot | 12 +- .../tutorials/assets_pipeline/index.pot | 6 +- .../retargeting_3d_skeletons.pot | 6 +- .../templates/tutorials/audio/audio_buses.pot | 40 +- .../tutorials/audio/audio_effects.pot | 6 +- .../tutorials/audio/audio_streams.pot | 28 +- sphinx/templates/tutorials/audio/index.pot | 6 +- .../audio/recording_with_microphone.pot | 8 +- .../tutorials/audio/sync_with_audio.pot | 40 +- .../tutorials/audio/text_to_speech.pot | 6 +- .../autoloads_versus_internal_nodes.pot | 8 +- .../best_practices/data_preferences.pot | 12 +- .../best_practices/godot_interfaces.pot | 6 +- .../best_practices/godot_notifications.pot | 6 +- .../tutorials/best_practices/index.pot | 6 +- .../introduction_best_practices.pot | 6 +- .../best_practices/logic_preferences.pot | 6 +- .../best_practices/node_alternatives.pot | 6 +- .../best_practices/project_organization.pot | 6 +- .../best_practices/scene_organization.pot | 216 +- .../best_practices/scenes_versus_scripts.pot | 38 +- .../version_control_systems.pot | 8 +- .../best_practices/what_are_godot_classes.pot | 6 +- .../editor/command_line_tutorial.pot | 180 +- .../tutorials/editor/customizing_editor.pot | 102 +- .../tutorials/editor/default_key_mapping.pot | 3261 +- .../tutorials/editor/external_editor.pot | 9 +- sphinx/templates/tutorials/editor/index.pot | 30 +- .../tutorials/editor/inspector_dock.pot | 6 +- .../editor/managing_editor_features.pot | 6 +- .../tutorials/editor/project_manager.pot | 168 +- .../tutorials/editor/project_settings.pot | 6 +- .../editor/using_the_android_editor.pot | 18 +- .../tutorials/editor/using_the_web_editor.pot | 40 +- .../tutorials/export/android_gradle_build.pot | 6 +- .../changing_application_icon_for_windows.pot | 6 +- .../export/exporting_for_android.pot | 182 +- .../exporting_for_dedicated_servers.pot | 10 +- .../tutorials/export/exporting_for_ios.pot | 6 +- .../tutorials/export/exporting_for_linux.pot | 6 +- .../tutorials/export/exporting_for_macos.pot | 8 +- .../tutorials/export/exporting_for_web.pot | 402 +- .../export/exporting_for_windows.pot | 8 +- .../tutorials/export/exporting_pcks.pot | 6 +- .../tutorials/export/exporting_projects.pot | 6 +- .../tutorials/export/feature_tags.pot | 8 +- sphinx/templates/tutorials/export/index.pot | 6 +- .../tutorials/export/one-click_deploy.pot | 14 +- .../tutorials/export/running_on_macos.pot | 6 +- sphinx/templates/tutorials/i18n/index.pot | 6 +- .../i18n/internationalizing_games.pot | 6 +- sphinx/templates/tutorials/i18n/locales.pot | 16 +- .../i18n/localization_using_gettext.pot | 8 +- .../tutorials/i18n/pseudolocalization.pot | 6 +- .../inputs/controllers_gamepads_joysticks.pot | 88 +- .../tutorials/inputs/custom_mouse_cursor.pot | 54 +- .../inputs/handling_quit_requests.pot | 20 +- sphinx/templates/tutorials/inputs/index.pot | 6 +- .../tutorials/inputs/input_examples.pot | 6 +- .../templates/tutorials/inputs/inputevent.pot | 18 +- .../inputs/mouse_and_input_coordinates.pot | 6 +- .../tutorials/io/background_loading.pot | 8 +- .../tutorials/io/binary_serialization_api.pot | 34 +- sphinx/templates/tutorials/io/data_paths.pot | 146 +- sphinx/templates/tutorials/io/index.pot | 6 +- .../io/runtime_file_loading_and_saving.pot | 6 +- .../templates/tutorials/io/saving_games.pot | 8 +- .../tutorials/math/beziers_and_curves.pot | 6 +- sphinx/templates/tutorials/math/index.pot | 6 +- .../tutorials/math/interpolation.pot | 8 +- .../math/matrices_and_transforms.pot | 8 +- .../math/random_number_generation.pot | 90 +- .../templates/tutorials/math/vector_math.pot | 6 +- .../tutorials/math/vectors_advanced.pot | 10 +- .../templates/tutorials/migrating/index.pot | 6 +- .../migrating/upgrading_to_godot_4.1.pot | 79 +- .../migrating/upgrading_to_godot_4.2.pot | 164 +- .../migrating/upgrading_to_godot_4.3.pot | 870 + .../migrating/upgrading_to_godot_4.pot | 766 +- .../templates/tutorials/navigation/index.pot | 6 +- .../navigation_connecting_navmesh.pot | 6 +- .../navigation/navigation_debug_tools.pot | 6 +- ...navigation_different_actor_area_access.pot | 6 +- .../navigation_different_actor_locomotion.pot | 6 +- .../navigation_different_actor_types.pot | 6 +- .../navigation/navigation_introduction_2d.pot | 30 +- .../navigation/navigation_introduction_3d.pot | 30 +- .../navigation_optimizing_performance.pot | 6 +- .../navigation_using_navigationagents.pot | 120 +- .../navigation_using_navigationlayers.pot | 6 +- .../navigation_using_navigationlinks.pot | 6 +- .../navigation_using_navigationmaps.pot | 18 +- .../navigation_using_navigationmeshes.pot | 214 +- .../navigation_using_navigationobstacles.pot | 14 +- ...ation_using_navigationpathqueryobjects.pot | 6 +- .../navigation_using_navigationpaths.pot | 6 +- .../navigation_using_navigationregions.pot | 12 +- .../navigation_using_navigationservers.pot | 6 +- .../networking/high_level_multiplayer.pot | 106 +- .../networking/http_client_class.pot | 6 +- .../networking/http_request_class.pot | 6 +- .../templates/tutorials/networking/index.pot | 6 +- .../tutorials/networking/ssl_certificates.pot | 59 +- .../templates/tutorials/networking/webrtc.pot | 6 +- .../tutorials/networking/websocket.pot | 6 +- .../performance/cpu_optimization.pot | 80 +- .../performance/general_optimization.pot | 124 +- .../performance/gpu_optimization.pot | 6 +- .../templates/tutorials/performance/index.pot | 6 +- .../performance/optimizing_3d_performance.pot | 8 +- .../performance/thread_safe_apis.pot | 20 +- .../tutorials/performance/using_multimesh.pot | 22 +- .../performance/using_multiple_threads.pot | 6 +- .../tutorials/performance/using_servers.pot | 6 +- .../animating_thousands_of_fish.pot | 6 +- .../controlling_thousands_of_fish.pot | 6 +- .../performance/vertex_animation/index.pot | 6 +- .../tutorials/physics/collision_shapes_2d.pot | 6 +- .../tutorials/physics/collision_shapes_3d.pot | 6 +- sphinx/templates/tutorials/physics/index.pot | 6 +- .../physics/kinematic_character_2d.pot | 6 +- .../physics/large_world_coordinates.pot | 6 +- .../physics/physics_introduction.pot | 118 +- .../tutorials/physics/ragdoll_system.pot | 6 +- .../tutorials/physics/ray-casting.pot | 6 +- .../tutorials/physics/rigid_body.pot | 6 +- .../templates/tutorials/physics/soft_body.pot | 6 +- .../troubleshooting_physics_issues.pot | 98 +- .../tutorials/physics/using_area_2d.pot | 6 +- .../physics/using_character_body_2d.pot | 6 +- .../android/android_in_app_purchases.pot | 6 +- .../platform/android/android_library.pot | 82 +- .../platform/android/android_plugin.pot | 6 +- .../tutorials/platform/android/index.pot | 6 +- .../templates/tutorials/platform/consoles.pot | 10 +- sphinx/templates/tutorials/platform/index.pot | 6 +- .../tutorials/platform/ios/index.pot | 6 +- .../tutorials/platform/ios/ios_plugin.pot | 6 +- .../platform/ios/plugins_for_ios.pot | 6 +- .../platform/web/customizing_html5_shell.pot | 6 +- .../platform/web/html5_shell_classref.pot | 42 +- .../tutorials/platform/web/index.pot | 6 +- .../platform/web/javascript_bridge.pot | 54 +- .../tutorials/plugins/editor/3d_gizmos.pot | 6 +- .../plugins/editor/import_plugins.pot | 6 +- .../tutorials/plugins/editor/index.pot | 6 +- .../plugins/editor/inspector_plugins.pot | 6 +- .../plugins/editor/installing_plugins.pot | 6 +- .../editor/making_main_screen_plugins.pot | 6 +- .../plugins/editor/making_plugins.pot | 6 +- .../plugins/editor/visual_shader_plugins.pot | 6 +- sphinx/templates/tutorials/plugins/index.pot | 6 +- .../plugins/running_code_in_the_editor.pot | 10 +- .../tutorials/rendering/compositor.pot | 6 +- .../templates/tutorials/rendering/index.pot | 6 +- .../tutorials/rendering/jitter_stutter.pot | 104 +- .../rendering/multiple_resolutions.pot | 10 +- .../tutorials/rendering/viewports.pot | 76 +- .../scripting/c_sharp/c_sharp_basics.pot | 126 +- .../scripting/c_sharp/c_sharp_collections.pot | 327 +- .../scripting/c_sharp/c_sharp_differences.pot | 6 +- .../scripting/c_sharp/c_sharp_exports.pot | 114 +- .../scripting/c_sharp/c_sharp_features.pot | 46 +- .../c_sharp/c_sharp_global_classes.pot | 28 +- .../scripting/c_sharp/c_sharp_signals.pot | 6 +- .../scripting/c_sharp/c_sharp_style_guide.pot | 6 +- .../scripting/c_sharp/c_sharp_variant.pot | 28 +- .../scripting/c_sharp/diagnostics/GD0001.pot | 6 +- .../scripting/c_sharp/diagnostics/GD0002.pot | 6 +- .../scripting/c_sharp/diagnostics/GD0003.pot | 6 +- .../scripting/c_sharp/diagnostics/GD0101.pot | 6 +- .../scripting/c_sharp/diagnostics/GD0102.pot | 6 +- .../scripting/c_sharp/diagnostics/GD0103.pot | 6 +- .../scripting/c_sharp/diagnostics/GD0104.pot | 6 +- .../scripting/c_sharp/diagnostics/GD0105.pot | 6 +- .../scripting/c_sharp/diagnostics/GD0106.pot | 6 +- .../scripting/c_sharp/diagnostics/GD0107.pot | 6 +- .../scripting/c_sharp/diagnostics/GD0201.pot | 6 +- .../scripting/c_sharp/diagnostics/GD0202.pot | 6 +- .../scripting/c_sharp/diagnostics/GD0203.pot | 6 +- .../scripting/c_sharp/diagnostics/GD0301.pot | 6 +- .../scripting/c_sharp/diagnostics/GD0302.pot | 6 +- .../scripting/c_sharp/diagnostics/GD0303.pot | 6 +- .../scripting/c_sharp/diagnostics/GD0401.pot | 6 +- .../scripting/c_sharp/diagnostics/GD0402.pot | 6 +- .../scripting/c_sharp/diagnostics/index.pot | 8 +- .../tutorials/scripting/c_sharp/index.pot | 6 +- .../scripting/change_scenes_manually.pot | 38 +- .../scripting/creating_script_templates.pot | 104 +- .../scripting/cross_language_scripting.pot | 80 +- .../debug/custom_performance_monitors.pot | 8 +- .../scripting/debug/debugger_panel.pot | 12 +- .../tutorials/scripting/debug/index.pot | 6 +- .../debug/overview_of_debugging_tools.pot | 48 +- .../scripting/debug/the_profiler.pot | 66 +- .../scripting/evaluating_expressions.pot | 50 +- .../tutorials/scripting/filesystem.pot | 6 +- .../gdextension/gdextension_cpp_example.pot | 92 +- .../gdextension/gdextension_docs_system.pot | 304 + .../gdextension/gdextension_file.pot | 6 +- .../tutorials/scripting/gdextension/index.pot | 6 +- .../gdextension/what_is_gdextension.pot | 6 +- .../scripting/gdscript/gdscript_advanced.pot | 6 +- .../scripting/gdscript/gdscript_basics.pot | 1174 +- .../gdscript_documentation_comments.pot | 145 +- .../scripting/gdscript/gdscript_exports.pot | 202 +- .../gdscript/gdscript_format_string.pot | 308 +- .../gdscript/gdscript_styleguide.pot | 244 +- .../tutorials/scripting/gdscript/index.pot | 6 +- .../scripting/gdscript/static_typing.pot | 106 +- .../scripting/gdscript/warning_system.pot | 6 +- .../templates/tutorials/scripting/groups.pot | 6 +- .../scripting/how_to_read_the_godot_api.pot | 6 +- .../scripting/idle_and_physics_processing.pot | 6 +- .../templates/tutorials/scripting/index.pot | 8 +- .../scripting/instancing_with_signals.pot | 8 +- .../scripting/nodes_and_scene_instances.pot | 6 +- .../scripting/overridable_functions.pot | 6 +- .../tutorials/scripting/pausing_games.pot | 6 +- .../tutorials/scripting/resources.pot | 6 +- .../tutorials/scripting/scene_tree.pot | 6 +- .../scripting/scene_unique_nodes.pot | 6 +- .../scripting/singletons_autoload.pot | 34 +- .../shaders/advanced_postprocessing.pot | 62 +- .../tutorials/shaders/compute_shaders.pot | 6 +- .../converting_glsl_to_godot_shaders.pot | 6 +- .../shaders/custom_postprocessing.pot | 6 +- sphinx/templates/tutorials/shaders/index.pot | 6 +- .../shaders/introduction_to_shaders.pot | 6 +- .../tutorials/shaders/making_trees.pot | 6 +- .../shaders/screen-reading_shaders.pot | 6 +- .../tutorials/shaders/shader_materials.pot | 6 +- .../shader_reference/canvas_item_shader.pot | 583 +- .../shaders/shader_reference/fog_shader.pot | 60 +- .../shaders/shader_reference/index.pot | 6 +- .../shader_reference/particle_shader.pot | 178 +- .../shader_reference/shader_preprocessor.pot | 6 +- .../shader_reference/shading_language.pot | 1155 +- .../shaders/shader_reference/sky_shader.pot | 96 +- .../shader_reference/spatial_shader.pot | 571 +- .../tutorials/shaders/shaders_style_guide.pot | 6 +- .../shaders/using_viewport_as_texture.pot | 6 +- .../tutorials/shaders/visual_shaders.pot | 271 +- .../shaders/your_first_shader/index.pot | 6 +- .../your_first_2d_shader.pot | 8 +- .../your_first_3d_shader.pot | 40 +- .../your_second_3d_shader.pot | 6 +- .../templates/tutorials/troubleshooting.pot | 112 +- .../tutorials/ui/bbcode_in_richtextlabel.pot | 192 +- .../tutorials/ui/control_node_gallery.pot | 6 +- .../tutorials/ui/custom_gui_controls.pot | 6 +- .../templates/tutorials/ui/gui_containers.pot | 8 +- .../templates/tutorials/ui/gui_navigation.pot | 6 +- .../templates/tutorials/ui/gui_skinning.pot | 76 +- .../ui/gui_theme_type_variations.pot | 6 +- .../tutorials/ui/gui_using_fonts.pot | 394 +- .../tutorials/ui/gui_using_theme_editor.pot | 6 +- sphinx/templates/tutorials/ui/index.pot | 6 +- .../tutorials/ui/size_and_anchors.pot | 58 +- .../tutorials/xr/a_better_xr_start_script.pot | 8 +- .../templates/tutorials/xr/ar_passthrough.pot | 8 +- .../tutorials/xr/basic_xr_locomotion.pot | 6 +- .../tutorials/xr/deploying_to_android.pot | 6 +- sphinx/templates/tutorials/xr/index.pot | 6 +- .../tutorials/xr/introducing_xr_tools.pot | 6 +- .../tutorials/xr/openxr_body_tracking.pot | 6 +- .../xr/openxr_composition_layers.pot | 6 +- .../tutorials/xr/openxr_hand_tracking.pot | 8 +- .../tutorials/xr/openxr_settings.pot | 6 +- .../templates/tutorials/xr/setting_up_xr.pot | 6 +- .../templates/tutorials/xr/xr_action_map.pot | 6 +- .../templates/tutorials/xr/xr_next_steps.pot | 6 +- .../templates/tutorials/xr/xr_room_scale.pot | 6 +- templates_list.txt | 4 + weblate/docs.pot | 26158 +++++++++------- 481 files changed, 29884 insertions(+), 24793 deletions(-) create mode 100644 sphinx/templates/tutorials/2d/introduction_to_2d.pot create mode 100644 sphinx/templates/tutorials/3d/spring_arm.pot create mode 100644 sphinx/templates/tutorials/migrating/upgrading_to_godot_4.3.pot create mode 100644 sphinx/templates/tutorials/scripting/gdextension/gdextension_docs_system.pot diff --git a/docs b/docs index d0fde25f53..7d68cd54e3 160000 --- a/docs +++ b/docs @@ -1 +1 @@ -Subproject commit d0fde25f53d99d7b4aa0ed49f915d3e2e7efee55 +Subproject commit 7d68cd54e32aa63ae465e24dd2a4c01f8793a993 diff --git a/sphinx/templates/about/complying_with_licenses.pot b/sphinx/templates/about/complying_with_licenses.pot index 9f01847680..dd4f37c334 100644 --- a/sphinx/templates/about/complying_with_licenses.pot +++ b/sphinx/templates/about/complying_with_licenses.pot @@ -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 \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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/about/docs_changelog.pot b/sphinx/templates/about/docs_changelog.pot index 6250dfa000..41413302fb 100644 --- a/sphinx/templates/about/docs_changelog.pot +++ b/sphinx/templates/about/docs_changelog.pot @@ -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 \n" @@ -28,809 +28,881 @@ msgid "This document only contains new pages so not all changes are reflected, m msgstr "" #: ../../docs/about/docs_changelog.rst:17 -msgid "New pages since version 4.1" +msgid "New pages since version 4.2" msgstr "" #: ../../docs/about/docs_changelog.rst:20 -msgid "C#" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:22 -msgid ":ref:`doc_c_sharp_diagnostics`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:25 -#: ../../docs/about/docs_changelog.rst:48 -#: ../../docs/about/docs_changelog.rst:97 -#: ../../docs/about/docs_changelog.rst:200 -msgid "Development" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:27 -msgid ":ref:`doc_2d_coordinate_systems`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:30 -#: ../../docs/about/docs_changelog.rst:54 -#: ../../docs/about/docs_changelog.rst:102 -msgid "Migrating" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:32 -msgid ":ref:`doc_upgrading_to_godot_4.2`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:35 -msgid "I/O" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:37 -msgid ":ref:`doc_runtime_loading_and_saving`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:40 -#: ../../docs/about/docs_changelog.rst:231 -#: ../../docs/about/docs_changelog.rst:432 -msgid "Platform-specific" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:42 -msgid ":ref:`doc_android_library`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:45 -msgid "New pages since version 4.0" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:50 -msgid ":ref:`doc_internal_rendering_architecture`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:51 -msgid ":ref:`doc_using_sanitizers`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:56 -msgid ":ref:`doc_upgrading_to_godot_4.1`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:59 -#: ../../docs/about/docs_changelog.rst:107 -#: ../../docs/about/docs_changelog.rst:238 -#: ../../docs/about/docs_changelog.rst:389 -msgid "Physics" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:61 -msgid ":ref:`doc_troubleshooting_physics_issues`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:64 -msgid "New pages since version 3.6" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:67 -#: ../../docs/about/docs_changelog.rst:271 -#: ../../docs/about/docs_changelog.rst:376 -msgid "2D" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:69 -msgid ":ref:`doc_2d_antialiasing`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:72 -#: ../../docs/about/docs_changelog.rst:145 -#: ../../docs/about/docs_changelog.rst:176 -#: ../../docs/about/docs_changelog.rst:382 -msgid "3D" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:74 -msgid ":ref:`doc_3d_antialiasing`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:75 -msgid ":ref:`doc_faking_global_illumination`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:76 -msgid ":ref:`doc_introduction_to_global_illumination`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:77 -msgid ":ref:`doc_mesh_lod`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:78 -msgid ":ref:`doc_occlusion_culling`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:79 -msgid ":ref:`doc_using_sdfgi`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:80 -msgid ":ref:`doc_using_decals`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:81 -msgid ":ref:`doc_visibility_ranges`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:82 -msgid ":ref:`doc_volumetric_fog`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:83 -msgid ":ref:`doc_variable_rate_shading`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:84 -msgid ":ref:`doc_physical_light_and_camera_units`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:87 -#: ../../docs/about/docs_changelog.rst:150 -#: ../../docs/about/docs_changelog.rst:395 -msgid "Animation" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:89 -msgid ":ref:`doc_creating_movies`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:92 -msgid "Assets pipeline" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:94 -msgid ":ref:`doc_retargeting_3d_skeletons`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:99 -msgid ":ref:`doc_custom_platform_ports`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:104 -msgid ":ref:`doc_upgrading_to_godot_4`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:109 -msgid ":ref:`doc_large_world_coordinates`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:112 -#: ../../docs/about/docs_changelog.rst:249 -#: ../../docs/about/docs_changelog.rst:355 -msgid "Scripting" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:114 -msgid ":ref:`doc_custom_performance_monitors`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:115 -msgid ":ref:`doc_c_sharp_collections`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:116 -msgid ":ref:`doc_c_sharp_global_classes`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:117 -msgid ":ref:`doc_c_sharp_variant`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:120 -#: ../../docs/about/docs_changelog.rst:244 -msgid "Shaders" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:122 -msgid ":ref:`doc_compute_shaders`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:125 -msgid "Workflow" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:127 -msgid ":ref:`doc_pr_review_guidelines`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:130 -msgid "XR" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:132 -msgid ":ref:`doc_introducing_xr_tools`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:133 -msgid ":ref:`doc_xr_action_map`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:134 -msgid ":ref:`doc_deploying_to_android`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:137 -msgid "New pages since version 3.5" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:139 -msgid "None." -msgstr "" - -#: ../../docs/about/docs_changelog.rst:142 -msgid "New pages since version 3.4" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:147 -msgid ":ref:`doc_3d_text`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:152 -msgid ":ref:`doc_playing_videos`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:155 -#: ../../docs/about/docs_changelog.rst:210 -msgid "Editor" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:157 -msgid ":ref:`doc_managing_editor_features`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:160 -msgid "New pages since version 3.3" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:163 -msgid "C++" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:165 -msgid ":ref:`doc_cpp_usage_guidelines`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:168 -msgid "GDScript" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:170 -msgid ":ref:`doc_gdscript_documentation_comments`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:173 -msgid "New pages since version 3.2" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:178 -msgid ":ref:`doc_3d_rendering_limitations`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:181 +#: ../../docs/about/docs_changelog.rst:227 msgid "About" msgstr "" -#: ../../docs/about/docs_changelog.rst:183 -msgid ":ref:`doc_troubleshooting`" +#: ../../docs/about/docs_changelog.rst:22 +msgid ":ref:`doc_system_requirements`" msgstr "" -#: ../../docs/about/docs_changelog.rst:184 -msgid ":ref:`doc_list_of_features`" +#: ../../docs/about/docs_changelog.rst:25 +#: ../../docs/about/docs_changelog.rst:113 +#: ../../docs/about/docs_changelog.rst:317 +#: ../../docs/about/docs_changelog.rst:422 +msgid "2D" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:27 +msgid ":ref:`doc_2d_parallax`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:30 +msgid "Contributing" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:32 +msgid ":ref:`doc_handling_compatibility_breakages`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:33 +msgid ":ref:`doc_ways_to_contribute`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:36 +msgid "GDExtension" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:38 +msgid ":ref:`doc_gdextension_file`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:39 +msgid ":ref:`doc_gdextension_docs_system`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:42 +#: ../../docs/about/docs_changelog.rst:76 +#: ../../docs/about/docs_changelog.rst:100 +#: ../../docs/about/docs_changelog.rst:148 +msgid "Migrating" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:44 +msgid ":ref:`doc_upgrading_to_godot_4.3`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:47 +msgid "Rendering" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:49 +msgid ":ref:`doc_compositor`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:52 +#: ../../docs/about/docs_changelog.rst:176 +msgid "XR" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:54 +msgid ":ref:`doc_a_better_xr_start_script`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:55 +msgid ":ref:`doc_openxr_passthrough`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:56 +msgid ":ref:`doc_xr_next_steps`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:57 +msgid ":ref:`doc_openxr_settings`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:58 +msgid ":ref:`doc_openxr_composition_layers`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:59 +msgid ":ref:`doc_openxr_body_tracking`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:63 +msgid "New pages since version 4.1" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:66 +msgid "C#" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:68 +msgid ":ref:`doc_c_sharp_diagnostics`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:71 +#: ../../docs/about/docs_changelog.rst:94 +#: ../../docs/about/docs_changelog.rst:143 +#: ../../docs/about/docs_changelog.rst:246 +msgid "Development" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:73 +msgid ":ref:`doc_2d_coordinate_systems`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:78 +msgid ":ref:`doc_upgrading_to_godot_4.2`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:81 +msgid "I/O" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:83 +msgid ":ref:`doc_runtime_loading_and_saving`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:86 +#: ../../docs/about/docs_changelog.rst:277 +#: ../../docs/about/docs_changelog.rst:478 +msgid "Platform-specific" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:88 +msgid ":ref:`doc_android_library`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:91 +msgid "New pages since version 4.0" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:96 +msgid ":ref:`doc_internal_rendering_architecture`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:97 +msgid ":ref:`doc_using_sanitizers`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:102 +msgid ":ref:`doc_upgrading_to_godot_4.1`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:105 +#: ../../docs/about/docs_changelog.rst:153 +#: ../../docs/about/docs_changelog.rst:284 +#: ../../docs/about/docs_changelog.rst:435 +msgid "Physics" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:107 +msgid ":ref:`doc_troubleshooting_physics_issues`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:110 +msgid "New pages since version 3.6" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:115 +msgid ":ref:`doc_2d_antialiasing`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:118 +#: ../../docs/about/docs_changelog.rst:191 +#: ../../docs/about/docs_changelog.rst:222 +#: ../../docs/about/docs_changelog.rst:428 +msgid "3D" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:120 +msgid ":ref:`doc_3d_antialiasing`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:121 +msgid ":ref:`doc_faking_global_illumination`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:122 +msgid ":ref:`doc_introduction_to_global_illumination`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:123 +msgid ":ref:`doc_mesh_lod`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:124 +msgid ":ref:`doc_occlusion_culling`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:125 +msgid ":ref:`doc_using_sdfgi`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:126 +msgid ":ref:`doc_using_decals`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:127 +msgid ":ref:`doc_visibility_ranges`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:128 +msgid ":ref:`doc_volumetric_fog`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:129 +msgid ":ref:`doc_variable_rate_shading`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:130 +msgid ":ref:`doc_physical_light_and_camera_units`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:133 +#: ../../docs/about/docs_changelog.rst:196 +#: ../../docs/about/docs_changelog.rst:441 +msgid "Animation" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:135 +msgid ":ref:`doc_creating_movies`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:138 +msgid "Assets pipeline" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:140 +msgid ":ref:`doc_retargeting_3d_skeletons`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:145 +msgid ":ref:`doc_custom_platform_ports`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:150 +msgid ":ref:`doc_upgrading_to_godot_4`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:155 +msgid ":ref:`doc_large_world_coordinates`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:158 +#: ../../docs/about/docs_changelog.rst:295 +#: ../../docs/about/docs_changelog.rst:401 +msgid "Scripting" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:160 +msgid ":ref:`doc_custom_performance_monitors`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:161 +msgid ":ref:`doc_c_sharp_collections`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:162 +msgid ":ref:`doc_c_sharp_global_classes`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:163 +msgid ":ref:`doc_c_sharp_variant`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:166 +#: ../../docs/about/docs_changelog.rst:290 +msgid "Shaders" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:168 +msgid ":ref:`doc_compute_shaders`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:171 +msgid "Workflow" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:173 +msgid ":ref:`doc_pr_review_guidelines`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:178 +msgid ":ref:`doc_introducing_xr_tools`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:179 +msgid ":ref:`doc_xr_action_map`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:180 +msgid ":ref:`doc_deploying_to_android`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:183 +msgid "New pages since version 3.5" msgstr "" #: ../../docs/about/docs_changelog.rst:185 -msgid ":ref:`doc_release_policy`" +msgid "None." msgstr "" #: ../../docs/about/docs_changelog.rst:188 -msgid "Best practices" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:190 -msgid ":ref:`doc_version_control_systems`" +msgid "New pages since version 3.4" msgstr "" #: ../../docs/about/docs_changelog.rst:193 -msgid "Community" +msgid ":ref:`doc_3d_text`" msgstr "" -#: ../../docs/about/docs_changelog.rst:195 -msgid ":ref:`doc_best_practices_for_engine_contributors`" +#: ../../docs/about/docs_changelog.rst:198 +msgid ":ref:`doc_playing_videos`" msgstr "" -#: ../../docs/about/docs_changelog.rst:196 -msgid ":ref:`doc_bisecting_regressions`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:197 -msgid ":ref:`doc_editor_and_docs_localization`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:202 -msgid ":ref:`doc_introduction_to_editor_development`" +#: ../../docs/about/docs_changelog.rst:201 +#: ../../docs/about/docs_changelog.rst:256 +msgid "Editor" msgstr "" #: ../../docs/about/docs_changelog.rst:203 -msgid ":ref:`doc_editor_style_guide`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:204 -msgid ":ref:`doc_common_engine_methods_and_macros`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:205 -msgid ":ref:`doc_vulkan_validation_layers`" +msgid ":ref:`doc_managing_editor_features`" msgstr "" #: ../../docs/about/docs_changelog.rst:206 -msgid ":ref:`doc_gdscript_grammar`" +msgid "New pages since version 3.3" msgstr "" -#: ../../docs/about/docs_changelog.rst:207 -msgid "Configuring an IDE: :ref:`doc_configuring_an_ide_code_blocks`" +#: ../../docs/about/docs_changelog.rst:209 +msgid "C++" msgstr "" -#: ../../docs/about/docs_changelog.rst:212 -msgid ":ref:`doc_default_key_mapping`" +#: ../../docs/about/docs_changelog.rst:211 +msgid ":ref:`doc_cpp_usage_guidelines`" msgstr "" -#: ../../docs/about/docs_changelog.rst:213 -msgid ":ref:`doc_using_the_web_editor`" +#: ../../docs/about/docs_changelog.rst:214 +msgid "GDScript" msgstr "" #: ../../docs/about/docs_changelog.rst:216 -msgid "Export" +msgid ":ref:`doc_gdscript_documentation_comments`" msgstr "" -#: ../../docs/about/docs_changelog.rst:218 -msgid ":ref:`doc_exporting_for_dedicated_servers`" +#: ../../docs/about/docs_changelog.rst:219 +msgid "New pages since version 3.2" msgstr "" -#: ../../docs/about/docs_changelog.rst:221 -msgid "Input" +#: ../../docs/about/docs_changelog.rst:224 +msgid ":ref:`doc_3d_rendering_limitations`" msgstr "" -#: ../../docs/about/docs_changelog.rst:223 -msgid ":ref:`doc_controllers_gamepads_joysticks`" +#: ../../docs/about/docs_changelog.rst:229 +msgid ":ref:`doc_troubleshooting`" msgstr "" -#: ../../docs/about/docs_changelog.rst:226 -#: ../../docs/about/docs_changelog.rst:282 -msgid "Math" +#: ../../docs/about/docs_changelog.rst:230 +msgid ":ref:`doc_list_of_features`" msgstr "" -#: ../../docs/about/docs_changelog.rst:228 -msgid ":ref:`doc_random_number_generation`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:233 -msgid ":ref:`doc_plugins_for_ios`" +#: ../../docs/about/docs_changelog.rst:231 +msgid ":ref:`doc_release_policy`" msgstr "" #: ../../docs/about/docs_changelog.rst:234 -msgid ":ref:`doc_ios_plugin`" +msgid "Best practices" msgstr "" -#: ../../docs/about/docs_changelog.rst:235 -msgid ":ref:`doc_html5_shell_classref`" +#: ../../docs/about/docs_changelog.rst:236 +msgid ":ref:`doc_version_control_systems`" msgstr "" -#: ../../docs/about/docs_changelog.rst:240 -msgid ":ref:`doc_collision_shapes_2d`" +#: ../../docs/about/docs_changelog.rst:239 +msgid "Community" msgstr "" #: ../../docs/about/docs_changelog.rst:241 -msgid ":ref:`doc_collision_shapes_3d`" +msgid ":ref:`doc_best_practices_for_engine_contributors`" msgstr "" -#: ../../docs/about/docs_changelog.rst:246 -msgid ":ref:`doc_shaders_style_guide`" +#: ../../docs/about/docs_changelog.rst:242 +msgid ":ref:`doc_bisecting_regressions`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:243 +msgid ":ref:`doc_editor_and_docs_localization`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:248 +msgid ":ref:`doc_introduction_to_editor_development`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:249 +msgid ":ref:`doc_editor_style_guide`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:250 +msgid ":ref:`doc_common_engine_methods_and_macros`" msgstr "" #: ../../docs/about/docs_changelog.rst:251 -msgid ":ref:`doc_debugger_panel`" +msgid ":ref:`doc_vulkan_validation_layers`" msgstr "" #: ../../docs/about/docs_changelog.rst:252 -msgid ":ref:`doc_creating_script_templates`" +msgid ":ref:`doc_gdscript_grammar`" msgstr "" #: ../../docs/about/docs_changelog.rst:253 -msgid ":ref:`doc_evaluating_expressions`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:254 -msgid ":ref:`doc_what_is_gdextension`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:255 -msgid ":ref:`doc_gdscript_warning_system` (split from :ref:`doc_gdscript_static_typing`)" +msgid "Configuring an IDE: :ref:`doc_configuring_an_ide_code_blocks`" msgstr "" #: ../../docs/about/docs_changelog.rst:258 -msgid "User Interface (UI)" +msgid ":ref:`doc_default_key_mapping`" msgstr "" -#: ../../docs/about/docs_changelog.rst:260 -msgid ":ref:`doc_control_node_gallery`" +#: ../../docs/about/docs_changelog.rst:259 +msgid ":ref:`doc_using_the_web_editor`" msgstr "" -#: ../../docs/about/docs_changelog.rst:263 -msgid "New pages since version 3.1" +#: ../../docs/about/docs_changelog.rst:262 +msgid "Export" msgstr "" -#: ../../docs/about/docs_changelog.rst:266 -#: ../../docs/about/docs_changelog.rst:360 -msgid "Project workflow" +#: ../../docs/about/docs_changelog.rst:264 +msgid ":ref:`doc_exporting_for_dedicated_servers`" msgstr "" -#: ../../docs/about/docs_changelog.rst:268 -msgid ":ref:`doc_android_gradle_build`" +#: ../../docs/about/docs_changelog.rst:267 +msgid "Input" msgstr "" -#: ../../docs/about/docs_changelog.rst:273 -msgid ":ref:`doc_2d_sprite_animation`" +#: ../../docs/about/docs_changelog.rst:269 +msgid ":ref:`doc_controllers_gamepads_joysticks`" msgstr "" -#: ../../docs/about/docs_changelog.rst:276 -msgid "Audio" +#: ../../docs/about/docs_changelog.rst:272 +#: ../../docs/about/docs_changelog.rst:328 +msgid "Math" msgstr "" -#: ../../docs/about/docs_changelog.rst:278 -msgid ":ref:`doc_recording_with_microphone`" +#: ../../docs/about/docs_changelog.rst:274 +msgid ":ref:`doc_random_number_generation`" msgstr "" #: ../../docs/about/docs_changelog.rst:279 -msgid ":ref:`doc_sync_with_audio`" +msgid ":ref:`doc_plugins_for_ios`" msgstr "" -#: ../../docs/about/docs_changelog.rst:284 -msgid ":ref:`doc_beziers_and_curves`" +#: ../../docs/about/docs_changelog.rst:280 +msgid ":ref:`doc_ios_plugin`" msgstr "" -#: ../../docs/about/docs_changelog.rst:285 -msgid ":ref:`doc_interpolation`" +#: ../../docs/about/docs_changelog.rst:281 +msgid ":ref:`doc_html5_shell_classref`" msgstr "" -#: ../../docs/about/docs_changelog.rst:288 -msgid "Inputs" +#: ../../docs/about/docs_changelog.rst:286 +msgid ":ref:`doc_collision_shapes_2d`" msgstr "" -#: ../../docs/about/docs_changelog.rst:290 -msgid ":ref:`doc_input_examples`" +#: ../../docs/about/docs_changelog.rst:287 +msgid ":ref:`doc_collision_shapes_3d`" msgstr "" -#: ../../docs/about/docs_changelog.rst:293 -msgid "Internationalization" +#: ../../docs/about/docs_changelog.rst:292 +msgid ":ref:`doc_shaders_style_guide`" msgstr "" -#: ../../docs/about/docs_changelog.rst:295 -msgid ":ref:`doc_localization_using_gettext`" +#: ../../docs/about/docs_changelog.rst:297 +msgid ":ref:`doc_debugger_panel`" msgstr "" #: ../../docs/about/docs_changelog.rst:298 -#: ../../docs/about/docs_changelog.rst:412 -msgid "Shading" +msgid ":ref:`doc_creating_script_templates`" msgstr "" -#: ../../docs/about/docs_changelog.rst:303 -msgid "Your First Shader Series:" +#: ../../docs/about/docs_changelog.rst:299 +msgid ":ref:`doc_evaluating_expressions`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:300 +msgid ":ref:`doc_what_is_gdextension`" msgstr "" #: ../../docs/about/docs_changelog.rst:301 -#: ../../docs/about/docs_changelog.rst:419 -msgid ":ref:`doc_introduction_to_shaders`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:302 -msgid ":ref:`doc_your_first_canvasitem_shader`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:303 -msgid ":ref:`doc_your_first_spatial_shader`" +msgid ":ref:`doc_gdscript_warning_system` (split from :ref:`doc_gdscript_static_typing`)" msgstr "" #: ../../docs/about/docs_changelog.rst:304 -msgid ":ref:`doc_your_second_spatial_shader`" +msgid "User Interface (UI)" msgstr "" -#: ../../docs/about/docs_changelog.rst:305 -msgid ":ref:`doc_visual_shaders`" +#: ../../docs/about/docs_changelog.rst:306 +msgid ":ref:`doc_control_node_gallery`" msgstr "" -#: ../../docs/about/docs_changelog.rst:308 -msgid "Networking" +#: ../../docs/about/docs_changelog.rst:309 +msgid "New pages since version 3.1" msgstr "" -#: ../../docs/about/docs_changelog.rst:310 -msgid ":ref:`doc_webrtc`" +#: ../../docs/about/docs_changelog.rst:312 +#: ../../docs/about/docs_changelog.rst:406 +msgid "Project workflow" msgstr "" -#: ../../docs/about/docs_changelog.rst:313 -#: ../../docs/about/docs_changelog.rst:426 -msgid "Plugins" +#: ../../docs/about/docs_changelog.rst:314 +msgid ":ref:`doc_android_gradle_build`" msgstr "" -#: ../../docs/about/docs_changelog.rst:315 -msgid ":ref:`doc_android_plugin`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:316 -msgid ":ref:`doc_inspector_plugins`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:317 -msgid ":ref:`doc_visual_shader_plugins`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:320 -#: ../../docs/about/docs_changelog.rst:437 -msgid "Multi-threading" +#: ../../docs/about/docs_changelog.rst:319 +msgid ":ref:`doc_2d_sprite_animation`" msgstr "" #: ../../docs/about/docs_changelog.rst:322 -msgid ":ref:`doc_using_multiple_threads`" +msgid "Audio" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:324 +msgid ":ref:`doc_recording_with_microphone`" msgstr "" #: ../../docs/about/docs_changelog.rst:325 -#: ../../docs/about/docs_changelog.rst:442 -msgid "Creating content" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:332 -msgid "Procedural geometry series:" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:328 -msgid ":ref:`Procedural geometry `" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:329 -msgid ":ref:`doc_arraymesh`" +msgid ":ref:`doc_sync_with_audio`" msgstr "" #: ../../docs/about/docs_changelog.rst:330 -msgid ":ref:`doc_surfacetool`" +msgid ":ref:`doc_beziers_and_curves`" msgstr "" #: ../../docs/about/docs_changelog.rst:331 -msgid ":ref:`doc_meshdatatool`" +msgid ":ref:`doc_interpolation`" msgstr "" -#: ../../docs/about/docs_changelog.rst:332 -msgid ":ref:`doc_immediatemesh`" +#: ../../docs/about/docs_changelog.rst:334 +msgid "Inputs" msgstr "" -#: ../../docs/about/docs_changelog.rst:335 -msgid "Optimization" +#: ../../docs/about/docs_changelog.rst:336 +msgid ":ref:`doc_input_examples`" msgstr "" -#: ../../docs/about/docs_changelog.rst:337 -msgid ":ref:`doc_using_multimesh`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:338 -msgid ":ref:`doc_using_servers`" +#: ../../docs/about/docs_changelog.rst:339 +msgid "Internationalization" msgstr "" #: ../../docs/about/docs_changelog.rst:341 -msgid "Legal" +msgid ":ref:`doc_localization_using_gettext`" msgstr "" -#: ../../docs/about/docs_changelog.rst:343 -msgid ":ref:`doc_complying_with_licenses`" +#: ../../docs/about/docs_changelog.rst:344 +#: ../../docs/about/docs_changelog.rst:458 +msgid "Shading" msgstr "" #: ../../docs/about/docs_changelog.rst:346 -msgid "New pages since version 3.0" +msgid "Your First Shader Series:" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:347 +#: ../../docs/about/docs_changelog.rst:465 +msgid ":ref:`doc_introduction_to_shaders`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:348 +msgid ":ref:`doc_your_first_canvasitem_shader`" msgstr "" #: ../../docs/about/docs_changelog.rst:349 -msgid "Step by step" +msgid ":ref:`doc_your_first_spatial_shader`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:350 +msgid ":ref:`doc_your_second_spatial_shader`" msgstr "" #: ../../docs/about/docs_changelog.rst:351 -msgid ":ref:`doc_signals`" +msgid ":ref:`doc_visual_shaders`" msgstr "" -#: ../../docs/about/docs_changelog.rst:352 -msgid "Exporting" +#: ../../docs/about/docs_changelog.rst:354 +msgid "Networking" msgstr "" -#: ../../docs/about/docs_changelog.rst:357 -msgid ":ref:`doc_gdscript_static_typing`" +#: ../../docs/about/docs_changelog.rst:356 +msgid ":ref:`doc_webrtc`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:359 +#: ../../docs/about/docs_changelog.rst:472 +msgid "Plugins" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:361 +msgid ":ref:`doc_android_plugin`" msgstr "" #: ../../docs/about/docs_changelog.rst:362 -msgid "Best Practices:" +msgid ":ref:`doc_inspector_plugins`" msgstr "" -#: ../../docs/about/docs_changelog.rst:364 -msgid ":ref:`doc_introduction_best_practices`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:365 -msgid ":ref:`doc_what_are_godot_classes`" +#: ../../docs/about/docs_changelog.rst:363 +msgid ":ref:`doc_visual_shader_plugins`" msgstr "" #: ../../docs/about/docs_changelog.rst:366 -msgid ":ref:`doc_scene_organization`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:367 -msgid ":ref:`doc_scenes_versus_scripts`" +#: ../../docs/about/docs_changelog.rst:483 +msgid "Multi-threading" msgstr "" #: ../../docs/about/docs_changelog.rst:368 -msgid ":ref:`doc_autoloads_versus_internal_nodes`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:369 -msgid ":ref:`doc_node_alternatives`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:370 -msgid ":ref:`doc_godot_interfaces`" +msgid ":ref:`doc_using_multiple_threads`" msgstr "" #: ../../docs/about/docs_changelog.rst:371 -msgid ":ref:`doc_godot_notifications`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:372 -msgid ":ref:`doc_data_preferences`" +#: ../../docs/about/docs_changelog.rst:488 +msgid "Creating content" msgstr "" #: ../../docs/about/docs_changelog.rst:373 -msgid ":ref:`doc_logic_preferences`" +msgid "Procedural geometry series:" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:374 +msgid ":ref:`Procedural geometry `" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:375 +msgid ":ref:`doc_arraymesh`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:376 +msgid ":ref:`doc_surfacetool`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:377 +msgid ":ref:`doc_meshdatatool`" msgstr "" #: ../../docs/about/docs_changelog.rst:378 -msgid ":ref:`doc_2d_lights_and_shadows`" +msgid ":ref:`doc_immediatemesh`" msgstr "" -#: ../../docs/about/docs_changelog.rst:379 -msgid ":ref:`doc_2d_meshes`" +#: ../../docs/about/docs_changelog.rst:381 +msgid "Optimization" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:383 +msgid ":ref:`doc_using_multimesh`" msgstr "" #: ../../docs/about/docs_changelog.rst:384 -msgid ":ref:`doc_csg_tools`" +msgid ":ref:`doc_using_servers`" msgstr "" -#: ../../docs/about/docs_changelog.rst:385 -msgid ":ref:`doc_animating_thousands_of_fish`" +#: ../../docs/about/docs_changelog.rst:387 +msgid "Legal" msgstr "" -#: ../../docs/about/docs_changelog.rst:386 -msgid ":ref:`doc_controlling_thousands_of_fish`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:391 -msgid ":ref:`doc_ragdoll_system`" +#: ../../docs/about/docs_changelog.rst:389 +msgid ":ref:`doc_complying_with_licenses`" msgstr "" #: ../../docs/about/docs_changelog.rst:392 -msgid ":ref:`doc_soft_body`" +msgid "New pages since version 3.0" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:395 +msgid "Step by step" msgstr "" #: ../../docs/about/docs_changelog.rst:397 -msgid ":ref:`doc_2d_skeletons`" +msgid ":ref:`doc_signals`" msgstr "" #: ../../docs/about/docs_changelog.rst:398 -msgid ":ref:`doc_animation_tree`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:401 -msgid "GUI" +msgid "Exporting" msgstr "" #: ../../docs/about/docs_changelog.rst:403 -msgid ":ref:`doc_gui_containers`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:406 -msgid "Viewports" +msgid ":ref:`doc_gdscript_static_typing`" msgstr "" #: ../../docs/about/docs_changelog.rst:408 -msgid ":ref:`doc_viewport_as_texture`" +msgid "Best Practices:" msgstr "" -#: ../../docs/about/docs_changelog.rst:409 -msgid ":ref:`doc_custom_postprocessing`" +#: ../../docs/about/docs_changelog.rst:410 +msgid ":ref:`doc_introduction_best_practices`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:411 +msgid ":ref:`doc_what_are_godot_classes`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:412 +msgid ":ref:`doc_scene_organization`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:413 +msgid ":ref:`doc_scenes_versus_scripts`" msgstr "" #: ../../docs/about/docs_changelog.rst:414 -msgid ":ref:`doc_converting_glsl_to_godot_shaders`" +msgid ":ref:`doc_autoloads_versus_internal_nodes`" msgstr "" #: ../../docs/about/docs_changelog.rst:415 -msgid ":ref:`doc_advanced_postprocessing`" +msgid ":ref:`doc_node_alternatives`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:416 +msgid ":ref:`doc_godot_interfaces`" msgstr "" #: ../../docs/about/docs_changelog.rst:417 -msgid "Shading Reference:" +msgid ":ref:`doc_godot_notifications`" msgstr "" -#: ../../docs/about/docs_changelog.rst:420 -msgid ":ref:`doc_shading_language`" +#: ../../docs/about/docs_changelog.rst:418 +msgid ":ref:`doc_data_preferences`" msgstr "" -#: ../../docs/about/docs_changelog.rst:421 -msgid ":ref:`doc_spatial_shader`" +#: ../../docs/about/docs_changelog.rst:419 +msgid ":ref:`doc_logic_preferences`" msgstr "" -#: ../../docs/about/docs_changelog.rst:422 -msgid ":ref:`doc_canvas_item_shader`" +#: ../../docs/about/docs_changelog.rst:424 +msgid ":ref:`doc_2d_lights_and_shadows`" msgstr "" -#: ../../docs/about/docs_changelog.rst:423 -msgid ":ref:`doc_particle_shader`" +#: ../../docs/about/docs_changelog.rst:425 +msgid ":ref:`doc_2d_meshes`" msgstr "" -#: ../../docs/about/docs_changelog.rst:428 -msgid ":ref:`doc_making_main_screen_plugins`" +#: ../../docs/about/docs_changelog.rst:430 +msgid ":ref:`doc_csg_tools`" msgstr "" -#: ../../docs/about/docs_changelog.rst:429 -msgid ":ref:`doc_3d_gizmo_plugins`" +#: ../../docs/about/docs_changelog.rst:431 +msgid ":ref:`doc_animating_thousands_of_fish`" msgstr "" -#: ../../docs/about/docs_changelog.rst:434 -msgid ":ref:`doc_customizing_html5_shell`" +#: ../../docs/about/docs_changelog.rst:432 +msgid ":ref:`doc_controlling_thousands_of_fish`" msgstr "" -#: ../../docs/about/docs_changelog.rst:439 -msgid ":ref:`doc_thread_safe_apis`" +#: ../../docs/about/docs_changelog.rst:437 +msgid ":ref:`doc_ragdoll_system`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:438 +msgid ":ref:`doc_soft_body`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:443 +msgid ":ref:`doc_2d_skeletons`" msgstr "" #: ../../docs/about/docs_changelog.rst:444 -msgid ":ref:`doc_making_trees`" +msgid ":ref:`doc_animation_tree`" msgstr "" #: ../../docs/about/docs_changelog.rst:447 -msgid "Miscellaneous" +msgid "GUI" msgstr "" #: ../../docs/about/docs_changelog.rst:449 -msgid ":ref:`doc_jitter_stutter`" +msgid ":ref:`doc_gui_containers`" msgstr "" -#: ../../docs/about/docs_changelog.rst:450 -msgid ":ref:`doc_running_code_in_the_editor`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:451 -msgid ":ref:`doc_change_scenes_manually`" +#: ../../docs/about/docs_changelog.rst:452 +msgid "Viewports" msgstr "" #: ../../docs/about/docs_changelog.rst:454 -msgid "Compiling" +msgid ":ref:`doc_viewport_as_texture`" msgstr "" -#: ../../docs/about/docs_changelog.rst:456 -msgid ":ref:`doc_optimizing_for_size`" -msgstr "" - -#: ../../docs/about/docs_changelog.rst:457 -msgid ":ref:`doc_compiling_with_script_encryption_key`" +#: ../../docs/about/docs_changelog.rst:455 +msgid ":ref:`doc_custom_postprocessing`" msgstr "" #: ../../docs/about/docs_changelog.rst:460 +msgid ":ref:`doc_converting_glsl_to_godot_shaders`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:461 +msgid ":ref:`doc_advanced_postprocessing`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:463 +msgid "Shading Reference:" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:466 +msgid ":ref:`doc_shading_language`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:467 +msgid ":ref:`doc_spatial_shader`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:468 +msgid ":ref:`doc_canvas_item_shader`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:469 +msgid ":ref:`doc_particle_shader`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:474 +msgid ":ref:`doc_making_main_screen_plugins`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:475 +msgid ":ref:`doc_3d_gizmo_plugins`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:480 +msgid ":ref:`doc_customizing_html5_shell`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:485 +msgid ":ref:`doc_thread_safe_apis`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:490 +msgid ":ref:`doc_making_trees`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:493 +msgid "Miscellaneous" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:495 +msgid ":ref:`doc_jitter_stutter`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:496 +msgid ":ref:`doc_running_code_in_the_editor`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:497 +msgid ":ref:`doc_change_scenes_manually`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:500 +msgid "Compiling" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:502 +msgid ":ref:`doc_optimizing_for_size`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:503 +msgid ":ref:`doc_compiling_with_script_encryption_key`" +msgstr "" + +#: ../../docs/about/docs_changelog.rst:506 msgid "Engine development" msgstr "" -#: ../../docs/about/docs_changelog.rst:462 +#: ../../docs/about/docs_changelog.rst:508 msgid ":ref:`doc_binding_to_external_libraries`" msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/about/faq.pot b/sphinx/templates/about/faq.pot index b97de66222..2e387d8a40 100644 --- a/sphinx/templates/about/faq.pot +++ b/sphinx/templates/about/faq.pot @@ -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 \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 `__ 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 `__, 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 `, 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 `, 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 ` 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 `_" +#: ../../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 `__ 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 `__ (all platforms), `Scoop `__ (Windows), `Homebrew `__ (macOS) or `Flathub `__ (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 ` 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 `_" +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 `__ 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 ` 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 `__ (all platforms), `Scoop `__ (Windows), `Homebrew `__ (macOS) or `Flathub `__ (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 ` 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 `__ 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 ` 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 ` 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 `_ 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 `_." 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 `." 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 `_. 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 `_. 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 `_. 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 `_ 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 ` 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 `__ and `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 `, but you can still :ref:`use Godot to create non-game applications by using the editor `." 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 `__ 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 `). 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 `__." 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 `_." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/about/introduction.pot b/sphinx/templates/about/introduction.pot index 620a7bf74c..ced1fb8f8e 100644 --- a/sphinx/templates/about/introduction.pot +++ b/sphinx/templates/about/introduction.pot @@ -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 \n" @@ -36,7 +36,7 @@ msgid "The :ref:`Tutorials and resources ` 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 `, especially the Godot `Discord`_ community and `Forum `_." +msgid "In case you have trouble with one of the tutorials or your project, you can find help on the various `Community channels `_, especially the Godot `Discord `_ community and `Forum `_." 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 `_ 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 `_." 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 `_." 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 ` and :ref:`Writing documentation `, or get in touch with the `Documentation team `_ on `Godot Contributors Chat `_." 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 `_) 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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/about/list_of_features.pot b/sphinx/templates/about/list_of_features.pot index 75d6d5492d..743d8c127b 100644 --- a/sphinx/templates/about/list_of_features.pot +++ b/sphinx/templates/about/list_of_features.pot @@ -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 \n" @@ -24,7 +24,7 @@ msgid "This page aims to list **all** features currently supported by Godot." msgstr "" #: ../../docs/about/list_of_features.rst:12 -msgid "This page lists features supported by the current stable version of Godot. Some of these features may not be available in the `LTS release series (3.x) `__." +msgid "This page lists features supported by the current stable version of Godot. Some of these features are not available in the `3.x release series `__." msgstr "" #: ../../docs/about/list_of_features.rst:17 @@ -40,7 +40,7 @@ msgid "**Can run both the editor and exported projects:**" msgstr "" #: ../../docs/about/list_of_features.rst:25 -msgid "Windows (x86, 64-bit and 32-bit)." +msgid "Windows (x86 and ARM, 64-bit and 32-bit)." msgstr "" #: ../../docs/about/list_of_features.rst:26 @@ -56,1616 +56,1612 @@ msgid "Binaries are statically linked and can run on any distribution if compile msgstr "" #: ../../docs/about/list_of_features.rst:31 -msgid "Official binaries are compiled using the `Godot Engine buildroot `__, allowing for binaries that work across common Linux distributions (including LTS variants)." +msgid "Official binaries are compiled using the `Godot Engine buildroot `__, allowing for binaries that work across common Linux distributions." msgstr "" -#: ../../docs/about/list_of_features.rst:36 +#: ../../docs/about/list_of_features.rst:35 msgid "Android (editor support is experimental)." msgstr "" -#: ../../docs/about/list_of_features.rst:37 +#: ../../docs/about/list_of_features.rst:36 msgid ":ref:`Web browsers `. Experimental in 4.0, using Godot 3.x is recommended instead when targeting HTML5." msgstr "" -#: ../../docs/about/list_of_features.rst:40 +#: ../../docs/about/list_of_features.rst:39 msgid "**Runs exported projects:**" msgstr "" -#: ../../docs/about/list_of_features.rst:42 +#: ../../docs/about/list_of_features.rst:41 msgid "iOS." msgstr "" -#: ../../docs/about/list_of_features.rst:43 +#: ../../docs/about/list_of_features.rst:42 msgid ":ref:`Consoles `." msgstr "" -#: ../../docs/about/list_of_features.rst:45 +#: ../../docs/about/list_of_features.rst:44 msgid "Godot aims to be as platform-independent as possible and can be :ref:`ported to new platforms ` with relative ease." msgstr "" -#: ../../docs/about/list_of_features.rst:50 +#: ../../docs/about/list_of_features.rst:49 msgid "Projects written in C# using Godot 4 currently cannot be exported to the web platform. To use C# on that platform, consider Godot 3 instead. Android and iOS platform support is available as of Godot 4.2, but is experimental and :ref:`some limitations apply `." msgstr "" -#: ../../docs/about/list_of_features.rst:56 +#: ../../docs/about/list_of_features.rst:55 msgid "Editor" msgstr "" -#: ../../docs/about/list_of_features.rst:58 -#: ../../docs/about/list_of_features.rst:496 +#: ../../docs/about/list_of_features.rst:57 +#: ../../docs/about/list_of_features.rst:495 msgid "**Features:**" msgstr "" -#: ../../docs/about/list_of_features.rst:60 +#: ../../docs/about/list_of_features.rst:59 msgid "Scene tree editor." msgstr "" -#: ../../docs/about/list_of_features.rst:61 +#: ../../docs/about/list_of_features.rst:60 msgid "Built-in script editor." msgstr "" -#: ../../docs/about/list_of_features.rst:62 +#: ../../docs/about/list_of_features.rst:61 msgid "Support for :ref:`external script editors ` such as Visual Studio Code or Vim." msgstr "" -#: ../../docs/about/list_of_features.rst:64 +#: ../../docs/about/list_of_features.rst:63 msgid "GDScript :ref:`debugger `." msgstr "" -#: ../../docs/about/list_of_features.rst:66 +#: ../../docs/about/list_of_features.rst:65 msgid "Support for debugging in threads is available since 4.2." msgstr "" -#: ../../docs/about/list_of_features.rst:67 +#: ../../docs/about/list_of_features.rst:66 msgid "Visual profiler with CPU and GPU time indications for each step of the rendering pipeline." msgstr "" -#: ../../docs/about/list_of_features.rst:69 +#: ../../docs/about/list_of_features.rst:68 msgid "Performance monitoring tools, including :ref:`custom performance monitors `." msgstr "" -#: ../../docs/about/list_of_features.rst:71 +#: ../../docs/about/list_of_features.rst:70 msgid "Live script reloading." msgstr "" -#: ../../docs/about/list_of_features.rst:72 +#: ../../docs/about/list_of_features.rst:71 msgid "Live scene editing." msgstr "" -#: ../../docs/about/list_of_features.rst:74 +#: ../../docs/about/list_of_features.rst:73 msgid "Changes will reflect in the editor and will be kept after closing the running project." msgstr "" -#: ../../docs/about/list_of_features.rst:76 +#: ../../docs/about/list_of_features.rst:75 msgid "Remote inspector." msgstr "" -#: ../../docs/about/list_of_features.rst:78 +#: ../../docs/about/list_of_features.rst:77 msgid "Changes won't reflect in the editor and won't be kept after closing the running project." msgstr "" -#: ../../docs/about/list_of_features.rst:80 +#: ../../docs/about/list_of_features.rst:79 msgid "Live camera replication." msgstr "" -#: ../../docs/about/list_of_features.rst:82 +#: ../../docs/about/list_of_features.rst:81 msgid "Move the in-editor camera and see the result in the running project." msgstr "" -#: ../../docs/about/list_of_features.rst:84 +#: ../../docs/about/list_of_features.rst:83 msgid "Built-in offline class reference documentation." msgstr "" -#: ../../docs/about/list_of_features.rst:85 +#: ../../docs/about/list_of_features.rst:84 msgid "Use the editor in dozens of languages contributed by the community." msgstr "" -#: ../../docs/about/list_of_features.rst:87 +#: ../../docs/about/list_of_features.rst:86 msgid "**Plugins:**" msgstr "" -#: ../../docs/about/list_of_features.rst:89 +#: ../../docs/about/list_of_features.rst:88 msgid "Editor plugins can be downloaded from the :ref:`asset library ` to extend editor functionality." msgstr "" -#: ../../docs/about/list_of_features.rst:91 +#: ../../docs/about/list_of_features.rst:90 msgid ":ref:`Create your own plugins ` using GDScript to add new features or speed up your workflow." msgstr "" -#: ../../docs/about/list_of_features.rst:93 +#: ../../docs/about/list_of_features.rst:92 msgid ":ref:`Download projects from the asset library ` in the Project Manager and import them directly." msgstr "" -#: ../../docs/about/list_of_features.rst:97 +#: ../../docs/about/list_of_features.rst:96 msgid "Rendering" msgstr "" -#: ../../docs/about/list_of_features.rst:99 +#: ../../docs/about/list_of_features.rst:98 msgid "3 rendering *methods* (running over 2 rendering *drivers*) are available:" msgstr "" -#: ../../docs/about/list_of_features.rst:101 +#: ../../docs/about/list_of_features.rst:100 msgid "**Forward+**, running over Vulkan 1.0 (with optional Vulkan 1.1 and 1.2 features). The most advanced graphics backend, suited for desktop platforms only. Used by default on desktop platforms." msgstr "" -#: ../../docs/about/list_of_features.rst:104 +#: ../../docs/about/list_of_features.rst:103 msgid "**Forward Mobile**, running over Vulkan 1.0 (with optional Vulkan 1.1 and 1.2 features). Less features, but renders simple scenes faster. Suited for mobile and desktop platforms. Used by default on mobile platforms." msgstr "" -#: ../../docs/about/list_of_features.rst:107 +#: ../../docs/about/list_of_features.rst:106 msgid "**Compatibility**, running over OpenGL 3.3 / OpenGL ES 3.0 / WebGL 2.0. The least advanced graphics backend, suited for low-end desktop and mobile platforms. Used by default on the web platform." msgstr "" -#: ../../docs/about/list_of_features.rst:112 +#: ../../docs/about/list_of_features.rst:111 msgid "2D graphics" msgstr "" -#: ../../docs/about/list_of_features.rst:114 +#: ../../docs/about/list_of_features.rst:113 msgid "Sprite, polygon and line rendering." msgstr "" -#: ../../docs/about/list_of_features.rst:116 +#: ../../docs/about/list_of_features.rst:115 msgid "High-level tools to draw lines and polygons such as :ref:`class_Polygon2D` and :ref:`class_Line2D`, with support for texturing." msgstr "" -#: ../../docs/about/list_of_features.rst:119 +#: ../../docs/about/list_of_features.rst:118 msgid "AnimatedSprite2D as a helper for creating animated sprites." msgstr "" -#: ../../docs/about/list_of_features.rst:120 +#: ../../docs/about/list_of_features.rst:119 msgid "Parallax layers." msgstr "" -#: ../../docs/about/list_of_features.rst:122 +#: ../../docs/about/list_of_features.rst:121 msgid "Pseudo-3D support including preview in the editor." msgstr "" -#: ../../docs/about/list_of_features.rst:124 +#: ../../docs/about/list_of_features.rst:123 msgid ":ref:`2D lighting ` with normal maps and specular maps." msgstr "" -#: ../../docs/about/list_of_features.rst:126 +#: ../../docs/about/list_of_features.rst:125 msgid "Point (omni/spot) and directional 2D lights." msgstr "" -#: ../../docs/about/list_of_features.rst:127 +#: ../../docs/about/list_of_features.rst:126 msgid "Hard or soft shadows (adjustable on a per-light basis)." msgstr "" -#: ../../docs/about/list_of_features.rst:128 +#: ../../docs/about/list_of_features.rst:127 msgid "Custom shaders can access a real-time :abbr:`SDF (Signed Distance Field)` representation of the 2D scene based on :ref:`class_LightOccluder2D` nodes, which can be used for improved 2D lighting effects including 2D global illumination." msgstr "" -#: ../../docs/about/list_of_features.rst:132 +#: ../../docs/about/list_of_features.rst:131 msgid ":ref:`Font rendering ` using bitmaps, rasterization using FreeType or multi-channel signed distance fields (MSDF)." msgstr "" -#: ../../docs/about/list_of_features.rst:135 +#: ../../docs/about/list_of_features.rst:134 msgid "Bitmap fonts can be exported using tools like BMFont, or imported from images (for fixed-width fonts only)." msgstr "" -#: ../../docs/about/list_of_features.rst:137 +#: ../../docs/about/list_of_features.rst:136 msgid "Dynamic fonts support monochrome fonts as well as colored fonts (e.g. for emoji). Supported formats are TTF, OTF, WOFF1 and WOFF2." msgstr "" -#: ../../docs/about/list_of_features.rst:139 +#: ../../docs/about/list_of_features.rst:138 msgid "Dynamic fonts support optional font outlines with adjustable width and color." msgstr "" -#: ../../docs/about/list_of_features.rst:140 +#: ../../docs/about/list_of_features.rst:139 msgid "Dynamic fonts support variable fonts and OpenType features including ligatures." msgstr "" -#: ../../docs/about/list_of_features.rst:141 +#: ../../docs/about/list_of_features.rst:140 msgid "Dynamic fonts support simulated bold and italic when the font file lacks those styles." msgstr "" -#: ../../docs/about/list_of_features.rst:143 +#: ../../docs/about/list_of_features.rst:142 msgid "Dynamic fonts support oversampling to keep fonts sharp at higher resolutions." msgstr "" -#: ../../docs/about/list_of_features.rst:144 +#: ../../docs/about/list_of_features.rst:143 msgid "Dynamic fonts support subpixel positioning to make fonts crisper at low sizes." msgstr "" -#: ../../docs/about/list_of_features.rst:145 +#: ../../docs/about/list_of_features.rst:144 msgid "Dynamic fonts support LCD subpixel optimizations to make fonts even crisper at low sizes." msgstr "" -#: ../../docs/about/list_of_features.rst:146 +#: ../../docs/about/list_of_features.rst:145 msgid "Signed distance field fonts can be scaled at any resolution without requiring re-rasterization. Multi-channel usage makes SDF fonts scale down to lower sizes better compared to monochrome SDF fonts." msgstr "" -#: ../../docs/about/list_of_features.rst:150 +#: ../../docs/about/list_of_features.rst:149 msgid "GPU-based :ref:`particles ` with support for :ref:`custom particle shaders `." msgstr "" -#: ../../docs/about/list_of_features.rst:152 -#: ../../docs/about/list_of_features.rst:342 +#: ../../docs/about/list_of_features.rst:151 +#: ../../docs/about/list_of_features.rst:341 msgid "CPU-based particles." msgstr "" -#: ../../docs/about/list_of_features.rst:153 +#: ../../docs/about/list_of_features.rst:152 msgid "Optional :ref:`2D HDR rendering ` for better glow capabilities." msgstr "" -#: ../../docs/about/list_of_features.rst:157 +#: ../../docs/about/list_of_features.rst:156 msgid "2D tools" msgstr "" -#: ../../docs/about/list_of_features.rst:159 +#: ../../docs/about/list_of_features.rst:158 msgid ":ref:`TileMaps ` for 2D tile-based level design." msgstr "" -#: ../../docs/about/list_of_features.rst:160 +#: ../../docs/about/list_of_features.rst:159 msgid "2D camera with built-in smoothing and drag margins." msgstr "" -#: ../../docs/about/list_of_features.rst:161 +#: ../../docs/about/list_of_features.rst:160 msgid "Path2D node to represent a path in 2D space." msgstr "" -#: ../../docs/about/list_of_features.rst:163 -#: ../../docs/about/list_of_features.rst:403 +#: ../../docs/about/list_of_features.rst:162 +#: ../../docs/about/list_of_features.rst:402 msgid "Can be drawn in the editor or generated procedurally." msgstr "" -#: ../../docs/about/list_of_features.rst:164 +#: ../../docs/about/list_of_features.rst:163 msgid "PathFollow2D node to make nodes follow a Path2D." msgstr "" -#: ../../docs/about/list_of_features.rst:166 +#: ../../docs/about/list_of_features.rst:165 msgid ":ref:`2D geometry helper class `." msgstr "" -#: ../../docs/about/list_of_features.rst:169 +#: ../../docs/about/list_of_features.rst:168 msgid "2D physics" msgstr "" -#: ../../docs/about/list_of_features.rst:171 -#: ../../docs/about/list_of_features.rst:413 +#: ../../docs/about/list_of_features.rst:170 +#: ../../docs/about/list_of_features.rst:412 msgid "**Physics bodies:**" msgstr "" +#: ../../docs/about/list_of_features.rst:172 +#: ../../docs/about/list_of_features.rst:414 +msgid "Static bodies." +msgstr "" + #: ../../docs/about/list_of_features.rst:173 #: ../../docs/about/list_of_features.rst:415 -msgid "Static bodies." +msgid "Animatable bodies (for objects moving only by script or animation, such as doors and platforms)." msgstr "" #: ../../docs/about/list_of_features.rst:174 #: ../../docs/about/list_of_features.rst:416 -msgid "Animatable bodies (for objects moving only by script or animation, such as doors and platforms)." +msgid "Rigid bodies." msgstr "" #: ../../docs/about/list_of_features.rst:175 #: ../../docs/about/list_of_features.rst:417 -msgid "Rigid bodies." -msgstr "" - -#: ../../docs/about/list_of_features.rst:176 -#: ../../docs/about/list_of_features.rst:418 msgid "Character bodies." msgstr "" -#: ../../docs/about/list_of_features.rst:177 -#: ../../docs/about/list_of_features.rst:420 +#: ../../docs/about/list_of_features.rst:176 +#: ../../docs/about/list_of_features.rst:419 msgid "Joints." msgstr "" -#: ../../docs/about/list_of_features.rst:178 -#: ../../docs/about/list_of_features.rst:423 +#: ../../docs/about/list_of_features.rst:177 +#: ../../docs/about/list_of_features.rst:422 msgid "Areas to detect bodies entering or leaving it." msgstr "" -#: ../../docs/about/list_of_features.rst:180 -#: ../../docs/about/list_of_features.rst:425 +#: ../../docs/about/list_of_features.rst:179 +#: ../../docs/about/list_of_features.rst:424 msgid "**Collision detection:**" msgstr "" -#: ../../docs/about/list_of_features.rst:182 +#: ../../docs/about/list_of_features.rst:181 msgid "Built-in shapes: line, box, circle, capsule, world boundary (infinite plane)." msgstr "" -#: ../../docs/about/list_of_features.rst:183 +#: ../../docs/about/list_of_features.rst:182 msgid "Collision polygons (can be drawn manually or generated from a sprite in the editor)." msgstr "" -#: ../../docs/about/list_of_features.rst:186 +#: ../../docs/about/list_of_features.rst:185 msgid "3D graphics" msgstr "" -#: ../../docs/about/list_of_features.rst:188 +#: ../../docs/about/list_of_features.rst:187 msgid "HDR rendering with sRGB." msgstr "" -#: ../../docs/about/list_of_features.rst:189 +#: ../../docs/about/list_of_features.rst:188 msgid "Perspective, orthographic and frustum-offset cameras." msgstr "" -#: ../../docs/about/list_of_features.rst:190 +#: ../../docs/about/list_of_features.rst:189 msgid "When using the Forward+ backend, a depth prepass is used to improve performance in complex scenes by reducing the cost of overdraw." msgstr "" -#: ../../docs/about/list_of_features.rst:192 +#: ../../docs/about/list_of_features.rst:191 msgid ":ref:`doc_variable_rate_shading` on supported GPUs in Forward+ and Forward Mobile." msgstr "" -#: ../../docs/about/list_of_features.rst:194 +#: ../../docs/about/list_of_features.rst:193 msgid "**Physically-based rendering (built-in material features):**" msgstr "" -#: ../../docs/about/list_of_features.rst:196 +#: ../../docs/about/list_of_features.rst:195 msgid "Follows the Disney PBR model." msgstr "" -#: ../../docs/about/list_of_features.rst:197 +#: ../../docs/about/list_of_features.rst:196 msgid "Supports Burley, Lambert, Lambert Wrap (half-Lambert) and Toon diffuse shading modes." msgstr "" -#: ../../docs/about/list_of_features.rst:198 +#: ../../docs/about/list_of_features.rst:197 msgid "Supports Schlick-GGX, Toon and Disabled specular shading modes." msgstr "" -#: ../../docs/about/list_of_features.rst:199 +#: ../../docs/about/list_of_features.rst:198 msgid "Uses a roughness-metallic workflow with support for ORM textures." msgstr "" -#: ../../docs/about/list_of_features.rst:200 +#: ../../docs/about/list_of_features.rst:199 msgid "Uses horizon specular occlusion (Filament model) to improve material appearance." msgstr "" -#: ../../docs/about/list_of_features.rst:201 +#: ../../docs/about/list_of_features.rst:200 msgid "Normal mapping." msgstr "" -#: ../../docs/about/list_of_features.rst:202 +#: ../../docs/about/list_of_features.rst:201 msgid "Parallax/relief mapping with automatic level of detail based on distance." msgstr "" -#: ../../docs/about/list_of_features.rst:203 +#: ../../docs/about/list_of_features.rst:202 msgid "Detail mapping for the albedo and normal maps." msgstr "" -#: ../../docs/about/list_of_features.rst:204 +#: ../../docs/about/list_of_features.rst:203 msgid "Sub-surface scattering and transmittance." msgstr "" -#: ../../docs/about/list_of_features.rst:205 +#: ../../docs/about/list_of_features.rst:204 msgid "Screen-space refraction with support for material roughness (resulting in blurry refraction)." msgstr "" -#: ../../docs/about/list_of_features.rst:206 +#: ../../docs/about/list_of_features.rst:205 msgid "Proximity fade (soft particles) and distance fade." msgstr "" -#: ../../docs/about/list_of_features.rst:207 +#: ../../docs/about/list_of_features.rst:206 msgid "Distance fade can use alpha blending or dithering to avoid going through the transparent pipeline." msgstr "" -#: ../../docs/about/list_of_features.rst:209 +#: ../../docs/about/list_of_features.rst:208 msgid "Dithering can be determined on a per-pixel or per-object basis." msgstr "" -#: ../../docs/about/list_of_features.rst:211 +#: ../../docs/about/list_of_features.rst:210 msgid "**Real-time lighting:**" msgstr "" -#: ../../docs/about/list_of_features.rst:213 +#: ../../docs/about/list_of_features.rst:212 msgid "Directional lights (sun/moon). Up to 4 per scene." msgstr "" -#: ../../docs/about/list_of_features.rst:214 +#: ../../docs/about/list_of_features.rst:213 msgid "Omnidirectional lights." msgstr "" -#: ../../docs/about/list_of_features.rst:215 +#: ../../docs/about/list_of_features.rst:214 msgid "Spot lights with adjustable cone angle and attenuation." msgstr "" -#: ../../docs/about/list_of_features.rst:216 +#: ../../docs/about/list_of_features.rst:215 msgid "Specular, indirect light, and volumetric fog energy can be adjusted on a per-light basis." msgstr "" -#: ../../docs/about/list_of_features.rst:217 +#: ../../docs/about/list_of_features.rst:216 msgid "Adjustable light \"size\" for fake area lights (will also make shadows blurrier)." msgstr "" -#: ../../docs/about/list_of_features.rst:218 +#: ../../docs/about/list_of_features.rst:217 msgid "Optional distance fade system to fade distant lights and their shadows, improving performance." msgstr "" -#: ../../docs/about/list_of_features.rst:219 +#: ../../docs/about/list_of_features.rst:218 msgid "When using the Forward+ backend (default on desktop), lights are rendered with clustered forward optimizations to decrease their individual cost. Clustered rendering also lifts any limits on the number of lights that can be used on a mesh." msgstr "" -#: ../../docs/about/list_of_features.rst:222 +#: ../../docs/about/list_of_features.rst:221 msgid "When using the Forward Mobile backend, up to 8 omni lights and 8 spot lights can be displayed per mesh resource. Baked lighting can be used to overcome this limit if needed." msgstr "" -#: ../../docs/about/list_of_features.rst:226 +#: ../../docs/about/list_of_features.rst:225 msgid "**Shadow mapping:**" msgstr "" -#: ../../docs/about/list_of_features.rst:228 +#: ../../docs/about/list_of_features.rst:227 msgid "*DirectionalLight:* Orthogonal (fastest), PSSM 2-split and 4-split. Supports blending between splits." msgstr "" -#: ../../docs/about/list_of_features.rst:230 +#: ../../docs/about/list_of_features.rst:229 msgid "*OmniLight:* Dual paraboloid (fast) or cubemap (slower but more accurate). Supports colored projector textures in the form of panoramas." msgstr "" -#: ../../docs/about/list_of_features.rst:232 +#: ../../docs/about/list_of_features.rst:231 msgid "*SpotLight:* Single texture. Supports colored projector textures." msgstr "" -#: ../../docs/about/list_of_features.rst:233 +#: ../../docs/about/list_of_features.rst:232 msgid "Shadow normal offset bias and shadow pancaking to decrease the amount of visible shadow acne and peter-panning." msgstr "" -#: ../../docs/about/list_of_features.rst:235 +#: ../../docs/about/list_of_features.rst:234 msgid ":abbr:`PCSS (Percentage Closer Soft Shadows)`-like shadow blur based on the light size and distance from the surface the shadow is cast on." msgstr "" -#: ../../docs/about/list_of_features.rst:237 +#: ../../docs/about/list_of_features.rst:236 msgid "Adjustable shadow blur on a per-light basis." msgstr "" -#: ../../docs/about/list_of_features.rst:239 +#: ../../docs/about/list_of_features.rst:238 msgid "**Global illumination with indirect lighting:**" msgstr "" -#: ../../docs/about/list_of_features.rst:241 +#: ../../docs/about/list_of_features.rst:240 msgid ":ref:`Baked lightmaps ` (fast, but can't be updated at run-time)." msgstr "" -#: ../../docs/about/list_of_features.rst:243 +#: ../../docs/about/list_of_features.rst:242 msgid "Supports baking indirect light only or baking both direct and indirect lighting. The bake mode can be adjusted on a per-light basis to allow for hybrid light baking setups." msgstr "" -#: ../../docs/about/list_of_features.rst:246 +#: ../../docs/about/list_of_features.rst:245 msgid "Supports lighting dynamic objects using automatic and manually placed probes." msgstr "" -#: ../../docs/about/list_of_features.rst:247 +#: ../../docs/about/list_of_features.rst:246 msgid "Optionally supports directional lighting and rough reflections based on spherical harmonics." msgstr "" -#: ../../docs/about/list_of_features.rst:249 +#: ../../docs/about/list_of_features.rst:248 msgid "Lightmaps are baked on the GPU using compute shaders (much faster compared to CPU lightmapping). Baking can only be performed from the editor, not in exported projects." msgstr "" -#: ../../docs/about/list_of_features.rst:252 +#: ../../docs/about/list_of_features.rst:251 msgid "Supports GPU-based :ref:`denoising ` with JNLM, or CPU/GPU-based denoising with OIDN." msgstr "" -#: ../../docs/about/list_of_features.rst:255 +#: ../../docs/about/list_of_features.rst:254 msgid ":ref:`Voxel-based GI probes `. Supports dynamic lights *and* dynamic occluders, while also supporting reflections. Requires a fast baking step which can be performed in the editor or at run-time (including from an exported project)." msgstr "" -#: ../../docs/about/list_of_features.rst:259 +#: ../../docs/about/list_of_features.rst:258 msgid ":ref:`Signed-distance field GI ` designed for large open worlds. Supports dynamic lights, but not dynamic occluders. Supports reflections. No baking required." msgstr "" -#: ../../docs/about/list_of_features.rst:262 +#: ../../docs/about/list_of_features.rst:261 msgid ":ref:`Screen-space indirect lighting (SSIL) ` at half or full resolution. Fully real-time and supports any kind of emissive light source (including decals)." msgstr "" -#: ../../docs/about/list_of_features.rst:265 +#: ../../docs/about/list_of_features.rst:264 msgid "VoxelGI and SDFGI use a deferred pass to allow for rendering GI at half resolution to improve performance (while still having functional MSAA support)." msgstr "" -#: ../../docs/about/list_of_features.rst:268 +#: ../../docs/about/list_of_features.rst:267 msgid "**Reflections:**" msgstr "" -#: ../../docs/about/list_of_features.rst:270 +#: ../../docs/about/list_of_features.rst:269 msgid "Voxel-based reflections (when using GI probes) and SDF-based reflections (when using signed distance field GI). Voxel-based reflections are visible on transparent surfaces, while rough SDF-based reflections are visible on transparent surfaces." msgstr "" -#: ../../docs/about/list_of_features.rst:274 +#: ../../docs/about/list_of_features.rst:273 msgid "Fast baked reflections or slow real-time reflections using ReflectionProbe. Parallax box correction can optionally be enabled." msgstr "" -#: ../../docs/about/list_of_features.rst:276 +#: ../../docs/about/list_of_features.rst:275 msgid "Screen-space reflections with support for material roughness." msgstr "" -#: ../../docs/about/list_of_features.rst:277 +#: ../../docs/about/list_of_features.rst:276 msgid "Reflection techniques can be mixed together for greater accuracy or scalability." msgstr "" -#: ../../docs/about/list_of_features.rst:278 +#: ../../docs/about/list_of_features.rst:277 msgid "When using the Forward+ backend (default on desktop), reflection probes are rendered with clustered forward optimizations to decrease their individual cost. Clustered rendering also lifts any limits on the number of reflection probes that can be used on a mesh." msgstr "" -#: ../../docs/about/list_of_features.rst:281 +#: ../../docs/about/list_of_features.rst:280 msgid "When using the Forward Mobile backend, up to 8 reflection probes can be displayed per mesh resource." msgstr "" -#: ../../docs/about/list_of_features.rst:284 +#: ../../docs/about/list_of_features.rst:283 msgid "**Decals:**" msgstr "" -#: ../../docs/about/list_of_features.rst:286 +#: ../../docs/about/list_of_features.rst:285 msgid ":ref:`Supports albedo `, emissive, :abbr:`ORM (Occlusion Roughness Metallic)`, and normal mapping." msgstr "" -#: ../../docs/about/list_of_features.rst:288 +#: ../../docs/about/list_of_features.rst:287 msgid "Texture channels are smoothly overlaid on top of the underlying material, with support for normal/ORM-only decals." msgstr "" -#: ../../docs/about/list_of_features.rst:290 +#: ../../docs/about/list_of_features.rst:289 msgid "Support for normal fade to fade the decal depending on its incidence angle." msgstr "" -#: ../../docs/about/list_of_features.rst:291 +#: ../../docs/about/list_of_features.rst:290 msgid "Does not rely on run-time mesh generation. This means decals can be used on complex skinned meshes with no performance penalty, even if the decal moves every frame." msgstr "" -#: ../../docs/about/list_of_features.rst:293 +#: ../../docs/about/list_of_features.rst:292 msgid "Support for nearest, bilinear, trilinear or anisotropic texture filtering (configured globally)." msgstr "" -#: ../../docs/about/list_of_features.rst:294 +#: ../../docs/about/list_of_features.rst:293 msgid "Optional distance fade system to fade distant decals, improving performance." msgstr "" -#: ../../docs/about/list_of_features.rst:295 +#: ../../docs/about/list_of_features.rst:294 msgid "When using the Forward+ backend (default on desktop), decals are rendered with clustered forward optimizations to decrease their individual cost. Clustered rendering also lifts any limits on the number of decals that can be used on a mesh." msgstr "" -#: ../../docs/about/list_of_features.rst:298 +#: ../../docs/about/list_of_features.rst:297 msgid "When using the Forward Mobile backend, up to 8 decals can be displayed per mesh resource." msgstr "" -#: ../../docs/about/list_of_features.rst:301 +#: ../../docs/about/list_of_features.rst:300 msgid "**Sky:**" msgstr "" -#: ../../docs/about/list_of_features.rst:303 +#: ../../docs/about/list_of_features.rst:302 msgid "Panorama sky (using an HDRI)." msgstr "" -#: ../../docs/about/list_of_features.rst:304 +#: ../../docs/about/list_of_features.rst:303 msgid "Procedural sky and Physically-based sky that respond to the DirectionalLights in the scene." msgstr "" -#: ../../docs/about/list_of_features.rst:305 +#: ../../docs/about/list_of_features.rst:304 msgid "Support for :ref:`custom sky shaders `, which can be animated." msgstr "" -#: ../../docs/about/list_of_features.rst:306 +#: ../../docs/about/list_of_features.rst:305 msgid "The radiance map used for ambient and specular light can be updated in real-time depending on the quality settings chosen." msgstr "" -#: ../../docs/about/list_of_features.rst:309 +#: ../../docs/about/list_of_features.rst:308 msgid "**Fog:**" msgstr "" -#: ../../docs/about/list_of_features.rst:311 +#: ../../docs/about/list_of_features.rst:310 msgid "Exponential depth fog." msgstr "" -#: ../../docs/about/list_of_features.rst:312 +#: ../../docs/about/list_of_features.rst:311 msgid "Exponential height fog." msgstr "" -#: ../../docs/about/list_of_features.rst:313 +#: ../../docs/about/list_of_features.rst:312 msgid "Support for automatic fog color depending on the sky color (aerial perspective)." msgstr "" -#: ../../docs/about/list_of_features.rst:314 +#: ../../docs/about/list_of_features.rst:313 msgid "Support for sun scattering in the fog." msgstr "" -#: ../../docs/about/list_of_features.rst:315 +#: ../../docs/about/list_of_features.rst:314 msgid "Support for controlling how much fog rendering should affect the sky, with separate controls for traditional and volumetric fog." msgstr "" -#: ../../docs/about/list_of_features.rst:317 +#: ../../docs/about/list_of_features.rst:316 msgid "Support for making specific materials ignore fog." msgstr "" -#: ../../docs/about/list_of_features.rst:319 +#: ../../docs/about/list_of_features.rst:318 msgid "**Volumetric fog:**" msgstr "" -#: ../../docs/about/list_of_features.rst:321 +#: ../../docs/about/list_of_features.rst:320 msgid "Global :ref:`volumetric fog ` that reacts to lights and shadows." msgstr "" -#: ../../docs/about/list_of_features.rst:322 +#: ../../docs/about/list_of_features.rst:321 msgid "Volumetric fog can take indirect light into account when using VoxelGI or SDFGI." msgstr "" -#: ../../docs/about/list_of_features.rst:323 +#: ../../docs/about/list_of_features.rst:322 msgid "Fog volume nodes that can be placed to add fog to specific areas (or remove fog from specific areas). Supported shapes include box, ellipse, cone, cylinder, and 3D texture-based density maps." msgstr "" -#: ../../docs/about/list_of_features.rst:325 +#: ../../docs/about/list_of_features.rst:324 msgid "Each fog volume can have its own custom shader." msgstr "" -#: ../../docs/about/list_of_features.rst:326 +#: ../../docs/about/list_of_features.rst:325 msgid "Can be used together with traditional fog." msgstr "" -#: ../../docs/about/list_of_features.rst:328 +#: ../../docs/about/list_of_features.rst:327 msgid "**Particles:**" msgstr "" -#: ../../docs/about/list_of_features.rst:330 +#: ../../docs/about/list_of_features.rst:329 msgid "GPU-based particles with support for subemitters (2D + 3D), trails (2D + 3D), attractors (3D only) and collision (2D + 3D)." msgstr "" -#: ../../docs/about/list_of_features.rst:333 +#: ../../docs/about/list_of_features.rst:332 msgid "3D particle attractor shapes supported: box, sphere and 3D vector fields." msgstr "" -#: ../../docs/about/list_of_features.rst:334 +#: ../../docs/about/list_of_features.rst:333 msgid "3D particle collision shapes supported: box, sphere, baked signed distance field and real-time heightmap (suited for open world weather effects)." msgstr "" -#: ../../docs/about/list_of_features.rst:336 +#: ../../docs/about/list_of_features.rst:335 msgid "2D particle collision is handled using a signed distance field generated in real-time based on :ref:`class_LightOccluder2D` nodes in the scene." msgstr "" -#: ../../docs/about/list_of_features.rst:338 +#: ../../docs/about/list_of_features.rst:337 msgid "Trails can use the built-in ribbon trail and tube trail meshes, or custom meshes with skeletons." msgstr "" -#: ../../docs/about/list_of_features.rst:340 +#: ../../docs/about/list_of_features.rst:339 msgid "Support for custom particle shaders with manual emission." msgstr "" -#: ../../docs/about/list_of_features.rst:344 +#: ../../docs/about/list_of_features.rst:343 msgid "**Post-processing:**" msgstr "" -#: ../../docs/about/list_of_features.rst:346 +#: ../../docs/about/list_of_features.rst:345 msgid "Tonemapping (Linear, Reinhard, Filmic, ACES)." msgstr "" -#: ../../docs/about/list_of_features.rst:347 +#: ../../docs/about/list_of_features.rst:346 msgid "Automatic exposure adjustments based on viewport brightness (and manual exposure override)." msgstr "" -#: ../../docs/about/list_of_features.rst:348 +#: ../../docs/about/list_of_features.rst:347 msgid "Near and far depth of field with adjustable bokeh simulation (box, hexagon, circle)." msgstr "" -#: ../../docs/about/list_of_features.rst:349 +#: ../../docs/about/list_of_features.rst:348 msgid "Screen-space ambient occlusion (SSAO) at half or full resolution." msgstr "" -#: ../../docs/about/list_of_features.rst:350 +#: ../../docs/about/list_of_features.rst:349 msgid "Glow/bloom with optional bicubic upscaling and several blend modes available: Screen, Soft Light, Add, Replace, Mix." msgstr "" -#: ../../docs/about/list_of_features.rst:352 +#: ../../docs/about/list_of_features.rst:351 msgid "Glow can have a colored dirt map texture, acting as a lens dirt effect." msgstr "" -#: ../../docs/about/list_of_features.rst:353 +#: ../../docs/about/list_of_features.rst:352 msgid "Glow can be :ref:`used as a screen-space blur effect `." msgstr "" -#: ../../docs/about/list_of_features.rst:354 +#: ../../docs/about/list_of_features.rst:353 msgid "Color correction using a one-dimensional ramp or a 3D LUT texture." msgstr "" -#: ../../docs/about/list_of_features.rst:355 +#: ../../docs/about/list_of_features.rst:354 msgid "Roughness limiter to reduce the impact of specular aliasing." msgstr "" -#: ../../docs/about/list_of_features.rst:356 +#: ../../docs/about/list_of_features.rst:355 msgid "Brightness, contrast and saturation adjustments." msgstr "" -#: ../../docs/about/list_of_features.rst:358 +#: ../../docs/about/list_of_features.rst:357 msgid "**Texture filtering:**" msgstr "" -#: ../../docs/about/list_of_features.rst:360 +#: ../../docs/about/list_of_features.rst:359 msgid "Nearest, bilinear, trilinear or anisotropic filtering." msgstr "" -#: ../../docs/about/list_of_features.rst:361 +#: ../../docs/about/list_of_features.rst:360 msgid "Filtering options are defined on a per-use basis, not a per-texture basis." msgstr "" -#: ../../docs/about/list_of_features.rst:363 +#: ../../docs/about/list_of_features.rst:362 msgid "**Texture compression:**" msgstr "" -#: ../../docs/about/list_of_features.rst:365 +#: ../../docs/about/list_of_features.rst:364 msgid "Basis Universal (slow, but results in smaller files)." msgstr "" -#: ../../docs/about/list_of_features.rst:366 +#: ../../docs/about/list_of_features.rst:365 msgid "BPTC for high-quality compression (not supported on macOS)." msgstr "" -#: ../../docs/about/list_of_features.rst:367 +#: ../../docs/about/list_of_features.rst:366 msgid "ETC2 (not supported on macOS)." msgstr "" -#: ../../docs/about/list_of_features.rst:368 +#: ../../docs/about/list_of_features.rst:367 msgid "S3TC (not supported on mobile/Web platforms)." msgstr "" -#: ../../docs/about/list_of_features.rst:370 -msgid "**Anti-aliasing:**" +#: ../../docs/about/list_of_features.rst:369 +msgid "**Antialiasing:**" msgstr "" -#: ../../docs/about/list_of_features.rst:372 +#: ../../docs/about/list_of_features.rst:371 msgid "Temporal :ref:`antialiasing ` (TAA)." msgstr "" -#: ../../docs/about/list_of_features.rst:373 +#: ../../docs/about/list_of_features.rst:372 msgid "AMD FidelityFX Super Resolution 2.2 :ref:`antialiasing ` (FSR2), which can be used at native resolution as a form of high-quality temporal antialiasing." msgstr "" -#: ../../docs/about/list_of_features.rst:375 +#: ../../docs/about/list_of_features.rst:374 msgid "Multi-sample antialiasing (MSAA), for both :ref:`doc_2d_antialiasing` and :ref:`doc_3d_antialiasing`." msgstr "" -#: ../../docs/about/list_of_features.rst:376 +#: ../../docs/about/list_of_features.rst:375 msgid "Fast approximate antialiasing (FXAA)." msgstr "" -#: ../../docs/about/list_of_features.rst:377 +#: ../../docs/about/list_of_features.rst:376 msgid "Super-sample antialiasing (SSAA) using bilinear 3D scaling and a 3D resolution scale above 1.0." msgstr "" -#: ../../docs/about/list_of_features.rst:378 +#: ../../docs/about/list_of_features.rst:377 msgid "Alpha antialiasing, MSAA alpha to coverage and alpha hashing on a per-material basis." msgstr "" -#: ../../docs/about/list_of_features.rst:380 +#: ../../docs/about/list_of_features.rst:379 msgid "**Resolution scaling:**" msgstr "" -#: ../../docs/about/list_of_features.rst:382 +#: ../../docs/about/list_of_features.rst:381 msgid "Support for :ref:`rendering 3D at a lower resolution ` while keeping 2D rendering at the original scale. This can be used to improve performance on low-end systems or improve visuals on high-end systems." msgstr "" -#: ../../docs/about/list_of_features.rst:385 +#: ../../docs/about/list_of_features.rst:384 msgid "Resolution scaling uses bilinear filtering, AMD FidelityFX Super Resolution 1.0 (FSR1) or AMD FidelityFX Super Resolution 2.2 (FSR2)." msgstr "" -#: ../../docs/about/list_of_features.rst:387 +#: ../../docs/about/list_of_features.rst:386 msgid "Texture mipmap LOD bias is adjusted automatically to improve quality at lower resolution scales. It can also be modified with a manual offset." msgstr "" -#: ../../docs/about/list_of_features.rst:390 +#: ../../docs/about/list_of_features.rst:389 msgid "Most effects listed above can be adjusted for better performance or to further improve quality. This can be helpful when :ref:`using Godot for offline rendering `." msgstr "" -#: ../../docs/about/list_of_features.rst:395 +#: ../../docs/about/list_of_features.rst:394 msgid "3D tools" msgstr "" -#: ../../docs/about/list_of_features.rst:397 +#: ../../docs/about/list_of_features.rst:396 msgid "Built-in meshes: cube, cylinder/cone, (hemi)sphere, prism, plane, quad, torus, ribbon, tube." msgstr "" -#: ../../docs/about/list_of_features.rst:398 +#: ../../docs/about/list_of_features.rst:397 msgid ":ref:`GridMaps ` for 3D tile-based level design." msgstr "" -#: ../../docs/about/list_of_features.rst:399 +#: ../../docs/about/list_of_features.rst:398 msgid ":ref:`Constructive solid geometry ` (intended for prototyping)." msgstr "" -#: ../../docs/about/list_of_features.rst:400 +#: ../../docs/about/list_of_features.rst:399 msgid "Tools for :ref:`procedural geometry generation `." msgstr "" -#: ../../docs/about/list_of_features.rst:401 +#: ../../docs/about/list_of_features.rst:400 msgid "Path3D node to represent a path in 3D space." msgstr "" -#: ../../docs/about/list_of_features.rst:404 +#: ../../docs/about/list_of_features.rst:403 msgid "PathFollow3D node to make nodes follow a Path3D." msgstr "" -#: ../../docs/about/list_of_features.rst:406 +#: ../../docs/about/list_of_features.rst:405 msgid ":ref:`3D geometry helper class `." msgstr "" -#: ../../docs/about/list_of_features.rst:407 +#: ../../docs/about/list_of_features.rst:406 msgid "Support for exporting the current scene as a glTF 2.0 file, both from the editor and at run-time from an exported project." msgstr "" -#: ../../docs/about/list_of_features.rst:411 +#: ../../docs/about/list_of_features.rst:410 msgid "3D physics" msgstr "" -#: ../../docs/about/list_of_features.rst:419 +#: ../../docs/about/list_of_features.rst:418 msgid "Vehicle bodies (intended for arcade physics, not simulation)." msgstr "" -#: ../../docs/about/list_of_features.rst:421 +#: ../../docs/about/list_of_features.rst:420 msgid "Soft bodies." msgstr "" -#: ../../docs/about/list_of_features.rst:422 +#: ../../docs/about/list_of_features.rst:421 msgid "Ragdolls." msgstr "" -#: ../../docs/about/list_of_features.rst:427 +#: ../../docs/about/list_of_features.rst:426 msgid "Built-in shapes: cuboid, sphere, capsule, cylinder, world boundary (infinite plane)." msgstr "" -#: ../../docs/about/list_of_features.rst:428 +#: ../../docs/about/list_of_features.rst:427 msgid "Generate triangle collision shapes for any mesh from the editor." msgstr "" -#: ../../docs/about/list_of_features.rst:429 +#: ../../docs/about/list_of_features.rst:428 msgid "Generate one or several convex collision shapes for any mesh from the editor." msgstr "" -#: ../../docs/about/list_of_features.rst:432 +#: ../../docs/about/list_of_features.rst:431 msgid "Shaders" msgstr "" -#: ../../docs/about/list_of_features.rst:434 +#: ../../docs/about/list_of_features.rst:433 msgid "*2D:* Custom vertex, fragment, and light shaders." msgstr "" -#: ../../docs/about/list_of_features.rst:435 +#: ../../docs/about/list_of_features.rst:434 msgid "*3D:* Custom vertex, fragment, light, and sky shaders." msgstr "" -#: ../../docs/about/list_of_features.rst:436 +#: ../../docs/about/list_of_features.rst:435 msgid "Text-based shaders using a :ref:`shader language inspired by GLSL `." msgstr "" -#: ../../docs/about/list_of_features.rst:437 +#: ../../docs/about/list_of_features.rst:436 msgid "Visual shader editor." msgstr "" -#: ../../docs/about/list_of_features.rst:439 +#: ../../docs/about/list_of_features.rst:438 msgid "Support for visual shader plugins." msgstr "" -#: ../../docs/about/list_of_features.rst:442 +#: ../../docs/about/list_of_features.rst:441 msgid "Scripting" msgstr "" -#: ../../docs/about/list_of_features.rst:444 +#: ../../docs/about/list_of_features.rst:443 msgid "**General:**" msgstr "" -#: ../../docs/about/list_of_features.rst:446 +#: ../../docs/about/list_of_features.rst:445 msgid "Object-oriented design pattern with scripts extending nodes." msgstr "" -#: ../../docs/about/list_of_features.rst:447 +#: ../../docs/about/list_of_features.rst:446 msgid "Signals and groups for communicating between scripts." msgstr "" -#: ../../docs/about/list_of_features.rst:448 +#: ../../docs/about/list_of_features.rst:447 msgid "Support for :ref:`cross-language scripting `." msgstr "" -#: ../../docs/about/list_of_features.rst:449 +#: ../../docs/about/list_of_features.rst:448 msgid "Many 2D, 3D and 4D linear algebra data types such as vectors and transforms." msgstr "" -#: ../../docs/about/list_of_features.rst:451 +#: ../../docs/about/list_of_features.rst:450 msgid ":ref:`GDScript: `" msgstr "" -#: ../../docs/about/list_of_features.rst:453 +#: ../../docs/about/list_of_features.rst:452 msgid ":ref:`High-level interpreted language ` with :ref:`optional static typing `." msgstr "" -#: ../../docs/about/list_of_features.rst:455 +#: ../../docs/about/list_of_features.rst:454 msgid "Syntax inspired by Python. However, GDScript is **not** based on Python." msgstr "" -#: ../../docs/about/list_of_features.rst:456 +#: ../../docs/about/list_of_features.rst:455 msgid "Syntax highlighting is provided on GitHub." msgstr "" -#: ../../docs/about/list_of_features.rst:457 +#: ../../docs/about/list_of_features.rst:456 msgid ":ref:`Use threads ` to perform asynchronous actions or make use of multiple processor cores." msgstr "" -#: ../../docs/about/list_of_features.rst:460 +#: ../../docs/about/list_of_features.rst:459 msgid ":ref:`C#: `" msgstr "" -#: ../../docs/about/list_of_features.rst:462 +#: ../../docs/about/list_of_features.rst:461 msgid "Packaged in a separate binary to keep file sizes and dependencies down." msgstr "" -#: ../../docs/about/list_of_features.rst:463 +#: ../../docs/about/list_of_features.rst:462 msgid "Supports .NET 6 and higher." msgstr "" -#: ../../docs/about/list_of_features.rst:465 +#: ../../docs/about/list_of_features.rst:464 msgid "Full support for the C# 10.0 syntax and features." msgstr "" -#: ../../docs/about/list_of_features.rst:467 +#: ../../docs/about/list_of_features.rst:466 msgid "Supports Windows, Linux, and macOS. As of 4.2 experimental support for Android and iOS is also available (requires a .NET 7.0 project for Android and 8.0 for iOS)." msgstr "" -#: ../../docs/about/list_of_features.rst:470 +#: ../../docs/about/list_of_features.rst:469 msgid "On the Android platform only some architectures are supported: ``arm64`` and ``x64``." msgstr "" -#: ../../docs/about/list_of_features.rst:471 +#: ../../docs/about/list_of_features.rst:470 msgid "On the iOS platform only some architectures are supported: ``arm64``." msgstr "" -#: ../../docs/about/list_of_features.rst:472 +#: ../../docs/about/list_of_features.rst:471 msgid "The web platform is currently unsupported. To use C# on that platform, consider Godot 3 instead." msgstr "" -#: ../../docs/about/list_of_features.rst:475 +#: ../../docs/about/list_of_features.rst:474 msgid "Using an external editor is recommended to benefit from IDE functionality." msgstr "" -#: ../../docs/about/list_of_features.rst:477 +#: ../../docs/about/list_of_features.rst:476 msgid "**GDExtension (C, C++, Rust, D, ...):**" msgstr "" -#: ../../docs/about/list_of_features.rst:479 +#: ../../docs/about/list_of_features.rst:478 msgid "When you need it, link to native libraries for higher performance and third-party integrations." msgstr "" -#: ../../docs/about/list_of_features.rst:481 +#: ../../docs/about/list_of_features.rst:480 msgid "For scripting game logic, GDScript or C# are recommended if their performance is suitable." msgstr "" -#: ../../docs/about/list_of_features.rst:484 +#: ../../docs/about/list_of_features.rst:483 msgid "Official GDExtension bindings for `C `__ and `C++ `__." msgstr "" -#: ../../docs/about/list_of_features.rst:487 +#: ../../docs/about/list_of_features.rst:486 msgid "Use any build system and language features you wish." msgstr "" -#: ../../docs/about/list_of_features.rst:489 -msgid "Actively developed GDExtension bindings for `D `__, `Haxe `__, `Swift `__, and `Rust `__ bindings provided by the community. (Some of these bindings may be experimental and not production-ready)." +#: ../../docs/about/list_of_features.rst:488 +msgid "Actively developed GDExtension bindings for `D `__, `Swift `__, and `Rust `__ bindings provided by the community. (Some of these bindings may be experimental and not production-ready)." msgstr "" -#: ../../docs/about/list_of_features.rst:494 +#: ../../docs/about/list_of_features.rst:493 msgid "Audio" msgstr "" -#: ../../docs/about/list_of_features.rst:498 +#: ../../docs/about/list_of_features.rst:497 msgid "Mono, stereo, 5.1 and 7.1 output." msgstr "" -#: ../../docs/about/list_of_features.rst:499 +#: ../../docs/about/list_of_features.rst:498 msgid "Non-positional and positional playback in 2D and 3D." msgstr "" -#: ../../docs/about/list_of_features.rst:501 +#: ../../docs/about/list_of_features.rst:500 msgid "Optional Doppler effect in 2D and 3D." msgstr "" -#: ../../docs/about/list_of_features.rst:503 +#: ../../docs/about/list_of_features.rst:502 msgid "Support for re-routable :ref:`audio buses ` and effects with dozens of effects included." msgstr "" -#: ../../docs/about/list_of_features.rst:505 +#: ../../docs/about/list_of_features.rst:504 msgid "Support for polyphony (playing several sounds from a single AudioStreamPlayer node)." msgstr "" -#: ../../docs/about/list_of_features.rst:506 +#: ../../docs/about/list_of_features.rst:505 msgid "Support for random volume and pitch." msgstr "" -#: ../../docs/about/list_of_features.rst:507 +#: ../../docs/about/list_of_features.rst:506 msgid "Support for real-time pitch scaling." msgstr "" -#: ../../docs/about/list_of_features.rst:508 +#: ../../docs/about/list_of_features.rst:507 msgid "Support for sequential/random sample selection, including repetition prevention when using random sample selection." msgstr "" -#: ../../docs/about/list_of_features.rst:510 +#: ../../docs/about/list_of_features.rst:509 msgid "Listener2D and Listener3D nodes to listen from a position different than the camera." msgstr "" -#: ../../docs/about/list_of_features.rst:511 +#: ../../docs/about/list_of_features.rst:510 msgid "Support for :ref:`procedural audio generation `." msgstr "" -#: ../../docs/about/list_of_features.rst:512 +#: ../../docs/about/list_of_features.rst:511 msgid "Audio input to record microphones." msgstr "" -#: ../../docs/about/list_of_features.rst:513 +#: ../../docs/about/list_of_features.rst:512 msgid "MIDI input." msgstr "" -#: ../../docs/about/list_of_features.rst:515 +#: ../../docs/about/list_of_features.rst:514 msgid "No support for MIDI output yet." msgstr "" -#: ../../docs/about/list_of_features.rst:517 +#: ../../docs/about/list_of_features.rst:516 msgid "**APIs used:**" msgstr "" -#: ../../docs/about/list_of_features.rst:519 +#: ../../docs/about/list_of_features.rst:518 msgid "*Windows:* WASAPI." msgstr "" -#: ../../docs/about/list_of_features.rst:520 +#: ../../docs/about/list_of_features.rst:519 msgid "*macOS:* CoreAudio." msgstr "" -#: ../../docs/about/list_of_features.rst:521 +#: ../../docs/about/list_of_features.rst:520 msgid "*Linux:* PulseAudio or ALSA." msgstr "" -#: ../../docs/about/list_of_features.rst:524 +#: ../../docs/about/list_of_features.rst:523 msgid "Import" msgstr "" -#: ../../docs/about/list_of_features.rst:526 +#: ../../docs/about/list_of_features.rst:525 msgid "Support for :ref:`custom import plugins `." msgstr "" -#: ../../docs/about/list_of_features.rst:528 +#: ../../docs/about/list_of_features.rst:527 msgid "**Formats:**" msgstr "" -#: ../../docs/about/list_of_features.rst:530 +#: ../../docs/about/list_of_features.rst:529 msgid "*Images:* See :ref:`doc_importing_images`." msgstr "" -#: ../../docs/about/list_of_features.rst:531 +#: ../../docs/about/list_of_features.rst:530 msgid "*Audio:*" msgstr "" -#: ../../docs/about/list_of_features.rst:533 +#: ../../docs/about/list_of_features.rst:532 msgid "WAV with optional IMA-ADPCM compression." msgstr "" -#: ../../docs/about/list_of_features.rst:534 +#: ../../docs/about/list_of_features.rst:533 msgid "Ogg Vorbis." msgstr "" -#: ../../docs/about/list_of_features.rst:535 +#: ../../docs/about/list_of_features.rst:534 msgid "MP3." msgstr "" -#: ../../docs/about/list_of_features.rst:537 +#: ../../docs/about/list_of_features.rst:536 msgid "*3D scenes:* See :ref:`doc_importing_3d_scenes`." msgstr "" -#: ../../docs/about/list_of_features.rst:539 +#: ../../docs/about/list_of_features.rst:538 msgid "glTF 2.0 *(recommended)*." msgstr "" -#: ../../docs/about/list_of_features.rst:540 +#: ../../docs/about/list_of_features.rst:539 msgid "``.blend`` (by calling Blender's glTF export functionality transparently)." msgstr "" -#: ../../docs/about/list_of_features.rst:541 +#: ../../docs/about/list_of_features.rst:540 msgid "FBX (by calling `FBX2glTF `__ transparently)." msgstr "" -#: ../../docs/about/list_of_features.rst:542 +#: ../../docs/about/list_of_features.rst:541 msgid "Collada (.dae)." msgstr "" -#: ../../docs/about/list_of_features.rst:543 +#: ../../docs/about/list_of_features.rst:542 msgid "Wavefront OBJ (static scenes only, can be loaded directly as a mesh or imported as a 3D scene)." msgstr "" -#: ../../docs/about/list_of_features.rst:545 +#: ../../docs/about/list_of_features.rst:544 msgid "Support for loading glTF 2.0 scenes at run-time, including from an exported project." msgstr "" -#: ../../docs/about/list_of_features.rst:546 +#: ../../docs/about/list_of_features.rst:545 msgid "3D meshes use `Mikktspace `__ to generate tangents on import, which ensures consistency with other 3D applications such as Blender." msgstr "" -#: ../../docs/about/list_of_features.rst:550 +#: ../../docs/about/list_of_features.rst:549 msgid "Input" msgstr "" -#: ../../docs/about/list_of_features.rst:552 +#: ../../docs/about/list_of_features.rst:551 msgid ":ref:`Input mapping system ` using hardcoded input events or remappable input actions." msgstr "" -#: ../../docs/about/list_of_features.rst:555 +#: ../../docs/about/list_of_features.rst:554 msgid "Axis values can be mapped to two different actions with a configurable deadzone." msgstr "" -#: ../../docs/about/list_of_features.rst:556 +#: ../../docs/about/list_of_features.rst:555 msgid "Use the same code to support both keyboards and gamepads." msgstr "" -#: ../../docs/about/list_of_features.rst:558 +#: ../../docs/about/list_of_features.rst:557 msgid "Keyboard input." msgstr "" -#: ../../docs/about/list_of_features.rst:560 +#: ../../docs/about/list_of_features.rst:559 msgid "Keys can be mapped in \"physical\" mode to be independent of the keyboard layout." msgstr "" -#: ../../docs/about/list_of_features.rst:562 +#: ../../docs/about/list_of_features.rst:561 msgid "Mouse input." msgstr "" -#: ../../docs/about/list_of_features.rst:564 +#: ../../docs/about/list_of_features.rst:563 msgid "The mouse cursor can be visible, hidden, captured or confined within the window." msgstr "" -#: ../../docs/about/list_of_features.rst:565 +#: ../../docs/about/list_of_features.rst:564 msgid "When captured, raw input will be used on Windows and Linux to sidestep the OS' mouse acceleration settings." msgstr "" -#: ../../docs/about/list_of_features.rst:568 +#: ../../docs/about/list_of_features.rst:567 msgid "Gamepad input (up to 8 simultaneous controllers)." msgstr "" -#: ../../docs/about/list_of_features.rst:569 +#: ../../docs/about/list_of_features.rst:568 msgid "Pen/tablet input with pressure support." msgstr "" -#: ../../docs/about/list_of_features.rst:572 +#: ../../docs/about/list_of_features.rst:571 msgid "Navigation" msgstr "" -#: ../../docs/about/list_of_features.rst:574 +#: ../../docs/about/list_of_features.rst:573 msgid "A* algorithm in :ref:`2D ` and :ref:`3D `." msgstr "" -#: ../../docs/about/list_of_features.rst:575 +#: ../../docs/about/list_of_features.rst:574 msgid "Navigation meshes with dynamic obstacle avoidance in :ref:`2D ` and :ref:`3D `." msgstr "" -#: ../../docs/about/list_of_features.rst:577 +#: ../../docs/about/list_of_features.rst:576 msgid "Generate navigation meshes from the editor or at run-time (including from an exported project)." msgstr "" -#: ../../docs/about/list_of_features.rst:580 +#: ../../docs/about/list_of_features.rst:579 msgid "Networking" msgstr "" -#: ../../docs/about/list_of_features.rst:582 +#: ../../docs/about/list_of_features.rst:581 msgid "Low-level TCP networking using :ref:`class_StreamPeer` and :ref:`class_TCPServer`." msgstr "" -#: ../../docs/about/list_of_features.rst:583 +#: ../../docs/about/list_of_features.rst:582 msgid "Low-level UDP networking using :ref:`class_PacketPeer` and :ref:`class_UDPServer`." msgstr "" -#: ../../docs/about/list_of_features.rst:584 +#: ../../docs/about/list_of_features.rst:583 msgid "Low-level HTTP requests using :ref:`class_HTTPClient`." msgstr "" -#: ../../docs/about/list_of_features.rst:585 +#: ../../docs/about/list_of_features.rst:584 msgid "High-level HTTP requests using :ref:`class_HTTPRequest`." msgstr "" -#: ../../docs/about/list_of_features.rst:587 +#: ../../docs/about/list_of_features.rst:586 msgid "Supports HTTPS out of the box using bundled certificates." msgstr "" -#: ../../docs/about/list_of_features.rst:589 +#: ../../docs/about/list_of_features.rst:588 msgid ":ref:`High-level multiplayer ` API using UDP and ENet." msgstr "" -#: ../../docs/about/list_of_features.rst:591 +#: ../../docs/about/list_of_features.rst:590 msgid "Automatic replication using remote procedure calls (RPCs)." msgstr "" -#: ../../docs/about/list_of_features.rst:592 +#: ../../docs/about/list_of_features.rst:591 msgid "Supports unreliable, reliable and ordered transfers." msgstr "" -#: ../../docs/about/list_of_features.rst:594 +#: ../../docs/about/list_of_features.rst:593 msgid ":ref:`WebSocket ` client and server, available on all platforms." msgstr "" -#: ../../docs/about/list_of_features.rst:595 +#: ../../docs/about/list_of_features.rst:594 msgid ":ref:`WebRTC ` client and server, available on all platforms." msgstr "" -#: ../../docs/about/list_of_features.rst:596 +#: ../../docs/about/list_of_features.rst:595 msgid "Support for :ref:`UPnP ` to sidestep the requirement to forward ports when hosting a server behind a NAT." msgstr "" -#: ../../docs/about/list_of_features.rst:600 +#: ../../docs/about/list_of_features.rst:599 msgid "Internationalization" msgstr "" -#: ../../docs/about/list_of_features.rst:602 +#: ../../docs/about/list_of_features.rst:601 msgid "Full support for Unicode including emoji." msgstr "" -#: ../../docs/about/list_of_features.rst:603 +#: ../../docs/about/list_of_features.rst:602 msgid "Store localization strings using :ref:`CSV ` or :ref:`gettext `." msgstr "" -#: ../../docs/about/list_of_features.rst:606 +#: ../../docs/about/list_of_features.rst:605 msgid "Support for generating gettext POT and PO files from the editor." msgstr "" -#: ../../docs/about/list_of_features.rst:608 +#: ../../docs/about/list_of_features.rst:607 msgid "Use localized strings in your project automatically in GUI elements or by using the ``tr()`` function." msgstr "" -#: ../../docs/about/list_of_features.rst:610 +#: ../../docs/about/list_of_features.rst:609 msgid "Support for pluralization and translation contexts when using gettext translations." msgstr "" -#: ../../docs/about/list_of_features.rst:611 +#: ../../docs/about/list_of_features.rst:610 msgid "Support for :ref:`bidirectional typesetting `, text shaping and OpenType localized forms." msgstr "" -#: ../../docs/about/list_of_features.rst:613 +#: ../../docs/about/list_of_features.rst:612 msgid "Automatic UI mirroring for right-to-left locales." msgstr "" -#: ../../docs/about/list_of_features.rst:614 +#: ../../docs/about/list_of_features.rst:613 msgid "Support for pseudolocalization to test your project for i18n-friendliness." msgstr "" -#: ../../docs/about/list_of_features.rst:617 +#: ../../docs/about/list_of_features.rst:616 msgid "Windowing and OS integration" msgstr "" -#: ../../docs/about/list_of_features.rst:619 +#: ../../docs/about/list_of_features.rst:618 msgid "Spawn multiple independent windows within a single process." msgstr "" -#: ../../docs/about/list_of_features.rst:620 +#: ../../docs/about/list_of_features.rst:619 msgid "Move, resize, minimize, and maximize windows spawned by the project." msgstr "" -#: ../../docs/about/list_of_features.rst:621 +#: ../../docs/about/list_of_features.rst:620 msgid "Change the window title and icon." msgstr "" -#: ../../docs/about/list_of_features.rst:622 +#: ../../docs/about/list_of_features.rst:621 msgid "Request attention (will cause the title bar to blink on most platforms)." msgstr "" -#: ../../docs/about/list_of_features.rst:623 +#: ../../docs/about/list_of_features.rst:622 msgid "Fullscreen mode." msgstr "" -#: ../../docs/about/list_of_features.rst:625 +#: ../../docs/about/list_of_features.rst:624 msgid "Uses borderless fullscreen by default on Windows for fast alt-tabbing, but can optionally use exclusive fullscreen to reduce input lag." msgstr "" -#: ../../docs/about/list_of_features.rst:628 +#: ../../docs/about/list_of_features.rst:627 msgid "Borderless windows (fullscreen or non-fullscreen)." msgstr "" -#: ../../docs/about/list_of_features.rst:629 +#: ../../docs/about/list_of_features.rst:628 msgid "Ability to keep a window always on top." msgstr "" -#: ../../docs/about/list_of_features.rst:630 +#: ../../docs/about/list_of_features.rst:629 msgid "Global menu integration on macOS." msgstr "" -#: ../../docs/about/list_of_features.rst:631 +#: ../../docs/about/list_of_features.rst:630 msgid "Execute commands in a blocking or non-blocking manner (including running multiple instances of the same project)." msgstr "" -#: ../../docs/about/list_of_features.rst:633 +#: ../../docs/about/list_of_features.rst:632 msgid "Open file paths and URLs using default or custom protocol handlers (if registered on the system)." msgstr "" -#: ../../docs/about/list_of_features.rst:634 +#: ../../docs/about/list_of_features.rst:633 msgid "Parse custom command line arguments." msgstr "" -#: ../../docs/about/list_of_features.rst:635 +#: ../../docs/about/list_of_features.rst:634 msgid "Any Godot binary (editor or exported project) can be :ref:`used as a headless server ` by starting it with the ``--headless`` command line argument. This allows running the engine without a GPU or display server." msgstr "" -#: ../../docs/about/list_of_features.rst:641 +#: ../../docs/about/list_of_features.rst:640 msgid "Mobile" msgstr "" -#: ../../docs/about/list_of_features.rst:643 +#: ../../docs/about/list_of_features.rst:642 msgid "In-app purchases on :ref:`Android ` and :ref:`iOS `." msgstr "" -#: ../../docs/about/list_of_features.rst:645 +#: ../../docs/about/list_of_features.rst:644 msgid "Support for advertisements using third-party modules." msgstr "" -#: ../../docs/about/list_of_features.rst:648 +#: ../../docs/about/list_of_features.rst:647 msgid "XR support (AR and VR)" msgstr "" -#: ../../docs/about/list_of_features.rst:650 +#: ../../docs/about/list_of_features.rst:649 msgid "Out of the box :ref:`support for OpenXR `." msgstr "" -#: ../../docs/about/list_of_features.rst:652 +#: ../../docs/about/list_of_features.rst:651 msgid "Including support for popular desktop headsets like the Valve Index, WMR headsets, and Quest over Link." msgstr "" -#: ../../docs/about/list_of_features.rst:654 +#: ../../docs/about/list_of_features.rst:653 msgid "Support for :ref:`Android based headsets ` using OpenXR through a plugin." msgstr "" -#: ../../docs/about/list_of_features.rst:656 +#: ../../docs/about/list_of_features.rst:655 msgid "Including support for popular stand alone headsets like the Meta Quest 1/2/3 and Pro, Pico 4, Magic Leap 2, and Lynx R1." msgstr "" -#: ../../docs/about/list_of_features.rst:658 +#: ../../docs/about/list_of_features.rst:657 msgid "Other devices supported through an XR plugin structure." msgstr "" -#: ../../docs/about/list_of_features.rst:659 +#: ../../docs/about/list_of_features.rst:658 msgid "Various advanced toolkits are available that implement common features required by XR applications." msgstr "" -#: ../../docs/about/list_of_features.rst:662 +#: ../../docs/about/list_of_features.rst:661 msgid "GUI system" msgstr "" -#: ../../docs/about/list_of_features.rst:664 +#: ../../docs/about/list_of_features.rst:663 msgid "Godot's GUI is built using the same Control nodes used to make games in Godot. The editor UI can easily be extended in many ways using add-ons." msgstr "" -#: ../../docs/about/list_of_features.rst:667 +#: ../../docs/about/list_of_features.rst:666 msgid "**Nodes:**" msgstr "" -#: ../../docs/about/list_of_features.rst:669 +#: ../../docs/about/list_of_features.rst:668 msgid "Buttons." msgstr "" -#: ../../docs/about/list_of_features.rst:670 +#: ../../docs/about/list_of_features.rst:669 msgid "Checkboxes, check buttons, radio buttons." msgstr "" -#: ../../docs/about/list_of_features.rst:671 +#: ../../docs/about/list_of_features.rst:670 msgid "Text entry using :ref:`class_LineEdit` (single line) and :ref:`class_TextEdit` (multiple lines). TextEdit also supports code editing features such as displaying line numbers and syntax highlighting." msgstr "" -#: ../../docs/about/list_of_features.rst:674 +#: ../../docs/about/list_of_features.rst:673 msgid "Dropdown menus using :ref:`class_PopupMenu` and :ref:`class_OptionButton`." msgstr "" -#: ../../docs/about/list_of_features.rst:675 +#: ../../docs/about/list_of_features.rst:674 msgid "Scrollbars." msgstr "" -#: ../../docs/about/list_of_features.rst:676 +#: ../../docs/about/list_of_features.rst:675 msgid "Labels." msgstr "" -#: ../../docs/about/list_of_features.rst:677 +#: ../../docs/about/list_of_features.rst:676 msgid "RichTextLabel for :ref:`text formatted using BBCode `, with support for animated custom effects." msgstr "" -#: ../../docs/about/list_of_features.rst:679 +#: ../../docs/about/list_of_features.rst:678 msgid "Trees (can also be used to represent tables)." msgstr "" -#: ../../docs/about/list_of_features.rst:680 +#: ../../docs/about/list_of_features.rst:679 msgid "Color picker with RGB and HSV modes." msgstr "" -#: ../../docs/about/list_of_features.rst:681 +#: ../../docs/about/list_of_features.rst:680 msgid "Controls can be rotated and scaled." msgstr "" -#: ../../docs/about/list_of_features.rst:683 +#: ../../docs/about/list_of_features.rst:682 msgid "**Sizing:**" msgstr "" -#: ../../docs/about/list_of_features.rst:685 +#: ../../docs/about/list_of_features.rst:684 msgid "Anchors to keep GUI elements in a specific corner, edge or centered." msgstr "" -#: ../../docs/about/list_of_features.rst:686 +#: ../../docs/about/list_of_features.rst:685 msgid "Containers to place GUI elements automatically following certain rules." msgstr "" -#: ../../docs/about/list_of_features.rst:688 +#: ../../docs/about/list_of_features.rst:687 msgid ":ref:`Stack ` layouts." msgstr "" -#: ../../docs/about/list_of_features.rst:689 +#: ../../docs/about/list_of_features.rst:688 msgid ":ref:`Grid ` layouts." msgstr "" -#: ../../docs/about/list_of_features.rst:690 +#: ../../docs/about/list_of_features.rst:689 msgid ":ref:`Flow ` layouts (similar to autowrapping text)." msgstr "" -#: ../../docs/about/list_of_features.rst:691 +#: ../../docs/about/list_of_features.rst:690 msgid ":ref:`Margin `, :ref:`centered ` and :ref:`aspect ratio ` layouts." msgstr "" -#: ../../docs/about/list_of_features.rst:693 +#: ../../docs/about/list_of_features.rst:692 msgid ":ref:`Draggable splitter ` layouts." msgstr "" -#: ../../docs/about/list_of_features.rst:695 +#: ../../docs/about/list_of_features.rst:694 msgid "Scale to :ref:`multiple resolutions ` using the ``canvas_items`` or ``viewport`` stretch modes." msgstr "" -#: ../../docs/about/list_of_features.rst:697 +#: ../../docs/about/list_of_features.rst:696 msgid "Support any aspect ratio using anchors and the ``expand`` stretch aspect." msgstr "" -#: ../../docs/about/list_of_features.rst:699 +#: ../../docs/about/list_of_features.rst:698 msgid "**Theming:**" msgstr "" -#: ../../docs/about/list_of_features.rst:701 +#: ../../docs/about/list_of_features.rst:700 msgid "Built-in theme editor." msgstr "" -#: ../../docs/about/list_of_features.rst:703 +#: ../../docs/about/list_of_features.rst:702 msgid "Generate a theme based on the current editor theme settings." msgstr "" -#: ../../docs/about/list_of_features.rst:705 +#: ../../docs/about/list_of_features.rst:704 msgid "Procedural vector-based theming using :ref:`class_StyleBoxFlat`." msgstr "" -#: ../../docs/about/list_of_features.rst:707 +#: ../../docs/about/list_of_features.rst:706 msgid "Supports rounded/beveled corners, drop shadows, per-border widths and antialiasing." msgstr "" -#: ../../docs/about/list_of_features.rst:709 +#: ../../docs/about/list_of_features.rst:708 msgid "Texture-based theming using :ref:`class_StyleBoxTexture`." msgstr "" -#: ../../docs/about/list_of_features.rst:711 +#: ../../docs/about/list_of_features.rst:710 msgid "Godot's small distribution size can make it a suitable alternative to frameworks like Electron or Qt." msgstr "" -#: ../../docs/about/list_of_features.rst:715 +#: ../../docs/about/list_of_features.rst:714 msgid "Animation" msgstr "" -#: ../../docs/about/list_of_features.rst:717 +#: ../../docs/about/list_of_features.rst:716 msgid "Direct kinematics and inverse kinematics." msgstr "" -#: ../../docs/about/list_of_features.rst:718 +#: ../../docs/about/list_of_features.rst:717 msgid "Support for animating any property with customizable interpolation." msgstr "" -#: ../../docs/about/list_of_features.rst:719 +#: ../../docs/about/list_of_features.rst:718 msgid "Support for calling methods in animation tracks." msgstr "" -#: ../../docs/about/list_of_features.rst:720 +#: ../../docs/about/list_of_features.rst:719 msgid "Support for playing sounds in animation tracks." msgstr "" -#: ../../docs/about/list_of_features.rst:721 +#: ../../docs/about/list_of_features.rst:720 msgid "Support for Bézier curves in animation." msgstr "" -#: ../../docs/about/list_of_features.rst:724 +#: ../../docs/about/list_of_features.rst:723 msgid "File formats" msgstr "" -#: ../../docs/about/list_of_features.rst:726 +#: ../../docs/about/list_of_features.rst:725 msgid "Scenes and resources can be saved in :ref:`text-based ` or binary formats." msgstr "" -#: ../../docs/about/list_of_features.rst:728 +#: ../../docs/about/list_of_features.rst:727 msgid "Text-based formats are human-readable and more friendly to version control." msgstr "" -#: ../../docs/about/list_of_features.rst:729 +#: ../../docs/about/list_of_features.rst:728 msgid "Binary formats are faster to save/load for large scenes/resources." msgstr "" -#: ../../docs/about/list_of_features.rst:731 +#: ../../docs/about/list_of_features.rst:730 msgid "Read and write text or binary files using :ref:`class_FileAccess`." msgstr "" -#: ../../docs/about/list_of_features.rst:733 +#: ../../docs/about/list_of_features.rst:732 msgid "Can optionally be compressed or encrypted." msgstr "" -#: ../../docs/about/list_of_features.rst:735 +#: ../../docs/about/list_of_features.rst:734 msgid "Read and write :ref:`class_JSON` files." msgstr "" -#: ../../docs/about/list_of_features.rst:736 +#: ../../docs/about/list_of_features.rst:735 msgid "Read and write INI-style configuration files using :ref:`class_ConfigFile`." msgstr "" -#: ../../docs/about/list_of_features.rst:738 +#: ../../docs/about/list_of_features.rst:737 msgid "Can (de)serialize any Godot datatype, including Vector2/3, Color, ..." msgstr "" -#: ../../docs/about/list_of_features.rst:740 +#: ../../docs/about/list_of_features.rst:739 msgid "Read XML files using :ref:`class_XMLParser`." msgstr "" -#: ../../docs/about/list_of_features.rst:741 +#: ../../docs/about/list_of_features.rst:740 msgid ":ref:`Load and save images, audio/video, fonts and ZIP archives ` in an exported project without having to go through Godot's import system." msgstr "" -#: ../../docs/about/list_of_features.rst:743 +#: ../../docs/about/list_of_features.rst:742 msgid "Pack game data into a PCK file (custom format optimized for fast seeking), into a ZIP archive, or directly into the executable for single-file distribution." msgstr "" -#: ../../docs/about/list_of_features.rst:745 +#: ../../docs/about/list_of_features.rst:744 msgid ":ref:`Export additional PCK files` that can be read by the engine to support mods and DLCs." msgstr "" -#: ../../docs/about/list_of_features.rst:749 +#: ../../docs/about/list_of_features.rst:748 msgid "Miscellaneous" msgstr "" -#: ../../docs/about/list_of_features.rst:751 +#: ../../docs/about/list_of_features.rst:750 msgid ":ref:`Video playback ` with built-in support for Ogg Theora." msgstr "" -#: ../../docs/about/list_of_features.rst:752 +#: ../../docs/about/list_of_features.rst:751 msgid ":ref:`Movie Maker mode ` to record videos from a running project with synchronized audio and perfect frame pacing." msgstr "" -#: ../../docs/about/list_of_features.rst:754 +#: ../../docs/about/list_of_features.rst:753 msgid ":ref:`Low-level access to servers ` which allows bypassing the scene tree's overhead when needed." msgstr "" -#: ../../docs/about/list_of_features.rst:756 +#: ../../docs/about/list_of_features.rst:755 msgid ":ref:`Command line interface ` for automation." msgstr "" -#: ../../docs/about/list_of_features.rst:758 +#: ../../docs/about/list_of_features.rst:757 msgid "Export and deploy projects using continuous integration platforms." msgstr "" -#: ../../docs/about/list_of_features.rst:759 +#: ../../docs/about/list_of_features.rst:758 msgid "`Shell completion scripts `__ are available for Bash, zsh and fish." msgstr "" -#: ../../docs/about/list_of_features.rst:761 +#: ../../docs/about/list_of_features.rst:760 msgid "Print colored text to standard output on all platforms using :ref:`print_rich `." msgstr "" -#: ../../docs/about/list_of_features.rst:764 +#: ../../docs/about/list_of_features.rst:763 msgid "Support for :ref:`C++ modules ` statically linked into the engine binary." msgstr "" -#: ../../docs/about/list_of_features.rst:766 +#: ../../docs/about/list_of_features.rst:765 msgid "Engine and editor written in C++17." msgstr "" -#: ../../docs/about/list_of_features.rst:768 +#: ../../docs/about/list_of_features.rst:767 msgid "Can be :ref:`compiled ` using GCC, Clang and MSVC. MinGW is also supported." msgstr "" -#: ../../docs/about/list_of_features.rst:770 +#: ../../docs/about/list_of_features.rst:769 msgid "Friendly towards packagers. In most cases, system libraries can be used instead of the ones provided by Godot. The build system doesn't download anything. Builds can be fully reproducible." msgstr "" -#: ../../docs/about/list_of_features.rst:774 +#: ../../docs/about/list_of_features.rst:773 msgid "Licensed under the permissive MIT license." msgstr "" -#: ../../docs/about/list_of_features.rst:776 +#: ../../docs/about/list_of_features.rst:775 msgid "Open development process with :ref:`contributions welcome `." msgstr "" -#: ../../docs/about/list_of_features.rst:780 +#: ../../docs/about/list_of_features.rst:779 msgid "The `Godot proposals repository `__ lists features that have been requested by the community and may be implemented in future Godot releases." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/about/release_policy.pot b/sphinx/templates/about/release_policy.pot index 7fa1d26dfe..488dab7d3d 100644 --- a/sphinx/templates/about/release_policy.pot +++ b/sphinx/templates/about/release_policy.pot @@ -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 \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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/about/system_requirements.pot b/sphinx/templates/about/system_requirements.pot index 86ffe77c62..8bc411dca4 100644 --- a/sphinx/templates/about/system_requirements.pot +++ b/sphinx/templates/about/system_requirements.pot @@ -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 \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 ` console output). Support for Windows 7/8/8.1 may be removed in a :ref:`future Godot 4.x release `." 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 `__ 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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/community/asset_library/index.pot b/sphinx/templates/community/asset_library/index.pot index 0845fdc4ec..13d94a08cd 100644 --- a/sphinx/templates/community/asset_library/index.pot +++ b/sphinx/templates/community/asset_library/index.pot @@ -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 \n" @@ -18,7 +18,3 @@ msgstr "" #: ../../docs/community/asset_library/index.rst:4 msgid "Asset Library" msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/community/asset_library/submitting_to_assetlib.pot b/sphinx/templates/community/asset_library/submitting_to_assetlib.pot index 517b42f7bd..fcf470c4a1 100644 --- a/sphinx/templates/community/asset_library/submitting_to_assetlib.pot +++ b/sphinx/templates/community/asset_library/submitting_to_assetlib.pot @@ -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 \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 `_ 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//`." 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///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////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 `_ 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 `_ . 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 `_, 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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/community/asset_library/using_assetlib.pot b/sphinx/templates/community/asset_library/using_assetlib.pot index 23c2f5a3e6..ae634b01d4 100644 --- a/sphinx/templates/community/asset_library/using_assetlib.pot +++ b/sphinx/templates/community/asset_library/using_assetlib.pot @@ -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 \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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/community/asset_library/what_is_assetlib.pot b/sphinx/templates/community/asset_library/what_is_assetlib.pot index 8a0c124f1f..be005d296a 100644 --- a/sphinx/templates/community/asset_library/what_is_assetlib.pot +++ b/sphinx/templates/community/asset_library/what_is_assetlib.pot @@ -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 \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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/community/channels.pot b/sphinx/templates/community/channels.pot index f690e7fe5d..690d4a3525 100644 --- a/sphinx/templates/community/channels.pot +++ b/sphinx/templates/community/channels.pot @@ -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 \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 `_." msgstr "" -#: ../../docs/community/channels.rst:10 -msgid "A brief overview over these and other channels is also available on the `Godot website `_." -msgstr "" - -#: ../../docs/community/channels.rst:13 -msgid "Forums" -msgstr "" - -#: ../../docs/community/channels.rst:15 -msgid "`Official Godot Forum `_" -msgstr "" - -#: ../../docs/community/channels.rst:16 -msgid "`Community Forum `_" -msgstr "" - -#: ../../docs/community/channels.rst:19 -msgid "Chats" -msgstr "" - -#: ../../docs/community/channels.rst:21 -msgid "`Godot Contributors Chat `_" -msgstr "" - -#: ../../docs/community/channels.rst:22 -msgid "`Discord `_" -msgstr "" - -#: ../../docs/community/channels.rst:23 -msgid "`Matrix (IRC compatible) `_" -msgstr "" - -#: ../../docs/community/channels.rst:24 -msgid "`IRC (#godotengine on Libera.Chat) `_" -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 `_" -msgstr "" - -#: ../../docs/community/channels.rst:36 -msgid "`Facebook group `_" -msgstr "" - -#: ../../docs/community/channels.rst:37 -msgid "`Twitter `_ (see also the `#GodotEngine `_ hashtag)" -msgstr "" - -#: ../../docs/community/channels.rst:39 -msgid "`Reddit `_" -msgstr "" - -#: ../../docs/community/channels.rst:40 -msgid "`YouTube `_" -msgstr "" - -#: ../../docs/community/channels.rst:41 -msgid "`Steam `_" -msgstr "" - -#: ../../docs/community/channels.rst:42 -msgid "`itch.io `_" -msgstr "" - -#: ../../docs/community/channels.rst:43 -msgid "`Links `_" -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 `_ page of the website for a list of local communities." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/community/tutorials.pot b/sphinx/templates/community/tutorials.pot index 80b4c947a4..75c1c0c90e 100644 --- a/sphinx/templates/community/tutorials.pot +++ b/sphinx/templates/community/tutorials.pot @@ -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 \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 `_ full of official and community resources too! Also, have a look at this `huge list over at Reddit `_." -msgstr "" - -#: ../../docs/community/tutorials.rst:8 -msgid "Think there is something missing here? Feel free to submit a `Pull Request `_ 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 `_ 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 `_ 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 `_ 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 `_ or `in the browser `_." 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 `_ (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 `_ (2D and 3D, GDScript)" -msgstr "" - -#: ../../docs/community/tutorials.rst:24 -msgid "`Clear Code `_ (2D, GDScript, Programming Basics)" +msgid "Video tutorials" msgstr "" #: ../../docs/community/tutorials.rst:25 -msgid "`FencerDevLog `_ (2D, 3D, GDScript, Shaders)" -msgstr "" - -#: ../../docs/community/tutorials.rst:26 -msgid "`FinePointCGI `_ (2D, 3D, GDScript and C#)" -msgstr "" - -#: ../../docs/community/tutorials.rst:27 -msgid "`GDQuest `_ (2D and 3D, GDScript and C#)" -msgstr "" - -#: ../../docs/community/tutorials.rst:28 -msgid "`Game Dev Artisan `_ (2D, GDScript)" +msgid "For video tutorials we recommend looking on `YouTube `_. There's many great channels covering a wide array of subjects." msgstr "" #: ../../docs/community/tutorials.rst:29 -msgid "`Game Development Center `_ (2D, networked multiplayer, GDScript)" -msgstr "" - -#: ../../docs/community/tutorials.rst:30 -msgid "`Game Endeavor `_ (2D, GDScript)" -msgstr "" - -#: ../../docs/community/tutorials.rst:31 -msgid "`Gwizz `_ (2D, GDScript)" -msgstr "" - -#: ../../docs/community/tutorials.rst:32 -msgid "`Godotneers `_ (2D, Shaders, GDScript)" -msgstr "" - -#: ../../docs/community/tutorials.rst:33 -msgid "`HeartBeast `_ (2D, GDScript)" -msgstr "" - -#: ../../docs/community/tutorials.rst:34 -msgid "`Malcolm Nixon `_ (AR and VR, GDScript)" -msgstr "" - -#: ../../docs/community/tutorials.rst:35 -msgid "`Muddy Wolf `_ (2D, 3D and VR, GDSCript)" -msgstr "" - -#: ../../docs/community/tutorials.rst:36 -msgid "`KidsCanCode `__ (2D and 3D, GDScript)" -msgstr "" - -#: ../../docs/community/tutorials.rst:37 -msgid "`Maker Tech `_ (2D, GDScript)" -msgstr "" - -#: ../../docs/community/tutorials.rst:38 -msgid "`Pigdev `_ (2D, GDScript)" -msgstr "" - -#: ../../docs/community/tutorials.rst:39 -msgid "`Queble `_ (2D, GDScript)" -msgstr "" - -#: ../../docs/community/tutorials.rst:40 -msgid "`Quiver `_ (2D, GDScript)" -msgstr "" - -#: ../../docs/community/tutorials.rst:41 -msgid "`Snopek Games `_ (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 `__" msgstr "" -#: ../../docs/community/tutorials.rst:47 +#: ../../docs/community/tutorials.rst:32 msgid "`GDScript website by Andrew Wilkes `__" msgstr "" -#: ../../docs/community/tutorials.rst:48 +#: ../../docs/community/tutorials.rst:33 msgid "`Godot Recipes by KidsCanCode `__" msgstr "" -#: ../../docs/community/tutorials.rst:49 +#: ../../docs/community/tutorials.rst:34 msgid "`Godot Tutorials by SomethingLikeGames `__" msgstr "" -#: ../../docs/community/tutorials.rst:50 +#: ../../docs/community/tutorials.rst:35 msgid "`Game Dev Artisan website `__" msgstr "" -#: ../../docs/community/tutorials.rst:51 +#: ../../docs/community/tutorials.rst:36 msgid "`Night Quest Games Blog `__" 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 `_" msgstr "" -#: ../../docs/community/tutorials.rst:57 +#: ../../docs/community/tutorials.rst:42 msgid "`DevDuck (2D) `_" 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 `_" msgstr "" -#: ../../docs/community/tutorials.rst:63 +#: ../../docs/community/tutorials.rst:48 msgid "`Godot Asset Library `_" msgstr "" -#: ../../docs/community/tutorials.rst:64 +#: ../../docs/community/tutorials.rst:49 msgid "`Godot Shaders: A community-driven shader library `_" msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/best_practices_for_engine_contributors.pot b/sphinx/templates/contributing/development/best_practices_for_engine_contributors.pot index 8709335350..4ea25b230e 100644 --- a/sphinx/templates/contributing/development/best_practices_for_engine_contributors.pot +++ b/sphinx/templates/contributing/development/best_practices_for_engine_contributors.pot @@ -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 \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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/code_style_guidelines.pot b/sphinx/templates/contributing/development/code_style_guidelines.pot index 0fccad3aa3..41f1d449c6 100644 --- a/sphinx/templates/contributing/development/code_style_guidelines.pot +++ b/sphinx/templates/contributing/development/code_style_guidelines.pot @@ -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 \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 `__ 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 `__, or if you are on a Debian derivative, use the `upstream repos `__." 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 `__. 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 `__" msgstr "" -#: ../../docs/contributing/development/code_style_guidelines.rst:132 +#: ../../docs/contributing/development/code_style_guidelines.rst:134 msgid "Visual Studio Code: `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 `__" msgstr "" -#: ../../docs/contributing/development/code_style_guidelines.rst:134 +#: ../../docs/contributing/development/code_style_guidelines.rst:136 msgid "vim: `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 `__" 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 ``. 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 `__." 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 `__ 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 `__." 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 ` 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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/compiling/compiling_for_android.pot b/sphinx/templates/contributing/development/compiling/compiling_for_android.pot index d870933e13..08fab0b68f 100644 --- a/sphinx/templates/contributing/development/compiling/compiling_for_android.pot +++ b/sphinx/templates/contributing/development/compiling/compiling_for_android.pot @@ -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 \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 `." 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\\\\``" +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//``" -msgstr "" - -#: ../../docs/contributing/development/compiling/compiling_for_android.rst:184 -msgid "macOS: ``$HOME/Library/Application Support/Godot/export_templates//``" +msgid "When exporting your game, Godot uses the templates as a base, and updates their content as needed." msgstr "" #: ../../docs/contributing/development/compiling/compiling_for_android.rst:186 -msgid "```` is of the form ``major.minor[.patch].status`` using values from ``version.py`` in your Godot source repository (e.g. ``4.1.3.stable`` or ``4.2.dev``). You also need to write this same version string to a ``version.txt`` file located next to your export templates." +msgid "Installing the templates" +msgstr "" + +#: ../../docs/contributing/development/compiling/compiling_for_android.rst:188 +msgid "The newly-compiled templates (``android_debug.apk`` , ``android_release.apk``, and ``android_source.zip``) must be copied to Godot's templates folder with their respective names. The templates folder can be located in:" +msgstr "" + +#: ../../docs/contributing/development/compiling/compiling_for_android.rst:192 +msgid "Windows: ``%APPDATA%\\Godot\\export_templates\\\\``" msgstr "" #: ../../docs/contributing/development/compiling/compiling_for_android.rst:193 -msgid "However, if you are writing your custom modules or custom C++ code, you might instead want to configure your APKs as custom export templates here:" +msgid "Linux: ``$HOME/.local/share/godot/export_templates//``" 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//``" +msgstr "" + +#: ../../docs/contributing/development/compiling/compiling_for_android.rst:196 +msgid "```` 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 ` 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 `_:" 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//`` where ```` 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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/compiling/compiling_for_ios.pot b/sphinx/templates/contributing/development/compiling/compiling_for_ios.pot index 355188093f..9687c87d18 100644 --- a/sphinx/templates/contributing/development/compiling/compiling_for_ios.pot +++ b/sphinx/templates/contributing/development/compiling/compiling_for_ios.pot @@ -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 \n" @@ -35,7 +35,7 @@ msgstr "" msgid "`SCons 3.1.2+ `_ build system." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:22 +#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:18 msgid "`Xcode `_." 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 `__." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:29 +#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:26 msgid "If you have `Homebrew `_ 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 `_ 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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/compiling/compiling_for_linuxbsd.pot b/sphinx/templates/contributing/development/compiling/compiling_for_linuxbsd.pot index fed04428c1..d3aa1fb881 100644 --- a/sphinx/templates/contributing/development/compiling/compiling_for_linuxbsd.pot +++ b/sphinx/templates/contributing/development/compiling/compiling_for_linuxbsd.pot @@ -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 \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 `__." 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 `, 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 `__. 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 `__, 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 `__ 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 `__. 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 `__ 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 `__. 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 `__." +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. `__ 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 `__ 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 `__ 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 `__." +#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:474 +msgid "For even faster linking compared to LLD, you can use `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 ``$HOME/.local/opt/pyston/`` (create folders as needed)." +msgid "Download mold binaries from its `releases page `__." msgstr "" #: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:481 -msgid "Use ``cd`` to reach the extracted Pyston folder from a terminal, then run ``./pyston -m pip install scons`` to install SCons within Pyston." +msgid "Extract the ``.tar.gz`` file, then move the extracted folder to a location such as ``.local/share/mold``." msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:483 -msgid "To make SCons via Pyston easier to run, create a symbolic link of its wrapper script to a location in your ``PATH`` environment variable::" +#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:482 +msgid "Add ``$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 ``$HOME/.bash_profile`` file:" msgstr "" -#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:488 -msgid "Instead of running ``scons ``, run ``pyston-scons `` to compile Godot." +#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:489 +msgid "Open a new terminal (or run ``source \"$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. `__ 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/: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 "" diff --git a/sphinx/templates/contributing/development/compiling/compiling_for_macos.pot b/sphinx/templates/contributing/development/compiling/compiling_for_macos.pot index 6ef299838e..83990837cb 100644 --- a/sphinx/templates/contributing/development/compiling/compiling_for_macos.pot +++ b/sphinx/templates/contributing/development/compiling/compiling_for_macos.pot @@ -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 \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 `, 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 `__ 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 `__ 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 `__ 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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/compiling/compiling_for_web.pot b/sphinx/templates/contributing/development/compiling/compiling_for_web.pot index f3ed05fbd6..a7b2c0e45a 100644 --- a/sphinx/templates/contributing/development/compiling/compiling_for_web.pot +++ b/sphinx/templates/contributing/development/compiling/compiling_for_web.pot @@ -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 \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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/compiling/compiling_for_windows.pot b/sphinx/templates/contributing/development/compiling/compiling_for_windows.pot index 093f41702d..f673d10e08 100644 --- a/sphinx/templates/contributing/development/compiling/compiling_for_windows.pot +++ b/sphinx/templates/contributing/development/compiling/compiling_for_windows.pot @@ -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 \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 `_, 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 `_ 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 `_, 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+ `_. **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 `_ 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 `_ 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+ `_. **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+ `_ 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 `_ 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 `_ 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 `__ 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 `_. 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 `_ 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 `_ 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 `_ 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 `_ 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//`` 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 `_, 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 `_ 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 `__, 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 `__, which typically comes in 32-bit and 64-bit variants, or `MinGW-LLVM `_, 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 `_, 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 ```` 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/: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 "" diff --git a/sphinx/templates/contributing/development/compiling/compiling_with_dotnet.pot b/sphinx/templates/contributing/development/compiling/compiling_with_dotnet.pot index 6845956218..df7c1cfee5 100644 --- a/sphinx/templates/contributing/development/compiling/compiling_with_dotnet.pot +++ b/sphinx/templates/contributing/development/compiling/compiling_with_dotnet.pot @@ -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 \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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/compiling/compiling_with_script_encryption_key.pot b/sphinx/templates/contributing/development/compiling/compiling_with_script_encryption_key.pot index 07b764ce4b..1c2e4197b7 100644 --- a/sphinx/templates/contributing/development/compiling/compiling_with_script_encryption_key.pot +++ b/sphinx/templates/contributing/development/compiling/compiling_with_script_encryption_key.pot @@ -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 \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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/compiling/cross-compiling_for_ios_on_linux.pot b/sphinx/templates/contributing/development/compiling/cross-compiling_for_ios_on_linux.pot index 115a0c95aa..69fde077c2 100644 --- a/sphinx/templates/contributing/development/compiling/cross-compiling_for_ios_on_linux.pot +++ b/sphinx/templates/contributing/development/compiling/cross-compiling_for_ios_on_linux.pot @@ -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 \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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/compiling/getting_source.pot b/sphinx/templates/contributing/development/compiling/getting_source.pot index e45d21c3d2..2c15c59b66 100644 --- a/sphinx/templates/contributing/development/compiling/getting_source.pot +++ b/sphinx/templates/contributing/development/compiling/getting_source.pot @@ -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 \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 `__ 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 `__. 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 `." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/compiling/index.pot b/sphinx/templates/contributing/development/compiling/index.pot index 1757217f9a..f39e507cad 100644 --- a/sphinx/templates/contributing/development/compiling/index.pot +++ b/sphinx/templates/contributing/development/compiling/index.pot @@ -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 \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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/compiling/introduction_to_the_buildsystem.pot b/sphinx/templates/contributing/development/compiling/introduction_to_the_buildsystem.pot index ce2650d09f..f8d191b0aa 100644 --- a/sphinx/templates/contributing/development/compiling/introduction_to_the_buildsystem.pot +++ b/sphinx/templates/contributing/development/compiling/introduction_to_the_buildsystem.pot @@ -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 \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 ` 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 ` 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 `` 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 ``, where ```` 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 `__ 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 `__. 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 `__." 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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/compiling/optimizing_for_size.pot b/sphinx/templates/contributing/development/compiling/optimizing_for_size.pot index af80138f8e..4e58bfda45 100644 --- a/sphinx/templates/contributing/development/compiling/optimizing_for_size.pot +++ b/sphinx/templates/contributing/development/compiling/optimizing_for_size.pot @@ -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 \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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/configuring_an_ide/android_studio.pot b/sphinx/templates/contributing/development/configuring_an_ide/android_studio.pot index 0a87aabef1..81dec9f476 100644 --- a/sphinx/templates/contributing/development/configuring_an_ide/android_studio.pot +++ b/sphinx/templates/contributing/development/configuring_an_ide/android_studio.pot @@ -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 \n" @@ -51,7 +51,7 @@ msgstr "" msgid "The project is organized using `Android Studio's modules `_:" 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 `_." 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 `_." 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 (``/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 `_." 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 `__." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/configuring_an_ide/clion.pot b/sphinx/templates/contributing/development/configuring_an_ide/clion.pot index 003506a9a0..51dc6881ab 100644 --- a/sphinx/templates/contributing/development/configuring_an_ide/clion.pot +++ b/sphinx/templates/contributing/development/configuring_an_ide/clion.pot @@ -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 \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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/configuring_an_ide/code_blocks.pot b/sphinx/templates/contributing/development/configuring_an_ide/code_blocks.pot index 7585aae5db..6cbeb0ad83 100644 --- a/sphinx/templates/contributing/development/configuring_an_ide/code_blocks.pot +++ b/sphinx/templates/contributing/development/configuring_an_ide/code_blocks.pot @@ -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 \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 `__." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/configuring_an_ide/index.pot b/sphinx/templates/contributing/development/configuring_an_ide/index.pot index eb08f9ec6c..0107b0ace9 100644 --- a/sphinx/templates/contributing/development/configuring_an_ide/index.pot +++ b/sphinx/templates/contributing/development/configuring_an_ide/index.pot @@ -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 \n" @@ -34,7 +34,3 @@ msgstr "" #: ../../docs/contributing/development/configuring_an_ide/index.rst:31 msgid "If your editor supports the `language server protocol `__, you can use `clangd `__ for completion, diagnostics, and more. You can generate a compilation database for use with clangd one of two ways:" msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/configuring_an_ide/kdevelop.pot b/sphinx/templates/contributing/development/configuring_an_ide/kdevelop.pot index 0c76eaf310..e52aeafb1e 100644 --- a/sphinx/templates/contributing/development/configuring_an_ide/kdevelop.pot +++ b/sphinx/templates/contributing/development/configuring_an_ide/kdevelop.pot @@ -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 \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 `__." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/configuring_an_ide/qt_creator.pot b/sphinx/templates/contributing/development/configuring_an_ide/qt_creator.pot index 653439f835..a3acea1d15 100644 --- a/sphinx/templates/contributing/development/configuring_an_ide/qt_creator.pot +++ b/sphinx/templates/contributing/development/configuring_an_ide/qt_creator.pot @@ -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 \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 `__." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/configuring_an_ide/rider.pot b/sphinx/templates/contributing/development/configuring_an_ide/rider.pot index 37543cb4e7..3b37bf14b2 100644 --- a/sphinx/templates/contributing/development/configuring_an_ide/rider.pot +++ b/sphinx/templates/contributing/development/configuring_an_ide/rider.pot @@ -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 \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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/configuring_an_ide/visual_studio.pot b/sphinx/templates/contributing/development/configuring_an_ide/visual_studio.pot index ddd434506e..044d325d0f 100644 --- a/sphinx/templates/contributing/development/configuring_an_ide/visual_studio.pot +++ b/sphinx/templates/contributing/development/configuring_an_ide/visual_studio.pot @@ -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 \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 `__." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/configuring_an_ide/visual_studio_code.pot b/sphinx/templates/contributing/development/configuring_an_ide/visual_studio_code.pot index ea001380c2..7db310ccd5 100644 --- a/sphinx/templates/contributing/development/configuring_an_ide/visual_studio_code.pot +++ b/sphinx/templates/contributing/development/configuring_an_ide/visual_studio_code.pot @@ -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 \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 `_ 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 `__." 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 `__." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/configuring_an_ide/xcode.pot b/sphinx/templates/contributing/development/configuring_an_ide/xcode.pot index 9dcfb269e1..25fe6e45b8 100644 --- a/sphinx/templates/contributing/development/configuring_an_ide/xcode.pot +++ b/sphinx/templates/contributing/development/configuring_an_ide/xcode.pot @@ -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 \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 `__." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/core_and_modules/2d_coordinate_systems.pot b/sphinx/templates/contributing/development/core_and_modules/2d_coordinate_systems.pot index 3c7308b8d2..3ab170ba20 100644 --- a/sphinx/templates/contributing/development/core_and_modules/2d_coordinate_systems.pot +++ b/sphinx/templates/contributing/development/core_and_modules/2d_coordinate_systems.pot @@ -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 \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 `." 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 `." 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 `." 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 ` 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 ` 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 ` and the *CanvasLayer's* :ref:`follow viewport scale ` and can be used, if :ref:`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 ` 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 ` 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 `. 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 ` as described in :ref:`doc_multiple_resolutions`, but can also be manually set on *SubViewports* by means of :ref:`size ` and :ref:`size_2d_override `. It's :ref:`translation `, :ref:`rotation ` and :ref:`skew ` are the default values and it can only have non-default :ref:`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 ` 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 ` 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 ` together with :ref:`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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/core_and_modules/binding_to_external_libraries.pot b/sphinx/templates/contributing/development/core_and_modules/binding_to_external_libraries.pot index 65e925867c..cba33c1c84 100644 --- a/sphinx/templates/contributing/development/core_and_modules/binding_to_external_libraries.pot +++ b/sphinx/templates/contributing/development/core_and_modules/binding_to_external_libraries.pot @@ -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 \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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/core_and_modules/common_engine_methods_and_macros.pot b/sphinx/templates/contributing/development/core_and_modules/common_engine_methods_and_macros.pot index 9ef5ec0db1..e62a083c2f 100644 --- a/sphinx/templates/contributing/development/core_and_modules/common_engine_methods_and_macros.pot +++ b/sphinx/templates/contributing/development/core_and_modules/common_engine_methods_and_macros.pot @@ -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 \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 `__." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/core_and_modules/core_types.pot b/sphinx/templates/contributing/development/core_and_modules/core_types.pot index 89903e08be..d644adc0c9 100644 --- a/sphinx/templates/contributing/development/core_and_modules/core_types.pot +++ b/sphinx/templates/contributing/development/core_and_modules/core_types.pot @@ -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 \n" @@ -253,7 +253,3 @@ msgstr "" #: ../../docs/contributing/development/core_and_modules/core_types.rst:235 msgid "`core/templates/rid.h `__" msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/core_and_modules/custom_audiostreams.pot b/sphinx/templates/contributing/development/core_and_modules/custom_audiostreams.pot index 1b18190c75..25e1b16358 100644 --- a/sphinx/templates/contributing/development/core_and_modules/custom_audiostreams.pot +++ b/sphinx/templates/contributing/development/core_and_modules/custom_audiostreams.pot @@ -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 \n" @@ -107,7 +107,3 @@ msgstr "" #: ../../docs/contributing/development/core_and_modules/custom_audiostreams.rst:349 msgid "`core/math/audio_frame.h `__" msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/core_and_modules/custom_godot_servers.pot b/sphinx/templates/contributing/development/core_and_modules/custom_godot_servers.pot index 32d61f69aa..10a50dc634 100644 --- a/sphinx/templates/contributing/development/core_and_modules/custom_godot_servers.pot +++ b/sphinx/templates/contributing/development/core_and_modules/custom_godot_servers.pot @@ -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 \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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/core_and_modules/custom_modules_in_cpp.pot b/sphinx/templates/contributing/development/core_and_modules/custom_modules_in_cpp.pot index 78e999e310..c9dbe202e8 100644 --- a/sphinx/templates/contributing/development/core_and_modules/custom_modules_in_cpp.pot +++ b/sphinx/templates/contributing/development/core_and_modules/custom_modules_in_cpp.pot @@ -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 \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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/core_and_modules/custom_platform_ports.pot b/sphinx/templates/contributing/development/core_and_modules/custom_platform_ports.pot index 66e54d53ff..e6d90b7280 100644 --- a/sphinx/templates/contributing/development/core_and_modules/custom_platform_ports.pot +++ b/sphinx/templates/contributing/development/core_and_modules/custom_platform_ports.pot @@ -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 \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 ` as a reference." +msgid "If the platform is not UNIX-like, you might use the `Windows port `__ 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 `__, `OpenGL 3.3 or OpenGL ES 3.0 `__." +msgid "*If the target platform supports the graphics APIs in question:* Rendering context for `Vulkan `__, `Direct3D 12 `__ `OpenGL 3.3 or OpenGL ES 3.0 `__." 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 `__ and `controller `__." 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 `__. 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 `__ 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 `__, 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 `__ (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 `__ (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 `__ 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 `__ 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=``. 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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/core_and_modules/custom_resource_format_loaders.pot b/sphinx/templates/contributing/development/core_and_modules/custom_resource_format_loaders.pot index 0a70b9ca79..7648ea49d2 100644 --- a/sphinx/templates/contributing/development/core_and_modules/custom_resource_format_loaders.pot +++ b/sphinx/templates/contributing/development/core_and_modules/custom_resource_format_loaders.pot @@ -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 \n" @@ -140,7 +140,7 @@ msgid "`streambuf `_" +msgid "`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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/core_and_modules/godot_architecture_diagram.pot b/sphinx/templates/contributing/development/core_and_modules/godot_architecture_diagram.pot index c118a3c519..ee0da05592 100644 --- a/sphinx/templates/contributing/development/core_and_modules/godot_architecture_diagram.pot +++ b/sphinx/templates/contributing/development/core_and_modules/godot_architecture_diagram.pot @@ -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 \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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/core_and_modules/index.pot b/sphinx/templates/contributing/development/core_and_modules/index.pot index 8efab0e735..9823e96e34 100644 --- a/sphinx/templates/contributing/development/core_and_modules/index.pot +++ b/sphinx/templates/contributing/development/core_and_modules/index.pot @@ -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 \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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/core_and_modules/inheritance_class_tree.pot b/sphinx/templates/contributing/development/core_and_modules/inheritance_class_tree.pot index 11beb0b160..8e67e549f9 100644 --- a/sphinx/templates/contributing/development/core_and_modules/inheritance_class_tree.pot +++ b/sphinx/templates/contributing/development/core_and_modules/inheritance_class_tree.pot @@ -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 \n" @@ -42,7 +42,3 @@ msgstr "" #: ../../docs/contributing/development/core_and_modules/inheritance_class_tree.rst:29 msgid "Source files: :download:`class_tree.zip `." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/core_and_modules/internal_rendering_architecture.pot b/sphinx/templates/contributing/development/core_and_modules/internal_rendering_architecture.pot index 7e114fb5b3..9be4c404e9 100644 --- a/sphinx/templates/contributing/development/core_and_modules/internal_rendering_architecture.pot +++ b/sphinx/templates/contributing/development/core_and_modules/internal_rendering_architecture.pot @@ -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 \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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/core_and_modules/object_class.pot b/sphinx/templates/contributing/development/core_and_modules/object_class.pot index 311af3d1a0..521f203ed6 100644 --- a/sphinx/templates/contributing/development/core_and_modules/object_class.pot +++ b/sphinx/templates/contributing/development/core_and_modules/object_class.pot @@ -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 \n" @@ -241,7 +241,7 @@ msgid "Resources" msgstr "" #: ../../docs/contributing/development/core_and_modules/object_class.rst:277 -msgid ":ref:`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 ` 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 `__" msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/core_and_modules/scripting_development.pot b/sphinx/templates/contributing/development/core_and_modules/scripting_development.pot index 887301327f..d4bbe7af20 100644 --- a/sphinx/templates/contributing/development/core_and_modules/scripting_development.pot +++ b/sphinx/templates/contributing/development/core_and_modules/scripting_development.pot @@ -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 \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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/core_and_modules/unit_testing.pot b/sphinx/templates/contributing/development/core_and_modules/unit_testing.pot index 63094891d1..a553a49195 100644 --- a/sphinx/templates/contributing/development/core_and_modules/unit_testing.pot +++ b/sphinx/templates/contributing/development/core_and_modules/unit_testing.pot @@ -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 \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 `_ 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 `_." 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 `_." 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`." 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`." +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` 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` 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>)``" 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` 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 `_, 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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/core_and_modules/variant_class.pot b/sphinx/templates/contributing/development/core_and_modules/variant_class.pot index 983245e47f..28e5d4eb15 100644 --- a/sphinx/templates/contributing/development/core_and_modules/variant_class.pot +++ b/sphinx/templates/contributing/development/core_and_modules/variant_class.pot @@ -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 \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 `__" 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 ` is desired." +msgstr "" + +#: ../../docs/contributing/development/core_and_modules/variant_class.rst:153 msgid "`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 `__" msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/cpp_usage_guidelines.pot b/sphinx/templates/contributing/development/cpp_usage_guidelines.pot index 85057462ad..fa359841a5 100644 --- a/sphinx/templates/contributing/development/cpp_usage_guidelines.pot +++ b/sphinx/templates/contributing/development/cpp_usage_guidelines.pot @@ -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 \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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/debugging/index.pot b/sphinx/templates/contributing/development/debugging/index.pot index 6c56d9a7d0..80fd3dfdfc 100644 --- a/sphinx/templates/contributing/development/debugging/index.pot +++ b/sphinx/templates/contributing/development/debugging/index.pot @@ -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 \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 `, which cover the setup process for building and debugging with your particular editor." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/debugging/macos_debug.pot b/sphinx/templates/contributing/development/debugging/macos_debug.pot index 64e2ec4735..307906d819 100644 --- a/sphinx/templates/contributing/development/debugging/macos_debug.pot +++ b/sphinx/templates/contributing/development/debugging/macos_debug.pot @@ -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 \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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/debugging/using_cpp_profilers.pot b/sphinx/templates/contributing/development/debugging/using_cpp_profilers.pot index e16327bec9..22dffba699 100644 --- a/sphinx/templates/contributing/development/debugging/using_cpp_profilers.pot +++ b/sphinx/templates/contributing/development/debugging/using_cpp_profilers.pot @@ -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 \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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/debugging/using_sanitizers.pot b/sphinx/templates/contributing/development/debugging/using_sanitizers.pot index 5865bcfcc5..9a04340e21 100644 --- a/sphinx/templates/contributing/development/debugging/using_sanitizers.pot +++ b/sphinx/templates/contributing/development/debugging/using_sanitizers.pot @@ -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 \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 `__. 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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/debugging/vulkan/index.pot b/sphinx/templates/contributing/development/debugging/vulkan/index.pot index 773aa3a3a4..47b35da2a7 100644 --- a/sphinx/templates/contributing/development/debugging/vulkan/index.pot +++ b/sphinx/templates/contributing/development/debugging/vulkan/index.pot @@ -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 \n" @@ -18,7 +18,3 @@ msgstr "" #: ../../docs/contributing/development/debugging/vulkan/index.rst:4 msgid "Vulkan" msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/debugging/vulkan/vulkan_validation_layers.pot b/sphinx/templates/contributing/development/debugging/vulkan/vulkan_validation_layers.pot index f650b970aa..a4c248b61e 100644 --- a/sphinx/templates/contributing/development/debugging/vulkan/vulkan_validation_layers.pot +++ b/sphinx/templates/contributing/development/debugging/vulkan/vulkan_validation_layers.pot @@ -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 \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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/editor/creating_icons.pot b/sphinx/templates/contributing/development/editor/creating_icons.pot index f1ff17262f..30262fcdbc 100644 --- a/sphinx/templates/contributing/development/editor/creating_icons.pot +++ b/sphinx/templates/contributing/development/editor/creating_icons.pot @@ -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 \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 ` runs, it automatically optimizes the SVG using `svgo `_." msgstr "" -#: ../../docs/contributing/development/editor/creating_icons.rst:53 -msgid "Install `svgcleaner `__ by downloading a binary from its `Releases tab `__ 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`." 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 `__" msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/editor/editor_style_guide.pot b/sphinx/templates/contributing/development/editor/editor_style_guide.pot index 1827db20fa..4d2553a140 100644 --- a/sphinx/templates/contributing/development/editor/editor_style_guide.pot +++ b/sphinx/templates/contributing/development/editor/editor_style_guide.pot @@ -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 \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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/editor/index.pot b/sphinx/templates/contributing/development/editor/index.pot index 327fcabef0..b1c55f50c9 100644 --- a/sphinx/templates/contributing/development/editor/index.pot +++ b/sphinx/templates/contributing/development/editor/index.pot @@ -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 \n" @@ -18,7 +18,3 @@ msgstr "" #: ../../docs/contributing/development/editor/index.rst:4 msgid "Editor development" msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/editor/introduction_to_editor_development.pot b/sphinx/templates/contributing/development/editor/introduction_to_editor_development.pot index a7a81117fd..86c25f9aac 100644 --- a/sphinx/templates/contributing/development/editor/introduction_to_editor_development.pot +++ b/sphinx/templates/contributing/development/editor/introduction_to_editor_development.pot @@ -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 \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 ` after compiling the editor. This way, you don't have to go through the Project Manager every time you start Godot." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/file_formats/gdscript_grammar.pot b/sphinx/templates/contributing/development/file_formats/gdscript_grammar.pot index d0b4baa62a..b8f21a927b 100644 --- a/sphinx/templates/contributing/development/file_formats/gdscript_grammar.pot +++ b/sphinx/templates/contributing/development/file_formats/gdscript_grammar.pot @@ -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 \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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/file_formats/index.pot b/sphinx/templates/contributing/development/file_formats/index.pot index afa4dcc22e..9228b62add 100644 --- a/sphinx/templates/contributing/development/file_formats/index.pot +++ b/sphinx/templates/contributing/development/file_formats/index.pot @@ -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 \n" @@ -18,7 +18,3 @@ msgstr "" #: ../../docs/contributing/development/file_formats/index.rst:4 msgid "Godot file formats" msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/file_formats/tscn.pot b/sphinx/templates/contributing/development/file_formats/tscn.pot index 1686c9147c..ebf11c5e3a 100644 --- a/sphinx/templates/contributing/development/file_formats/tscn.pot +++ b/sphinx/templates/contributing/development/file_formats/tscn.pot @@ -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 \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// = 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// = 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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/handling_compatibility_breakages.pot b/sphinx/templates/contributing/development/handling_compatibility_breakages.pot index a464fe69df..3815cea7c2 100644 --- a/sphinx/templates/contributing/development/handling_compatibility_breakages.pot +++ b/sphinx/templates/contributing/development/handling_compatibility_breakages.pot @@ -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 \n" @@ -74,7 +74,3 @@ msgstr "" #: ../../docs/contributing/development/handling_compatibility_breakages.rst:141 msgid "For more information, see `pull request #76446 `_." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/development/index.pot b/sphinx/templates/contributing/development/index.pot index 9717827ab2..2ea2233e97 100644 --- a/sphinx/templates/contributing/development/index.pot +++ b/sphinx/templates/contributing/development/index.pot @@ -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 \n" @@ -34,7 +34,3 @@ msgstr "" #: ../../docs/contributing/development/index.rst:36 msgid "Engine architecture" msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/documentation/building_the_manual.pot b/sphinx/templates/contributing/documentation/building_the_manual.pot index 227ac1688e..0406cb0b96 100644 --- a/sphinx/templates/contributing/documentation/building_the_manual.pot +++ b/sphinx/templates/contributing/documentation/building_the_manual.pot @@ -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 \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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/documentation/class_reference_primer.pot b/sphinx/templates/contributing/documentation/class_reference_primer.pot index 1ca8ce9383..5960defc44 100644 --- a/sphinx/templates/contributing/documentation/class_reference_primer.pot +++ b/sphinx/templates/contributing/documentation/class_reference_primer.pot @@ -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 \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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/documentation/content_guidelines.pot b/sphinx/templates/contributing/documentation/content_guidelines.pot index bd05bd4ad4..a1c0174aa9 100644 --- a/sphinx/templates/contributing/documentation/content_guidelines.pot +++ b/sphinx/templates/contributing/documentation/content_guidelines.pot @@ -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 \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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/documentation/contributing_to_the_documentation.pot b/sphinx/templates/contributing/documentation/contributing_to_the_documentation.pot index 9d81ea0af1..4b7ce129f4 100644 --- a/sphinx/templates/contributing/documentation/contributing_to_the_documentation.pot +++ b/sphinx/templates/contributing/documentation/contributing_to_the_documentation.pot @@ -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 \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 `__. 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 `_ 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 `_ 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 `__ and the `official reference `__ 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 `__ for more details. To learn how to use Sphinx directives like ``.. note::`` or ``.. seealso::``, check out the `Sphinx directives documentation `__." 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 ` 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) `_, 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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/documentation/docs_image_guidelines.pot b/sphinx/templates/contributing/documentation/docs_image_guidelines.pot index 266484b6e1..ec6a12a708 100644 --- a/sphinx/templates/contributing/documentation/docs_image_guidelines.pot +++ b/sphinx/templates/contributing/documentation/docs_image_guidelines.pot @@ -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 \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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/documentation/docs_writing_guidelines.pot b/sphinx/templates/contributing/documentation/docs_writing_guidelines.pot index aac3ed70fb..37b261e3d5 100644 --- a/sphinx/templates/contributing/documentation/docs_writing_guidelines.pot +++ b/sphinx/templates/contributing/documentation/docs_writing_guidelines.pot @@ -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 \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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/documentation/editor_and_docs_localization.pot b/sphinx/templates/contributing/documentation/editor_and_docs_localization.pot index 90cf9bc7e6..5d08a13269 100644 --- a/sphinx/templates/contributing/documentation/editor_and_docs_localization.pot +++ b/sphinx/templates/contributing/documentation/editor_and_docs_localization.pot @@ -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 \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 `." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/documentation/index.pot b/sphinx/templates/contributing/documentation/index.pot index 766cb05fea..d7d116e152 100644 --- a/sphinx/templates/contributing/documentation/index.pot +++ b/sphinx/templates/contributing/documentation/index.pot @@ -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 \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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/documentation/updating_the_class_reference.pot b/sphinx/templates/contributing/documentation/updating_the_class_reference.pot index 690dcd21a5..bfb56eddd1 100644 --- a/sphinx/templates/contributing/documentation/updating_the_class_reference.pot +++ b/sphinx/templates/contributing/documentation/updating_the_class_reference.pot @@ -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 \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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/how_to_contribute.pot b/sphinx/templates/contributing/how_to_contribute.pot index c26b83c026..1574f14905 100644 --- a/sphinx/templates/contributing/how_to_contribute.pot +++ b/sphinx/templates/contributing/how_to_contribute.pot @@ -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 \n" @@ -36,11 +36,11 @@ msgid "We created the non-profit `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 `_" +msgid "`Join the Development Fund `_" 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 `_ 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 `_ 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 `_ 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 `_ 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 `_ 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 `_ 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 `_ 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 `_." 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 `_, our `subreddit `_, or on `Discord `_, 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 `_ 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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/workflow/bisecting_regressions.pot b/sphinx/templates/contributing/workflow/bisecting_regressions.pot index 12dc7d16a8..09d8b38446 100644 --- a/sphinx/templates/contributing/workflow/bisecting_regressions.pot +++ b/sphinx/templates/contributing/workflow/bisecting_regressions.pot @@ -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 \n" @@ -146,7 +146,3 @@ msgstr "" #: ../../docs/contributing/workflow/bisecting_regressions.rst:198 msgid "You can read the full documentation on ``git bisect`` `here `__." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/workflow/bug_triage_guidelines.pot b/sphinx/templates/contributing/workflow/bug_triage_guidelines.pot index f418ae5945..c4eab42d59 100644 --- a/sphinx/templates/contributing/workflow/bug_triage_guidelines.pot +++ b/sphinx/templates/contributing/workflow/bug_triage_guidelines.pot @@ -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 \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 `__ 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 `_ 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 `_ 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 `__ 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 `__ 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 `_." 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 `__, we use the following labels:" +#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:160 +msgid "In the `documentation repository `__, we use the following `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 `_ 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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/workflow/first_steps.pot b/sphinx/templates/contributing/workflow/first_steps.pot index f15c50efb5..e20384c7ee 100644 --- a/sphinx/templates/contributing/workflow/first_steps.pot +++ b/sphinx/templates/contributing/workflow/first_steps.pot @@ -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 \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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/workflow/index.pot b/sphinx/templates/contributing/workflow/index.pot index 52253cb31f..18f32e4cb5 100644 --- a/sphinx/templates/contributing/workflow/index.pot +++ b/sphinx/templates/contributing/workflow/index.pot @@ -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 \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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/workflow/pr_review_guidelines.pot b/sphinx/templates/contributing/workflow/pr_review_guidelines.pot index ed7bc8f700..2fc948183f 100644 --- a/sphinx/templates/contributing/workflow/pr_review_guidelines.pot +++ b/sphinx/templates/contributing/workflow/pr_review_guidelines.pot @@ -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 \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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/workflow/pr_workflow.pot b/sphinx/templates/contributing/workflow/pr_workflow.pot index 9c92614aa0..f93419b699 100644 --- a/sphinx/templates/contributing/workflow/pr_workflow.pot +++ b/sphinx/templates/contributing/workflow/pr_workflow.pot @@ -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 \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 ` 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 `` or ``git reset --hard /`` (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 -- `` 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 `` 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 `` 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 `_." 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 `_ 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 `_ 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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/contributing/workflow/testing_pull_requests.pot b/sphinx/templates/contributing/workflow/testing_pull_requests.pot index dcc6daf297..0c1acbe7b8 100644 --- a/sphinx/templates/contributing/workflow/testing_pull_requests.pot +++ b/sphinx/templates/contributing/workflow/testing_pull_requests.pot @@ -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 \n" @@ -135,7 +135,3 @@ msgstr "" #: ../../docs/contributing/workflow/testing_pull_requests.rst:137 msgid "And follow the :ref:`compiling ` instructions for your operating system." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/getting_started/first_2d_game/01.project_setup.pot b/sphinx/templates/getting_started/first_2d_game/01.project_setup.pot index f265bf76a5..0bfa3b63c3 100644 --- a/sphinx/templates/getting_started/first_2d_game/01.project_setup.pot +++ b/sphinx/templates/getting_started/first_2d_game/01.project_setup.pot @@ -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 \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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/getting_started/first_2d_game/02.player_scene.pot b/sphinx/templates/getting_started/first_2d_game/02.player_scene.pot index 4c1175cc44..a25ea64968 100644 --- a/sphinx/templates/getting_started/first_2d_game/02.player_scene.pot +++ b/sphinx/templates/getting_started/first_2d_game/02.player_scene.pot @@ -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 \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 sprite’s 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 `. 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 ` 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 `. 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 ` 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 ` 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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/getting_started/first_2d_game/03.coding_the_player.pot b/sphinx/templates/getting_started/first_2d_game/03.coding_the_player.pot index bb8f3dc966..cd5d20c69f 100644 --- a/sphinx/templates/getting_started/first_2d_game/03.coding_the_player.pot +++ b/sphinx/templates/getting_started/first_2d_game/03.coding_the_player.pot @@ -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 \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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/getting_started/first_2d_game/04.creating_the_enemy.pot b/sphinx/templates/getting_started/first_2d_game/04.creating_the_enemy.pot index c0f7582101..0858771c1f 100644 --- a/sphinx/templates/getting_started/first_2d_game/04.creating_the_enemy.pot +++ b/sphinx/templates/getting_started/first_2d_game/04.creating_the_enemy.pot @@ -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 \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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/getting_started/first_2d_game/05.the_main_game_scene.pot b/sphinx/templates/getting_started/first_2d_game/05.the_main_game_scene.pot index b736327705..f3c398cd13 100644 --- a/sphinx/templates/getting_started/first_2d_game/05.the_main_game_scene.pot +++ b/sphinx/templates/getting_started/first_2d_game/05.the_main_game_scene.pot @@ -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 \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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/getting_started/first_2d_game/06.heads_up_display.pot b/sphinx/templates/getting_started/first_2d_game/06.heads_up_display.pot index 8455c36688..6024320c49 100644 --- a/sphinx/templates/getting_started/first_2d_game/06.heads_up_display.pot +++ b/sphinx/templates/getting_started/first_2d_game/06.heads_up_display.pot @@ -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 \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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/getting_started/first_2d_game/07.finishing-up.pot b/sphinx/templates/getting_started/first_2d_game/07.finishing-up.pot index 1e77c4f15a..85702aa3da 100644 --- a/sphinx/templates/getting_started/first_2d_game/07.finishing-up.pot +++ b/sphinx/templates/getting_started/first_2d_game/07.finishing-up.pot @@ -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 \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 ` 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 ` 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/: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 "" diff --git a/sphinx/templates/getting_started/first_2d_game/index.pot b/sphinx/templates/getting_started/first_2d_game/index.pot index 36eb5052c5..e9703ed382 100644 --- a/sphinx/templates/getting_started/first_2d_game/index.pot +++ b/sphinx/templates/getting_started/first_2d_game/index.pot @@ -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 \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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/getting_started/first_3d_game/01.game_setup.pot b/sphinx/templates/getting_started/first_3d_game/01.game_setup.pot index d83dc0b59a..7d3aa1f5b7 100644 --- a/sphinx/templates/getting_started/first_3d_game/01.game_setup.pot +++ b/sphinx/templates/getting_started/first_3d_game/01.game_setup.pot @@ -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 \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 ` 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 ` nodes. They require :ref:`CollisionShape3D ` child nodes to define the collision area. With the ``Main`` node selected, add a :ref:`StaticBody3D ` node, then a :ref:`CollisionShape3D `. Rename the :ref:`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 ` 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 ` node, head to the *Inspector* and click the ** 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 ` 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 ` 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 ` 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 `." 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 ` 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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/getting_started/first_3d_game/02.player_input.pot b/sphinx/templates/getting_started/first_3d_game/02.player_input.pot index b0d9f0411e..4e3a547243 100644 --- a/sphinx/templates/getting_started/first_3d_game/02.player_input.pot +++ b/sphinx/templates/getting_started/first_3d_game/02.player_input.pot @@ -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 \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 `__ 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 `__ 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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/getting_started/first_3d_game/03.player_movement_code.pot b/sphinx/templates/getting_started/first_3d_game/03.player_movement_code.pot index b7c5f3b1db..1ba3bb0376 100644 --- a/sphinx/templates/getting_started/first_3d_game/03.player_movement_code.pot +++ b/sphinx/templates/getting_started/first_3d_game/03.player_movement_code.pot @@ -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 \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/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/getting_started/first_3d_game/04.mob_scene.pot b/sphinx/templates/getting_started/first_3d_game/04.mob_scene.pot index 9b4baf8ecf..2a68820409 100644 --- a/sphinx/templates/getting_started/first_3d_game/04.mob_scene.pot +++ b/sphinx/templates/getting_started/first_3d_game/04.mob_scene.pot @@ -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 \n" @@ -39,7 +39,6 @@ msgstr "" msgid "|image0|" msgstr "" -#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:334 #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:334 msgid "image0" msgstr "" @@ -52,7 +51,6 @@ msgstr "" msgid "|image1|" msgstr "" -#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:335 #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:335 msgid "image1" msgstr "" @@ -65,7 +63,6 @@ msgstr "" msgid "|image2|" msgstr "" -#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:336 #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:336 msgid "image2" msgstr "" @@ -86,7 +83,6 @@ msgstr "" msgid "|image4|" msgstr "" -#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:337 #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:337 msgid "image4" msgstr "" @@ -123,7 +119,6 @@ msgstr "" msgid "|image5|" msgstr "" -#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:338 #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:338 msgid "image5" msgstr "" @@ -136,7 +131,6 @@ msgstr "" msgid "|image6|" msgstr "" -#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:339 #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:339 msgid "image6" msgstr "" @@ -157,7 +151,6 @@ msgstr "" msgid "|image7|" msgstr "" -#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:340 #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:340 msgid "image7" msgstr "" @@ -202,7 +195,6 @@ msgstr "" msgid "|image8|" msgstr "" -#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:341 #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:341 msgid "image8" msgstr "" @@ -215,7 +207,6 @@ msgstr "" msgid "|image9|" msgstr "" -#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:342 #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:342 msgid "image9" msgstr "" @@ -228,7 +219,6 @@ msgstr "" msgid "|image10|" msgstr "" -#: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:343 #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:343 msgid "image10" msgstr "" @@ -244,7 +234,3 @@ msgstr "" #: ../../docs/getting_started/first_3d_game/04.mob_scene.rst:255 msgid "Here is the complete ``mob.gd`` script for reference." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/getting_started/first_3d_game/05.spawning_mobs.pot b/sphinx/templates/getting_started/first_3d_game/05.spawning_mobs.pot index b67106b4fe..dec55b129b 100644 --- a/sphinx/templates/getting_started/first_3d_game/05.spawning_mobs.pot +++ b/sphinx/templates/getting_started/first_3d_game/05.spawning_mobs.pot @@ -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 \n" @@ -27,7 +27,6 @@ msgstr "" msgid "|image0|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:348 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:348 msgid "image0" msgstr "" @@ -48,7 +47,6 @@ msgstr "" msgid "|image1|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:349 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:349 msgid "image1" msgstr "" @@ -65,7 +63,6 @@ msgstr "" msgid "|image2|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:350 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:350 msgid "image2" msgstr "" @@ -90,7 +87,6 @@ msgstr "" msgid "|image3|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:351 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:351 msgid "image3" msgstr "" @@ -107,7 +103,6 @@ msgstr "" msgid "|image4|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:352 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:352 msgid "image4" msgstr "" @@ -120,7 +115,6 @@ msgstr "" msgid "|image5|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:353 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:353 msgid "image5" msgstr "" @@ -133,7 +127,6 @@ msgstr "" msgid "|image6|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:354 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:354 msgid "image6" msgstr "" @@ -146,7 +139,6 @@ msgstr "" msgid "|image7|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:355 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:355 msgid "image7" msgstr "" @@ -159,7 +151,6 @@ msgstr "" msgid "|image8|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:356 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:356 msgid "image8" msgstr "" @@ -172,7 +163,6 @@ msgstr "" msgid "|image9|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:357 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:357 msgid "image9" msgstr "" @@ -189,7 +179,6 @@ msgstr "" msgid "|image10|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:358 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:358 msgid "image10" msgstr "" @@ -202,7 +191,6 @@ msgstr "" msgid "|image11|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:359 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:359 msgid "image11" msgstr "" @@ -223,7 +211,6 @@ msgstr "" msgid "|image12|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:360 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:360 msgid "image12" msgstr "" @@ -236,7 +223,6 @@ msgstr "" msgid "|image13|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:361 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:361 msgid "image13" msgstr "" @@ -257,7 +243,6 @@ msgstr "" msgid "|image14|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:362 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:362 msgid "image14" msgstr "" @@ -270,7 +255,6 @@ msgstr "" msgid "|image15|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:363 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:363 msgid "image15" msgstr "" @@ -283,7 +267,6 @@ msgstr "" msgid "|image16|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:364 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:364 msgid "image16" msgstr "" @@ -300,7 +283,6 @@ msgstr "" msgid "|image17|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:365 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:365 msgid "image17" msgstr "" @@ -313,7 +295,6 @@ msgstr "" msgid "|image18|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:366 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:366 msgid "image18" msgstr "" @@ -326,7 +307,6 @@ msgstr "" msgid "|image19|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:367 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:367 msgid "image19" msgstr "" @@ -359,7 +339,6 @@ msgstr "" msgid "|image20|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:368 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:368 msgid "image20" msgstr "" @@ -372,7 +351,6 @@ msgstr "" msgid "|image21|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:369 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:369 msgid "image21" msgstr "" @@ -385,7 +363,6 @@ msgstr "" msgid "|image22|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:370 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:370 msgid "image22" msgstr "" @@ -402,7 +379,6 @@ msgstr "" msgid "|image23|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:371 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:371 msgid "image23" msgstr "" @@ -415,7 +391,6 @@ msgstr "" msgid "|image24|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:372 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:372 msgid "image24" msgstr "" @@ -472,7 +447,6 @@ msgstr "" msgid "|image25|" msgstr "" -#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:373 #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:373 msgid "image25" msgstr "" @@ -480,7 +454,3 @@ msgstr "" #: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:345 msgid "For now, they bump and slide against one another when their paths cross. We'll address this in the next part." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/getting_started/first_3d_game/06.jump_and_squash.pot b/sphinx/templates/getting_started/first_3d_game/06.jump_and_squash.pot index 9933ad76d1..78dcdabeff 100644 --- a/sphinx/templates/getting_started/first_3d_game/06.jump_and_squash.pot +++ b/sphinx/templates/getting_started/first_3d_game/06.jump_and_squash.pot @@ -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 \n" @@ -67,7 +67,6 @@ msgstr "" msgid "|image0|" msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:366 #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:366 msgid "image0" msgstr "" @@ -80,7 +79,6 @@ msgstr "" msgid "|image1|" msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:367 #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:367 msgid "image1" msgstr "" @@ -101,7 +99,6 @@ msgstr "" msgid "|image2|" msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:368 #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:368 msgid "image2" msgstr "" @@ -114,7 +111,6 @@ msgstr "" msgid "|image3|" msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:369 #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:369 msgid "image3" msgstr "" @@ -131,7 +127,6 @@ msgstr "" msgid "|image4|" msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:370 #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:370 msgid "image4" msgstr "" @@ -148,7 +143,6 @@ msgstr "" msgid "|image5|" msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:371 #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:371 msgid "image5" msgstr "" @@ -165,7 +159,6 @@ msgstr "" msgid "|image6|" msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:372 #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:372 msgid "image6" msgstr "" @@ -234,7 +227,6 @@ msgstr "" msgid "|image7|" msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:373 #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:373 msgid "image7" msgstr "" @@ -247,7 +239,6 @@ msgstr "" msgid "|image8|" msgstr "" -#: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:374 #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:374 msgid "image8" msgstr "" @@ -331,7 +322,3 @@ msgstr "" #: ../../docs/getting_started/first_3d_game/06.jump_and_squash.rst:364 msgid "However, the player won't die yet. We'll work on that in the next part." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/getting_started/first_3d_game/07.killing_player.pot b/sphinx/templates/getting_started/first_3d_game/07.killing_player.pot index 2b4677500a..62f5a9a580 100644 --- a/sphinx/templates/getting_started/first_3d_game/07.killing_player.pot +++ b/sphinx/templates/getting_started/first_3d_game/07.killing_player.pot @@ -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 \n" @@ -39,7 +39,6 @@ msgstr "" msgid "|image0|" msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:512 #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:512 msgid "image0" msgstr "" @@ -52,7 +51,6 @@ msgstr "" msgid "|image1|" msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:513 #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:513 msgid "image1" msgstr "" @@ -65,7 +63,6 @@ msgstr "" msgid "|image2|" msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:514 #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:514 msgid "image2" msgstr "" @@ -86,7 +83,6 @@ msgstr "" msgid "|image3|" msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:515 #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:515 msgid "image3" msgstr "" @@ -99,7 +95,6 @@ msgstr "" msgid "|image4|" msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:516 #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:516 msgid "image4" msgstr "" @@ -128,7 +123,6 @@ msgstr "" msgid "|image5|" msgstr "" -#: ../../docs/getting_started/first_3d_game/07.killing_player.rst:517 #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:517 msgid "image5" msgstr "" @@ -150,7 +144,7 @@ msgid "Also note that the enemy colliding with the player and dying depends on t msgstr "" #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:141 -msgid "You can pat yourself in the back: you prototyped a complete 3D game, even if it's still a bit rough." +msgid "You can pat yourself on the back: you prototyped a complete 3D game, even if it's still a bit rough." msgstr "" #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:144 @@ -180,7 +174,3 @@ msgstr "" #: ../../docs/getting_started/first_3d_game/07.killing_player.rst:510 msgid "See you in the next lesson to add the score and the retry option." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/getting_started/first_3d_game/08.score_and_replay.pot b/sphinx/templates/getting_started/first_3d_game/08.score_and_replay.pot index 5197e69fb2..ab55718766 100644 --- a/sphinx/templates/getting_started/first_3d_game/08.score_and_replay.pot +++ b/sphinx/templates/getting_started/first_3d_game/08.score_and_replay.pot @@ -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 \n" @@ -39,7 +39,6 @@ msgstr "" msgid "|image1|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:449 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:449 msgid "image1" msgstr "" @@ -52,7 +51,6 @@ msgstr "" msgid "|image2|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:450 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:450 msgid "image2" msgstr "" @@ -69,7 +67,6 @@ msgstr "" msgid "|image3|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:451 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:451 msgid "image3" msgstr "" @@ -82,7 +79,6 @@ msgstr "" msgid "|image4|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:452 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:452 msgid "image4" msgstr "" @@ -103,7 +99,6 @@ msgstr "" msgid "|image5|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:453 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:453 msgid "image5" msgstr "" @@ -116,7 +111,6 @@ msgstr "" msgid "|image6|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:454 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:454 msgid "image6" msgstr "" @@ -145,7 +139,6 @@ msgstr "" msgid "|image7|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:455 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:455 msgid "image7" msgstr "" @@ -174,7 +167,6 @@ msgstr "" msgid "|image8|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:456 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:456 msgid "image8" msgstr "" @@ -215,7 +207,6 @@ msgstr "" msgid "|image9|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:457 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:457 msgid "image9" msgstr "" @@ -244,7 +235,6 @@ msgstr "" msgid "|image10|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:458 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:458 msgid "image10" msgstr "" @@ -257,7 +247,6 @@ msgstr "" msgid "|image11|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:459 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:459 msgid "image11" msgstr "" @@ -270,7 +259,6 @@ msgstr "" msgid "|image12|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:460 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:460 msgid "image12" msgstr "" @@ -291,7 +279,6 @@ msgstr "" msgid "|image13|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:461 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:461 msgid "image13" msgstr "" @@ -304,7 +291,6 @@ msgstr "" msgid "|image14|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:462 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:462 msgid "image14" msgstr "" @@ -361,7 +347,6 @@ msgstr "" msgid "|image15|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:463 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:463 msgid "image15" msgstr "" @@ -374,7 +359,6 @@ msgstr "" msgid "|image16|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:464 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:464 msgid "image16" msgstr "" @@ -387,7 +371,6 @@ msgstr "" msgid "|image17|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:465 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:465 msgid "image17" msgstr "" @@ -397,7 +380,7 @@ msgid "Save the scene as ``music_player.tscn``." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:326 -msgid "We have to register it as an autoload. Head to the *Project -> Project Settings…* menu and click on the *Autoload* tab." +msgid "We have to register it as an autoload. Head to the *Project -> Project Settings…* menu and click on the *Globals -> Autoload* tab." msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:329 @@ -408,7 +391,6 @@ msgstr "" msgid "|image18|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:466 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:466 msgid "image18" msgstr "" @@ -425,7 +407,6 @@ msgstr "" msgid "|image19|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:467 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:467 msgid "image19" msgstr "" @@ -438,7 +419,6 @@ msgstr "" msgid "|image20|" msgstr "" -#: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:468 #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:468 msgid "image20" msgstr "" @@ -454,7 +434,3 @@ msgstr "" #: ../../docs/getting_started/first_3d_game/08.score_and_replay.rst:356 msgid "Here is the complete ``main.gd`` script for reference." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/getting_started/first_3d_game/09.adding_animations.pot b/sphinx/templates/getting_started/first_3d_game/09.adding_animations.pot index 098278c4d3..81ce472950 100644 --- a/sphinx/templates/getting_started/first_3d_game/09.adding_animations.pot +++ b/sphinx/templates/getting_started/first_3d_game/09.adding_animations.pot @@ -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 \n" @@ -27,7 +27,6 @@ msgstr "" msgid "|image0|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:616 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:616 msgid "image0" msgstr "" @@ -56,7 +55,6 @@ msgstr "" msgid "|image1|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:617 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:617 msgid "image1" msgstr "" @@ -73,7 +71,6 @@ msgstr "" msgid "|image2|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:618 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:618 msgid "image2" msgstr "" @@ -86,7 +83,6 @@ msgstr "" msgid "|image3|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:619 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:619 msgid "image3" msgstr "" @@ -99,7 +95,6 @@ msgstr "" msgid "|image4|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:620 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:620 msgid "image4" msgstr "" @@ -112,8 +107,6 @@ msgstr "" msgid "To do so, you can click the autoplay button (|Autoplay|) in the animation toolbar and the looping arrows, respectively." msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:642 -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:642 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:642 msgid "Autoplay" msgstr "" @@ -122,7 +115,6 @@ msgstr "" msgid "|image5|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:621 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:621 msgid "image5" msgstr "" @@ -135,7 +127,6 @@ msgstr "" msgid "|image6|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:622 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:622 msgid "image6" msgstr "" @@ -148,7 +139,6 @@ msgstr "" msgid "|image7|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:623 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:623 msgid "image7" msgstr "" @@ -161,7 +151,6 @@ msgstr "" msgid "|image8|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:624 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:624 msgid "image8" msgstr "" @@ -174,7 +163,6 @@ msgstr "" msgid "|image9|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:625 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:625 msgid "image9" msgstr "" @@ -199,7 +187,6 @@ msgstr "" msgid "|image10|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:626 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:626 msgid "image10" msgstr "" @@ -216,7 +203,6 @@ msgstr "" msgid "|image11|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:627 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:627 msgid "image11" msgstr "" @@ -229,7 +215,6 @@ msgstr "" msgid "|image12|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:628 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:628 msgid "image12" msgstr "" @@ -242,7 +227,6 @@ msgstr "" msgid "|timeline_05_click|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:641 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:641 msgid "timeline_05_click" msgstr "" @@ -259,7 +243,6 @@ msgstr "" msgid "|image13|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:629 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:629 msgid "image13" msgstr "" @@ -272,7 +255,6 @@ msgstr "" msgid "|second_keys_both|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:640 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:640 msgid "second_keys_both" msgstr "" @@ -285,7 +267,6 @@ msgstr "" msgid "|image14|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:630 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:630 msgid "image14" msgstr "" @@ -302,7 +283,6 @@ msgstr "" msgid "|animation_final_keyframes|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:639 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:639 msgid "animation_final_keyframes" msgstr "" @@ -315,7 +295,6 @@ msgstr "" msgid "|image15|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:631 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:631 msgid "image15" msgstr "" @@ -336,7 +315,6 @@ msgstr "" msgid "|image16|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:632 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:632 msgid "image16" msgstr "" @@ -349,7 +327,6 @@ msgstr "" msgid "|image17|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:633 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:633 msgid "image17" msgstr "" @@ -362,7 +339,6 @@ msgstr "" msgid "|image18|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:634 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:634 msgid "image18" msgstr "" @@ -379,7 +355,6 @@ msgstr "" msgid "|image19|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:635 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:635 msgid "image19" msgstr "" @@ -392,7 +367,6 @@ msgstr "" msgid "|image20|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:636 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:636 msgid "image20" msgstr "" @@ -405,7 +379,6 @@ msgstr "" msgid "|image21|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:637 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:637 msgid "image21" msgstr "" @@ -438,7 +411,6 @@ msgstr "" msgid "|image22|" msgstr "" -#: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:638 #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:638 msgid "image22" msgstr "" @@ -502,7 +474,3 @@ msgstr "" #: ../../docs/getting_started/first_3d_game/09.adding_animations.rst:517 msgid "And the *Mob*'s script." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/getting_started/first_3d_game/going_further.pot b/sphinx/templates/getting_started/first_3d_game/going_further.pot index 3707f9a9ed..11ceb5dc12 100644 --- a/sphinx/templates/getting_started/first_3d_game/going_further.pot +++ b/sphinx/templates/getting_started/first_3d_game/going_further.pot @@ -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 \n" @@ -70,7 +70,3 @@ msgstr "" #: ../../docs/getting_started/first_3d_game/going_further.rst:41 msgid "We hope you enjoyed this tutorial series, and we're looking forward to seeing what you achieve using Godot." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/getting_started/first_3d_game/index.pot b/sphinx/templates/getting_started/first_3d_game/index.pot index 3c5adc766b..cd45cfd1a0 100644 --- a/sphinx/templates/getting_started/first_3d_game/index.pot +++ b/sphinx/templates/getting_started/first_3d_game/index.pot @@ -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 \n" @@ -27,7 +27,6 @@ msgstr "" msgid "|image0|" msgstr "" -#: ../../docs/getting_started/first_3d_game/index.rst:72 #: ../../docs/getting_started/first_3d_game/index.rst:72 msgid "image0" msgstr "" @@ -87,7 +86,3 @@ msgstr "" #: ../../docs/getting_started/first_3d_game/index.rst:55 msgid "Contents" msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/getting_started/introduction/first_look_at_the_editor.pot b/sphinx/templates/getting_started/introduction/first_look_at_the_editor.pot index 70cdba012d..45aafef454 100644 --- a/sphinx/templates/getting_started/introduction/first_look_at_the_editor.pot +++ b/sphinx/templates/getting_started/introduction/first_look_at_the_editor.pot @@ -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 \n" @@ -16,8 +16,7 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:10 -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:51 -msgid "First look at Godot's editor" +msgid "First look at Godot's interface" msgstr "" #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:12 @@ -25,7 +24,7 @@ msgid "This page will give you a brief overview of Godot's interface. We're goin msgstr "" #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:15 -msgid "For a comprehensive breakdown of the editor's interface and how to use it, see the :ref:`Editor manual `." +msgid "For a comprehensive breakdown of the editor's interface and how to use it, see the :ref:`Editor manual `." msgstr "" #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:19 @@ -33,145 +32,177 @@ msgid "The Project Manager" msgstr "" #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:21 -msgid "When you launch Godot, the first window you see is the Project Manager. In the default tab **Local Projects**, you can manage existing projects, import or create new ones, and more." +msgid "When you launch Godot, the first window you see is the Project Manager. In the default tab **Projects**, you can manage existing projects, import or create new ones, and more." msgstr "" #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:27 -msgid "At the top of the window, there is another tab named \"Asset Library Projects\". The first time you go to this tab you'll see a \"Go Online\" button. For privacy reasons the Godot project manager does not access the internet by default. To change this click the \"Go Online button\", if you want to change your network mode back to \"offline\" you can do so from the project manager settings." +msgid "At the top of the window, there is another tab named **Asset Library**. The first time you go to this tab you'll see a \"Go Online\" button. For privacy reasons, the Godot project manager does not access the internet by default. To change this click the \"Go Online\" button. You can change this option later in the settings." msgstr "" -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:33 -msgid "Once your network mode is set to \"online\" you can search for demo projects in the open source asset library, which includes many projects developed by the community." +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:32 +msgid "Once your network mode is set to \"online\", you can search for demo projects in the open source asset library, which includes many projects developed by the community:" msgstr "" -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:36 -msgid "To learn the Project Manager's ins and outs, read :ref:`doc_project_manager`." +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:37 +msgid "The Project Manager's settings can be opened using the **Settings** menu:" msgstr "" #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:41 -msgid "You can also change the editor's language by going into the settings menu." +msgid "From here, you can change the editor's language (default is the system language), interface theme, display scale, network mode, and also the directory naming convention." msgstr "" -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:45 -msgid "From here use the language drop down menu to select your language. By default, it is in English (EN)." +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:44 +msgid "To learn the Project Manager's ins and outs, read :ref:`doc_project_manager`." msgstr "" -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:53 -msgid "When you open a new or an existing project, the editor's interface appears. Let's look at its main areas." +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:49 +msgid "First look at Godot's editor" msgstr "" -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:58 -msgid "By default, it features **menus**, **main screens**, and playtest buttons along the window's top edge." +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:51 +msgid "When you open a new or an existing project, the editor's interface appears. Let's look at its main areas:" msgstr "" -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:63 -msgid "In the center is the **viewport** with its **toolbar** at the top, where you'll find tools to move, scale, or lock the scene's nodes." +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:56 +msgid "By default, along the window's top edge, it features **main menu** on the left, **workspace** switching buttons in the center (active workspace is highlighted), and **playtest** buttons on the right:" +msgstr "" + +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:61 +msgid "Just below the workspace buttons, the opened :ref:`scenes ` as tabs are seen. The plus (+) button right next to the tabs will add a new scene to the project. With the button on the far right, distraction-free mode can be toggled, which maximizes or restores the **viewport**'s size by hiding **docks** in the interface:" msgstr "" #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:68 +msgid "In the center, below the scene selector is the **viewport** with its **toolbar** at the top, where you'll find different tools to move, scale, or lock the scene's nodes (currently the 3D workspace is active):" +msgstr "" + +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:73 +msgid "This toolbar changes based on the context and selected node. Here is the 2D toolbar:" +msgstr "" + +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:77 +msgid "Below is the 3D one:" +msgstr "" + +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:81 +msgid "To learn more on workspaces, read :ref:`doc_intro_to_the_editor_interface_four_screens`." +msgstr "" + +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:83 +msgid "To learn more on the 3D viewport and 3D in general, read :ref:`doc_introduction_to_3d`." +msgstr "" + +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:85 msgid "On either side of the viewport sit the **docks**. And at the bottom of the window lies the **bottom panel**." msgstr "" -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:71 -msgid "The toolbar changes based on the context and selected node. Here is the 2D toolbar." -msgstr "" - -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:75 -msgid "Below is the 3D one." -msgstr "" - -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:79 -msgid "Let's look at the docks. The **FileSystem** dock lists your project files, including scripts, images, audio samples, and more." -msgstr "" - -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:84 -msgid "The **Scene** dock lists the active scene's nodes." -msgstr "" - #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:88 -msgid "The **Inspector** allows you to edit the properties of a selected node." +msgid "Let's look at the docks. The **FileSystem** dock lists your project files, including scripts, images, audio samples, and more:" msgstr "" -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:92 -msgid "The **bottom panel**, situated below the viewport, is the host for the debug console, the animation editor, the audio mixer, and more. They can take precious space, that's why they're folded by default." +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:93 +msgid "The **Scene** dock lists the active scene's nodes:" msgstr "" -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:98 -msgid "When you click on one, it expands vertically. Below, you can see the animation editor opened." +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:97 +msgid "The **Inspector** allows you to edit the properties of a selected node:" +msgstr "" + +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:101 +msgid "To read more on inspector, see :ref:`doc_editor_inspector_dock`." msgstr "" #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:103 -msgid "The four main screens" +msgid "Docks can be customized. Read more on :ref:`doc_customizing_editor_moving_docks`." msgstr "" #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:105 -msgid "There are four main screen buttons centered at the top of the editor: 2D, 3D, Script, and AssetLib." +msgid "The **bottom panel**, situated below the viewport, is the host for the debug console, the animation editor, the audio mixer, and more. They can take precious space, that's why they're folded by default:" msgstr "" -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:108 -msgid "You'll use the **2D screen** for all types of games. In addition to 2D games, the 2D screen is where you'll build your interfaces." +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:111 +msgid "When you click on one, it expands vertically. Below, you can see the animation editor opened:" msgstr "" -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:113 -msgid "In the **3D screen**, you can work with meshes, lights, and design levels for 3D games." +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:115 +msgid "Bottom panels can also be shown or hidden using the shortcuts defined in **Editor Settings > Shortcuts**, under the **Bottom Panels** category." msgstr "" -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:118 -msgid "Notice the perspective button under the toolbar. Clicking on it opens a list of options related to the 3D view." +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:121 +msgid "The four main screens" msgstr "" #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:123 -msgid "Read :ref:`doc_introduction_to_3d` for more detail about the **3D main screen**." +msgid "There are four main screen buttons centered at the top of the editor: 2D, 3D, Script, and Asset Library." msgstr "" #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:126 -msgid "The **Script screen** is a complete code editor with a debugger, rich auto-completion, and built-in code reference." +msgid "You'll use the **2D screen** for all types of games. In addition to 2D games, the 2D screen is where you'll build your interfaces." msgstr "" #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:131 -msgid "Finally, the **AssetLib** is a library of free and open source add-ons, scripts, and assets to use in your projects." +msgid "In the **3D screen**, you can work with meshes, lights, and design levels for 3D games." msgstr "" #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:136 -msgid "You can learn more about the asset library in :ref:`doc_what_is_assetlib`." +msgid "Read :ref:`doc_introduction_to_3d` for more detail about the **3D main screen**." msgstr "" -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:140 -msgid "Integrated class reference" -msgstr "" - -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:142 -msgid "Godot comes with a built-in class reference." +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:139 +msgid "The **Script screen** is a complete code editor with a debugger, rich auto-completion, and built-in code reference." msgstr "" #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:144 -msgid "You can search for information about a class, method, property, constant, or signal by any one of the following methods:" -msgstr "" - -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:147 -msgid "Pressing :kbd:`F1` (or :kbd:`Opt + Space` on macOS, or :kbd:`fn + F1` for laptops with a :kbd:`fn` key) anywhere in the editor." -msgstr "" - -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:148 -msgid "Clicking the \"Search Help\" button in the top-right of the Script main screen." +msgid "Finally, the **Asset Library** is a library of free and open source add-ons, scripts, and assets to use in your projects." msgstr "" #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:149 -msgid "Clicking on the Help menu and Search Help." +msgid "You can learn more about the asset library in :ref:`doc_what_is_assetlib`." msgstr "" -#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:150 -msgid ":kbd:`Ctrl + Click` (:kbd:`Cmd + Click` on macOS) on a class name, function name, or built-in variable in the script editor." +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:153 +msgid "Integrated class reference" msgstr "" #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:155 -msgid "When you do any of these, a window pops up. Type to search for any item. You can also use it to browse available objects and methods." +msgid "Godot comes with a built-in class reference." +msgstr "" + +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:157 +msgid "You can search for information about a class, method, property, constant, or signal by any one of the following methods:" msgstr "" #: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:160 +msgid "Pressing :kbd:`F1` (or :kbd:`Opt + Space` on macOS, or :kbd:`Fn + F1` for laptops with a :kbd:`Fn` key) anywhere in the editor." +msgstr "" + +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:162 +msgid "Clicking the \"Search Help\" button in the top-right of the Script main screen." +msgstr "" + +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:163 +msgid "Clicking on the Help menu and Search Help." +msgstr "" + +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:164 +msgid ":kbd:`Ctrl + Click` (:kbd:`Cmd + Click` on macOS) on a class name, function name, or built-in variable in the script editor." +msgstr "" + +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:169 +msgid "When you do any of these, a window pops up. Type to search for any item. You can also use it to browse available objects and methods." +msgstr "" + +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:174 msgid "Double-click on an item to open the corresponding page in the script main screen." msgstr "" -#: ../../docs/:0 -msgid "Translation status" +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:178 +msgid "Alternatively," +msgstr "" + +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:180 +msgid "Clicking while pressing the :kbd:`Ctrl` key on a class name, function name, or built-in variable in the script editor." +msgstr "" + +#: ../../docs/getting_started/introduction/first_look_at_the_editor.rst:182 +msgid "Right-clicking on nodes and choosing **Open Documentation** or choosing **Lookup Symbol** for elements in script editor will directly open their documentation." msgstr "" diff --git a/sphinx/templates/getting_started/introduction/godot_design_philosophy.pot b/sphinx/templates/getting_started/introduction/godot_design_philosophy.pot index 263fce13d9..d89aa3716b 100644 --- a/sphinx/templates/getting_started/introduction/godot_design_philosophy.pot +++ b/sphinx/templates/getting_started/introduction/godot_design_philosophy.pot @@ -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 \n" @@ -32,7 +32,7 @@ msgid "This page is here to help you understand how Godot works, starting with s msgstr "" #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:19 -msgid "Please watch `Godot explained in 5 minutes `_ if you're looking for an overview of the engine's features." +msgid "Please watch `Godot explained in 7 minutes `_ if you're looking for an overview of the engine's features." msgstr "" #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:24 @@ -63,7 +63,6 @@ msgstr "" msgid "|image0|" msgstr "" -#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:176 #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:176 msgid "image0" msgstr "" @@ -80,7 +79,6 @@ msgstr "" msgid "|image1|" msgstr "" -#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:177 #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:177 msgid "image1" msgstr "" @@ -101,7 +99,6 @@ msgstr "" msgid "|image2|" msgstr "" -#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:178 #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:178 msgid "image2" msgstr "" @@ -130,7 +127,6 @@ msgstr "" msgid "|image4|" msgstr "" -#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:179 #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:179 msgid "image4" msgstr "" @@ -187,7 +183,6 @@ msgstr "" msgid "|image5|" msgstr "" -#: ../../docs/getting_started/introduction/godot_design_philosophy.rst:180 #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:180 msgid "image5" msgstr "" @@ -211,7 +206,3 @@ msgstr "" #: ../../docs/getting_started/introduction/godot_design_philosophy.rst:171 msgid "Godot offers dedicated 2D and 3D rendering engines. As a result, **the base unit for 2D scenes is pixels.** Even though the engines are separate, you can render 2D in 3D, 3D in 2D, and overlay 2D sprites and interfaces over your 3D world." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/getting_started/introduction/index.pot b/sphinx/templates/getting_started/introduction/index.pot index 648f553bfc..9586e3c5b7 100644 --- a/sphinx/templates/getting_started/introduction/index.pot +++ b/sphinx/templates/getting_started/introduction/index.pot @@ -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 \n" @@ -26,7 +26,3 @@ msgstr "" #: ../../docs/getting_started/introduction/index.rst:15 msgid "In the following pages, you will get answers to questions such as \"Is Godot for me?\" or \"What can I do with Godot?\". We will then introduce the engine's most essential concepts, run you through the editor's interface, and give you tips to make the most of your time learning it." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/getting_started/introduction/introduction_to_godot.pot b/sphinx/templates/getting_started/introduction/introduction_to_godot.pot index d11a5a20cc..9b5d8db089 100644 --- a/sphinx/templates/getting_started/introduction/introduction_to_godot.pot +++ b/sphinx/templates/getting_started/introduction/introduction_to_godot.pot @@ -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 \n" @@ -126,7 +126,3 @@ msgstr "" #: ../../docs/getting_started/introduction/introduction_to_godot.rst:112 msgid "In the next part, you will get an overview of the engine's essential concepts." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/getting_started/introduction/key_concepts_overview.pot b/sphinx/templates/getting_started/introduction/key_concepts_overview.pot index 3f01d03dae..f611d4f674 100644 --- a/sphinx/templates/getting_started/introduction/key_concepts_overview.pot +++ b/sphinx/templates/getting_started/introduction/key_concepts_overview.pot @@ -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 \n" @@ -27,86 +27,82 @@ msgstr "" msgid "These are the four concepts you will learn here. We're going to look at them briefly to give you a sense of how the engine works. In the getting started series, you will get to use them in practice." msgstr "" -#: ../../docs/getting_started/introduction/key_concepts_overview.rst:20 +#: ../../docs/getting_started/introduction/key_concepts_overview.rst:22 msgid "Scenes" msgstr "" -#: ../../docs/getting_started/introduction/key_concepts_overview.rst:22 +#: ../../docs/getting_started/introduction/key_concepts_overview.rst:24 msgid "In Godot, you break down your game in reusable scenes. A scene can be a character, a weapon, a menu in the user interface, a single house, an entire level, or anything you can think of. Godot's scenes are flexible; they fill the role of both prefabs and scenes in some other game engines." msgstr "" -#: ../../docs/getting_started/introduction/key_concepts_overview.rst:29 +#: ../../docs/getting_started/introduction/key_concepts_overview.rst:31 msgid "You can also nest scenes. For example, you can put your character in a level, and drag and drop a scene as a child of it." msgstr "" -#: ../../docs/getting_started/introduction/key_concepts_overview.rst:35 +#: ../../docs/getting_started/introduction/key_concepts_overview.rst:37 msgid "Nodes" msgstr "" -#: ../../docs/getting_started/introduction/key_concepts_overview.rst:37 +#: ../../docs/getting_started/introduction/key_concepts_overview.rst:39 msgid "A scene is composed of one or more **nodes**. Nodes are your game's smallest building blocks that you arrange into trees. Here's an example of a character's nodes." msgstr "" -#: ../../docs/getting_started/introduction/key_concepts_overview.rst:43 +#: ../../docs/getting_started/introduction/key_concepts_overview.rst:45 msgid "It is made of a ``CharacterBody2D`` node named \"Player\", a ``Camera2D``, a ``Sprite2D``, and a ``CollisionShape2D``." msgstr "" -#: ../../docs/getting_started/introduction/key_concepts_overview.rst:46 +#: ../../docs/getting_started/introduction/key_concepts_overview.rst:48 msgid "The node names end with \"2D\" because this is a 2D scene. Their 3D counterparts have names that end with \"3D\". Be aware that \"Spatial\" Nodes are now called \"Node3D\" starting with Godot 4." msgstr "" -#: ../../docs/getting_started/introduction/key_concepts_overview.rst:50 +#: ../../docs/getting_started/introduction/key_concepts_overview.rst:52 msgid "Notice how nodes and scenes look the same in the editor. When you save a tree of nodes as a scene, it then shows as a single node, with its internal structure hidden in the editor." msgstr "" -#: ../../docs/getting_started/introduction/key_concepts_overview.rst:54 +#: ../../docs/getting_started/introduction/key_concepts_overview.rst:56 msgid "Godot provides an extensive library of base node types you can combine and extend to build more powerful ones. 2D, 3D, or user interface, you will do most things with these nodes." msgstr "" -#: ../../docs/getting_started/introduction/key_concepts_overview.rst:61 +#: ../../docs/getting_started/introduction/key_concepts_overview.rst:63 msgid "The scene tree" msgstr "" -#: ../../docs/getting_started/introduction/key_concepts_overview.rst:63 +#: ../../docs/getting_started/introduction/key_concepts_overview.rst:65 msgid "All your game's scenes come together in the **scene tree**, literally a tree of scenes. And as scenes are trees of nodes, the scene tree also is a tree of nodes. But it's easier to think of your game in terms of scenes as they can represent characters, weapons, doors, or your user interface." msgstr "" -#: ../../docs/getting_started/introduction/key_concepts_overview.rst:73 +#: ../../docs/getting_started/introduction/key_concepts_overview.rst:75 msgid "Signals" msgstr "" -#: ../../docs/getting_started/introduction/key_concepts_overview.rst:75 +#: ../../docs/getting_started/introduction/key_concepts_overview.rst:77 msgid "Nodes emit signals when some event occurs. This feature allows you to make nodes communicate without hard-wiring them in code. It gives you a lot of flexibility in how you structure your scenes." msgstr "" -#: ../../docs/getting_started/introduction/key_concepts_overview.rst:81 +#: ../../docs/getting_started/introduction/key_concepts_overview.rst:83 msgid "Signals are Godot's version of the *observer* pattern. You can read more about it here: https://gameprogrammingpatterns.com/observer.html" msgstr "" -#: ../../docs/getting_started/introduction/key_concepts_overview.rst:85 +#: ../../docs/getting_started/introduction/key_concepts_overview.rst:87 msgid "For example, buttons emit a signal when pressed. You can connect to this signal to run code in reaction to this event, like starting the game or opening a menu." msgstr "" -#: ../../docs/getting_started/introduction/key_concepts_overview.rst:88 +#: ../../docs/getting_started/introduction/key_concepts_overview.rst:90 msgid "Other built-in signals can tell you when two objects collided, when a character or monster entered a given area, and much more. You can also define new signals tailored to your game." msgstr "" -#: ../../docs/getting_started/introduction/key_concepts_overview.rst:93 +#: ../../docs/getting_started/introduction/key_concepts_overview.rst:95 msgid "Summary" msgstr "" -#: ../../docs/getting_started/introduction/key_concepts_overview.rst:95 +#: ../../docs/getting_started/introduction/key_concepts_overview.rst:97 msgid "Nodes, scenes, the scene tree, and signals are four core concepts in Godot that you will manipulate all the time." msgstr "" -#: ../../docs/getting_started/introduction/key_concepts_overview.rst:98 +#: ../../docs/getting_started/introduction/key_concepts_overview.rst:100 msgid "Nodes are your game's smallest building blocks. You combine them to create scenes that you then combine and nest into the scene tree. You can then use signals to make nodes react to events in other nodes or different scene tree branches." msgstr "" -#: ../../docs/getting_started/introduction/key_concepts_overview.rst:102 +#: ../../docs/getting_started/introduction/key_concepts_overview.rst:104 msgid "After this short breakdown, you probably have many questions. Bear with us as you will get many answers throughout the getting started series." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/getting_started/introduction/learn_to_code_with_gdscript.pot b/sphinx/templates/getting_started/introduction/learn_to_code_with_gdscript.pot index 264adc0ff4..ed15edc3dc 100644 --- a/sphinx/templates/getting_started/introduction/learn_to_code_with_gdscript.pot +++ b/sphinx/templates/getting_started/introduction/learn_to_code_with_gdscript.pot @@ -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 \n" @@ -54,7 +54,3 @@ msgstr "" #: ../../docs/getting_started/introduction/learn_to_code_with_gdscript.rst:33 msgid "In the next part, you will get an overview of the engine's essential concepts." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/getting_started/introduction/learning_new_features.pot b/sphinx/templates/getting_started/introduction/learning_new_features.pot index ce371600db..c2a410718a 100644 --- a/sphinx/templates/getting_started/introduction/learning_new_features.pot +++ b/sphinx/templates/getting_started/introduction/learning_new_features.pot @@ -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 \n" @@ -146,7 +146,3 @@ msgstr "" #: ../../docs/getting_started/introduction/learning_new_features.rst:148 msgid "This manual aims to provide a comprehensive reference of Godot's features. Aside from the 2D and 3D getting started series, it does not contain tutorials to implement specific game genres. If you're looking for a tutorial about creating a role-playing game, a platformer, or other, please see :ref:`doc_community_tutorials`, which lists content made by the Godot community." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/getting_started/step_by_step/index.pot b/sphinx/templates/getting_started/step_by_step/index.pot index 0700a6d831..ed383a0798 100644 --- a/sphinx/templates/getting_started/step_by_step/index.pot +++ b/sphinx/templates/getting_started/step_by_step/index.pot @@ -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 \n" @@ -26,7 +26,3 @@ msgstr "" #: ../../docs/getting_started/step_by_step/index.rst:11 msgid "The following lessons are here to prepare you for :ref:`doc_your_first_2d_game`, a step-by-step tutorial where you will code a game from scratch. By the end of it, you will have the necessary foundations to explore more features in other sections. We also included links to pages that cover a given topic in-depth where appropriate." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/getting_started/step_by_step/instancing.pot b/sphinx/templates/getting_started/step_by_step/instancing.pot index 5eab9c5e43..4ad1cefe95 100644 --- a/sphinx/templates/getting_started/step_by_step/instancing.pot +++ b/sphinx/templates/getting_started/step_by_step/instancing.pot @@ -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 \n" @@ -68,165 +68,169 @@ msgid "Finally, click the Import & Edit button." msgstr "" #: ../../docs/getting_started/step_by_step/instancing.rst:61 +msgid "A window notifying you that the project was last opened in an older Godot version may appear, that's not an issue. Click *Ok* to open the project." +msgstr "" + +#: ../../docs/getting_started/step_by_step/instancing.rst:64 msgid "The project contains two packed scenes: ``main.tscn``, containing walls against which the ball collides, and ``ball.tscn``. The Main scene should open automatically. If you're seeing an empty 3D scene instead of the main scene, click the 2D button at the top of the screen." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:69 +#: ../../docs/getting_started/step_by_step/instancing.rst:72 msgid "Let's add a ball as a child of the Main node. In the Scene dock, select the Main node. Then, click the link icon at the top of the scene dock. This button allows you to add an instance of a scene as a child of the currently selected node." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:75 +#: ../../docs/getting_started/step_by_step/instancing.rst:78 msgid "Double-click the ball scene to instance it." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:79 +#: ../../docs/getting_started/step_by_step/instancing.rst:82 msgid "The ball appears in the top-left corner of the viewport." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:83 +#: ../../docs/getting_started/step_by_step/instancing.rst:86 msgid "Click on it and drag it towards the center of the view." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:87 +#: ../../docs/getting_started/step_by_step/instancing.rst:90 msgid "Play the game by pressing :kbd:`F5` (:kbd:`Cmd + B` on macOS). You should see it fall." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:89 +#: ../../docs/getting_started/step_by_step/instancing.rst:92 msgid "Now, we want to create more instances of the Ball node. With the ball still selected, press :kbd:`Ctrl + D` (:kbd:`Cmd + D` on macOS) to call the duplicate command. Click and drag to move the new ball to a different location." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:95 +#: ../../docs/getting_started/step_by_step/instancing.rst:98 msgid "You can repeat this process until you have several in the scene." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:99 +#: ../../docs/getting_started/step_by_step/instancing.rst:102 msgid "Play the game again. You should now see every ball fall independently from one another. This is what instances do. Each is an independent reproduction of a template scene." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:104 +#: ../../docs/getting_started/step_by_step/instancing.rst:107 msgid "Editing scenes and instances" msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:106 +#: ../../docs/getting_started/step_by_step/instancing.rst:109 msgid "There is more to instances. With this feature, you can:" msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:108 +#: ../../docs/getting_started/step_by_step/instancing.rst:111 msgid "Change the properties of one ball without affecting the others using the Inspector." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:110 +#: ../../docs/getting_started/step_by_step/instancing.rst:113 msgid "Change the default properties of every Ball by opening the ``ball.tscn`` scene and making a change to the Ball node there. Upon saving, all instances of the Ball in the project will see their values update." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:114 +#: ../../docs/getting_started/step_by_step/instancing.rst:117 msgid "Changing a property on an instance always overrides values from the corresponding packed scene." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:117 -msgid "Let's try this. Open ``ball.tscn`` and select the Ball node. In the Inspector on the right, click on the PhysicsMaterial property to expand it." +#: ../../docs/getting_started/step_by_step/instancing.rst:120 +msgid "Let's try this. Double-click ``ball.tscn`` in the FileSystem to open it." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:122 +#: ../../docs/getting_started/step_by_step/instancing.rst:124 +msgid "Select the Ball node. In the Inspector on the right, click on the PhysicsMaterial property to expand it." +msgstr "" + +#: ../../docs/getting_started/step_by_step/instancing.rst:129 msgid "Set its Bounce property to ``0.5`` by clicking on the number field, typing ``0.5``, and pressing :kbd:`Enter`." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:127 +#: ../../docs/getting_started/step_by_step/instancing.rst:134 msgid "Play the game by pressing :kbd:`F5` (:kbd:`Cmd + B` on macOS) and notice how all balls now bounce a lot more. As the Ball scene is a template for all instances, modifying it and saving causes all instances to update accordingly." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:131 +#: ../../docs/getting_started/step_by_step/instancing.rst:138 msgid "Let's now adjust an individual instance. Head back to the Main scene by clicking on the corresponding tab above the viewport." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:136 +#: ../../docs/getting_started/step_by_step/instancing.rst:143 msgid "Select one of the instanced Ball nodes and, in the Inspector, set its Gravity Scale value to ``10``." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:141 +#: ../../docs/getting_started/step_by_step/instancing.rst:148 msgid "A grey \"revert\" button appears next to the adjusted property." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:145 +#: ../../docs/getting_started/step_by_step/instancing.rst:152 msgid "This icon indicates you are overriding a value from the source packed scene. Even if you modify the property in the original scene, the value override will be preserved in the instance. Clicking the revert icon will restore the property to the value in the saved scene." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:150 +#: ../../docs/getting_started/step_by_step/instancing.rst:157 msgid "Rerun the game and notice how this ball now falls much faster than the others." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:152 -msgid "You may notice you are unable to change the values of the ``PhysicsMaterial`` of the ball. This is because ``PhysicsMaterial`` is a resource, and needs to be made unique before you can edit it in a scene that is linking to its original scene. To make a resource unique for one instance, right-click on it in the Inspector and click Make Unique in the contextual menu." -msgstr "" - -#: ../../docs/getting_started/step_by_step/instancing.rst:158 -msgid "Resources are another essential building block of Godot games we will cover in a later lesson." -msgstr "" - -#: ../../docs/getting_started/step_by_step/instancing.rst:162 -msgid "Scene instances as a design language" -msgstr "" - -#: ../../docs/getting_started/step_by_step/instancing.rst:164 -msgid "Instances and scenes in Godot offer an excellent design language, setting the engine apart from others out there. We designed Godot around this concept from the ground up." +#: ../../docs/getting_started/step_by_step/instancing.rst:161 +msgid "You may notice you are unable to change the values of the PhysicsMaterial of the ball. This is because PhysicsMaterial is a *resource*, and needs to be made unique before you can edit it in a scene that is linking to its original scene. To make a resource unique for one instance, right-click on the **Physics Material** property in the Inspector and click **Make Unique** in the context menu." msgstr "" #: ../../docs/getting_started/step_by_step/instancing.rst:168 +msgid "Resources are another essential building block of Godot games we will cover in a later lesson." +msgstr "" + +#: ../../docs/getting_started/step_by_step/instancing.rst:172 +msgid "Scene instances as a design language" +msgstr "" + +#: ../../docs/getting_started/step_by_step/instancing.rst:174 +msgid "Instances and scenes in Godot offer an excellent design language, setting the engine apart from others out there. We designed Godot around this concept from the ground up." +msgstr "" + +#: ../../docs/getting_started/step_by_step/instancing.rst:178 msgid "We recommend dismissing architectural code patterns when making games with Godot, such as Model-View-Controller (MVC) or Entity-Relationship diagrams. Instead, you can start by imagining the elements players will see in your game and structure your code around them." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:173 +#: ../../docs/getting_started/step_by_step/instancing.rst:183 msgid "For example, you could break down a shooter game like so:" msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:177 +#: ../../docs/getting_started/step_by_step/instancing.rst:187 msgid "You can come up with a diagram like this for almost any type of game. Each rectangle represents an entity that's visible in the game from the player's perspective. The arrows tell you which scene owns which." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:181 +#: ../../docs/getting_started/step_by_step/instancing.rst:191 msgid "Once you have a diagram, we recommend creating a scene for each element listed in it to develop your game. You'll use instancing, either by code or directly in the editor, to build your tree of scenes." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:185 +#: ../../docs/getting_started/step_by_step/instancing.rst:195 msgid "Programmers tend to spend a lot of time designing abstract architectures and trying to fit components into it. Designing based on scenes makes development faster and more straightforward, allowing you to focus on the game logic itself. Because most game components map directly to a scene, using a design based on scene instantiation means you need little other architectural code." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:191 +#: ../../docs/getting_started/step_by_step/instancing.rst:201 msgid "Here's the example of a scene diagram for an open-world game with tons of assets and nested elements:" msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:196 +#: ../../docs/getting_started/step_by_step/instancing.rst:206 msgid "Imagine we started by creating the room. We could make a couple of different room scenes, with unique arrangements of furniture in them. Later, we could make a house scene that uses multiple room instances for the interior. We would create a citadel out of many instanced houses and a large terrain on which we would place the citadel. Each of these would be a scene instancing one or more sub-scenes." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:202 +#: ../../docs/getting_started/step_by_step/instancing.rst:212 msgid "Later, we could create scenes representing guards and add them to the citadel. They would be indirectly added to the overall game world." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:205 +#: ../../docs/getting_started/step_by_step/instancing.rst:215 msgid "With Godot, it's easy to iterate on your game like this, as all you need to do is create and instantiate more scenes. We designed the editor to be accessible to programmers, designers, and artists alike. A typical team development process can involve 2D or 3D artists, level designers, game designers, and animators, all working with the Godot editor." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:212 +#: ../../docs/getting_started/step_by_step/instancing.rst:222 msgid "Summary" msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:214 +#: ../../docs/getting_started/step_by_step/instancing.rst:224 msgid "Instancing, the process of producing an object from a blueprint, has many handy uses. With scenes, it gives you:" msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:217 +#: ../../docs/getting_started/step_by_step/instancing.rst:227 msgid "The ability to divide your game into reusable components." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:218 +#: ../../docs/getting_started/step_by_step/instancing.rst:228 msgid "A tool to structure and encapsulate complex systems." msgstr "" -#: ../../docs/getting_started/step_by_step/instancing.rst:219 +#: ../../docs/getting_started/step_by_step/instancing.rst:229 msgid "A language to think about your game project's structure in a natural way." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/getting_started/step_by_step/nodes_and_scenes.pot b/sphinx/templates/getting_started/step_by_step/nodes_and_scenes.pot index d32d8fb843..28e55117dd 100644 --- a/sphinx/templates/getting_started/step_by_step/nodes_and_scenes.pot +++ b/sphinx/templates/getting_started/step_by_step/nodes_and_scenes.pot @@ -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 \n" @@ -206,7 +206,3 @@ msgstr "" #: ../../docs/getting_started/step_by_step/nodes_and_scenes.rst:189 msgid "In the next part, we will discuss another key concept in games and in Godot: creating instances of a scene." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/getting_started/step_by_step/scripting_first_script.pot b/sphinx/templates/getting_started/step_by_step/scripting_first_script.pot index 4a2256a6e9..e5f51edac8 100644 --- a/sphinx/templates/getting_started/step_by_step/scripting_first_script.pot +++ b/sphinx/templates/getting_started/step_by_step/scripting_first_script.pot @@ -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 \n" @@ -230,7 +230,3 @@ msgstr "" #: ../../docs/getting_started/step_by_step/scripting_first_script.rst:310 msgid "Here is the complete ``sprite_2d.gd`` file for reference." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/getting_started/step_by_step/scripting_languages.pot b/sphinx/templates/getting_started/step_by_step/scripting_languages.pot index e787adec59..aa547caf59 100644 --- a/sphinx/templates/getting_started/step_by_step/scripting_languages.pot +++ b/sphinx/templates/getting_started/step_by_step/scripting_languages.pot @@ -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 \n" @@ -182,7 +182,3 @@ msgstr "" #: ../../docs/getting_started/step_by_step/scripting_languages.rst:164 msgid "You can mix languages, for instance, to implement demanding algorithms with C or C++ and write most of the game logic with GDScript or C#." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/getting_started/step_by_step/scripting_player_input.pot b/sphinx/templates/getting_started/step_by_step/scripting_player_input.pot index 5a25e1fa22..4e04c955e1 100644 --- a/sphinx/templates/getting_started/step_by_step/scripting_player_input.pot +++ b/sphinx/templates/getting_started/step_by_step/scripting_player_input.pot @@ -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 \n" @@ -130,7 +130,3 @@ msgstr "" #: ../../docs/getting_started/step_by_step/scripting_player_input.rst:217 msgid "In the next lesson, :ref:`doc_signals`, we'll build upon the relationship between scripts and nodes by having our nodes trigger code in scripts." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/getting_started/step_by_step/signals.pot b/sphinx/templates/getting_started/step_by_step/signals.pot index fb748e512c..4d8bc70767 100644 --- a/sphinx/templates/getting_started/step_by_step/signals.pot +++ b/sphinx/templates/getting_started/step_by_step/signals.pot @@ -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 \n" @@ -15,7 +15,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#: ../../docs/getting_started/step_by_step/signals.rst:6 +#: ../../docs/getting_started/step_by_step/signals.rst:-1 msgid "Signal" msgstr "" @@ -144,7 +144,7 @@ msgid "The advanced view lets you connect to any node and any built-in function, msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:150 -msgid "If you are using an external editor (such as VS Code) this automatic code generation might not work. In this case you need to to connect the signal via code as explained in the next section." +msgid "If you are using an external editor (such as VS Code), this automatic code generation might not work. In this case, you need to connect the signal via code as explained in the next section." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:154 @@ -318,7 +318,3 @@ msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:561 msgid "In the next section, :ref:`doc_your_first_2d_game`, you'll create a complete 2D game and put everything you learned so far into practice." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/index.pot b/sphinx/templates/index.pot index bbe74c39fd..7e981df8e0 100644 --- a/sphinx/templates/index.pot +++ b/sphinx/templates/index.pot @@ -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 \n" @@ -40,7 +40,7 @@ msgid "Class reference" msgstr "" #: ../../docs/index.rst:4 -msgid "Godot Docs – *master* branch" +msgid "Godot Docs – *4.3* branch" msgstr "" #: ../../docs/index.rst:8 @@ -83,8 +83,7 @@ msgstr "" msgid "weblate_widget" msgstr "" -#: ../../docs/:0 -#: ../../docs/:0 +#: ../../docs/:2 msgid "Translation status" msgstr "" diff --git a/sphinx/templates/sphinx.pot b/sphinx/templates/sphinx.pot index 95b82a9a55..1b3e0be91c 100644 --- a/sphinx/templates/sphinx.pot +++ b/sphinx/templates/sphinx.pot @@ -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 \n" diff --git a/sphinx/templates/tutorials/2d/2d_antialiasing.pot b/sphinx/templates/tutorials/2d/2d_antialiasing.pot index 41de23134e..49c64b2099 100644 --- a/sphinx/templates/tutorials/2d/2d_antialiasing.pot +++ b/sphinx/templates/tutorials/2d/2d_antialiasing.pot @@ -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 \n" @@ -35,7 +35,7 @@ msgstr "" msgid "In the example below, you can notice how edges have a blocky appearance:" msgstr "" -#: ../../docs/tutorials/2d/2d_antialiasing.rst:31 +#: ../../docs/tutorials/2d/2d_antialiasing.rst:27 #: ../../docs/tutorials/2d/2d_antialiasing.rst:31 msgid "Image is scaled by 2× with nearest-neighbor filtering to make aliasing more noticeable." msgstr "" @@ -101,13 +101,9 @@ msgid "Aliasing in font rendering." msgstr "" #: ../../docs/tutorials/2d/2d_antialiasing.rst:79 -msgid "MSAA can be enabled in the Project Settings by changing the value of the **Rendering > Anti Aliasing > Quality > MSAA 2D** setting. It's important to change the value of the **MSAA 2D** setting and not **MSAA 3D**, as these are entirely separate settings." +msgid "MSAA can be enabled in the Project Settings by changing the value of the :ref:`Rendering > Anti Aliasing > Quality > MSAA 2D` setting. It's important to change the value of the **MSAA 2D** setting and not **MSAA 3D**, as these are entirely separate settings." msgstr "" #: ../../docs/tutorials/2d/2d_antialiasing.rst:84 msgid "Comparison between no antialiasing (left) and various MSAA levels (right). The top-left corner contains a Line2D node, the top-right corner contains 2 TextureProgressBar nodes. The bottom contains 8 pixel art sprites, with 4 of them touching the edges (green background) and 4 of them not touching the edges (Godot logo):" msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/2d/2d_lights_and_shadows.pot b/sphinx/templates/tutorials/2d/2d_lights_and_shadows.pot index 3f61bc7a13..1f05a3f3d5 100644 --- a/sphinx/templates/tutorials/2d/2d_lights_and_shadows.pot +++ b/sphinx/templates/tutorials/2d/2d_lights_and_shadows.pot @@ -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 \n" @@ -27,17 +27,17 @@ msgstr "" msgid "By default, 2D scenes in Godot are unshaded, with no lights and shadows visible. While this is fast to render, unshaded scenes can look bland. Godot provides the ability to use real-time 2D lighting and shadows, which can greatly enhance the sense of depth in your project." msgstr "" -#: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:18 +#: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:14 #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:18 msgid "No 2D lights or shadows, scene is unshaded" msgstr "" -#: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:24 +#: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:20 #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:24 msgid "2D lights enabled (without shadows)" msgstr "" -#: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:30 +#: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:26 #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:30 msgid "2D lights and shadows enabled" msgstr "" @@ -67,7 +67,7 @@ msgid ":ref:`LightOccluder2D ` (for light shadow casters) msgstr "" #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:41 -msgid "Other 2D nodes that receive lighting, such as Sprite2D or TileMap." +msgid "Other 2D nodes that receive lighting, such as Sprite2D or TileMapLayer." msgstr "" #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:43 @@ -83,7 +83,7 @@ msgid ":ref:`PointLight2Ds ` are used to light the scene. Th msgstr "" #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:56 -msgid ":ref:`LightOccluder2Ds ` are used to tell the shader which parts of the scene cast shadows. These occluders can be placed as independent nodes or can be part of a TileMap node." +msgid ":ref:`LightOccluder2Ds ` are used to tell the shader which parts of the scene cast shadows. These occluders can be placed as independent nodes or can be part of a TileMapLayer node." msgstr "" #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:60 @@ -130,7 +130,7 @@ msgstr "" msgid "If you don't have a pre-made texture to use in a light, you can use this \"neutral\" point light texture (right-click > **Save Image As…**):" msgstr "" -#: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:106 +#: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:102 #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:106 msgid "Neutral point light texture" msgstr "" @@ -283,17 +283,17 @@ msgstr "" msgid "**Item Cull Mask:** Controls which LightOccluder2D nodes cast shadows, depending on their respective **Occluder Light Mask** properties." msgstr "" -#: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:244 +#: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:240 #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:244 msgid "Hard shadows" msgstr "" -#: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:250 +#: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:246 #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:250 msgid "Soft shadows (PCF13, Filter Smooth 1.5)" msgstr "" -#: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:256 +#: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:252 #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:256 msgid "Soft shadows with streaking artifacts due to Filter Smooth being too high (PCF5, Filter Smooth 4)" msgstr "" @@ -342,7 +342,7 @@ msgstr "" msgid "To set up normal maps and/or specular maps on a 2D node, create a new CanvasTexture resource for the property that draws the node's texture. For example, on a Sprite2D:" msgstr "" -#: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:310 +#: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:306 #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:310 msgid "Creating a CanvasTexture resource for a Sprite2D node" msgstr "" @@ -414,7 +414,3 @@ msgstr "" #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:364 msgid "To display a sprite with additive blending, create a Sprite2D node and assign a texture to it. In the inspector, scroll down to the **CanvasItem > Material** section, unfold it and click the dropdown next to the **Material** property. Choose **New CanvasItemMaterial**, click the newly created material to edit it, then set **Blend Mode** to **Add**." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/2d/2d_meshes.pot b/sphinx/templates/tutorials/2d/2d_meshes.pot index eb46da583c..44ecb581de 100644 --- a/sphinx/templates/tutorials/2d/2d_meshes.pot +++ b/sphinx/templates/tutorials/2d/2d_meshes.pot @@ -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 \n" @@ -78,7 +78,3 @@ msgstr "" #: ../../docs/tutorials/2d/2d_meshes.rst:52 msgid "Finally, push the ``Convert 2D Mesh`` button and your Sprite2D will be replaced:" msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/2d/2d_movement.pot b/sphinx/templates/tutorials/2d/2d_movement.pot index 745024ed6e..70d106836a 100644 --- a/sphinx/templates/tutorials/2d/2d_movement.pot +++ b/sphinx/templates/tutorials/2d/2d_movement.pot @@ -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 \n" @@ -107,30 +107,26 @@ msgstr "" msgid "This last example uses only the mouse to control the character. Clicking on the screen will cause the player to move to the target location." msgstr "" -#: ../../docs/tutorials/2d/2d_movement.rst:278 +#: ../../docs/tutorials/2d/2d_movement.rst:276 msgid "Note the ``distance_to()`` check we make prior to movement. Without this test, the body would \"jitter\" upon reaching the target position, as it moves slightly past the position and tries to move back, only to move too far and repeat." msgstr "" -#: ../../docs/tutorials/2d/2d_movement.rst:283 +#: ../../docs/tutorials/2d/2d_movement.rst:281 msgid "Uncommenting the ``look_at()`` line will also turn the body to point in its direction of motion if you prefer." msgstr "" -#: ../../docs/tutorials/2d/2d_movement.rst:286 +#: ../../docs/tutorials/2d/2d_movement.rst:284 msgid "This technique can also be used as the basis of a \"following\" character. The ``target`` position can be that of any object you want to move to." msgstr "" -#: ../../docs/tutorials/2d/2d_movement.rst:290 +#: ../../docs/tutorials/2d/2d_movement.rst:288 msgid "Summary" msgstr "" -#: ../../docs/tutorials/2d/2d_movement.rst:292 +#: ../../docs/tutorials/2d/2d_movement.rst:290 msgid "You may find these code samples useful as starting points for your own projects. Feel free to use them and experiment with them to see what you can make." msgstr "" -#: ../../docs/tutorials/2d/2d_movement.rst:295 +#: ../../docs/tutorials/2d/2d_movement.rst:293 msgid "You can download this sample project here: `2d_movement_starter.zip `_" msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/2d/2d_parallax.pot b/sphinx/templates/tutorials/2d/2d_parallax.pot index 2d543ea610..6569a08cf0 100644 --- a/sphinx/templates/tutorials/2d/2d_parallax.pot +++ b/sphinx/templates/tutorials/2d/2d_parallax.pot @@ -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 \n" @@ -100,165 +100,161 @@ msgid "Make the viewport smaller" msgstr "" #: ../../docs/tutorials/2d/2d_parallax.rst:81 -msgid "The simplest answer is to make the viewport the same size or smaller than your textures. Click on ``Project -> Project Settings -> Window`` and change the viewport height and width to match your background." +msgid "The simplest answer is to make the viewport the same size or smaller than your textures. In **Project Settings > Display > Window**, change the :ref:`Viewport Width` and :ref:`Viewport Height` settings to match your background." msgstr "" -#: ../../docs/tutorials/2d/2d_parallax.rst:87 +#: ../../docs/tutorials/2d/2d_parallax.rst:90 msgid "Scale the Parallax2D" msgstr "" -#: ../../docs/tutorials/2d/2d_parallax.rst:89 +#: ../../docs/tutorials/2d/2d_parallax.rst:92 msgid "If you're not aiming for a pixel-perfect style, or don't mind a little blurriness, you may opt to scale the textures larger to fit your screen. Set the :ref:`scale` of the :ref:`Parallax2D`, and all child textures scale with it." msgstr "" -#: ../../docs/tutorials/2d/2d_parallax.rst:94 +#: ../../docs/tutorials/2d/2d_parallax.rst:97 msgid "Scale the child nodes" msgstr "" -#: ../../docs/tutorials/2d/2d_parallax.rst:96 +#: ../../docs/tutorials/2d/2d_parallax.rst:99 msgid "Similar to scaling the :ref:`Parallax2D`, you can scale your :ref:`Sprite2D` nodes to be large enough to cover the screen. Keep in mind that some settings like :ref:`Parallax2D.repeat_size` and :ref:`Sprite2D.region_rect` do not take scaling into account, so it's necessary to adjust these values based on the scale." msgstr "" -#: ../../docs/tutorials/2d/2d_parallax.rst:105 +#: ../../docs/tutorials/2d/2d_parallax.rst:108 msgid "Repeat the textures" msgstr "" -#: ../../docs/tutorials/2d/2d_parallax.rst:107 +#: ../../docs/tutorials/2d/2d_parallax.rst:110 msgid "You can also start off on the right foot by preparing child nodes earlier in the process. If you have a :ref:`Sprite2D` you'd like to repeat, but is too small, you can do the following to repeat it:" msgstr "" -#: ../../docs/tutorials/2d/2d_parallax.rst:110 +#: ../../docs/tutorials/2d/2d_parallax.rst:113 msgid "set :ref:`texture_repeat` to :ref:`CanvasItem.TEXTURE_REPEAT_ENABLED`" msgstr "" -#: ../../docs/tutorials/2d/2d_parallax.rst:111 +#: ../../docs/tutorials/2d/2d_parallax.rst:114 msgid "set :ref:`region_enabled` to ``true``" msgstr "" -#: ../../docs/tutorials/2d/2d_parallax.rst:112 +#: ../../docs/tutorials/2d/2d_parallax.rst:115 msgid "set the :ref:`region_rect` to a multiple of the size of your texture large enough to cover the viewport." msgstr "" -#: ../../docs/tutorials/2d/2d_parallax.rst:114 +#: ../../docs/tutorials/2d/2d_parallax.rst:117 msgid "Below, you can see that repeating the image twice makes it large enough to cover the screen." msgstr "" -#: ../../docs/tutorials/2d/2d_parallax.rst:119 +#: ../../docs/tutorials/2d/2d_parallax.rst:122 msgid "Poor positioning" msgstr "" -#: ../../docs/tutorials/2d/2d_parallax.rst:121 +#: ../../docs/tutorials/2d/2d_parallax.rst:124 msgid "It's common to see users mistakenly set all of their textures to be centered at ``(0,0)``:" msgstr "" -#: ../../docs/tutorials/2d/2d_parallax.rst:125 +#: ../../docs/tutorials/2d/2d_parallax.rst:128 msgid "This creates problems with the infinite repeat effect and should be avoided. The \"infinite repeat canvas\" starts at ``(0,0)`` and expands down and to the right to the size of the :ref:`repeat_size` value." msgstr "" -#: ../../docs/tutorials/2d/2d_parallax.rst:131 +#: ../../docs/tutorials/2d/2d_parallax.rst:134 msgid "If the textures are centered on the ``(0,0)`` crossing, the infinite repeat canvas is only partly covered, so it only partly repeats." msgstr "" -#: ../../docs/tutorials/2d/2d_parallax.rst:135 +#: ../../docs/tutorials/2d/2d_parallax.rst:138 msgid "Would increasing ``repeat_times`` fix this?" msgstr "" -#: ../../docs/tutorials/2d/2d_parallax.rst:137 +#: ../../docs/tutorials/2d/2d_parallax.rst:140 msgid "Increasing :ref:`repeat_times` technically *would* work in some scenarios, but is a brute force solution and not the problem it is designed to solve (we'll go over this in a bit). A better fix is to understand how the repeat effect works and set up the parallax textures appropriately to begin with." msgstr "" -#: ../../docs/tutorials/2d/2d_parallax.rst:141 +#: ../../docs/tutorials/2d/2d_parallax.rst:144 msgid "First, check to see if any textures are spilling over onto the negative parts of the canvas. Make sure the textures used in the parallax nodes fit inside the \"infinite repeat canvas\" starting at ``(0,0)``. That way, if :ref:`Parallax2D.repeat_size` is set correctly, it should look something like this, with one single loop of the image the same size or larger than the viewport:" msgstr "" -#: ../../docs/tutorials/2d/2d_parallax.rst:148 +#: ../../docs/tutorials/2d/2d_parallax.rst:151 msgid "If you think of how the image scrolls across the screen, it starts by displaying what's inside the red rectangle (determined by :ref:`repeat_size`), and when it reaches what's inside the yellow rectangle it zips the image forward to give the illusion of scrolling forever." msgstr "" -#: ../../docs/tutorials/2d/2d_parallax.rst:154 +#: ../../docs/tutorials/2d/2d_parallax.rst:157 msgid "If you have the image positioned away from the \"infinite repeat canvas\", when the camera reaches the yellow rectangle, half of the image is cut off before it jumps forward like in the image below:" msgstr "" -#: ../../docs/tutorials/2d/2d_parallax.rst:160 +#: ../../docs/tutorials/2d/2d_parallax.rst:163 msgid "Scroll offset" msgstr "" -#: ../../docs/tutorials/2d/2d_parallax.rst:162 +#: ../../docs/tutorials/2d/2d_parallax.rst:165 msgid "If your parallax textures are already working correctly, but you prefer it to start at a different point, :ref:`Parallax2D` comes with a :ref:`scroll_offset` property used to offset where the infinite repeat canvas starts. As an example, if your image is 288x208, setting the :ref:`scroll_offset` to ``(-144,0)`` or ``(144,0)`` allows it to begin halfway across the image." msgstr "" -#: ../../docs/tutorials/2d/2d_parallax.rst:169 +#: ../../docs/tutorials/2d/2d_parallax.rst:172 msgid "Repeat times" msgstr "" -#: ../../docs/tutorials/2d/2d_parallax.rst:171 +#: ../../docs/tutorials/2d/2d_parallax.rst:174 msgid "Ideally, following this guide, your parallax textures are large enough to cover the screen even when zoomed out. Until now, we have had a perfectly fitting 288x208 texture inside of a 288x208 viewport. However, problems occur when we zoom out by setting the :ref:`Camera2D.zoom` to ``(0.5, 0.5)``:" msgstr "" -#: ../../docs/tutorials/2d/2d_parallax.rst:177 +#: ../../docs/tutorials/2d/2d_parallax.rst:180 msgid "Even though everything is correctly set for the viewport at the default zoom level, zooming out makes it smaller than the viewport, breaking the infinite repeat effect. This is where :ref:`repeat_times` can help out. Setting a value of ``3`` (one extra repeat behind and in front), it is now large enough to accommodate the infinite repeat effect." msgstr "" -#: ../../docs/tutorials/2d/2d_parallax.rst:184 +#: ../../docs/tutorials/2d/2d_parallax.rst:187 msgid "If these textures were meant to be repeated vertically, we would have specified a ``y`` value for the :ref:`repeat_size`. The :ref:`repeat_times` would automatically add a repeat above and below as well. This is only a horizontal parallax, so it leaves an empty block above and below the image. How do we solve this? We need to get creative! In this example, we stretch the sky higher, and grass sprite lower. The textures now support the normal zoom level and zooming out to half size." msgstr "" -#: ../../docs/tutorials/2d/2d_parallax.rst:194 +#: ../../docs/tutorials/2d/2d_parallax.rst:197 msgid "Split screen" msgstr "" -#: ../../docs/tutorials/2d/2d_parallax.rst:196 +#: ../../docs/tutorials/2d/2d_parallax.rst:199 msgid "Most tutorials for making a split screen game in Godot begin by writing a small script to assign the :ref:`Viewport.world_2d` of the first SubViewport to the second, so they have a shared display. Questions often pop up about how to share a parallax effect between both screens." msgstr "" -#: ../../docs/tutorials/2d/2d_parallax.rst:200 +#: ../../docs/tutorials/2d/2d_parallax.rst:203 msgid "The parallax effect fakes a perspective by moving the positions of different textures in relation to the camera. This is understandably problematic if you have multiple cameras, because your textures can't be in two places at once!" msgstr "" -#: ../../docs/tutorials/2d/2d_parallax.rst:203 -msgid "This is still achievable by cloning the parallax nodes into the second (or third or fourth) :ref:`SubViewport`. Here's how it looks for a two player game:" +#: ../../docs/tutorials/2d/2d_parallax.rst:206 +msgid "This is still achievable by cloning the parallax nodes into the second (or third or fourth) :ref:`SubViewport`. Here's how a setup looks for a two player game:" msgstr "" -#: ../../docs/tutorials/2d/2d_parallax.rst:208 -msgid "Of course, now both backgrounds show in both SubViewports. What we want is for some nodes to be visible in one viewport but not another. While technically possible, this is not a feature officially supported by Godot at the moment. There is currently a proposal to make this much simpler, so please stay tuned." -msgstr "" - -#: ../../docs/tutorials/2d/2d_parallax.rst:212 -msgid "As a workaround, you can do the following:" +#: ../../docs/tutorials/2d/2d_parallax.rst:211 +msgid "Of course, now both backgrounds show in both SubViewports. What we want is for each parallax to only show in their corresponding viewport. We can achieve this by doing the following:" msgstr "" #: ../../docs/tutorials/2d/2d_parallax.rst:214 -msgid "Set the first SubViewport's :ref:`canvas_cull_mask` to only layer 1, so it displays all nodes with a :ref:`visibility_layer` of layer 1." +msgid "Leave all parallax nodes at their default :ref:`visibility_layer` of 1." msgstr "" #: ../../docs/tutorials/2d/2d_parallax.rst:215 -msgid "Set the second SubViewport's :ref:`canvas_cull_mask` to only layer 2, so it displays all nodes with a :ref:`visibility_layer` of layer 2." +msgid "Set the first SubViewport's :ref:`canvas_cull_mask` to only layers 1 and 2." msgstr "" #: ../../docs/tutorials/2d/2d_parallax.rst:216 -msgid "Set the :ref:`visibility_layer` of every node you want to display in both viewports to both layers 1 and 2." +msgid "Do the same for the second SubViewport but use layers 1 and 3." msgstr "" #: ../../docs/tutorials/2d/2d_parallax.rst:217 -msgid "Set the :ref:`visibility_layer` of the :ref:`Parallax2D` node and all its descendants in the first :ref:`SubViewport` to layer 1." +msgid "Give your parallax nodes in the first SubViewport a common parent and set its :ref:`visibility_layer` to 2." msgstr "" #: ../../docs/tutorials/2d/2d_parallax.rst:218 -msgid "Set the :ref:`visibility_layer` of the :ref:`Parallax2D` node and all its descendants in the second :ref:`SubViewport` to layer 2." +msgid "Do the same for the second SubViewport's parallax nodes, but use a layer of 3." msgstr "" -#: ../../docs/tutorials/2d/2d_parallax.rst:221 +#: ../../docs/tutorials/2d/2d_parallax.rst:220 +msgid "How does this work? If a canvas item has a :ref:`visibility_layer` that doesn't match the SubViewport's :ref:`canvas_cull_mask`, it will hide all children, even if they do. We use this to our advantage, letting the SubViewports cut off rendering of parallax nodes whose parent doesn't have a supported :ref:`visibility_layer`." +msgstr "" + +#: ../../docs/tutorials/2d/2d_parallax.rst:226 msgid "Previewing in the editor" msgstr "" -#: ../../docs/tutorials/2d/2d_parallax.rst:223 +#: ../../docs/tutorials/2d/2d_parallax.rst:228 msgid "Prior to 4.3, the recommendation was to place every layer in their own :ref:`ParallaxBackground`, enable the :ref:`follow_viewport_enabled` property, and scale the individual layer. This method has always been tricky to get right, but is still achievable by using a :ref:`CanvasLayer` instead of a :ref:`ParallaxBackground`." msgstr "" -#: ../../docs/tutorials/2d/2d_parallax.rst:230 +#: ../../docs/tutorials/2d/2d_parallax.rst:235 msgid "Another recommendation is `KoBeWi's \"Parallax2D Preview\" addon `_. It provides a few different preview modes and is very handy!" msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/2d/2d_sprite_animation.pot b/sphinx/templates/tutorials/2d/2d_sprite_animation.pot index 9c93bf1fc9..d8b277cfed 100644 --- a/sphinx/templates/tutorials/2d/2d_sprite_animation.pot +++ b/sphinx/templates/tutorials/2d/2d_sprite_animation.pot @@ -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 \n" @@ -187,7 +187,3 @@ msgstr "" #: ../../docs/tutorials/2d/2d_sprite_animation.rst:281 msgid "These examples illustrate the two classes you can use in Godot for 2D animation. ``AnimationPlayer`` is a bit more complex than ``AnimatedSprite2D``, but it provides additional functionality, since you can also animate other properties like position or scale. The class ``AnimationPlayer`` can also be used with an ``AnimatedSprite2D``. Experiment to see what works best for your needs." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/2d/2d_transforms.pot b/sphinx/templates/tutorials/2d/2d_transforms.pot index 7ea033cc1f..6abd227a4d 100644 --- a/sphinx/templates/tutorials/2d/2d_transforms.pot +++ b/sphinx/templates/tutorials/2d/2d_transforms.pot @@ -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 \n" @@ -106,7 +106,3 @@ msgstr "" #: ../../docs/tutorials/2d/2d_transforms.rst:111 msgid "It is often desired to feed custom input events to the game. With the above knowledge, to correctly do this in the focused window, it must be done the following way:" msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/2d/canvas_layers.pot b/sphinx/templates/tutorials/2d/canvas_layers.pot index 25bc96d691..cf09141a1c 100644 --- a/sphinx/templates/tutorials/2d/canvas_layers.pot +++ b/sphinx/templates/tutorials/2d/canvas_layers.pot @@ -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 \n" @@ -82,7 +82,3 @@ msgstr "" #: ../../docs/tutorials/2d/canvas_layers.rst:60 msgid "CanvasLayers aren't necessary to control the drawing order of nodes. The standard way to ensuring that a node is correctly drawn 'in front' or 'behind' others is to manipulate the order of the nodes in the scene panel. Perhaps counterintuitively, the topmost nodes in the scene panel are drawn on *behind* lower ones in the viewport. 2D nodes also have the :ref:`CanvasItem.z_index ` property for controlling their drawing order." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/2d/custom_drawing_in_2d.pot b/sphinx/templates/tutorials/2d/custom_drawing_in_2d.pot index e8cf5042b5..895a3ac0f8 100644 --- a/sphinx/templates/tutorials/2d/custom_drawing_in_2d.pot +++ b/sphinx/templates/tutorials/2d/custom_drawing_in_2d.pot @@ -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 \n" @@ -136,7 +136,7 @@ msgid "You will have to code a function to perform this and draw it yourself." msgstr "" #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:255 -msgid "The following instructions use a fixed set of coordinates that could be too small for high resolution screens (larger than 1080p). If that is your case, and the drawing is too small consider increasing your window scale in ``Menu > Project > Project settings > display/window/stretch/scale`` to adjust the project to a higher resolution (a 2 or 4 scale tends to work well)." +msgid "The following instructions use a fixed set of coordinates that could be too small for high resolution screens (larger than 1080p). If that is your case, and the drawing is too small consider increasing your window scale in the project setting :ref:`Display > Window > Stretch > Scale` to adjust the project to a higher resolution (a 2 or 4 scale tends to work well)." msgstr "" #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:262 @@ -200,7 +200,7 @@ msgid "You should get the following output:" msgstr "" #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:487 -msgid "Unlike ``draw_polygon()``, polylines can only have a single unique color for all its points (the second argument). This method has 2 additional arguments: the width of the line (which is as small as possible by default) and enabling or disabling the anti-aliasing (it is disabled by default)." +msgid "Unlike ``draw_polygon()``, polylines can only have a single unique color for all its points (the second argument). This method has 2 additional arguments: the width of the line (which is as small as possible by default) and enabling or disabling the antialiasing (it is disabled by default)." msgstr "" #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:492 @@ -406,7 +406,3 @@ msgstr "" #: ../../docs/tutorials/2d/custom_drawing_in_2d.rst:1055 msgid "Feel free to play with the parameters in the inspector to obtain different results: change the color, the width, the antialiasing, and increase the number of segments to increase the curve smoothness, at the cost of extra performance." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/2d/index.pot b/sphinx/templates/tutorials/2d/index.pot index 43759cc58e..11fbb50206 100644 --- a/sphinx/templates/tutorials/2d/index.pot +++ b/sphinx/templates/tutorials/2d/index.pot @@ -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 \n" @@ -19,18 +19,14 @@ msgstr "" msgid "2D" msgstr "" -#: ../../docs/tutorials/2d/index.rst:14 +#: ../../docs/tutorials/2d/index.rst:17 msgid "Rendering" msgstr "" -#: ../../docs/tutorials/2d/index.rst:29 +#: ../../docs/tutorials/2d/index.rst:32 msgid "Physics and movement" msgstr "" -#: ../../docs/tutorials/2d/index.rst:38 +#: ../../docs/tutorials/2d/index.rst:41 msgid "Tools" msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/2d/introduction_to_2d.pot b/sphinx/templates/tutorials/2d/introduction_to_2d.pot new file mode 100644 index 0000000000..8abd76b172 --- /dev/null +++ b/sphinx/templates/tutorials/2d/introduction_to_2d.pot @@ -0,0 +1,356 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.3\n" +"Report-Msgid-Bugs-To: \n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:4 +msgid "Introduction to 2D" +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:6 +msgid "Godot's 2D game development tools include a dedicated 2D rendering engine, physics system, and features tailored specifically for creating 2D experiences. You can efficiently design levels with the TileMap system, animate characters with 2D sprite or Cutout animation, and leverage 2D lighting for dynamic scene illumination. The built-in 2D particle system allows you to create complex visual effects, and Godot also supports custom shaders to enhance your graphics. These features, combined with Godot's accessibility and flexibility, provide a solid foundation for creating engaging 2D games." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:16 +msgid "2D Platformer Demo available on the Asset Library." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:18 +msgid "This page will show you the 2D workspace and how you can get to know it." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:20 +msgid "If you would like to get an introduction to 3D, see :ref:`doc_introduction_to_3d`." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:23 +msgid "2D workspace" +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:25 +msgid "You will use the 2D workspace to work with 2D scenes, design levels, or create user interfaces. To switch to the 2D workspace, you can either select a 2D node from the scene tree, or use the workspace selector located at the top edge of the editor:" +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:32 +msgid "Similar to 3D, you can use the tabs below the workspace selector to change between currently opened scenes or create a new one using the plus (+) button. The left and right docks should be familiar from :ref:`editor introduction `." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:36 +msgid "Below the scene selector is the main toolbar, and beneath the main toolbar is the 2D viewport." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:39 +msgid "You can drag and drop compatible nodes from the FileSystem dock to add them to the viewport as nodes. Dragging and dropping adds the dragged node as a sibling of the selected node (if the root node is selected, adds as a child). Keeping :kbd:`Shift` pressed when dropping adds the node as a child of the selected node. Holding :kbd:`Alt` when dropping adds the node as a child of the root node. If :kbd:`Alt + Shift` is held when dropping, the node type can be selected if applicable." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:50 +msgid "Main toolbar" +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:52 +msgid "Some buttons in the main toolbar are the same as those in the 3D workspace. A brief explanation is given with the shortcut if the mouse cursor is hovered over a button for one second. Some buttons may have additional functionality if another keypress is performed. A recap of main functionality of each button with its default shortcut is provided below from left to right:" +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:60 +msgid "**Select Mode** (:kbd:`Q`): Allows selection of nodes in the viewport. Left clicking on a node in the viewport selects it. Left clicking and dragging a rectangle selects all nodes within the rectangle's boundaries, once released. Holding :kbd:`Shift` while selecting adds more nodes to the selection. Clicking on a selected node while holding :kbd:`Shift` deselects the node. In this mode, you can drag the selected node(s) to move, press :kbd:`Ctrl` to switch to the rotation mode temporarily, or use the red circles to scale it. If multiple nodes are selected, only movement and rotation are possible. In this mode, rotation and scaling will not use the snapping options if snapping is enabled." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:70 +msgid "**Move Mode** (:kbd:`W`): Enables move (or translate) mode for the selected nodes. See :ref:`doc_introduction_to_2d_the_viewport` for more details." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:72 +msgid "**Rotate Mode** (:kbd:`E`): Enables rotation mode for the selected nodes. See :ref:`doc_introduction_to_2d_the_viewport` for more details." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:74 +msgid "**Scale Mode** (:kbd:`R`): Enables scaling and displays scaling gizmos in both axes for the selected node(s). See :ref:`doc_introduction_to_2d_the_viewport` for more details." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:76 +msgid "**Show list of selectable nodes at position clicked**: As the description suggests, this provides a list of selectable nodes at the clicked position as a context menu, if there is more than one node in the clicked area." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:79 +msgid "**Rotation pivot**: Sets the rotation pivot to rotate node(s) around. An added node has its rotation pivot at ``x: 0``, ``y: 0``, by default, with exceptions. For example, the default pivot for a :ref:`Sprite2D ` is its center if the ``centered`` property is set to ``true``. If you would like to change the rotation pivot of a node, click this button and choose a new location by left clicking. The node rotates considering this point. If you have multiple nodes selected, this icon will add a temporary pivot to be used commonly by all selected nodes. Pressing :kbd:`Shift` and clicking this button will create the pivot at the center of selected nodes. If any of the snap options are enabled, the pivot will also snap to them it when dragged." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:88 +msgid "**Pan Mode** (:kbd:`G`): Allows you to navigate in the viewport without accidentally selecting any nodes. In other modes, you can also hold :kbd:`Space` and drag with the left mouse button to do the same." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:90 +msgid "**Ruler Mode**: After enabling, click on the viewport to display the current global x and y coordinates. Dragging from a position to another one measures the distance in pixels. If you drag diagonally, it will draw a triangle and show the separate distances in terms of x, y, and total distance to the target, including the angles to the axes in degrees. The :kbd:`R` key also activates the ruler. If snapping is enabled, it also displays the measurements in terms of grid count:" +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:99 +msgid "Using ruler with snapping enabled." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:101 +msgid "**Use Smart Snap**: Toggles smart snapping for move, rotate, and scale modes; and the rotation pivot. Customize it using the three-dot menu next to the snap tools." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:103 +msgid "**Use Grid Snap**: Toggles snapping to grid for move and scale mode, rotation pivot, and the ruler. Customize it using the three-dot menu next to the snap tools." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:106 +msgid "You can customize the grid settings so that move mode, rotate mode, scale mode, ruler, and rotation pivot uses snapping. Use the three-dot menu for this:" +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:112 +msgid "**Use Rotation Snap**: Toggles snapping using the configured rotation setting." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:113 +msgid "**Use Scale Snap**: Toggles snapping using the configured scaling step setting." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:114 +msgid "**Snap Relative**: Toggles the usage of snapping based on the selected node's current transform values. For example, if the grids are set to 32x32 pixels and if the selected node is located at ``x: 1, y: 1``, then, enabling this option will temporarily shift the grids by ``x: 1, y: 1``." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:118 +msgid "**Use Pixel Snap**: Toggles the use of subpixels for snapping. If enabled, the position values will be integers, disabling will enable subpixel movement as decimal values. For the runtime property, consider checking `Project Settings > Rendering > 2D > Snapping` property for Node2D nodes, and `Project Settings > GUI > General > Snap Controls to Pixels` for Control nodes." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:123 +msgid "**Smart Snapping**: Provides a set of options to snap to specific positions if they are enabled:" +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:125 +msgid "Snap to Parent: Snaps to parent's edges. For example, scaling a child control node while this is enabled will snap to the boundaries of the parent." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:127 +msgid "Snap to Node Anchor: Snaps to the node's anchor. For example, if anchors of a control node is positioned at different positions, enabling this will snap to the sides and corners of the anchor." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:130 +msgid "Snap to Node Sides: Snaps to the node's sides, such as for the rotation pivot or anchor positioning." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:132 +msgid "Snap to Node Center: Snaps to the node's center, such as for the rotation pivot or anchor positioning." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:134 +msgid "Snap to Other Nodes: Snaps to other nodes while moving or scaling. Useful to align nodes in the editor." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:136 +msgid "Snap to Guides: Snaps to custom guides drawn using the horizontal or vertical ruler. More on the ruler and guides below." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:141 +msgid "**Configure Snap**: Opens the window shown above, offering a set of snapping parameters." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:143 +msgid "Grid Offset: Allows you to shift grids with respect to the origin. ``x`` and ``y`` can be adjusted separately." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:145 +msgid "Grid Step: The distance between each grid in pixels. ``x`` and ``y`` can be adjusted separately." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:146 +msgid "Primary Line Every: The number of grids in-between to draw infinite lines as indication of main lines." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:148 +msgid "Rotation Offset: Sets the offset to shift rotational snapping." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:149 +msgid "Rotation Step: Defines the snapping degree. E.g., 15 means the node will rotate and snap at multiples of 15 degrees if rotation snap is enabled and the rotate mode is used." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:151 +msgid "Scale Step: Determines the scaling increment factor. For example, if it is 0.1, it will change the scaling at 0.1 steps if scaling snap is enabled and the scaling mode is used." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:154 +msgid "**Lock selected nodes** (:kbd:`Ctrl + L`). Locks the selected nodes, preventing selection and movement in the viewport. Clicking the button again (or using :kbd:`Ctrl + Shift + L`) unlocks the selected nodes. Locked nodes can only be selected in the scene tree. They can easily be identified by a padlock next to their node names in the scene tree. Clicking on this padlock also unlocks the nodes." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:159 +msgid "**Group selected nodes** (:kbd:`Ctrl + G`). This allows selection of the root node if any of the children are selected. Using :kbd:`Ctrl + G` ungroups them. Additionally, clicking the ungroup button in the scene tree performs the same action." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:162 +msgid "**Skeleton Options**: Provides options to work with Skeleton2D and Bone2D." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:164 +msgid "Show Bones: Toggles the visibility of bones for the selected node." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:165 +msgid "Make Bone2D Node(s) from Node(s): Converts selected node(s) into Bone2D." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:167 +msgid "To learn more about Skeletons, see :ref:`doc_cutout_animation`." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:169 +msgid "**Project Camera Override**: Temporarily replaces the active camera in the level (e.g., the camera following the player) with the camera in the editor's viewport, allowing you to move freely and inspect the level's different parts, while the game is running." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:173 +msgid "**View** menu: Provides options to control the viewport view. Since its options depend heavily on the viewport, it is covered in the :ref:`doc_introduction_to_2d_the_viewport` section." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:177 +msgid "Next to the View menu, additional buttons may be visible. In the toolbar image at the beginning of this chapter, an additional *Sprite2D* button appears because a Sprite2D is selected. This menu provides some quick actions and tools to work on a specific node or selection. For example, while drawing a polygon, it provides buttons to add, modify, or remove points." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:185 +msgid "Coordinate system" +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:187 +msgid "In the 2D editor, unlike 3D, there are only two axes: ``x`` and ``y``. Also, the viewing angle is fixed." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:190 +msgid "In the viewport, you will see two lines in two colors going across the screen infinitely: red for the x-axis, and green for the y-axis. In Godot, going right and down are positive directions. Where these two lines intersect is the origin: ``x: 0, y: 0``." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:195 +msgid "A root node will have its origin at this position once added. Switching to the `move` or `scale` modes after selecting a node will display the gizmos at the node's offset position. The gizmos will point to the positive directions of the x and y axes. In the move mode, you can drag the green line to move only in the ``y`` axis. Similarly, you can hold the red line to move only in the ``x`` axis." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:202 +msgid "In the scale mode, the gizmos will have a square shape. You can hold and drag the green and red squares to scale the nodes in the ``y`` or ``x`` axes. Dragging in a negative direction flips the node horizontally or vertically." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:209 +msgid "2D Viewport" +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:211 +msgid "The viewport will be the area you spend the most time if you plan to design levels or user interfaces visually:" +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:216 +msgid "Middle-clicking and dragging the mouse will pan the view. The scrollbars on the right or bottom of the viewport also move the view. Alternatively, the :kbd:`G` or :kbd:`Space` keys can be used. If you enable `Editor Settings > Editors > Panning > Simple Panning`, you can activate panning directly with :kbd:`Space` only, without requiring dragging." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:222 +msgid "The viewport has buttons on the top-left. **Center View** centers the selected node(s) in the screen. Useful if you have a large scene with many nodes, and want to see the node selected in the scene tree. Next to it are the zoom controls. **-** zooms out, **+** zooms in, and clicking on the number with percentage defaults to 100%. Alternatively, you can use middle-mouse scrolling to zoom in (scroll up) and out (scroll down)." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:229 +msgid "The black bars at the viewport's left and top edges are the **rulers**. You can use them to orient yourself in the viewport. By default, the rulers will display the pixel coordinates of the viewport, numbered at 100 pixel steps. Changing the zoom factor will change the shown values. Enabling `Grid Snap` or changing the snapping options will update the ruler's scaling and the shown values." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:236 +msgid "You can also create multiple custom guides to help you make measurements or align nodes with them:" +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:241 +msgid "If you have at least one node in the scene, you can create guides by dragging from the horizontal or vertical ruler towards the viewport. A purple guide will appear, showing its position, and will remain there when you release the mouse. You can create both horizontal and vertical guides simultaneously by dragging from the gray square at the rulers' intersection. Guides can be repositioned by dragging them back to their respective rulers, and they can be removed by dragging them all the way back to the ruler." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:248 +msgid "You can also enable snapping to the created guides using the `Smart Snap` menu." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:250 +msgid "If you cannot create a line, or do not see previously created guides, make sure that they are visible by checking the `View` menu of the viewport. :kbd:`Y` toggles their visibility, by default. Also, make sure you have at least one node in the scene." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:254 +msgid "Depending on the tool chosen in the toolbar, left-clicking will have a primary action in the viewport. For example, the `Select Mode` will select the left-clicked node in the viewport. Sometimes, left-clicking can be combined with a modifier (e.g., :kbd:`Ctrl`, or :kbd:`Shift`) to perform secondary actions. For example, keeping :kbd:`Shift` pressed while dragging a node in the Select or Move modes will try to snap the node in a single axis while moving." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:262 +msgid "Right clicking in the viewport provides two options to create a node or instantiate a scene at the chosen position. If at least one node is selected, right clicking also provides the option to move the selected node(s) to this position." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:268 +msgid "Viewport has a **View** menu which provides several options to change the look of the viewport:" +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:270 +msgid "**Grid**: Allows you to show grids all the time, only when using snapping, or not at all. You can also toggle them with the provided option." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:272 +msgid "**Show Helpers**: Toggles the temporary display of an outline of the node, with the previous transform properties (position, scaling, or rotation) if a transform operation has been initiated. For `Control` nodes, it also shows the sizing parameters. Useful to see the deltas." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:275 +msgid "**Show Rulers**: Toggles the visibility of horizontal and vertical rulers. See :ref:`doc_introduction_to_2d_the_viewport` more on rulers." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:277 +msgid "**Show Guides**: Toggles the visibility of created guides. See :ref:`doc_introduction_to_2d_the_viewport` for on how to create them." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:279 +msgid "**Show Origin**: Toggles the display of the green and red origin lines drawn at ``x: 0, y: 0``." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:280 +msgid "**Show Viewport**: Toggles the visibility of the game's default viewport, indicated by an indigo-colored rectangle. It is also the default window size on desktop platforms, which can be changed by going to `Project Settings > Display > Window > Size` and setting `Viewport Width` and `Viewport Height`." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:284 +msgid "**Gizmos**: Toggles the visibility of `Position` (shown with cross icon), `Lock` (shown with padlock), `Groups` (shown with two squares), and `Transformation` (shown with green and red lines) indicators." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:287 +msgid "**Center Selection**: The same as the **Center View** button inside the viewport. Centers the selected node(s) in the view. :kbd:`F` is the default shortcut." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:289 +msgid "**Frame to Selection**: Similar to `Center Selection`, but also changes the zoom factor to fit the contents in the screen. :kbd:`Shift + F` is the default shortcut." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:291 +msgid "**Clear Guides**: Deletes all guides from the screen. You will need to recreate them if you plan to use them later." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:293 +msgid "**Preview Canvas Scale**: Toggles the preview for scaling of canvas in the editor when the zoom factor or view of the viewport changes. Useful to see how the controls will look like after scaling and moving, without running the game." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:296 +msgid "**Preview Theme**: Allows to choose from the available themes to change the look of control items in the editor, without requiring to run the game." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:301 +msgid "Node2D and Control node" +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:303 +msgid ":ref:`CanvasItem ` is the base node for 2D. :ref:`Node2D ` is the base node for 2D game objects, and :ref:`Control ` is the base node for everything GUI. For 3D, Godot uses the :ref:`Node3D ` node." +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:308 +msgid "3D in 2D" +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:310 +msgid "It is possible to display 3D scenes in 2D screen. This is achieved by adding a :ref:`SubViewport ` as a child. Then, you can drag a 3D scene as a child of the SubViewport:" +msgstr "" + +#: ../../docs/tutorials/2d/introduction_to_2d.rst:316 +msgid "You can check the demo on: `3D in 2D Viewport demo `__." +msgstr "" diff --git a/sphinx/templates/tutorials/2d/particle_systems_2d.pot b/sphinx/templates/tutorials/2d/particle_systems_2d.pot index ddcc4b12f0..685c1ed54c 100644 --- a/sphinx/templates/tutorials/2d/particle_systems_2d.pot +++ b/sphinx/templates/tutorials/2d/particle_systems_2d.pot @@ -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 \n" @@ -83,7 +83,7 @@ msgstr "" msgid "Particle flipbooks are suited to reproduce complex effects such as smoke, fire, explosions. They can also be used to introduce random texture variation, by making every particle use a different texture. You can find existing particle flipbook images online, or pre-render them using external tools such as `Blender `__ or `EmberGen `__." msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:87 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:83 #: ../../docs/tutorials/2d/particle_systems_2d.rst:87 msgid "Example of a particle system that uses a flipbook texture" msgstr "" @@ -92,7 +92,7 @@ msgstr "" msgid "Using an animation flipbook requires additional configuration compared to a single texture. For demonstration purposes, we'll use this texture with 5 columns and 7 rows (right-click and choose **Save as…**):" msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:98 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:93 msgid "Particle flipbook texture example" msgstr "" @@ -104,7 +104,7 @@ msgstr "" msgid "To use an animation flipbook, you must create a new CanvasItemMaterial in the Material section of the GPUParticles2D (or CPUParticles2D) node:" msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:108 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:104 #: ../../docs/tutorials/2d/particle_systems_2d.rst:108 msgid "Creating a CanvasItemMaterial at the bottom of the particles node inspector" msgstr "" @@ -113,7 +113,7 @@ msgstr "" msgid "In this CanvasItemMaterial, enable **Particle Animation** and set **H Frames** and **V Frames** to the number of columns and rows present in your flipbook texture:" msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:117 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:113 #: ../../docs/tutorials/2d/particle_systems_2d.rst:117 msgid "Configuring the CanvasItemMaterial for the example flipbook texture" msgstr "" @@ -206,306 +206,306 @@ msgstr "" msgid "This setting can be used to set the particle system to render at a fixed FPS. For instance, changing the value to ``2`` will make the particles render at 2 frames per second. Note this does not slow down the particle system itself." msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:203 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:204 +msgid "Godot 4.3 does not currently support physics interpolation for 2D particles. As a workaround, disable physics interpolation for the particles node by setting **Node > Physics Interpolation > Mode** at the bottom of the inspector." +msgstr "" + +#: ../../docs/tutorials/2d/particle_systems_2d.rst:209 msgid "Fract Delta" msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:205 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:211 msgid "This can be used to turn Fract Delta on or off." msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:208 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:214 msgid "Drawing parameters" msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:211 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:217 msgid "Visibility Rect" msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:214 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:220 msgid "The visibility rectangle controls the visibility of the particles on screen. If this rectangle is outside of the viewport, the engine will not render the particles on screen." msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:216 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:222 msgid "The rectangle's ``W`` and ``H`` properties respectively control its Width and its Height. The ``X`` and ``Y`` properties control the position of the upper-left corner of the rectangle, relative to the particle emitter." msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:220 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:226 msgid "You can have Godot generate a Visibility Rect automatically using the toolbar above the 2d view. To do so, select the GPUParticles2D node and Click ``Particles > Generate Visibility Rect``. Godot will simulate the Particles2D node emitting particles for a few seconds and set the rectangle to fit the surface the particles take." msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:222 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:228 msgid "You can control the emit duration with the ``Generation Time (sec)`` option. The maximum value is 25 seconds. If you need more time for your particles to move around, you can temporarily change the ``preprocess`` duration on the Particles2D node." msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:225 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:231 msgid "Local Coords" msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:227 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:233 msgid "By default this option is on, and it means that the space that particles are emitted to is relative to the node. If the node is moved, all particles are moved with it:" msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:233 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:239 msgid "If disabled, particles will emit to global space, meaning that if the node is moved, already emitted particles are not affected:" msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:239 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:245 msgid "Draw Order" msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:241 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:247 msgid "This controls the order in which individual particles are drawn. ``Index`` means particles are drawn according to their emission order (default). ``Lifetime`` means they are drawn in order of remaining lifetime." msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:246 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:252 msgid "ParticleProcessMaterial settings" msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:249 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:255 msgid "Direction" msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:251 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:257 msgid "This is the base direction at which particles emit. The default is ``Vector3(1, 0, 0)`` which makes particles emit to the right. However, with the default gravity settings, particles will go straight down." msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:257 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:263 msgid "For this property to be noticeable, you need an *initial velocity* greater than 0. Here, we set the initial velocity to 40. You'll notice that particles emit toward the right, then go down because of gravity." msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:264 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:270 msgid "Spread" msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:266 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:272 msgid "This parameter is the angle in degrees which will be randomly added in either direction to the base ``Direction``. A spread of ``180`` will emit in all directions (+/- 180). For spread to do anything the \"Initial Velocity\" parameter must be greater than 0." msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:274 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:280 msgid "Flatness" msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:276 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:282 msgid "This property is only useful for 3D particles." msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:279 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:285 msgid "Gravity" msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:281 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:287 msgid "The gravity applied to every particle." msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:286 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:292 msgid "Initial Velocity" msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:288 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:294 msgid "Initial velocity is the speed at which particles will be emitted (in pixels/sec). Speed might later be modified by gravity or other accelerations (as described further below)." msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:295 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:301 msgid "Angular Velocity" msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:297 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:303 msgid "Angular velocity is the initial angular velocity applied to particles." msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:300 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:306 msgid "Spin Velocity" msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:302 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:308 msgid "Spin velocity is the speed at which particles turn around their center (in degrees/sec)." msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:308 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:314 msgid "Orbit Velocity" msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:310 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:316 msgid "Orbit velocity is used to make particles turn around their center." msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:315 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:321 msgid "Linear Acceleration" msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:317 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:323 msgid "The linear acceleration applied to each particle." msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:320 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:326 msgid "Radial Acceleration" msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:322 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:328 msgid "If this acceleration is positive, particles are accelerated away from the center. If negative, they are absorbed towards it." msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:328 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:334 msgid "Tangential Acceleration" msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:330 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:336 msgid "This acceleration will use the tangent vector to the center. Combining with radial acceleration can do nice effects." msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:336 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:342 msgid "Damping" msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:338 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:344 msgid "Damping applies friction to the particles, forcing them to stop. It is especially useful for sparks or explosions, which usually begin with a high linear velocity and then stop as they fade." msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:345 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:351 msgid "Angle" msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:347 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:353 msgid "Determines the initial angle of the particle (in degrees). This parameter is mostly useful randomized." msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:353 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:359 msgid "Scale" msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:355 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:361 msgid "Determines the initial scale of the particles." msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:360 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:366 msgid "Color" msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:362 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:368 msgid "Used to change the color of the particles being emitted." msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:365 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:371 msgid "Hue Variation" msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:367 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:373 msgid "The ``Variation`` value sets the initial hue variation applied to each particle. The ``Variation Random`` value controls the hue variation randomness ratio." msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:374 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:380 msgid "Animation" msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:378 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:384 msgid "Particle flipbook animation is only effective if the CanvasItemMaterial used on the GPUParticles2D or CPUParticles2D node has been :ref:`configured accordingly `." msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:382 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:388 msgid "To set up the particle flipbook for linear playback, set the **Speed Min** and **Speed Max** values to 1:" msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:388 -#: ../../docs/tutorials/2d/particle_systems_2d.rst:388 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:390 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:394 msgid "Setting up particle animation for playback during the particle's lifetime" msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:390 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:396 msgid "By default, looping is disabled. If the particle is done playing before its lifetime ends, the particle will keep using the flipbook's last frame (which may be fully transparent depending on how the flipbook texture is designed). If looping is enabled, the animation will loop back to the first frame and resume playing." msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:396 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:402 msgid "Depending on how many images your sprite sheet contains and for how long your particle is alive, the animation might not look smooth. The relationship between particle lifetime, animation speed, and number of images in the sprite sheet is this:" msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:403 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:409 msgid "At an animation speed of ``1.0``, the animation will reach the last image in the sequence just as the particle's lifetime ends." msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:406 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:412 msgid "Animation\\ FPS = \\frac{Number\\ of\\ images}{Lifetime}\n" "\n" "" msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:409 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:415 msgid "If you wish the particle flipbook to be used as a source of random particle textures for every particle, keep the speed values at 0 and set **Offset Max** to 1 instead:" msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:417 -#: ../../docs/tutorials/2d/particle_systems_2d.rst:417 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:419 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:423 msgid "Setting up particle animation for random offset on emission" msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:419 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:425 msgid "Note that the GPUParticles2D node's **Fixed FPS** also affects animation playback. For smooth animation playback, it's recommended to set it to 0 so that the particle is simulated on every rendered frame. If this is not an option for your use case, set **Fixed FPS** to be equal to the effective framerate used by the flipbook animation (see above for the formula)." msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:426 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:432 msgid "Emission Shapes" msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:428 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:434 msgid "ParticleProcessMaterials allow you to set an Emission Mask, which dictates the area and direction in which particles are emitted. These can be generated from textures in your project." msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:432 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:438 msgid "Ensure that a ParticleProcessMaterial is set, and the GPUParticles2D node is selected. A \"Particles\" menu should appear in the Toolbar:" msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:437 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:443 msgid "Open it and select \"Load Emission Mask\":" msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:441 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:447 msgid "Then select which texture you want to use as your mask:" msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:445 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:451 msgid "A dialog box with several settings will appear." msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:448 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:454 msgid "Emission Mask" msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:450 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:456 msgid "Three types of emission masks can be generated from a texture:" msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:452 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:458 msgid "Solid Pixels: Particles will spawn from any area of the texture, excluding transparent areas." msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:457 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:463 msgid "Border Pixels: Particles will spawn from the outer edges of the texture." msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:461 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:467 msgid "Directed Border Pixels: Similar to Border Pixels, but adds extra information to the mask to give particles the ability to emit away from the borders. Note that an ``Initial Velocity`` will need to be set in order to utilize this." msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:469 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:475 msgid "Emission Colors" msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:471 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:477 msgid "``Capture from Pixel`` will cause the particles to inherit the color of the mask at their spawn points." msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:473 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:479 msgid "Once you click \"OK\", the mask will be generated and set to the ParticleProcessMaterial, under the ``Emission Shape`` section:" msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:477 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:483 msgid "All of the values within this section have been automatically generated by the \"Load Emission Mask\" menu, so they should generally be left alone." msgstr "" -#: ../../docs/tutorials/2d/particle_systems_2d.rst:480 +#: ../../docs/tutorials/2d/particle_systems_2d.rst:486 msgid "An image should not be added to ``Point Texture`` or ``Color Texture`` directly. The \"Load Emission Mask\" menu should always be used instead." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/2d/using_tilemaps.pot b/sphinx/templates/tutorials/2d/using_tilemaps.pot index 5642ac93dd..1b4afb39b4 100644 --- a/sphinx/templates/tutorials/2d/using_tilemaps.pot +++ b/sphinx/templates/tutorials/2d/using_tilemaps.pot @@ -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 \n" @@ -28,463 +28,494 @@ msgid "Introduction" msgstr "" #: ../../docs/tutorials/2d/using_tilemaps.rst:15 -msgid "A tilemap is a grid of tiles used to create a game's layout. There are several benefits to using :ref:`TileMap ` nodes to design your levels. First, they make it possible to draw the layout by \"painting\" the tiles onto a grid, which is much faster than placing individual :ref:`Sprite2D ` nodes one by one. Second, they allow for much larger levels because they are optimized for drawing large numbers of tiles. Finally, you can add collision, occlusion, and navigation shapes to tiles, adding greater functionality to the TileMap." +msgid "A tilemap is a grid of tiles used to create a game's layout. There are several benefits to using :ref:`TileMapLayer ` nodes to design your levels. First, they make it possible to draw the layout by \"painting\" the tiles onto a grid, which is much faster than placing individual :ref:`Sprite2D ` nodes one by one. Second, they allow for much larger levels because they are optimized for drawing large numbers of tiles. Finally, you can add collision, occlusion, and navigation shapes to tiles, adding greater functionality to the TileMap." msgstr "" #: ../../docs/tutorials/2d/using_tilemaps.rst:25 -msgid "Specifying the TileSet in the TileMap" +msgid "Specifying the TileSet in the TileMapLayer" msgstr "" #: ../../docs/tutorials/2d/using_tilemaps.rst:27 -msgid "If you've followed the previous page on :ref:`doc_using_tilesets`, you should have a TileSet resource that is built-in to the TileMap node. This is good for prototyping, but in a real world project, you will generally have multiple levels reusing the same tileset." +msgid "If you've followed the previous page on :ref:`doc_using_tilesets`, you should have a TileSet resource that is built-in to the TileMapLayer node. This is good for prototyping, but in a real world project, you will generally have multiple levels reusing the same tileset." msgstr "" #: ../../docs/tutorials/2d/using_tilemaps.rst:32 -msgid "The recommended way to reuse the same TileSet in several TileMap nodes is to save the TileSet to an external resource. To do so, click the dropdown next to the TileSet resource and choose **Save**:" +msgid "The recommended way to reuse the same TileSet in several TileMapLayer nodes is to save the TileSet to an external resource. To do so, click the dropdown next to the TileSet resource and choose **Save**:" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:40 +#: ../../docs/tutorials/2d/using_tilemaps.rst:36 #: ../../docs/tutorials/2d/using_tilemaps.rst:40 msgid "Saving the built-in TileSet resource to an external resource file" msgstr "" #: ../../docs/tutorials/2d/using_tilemaps.rst:43 -msgid "Creating TileMap layers" +msgid "Multiple TileMapLayers and settings" msgstr "" #: ../../docs/tutorials/2d/using_tilemaps.rst:45 -msgid "As of Godot 4.0, you can place several *layers* in a single TileMap node. For example, this allows you to distinguish foreground tiles from background tiles for better organization. You can place one tile per layer at a given location, which allows you to overlap several tiles together if you have more than one layer." +msgid "When working with tilemaps it's generally advised that you use multiple TileMapLayer nodes when appropriate. Using multiple layers can be advantageous, for example, this allows you to distinguish foreground tiles from background tiles for better organization. You can place one tile per layer at a given location, which allows you to overlap several tiles together if you have more than one layer." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:50 -msgid "By default, a TileMap node automatically has one premade layer. You do not have to create additional layers if you only need a single layer, but if you wish to do so now, select the TileMap node and unfold the **Layers** section in the inspector:" +#: ../../docs/tutorials/2d/using_tilemaps.rst:51 +msgid "Each TileMapLayer node has several properties you can adjust:" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:59 -#: ../../docs/tutorials/2d/using_tilemaps.rst:59 -msgid "Creating layers in a TileMap node (example with \"background\" and \"foreground\")" -msgstr "" - -#: ../../docs/tutorials/2d/using_tilemaps.rst:61 -msgid "Each layer has several properties you can adjust:" -msgstr "" - -#: ../../docs/tutorials/2d/using_tilemaps.rst:63 -msgid "**Name:** A human-readable name to display in the TileMap editor. This can be something like \"background\", \"buildings\", \"vegetation\", etc." -msgstr "" - -#: ../../docs/tutorials/2d/using_tilemaps.rst:65 +#: ../../docs/tutorials/2d/using_tilemaps.rst:53 msgid "**Enabled:** If ``true``, the layer is visible in the editor and when running the project." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:67 -msgid "**Modulate:** The color to use as a multiplier for all tiles on the layer. This is also multiplied with the per-tile **Modulate** property and the TileMap node's **Modulate** property. For example, you can use this to darken background tiles to make foreground tiles stand out more." +#: ../../docs/tutorials/2d/using_tilemaps.rst:55 +msgid "**TileSet** The tileset used by the TileMapLayer node." +msgstr "" + +#: ../../docs/tutorials/2d/using_tilemaps.rst:58 +msgid "Rendering" +msgstr "" + +#: ../../docs/tutorials/2d/using_tilemaps.rst:60 +msgid "**Y Sort Origin:** The vertical offset to use for Y-sorting on each tile (in pixels). Only effective if **Y Sort Enabled** under CanvasItem settings is ``true``." +msgstr "" + +#: ../../docs/tutorials/2d/using_tilemaps.rst:62 +msgid "**X Draw Order Reversed** Reverses the order tiles are drawn on the X axis. Requires that **Y Sort Enabled** under CanvasItem settings is ``true``." +msgstr "" + +#: ../../docs/tutorials/2d/using_tilemaps.rst:64 +msgid "**Rendering Quadrant Size** A quadrant is a group of tiles drawn together on a single CanvasItem for optimization purposes. This setting defines the length of a square's side in the map's coordinate system. The quadrant size does not apply to a Y sorted TileMapLayer since tiles are grouped by Y position in that case." +msgstr "" + +#: ../../docs/tutorials/2d/using_tilemaps.rst:70 +msgid "Physics" msgstr "" #: ../../docs/tutorials/2d/using_tilemaps.rst:71 -msgid "**Y Sort Enabled:** If ``true``, sorts tiles based on their Y position on the TileMap. This can be used to prevent sorting issues with certain tile setups, especially with isometric tiles." +msgid "**Collision Enabled** Enables or disables collision." +msgstr "" + +#: ../../docs/tutorials/2d/using_tilemaps.rst:72 +msgid "**Use Kinematic Bodies** When true TileMapLayer collision shapes will be instantiated as kinematic bodies." msgstr "" #: ../../docs/tutorials/2d/using_tilemaps.rst:74 -msgid "**Y Sort Origin:** The vertical offset to use for Y-sorting on each tile (in pixels). Only effective if **Y Sort Enabled** is ``true``." +msgid "**Collision Visibility Mode** Whether or not the TileMapLayer's collision shapes are visible. If set to default, then it depends on the show collision debug settings." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:76 -msgid "**Z Index:** Controls whether this layer is drawn in front of or behind other TileMap layers. This value can be positive or negative; the layer with the highest Z Index is drawn on top of other layers. If several layers have an equal Z Index property, the layer that is *last* in the list of layers (the one which appears at the bottom in the list) is drawn on top." +#: ../../docs/tutorials/2d/using_tilemaps.rst:78 +msgid "Navigation" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:82 -msgid "You can reorder layers by drag-and-dropping the \"three horizontal bars\" icon on the left of the entries in the **Layers** section." +#: ../../docs/tutorials/2d/using_tilemaps.rst:80 +msgid "**Navigation Enabled** Whether or not navigation regions are enabled." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:87 -msgid "You can create, rename or reorder layers in the future without affecting existing tiles. Be careful though, as *removing* a layer will also remove all tiles that were placed on the layer." +#: ../../docs/tutorials/2d/using_tilemaps.rst:81 +msgid "**Navigation Visible** Whether or not the TileMapLayer's navigation meshes are visible. If set to default then it depends on the show navigation debug settings." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:92 -msgid "Opening the TileMap editor" +#: ../../docs/tutorials/2d/using_tilemaps.rst:86 +msgid "TileMap built-in navigation has many practical limitations that result in inferior pathfinding performance and pathfollowing quality." +msgstr "" + +#: ../../docs/tutorials/2d/using_tilemaps.rst:88 +msgid "After designing the TileMap consider baking it to a more optimized navigation mesh (and disabling the TileMap NavigationLayer) using a :ref:`NavigationRegion2D ` or the :ref:`NavigationServer2D `. See :ref:`doc_navigation_using_navigationmeshes` for additional information." +msgstr "" + +#: ../../docs/tutorials/2d/using_tilemaps.rst:91 +msgid "2D navigation meshes can not be \"layered\" or stacked on top of each other like visuals or physic shapes. Attempting to stack navigation meshes on the same navigation map will result in merge and logical errors that break the pathfinding." msgstr "" #: ../../docs/tutorials/2d/using_tilemaps.rst:94 -msgid "Select the TileMap node, then open the TileMap panel at the bottom of the editor:" +msgid "Reordering layers" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:101 -#: ../../docs/tutorials/2d/using_tilemaps.rst:101 -msgid "Opening the TileMap panel at the bottom of the editor. The TileMap node must be selected first." +#: ../../docs/tutorials/2d/using_tilemaps.rst:96 +msgid "You can reorder layers by drag-and-dropping their node in the Scene tab. You can also switch between which TileMapLayer node you're working on by using the buttons in the top right corner of the TileMap editor." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:104 +#: ../../docs/tutorials/2d/using_tilemaps.rst:102 +msgid "You can create, rename or reorder layers in the future without affecting existing tiles. Be careful though, as *removing* a layer will also remove all tiles that were placed on the layer." +msgstr "" + +#: ../../docs/tutorials/2d/using_tilemaps.rst:107 +msgid "Opening the TileMap editor" +msgstr "" + +#: ../../docs/tutorials/2d/using_tilemaps.rst:109 +msgid "Select the TileMapLayer node, then open the TileMap panel at the bottom of the editor:" +msgstr "" + +#: ../../docs/tutorials/2d/using_tilemaps.rst:112 +#: ../../docs/tutorials/2d/using_tilemaps.rst:116 +msgid "Opening the TileMap panel at the bottom of the editor. The TileMapLayer node must be selected first." +msgstr "" + +#: ../../docs/tutorials/2d/using_tilemaps.rst:119 msgid "Selecting tiles to use for painting" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:106 +#: ../../docs/tutorials/2d/using_tilemaps.rst:121 msgid "First, if you've created additional layers above, make sure you've selected the layer you wish to paint on:" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:113 -#: ../../docs/tutorials/2d/using_tilemaps.rst:113 +#: ../../docs/tutorials/2d/using_tilemaps.rst:124 +#: ../../docs/tutorials/2d/using_tilemaps.rst:128 msgid "Selecting a layer to paint on in the TileMap editor" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:117 -msgid "In the 2D editor, the layers you aren't currently editing from the same TileMap node will appear grayed out while in the TileMap editor. You can disable this behavior by clicking the icon next to the layer selection menu (**Highlight Selected TileMap Layer** tooltip)." -msgstr "" - -#: ../../docs/tutorials/2d/using_tilemaps.rst:122 -msgid "You can skip the above step if you haven't created additional layers, as the first layer is automatically selected when entering the TileMap editor." -msgstr "" - -#: ../../docs/tutorials/2d/using_tilemaps.rst:125 -msgid "Before you can place tiles in the 2D editor, you must select one or more tiles in the TileMap panel located at the bottom of the editor. To do so, click a tile in the TileMap panel, or hold down the mouse button to select multiple tiles:" -msgstr "" - -#: ../../docs/tutorials/2d/using_tilemaps.rst:133 -#: ../../docs/tutorials/2d/using_tilemaps.rst:133 -msgid "Selecting a tile in the TileMap editor by clicking it" +#: ../../docs/tutorials/2d/using_tilemaps.rst:132 +msgid "In the 2D editor, the layers you aren't currently editing from the same TileMapLayer node will appear grayed out while in the TileMap editor. You can disable this behavior by clicking the icon next to the layer selection menu (**Highlight Selected TileMap Layer** tooltip)." msgstr "" #: ../../docs/tutorials/2d/using_tilemaps.rst:137 +msgid "You can skip the above step if you haven't created additional layers, as the first layer is automatically selected when entering the TileMap editor." +msgstr "" + +#: ../../docs/tutorials/2d/using_tilemaps.rst:140 +msgid "Before you can place tiles in the 2D editor, you must select one or more tiles in the TileMap panel located at the bottom of the editor. To do so, click a tile in the TileMap panel, or hold down the mouse button to select multiple tiles:" +msgstr "" + +#: ../../docs/tutorials/2d/using_tilemaps.rst:144 +#: ../../docs/tutorials/2d/using_tilemaps.rst:148 +msgid "Selecting a tile in the TileMap editor by clicking it" +msgstr "" + +#: ../../docs/tutorials/2d/using_tilemaps.rst:152 msgid "Like in the 2D and TileSet editors, you can pan across the TileMap panel using the middle or right mouse buttons, and zoom using the mouse wheel or buttons in the top-left corner." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:141 +#: ../../docs/tutorials/2d/using_tilemaps.rst:156 msgid "You can also hold down :kbd:`Shift` to append to the current selection. When selecting more than one tile, multiple tiles will be placed every time you perform a painting operation. This can be used to paint structures composed of multiple tiles in a single click (such as large platforms or trees)." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:146 +#: ../../docs/tutorials/2d/using_tilemaps.rst:161 msgid "The final selection does not have to be contiguous: if there is empty space between selected tiles, it will be left empty in the pattern that will be painted in the 2D editor." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:154 -#: ../../docs/tutorials/2d/using_tilemaps.rst:154 +#: ../../docs/tutorials/2d/using_tilemaps.rst:165 +#: ../../docs/tutorials/2d/using_tilemaps.rst:169 msgid "Selecting multiple tiles in the TileMap editor by holding down the left mouse button" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:156 +#: ../../docs/tutorials/2d/using_tilemaps.rst:171 msgid "If you've created alternative tiles in your TileSet, you can select them for painting on the right of the base tiles:" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:163 -#: ../../docs/tutorials/2d/using_tilemaps.rst:163 +#: ../../docs/tutorials/2d/using_tilemaps.rst:174 +#: ../../docs/tutorials/2d/using_tilemaps.rst:178 msgid "Selecting an alternative tile in the TileMap editor" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:165 +#: ../../docs/tutorials/2d/using_tilemaps.rst:180 msgid "Lastly, if you've created a *scenes collection* in the TileSet, you can place scene tiles in the TileMap:" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:171 -#: ../../docs/tutorials/2d/using_tilemaps.rst:171 +#: ../../docs/tutorials/2d/using_tilemaps.rst:182 +#: ../../docs/tutorials/2d/using_tilemaps.rst:186 msgid "Placing a scene tile containing particles using the TileMap editor" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:174 +#: ../../docs/tutorials/2d/using_tilemaps.rst:189 msgid "Painting modes and tools" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:176 +#: ../../docs/tutorials/2d/using_tilemaps.rst:191 msgid "Using the toolbar at the top of the TileMap editor, you can choose between several painting modes and tools. These modes affect operation when clicking in the 2D editor, **not** the TileMap panel itself." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:180 +#: ../../docs/tutorials/2d/using_tilemaps.rst:195 msgid "From left to right, the painting modes and tools you can choose are:" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:183 +#: ../../docs/tutorials/2d/using_tilemaps.rst:198 msgid "Selection" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:185 +#: ../../docs/tutorials/2d/using_tilemaps.rst:200 msgid "Select tiles by clicking a single tile, or by holding down the left mouse button to select multiple with a rectangle in the 2D editor. Note that empty space cannot be selected: if you create a rectangle selection, only non-empty tiles will be selected." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:189 +#: ../../docs/tutorials/2d/using_tilemaps.rst:204 msgid "To append to the current selection, hold :kbd:`Shift` then select a tile. To remove from the current selection, hold :kbd:`Ctrl` then select a tile." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:192 +#: ../../docs/tutorials/2d/using_tilemaps.rst:207 msgid "The selection can then be used in any other painting mode to quickly create copies of an already-placed pattern." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:195 +#: ../../docs/tutorials/2d/using_tilemaps.rst:210 msgid "You can remove the selected tiles from the TileMap by pressing :kbd:`Del`." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:197 +#: ../../docs/tutorials/2d/using_tilemaps.rst:212 msgid "You can toggle this mode temporarily while in Paint mode by holding :kbd:`Ctrl` then performing a selection." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:202 +#: ../../docs/tutorials/2d/using_tilemaps.rst:217 msgid "You can copy and paste tiles that were already placed by performing a selection, pressing :kbd:`Ctrl + C` then pressing :kbd:`Ctrl + V`. The selection will be pasted after left-clicking. You can press :kbd:`Ctrl + V` another time to perform more copies this way. Right-click or press :kbd:`Escape` to cancel pasting." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:209 +#: ../../docs/tutorials/2d/using_tilemaps.rst:224 msgid "Paint" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:211 +#: ../../docs/tutorials/2d/using_tilemaps.rst:226 msgid "The standard Paint mode allows you to place tiles by clicking or holding down the left mouse button." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:214 +#: ../../docs/tutorials/2d/using_tilemaps.rst:229 msgid "If you right-click, the currently selected tile will be erased from the tilemap. In other words, it will be replaced by empty space." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:217 +#: ../../docs/tutorials/2d/using_tilemaps.rst:232 msgid "If you have selected multiple tiles in the TileMap or using the Selection tool, they will be placed every time you click or drag the mouse while holding down the left mouse button." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:223 +#: ../../docs/tutorials/2d/using_tilemaps.rst:238 msgid "While in Paint mode, you can draw a line by holding :kbd:`Shift` *before* holding down the left mouse button, then dragging the mouse to the line's end point. This is identical to using the Line tool described below." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:227 +#: ../../docs/tutorials/2d/using_tilemaps.rst:242 msgid "You can also draw a rectangle by holding :kbd:`Ctrl` and :kbd:`Shift` *before* holding down the left mouse button, then dragging the mouse to the rectangle's end point. This is identical to using the Rectangle tool described below." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:232 +#: ../../docs/tutorials/2d/using_tilemaps.rst:247 msgid "Lastly, you can pick existing tiles in the 2D editor by holding :kbd:`Ctrl` then clicking on a tile (or holding and dragging the mouse). This will switch the currently painted tile(s) to the tile(s) you've just clicked. This is identical to using the Picker tool described below." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:238 +#: ../../docs/tutorials/2d/using_tilemaps.rst:253 msgid "Line" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:240 +#: ../../docs/tutorials/2d/using_tilemaps.rst:255 msgid "After selecting Line Paint mode, you can draw in a line that is always 1 tile thick (no matter its orientation)." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:243 +#: ../../docs/tutorials/2d/using_tilemaps.rst:258 msgid "If you right-click while in Line Paint mode, you will erase in a line." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:245 +#: ../../docs/tutorials/2d/using_tilemaps.rst:260 msgid "If you have selected multiple tiles in the TileMap or using the Selection tool, you can place them in a repeating pattern across the line." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:248 +#: ../../docs/tutorials/2d/using_tilemaps.rst:263 msgid "You can toggle this mode temporarily while in Paint or Eraser mode by holding :kbd:`Shift` then drawing." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:255 -#: ../../docs/tutorials/2d/using_tilemaps.rst:255 +#: ../../docs/tutorials/2d/using_tilemaps.rst:266 +#: ../../docs/tutorials/2d/using_tilemaps.rst:270 msgid "Using the line tool after selecting two tiles to draw platforms diagonally" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:258 +#: ../../docs/tutorials/2d/using_tilemaps.rst:273 msgid "Rectangle" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:260 +#: ../../docs/tutorials/2d/using_tilemaps.rst:275 msgid "After selecting Rectangle Paint mode, you can draw in an axis-aligned rectangle." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:263 +#: ../../docs/tutorials/2d/using_tilemaps.rst:278 msgid "If you right-click while in Rectangle Paint mode, you will erase in an axis-aligned rectangle." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:266 +#: ../../docs/tutorials/2d/using_tilemaps.rst:281 msgid "If you have selected multiple tiles in the TileMap or using the Selection tool, you can place them in a repeating pattern within the rectangle." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:269 +#: ../../docs/tutorials/2d/using_tilemaps.rst:284 msgid "You can toggle this mode temporarily while in Paint or Eraser mode by holding :kbd:`Ctrl` and :kbd:`Shift` then drawing." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:273 +#: ../../docs/tutorials/2d/using_tilemaps.rst:288 msgid "Bucket Fill" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:275 +#: ../../docs/tutorials/2d/using_tilemaps.rst:290 msgid "After selecting Bucket Fill mode, you can choose whether painting should be limited to contiguous areas only by toggling the **Contiguous** checkbox that appears on the right of the toolbar." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:279 +#: ../../docs/tutorials/2d/using_tilemaps.rst:294 msgid "If you enable **Contiguous** (the default), only matching tiles that touch the current selection will be replaced. This contiguous check is performed horizontally and vertically, but *not* diagonally." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:283 +#: ../../docs/tutorials/2d/using_tilemaps.rst:298 msgid "If you disable **Contiguous**, all tiles with the same ID in the entire TileMap will be replaced by the currently selected tile. If selecting an empty tile with **Contiguous** unchecked, all tiles in the rectangle that encompasses the TileMap's effective area will be replaced instead." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:288 +#: ../../docs/tutorials/2d/using_tilemaps.rst:303 msgid "If you right-click while in Bucket Fill mode, you will replace matching tiles with empty tiles." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:291 +#: ../../docs/tutorials/2d/using_tilemaps.rst:306 msgid "If you have selected multiple tiles in the TileMap or using the Selection tool, you can place them in a repeating pattern within the filled area." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:298 -#: ../../docs/tutorials/2d/using_tilemaps.rst:298 +#: ../../docs/tutorials/2d/using_tilemaps.rst:309 +#: ../../docs/tutorials/2d/using_tilemaps.rst:313 msgid "Using the Bucket Fill tool" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:301 +#: ../../docs/tutorials/2d/using_tilemaps.rst:316 msgid "Picker" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:303 +#: ../../docs/tutorials/2d/using_tilemaps.rst:318 msgid "After selecting Picker mode, you can pick existing tiles in the 2D editor by holding :kbd:`Ctrl` then clicking on a tile. This will switch the currently painted tile to the tile you've just clicked. You can also pick multiple tiles at once by holding down the left mouse button and forming a rectangle selection. Only non-empty tiles can be picked." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:309 +#: ../../docs/tutorials/2d/using_tilemaps.rst:324 msgid "You can toggle this mode temporarily while in Paint mode by holding :kbd:`Ctrl` then clicking or dragging the mouse." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:313 +#: ../../docs/tutorials/2d/using_tilemaps.rst:328 msgid "Eraser" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:315 +#: ../../docs/tutorials/2d/using_tilemaps.rst:330 msgid "This mode is combined with any other painting mode (Paint, Line, Rectangle, Bucket Fill). When eraser mode is enabled, tiles will be replaced by empty tiles instead of drawing new lines when left-clicking." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:319 +#: ../../docs/tutorials/2d/using_tilemaps.rst:334 msgid "You can toggle this mode temporarily while in any other mode by right-clicking instead of left-clicking." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:323 +#: ../../docs/tutorials/2d/using_tilemaps.rst:338 msgid "Painting randomly using scattering" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:325 +#: ../../docs/tutorials/2d/using_tilemaps.rst:340 msgid "While painting, you can optionally enable *randomization*. When enabled, a random tile will be chosen between all the currently selected tiles when painting. This is supported with the Paint, Line, Rectangle and Bucket Fill tools. For effective paint randomization, you must select multiple tiles in the TileMap editor or use scattering (both approaches can be combined)." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:331 +#: ../../docs/tutorials/2d/using_tilemaps.rst:346 msgid "If **Scattering** is set to a value greater than 0, there is a chance that no tile will be placed when painting. This can be used to add occasional, non-repeating detail to large areas (such as adding grass or crumbs on a large top-down TileMap)." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:336 +#: ../../docs/tutorials/2d/using_tilemaps.rst:351 msgid "Example when using Paint mode:" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:342 -#: ../../docs/tutorials/2d/using_tilemaps.rst:342 +#: ../../docs/tutorials/2d/using_tilemaps.rst:353 +#: ../../docs/tutorials/2d/using_tilemaps.rst:357 msgid "Selecting from several times to randomly choose, then painting by holding down the left mouse button" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:344 +#: ../../docs/tutorials/2d/using_tilemaps.rst:359 msgid "Example when using Bucket Fill mode:" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:350 -#: ../../docs/tutorials/2d/using_tilemaps.rst:350 +#: ../../docs/tutorials/2d/using_tilemaps.rst:361 +#: ../../docs/tutorials/2d/using_tilemaps.rst:365 msgid "Using Bucket Fill tool with a single tile, but with randomization and scattering enabled" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:354 +#: ../../docs/tutorials/2d/using_tilemaps.rst:369 msgid "Eraser mode does not take randomization and scattering into account. All tiles within the selection are always removed." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:358 +#: ../../docs/tutorials/2d/using_tilemaps.rst:373 msgid "Saving and loading premade tile placements using patterns" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:360 +#: ../../docs/tutorials/2d/using_tilemaps.rst:375 msgid "While you can copy and paste tiles while in Select mode, you may wish to save premade *patterns* of tiles to place together in a go. This can be done on a per-TileMap basis by choosing the **Patterns** tab of the TileMap editor." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:364 +#: ../../docs/tutorials/2d/using_tilemaps.rst:379 msgid "To create a new pattern, switch to Select mode, perform a selection and press :kbd:`Ctrl + C`. Click on empty space within the Patterns tab (a blue focus rectangle should appear around the empty space), then press :kbd:`Ctrl + V`:" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:372 -#: ../../docs/tutorials/2d/using_tilemaps.rst:372 +#: ../../docs/tutorials/2d/using_tilemaps.rst:383 +#: ../../docs/tutorials/2d/using_tilemaps.rst:387 msgid "Creating a new pattern from a selection in the TileMap editor" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:374 +#: ../../docs/tutorials/2d/using_tilemaps.rst:389 msgid "To use an existing pattern, click its image in the **Patterns** tab, switch to any painting mode, then left-click somewhere in the 2D editor:" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:381 -#: ../../docs/tutorials/2d/using_tilemaps.rst:381 +#: ../../docs/tutorials/2d/using_tilemaps.rst:392 +#: ../../docs/tutorials/2d/using_tilemaps.rst:396 msgid "Placing an existing pattern using the TileMap editor" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:383 +#: ../../docs/tutorials/2d/using_tilemaps.rst:398 msgid "Like multi-tile selections, patterns will be repeated if used with the Line, Rectangle or Bucket Fill painting modes." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:388 -msgid "Despite being edited in the TileMap editor, patterns are stored in the TileSet resource. This allows reusing patterns in different TileMap nodes after loading a TileSet resource saved to an external file." +#: ../../docs/tutorials/2d/using_tilemaps.rst:403 +msgid "Despite being edited in the TileMap editor, patterns are stored in the TileSet resource. This allows reusing patterns in different TileMapLayer nodes after loading a TileSet resource saved to an external file." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:393 +#: ../../docs/tutorials/2d/using_tilemaps.rst:408 msgid "Handling tile connections automatically using terrains" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:395 -msgid "To use terrains, the TileMap node must feature at least one terrain set and a terrain within this terrain set. See :ref:`doc_using_tilesets_creating_terrain_sets` if you haven't created a terrain set for the TileSet yet." +#: ../../docs/tutorials/2d/using_tilemaps.rst:410 +msgid "To use terrains, the TileMapLayer node must feature at least one terrain set and a terrain within this terrain set. See :ref:`doc_using_tilesets_creating_terrain_sets` if you haven't created a terrain set for the TileSet yet." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:400 +#: ../../docs/tutorials/2d/using_tilemaps.rst:415 msgid "There are 3 kinds of painting modes available for terrain connections:" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:402 -msgid "**Connect**, where tiles are connected to surrounding tiles on the same TileMap layer." +#: ../../docs/tutorials/2d/using_tilemaps.rst:417 +msgid "**Connect**, where tiles are connected to surrounding tiles on the same TileMapLayer." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:404 +#: ../../docs/tutorials/2d/using_tilemaps.rst:419 msgid "**Path**, where tiles are connected to tiles painted in the same stroke (until the mouse button is released)." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:406 +#: ../../docs/tutorials/2d/using_tilemaps.rst:421 msgid "Tile-specific overrides to resolve conflicts or handle situations not covered by the terrain system." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:409 +#: ../../docs/tutorials/2d/using_tilemaps.rst:424 msgid "The Connect mode is easier to use, but Path is more flexible as it allows for more artist control during painting. For instance, Path can allow roads to be directly adjacent to each other without being connected to each other, while Connect will force both roads to be connected." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:418 -#: ../../docs/tutorials/2d/using_tilemaps.rst:418 +#: ../../docs/tutorials/2d/using_tilemaps.rst:429 +#: ../../docs/tutorials/2d/using_tilemaps.rst:433 msgid "Selecting Connect mode in the TileMap editor's Terrains tab" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:424 -#: ../../docs/tutorials/2d/using_tilemaps.rst:424 +#: ../../docs/tutorials/2d/using_tilemaps.rst:435 +#: ../../docs/tutorials/2d/using_tilemaps.rst:439 msgid "Selecting Path mode in the TileMap editor's Terrains tab" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:426 +#: ../../docs/tutorials/2d/using_tilemaps.rst:441 msgid "Lastly, you can select specific tiles from the terrain to resolve conflicts in certain situations:" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:433 -#: ../../docs/tutorials/2d/using_tilemaps.rst:433 +#: ../../docs/tutorials/2d/using_tilemaps.rst:444 +#: ../../docs/tutorials/2d/using_tilemaps.rst:448 msgid "Painting with specific tiles in the TileMap editor's Terrains tab" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:435 +#: ../../docs/tutorials/2d/using_tilemaps.rst:450 msgid "Any tile that has at least one of its bits set to a value set to the corresponding terrain ID will appear in the list of tiles to choose from." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:439 +#: ../../docs/tutorials/2d/using_tilemaps.rst:454 msgid "Handling missing tiles" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:441 +#: ../../docs/tutorials/2d/using_tilemaps.rst:456 msgid "If you remove tiles in the TileSet that are referenced in a TileMap, the TileMap will display a placeholder to indicate that an invalid tile ID is placed:" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:448 -#: ../../docs/tutorials/2d/using_tilemaps.rst:448 +#: ../../docs/tutorials/2d/using_tilemaps.rst:459 +#: ../../docs/tutorials/2d/using_tilemaps.rst:463 msgid "Missing tiles in the TileMap editor due to the TileSet reference being broken" msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:450 +#: ../../docs/tutorials/2d/using_tilemaps.rst:465 msgid "These placeholders are **not** visible in the running project, but the tile data is still persisted to disk. This allows you to safely close and reopen such scenes. Once you re-add a tile with the matching ID, the tiles will appear with the new tile's appearance." msgstr "" -#: ../../docs/tutorials/2d/using_tilemaps.rst:457 -msgid "Missing tile placeholders may not be visible until you select the TileMap node and open the TileMap editor." -msgstr "" - -#: ../../docs/:0 -msgid "Translation status" +#: ../../docs/tutorials/2d/using_tilemaps.rst:472 +msgid "Missing tile placeholders may not be visible until you select the TileMapLayer node and open the TileMap editor." msgstr "" diff --git a/sphinx/templates/tutorials/2d/using_tilesets.pot b/sphinx/templates/tutorials/2d/using_tilesets.pot index 6a3347f1fa..5fbbe6e9a2 100644 --- a/sphinx/templates/tutorials/2d/using_tilesets.pot +++ b/sphinx/templates/tutorials/2d/using_tilesets.pot @@ -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 \n" @@ -24,11 +24,11 @@ msgid "Introduction" msgstr "" #: ../../docs/tutorials/2d/using_tilesets.rst:9 -msgid "A tilemap is a grid of tiles used to create a game's layout. There are several benefits to using :ref:`TileMap ` nodes to design your levels. First, they let you draw a layout by \"painting\" tiles onto a grid, which is much faster than placing individual :ref:`Sprite2D ` nodes one by one. Second, they allow for larger levels because they are optimized for drawing large numbers of tiles. Finally, they allow you to add greater functionality to your tiles with collision, occlusion, and navigation shapes." +msgid "A tilemap is a grid of tiles used to create a game's layout. There are several benefits to using :ref:`TileMapLayer ` nodes to design your levels. First, they let you draw a layout by \"painting\" tiles onto a grid, which is much faster than placing individual :ref:`Sprite2D ` nodes one by one. Second, they allow for larger levels because they are optimized for drawing large numbers of tiles. Finally, they allow you to add greater functionality to your tiles with collision, occlusion, and navigation shapes." msgstr "" #: ../../docs/tutorials/2d/using_tilesets.rst:18 -msgid "To use tilemaps, you will need to create a TileSet first. A TileSet is a collection of tiles that can be placed in a TileMap node. After creating a TileSet, you will be able to place them :ref:`using the TileMap editor `." +msgid "To use TileMapLayer nodes, you will need to create a TileSet first. A TileSet is a collection of tiles that can be placed in a TileMapLayer node. After creating a TileSet, you will be able to place them :ref:`using the TileMap editor `." msgstr "" #: ../../docs/tutorials/2d/using_tilesets.rst:23 @@ -47,7 +47,7 @@ msgstr "" msgid "This demonstration will use the following tiles taken from `Kenney's \"Abstract Platformer\" pack `__. We'll use this particular *tilesheet* from the set:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:44 +#: ../../docs/tutorials/2d/using_tilesets.rst:40 msgid "Tilesheet example with 64×64 tiles" msgstr "" @@ -56,12 +56,12 @@ msgid "Tilesheet with 64×64 tiles. Credit: `Kenney `." +msgid "It's recommended to only use scene tiles when necessary. To draw sprites in a tile without any kind of advanced manipulation, :ref:`use atlases instead `." msgstr "" #: ../../docs/tutorials/2d/using_tilesets.rst:175 -msgid "For this example, we'll create a scene containing a CPUParticles2D root node. Save this scene to a scene file (separate from the scene containing the TileMap), then switch to the scene containing the TileMap node. Open the TileSet editor, and create a new **Scenes Collection** in the left column:" +msgid "For this example, we'll create a scene containing a CPUParticles2D root node. Save this scene to a scene file (separate from the scene containing the TileMapLayer), then switch to the scene containing the TileMapLayer node. Open the TileSet editor, and create a new **Scenes Collection** in the left column:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:184 +#: ../../docs/tutorials/2d/using_tilesets.rst:180 #: ../../docs/tutorials/2d/using_tilesets.rst:184 msgid "Creating a scenes collection in the TileSet editor" msgstr "" @@ -194,7 +194,7 @@ msgstr "" msgid "After creating a scenes collection, you can enter a descriptive name for the scenes collection in the middle column if you wish. Select this scenes collection then create a new scene slot:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:194 +#: ../../docs/tutorials/2d/using_tilesets.rst:190 #: ../../docs/tutorials/2d/using_tilesets.rst:194 msgid "Creating a scene tile after selecting the scenes collection in the TileSet editor" msgstr "" @@ -203,7 +203,7 @@ msgstr "" msgid "Select this scene slot in the right column, then use **Quick Load** (or **Load**) to load the scene file containing the particles:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:203 +#: ../../docs/tutorials/2d/using_tilesets.rst:199 #: ../../docs/tutorials/2d/using_tilesets.rst:203 msgid "Creating a scene slot, then loading a scene file into it in the TileSet editor" msgstr "" @@ -224,7 +224,7 @@ msgstr "" msgid "To do so, you must have more than one atlas created in the TileSet resource. Use the \"three vertical dots\" menu button located at the bottom of the list of atlases, then choose **Open Atlas Merging Tool**:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:225 +#: ../../docs/tutorials/2d/using_tilesets.rst:221 #: ../../docs/tutorials/2d/using_tilesets.rst:225 msgid "Opening the atlas merging tool after creating multiple atlases" msgstr "" @@ -233,7 +233,7 @@ msgstr "" msgid "This will open a dialog, in which you can select several atlases by holding :kbd:`Shift` or :kbd:`Ctrl` then clicking on multiple elements:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:234 +#: ../../docs/tutorials/2d/using_tilesets.rst:230 #: ../../docs/tutorials/2d/using_tilesets.rst:234 msgid "Using the atlas merging tool dialog" msgstr "" @@ -259,7 +259,7 @@ msgid "Adding collision, navigation and occlusion to the TileSet" msgstr "" #: ../../docs/tutorials/2d/using_tilesets.rst:260 -msgid "We've now successfully created a basic TileSet. We could start using in the TileMap node now, but it currently lacks any form of collision detection. This means the player and other objects could walk straight through the floor or walls." +msgid "We've now successfully created a basic TileSet. We could start using it in the TileMapLayer node now, but it currently lacks any form of collision detection. This means the player and other objects could walk straight through the floor or walls." msgstr "" #: ../../docs/tutorials/2d/using_tilesets.rst:265 @@ -271,30 +271,30 @@ msgid "Lastly, if you use :ref:`doc_2d_lights_and_shadows` or GPUParticles2D, yo msgstr "" #: ../../docs/tutorials/2d/using_tilesets.rst:273 -msgid "To be able to define collision, navigation and occlusion shapes for each tile, you will need to create a physics, navigation or occlusion layer for the TileSet resource first. To do so, select the TileMap node, click the TileSet property value in the inspector to edit it then unfold **Physics Layers** and choose **Add Element**:" +msgid "To be able to define collision, navigation and occlusion shapes for each tile, you will need to create a physics, navigation or occlusion layer for the TileSet resource first. To do so, select the TileMapLayer node, click the TileSet property value in the inspector to edit it then unfold **Physics Layers** and choose **Add Element**:" msgstr "" +#: ../../docs/tutorials/2d/using_tilesets.rst:279 #: ../../docs/tutorials/2d/using_tilesets.rst:283 -#: ../../docs/tutorials/2d/using_tilesets.rst:283 -msgid "Creating a physics layer in the TileSet resource inspector (within the TileMap node)" +msgid "Creating a physics layer in the TileSet resource inspector (within the TileMapLayer node)" msgstr "" #: ../../docs/tutorials/2d/using_tilesets.rst:285 msgid "If you also need navigation support, now is a good time to create a navigation layer:" msgstr "" +#: ../../docs/tutorials/2d/using_tilesets.rst:287 #: ../../docs/tutorials/2d/using_tilesets.rst:291 -#: ../../docs/tutorials/2d/using_tilesets.rst:291 -msgid "Creating a navigation layer in the TileSet resource inspector (within the TileMap node)" +msgid "Creating a navigation layer in the TileSet resource inspector (within the TileMapLayer node)" msgstr "" #: ../../docs/tutorials/2d/using_tilesets.rst:293 msgid "If you need support for light polygon occluders, now is a good time to create an occlusion layer:" msgstr "" +#: ../../docs/tutorials/2d/using_tilesets.rst:295 #: ../../docs/tutorials/2d/using_tilesets.rst:299 -#: ../../docs/tutorials/2d/using_tilesets.rst:299 -msgid "Creating an occlusion layer in the TileSet resource inspector (within the TileMap node)" +msgid "Creating an occlusion layer in the TileSet resource inspector (within the TileMapLayer node)" msgstr "" #: ../../docs/tutorials/2d/using_tilesets.rst:303 @@ -309,7 +309,7 @@ msgstr "" msgid "After creating a physics layer, you have access to the **Physics Layer** section in the TileSet atlas inspector:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:319 +#: ../../docs/tutorials/2d/using_tilesets.rst:315 #: ../../docs/tutorials/2d/using_tilesets.rst:319 msgid "Opening the collision editor while in Select mode" msgstr "" @@ -318,7 +318,7 @@ msgstr "" msgid "You can quickly create a rectangle collision shape by pressing :kbd:`F` while the TileSet editor is focused. If the keyboard shortcut doesn't work, try clicking in the empty area around the polygon editor to focus it:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:329 +#: ../../docs/tutorials/2d/using_tilesets.rst:325 #: ../../docs/tutorials/2d/using_tilesets.rst:329 msgid "Using default rectangle collision shape by pressing :kbd:`F`" msgstr "" @@ -347,7 +347,7 @@ msgstr "" msgid "You can use the default rectangle shape to quickly create a triangle-shaped collision shape by removing one of the points:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:349 +#: ../../docs/tutorials/2d/using_tilesets.rst:345 #: ../../docs/tutorials/2d/using_tilesets.rst:349 msgid "Creating a triangle collision shape by right-clicking one of the corners to remove it" msgstr "" @@ -356,7 +356,7 @@ msgstr "" msgid "You can also use the rectangle as a base for more complex shapes by adding more points:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:357 +#: ../../docs/tutorials/2d/using_tilesets.rst:353 #: ../../docs/tutorials/2d/using_tilesets.rst:357 msgid "Drawing a custom collision for a complex tile shape" msgstr "" @@ -377,12 +377,12 @@ msgstr "" msgid "The data is associated with the tile in the TileSet: all instances of the placed tile will use the same custom data. If you need to create a variant of a tile that has different custom data, this can be done by :ref:`creating an alternative tile ` and changing the custom data for the alternative tile only." msgstr "" +#: ../../docs/tutorials/2d/using_tilesets.rst:382 #: ../../docs/tutorials/2d/using_tilesets.rst:386 -#: ../../docs/tutorials/2d/using_tilesets.rst:386 -msgid "Creating a custom data layer in the TileSet resource inspector (within the TileMap node)" +msgid "Creating a custom data layer in the TileSet resource inspector (within the TileMapLayer node)" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:392 +#: ../../docs/tutorials/2d/using_tilesets.rst:388 #: ../../docs/tutorials/2d/using_tilesets.rst:392 msgid "Example of configured custom data layers with game-specific properties" msgstr "" @@ -392,250 +392,246 @@ msgid "You can reorder custom data without breaking existing metadata: the TileS msgstr "" #: ../../docs/tutorials/2d/using_tilesets.rst:397 -msgid "Note that in the editor, property names do not appear (only their index, which matches the order in which they are defined). For example, with the custom data layers example shown above, we're assigning a tile to have the ``damage_per_second`` metadata set to ``25`` and the ``destructible`` metadata to ``false``:" +msgid "With the custom data layers example shown above, we're assigning a tile to have the ``damage_per_second`` metadata set to ``25`` and the ``destructible`` metadata to ``false``:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:407 -#: ../../docs/tutorials/2d/using_tilesets.rst:407 +#: ../../docs/tutorials/2d/using_tilesets.rst:401 +#: ../../docs/tutorials/2d/using_tilesets.rst:405 msgid "Editing custom data in the TileSet editor while in Select mode" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:409 +#: ../../docs/tutorials/2d/using_tilesets.rst:407 msgid ":ref:`Tile property painting ` can also be used for custom data:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:416 -#: ../../docs/tutorials/2d/using_tilesets.rst:416 +#: ../../docs/tutorials/2d/using_tilesets.rst:410 +#: ../../docs/tutorials/2d/using_tilesets.rst:414 msgid "Assigning custom data in the TileSet editor using tile property painting" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:421 +#: ../../docs/tutorials/2d/using_tilesets.rst:419 msgid "Creating terrain sets (autotiling)" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:425 +#: ../../docs/tutorials/2d/using_tilesets.rst:423 msgid "This functionality was implemented in a different form as *autotiling* in Godot 3.x. Terrains are essentially a more powerful replacement of autotiles. Unlike autotiles, terrains can support transitions from one terrain to another, as a tile may define several terrains at once." msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:430 +#: ../../docs/tutorials/2d/using_tilesets.rst:428 msgid "Unlike before, where autotiles were a specific kind of tiles, terrains are only a set of properties assigned to atlas tiles. These properties are then used by a dedicated TileMap painting mode that selects tiles featuring terrain data in a smart way. This means any terrain tile can be either painted as terrain or as a single tile, like any other." msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:436 +#: ../../docs/tutorials/2d/using_tilesets.rst:434 msgid "A \"polished\" tileset generally features variations that you should use on corners or edges of platforms, floors, etc. While these can be placed manually, this quickly becomes tedious. Handling this situation with procedurally generated levels can also be difficult and require a lot of code." msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:441 -msgid "Godot offers *terrains* to perform this kind of tile connections automatically. This allows you to have the \"correct\" tile variants automatically used." +#: ../../docs/tutorials/2d/using_tilesets.rst:439 +msgid "Godot offers *terrains* to perform this kind of tile connection automatically. This allows you to have the \"correct\" tile variants automatically used." msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:444 +#: ../../docs/tutorials/2d/using_tilesets.rst:442 msgid "Terrains are grouped into terrain sets. Each terrain set is assigned a mode from **Match Corners and Sides**, **Match Corners** and **Match sides**. They define how terrains are matched to each other in a terrain set." msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:450 +#: ../../docs/tutorials/2d/using_tilesets.rst:448 msgid "The above modes correspond to the previous bitmask modes autotiles used in Godot 3.x: 2×2, 3×3 or 3×3 minimal. This is also similar to what the `Tiled `__ editor features." msgstr "" +#: ../../docs/tutorials/2d/using_tilesets.rst:452 +msgid "Select the TileMapLayer node, go to the inspector and create a new terrain set within the TileSet *resource*:" +msgstr "" + #: ../../docs/tutorials/2d/using_tilesets.rst:454 -msgid "Select the TileMap node, go to the inspector and create a new terrain set within the TileSet *resource*:" +#: ../../docs/tutorials/2d/using_tilesets.rst:458 +msgid "Creating a terrain set in the TileSet resource inspector (within the TileMapLayer node)" msgstr "" #: ../../docs/tutorials/2d/using_tilesets.rst:460 -#: ../../docs/tutorials/2d/using_tilesets.rst:460 -msgid "Creating a terrain set in the TileSet resource inspector (within the TileMap node)" -msgstr "" - -#: ../../docs/tutorials/2d/using_tilesets.rst:462 msgid "After creating a terrain set, you **must** create one or more terrains *within* the terrain set:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:468 -#: ../../docs/tutorials/2d/using_tilesets.rst:468 +#: ../../docs/tutorials/2d/using_tilesets.rst:462 +#: ../../docs/tutorials/2d/using_tilesets.rst:466 msgid "Creating a terrain within the terrain set" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:470 +#: ../../docs/tutorials/2d/using_tilesets.rst:468 msgid "In the TileSet editor, switch to Select mode and click a tile. In the middle column, unfold the **Terrains** section then assign a terrain set ID and a terrain ID for the tile. ``-1`` means \"no terrain set\" or \"no terrain\", which means you must set **Terrain Set** to ``0`` or greater before you can set **Terrain** to ``0`` or greater." msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:478 +#: ../../docs/tutorials/2d/using_tilesets.rst:476 msgid "Terrain set IDs and terrain IDs are independent from each other. They also start from ``0``, not ``1``." msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:485 -#: ../../docs/tutorials/2d/using_tilesets.rst:485 +#: ../../docs/tutorials/2d/using_tilesets.rst:479 +#: ../../docs/tutorials/2d/using_tilesets.rst:483 msgid "Configuring terrain on a single tile in the TileSet editor's Select mode" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:487 +#: ../../docs/tutorials/2d/using_tilesets.rst:485 msgid "After doing so, you can now configure the **Terrain Peering Bits** section which becomes visible in the middle column. The peering bits determine which tile will be placed depending on neighboring tiles. ``-1`` is a special value which refers to empty space." msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:492 +#: ../../docs/tutorials/2d/using_tilesets.rst:490 msgid "For example, if a tile has all its bits set to ``0`` or greater, it will only appear if *all* 8 neighboring tiles are using a tile with the same terrain ID. If a tile has its bits set to ``0`` or greater, but the top-left, top and top-right bits are set to ``-1``, it will only appear if there is empty space on top of it (including diagonally)." msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:502 -#: ../../docs/tutorials/2d/using_tilesets.rst:502 +#: ../../docs/tutorials/2d/using_tilesets.rst:496 +#: ../../docs/tutorials/2d/using_tilesets.rst:500 msgid "Configuring terrain peering bits on a single tile in the TileSet editor's Select mode" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:504 +#: ../../docs/tutorials/2d/using_tilesets.rst:502 msgid "An example configuration for a full tilesheet may look as follows:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:510 -#: ../../docs/tutorials/2d/using_tilesets.rst:510 +#: ../../docs/tutorials/2d/using_tilesets.rst:504 +#: ../../docs/tutorials/2d/using_tilesets.rst:508 msgid "Example full tilesheet for a sidescrolling game" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:516 -#: ../../docs/tutorials/2d/using_tilesets.rst:516 +#: ../../docs/tutorials/2d/using_tilesets.rst:510 +#: ../../docs/tutorials/2d/using_tilesets.rst:514 msgid "Example full tilesheet for a sidescrolling game with terrain peering bits visible" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:521 +#: ../../docs/tutorials/2d/using_tilesets.rst:519 msgid "Assigning properties to multiple tiles at once" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:523 +#: ../../docs/tutorials/2d/using_tilesets.rst:521 msgid "There are two ways to assign properties to multiple tiles at once. Depending on your use cases, one method may be faster than the other:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:527 +#: ../../docs/tutorials/2d/using_tilesets.rst:525 msgid "Using multiple tile selection" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:529 -msgid "If you wish to configure various properties on several times at once, choose the **Select** mode at the top of the TileSet editor:" +#: ../../docs/tutorials/2d/using_tilesets.rst:527 +msgid "If you wish to configure various properties on several tiles at once, choose the **Select** mode at the top of the TileSet editor:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:532 +#: ../../docs/tutorials/2d/using_tilesets.rst:530 msgid "After doing this, you can select multiple tiles on the right column by holding :kbd:`Shift` then clicking on tiles. You can also perform rectangle selection by holding down the left mouse button then dragging the mouse. Lastly, you can deselect tiles that were already selected (without affecting the rest of the selection) by holding :kbd:`Shift` then clicking on a selected tile." msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:538 +#: ../../docs/tutorials/2d/using_tilesets.rst:536 msgid "You can then assign properties using the inspector in the middle column of the TileSet editor. Only properties that you change here will be applied to all selected tiles. Like in the editor's inspector, properties that differ on selected tiles will remain different until you edit them." msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:543 +#: ../../docs/tutorials/2d/using_tilesets.rst:541 msgid "With numerical and color properties, you will also see a preview of the property's value on all tiles in the atlas after editing a property:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:550 -#: ../../docs/tutorials/2d/using_tilesets.rst:550 +#: ../../docs/tutorials/2d/using_tilesets.rst:544 +#: ../../docs/tutorials/2d/using_tilesets.rst:548 msgid "Selecting multiple tiles using the Select mode, then applying properties" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:555 +#: ../../docs/tutorials/2d/using_tilesets.rst:553 msgid "Using tile property painting" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:557 +#: ../../docs/tutorials/2d/using_tilesets.rst:555 msgid "If you wish to apply a single property to several tiles at once, you can use the *property painting* mode for this purpose." msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:560 +#: ../../docs/tutorials/2d/using_tilesets.rst:558 msgid "Configure a property to be painted in the middle column, then click on tiles (or hold down the left mouse button) in the right column to \"paint\" properties onto tiles." msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:568 -#: ../../docs/tutorials/2d/using_tilesets.rst:568 +#: ../../docs/tutorials/2d/using_tilesets.rst:562 +#: ../../docs/tutorials/2d/using_tilesets.rst:566 msgid "Painting tile properties using the TileSet editor" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:570 +#: ../../docs/tutorials/2d/using_tilesets.rst:568 msgid "Tile property painting is especially useful with properties that are time-consuming to set manually, such as collision shapes:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:577 -#: ../../docs/tutorials/2d/using_tilesets.rst:577 +#: ../../docs/tutorials/2d/using_tilesets.rst:571 +#: ../../docs/tutorials/2d/using_tilesets.rst:575 msgid "Painting a collision polygon, then left-clicking tiles to apply it" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:582 +#: ../../docs/tutorials/2d/using_tilesets.rst:580 msgid "Creating alternative tiles" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:584 +#: ../../docs/tutorials/2d/using_tilesets.rst:582 msgid "Sometimes, you want to use a single tile image (found only once within the atlas), but configured in different ways. For example, you may want to use the same tile image, but rotated, flipped, or modulated with a different color. This can be done using *alternative tiles*." msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:591 +#: ../../docs/tutorials/2d/using_tilesets.rst:589 msgid "Since Godot 4.2, you don't have to create alternative tiles to rotate or flip tiles anymore. You can rotate any tile while placing it in the TileMap editor by using the rotation/flip buttons in the TileMap editor toolbar." msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:596 +#: ../../docs/tutorials/2d/using_tilesets.rst:594 msgid "To create an alternative tile, right-click a base tile in the atlas displayed by the TileSet editor, then choose **Create an Alternative Tile**:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:603 -#: ../../docs/tutorials/2d/using_tilesets.rst:603 +#: ../../docs/tutorials/2d/using_tilesets.rst:597 +#: ../../docs/tutorials/2d/using_tilesets.rst:601 msgid "Creating an alternative tile by right-clicking a base tile in the TileSet editor" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:605 +#: ../../docs/tutorials/2d/using_tilesets.rst:603 msgid "If currently in Select mode, the alternative tile will already be selected for editing. If not currently in Select mode, you can still create alternative tiles, but you will need to switch to Select mode and select the alternative tile to edit it." msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:610 +#: ../../docs/tutorials/2d/using_tilesets.rst:608 msgid "If you don't see the alternative tile, pan over to the right of the atlas image, as alternative tiles always appear on the right of base tiles of a given atlas in the TileSet editor:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:618 -#: ../../docs/tutorials/2d/using_tilesets.rst:618 +#: ../../docs/tutorials/2d/using_tilesets.rst:612 +#: ../../docs/tutorials/2d/using_tilesets.rst:616 msgid "Configuring an alternative tile after clicking it in the TileSet editor" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:620 +#: ../../docs/tutorials/2d/using_tilesets.rst:618 msgid "After selecting an alternative tile, you can change any properties using the middle column like you would on a base tile. However, the list of exposed properties is different compared to base tiles:" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:624 +#: ../../docs/tutorials/2d/using_tilesets.rst:622 msgid "**Alternative ID:** The unique numerical identifier for this alternative tile. Changing it will break existing TileMaps, so be careful! This ID also controls the sorting in the list of alternative tiles displayed in the editor." msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:627 +#: ../../docs/tutorials/2d/using_tilesets.rst:625 msgid "**Rendering > Flip H:** If ``true``, the tile is horizontally flipped." msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:628 +#: ../../docs/tutorials/2d/using_tilesets.rst:626 msgid "**Rendering > Flip V:** If ``true``, the tile is vertically flipped." msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:629 +#: ../../docs/tutorials/2d/using_tilesets.rst:627 msgid "**Rendering > Transpose:** If ``true``, the tile is rotated 90 degrees *counter-clockwise* and then flipped vertically. In practice, this means that to rotate a tile by 90 degrees clockwise without flipping it, you should enable **Flip H** and **Transpose**. To rotate a tile by 180 degrees clockwise, enable **Flip H** and **Flip V**. To rotate a tile by 270 degrees clockwise, enable **Flip V** and **Transpose**." msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:635 +#: ../../docs/tutorials/2d/using_tilesets.rst:633 msgid "**Rendering > Texture Origin:** The origin to use for drawing the tile. This can be used to visually offset the tile compared to the base tile." msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:637 +#: ../../docs/tutorials/2d/using_tilesets.rst:635 msgid "**Rendering > Modulate:** The color multiplier to use when rendering the tile." msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:638 +#: ../../docs/tutorials/2d/using_tilesets.rst:636 msgid "**Rendering > Material:** The material to use for this tile. This can be used to apply a different blend mode or custom shaders to a single tile." msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:640 +#: ../../docs/tutorials/2d/using_tilesets.rst:638 msgid "**Z Index:** The sorting order for this tile. Higher values will make the tile render in front of others on the same layer." msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:642 -msgid "**Y Sort Origin:** The vertical offset to use for tile sorting based on its Y coordinate (in pixels). This allows using layers as if they were on different height for top-down games. Adjusting this can help alleviate issues with sorting certain tiles. Only effective if **Y Sort Enabled** is ``true`` on the TileMap layer the tile is placed on." +#: ../../docs/tutorials/2d/using_tilesets.rst:640 +msgid "**Y Sort Origin:** The vertical offset to use for tile sorting based on its Y coordinate (in pixels). This allows using layers as if they were on different height for top-down games. Adjusting this can help alleviate issues with sorting certain tiles. Only effective if **Y Sort Enabled** is ``true`` on the TileMapLayer node under **CanvasItem > Ordering**" msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:648 +#: ../../docs/tutorials/2d/using_tilesets.rst:646 msgid "You can create an additional alternative tile variant by clicking the large \"+\" icon next to the alternative tile. This is equivalent to selecting the base tile and right-clicking it to choose **Create an Alternative Tile** again." msgstr "" -#: ../../docs/tutorials/2d/using_tilesets.rst:654 +#: ../../docs/tutorials/2d/using_tilesets.rst:652 msgid "When creating an alternative tile, none of the properties from the base tile are inherited. You must set properties again on the alternative tile if you wish those to be identical on the base tile and the alternative tile." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/3d/3d_antialiasing.pot b/sphinx/templates/tutorials/3d/3d_antialiasing.pot index 99cd9ac723..1eca06c3a2 100644 --- a/sphinx/templates/tutorials/3d/3d_antialiasing.pot +++ b/sphinx/templates/tutorials/3d/3d_antialiasing.pot @@ -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 \n" @@ -35,7 +35,7 @@ msgstr "" msgid "In the example below, you can notice how edges have a blocky appearance. The vegetation is also flickering in and out, and thin lines on top of the box have almost disappeared:" msgstr "" -#: ../../docs/tutorials/3d/3d_antialiasing.rst:31 +#: ../../docs/tutorials/3d/3d_antialiasing.rst:27 #: ../../docs/tutorials/3d/3d_antialiasing.rst:31 msgid "Image is scaled by 2× with nearest-neighbor filtering to make aliasing more noticeable." msgstr "" @@ -69,7 +69,7 @@ msgid "To mitigate aliasing on alpha scissor materials, :ref:`alpha antialiasing msgstr "" #: ../../docs/tutorials/3d/3d_antialiasing.rst:67 -msgid "MSAA can be enabled in the Project Settings by changing the value of the **Rendering > Anti Aliasing > Quality > MSAA 3D** setting. It's important to change the value of the **MSAA 3D** setting and not **MSAA 2D**, as these are entirely separate settings." +msgid "MSAA can be enabled in the Project Settings by changing the value of the :ref:`Rendering > Anti Aliasing > Quality > MSAA 3D` setting. It's important to change the value of the **MSAA 3D** setting and not **MSAA 2D**, as these are entirely separate settings." msgstr "" #: ../../docs/tutorials/3d/3d_antialiasing.rst:72 @@ -97,151 +97,147 @@ msgid "TAA introduces a small amount of blur when enabled in still scenes, but t msgstr "" #: ../../docs/tutorials/3d/3d_antialiasing.rst:106 -msgid "Temporal antialiasing can be enabled in the Project Settings by changing the value of the **Rendering > Anti Aliasing > Quality > Use TAA** setting." +msgid "Temporal antialiasing can be enabled in the Project Settings by changing the value of the :ref:`Rendering > Anti Aliasing > Quality > TAA` setting." msgstr "" -#: ../../docs/tutorials/3d/3d_antialiasing.rst:109 +#: ../../docs/tutorials/3d/3d_antialiasing.rst:110 msgid "Comparison between no antialiasing (left) and TAA (right):" msgstr "" -#: ../../docs/tutorials/3d/3d_antialiasing.rst:116 +#: ../../docs/tutorials/3d/3d_antialiasing.rst:117 msgid "AMD FidelityFX Super Resolution 2.2 (FSR2)" msgstr "" -#: ../../docs/tutorials/3d/3d_antialiasing.rst:118 +#: ../../docs/tutorials/3d/3d_antialiasing.rst:119 msgid "Since Godot 4.2, there is built-in support for `AMD FidelityFX Super Resolution `__ 2.2. This is an :ref:`upscaling method ` compatible with all recent GPUs from any vendor. FSR2 is normally designed to improve performance by lowering the internal 3D rendering resolution, then upscaling to the output resolution." msgstr "" -#: ../../docs/tutorials/3d/3d_antialiasing.rst:125 +#: ../../docs/tutorials/3d/3d_antialiasing.rst:126 msgid "However, unlike FSR1, FSR2 also provides temporal antialiasing. This means FSR2 can be used at native resolution for high-quality antialiasing, with the input resolution being equal to the output resolution. In this situation, enabling FSR2 will actually *decrease* performance, but it will significantly improve rendering quality." msgstr "" -#: ../../docs/tutorials/3d/3d_antialiasing.rst:131 +#: ../../docs/tutorials/3d/3d_antialiasing.rst:132 msgid "Using FSR2 at native resolution is more demanding than using TAA at native resolution, so its use is only recommended if you have significant GPU headroom. On the bright side, FSR2 provides better antialiasing coverage with less blurriness compared to TAA, especially in motion." msgstr "" -#: ../../docs/tutorials/3d/3d_antialiasing.rst:136 +#: ../../docs/tutorials/3d/3d_antialiasing.rst:137 msgid "Comparison between no antialiasing (left) and FSR2 at native resolution (right):" msgstr "" -#: ../../docs/tutorials/3d/3d_antialiasing.rst:142 +#: ../../docs/tutorials/3d/3d_antialiasing.rst:143 msgid "By default, the **FSR Sharpness** project setting is set to ``0.2`` (higher values result in less sharpening). For the purposes of comparison, FSR sharpening has been disabled by setting it to ``2.0`` on the above screenshot." msgstr "" -#: ../../docs/tutorials/3d/3d_antialiasing.rst:149 +#: ../../docs/tutorials/3d/3d_antialiasing.rst:150 msgid "Fast approximate antialiasing (FXAA)" msgstr "" -#: ../../docs/tutorials/3d/3d_antialiasing.rst:151 -#: ../../docs/tutorials/3d/3d_antialiasing.rst:178 -#: ../../docs/tutorials/3d/3d_antialiasing.rst:219 +#: ../../docs/tutorials/3d/3d_antialiasing.rst:152 +#: ../../docs/tutorials/3d/3d_antialiasing.rst:179 +#: ../../docs/tutorials/3d/3d_antialiasing.rst:222 msgid "*This is only available in the Clustered Forward and Forward Mobile backends, not the Compatibility backend.*" msgstr "" -#: ../../docs/tutorials/3d/3d_antialiasing.rst:154 +#: ../../docs/tutorials/3d/3d_antialiasing.rst:155 msgid "Fast approximate antialiasing is a post-processing antialiasing solution. It is faster to run than any other antialiasing technique and also supports antialiasing transparency. However, since it lacks temporal information, it will not do much against specular aliasing." msgstr "" -#: ../../docs/tutorials/3d/3d_antialiasing.rst:159 +#: ../../docs/tutorials/3d/3d_antialiasing.rst:160 msgid "This technique is still sometimes used in mobile games. However, on desktop platforms, FXAA generally fell out of fashion in favor of temporal antialiasing, which is much more effective against specular aliasing. Nonetheless, exposing FXAA as an in-game option may still be worthwhile for players with low-end GPUs." msgstr "" -#: ../../docs/tutorials/3d/3d_antialiasing.rst:164 +#: ../../docs/tutorials/3d/3d_antialiasing.rst:165 msgid "FXAA introduces a moderate amount of blur when enabled (more than TAA when still, but less than TAA when the camera is moving)." msgstr "" -#: ../../docs/tutorials/3d/3d_antialiasing.rst:167 -msgid "FXAA can be enabled in the Project Settings by changing the value of the **Rendering > Anti Aliasing > Quality > Screen Space AA** setting to **FXAA**." +#: ../../docs/tutorials/3d/3d_antialiasing.rst:168 +msgid "FXAA can be enabled in the Project Settings by changing the value of the :ref:`Rendering > Anti Aliasing > Quality > Screen Space AA` setting to ``FXAA``." msgstr "" -#: ../../docs/tutorials/3d/3d_antialiasing.rst:171 +#: ../../docs/tutorials/3d/3d_antialiasing.rst:172 msgid "Comparison between no antialiasing (left) and FXAA (right):" msgstr "" -#: ../../docs/tutorials/3d/3d_antialiasing.rst:176 +#: ../../docs/tutorials/3d/3d_antialiasing.rst:177 msgid "Supersample antialiasing (SSAA)" msgstr "" -#: ../../docs/tutorials/3d/3d_antialiasing.rst:181 +#: ../../docs/tutorials/3d/3d_antialiasing.rst:182 msgid "Supersampling provides the highest quality of antialiasing possible, but it's also the most expensive. It works by shading every pixel in the scene multiple times. This allows SSAA to antialias edges, transparency *and* specular aliasing at the same time, without introducing potential ghosting artifacts." msgstr "" -#: ../../docs/tutorials/3d/3d_antialiasing.rst:186 +#: ../../docs/tutorials/3d/3d_antialiasing.rst:187 msgid "The downside of SSAA is its *extremely* high cost. This cost generally makes SSAA difficult to use for game purposes, but you may still find supersampling useful for :ref:`offline rendering `." msgstr "" -#: ../../docs/tutorials/3d/3d_antialiasing.rst:190 -msgid "Supersample antialiasing is performed by increasing the **Rendering > Scaling 3D > Scale** advanced project setting above ``1.0`` while ensuring **Rendering > Scaling 3D > Mode** is set to **Bilinear** (the default). Since the scale factor is defined per-axis, a scale factor of ``1.5`` will result in 2.25× SSAA while a scale factor of ``2.0`` will result in 4× SSAA. Since Godot uses the hardware's own bilinear filtering to perform the downsampling, the result will look crisper at integer scale factors (namely, ``2.0``)." +#: ../../docs/tutorials/3d/3d_antialiasing.rst:191 +msgid "Supersample antialiasing is performed by increasing the :ref:`Rendering > Scaling 3D > Scale` advanced project setting above ``1.0`` while ensuring :ref:`Rendering > Scaling 3D > Mode` is set to ``Bilinear`` (the default). Since the scale factor is defined per-axis, a scale factor of ``1.5`` will result in 2.25× SSAA while a scale factor of ``2.0`` will result in 4× SSAA. Since Godot uses the hardware's own bilinear filtering to perform the downsampling, the result will look crisper at integer scale factors (namely, ``2.0``)." msgstr "" -#: ../../docs/tutorials/3d/3d_antialiasing.rst:198 +#: ../../docs/tutorials/3d/3d_antialiasing.rst:201 msgid "Comparison between no antialiasing (left) and various SSAA levels (right):" msgstr "" -#: ../../docs/tutorials/3d/3d_antialiasing.rst:206 +#: ../../docs/tutorials/3d/3d_antialiasing.rst:209 msgid "Supersampling also has high video RAM requirements, since it needs to render in the target resolution then *downscale* to the window size. For example, displaying a project in 3840×2160 (4K resolution) with 4× SSAA will require rendering the scene in 7680×4320 (8K resolution), which is 4 times more pixels." msgstr "" -#: ../../docs/tutorials/3d/3d_antialiasing.rst:212 +#: ../../docs/tutorials/3d/3d_antialiasing.rst:215 msgid "If you are using a high window size such as 4K, you may find that increasing the resolution scale past a certain value will cause a heavy slowdown (or even a crash) due to running out of VRAM." msgstr "" -#: ../../docs/tutorials/3d/3d_antialiasing.rst:217 +#: ../../docs/tutorials/3d/3d_antialiasing.rst:220 msgid "Screen-space roughness limiter" msgstr "" -#: ../../docs/tutorials/3d/3d_antialiasing.rst:222 +#: ../../docs/tutorials/3d/3d_antialiasing.rst:225 msgid "This is not an edge antialiasing method, but it is a way of reducing specular aliasing in 3D." msgstr "" -#: ../../docs/tutorials/3d/3d_antialiasing.rst:225 +#: ../../docs/tutorials/3d/3d_antialiasing.rst:228 msgid "The screen-space roughness limiter works best on detailed geometry. While it has an effect on roughness map rendering itself, its impact is limited there." msgstr "" -#: ../../docs/tutorials/3d/3d_antialiasing.rst:228 +#: ../../docs/tutorials/3d/3d_antialiasing.rst:231 msgid "The screen-space roughness limiter is enabled by default; it doesn't require any manual setup. It has a small performance impact, so consider disabling it if your project isn't affected by specular aliasing much." msgstr "" -#: ../../docs/tutorials/3d/3d_antialiasing.rst:233 +#: ../../docs/tutorials/3d/3d_antialiasing.rst:236 msgid "Texture roughness limiter on import" msgstr "" -#: ../../docs/tutorials/3d/3d_antialiasing.rst:235 +#: ../../docs/tutorials/3d/3d_antialiasing.rst:238 msgid "Like the screen-space roughness limiter, this is not an edge antialiasing method, but it is a way of reducing specular aliasing in 3D." msgstr "" -#: ../../docs/tutorials/3d/3d_antialiasing.rst:238 +#: ../../docs/tutorials/3d/3d_antialiasing.rst:241 msgid "Roughness limiting on import works by specifying a normal map to use as a guide for limiting roughness. This is done by selecting the roughness map in the FileSystem dock, then going to the Import dock and setting **Roughness > Mode** to the color channel the roughness map is stored in (typically **Green**), then setting the path to the material's normal map. Remember to click **Reimport** at the bottom of the Import dock after setting the path to the normal map." msgstr "" -#: ../../docs/tutorials/3d/3d_antialiasing.rst:245 +#: ../../docs/tutorials/3d/3d_antialiasing.rst:248 msgid "Since this processing occurs purely on import, it has no performance cost whatsoever. However, its visual impact is limited. Limiting roughness on import only helps reduce specular aliasing within textures, not the aliasing that occurs on geometry edges on detailed meshes." msgstr "" -#: ../../docs/tutorials/3d/3d_antialiasing.rst:251 +#: ../../docs/tutorials/3d/3d_antialiasing.rst:254 msgid "Which antialiasing technique should I use?" msgstr "" -#: ../../docs/tutorials/3d/3d_antialiasing.rst:253 +#: ../../docs/tutorials/3d/3d_antialiasing.rst:256 msgid "**There is no \"one size fits all\" antialiasing technique.** Since antialiasing is often demanding on the GPU or can introduce unwanted blurriness, you'll want to add a setting to allow players to disable antialiasing." msgstr "" -#: ../../docs/tutorials/3d/3d_antialiasing.rst:257 +#: ../../docs/tutorials/3d/3d_antialiasing.rst:260 msgid "For projects with a photorealistic art direction, TAA is generally the most suitable option. While TAA can introduce ghosting artifacts, there is no other technique that combats specular aliasing as well as TAA does. The screen-space roughness limiter helps a little, but is far less effective against specular aliasing overall. If you have spare GPU power, you can use FSR2 at native resolution for a better-looking form of temporal antialiasing compared to standard TAA." msgstr "" -#: ../../docs/tutorials/3d/3d_antialiasing.rst:265 +#: ../../docs/tutorials/3d/3d_antialiasing.rst:268 msgid "For projects with a low amount of reflective surfaces (such as a cartoon artstyle), MSAA can work well. MSAA is also a good option if avoiding blurriness and temporal artifacts is important, such as in competitive games." msgstr "" -#: ../../docs/tutorials/3d/3d_antialiasing.rst:269 +#: ../../docs/tutorials/3d/3d_antialiasing.rst:272 msgid "When targeting low-end platforms such as mobile or integrated graphics, FXAA is usually the only viable option. 2× MSAA may be usable in some circumstances, but higher MSAA levels are unlikely to run smoothly on mobile GPUs." msgstr "" -#: ../../docs/tutorials/3d/3d_antialiasing.rst:273 +#: ../../docs/tutorials/3d/3d_antialiasing.rst:276 msgid "Godot allows using multiple antialiasing techniques at the same time. This is usually unnecessary, but it can provide better visuals on high-end GPUs or for :ref:`non-real-time rendering `. For example, to make moving edges look better when TAA is enabled, you can also enable MSAA at the same time." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/3d/3d_rendering_limitations.pot b/sphinx/templates/tutorials/3d/3d_rendering_limitations.pot index d2bd884a67..9f1fbff29c 100644 --- a/sphinx/templates/tutorials/3d/3d_rendering_limitations.pot +++ b/sphinx/templates/tutorials/3d/3d_rendering_limitations.pot @@ -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 \n" @@ -60,124 +60,120 @@ msgid "There are two main ways to alleviate banding:" msgstr "" #: ../../docs/tutorials/3d/3d_rendering_limitations.rst:49 -msgid "If using the Forward+ or Forward Mobile rendering methods, enable **Use Debanding** in the advanced Project Settings. This applies a fullscreen debanding shader as a post-processing effect and is very cheap." +msgid "If using the Forward+ or Forward Mobile rendering methods, enable :ref:`Use Debanding` in **Project Settings > Rendering > Anti Aliasing**. This applies a fullscreen debanding shader as a post-processing effect and is very cheap." msgstr "" -#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:52 +#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:53 msgid "Alternatively, bake some noise into your textures. This is mainly effective in 2D, e.g. for vignetting effects. In 3D, you can also use a `custom debanding shader `__ to be applied on your *materials*. This technique works even if your project is rendered with low color precision, which means it will work when using the Mobile and Compatibility rendering methods." msgstr "" -#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:63 -#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:63 +#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:60 +#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:64 msgid "Color banding comparison (contrast increased for more visibility)" msgstr "" -#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:67 +#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:68 msgid "See `Banding in Games: A Noisy Rant (PDF) `__ for more details about banding and ways to combat it." msgstr "" -#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:71 +#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:72 msgid "Depth buffer precision" msgstr "" -#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:73 +#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:74 msgid "To sort objects in 3D space, rendering engines rely on a *depth buffer* (also called *Z-buffer*). This buffer has a finite precision: 24-bit on desktop platforms, sometimes 16-bit on mobile platforms (for performance reasons). If two different objects end up on the same buffer value, then Z-fighting will occur. This will materialize as textures flickering back and forth as the camera moves or rotates." msgstr "" -#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:80 +#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:81 msgid "To make the depth buffer more precise over the rendered area, you should *increase* the Camera node's **Near** property. However, be careful: if you set it too high, players will be able to see through nearby geometry. You should also *decrease* the Camera node's **Far** property to the lowest permissible value for your use case, though keep in mind it won't impact precision as much as the **Near** property." msgstr "" -#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:87 +#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:88 msgid "If you only need high precision when the player can see far away, you could change it dynamically based on the game conditions. For instance, if the player enters an airplane, the **Near** property can be temporarily increased to avoid Z-fighting in the distance. It can then be decreased once the player leaves the airplane." msgstr "" -#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:93 +#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:94 msgid "Depending on the scene and viewing conditions, you may also be able to move the Z-fighting objects further apart without the difference being visible to the player." msgstr "" -#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:101 -#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:101 +#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:98 +#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:102 msgid "Z-fighting comparison (before and after tweaking the scene by offsetting the Label3D away from the floor)" msgstr "" -#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:106 +#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:107 msgid "Transparency sorting" msgstr "" -#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:108 +#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:109 msgid "In Godot, transparent materials are drawn after opaque materials. Transparent objects are sorted back to front before being drawn based on the Node3D's position, not the vertex position in world space. Due to this, overlapping objects may often be sorted out of order. To fix improperly sorted objects, tweak the material's :ref:`Render Priority ` property or the node's :ref:`Sorting Offset `. Render Priority will force specific materials to appear in front of or behind other transparent materials, while Sorting Offset will move the object forward or backward for the purpose of sorting. Even then, these may not always be sufficient." msgstr "" -#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:121 +#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:122 msgid "Some rendering engines feature *order-independent transparency* techniques to alleviate this, but this is costly on the GPU. Godot currently doesn't provide this feature. There are still several ways to avoid this problem:" msgstr "" -#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:125 +#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:126 msgid "Only make materials transparent if you actually need it. If a material only has a small transparent part, consider splitting it into a separate material. This will allow the opaque part to cast shadows and will also improve performance." msgstr "" -#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:129 +#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:130 msgid "If your texture mostly has fully opaque and fully transparent areas, you can use alpha testing instead of alpha blending. This transparency mode is faster to render and doesn't suffer from transparency issues. Enable **Transparency > Transparency** to **Alpha Scissor** in StandardMaterial3D, and adjust **Transparency > Alpha Scissor Threshold** accordingly if needed. Note that MSAA will not antialias the texture's edges unless alpha antialiasing is enabled in the material's properties. However, FXAA, TAA and supersampling will be able to antialias the texture's edges regardless of whether alpha antialiasing is enabled on the material." msgstr "" -#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:139 +#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:140 msgid "If you need to render semi-transparent areas of the texture, alpha scissor isn't suitable. Instead, setting the StandardMaterial3D's **Transparency > Transparency** property to **Depth Pre-Pass** can sometimes work (at a performance cost). You can also try the **Alpha Hash** mode." msgstr "" -#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:144 +#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:145 msgid "If you want a material to fade with distance, use the StandardMaterial3D distance fade mode **Pixel Dither** or **Object Dither** instead of **Pixel Alpha**. This will make the material opaque, which also speeds up rendering." msgstr "" -#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:152 -#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:152 +#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:149 +#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:153 msgid "Transparency sorting comparison (alpha-blended materials on the left, alpha scissor materials on the right)" msgstr "" -#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:155 +#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:156 msgid "Multi-sample antialiasing" msgstr "" -#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:159 +#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:160 msgid "Antialiasing is explained in detail on the :ref:`doc_3d_antialiasing` page." msgstr "" -#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:161 +#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:162 msgid "Multi-sample antialiasing (MSAA) takes multiple *coverage* samples at the edges of polygons when rendering objects. It does not increase the number of *color* samples used to render a scene. Here's what this means in practice:" msgstr "" -#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:165 +#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:166 msgid "Edges of meshes will be smoothed out nicely (as well as supersampling would)." msgstr "" -#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:166 +#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:167 msgid "Transparent materials that use *alpha testing* (1-bit transparency) won't be smoothed out." msgstr "" -#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:167 +#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:168 msgid "Specular aliasing (\"sparkles\" that appear on reflective surfaces) won't be reduced." msgstr "" -#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:169 +#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:170 msgid "There are several ways to work around this limitation depending on your performance budget:" msgstr "" -#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:171 +#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:172 msgid "To make specular aliasing less noticeable, open the Project Settings and enable **Rendering > Quality > Screen Space Filters > Screen Space Roughness Limiter**. This filter has a moderate cost on performance, so it should only be enabled if you actually need it." msgstr "" -#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:176 +#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:177 msgid "Enable fast approximate antialiasing (FXAA) in addition to (or instead of) MSAA. Since FXAA is a screen-space antialiasing method, it will smooth out anything. As a downside, FXAA also makes the scene appear blurrier, especially at resolutions below 1440p. FXAA also lacks temporal information, which means its impact on specular aliasing is limited." msgstr "" -#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:182 +#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:183 msgid "Enable temporal antialiasing (TAA) in addition to (or instead of) MSAA. Since TAA is a screen-space antialiasing method, it will smooth out anything. As a downside, TAA also makes the scene appear blurrier, especially at resolutions below 1440p. TAA provides superior quality compared to FXAA and can effectively combat specular aliasing. However, TAA has a greater performance cost compared to FXAA, and TAA can introduce ghosting artifacts with fast movement." msgstr "" -#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:190 +#: ../../docs/tutorials/3d/3d_rendering_limitations.rst:191 msgid "Render the scene at a higher resolution by increasing the **Scaling 3D > Scale** project setting above ``1.0``. This technique is called supersample antialiasing (SSAA) and is very slow. Its use is generally only recommended for offline rendering." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/3d/3d_text.pot b/sphinx/templates/tutorials/3d/3d_text.pot index 36b882b373..82037b4e3b 100644 --- a/sphinx/templates/tutorials/3d/3d_text.pot +++ b/sphinx/templates/tutorials/3d/3d_text.pot @@ -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 \n" @@ -186,7 +186,3 @@ msgstr "" #: ../../docs/tutorials/3d/3d_text.rst:172 msgid "If you need features such as BBCode or Control theming support, then using a projected RichTextLabel node is the only way to go." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/3d/csg_tools.pot b/sphinx/templates/tutorials/3d/csg_tools.pot index 8c475ee8c2..0d022d92a0 100644 --- a/sphinx/templates/tutorials/3d/csg_tools.pot +++ b/sphinx/templates/tutorials/3d/csg_tools.pot @@ -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 \n" @@ -346,7 +346,3 @@ msgstr "" #: ../../docs/tutorials/3d/csg_tools.rst:302 msgid "It can be useful to block out a level using CSG, then export it as a 3d model, to import into 3D modeling software. You can do this by selecting **Scene > Export As... > glTF 2.0 Scene**." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/3d/environment_and_post_processing.pot b/sphinx/templates/tutorials/3d/environment_and_post_processing.pot index 81beb8f25f..dcdf2baf9d 100644 --- a/sphinx/templates/tutorials/3d/environment_and_post_processing.pot +++ b/sphinx/templates/tutorials/3d/environment_and_post_processing.pot @@ -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 \n" @@ -395,7 +395,7 @@ msgstr "" #: ../../docs/tutorials/3d/environment_and_post_processing.rst:416 #: ../../docs/tutorials/3d/environment_and_post_processing.rst:490 #: ../../docs/tutorials/3d/environment_and_post_processing.rst:536 -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:844 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:845 msgid "*This feature is only available when using the Forward+ backend, not Mobile or Compatibility.*" msgstr "" @@ -648,222 +648,218 @@ msgid "Since Godot 4.2, you can enable HDR for 2D rendering when using the Forwa msgstr "" #: ../../docs/tutorials/3d/environment_and_post_processing.rst:655 -msgid "To enable HDR in 2D, open the Project Settings, enable **Rendering > Viewport > HDR 2D** then restart the editor." +msgid "To enable HDR in 2D, open the Project Settings, enable :ref:`Rendering > Viewport > HDR 2D` then restart the editor." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:658 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:659 msgid "If you want to maximize performance, you can leave HDR disabled for 2D rendering. However, you will have less control on which objects glow." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:661 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:662 msgid "Enable glow, set the environment background mode to **Canvas** then decrease **Glow HDR Threshold** so that pixels that are not overbright will still glow. To prevent UI elements from glowing, make them children of a :ref:`class_CanvasLayer` node. You can control which layers are affected by glow using the **Background > Canvas Max Layer** property of the Environment resource." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:672 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:669 msgid "Example of using glow in a 2D scene" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:672 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:673 msgid "Example of using glow in a 2D scene. HDR 2D is enabled, while coins and the bullet have their **Modulate** property increased to overbright values using the RAW mode in the color picker." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:678 -msgid "The 2D renderer renders in linear color space if the **Rendering > Viewport > HDR 2D** project setting is enabled, so ``source_color`` must also be used for uniform samplers that are used as color input in ``canvas_item`` shaders. If this is not done, the texture will appear washed out." +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:679 +msgid "The 2D renderer renders in linear color space if the :ref:`Rendering > Viewport > HDR 2D` project setting is enabled, so the ``source_color`` hint must also be used for uniform samplers that are used as color input in ``canvas_item`` shaders. If this is not done, the texture will appear washed out." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:684 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:685 msgid "If 2D HDR is disabled, ``source_color`` will keep working correctly in ``canvas_item`` shaders, so it's recommend to use it when relevant either way." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:691 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:692 msgid "Using glow to blur the screen" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:693 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:694 msgid "Glow can be used to blur the whole viewport, which is useful for background blur when a menu is open. Only 3D rendering will be affected unless the environment's background mode is set to **Canvas**. To prevent UI elements from being blurred when using the Canvas background mode, make them children of a :ref:`class_CanvasLayer` node. You can control which layers are affected by this blurring effect using the **Background > Canvas Max Layer** property of the Environment resource." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:700 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:701 msgid "To use glow as a blurring solution:" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:702 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:703 msgid "Enable **Normalized** and adjust levels according to preference. Increasing higher level indices will result in a more blurred image. It's recommended to leave a single glow level at ``1.0`` and leave all other glow levels at ``0.0``, but this is not required. Note that the final appearance will vary depending on viewport resolution." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:707 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:708 msgid "Set **Intensity** to ``1.0`` and **Bloom** to ``1.0``." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:708 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:709 msgid "Set the blend mode to **Replace** and **HDR Luminance Cap** to ``1.0``." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:714 -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:714 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:711 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:715 msgid "Example of using glow to blur the 2D rendering in the menu's background" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:717 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:718 msgid "Adjustments" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:719 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:720 msgid "At the end of processing, Godot offers the possibility to do some standard image adjustments." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:724 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:725 msgid "**Basic BCS adjustments**" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:726 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:727 msgid "The first adjustment is being able to change the typical **Brightness**, **Contrast**, and **Saturation** properties:" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:731 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:732 msgid "**Color correction using a 1D gradient**" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:733 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:734 msgid "The second adjustment is by supplying a color correction gradient. This can be done by assigning a GradientTexture1D resource to the **Color Correction** property, or by loading a texture containing a horizontal gradient. The leftmost part of the gradient represents black in the source image, whereas the rightmost part of the gradient represents white in the source image." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:739 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:740 msgid "A linear black-to-white gradient like the following one will produce no effect:" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:743 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:744 msgid "But creating custom ones will allow to map each channel to a different color:" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:747 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:748 msgid "**Color correction using a 3D LUT**" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:749 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:750 msgid "A 3D look-up-texture (LUT) can also be used for color correction. This is a special texture used to modify each color channel separately from one another (red, green, blue). This image can be of any resolution, but since color correction is low-frequency data, sticking to low resolutions is recommended for performance reasons. A LUT texture's resolution is typically 17×17×17, 33×33×33, 51×51×51 or 65×65×65 (the odd size allows for better interpolation)." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:756 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:757 msgid "For this to work, the look-up texture's import mode must be set to Texture3D in the Import dock (instead of being imported as a regular Texture2D):" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:761 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:762 msgid "Make sure to configure the number of horizontal and vertical slices to import as well. If you don't do this, the LUT texture will not affect the viewport correctly when used. You can preview how the 3D texture was imported by double-clicking it, in the FileSystem dock, then going to the inspector to flip through the texture's layers." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:767 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:768 msgid "You can use this neutral 33×33×33 LUT template as a base (right-click and choose **Save as…**):" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:772 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:773 msgid "With the above LUT template, after changing its import mode to **Texture3D**, set its number of **Horizontal** slices to ``33`` in the Import dock then click **Reimport**. If you load this LUT into the **Color Correction** property, you won't see any visible difference for now since this texture is designed to be a neutral starting point." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:778 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:779 msgid "This LUT template can be modified in an image editor to provide a different mood to the image. A common workflow is to place the LUT image next to a screenshot of the project's 3D viewport, then use an image editor to modify both the LUT image and the screenshot at the same time. The LUT can then be saved and applied to the game engine to perform the same color correction in real-time." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:784 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:785 msgid "For example, modifying the LUT template in an image editor to give it a \"sepia\" look results in the image on the right:" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:791 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:792 msgid "Adjustments and color correction are applied *after* tonemapping. This means the tonemapping properties defined above still have an effect when adjustments are enabled." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:796 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:797 msgid "Camera attribute options" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:799 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:800 msgid "Depth of Field / Far Blur" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:801 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:802 msgid "This effect simulates focal distance on cameras. It blurs objects behind a given range. It has an initial **Distance** with a **Transition** region (in world units):" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:807 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:808 msgid "The **Amount** parameter controls the amount of blur. For larger blurs, tweaking the depth of field quality in the advanced project settings may be needed to avoid artifacts." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:812 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:813 msgid "Depth of Field / Near Blur" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:814 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:815 msgid "This effect simulates focal distance on cameras. It blurs objects close to the camera (acts in the opposite direction as far blur). It has an initial **Distance** with a **Transition** region (in world units):" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:820 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:821 msgid "The **Amount** parameter controls the amount of blur. For larger blurs, tweaking the **Quality** may be needed in order to avoid artifacts." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:823 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:824 msgid "It is common to use both blurs together to focus the viewer's attention on a given object, or create a so-called `\"tilt shift\" effect `__." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:831 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:832 msgid "When using CameraAttributesPhysical instead of CameraAttributesPractical, depth of field is automatically computed from the camera attributes' focus distance, focal length, and aperture." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:836 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:837 msgid "Exposure" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:838 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:839 msgid "This multiplies the overall scene brightness visible from the camera. Higher values result in a visually brighter scene." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:842 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:843 msgid "Auto Exposure" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:847 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:848 msgid "Even though, in most cases, lighting and texturing are heavily artist controlled, Godot supports a basic high dynamic range implementation with the auto exposure mechanism. This is generally used to add realism when combining interior areas with low light and bright outdoor areas. Auto exposure simulates the camera (or eye) in an effort to adapt between light and dark locations and their different amounts of light." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:856 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:857 msgid "Auto exposure needs to evaluate the scene's brightness every frame, which has a moderate performance cost. Therefore, it's recommended to leave Auto Exposure disabled if it doesn't make much of a difference in your scene." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:862 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:863 msgid "The simplest way to use auto exposure is to make sure outdoor lights (or other strong lights) have energy beyond 1.0. This is done by tweaking their **Energy** multiplier (on the Light itself). To make it consistent, the **Sky** usually needs to use the energy multiplier too, to match with the directional light. Normally, values between 3.0 and 6.0 are enough to simulate indoor-outdoor conditions." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:868 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:869 msgid "By combining Auto Exposure with :ref:`doc_environment_and_post_processing_glow` post-processing, pixels that go over the tonemap **White** will bleed to the glow buffer, creating the typical bloom effect in photography." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:874 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:875 msgid "The user-controllable values in the Auto Exposure section come with sensible defaults, but you can still tweak them:" msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:879 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:880 msgid "**Scale:** Value to scale the lighting. Higher values produce brighter images, and lower values produce darker ones." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:881 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:882 msgid "**Min Sensitivity / Min Exposure Value:** Minimum luminance that auto exposure will aim to adjust for (in ISO when using CameraAttributesPractical, or in EV100 when using CameraAttributesPhysical). Luminance is the average of the light in all the pixels of the screen." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:885 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:886 msgid "**Max Sensitivity / Max Exposure Value:** Maximum luminance that auto exposure will aim to adjust for (in ISO when using CameraAttributesPractical, or in EV100 when using CameraAttributesPhysical)." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:888 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:889 msgid "**Speed:** Speed at which luminance corrects itself. The higher the value, the faster luminance correction happens. High values may be more suited to fast-paced games, but can be distracting in some scenarios." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:892 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:893 msgid "When using CameraAttributesPractical, exposure is set using *sensitivity* defined in ISO instead of an exposure value in EV100. Typical ISO values are between 50 and 3200, with higher values resulting in higher final exposure. In real life, daytime photography generally uses ISO values between 100 and 800." msgstr "" -#: ../../docs/tutorials/3d/environment_and_post_processing.rst:899 +#: ../../docs/tutorials/3d/environment_and_post_processing.rst:900 msgid "See :ref:`doc_physical_light_and_camera_units` if you wish to use real world units to configure your camera's exposure, field of view and depth of field." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/3d/global_illumination/faking_global_illumination.pot b/sphinx/templates/tutorials/3d/global_illumination/faking_global_illumination.pot index a61f8d941b..ec76d595c1 100644 --- a/sphinx/templates/tutorials/3d/global_illumination/faking_global_illumination.pot +++ b/sphinx/templates/tutorials/3d/global_illumination/faking_global_illumination.pot @@ -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 \n" @@ -123,7 +123,3 @@ msgstr "" #: ../../docs/tutorials/3d/global_illumination/faking_global_illumination.rst:94 msgid "In the example below, a SpotLight3D node is used to light up the room's floor. However, since there is no indirect lighting, the rest of the room remains entirely dark. In real life, the room's walls and ceiling would be lit up by light bouncing around. Using an OmniLight3D node positioned between the SpotLight3D's origin and the floor allows simulating this effect:" msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/3d/global_illumination/index.pot b/sphinx/templates/tutorials/3d/global_illumination/index.pot index d055d51d8c..5f5c02978a 100644 --- a/sphinx/templates/tutorials/3d/global_illumination/index.pot +++ b/sphinx/templates/tutorials/3d/global_illumination/index.pot @@ -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 \n" @@ -18,7 +18,3 @@ msgstr "" #: ../../docs/tutorials/3d/global_illumination/index.rst:6 msgid "Global illumination" msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/3d/global_illumination/introduction_to_global_illumination.pot b/sphinx/templates/tutorials/3d/global_illumination/introduction_to_global_illumination.pot index 55567fea36..2ebe40825a 100644 --- a/sphinx/templates/tutorials/3d/global_illumination/introduction_to_global_illumination.pot +++ b/sphinx/templates/tutorials/3d/global_illumination/introduction_to_global_illumination.pot @@ -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 \n" @@ -167,7 +167,7 @@ msgstr "" msgid "For comparison, here's a 3D scene with no global illumination options used:" msgstr "" -#: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:167 +#: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:164 #: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:167 msgid "A 3D scene without any form of global illumination (only constant environment lighting). The box and sphere near the camera are both dynamic objects." msgstr "" @@ -180,12 +180,6 @@ msgstr "" msgid "**VoxelGI:** |average| Good reflections and indirect lighting, but beware of leaks." msgstr "" -#: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:322 -#: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:322 -#: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:322 -#: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:322 -#: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:322 -#: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:322 #: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:322 msgid "average" msgstr "" @@ -198,7 +192,7 @@ msgstr "" msgid "Streaking artifacts may also be visible on sloped surfaces. In this case, tweaking the bias properties or rotating the VoxelGI node can help combat this." msgstr "" -#: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:0 +#: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:180 #: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:183 msgid "VoxelGI in action." msgstr "" @@ -219,7 +213,7 @@ msgstr "" msgid "Cascade shifts may be visible when the camera moves fast. This can be made less noticeable by adjusting the cascade sizes or using fog." msgstr "" -#: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:0 +#: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:197 #: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:200 msgid "SDFGI in action." msgstr "" @@ -232,7 +226,7 @@ msgstr "" msgid "SSIL is designed to be used as a complement to another GI technique such as VoxelGI, SDFGI or LightmapGI. SSIL works best for small-scale details, as it cannot provide accurate indirect lighting for large structures on its own. SSIL can provide real-time indirect lighting in situations where other GI techniques fail to capture small-scale details or dynamic objects. Its screen-space nature will result in some artifacts, especially when objects enter and leave the screen. SSIL works using the last frame's color (before post-processing) which means that emissive decals and custom shaders are included (as long as they're present on screen)." msgstr "" -#: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:0 +#: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:214 #: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:217 msgid "SSIL in action (without any other GI technique). Notice the emissive lighting around the yellow box." msgstr "" @@ -241,9 +235,6 @@ msgstr "" msgid "**LightmapGI:** |good| Excellent indirect lighting, decent reflections (optional)." msgstr "" -#: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:320 -#: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:320 -#: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:320 #: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:320 msgid "good" msgstr "" @@ -252,7 +243,7 @@ msgstr "" msgid "This is the only technique where the number of light bounces can be pushed above 2 (up to 16). When directional information is enabled, spherical harmonics (SH) are used to provide blurry reflections." msgstr "" -#: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:0 +#: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:226 #: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:229 msgid "LightmapGI in action. Only indirect lighting is baked here, but direct light can also be baked." msgstr "" @@ -265,7 +256,7 @@ msgstr "" msgid "Indirect lighting can be disabled, set to a constant color spread throughout the probe, or automatically read from the probe's environment (and applied as a cubemap). This essentially acts as local ambient lighting. Reflections and indirect lighting are blended with other nearby probes." msgstr "" -#: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:0 +#: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:238 #: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:241 msgid "ReflectionProbe in action (without any other GI technique). Notice the reflective sphere." msgstr "" @@ -310,7 +301,6 @@ msgstr "" msgid "**LightmapGI:** |bad| Baked, and therefore not real-time." msgstr "" -#: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:324 #: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:324 msgid "bad" msgstr "" @@ -438,7 +428,3 @@ msgstr "" #: ../../docs/tutorials/3d/global_illumination/introduction_to_global_illumination.rst:391 msgid "When targeting low-end hardware in situations where using LightmapGI is not viable (such as procedurally generated levels), relying on environment lighting alone or a constant ambient light factor may be a necessity. This may result in flatter visuals, but adjusting the ambient light color and sky contribution still makes it possible to achieve acceptable results in most cases." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/3d/global_illumination/reflection_probes.pot b/sphinx/templates/tutorials/3d/global_illumination/reflection_probes.pot index 149abd056a..8343dafc5d 100644 --- a/sphinx/templates/tutorials/3d/global_illumination/reflection_probes.pot +++ b/sphinx/templates/tutorials/3d/global_illumination/reflection_probes.pot @@ -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 \n" @@ -43,14 +43,14 @@ msgstr "" msgid "Visual comparison" msgstr "" -#: ../../docs/tutorials/3d/global_illumination/reflection_probes.rst:38 +#: ../../docs/tutorials/3d/global_illumination/reflection_probes.rst:34 #: ../../docs/tutorials/3d/global_illumination/reflection_probes.rst:38 msgid "Reflection probe disabled. Environment sky is used as a fallback." msgstr "" +#: ../../docs/tutorials/3d/global_illumination/reflection_probes.rst:40 #: ../../docs/tutorials/3d/global_illumination/reflection_probes.rst:44 -#: ../../docs/tutorials/3d/global_illumination/reflection_probes.rst:44 -#: ../../docs/tutorials/3d/global_illumination/reflection_probes.rst:51 +#: ../../docs/tutorials/3d/global_illumination/reflection_probes.rst:47 msgid "Reflection probe enabled." msgstr "" @@ -62,7 +62,7 @@ msgstr "" msgid "By combining reflection probes with screen-space reflections, you can get the best of both worlds: high-quality reflections for general room structure (that remain present when off-screen), while also having real-time reflections for small details." msgstr "" -#: ../../docs/tutorials/3d/global_illumination/reflection_probes.rst:62 +#: ../../docs/tutorials/3d/global_illumination/reflection_probes.rst:58 msgid "Reflections in a room using ReflectionProbe only." msgstr "" @@ -70,7 +70,7 @@ msgstr "" msgid "Reflections in a room using ReflectionProbe only. Notice how small details don't have any reflections." msgstr "" -#: ../../docs/tutorials/3d/global_illumination/reflection_probes.rst:69 +#: ../../docs/tutorials/3d/global_illumination/reflection_probes.rst:65 msgid "Reflections in a room using screen-space reflections only." msgstr "" @@ -78,7 +78,7 @@ msgstr "" msgid "Reflections in a room using screen-space reflections only. Notice how the reflection on the sides of the room's walls is partly missing due to being off-screen." msgstr "" -#: ../../docs/tutorials/3d/global_illumination/reflection_probes.rst:77 +#: ../../docs/tutorials/3d/global_illumination/reflection_probes.rst:73 msgid "Reflections in a room using ReflectionProbe and screen-space reflections together." msgstr "" @@ -187,13 +187,13 @@ msgid "Limitations" msgstr "" #: ../../docs/tutorials/3d/global_illumination/reflection_probes.rst:185 -msgid "When using the Forward+ renderer, Godot uses a *clustering* approach for reflection probe rendering. As many reflection probes as desired can be added (as long as performance allows). However, there's still a default limit of 512 *clustered elements* that can be present in the current camera view. A clustered element is an omni light, a spot light, a :ref:`decal ` or a :ref:`reflection probe `. This limit can be increased by adjusting the **Rendering > Limits > Cluster Builder > Max Clustered Elements** advanced project setting." +msgid "When using the Forward+ renderer, Godot uses a *clustering* approach for reflection probe rendering. As many reflection probes as desired can be added (as long as performance allows). However, there's still a default limit of 512 *clustered elements* that can be present in the current camera view. A clustered element is an omni light, a spot light, a :ref:`decal ` or a :ref:`reflection probe `. This limit can be increased by adjusting :ref:`Max Clustered Elements` in **Project Settings > Rendering > Limits > Cluster Builder**." msgstr "" #: ../../docs/tutorials/3d/global_illumination/reflection_probes.rst:194 msgid "When using the Forward Mobile backend, only 8 reflection probes can be applied on each individual Mesh *resource*. If there are more reflection probes affecting a single mesh, not all of them will be rendered on the mesh." msgstr "" -#: ../../docs/:0 -msgid "Translation status" +#: ../../docs/tutorials/3d/global_illumination/reflection_probes.rst:198 +msgid "Similarly, when using the Compatibility backend, up to 2 reflection probes can be applied per mesh. If more than 2 reflection probes affect a single mesh, additional probes will not be rendered." msgstr "" diff --git a/sphinx/templates/tutorials/3d/global_illumination/using_lightmap_gi.pot b/sphinx/templates/tutorials/3d/global_illumination/using_lightmap_gi.pot index 5103dd7b18..a6803c0b32 100644 --- a/sphinx/templates/tutorials/3d/global_illumination/using_lightmap_gi.pot +++ b/sphinx/templates/tutorials/3d/global_illumination/using_lightmap_gi.pot @@ -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 \n" @@ -47,12 +47,12 @@ msgstr "" msgid "Visual comparison" msgstr "" -#: ../../docs/tutorials/3d/global_illumination/using_lightmap_gi.rst:48 +#: ../../docs/tutorials/3d/global_illumination/using_lightmap_gi.rst:45 #: ../../docs/tutorials/3d/global_illumination/using_lightmap_gi.rst:48 msgid "LightmapGI disabled." msgstr "" -#: ../../docs/tutorials/3d/global_illumination/using_lightmap_gi.rst:53 +#: ../../docs/tutorials/3d/global_illumination/using_lightmap_gi.rst:50 msgid "LightmapGI enabled (with indirect light baked only)." msgstr "" @@ -60,7 +60,7 @@ msgstr "" msgid "LightmapGI enabled (with indirect light baked only). Direct light is still real-time, allowing for subtle changes during gameplay." msgstr "" -#: ../../docs/tutorials/3d/global_illumination/using_lightmap_gi.rst:59 +#: ../../docs/tutorials/3d/global_illumination/using_lightmap_gi.rst:56 msgid "LightmapGI enabled (with direct and indirect light baked)." msgstr "" @@ -368,7 +368,7 @@ msgstr "" msgid "Since baking lightmaps relies on raytracing, there will always be visible noise in the \"raw\" baked lightmap. Noise is especially visible in areas that are difficult to reach by bounced light, such as indoor areas with small openings where the sunlight can enter. Noise can be reduced by increasing bake quality, but doing so will increase bake times significantly." msgstr "" -#: ../../docs/tutorials/3d/global_illumination/using_lightmap_gi.rst:402 +#: ../../docs/tutorials/3d/global_illumination/using_lightmap_gi.rst:398 msgid "Comparison between denoising disabled and enabled" msgstr "" @@ -392,7 +392,7 @@ msgstr "" msgid "JNLM's denoising can be adjusted using the **Denoiser Strength** property that is visible when **Use Denoiser** enabled. Higher values can be more effective at removing noise, at the cost of suppressing shadow detail for static shadows." msgstr "" -#: ../../docs/tutorials/3d/global_illumination/using_lightmap_gi.rst:425 +#: ../../docs/tutorials/3d/global_illumination/using_lightmap_gi.rst:421 msgid "Comparison between JNLM denoiser strength values" msgstr "" @@ -440,7 +440,7 @@ msgstr "" msgid "The denoising method is configured in the project settings instead of the editor settings. This is done so that different team members working on the same project are assured to be using the same denoising method for consistent results." msgstr "" -#: ../../docs/tutorials/3d/global_illumination/using_lightmap_gi.rst:474 +#: ../../docs/tutorials/3d/global_illumination/using_lightmap_gi.rst:470 msgid "Comparison between JNLM and OIDN denoisers" msgstr "" @@ -499,7 +499,3 @@ msgstr "" #: ../../docs/tutorials/3d/global_illumination/using_lightmap_gi.rst:536 msgid "If you notice LightmapGI nodes popping in and out of existence as the camera moves, this is most likely because the engine is rendering too many LightmapGI instances at once. Godot is limited to rendering 8 LightmapGI nodes at once, which means up to 8 instances can be in the camera view before some of them will start flickering." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/3d/global_illumination/using_sdfgi.pot b/sphinx/templates/tutorials/3d/global_illumination/using_sdfgi.pot index ac2fc04bba..0c9248f378 100644 --- a/sphinx/templates/tutorials/3d/global_illumination/using_sdfgi.pot +++ b/sphinx/templates/tutorials/3d/global_illumination/using_sdfgi.pot @@ -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 \n" @@ -43,12 +43,12 @@ msgstr "" msgid "Visual comparison" msgstr "" -#: ../../docs/tutorials/3d/global_illumination/using_sdfgi.rst:36 +#: ../../docs/tutorials/3d/global_illumination/using_sdfgi.rst:33 #: ../../docs/tutorials/3d/global_illumination/using_sdfgi.rst:36 msgid "SDFGI disabled." msgstr "" -#: ../../docs/tutorials/3d/global_illumination/using_sdfgi.rst:41 +#: ../../docs/tutorials/3d/global_illumination/using_sdfgi.rst:38 #: ../../docs/tutorials/3d/global_illumination/using_sdfgi.rst:41 msgid "SDFGI enabled." msgstr "" @@ -248,7 +248,3 @@ msgstr "" #: ../../docs/tutorials/3d/global_illumination/using_sdfgi.rst:231 msgid "SDFGI's sharp reflections are only visible on opaque materials. Transparent materials will only use rough reflections, even if the material's roughness is lower than 0.2." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/3d/global_illumination/using_voxel_gi.pot b/sphinx/templates/tutorials/3d/global_illumination/using_voxel_gi.pot index 500807d3b4..898a3d79c6 100644 --- a/sphinx/templates/tutorials/3d/global_illumination/using_voxel_gi.pot +++ b/sphinx/templates/tutorials/3d/global_illumination/using_voxel_gi.pot @@ -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 \n" @@ -35,12 +35,12 @@ msgstr "" msgid "Visual comparison" msgstr "" -#: ../../docs/tutorials/3d/global_illumination/using_voxel_gi.rst:27 +#: ../../docs/tutorials/3d/global_illumination/using_voxel_gi.rst:24 #: ../../docs/tutorials/3d/global_illumination/using_voxel_gi.rst:27 msgid "VoxelGI disabled." msgstr "" -#: ../../docs/tutorials/3d/global_illumination/using_voxel_gi.rst:32 +#: ../../docs/tutorials/3d/global_illumination/using_voxel_gi.rst:29 #: ../../docs/tutorials/3d/global_illumination/using_voxel_gi.rst:32 msgid "VoxelGI enabled." msgstr "" @@ -228,7 +228,3 @@ msgstr "" #: ../../docs/tutorials/3d/global_illumination/using_voxel_gi.rst:203 msgid "Additionally, for performance reasons, Godot can only blend between 2 VoxelGI nodes at a given pixel on the screen. If you have more than 2 VoxelGI nodes overlapping, global illumination may appear to flicker as the camera moves or rotates." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/3d/high_dynamic_range.pot b/sphinx/templates/tutorials/3d/high_dynamic_range.pot index d5a1dc5c31..cf7d6066e5 100644 --- a/sphinx/templates/tutorials/3d/high_dynamic_range.pot +++ b/sphinx/templates/tutorials/3d/high_dynamic_range.pot @@ -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 \n" @@ -122,7 +122,3 @@ msgstr "" #: ../../docs/tutorials/3d/high_dynamic_range.rst:116 msgid "HDR settings can be found in the :ref:`Environment ` resource. Most of the time, these are found inside a :ref:`WorldEnvironment ` node or set in a Camera node. For more information, see :ref:`doc_environment_and_post_processing`." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/3d/index.pot b/sphinx/templates/tutorials/3d/index.pot index 6f341f4042..284c8ee864 100644 --- a/sphinx/templates/tutorials/3d/index.pot +++ b/sphinx/templates/tutorials/3d/index.pot @@ -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 \n" @@ -19,18 +19,14 @@ msgstr "" msgid "3D" msgstr "" -#: ../../docs/tutorials/3d/index.rst:16 +#: ../../docs/tutorials/3d/index.rst:18 msgid "Rendering" msgstr "" -#: ../../docs/tutorials/3d/index.rst:35 +#: ../../docs/tutorials/3d/index.rst:37 msgid "Optimization" msgstr "" -#: ../../docs/tutorials/3d/index.rst:49 +#: ../../docs/tutorials/3d/index.rst:51 msgid "Tools" msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/3d/introduction_to_3d.pot b/sphinx/templates/tutorials/3d/introduction_to_3d.pot index 75af956d9f..07b3002f74 100644 --- a/sphinx/templates/tutorials/3d/introduction_to_3d.pot +++ b/sphinx/templates/tutorials/3d/introduction_to_3d.pot @@ -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 \n" @@ -24,281 +24,441 @@ msgid "Creating a 3D game can be challenging. That extra Z coordinate makes many msgstr "" #: ../../docs/tutorials/3d/introduction_to_3d.rst:14 -msgid "In 3D, math is a little more complex than in 2D, so also checking the :ref:`doc_vector_math` entry in the wiki (which was especially created for game developers, not mathematicians or engineers) will help pave the way for you to develop 3D games efficiently." +msgid "An example 3D game demo created using Godot" msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:20 -msgid "Node3D node" +#: ../../docs/tutorials/3d/introduction_to_3d.rst:18 +msgid "Godot Third Person Shooter (TPS) Demo, available on the `Github repository `__ or the :ref:`Asset Library `." msgstr "" #: ../../docs/tutorials/3d/introduction_to_3d.rst:22 -msgid ":ref:`Node2D ` is the base node for 2D. :ref:`Control ` is the base node for everything GUI. Following this reasoning, the 3D engine uses the :ref:`Node3D ` node for everything 3D." +msgid "In 3D, math is a little more complex than in 2D. For an introduction to the relevant math written for game developers, not mathemeticians or engineers, check out :ref:`doc_vector_math` and :ref:`doc_using_transforms`." +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:27 +msgid "3D workspace" msgstr "" #: ../../docs/tutorials/3d/introduction_to_3d.rst:29 -msgid "Node3Ds have a local transform, which is relative to the parent node (as long as the parent node is also of **or inherits from** the type Node3D). This transform can be accessed as a 3×4 :ref:`Transform3D `, or as 3 :ref:`Vector3 ` members representing location, Euler rotation (X, Y and Z angles) and scale." +msgid "Editing 3D scenes is done in the 3D workspace. This workspace can be selected manually, but it will be automatically selected when a Node3D node is selected." +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:35 +msgid "Similar to 2D, the tabs below the workspace selector are used to change between currently opened scenes or create a new one using the plus (+) button. The left and right docks should be familiar from :ref:`editor introduction `." msgstr "" #: ../../docs/tutorials/3d/introduction_to_3d.rst:39 -msgid "3D content" +msgid "Below the scene selector, the main toolbar is visible, and beneath the main toolbar is the 3D viewport." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:41 -msgid "Unlike 2D, where loading image content and drawing is straightforward, 3D is a little more difficult. The content needs to be created with special 3D tools (also called Digital Content Creation tools, or DCCs) and exported to an exchange file format to be imported in Godot. This is required since 3D formats are not as standardized as images." +#: ../../docs/tutorials/3d/introduction_to_3d.rst:43 +msgid "Main toolbar" msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:48 -msgid "Manually authored models (using 3D modeling software)" +#: ../../docs/tutorials/3d/introduction_to_3d.rst:45 +msgid "Some buttons in the main toolbar are the same as those in the 2D workspace. A brief explanation is given with the shortcut if the mouse cursor is hovered over a button for one second. Some buttons may have additional functionality if another keypress is performed. A recap of main functionality of each button with its default shortcut is provided below from left to right:" msgstr "" #: ../../docs/tutorials/3d/introduction_to_3d.rst:53 -msgid "There are two pipelines to import 3D models in Godot. The first and most common one is by :ref:`doc_importing_3d_scenes`, which allows you to import entire scenes (exactly as they look in the 3D modeling software), including animation, skeletal rigs, blend shapes, etc." +msgid "**Select Mode** (:kbd:`Q`): Allows selection of nodes in the viewport. Left clicking on a node to select one. Left clicking and dragging a rectangle selects all nodes within the rectangle's boundaries, once released. Holding :kbd:`Shift` while selecting adds more nodes to the selection. Clicking on a selected node while holding :kbd:`Shift` deselects the node. In this mode, you can use the gizmos to perform movement or rotation." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:58 -msgid "The second pipeline is by importing simple .OBJ files as mesh resources, which can be then put inside a :ref:`MeshInstance3D ` node for display." +#: ../../docs/tutorials/3d/introduction_to_3d.rst:59 +msgid "**Move Mode** (:kbd:`W`): Enables move (or translate) mode for the selected nodes. See :ref:`doc_introduction_to_3d_space_and_manipulation` for more details." +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:61 +msgid "**Rotate Mode** (:kbd:`E`): Enables rotation mode for the selected nodes. See :ref:`doc_introduction_to_3d_space_and_manipulation` for more details." msgstr "" #: ../../docs/tutorials/3d/introduction_to_3d.rst:63 -msgid "Generated geometry" +msgid "**Scale Mode** (:kbd:`R`): Enables scaling and displays scaling gizmos in different axes for the selected nodes. See :ref:`doc_introduction_to_3d_space_and_manipulation` for more details." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:65 -msgid "It is possible to create custom geometry by using the :ref:`ArrayMesh ` resource directly. Simply create your arrays and use the :ref:`ArrayMesh.add_surface_from_arrays() ` function. A helper class is also available, :ref:`SurfaceTool `, which provides a more straightforward API and helpers for indexing, generating normals, tangents, etc." +#: ../../docs/tutorials/3d/introduction_to_3d.rst:67 +msgid "**Show the list of selectable nodes at the clicked position**: As the description suggests, this provides a list of selectable nodes at the clicked position as a context menu, if there is more than one node in the clicked area." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:72 -msgid "In any case, this method is meant for generating static geometry (models that will not be updated often), as creating vertex arrays and submitting them to the 3D API has a significant performance cost." +#: ../../docs/tutorials/3d/introduction_to_3d.rst:70 +msgid "**Lock** (:kbd:`Ctrl + L`) the selected nodes, preventing selection and movement in the viewport. Clicking the button again (or using :kbd:`Ctrl + Shift + L`) unlocks the selected nodes. Locked nodes can only be selected in the scene tree. They can easily be identified with a padlock next to their node names in the scene tree. Clicking on this padlock also unlocks the nodes." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:77 -msgid "Immediate geometry" +#: ../../docs/tutorials/3d/introduction_to_3d.rst:75 +msgid "**Group selected nodes** (:kbd:`Ctrl + G`). This allows selection of the root node if any of the children are selected. Using :kbd:`Ctrl + G` ungroups them. Additionally, clicking the ungroup button in the scene tree performs the same action." msgstr "" #: ../../docs/tutorials/3d/introduction_to_3d.rst:79 -msgid "If, instead, you need to generate simple geometry that will be updated often, Godot provides a special :ref:`ImmediateMesh ` resource that can be used in a :ref:`MeshInstance3D ` node. This provides an OpenGL 1.x-style immediate-mode API to create points, lines, triangles, etc." +msgid "**Use Local Space** (:kbd:`T`): If enabled, gizmos of a node are drawn using the current node's rotation angle instead of the :ref:`global viewport axes `." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:86 -msgid "2D in 3D" +#: ../../docs/tutorials/3d/introduction_to_3d.rst:81 +msgid "**Use Snap** (:kbd:`Y`): If enabled, movement, and rotation snap to grid. Snapping can also temporarily be activated using :kbd:`Ctrl` while performing the action. The settings for changing snap options are explained below." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:88 -msgid "While Godot packs a powerful 2D engine, many types of games use 2D in a 3D environment. By using a fixed camera (either orthogonal or perspective) that does not rotate, nodes such as :ref:`Sprite3D ` and :ref:`AnimatedSprite3D ` can be used to create 2D games that take advantage of mixing with 3D backgrounds, more realistic parallax, lighting/shadow effects, etc." +#: ../../docs/tutorials/3d/introduction_to_3d.rst:84 +msgid "**Project Camera Override**: This action temporarily replaces the active camera in the level (e.g., the camera following the player) with the camera in the editor's viewport, allowing you to move freely and inspect the level's different parts, while game is running." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:96 -msgid "The disadvantage is, of course, that added complexity and reduced performance in comparison to plain 2D, as well as the lack of reference of working in pixels." +#: ../../docs/tutorials/3d/introduction_to_3d.rst:87 +msgid "**Toggle preview sunlight**: If no DirectionalLight3D exist in the scene, a preview of sunlight can be used as a light source. See :ref:`doc_introduction_to_3d_preview_environment_light` for more details." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:101 -msgid "Environment" +#: ../../docs/tutorials/3d/introduction_to_3d.rst:90 +msgid "**Toggle preview environment**: If no WorldEnvironment exists in the scene, a preview of the environment can be used as a placeholder. See :ref:`doc_introduction_to_3d_preview_environment_light` for more details." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:103 -msgid "Besides editing a scene, it is often common to edit the environment. Godot provides a :ref:`WorldEnvironment ` node that allows changing the background color, mode (as in, put a skybox), and applying several types of built-in post-processing effects. Environments can also be overridden in the Camera." +#: ../../docs/tutorials/3d/introduction_to_3d.rst:93 +msgid "**Edit Sun and Environment Settings (three dots)**: Opens the menu to configure preview sunlight and environment settings. See :ref:`doc_introduction_to_3d_preview_environment_light` for more details." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:110 -msgid "3D viewport" +#: ../../docs/tutorials/3d/introduction_to_3d.rst:97 +msgid "**Transform menu**: It has three options:" msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:112 -msgid "Editing 3D scenes is done in the 3D tab. This tab can be selected manually, but it will be automatically enabled when a Node3D node is selected." +#: ../../docs/tutorials/3d/introduction_to_3d.rst:99 +msgid "*Snap Object to Floor*: Snaps an object to a solid floor." +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:100 +msgid "*Transform Dialog*: Opens a dialog to adjust transform parameters (translate, rotate, scale, and transform) manually." +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:102 +msgid "*Snap Settings*: Allows you to change transform, rotate snap (in degrees), and scale snap (in percent) settings." +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:105 +msgid "**View menu**: Controls the view options and enables additional viewports:" +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:109 +msgid "In this menu, you can also show/hide grids, which are set to 1x1 meter by default, and the origin, where the blue, green, and red axis lines intersect. Moreover, specific types of gizmos can be toggled in this menu." +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:115 +msgid "An open eye means that the gizmo is visible, a closed eye means it is hidden. A half-open eye means that it is also visible through opaque surfaces." msgstr "" #: ../../docs/tutorials/3d/introduction_to_3d.rst:118 -msgid "Default 3D scene navigation controls are similar to Blender (aiming to have some sort of consistency in the free software pipeline..), but options are included to customize mouse buttons and behavior to be similar to other tools in the Editor Settings:" +msgid "Clicking on *Settings* in this view menu opens a window to change the *Vertical Field of View (VFOV)* parameter (in degrees), *Z-Near*, and *Z-Far* values." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:126 -msgid "Coordinate system" +#: ../../docs/tutorials/3d/introduction_to_3d.rst:122 +msgid "Next to the View menu, additional buttons may be visible. In the toolbar image at the beginning of this chapter, an additional *Mesh* button appears because a MeshInstance3D is selected. This menu provides some quick actions or tools to work on a specific node or selection." msgstr "" #: ../../docs/tutorials/3d/introduction_to_3d.rst:128 -msgid "Godot uses the `metric `__ system for everything in 3D, with 1 unit being equal to 1 meter. Physics and other areas are tuned for this scale. Therefore, attempting to use a different scale is usually a bad idea (unless you know what you are doing)." +msgid "View menu of viewport" msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:133 -msgid "When working with 3D assets, it's always best to work in the correct scale (set the unit to metric in your 3D modeling software). Godot allows scaling post-import and, while this works in most cases, in rare situations it may introduce floating-point precision issues (and thus, glitches or artifacts) in delicate areas such as rendering or physics. Make sure your artists always work in the right scale!" +#: ../../docs/tutorials/3d/introduction_to_3d.rst:130 +msgid "Below the *Select* tool, in the 3D viewport, clicking on the three dots opens the **View menu** for the viewport. Hiding all shown gizmos in the editor's 3D view can also be performed through this menu:" msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:140 -msgid "The Y coordinate is used for \"up\". As for the horizontal X/Z axes, Godot uses a **right-handed** coordinate system. This means that for most objects that need alignment (such as lights or cameras), the Z axis is used as a \"pointing towards\" direction. This convention roughly means that:" +#: ../../docs/tutorials/3d/introduction_to_3d.rst:137 +msgid "This menu also displays the current view type and enables quick adjustment of the viewport's viewing angle. Additionally, it offers options to modify the appearance of nodes within the viewport." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:145 -msgid "**X** is sides" +#: ../../docs/tutorials/3d/introduction_to_3d.rst:144 +msgid "Coordinate system" msgstr "" #: ../../docs/tutorials/3d/introduction_to_3d.rst:146 -msgid "**Y** is up/down" +msgid "Godot uses the `metric `__ system for everything in 3D, with 1 unit being equal to 1 meter. Physics and other areas are tuned for this scale. Therefore, attempting to use a different scale is usually a bad idea (unless you know what you are doing)." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:147 -msgid "**Z** is front/back" -msgstr "" - -#: ../../docs/tutorials/3d/introduction_to_3d.rst:149 -msgid "See this chart for comparison with other 3D software:" -msgstr "" - -#: ../../docs/tutorials/3d/introduction_to_3d.rst:155 -msgid "3D coordinate systems comparison chart" -msgstr "" - -#: ../../docs/tutorials/3d/introduction_to_3d.rst:155 -msgid "Image by `Freya Holmér `__" +#: ../../docs/tutorials/3d/introduction_to_3d.rst:151 +msgid "When working with 3D assets, it's always best to work in the correct scale (set the unit to metric in your 3D modeling software). Godot allows scaling post-import and, while this works in most cases, in rare situations it may introduce floating-point precision issues (and thus, glitches or artifacts) in delicate areas such as rendering or physics. Make sure your artists always work in the right scale!" msgstr "" #: ../../docs/tutorials/3d/introduction_to_3d.rst:158 +msgid "The Y coordinate is used for \"up\". As for the horizontal X/Z axes, Godot uses a **right-handed** coordinate system. This means that for most objects that need alignment (such as lights or cameras), the Z axis is used as a \"pointing towards\" direction. This convention roughly means that:" +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:163 +msgid "**X** is sides" +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:164 +msgid "**Y** is up/down" +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:165 +msgid "**Z** is front/back" +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:167 +msgid "See this chart for comparison with other 3D software:" +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:169 +msgid "3D coordinate systems comparison chart" +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:173 +msgid "Image by `Freya Holmér `__" +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:179 msgid "Space and manipulation gizmos" msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:160 -msgid "Moving objects in the 3D view is done through the manipulator gizmos. Each axis is represented by a color: Red, Green, Blue represent X, Y, Z respectively. This convention applies to the grid and other gizmos too (and also to the shader language, ordering of components for Vector3, Color, etc.)." -msgstr "" - -#: ../../docs/tutorials/3d/introduction_to_3d.rst:168 -msgid "Some useful keybindings:" -msgstr "" - -#: ../../docs/tutorials/3d/introduction_to_3d.rst:170 -msgid "To snap placement or rotation, press :kbd:`Ctrl` while moving, scaling or rotating." -msgstr "" - -#: ../../docs/tutorials/3d/introduction_to_3d.rst:172 -msgid "To center the view on the selected object, press :kbd:`F`." -msgstr "" - -#: ../../docs/tutorials/3d/introduction_to_3d.rst:175 -msgid "Using Blender-style transform shortcuts" -msgstr "" - -#: ../../docs/tutorials/3d/introduction_to_3d.rst:177 -msgid "Since Godot 4.2, you can enable Blender-style shortcuts for translating, rotating and scaling nodes. In Blender, these shortcuts are:" -msgstr "" - -#: ../../docs/tutorials/3d/introduction_to_3d.rst:180 -msgid ":kbd:`G` for translating" -msgstr "" - #: ../../docs/tutorials/3d/introduction_to_3d.rst:181 -msgid ":kbd:`R` for rotating" -msgstr "" - -#: ../../docs/tutorials/3d/introduction_to_3d.rst:182 -msgid ":kbd:`S` for scaling" -msgstr "" - -#: ../../docs/tutorials/3d/introduction_to_3d.rst:184 -msgid "After pressing a shortcut key while focusing on the 3D editor viewport, move the mouse or enter a number to move the selected node(s) by the specified amount in 3D units. You can constrain movement to a specific axis by specifying the axis as a letter, then the distance (if entering a value with the keyboard)." +msgid "Moving, rotating, and scaling objects in the 3D view is done through the manipulator gizmos. Each axis is represented by a color: Red, Green, Blue represent X, Y, Z respectively. This convention applies to the grid and other gizmos too (and also to the shader language, ordering of components for Vector3, Color, etc.)." msgstr "" #: ../../docs/tutorials/3d/introduction_to_3d.rst:190 -msgid "For instance, to move the selection upwards by 2.5 units, enter the following sequence in order (Y+ is upwards in Godot):" +msgid "Some useful keybindings:" msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:193 -msgid ":kbd:`G`-:kbd:`Y`-:kbd:`2`-:kbd:`.`-:kbd:`5`-:kbd:`Enter`" +#: ../../docs/tutorials/3d/introduction_to_3d.rst:192 +msgid "To snap placement or rotation, press :kbd:`Ctrl` while moving, scaling, or rotating." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:195 -msgid "To use Blender-style transform shortcuts in Godot, go to the Editor Settings' **Shortcuts** tab, then in the Spatial Editor section:" +#: ../../docs/tutorials/3d/introduction_to_3d.rst:194 +msgid "To center the view on the selected object, press :kbd:`F`." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:198 -msgid "Bind **Begin Translate Transformation** to :kbd:`G`." -msgstr "" - -#: ../../docs/tutorials/3d/introduction_to_3d.rst:199 -msgid "Bind **Begin Rotate Transformation** to :kbd:`R`." -msgstr "" - -#: ../../docs/tutorials/3d/introduction_to_3d.rst:200 -msgid "Bind **Begin Scale Transformation** to :kbd:`S`." +#: ../../docs/tutorials/3d/introduction_to_3d.rst:196 +msgid "In the viewport, the arrows can be clicked and held to move the object on an axis. The arcs can be clicked and held to rotate the object. To lock one axis and move the object freely in the other two axes, the colored rectangles can be clicked, held, and dragged." msgstr "" #: ../../docs/tutorials/3d/introduction_to_3d.rst:201 -msgid "Finally, unbind **Scale Mode** so that its shortcut won't conflict with **Begin Rotate Transformation**." +msgid "If the transform mode is changed from *Select Mode* to *Scale Mode*, the arrows will be replaced by cubes, which can be dragged to scale an object as if the object is being moved." msgstr "" #: ../../docs/tutorials/3d/introduction_to_3d.rst:205 -msgid "View menu" +msgid "Navigating the 3D environment" msgstr "" #: ../../docs/tutorials/3d/introduction_to_3d.rst:207 -msgid "The view options are controlled by the \"View\" menu in the viewport's toolbar." +msgid "In 3D environments, it is often important to adjust the viewpoint or angle from which you are viewing the scene. In Godot, navigating the 3D environment in the viewport (or spatial editor) can be done in multiple ways." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:211 -msgid "You can hide the gizmos in the 3D view of the editor through this menu:" +#: ../../docs/tutorials/3d/introduction_to_3d.rst:212 +msgid "The default 3D scene navigation controls are similar to Blender (aiming to have some sort of consistency in the free software pipeline), but options are included to customize mouse buttons and behavior to be similar to other tools in the Editor Settings. To change the controls to Maya or Modo controls, you can navigate to **Editor Settings > Editors > 3D**. Then, under *Navigation*, search for *Navigation Scheme*." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:215 -msgid "To hide a specific type of gizmos, you can toggle them off in the \"View\" menu." +#: ../../docs/tutorials/3d/introduction_to_3d.rst:221 +msgid "Using the default settings, the following shortcuts control how one can navigate in the viewport:" msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:220 -msgid "preview environment and light" +#: ../../docs/tutorials/3d/introduction_to_3d.rst:224 +msgid "Pressing the middle mouse button and dragging the mouse allows you to orbit around the center of what is on the screen." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:222 -msgid "By default, any 3D scene that doesn't have a :ref:`WorldEnvironment ` node, or a :ref:`DirectionalLight3D `, will have a preview turned on for what it's missing to light the scene." +#: ../../docs/tutorials/3d/introduction_to_3d.rst:227 +msgid "It is also possible to left-click and hold the manipulator gizmo located on the top right of the viewport to orbit around the center:" msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:226 -msgid "The preview light and environment will only be visible in the scene while in the editor. If you run the scene or export the project they will not affect the scene." -msgstr "" - -#: ../../docs/tutorials/3d/introduction_to_3d.rst:230 -msgid "The preview light and environment can be turned on or off from the top menu by clicking on their respective icon, and the 3 dots dropdown menu next to those icons can be used to adjust the properties of the preview environment and light." +#: ../../docs/tutorials/3d/introduction_to_3d.rst:232 +msgid "Left-clicking on one of the colored circles will set the view to the chosen orthogonal and the viewport's view menu will be updated accordingly." msgstr "" #: ../../docs/tutorials/3d/introduction_to_3d.rst:237 -msgid "The same preview sun and environment is used for every scene in the same project, So only make adjustments that would apply to all of the scenes you will need a preview light and environment for." +msgid "If the *Perspective* view is enabled on the viewport (can be seen on the viewport's View menu, not the View menu on the main toolbar), holding down the right mouse button on the viewport or pressing :kbd:`Shift + F` switches to \"free-look\" mode. In this mode you can move the mouse to look around, use the :kbd:`W` :kbd:`A` :kbd:`S` :kbd:`D` keys to fly around the view, :kbd:`E` to go up, and :kbd:`Q` to go down. To disable this mode, release the right mouse button or press :kbd:`Shift + F` again." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:242 -msgid "Cameras" +#: ../../docs/tutorials/3d/introduction_to_3d.rst:245 +msgid "In the free-look mode, you can temporarily increase the flying speed using :kbd:`Shift` or decrease it using :kbd:`Alt`. To change and keep the speed modifier use :kbd:`mouse wheel up` or :kbd:`mouse wheel down`, to increase or decrease it, respectively." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:244 -msgid "No matter how many objects are placed in the 3D space, nothing will be displayed unless a :ref:`Camera3D ` is also added to the scene. Cameras can work in either orthogonal or perspective projections:" +#: ../../docs/tutorials/3d/introduction_to_3d.rst:250 +msgid "In orthogonal mode, holding the right mouse button will pan the view instead. Use :kbd:`Keypad 5` to toggle between perspective and orthogonal view." msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:251 -msgid "Cameras are associated with (and only display to) a parent or grandparent viewport. Since the root of the scene tree is a viewport, cameras will display on it by default, but if sub-viewports (either as render target or picture-in-picture) are desired, they need their own children cameras to display." +#: ../../docs/tutorials/3d/introduction_to_3d.rst:254 +msgid "Using Blender-style transform shortcuts" +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:256 +msgid "Since Godot 4.2, you can enable Blender-style shortcuts for translating, rotating and scaling nodes. In Blender, these shortcuts are:" msgstr "" #: ../../docs/tutorials/3d/introduction_to_3d.rst:259 -msgid "When dealing with multiple cameras, the following rules are enforced for each viewport:" +msgid ":kbd:`G` for translating" msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:262 -msgid "If no cameras are present in the scene tree, the first one that enters it will become the active camera. Further cameras entering the scene will be ignored (unless they are set as *current*)." +#: ../../docs/tutorials/3d/introduction_to_3d.rst:260 +msgid ":kbd:`R` for rotating" msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:265 -msgid "If a camera has the \"*current*\" property set, it will be used regardless of any other camera in the scene. If the property is set, it will become active, replacing the previous camera." +#: ../../docs/tutorials/3d/introduction_to_3d.rst:261 +msgid ":kbd:`S` for scaling" msgstr "" -#: ../../docs/tutorials/3d/introduction_to_3d.rst:268 -msgid "If an active camera leaves the scene tree, the first camera in tree-order will take its place." +#: ../../docs/tutorials/3d/introduction_to_3d.rst:263 +msgid "After pressing a shortcut key while focusing on the 3D editor viewport, move the mouse or enter a number to move the selected node(s) by the specified amount in 3D units. You can constrain movement to a specific axis by specifying the axis as a letter, then the distance (if entering a value with the keyboard)." +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:269 +msgid "For instance, to move the selection upwards by 2.5 units, enter the following sequence in order (Y+ is upwards in Godot):" msgstr "" #: ../../docs/tutorials/3d/introduction_to_3d.rst:272 -msgid "Lights" +msgid ":kbd:`G`-:kbd:`Y`-:kbd:`2`-:kbd:`.`-:kbd:`5`-:kbd:`Enter`" msgstr "" #: ../../docs/tutorials/3d/introduction_to_3d.rst:274 -msgid "The background environment emits some ambient light which appears on surfaces. Still, without any light sources placed in the scene, the scene will appear quite dark unless the background environment is very bright." +msgid "To use Blender-style transform shortcuts in Godot, go to the Editor Settings' **Shortcuts** tab, then in the Spatial Editor section:" +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:277 +msgid "Bind **Begin Translate Transformation** to :kbd:`G`." msgstr "" #: ../../docs/tutorials/3d/introduction_to_3d.rst:278 -msgid "Most outdoor scenes have a directional light (the sun or moon), while indoor scenes typically have several positional lights (lamps, torches, …). See :ref:`doc_lights_and_shadows` for more information on setting up lights in Godot." +msgid "Bind **Begin Rotate Transformation** to :kbd:`R`." msgstr "" -#: ../../docs/:0 -msgid "Translation status" +#: ../../docs/tutorials/3d/introduction_to_3d.rst:279 +msgid "Bind **Begin Scale Transformation** to :kbd:`S`." +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:280 +msgid "Finally, unbind **Scale Mode** so that its shortcut won't conflict with **Begin Rotate Transformation**." +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:283 +msgid "More shortcuts can be found on the :ref:`doc_default_key_mapping_shortcuts_spatial_editor` page." +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:287 +msgid "Node3D node" +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:289 +msgid ":ref:`Node2D ` is the base node for 2D. :ref:`Control ` is the base node for everything GUI. Following this reasoning, the 3D engine uses the :ref:`Node3D ` node for everything 3D." +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:296 +msgid "Node3Ds have a local transform, which is relative to the parent node (as long as the parent node is also of **or inherits from** the type Node3D). This transform can be accessed as a 3×4 :ref:`Transform3D `, or as 3 :ref:`Vector3 ` members representing location, Euler rotation (X, Y and Z angles) and scale." +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:306 +msgid "3D content" +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:308 +msgid "Unlike 2D, where loading image content and drawing is straightforward, 3D is a little more difficult. The content needs to be created with special 3D tools (also called Digital Content Creation tools, or DCCs) and exported to an exchange file format to be imported in Godot. This is required since 3D formats are not as standardized as images." +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:315 +msgid "Manually authored models (using 3D modeling software)" +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:320 +msgid "It is possible to import 3D models in Godot created in external tools. Depending on the format, you can import entire scenes (exactly as they look in the 3D modeling software), including animation, skeletal rigs, blend shapes, or as simple resources." +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:325 +msgid "See :ref:`doc_importing_3d_scenes` for more on importing." +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:328 +msgid "Generated geometry" +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:330 +msgid "It is possible to create custom geometry by using the :ref:`ArrayMesh ` resource directly. Simply create your arrays and use the :ref:`ArrayMesh.add_surface_from_arrays() ` function. A helper class is also available, :ref:`SurfaceTool `, which provides a more straightforward API and helpers for indexing, generating normals, tangents, etc." +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:337 +msgid "In any case, this method is meant for generating static geometry (models that will not be updated often), as creating vertex arrays and submitting them to the 3D API has a significant performance cost." +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:341 +msgid "To learn about prototyping inside Godot or using external tools, see :ref:`doc_csg_tools`." +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:346 +msgid "Immediate geometry" +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:348 +msgid "If, instead, you need to generate simple geometry that will be updated often, Godot provides a special :ref:`ImmediateMesh ` resource that can be used in a :ref:`MeshInstance3D ` node. This provides an OpenGL 1.x-style immediate-mode API to create points, lines, triangles, etc." +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:355 +msgid "2D in 3D" +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:357 +msgid "While Godot packs a powerful 2D engine, many types of games use 2D in a 3D environment. By using a fixed camera (either orthogonal or perspective) that does not rotate, nodes such as :ref:`Sprite3D ` and :ref:`AnimatedSprite3D ` can be used to create 2D games that take advantage of mixing with 3D backgrounds, more realistic parallax, lighting/shadow effects, etc." +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:365 +msgid "The disadvantage is, of course, that added complexity and reduced performance in comparison to plain 2D, as well as the lack of reference of working in pixels." +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:370 +msgid "Environment" +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:372 +msgid "Besides editing a scene, it is often common to edit the environment. Godot provides a :ref:`WorldEnvironment ` node that allows changing the background color, mode (as in, put a skybox), and applying several types of built-in post-processing effects. Environments can also be overridden in the Camera." +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:381 +msgid "Preview environment and light" +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:383 +msgid "By default, any 3D scene that doesn't have a :ref:`WorldEnvironment ` node, or a :ref:`DirectionalLight3D `, will have a preview turned on for what it's missing to light the scene." +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:387 +msgid "The preview light and environment will only be visible in the scene while in the editor. If you run the scene or export the project they will not affect the scene." +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:391 +msgid "The preview light and environment can be turned on or off from the top menu by clicking on their respective icon." +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:397 +msgid "The three dots dropdown menu next to those icons can be used to adjust the properties of the preview environment and light if they are enabled." +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:403 +msgid "The same preview sun and environment is used for every scene in the same project, So only make adjustments that would apply to all of the scenes you will need a preview light and environment for." +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:408 +msgid "Cameras" +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:410 +msgid "No matter how many objects are placed in the 3D space, nothing will be displayed unless a :ref:`Camera3D ` is also added to the scene. Cameras can work in either orthogonal or perspective projections:" +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:417 +msgid "Cameras are associated with (and only display to) a parent or grandparent viewport. Since the root of the scene tree is a viewport, cameras will display on it by default, but if sub-viewports (either as render target or picture-in-picture) are desired, they need their own children cameras to display." +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:425 +msgid "When dealing with multiple cameras, the following rules are enforced for each viewport:" +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:428 +msgid "If no cameras are present in the scene tree, the first one that enters it will become the active camera. Further cameras entering the scene will be ignored (unless they are set as *current*)." +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:431 +msgid "If a camera has the \"*current*\" property set, it will be used regardless of any other camera in the scene. If the property is set, it will become active, replacing the previous camera." +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:434 +msgid "If an active camera leaves the scene tree, the first camera in tree-order will take its place." +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:438 +msgid "Lights" +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:440 +msgid "The background environment emits some ambient light which appears on surfaces. Still, without any light sources placed in the scene, the scene will appear quite dark unless the background environment is very bright." +msgstr "" + +#: ../../docs/tutorials/3d/introduction_to_3d.rst:444 +msgid "Most outdoor scenes have a directional light (the sun or moon), while indoor scenes typically have several positional lights (lamps, torches, …). See :ref:`doc_lights_and_shadows` for more information on setting up lights in Godot." msgstr "" diff --git a/sphinx/templates/tutorials/3d/lights_and_shadows.pot b/sphinx/templates/tutorials/3d/lights_and_shadows.pot index 609e27c92c..1f775613f8 100644 --- a/sphinx/templates/tutorials/3d/lights_and_shadows.pot +++ b/sphinx/templates/tutorials/3d/lights_and_shadows.pot @@ -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 \n" @@ -104,7 +104,7 @@ msgid "Light number limits" msgstr "" #: ../../docs/tutorials/3d/lights_and_shadows.rst:59 -msgid "When using the Forward+ renderer, Godot uses a *clustering* approach for real-time lighting. As many lights as desired can be added (as long as performance allows). However, there's still a default limit of 512 *clustered elements* that can be present in the current camera view. A clustered element is an omni light, a spot light, a :ref:`decal ` or a :ref:`reflection probe `. This limit can be increased by adjusting the **Rendering > Limits > Cluster Builder > Max Clustered Elements** advanced project setting." +msgid "When using the Forward+ renderer, Godot uses a *clustering* approach for real-time lighting. As many lights as desired can be added (as long as performance allows). However, there's still a default limit of 512 *clustered elements* that can be present in the current camera view. A clustered element is an omni light, a spot light, a :ref:`decal ` or a :ref:`reflection probe `. This limit can be increased by adjusting :ref:`Max Clustered Elements` in **Project Settings > Rendering > Limits > Cluster Builder**." msgstr "" #: ../../docs/tutorials/3d/lights_and_shadows.rst:68 @@ -112,438 +112,434 @@ msgid "When using the Forward Mobile renderer, there is a limitation of 8 OmniLi msgstr "" #: ../../docs/tutorials/3d/lights_and_shadows.rst:73 -msgid "When using the Compatibility renderer, up to 8 OmniLights + 8 SpotLights can be rendered per mesh resource. This limit can be increased in the advanced Project Settings by adjusting **Rendering > Limits > OpenGL > Max Renderable Lights** and/or **Rendering > Limits > OpenGL > Max Lights Per Object** at the cost of performance and longer shader compilation times. The limit can also be decreased to reduce shader compilation times and improve performance slightly." +msgid "When using the Compatibility renderer, up to 8 OmniLights + 8 SpotLights can be rendered per mesh resource. This limit can be increased in the advanced Project Settings by adjusting :ref:`Max Renderable Elements` and/or :ref:`Max Lights per Object` in **Rendering > Limits > OpenGL**, at the cost of performance and longer shader compilation times. The limit can also be decreased to reduce shader compilation times and improve performance slightly." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:80 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:82 msgid "With all rendering methods, up to 8 DirectionalLights can be visible at a time. However, each additional DirectionalLight with shadows enabled will reduce the effective shadow resolution of each DirectionalLight. This is because directional shadow atlas is shared between all lights." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:85 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:87 msgid "If the rendering limit is exceeded, lights will start popping in and out during camera movement, which can be distracting. Enabling **Distance Fade** on light nodes can help reduce this issue while also improving performance. Splitting your meshes into smaller portions can also help, especially for level geometry (which also improves culling efficiency)." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:91 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:93 msgid "If you need to render more lights than possible in a given rendering backend, consider using :ref:`baked lightmaps ` with lights' bake mode set to **Static**. This allows lights to be fully baked, which also makes them much faster to render. You can also use emissive materials with any :ref:`global illumination ` technique as a replacement for light nodes that emit light over a large area." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:99 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:101 msgid "Shadow mapping" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:101 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:103 msgid "Lights can optionally cast shadows. This gives them greater realism (light does not reach occluded areas), but it can incur a bigger performance cost. There is a list of generic shadow parameters, each also has a specific function:" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:105 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:107 msgid "**Enabled:** Check to enable shadow mapping in this light." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:106 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:108 msgid "**Opacity:** Areas occluded are darkened by this opacity factor. Shadows are fully opaque by default, but this can be changed to make shadows translucent for a given light." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:109 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:111 msgid "**Bias:** When this parameter is too low, self-shadowing occurs. When too high, shadows separate from the casters. Tweak to what works best for you." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:111 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:113 msgid "**Normal Bias:** When this parameter is too low, self-shadowing occurs. When too high, shadows appear misaligned from the casters. Tweak to what works best for you." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:113 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:115 msgid "**Transmittance Bias:** When this parameter is too low, self-shadowing occurs on materials that have transmittance enabled. When too high, shadows will not affect materials that have transmittance enabled consistently. Tweak to what works best for you." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:117 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:119 msgid "**Reverse Cull Face:** Some scenes work better when shadow mapping is rendered with face-culling inverted." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:119 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:121 msgid "**Blur:** Multiplies the shadow blur radius for this light. This works with both traditional shadow mapping and contact-hardening shadows (lights with **Angular Distance** or **Size** greater than ``0.0``). Higher values result in softer shadows, which will also appear to be more temporally stable for moving objects. The downside of increasing shadow blur is that it will make the grainy pattern used for filtering more noticeable. See also :ref:`doc_lights_and_shadows_shadow_filter_mode`." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:130 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:132 msgid "Tweaking shadow bias" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:132 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:134 msgid "Below is an image of what tweaking bias looks like. Default values work for most cases, but in general, it depends on the size and complexity of geometry." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:135 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:137 msgid "If the **Shadow Bias** or **Shadow Normal Bias** is set too low for a given light, the shadow will be \"smeared\" onto the objects. This will cause the light's intended appearance to darken, and is called *shadow acne*:" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:141 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:143 msgid "On the other hand, if the **Shadow Bias** or **Shadow Normal Bias** is set too high for a given light, the shadow may appear to be disconnected from the object. This is called *peter-panning*:" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:147 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:149 msgid "In general, increasing **Shadow Normal Bias** is preferred over increasing **Shadow Bias**. Increasing **Shadow Normal Bias** does not cause as much peter-panning as increasing **Shadow Bias**, but it can still resolve most shadow acne issues efficiently. The downside of increasing **Shadow Normal Bias** is that it can make shadows appear thinner for certain objects." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:153 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:155 msgid "Any sort of bias issues can be fixed by :ref:`increasing the shadow map resolution `, at the cost of decreased performance." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:159 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:161 msgid "Tweaking shadow mapping settings is an art – there are no \"one size fits all\" settings. To achieve the best visuals, you may need to use different shadow bias values on a per-light basis." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:163 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:165 msgid "**Note on Appearance Changes**: When enabling shadows on a light, be aware that the light's appearance might change compared to when it's rendered without shadows in the compatibility renderer. Due to limitations with older mobile devices, shadows are implemented using a multi-pass rendering approach so lights with shadows are rendered in sRGB space instead of linear space. This change in rendering space can sometimes drastically alter the light's appearance. To achieve a similar appearance to an unshadowed light, you may need to adjust the light's energy setting." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:171 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:173 msgid "Directional light" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:173 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:175 msgid "This is the most common type of light and represents a light source very far away (such as the sun). It is also the cheapest light to compute and should be used whenever possible (although it's not the cheapest shadow-map to compute, but more on that later)." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:178 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:180 msgid "Directional light models an infinite number of parallel light rays covering the whole scene. The directional light node is represented by a big arrow which indicates the direction of the light rays. However, the position of the node does not affect the lighting at all and can be anywhere." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:185 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:187 msgid "Every face whose front-side is hit by the light rays is lit, while the others stay dark. Unlike most other light types, directional lights don't have specific parameters." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:189 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:191 msgid "The directional light also offers a **Angular Distance** property, which determines the light's angular size in degrees. Increasing this above ``0.0`` will make shadows softer at greater distances from the caster, while also affecting the sun's appearance in procedural sky materials. This is called a *contact-hardening* shadow (also known as PCSS)." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:195 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:197 msgid "For reference, the angular distance of the Sun viewed from the Earth is approximately ``0.5``. This kind of shadow is expensive, so check the recommendations in :ref:`doc_lights_and_shadows_pcss_recommendations` if setting this value above ``0.0`` on lights with shadows enabled." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:201 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:203 msgid "Directional shadow mapping" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:203 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:205 msgid "To compute shadow maps, the scene is rendered (only depth) from an orthogonal point of view that covers the whole scene (or up to the max distance). There is, however, a problem with this approach because objects closer to the camera receive low-resolution shadows that may appear blocky." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:208 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:210 msgid "To fix this, a technique named *Parallel Split Shadow Maps* (PSSM) is used. This splits the view frustum in 2 or 4 areas. Each area gets its own shadow map. This allows small areas close to the viewer to have the same shadow resolution as a huge, far-away area. When shadows are enabled for DirectionalLight3D, the default shadow mode is PSSM with 4 splits. In scenarios where an object is large enough to appear in all four splits, it results in increased draw calls. Specifically, such an object will be rendered five times in total: once for each of the four shadow splits and once for the final scene rendering. This can impact performance, understanding this behavior is important for optimizing your scene and managing performance expectations." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:220 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:222 msgid "With this, shadows become more detailed:" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:224 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:226 msgid "To control PSSM, a number of parameters are exposed:" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:228 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:230 msgid "Each split distance is controlled relative to the camera far (or shadow **Max Distance** if greater than ``0.0``). ``0.0`` is the eye position and ``1.0`` is where the shadow ends at a distance. Splits are in-between. Default values generally work well, but tweaking the first split a bit is common to give more detail to close objects (like a character in a third-person game)." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:234 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:236 msgid "Always make sure to set a shadow **Max Distance** according to what the scene needs. A lower maximum distance will result in better-looking shadows and better performance, as fewer objects will need to be included in shadow rendering. You can also adjust **Fade Start** to control how aggressive the shadow fade-out should be at a distance. For scenes where the **Max Distance** fully covers the scene at any given camera position, you can increase **Fade Start** to ``1.0`` to prevent the shadow from fading at a distance. This should not be done in scenes where **Max Distance** doesn't fully cover the scene, as the shadow will appear to be suddenly cut off at a distance." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:244 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:246 msgid "Sometimes, the transition between a split and the next can look bad. To fix this, the **Blend Splits** option can be turned on, which sacrifices detail and performance in exchange for smoother transitions:" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:250 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:252 msgid "The **Shadow > Normal Bias** parameter can be used to fix special cases of self-shadowing when objects are perpendicular to the light. The only downside is that it makes the shadow a bit thinner. Consider increasing **Shadow > Normal Bias** before increasing **Shadow > Bias** in most situations." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:255 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:257 msgid "Lastly, **Pancake Size** is a property that can be adjusted to fix missing shadows when using large objects with unsubdivided meshes. Only change this value if you notice missing shadows that are not related to shadow biasing issues." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:261 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:263 msgid "Omni light" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:263 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:265 msgid "Omni light is a point source that emits light spherically in all directions up to a given radius." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:268 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:270 msgid "In real life, light attenuation is an inverse function, which means omni lights don't have a radius. This is a problem because it means computing several omni lights would become demanding." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:271 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:273 msgid "To solve this, a **Range** parameter is introduced together with an attenuation function." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:275 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:277 msgid "These two parameters allow tweaking how this works visually in order to find aesthetically pleasing results." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:279 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:281 msgid "A **Size** parameter is also available in OmniLight3D. Increasing this value will make the light fade out slower and shadows appear blurrier when far away from the caster. This can be used to simulate area lights to an extent. This is called a *contact-hardening* shadow (also known as PCSS). This kind of shadow is expensive, so check the recommendations in :ref:`doc_lights_and_shadows_pcss_recommendations` if setting this value above ``0.0`` on lights with shadows enabled." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:290 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:292 msgid "Omni shadow mapping" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:292 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:294 msgid "Omni light shadow mapping is relatively straightforward. The main issue that needs to be considered is the algorithm used to render it." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:295 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:297 msgid "Omni Shadows can be rendered as either **Dual Paraboloid** or **Cube** mapped. **Dual Parabolid** renders quickly, but can cause deformations, while **Cube** is more correct, but slower. The default is **Cube**, but consider changing it to **Dual Parabolid** for lights where it doesn't make much of a visual difference." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:303 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:305 msgid "If the objects being rendered are mostly irregular and subdivided, Dual Paraboloid is usually enough. In any case, as these shadows are cached in a shadow atlas (more on that at the end), it may not make a difference in performance for most scenes." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:308 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:310 msgid "Omni lights with shadows enabled can make use of projectors. The projector texture will *multiply* the light's color by the color at a given point on the texture. As a result, lights will usually appear to be darker once a projector texture is assigned; you can increase **Energy** to compensate for this." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:313 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:315 msgid "Omni light projector textures require a special 360° panorama mapping, similar to :ref:`class_PanoramaSkyMaterial` textures." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:316 -#: ../../docs/tutorials/3d/lights_and_shadows.rst:359 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:318 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:361 msgid "With the projector texture below, the following result is obtained:" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:324 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:326 msgid "If you've acquired omni projectors in the form of cubemap images, you can use `this web-based conversion tool `__ to convert them to a single panorama image." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:329 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:331 msgid "Spot light" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:331 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:333 msgid "Spot lights are similar to omni lights, except they emit light only into a cone (or \"cutoff\"). They are useful to simulate flashlights, car lights, reflectors, spots, etc. This type of light is also attenuated towards the opposite direction it points to." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:336 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:338 msgid "Spot lights share the same **Range**, **Attenuation** and **Size** as OmniLight3D, and add two extra parameters:" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:339 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:341 msgid "**Angle:** The aperture angle of the light." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:340 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:342 msgid "**Angle Attenuation:** The cone attenuation, which helps soften the cone borders." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:343 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:345 msgid "Spot shadow mapping" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:345 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:347 msgid "Spots feature the same parameters as omni lights for shadow mapping. Rendering spot shadow maps is significantly faster compared to omni lights, as only one shadow texture needs to be rendered (instead of rendering 6 faces, or 2 in dual parabolid mode)." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:350 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:352 msgid "Spot lights with shadows enabled can make use of projectors. The projector texture will *multiply* the light's color by the color at a given point on the texture. As a result, lights will usually appear to be darker once a projector texture is assigned; you can increase **Energy** to compensate for this." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:355 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:357 msgid "Unlike omni light projectors, a spot light projector texture doesn't need to follow a special format to look correct. It will be mapped in a way similar to a :ref:`decal `." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:367 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:369 msgid "Spot lights with wide angles will have lower-quality shadows than spot lights with narrow angles, as the shadow map is spread over a larger surface. At angles wider than 89 degrees, spot light shadows will stop working entirely. If you need shadows for wider lights, use an omni light instead." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:376 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:378 msgid "Shadow atlas" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:378 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:380 msgid "Unlike Directional lights, which have their own shadow texture, omni and spot lights are assigned to slots of a shadow atlas. This atlas can be configured in the advanced Project Settings (**Rendering > Lights And Shadows > Positional Shadow**)." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:382 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:384 msgid "The resolution applies to the whole shadow atlas. This atlas is divided into four quadrants:" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:386 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:388 msgid "Each quadrant can be subdivided to allocate any number of shadow maps; the following is the default subdivision:" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:390 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:392 msgid "The shadow atlas allocates space as follows:" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:392 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:394 msgid "The biggest shadow map size (when no subdivision is used) represents a light the size of the screen (or bigger)." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:393 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:395 msgid "Subdivisions (smaller maps) represent shadows for lights that are further away from view and proportionally smaller." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:395 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:397 msgid "Every frame, the following procedure is performed for all lights:" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:397 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:399 msgid "Check if the light is on a slot of the right size. If not, re-render it and move it to a larger/smaller slot." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:398 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:400 msgid "Check if any object affecting the shadow map has changed. If it did, re-render the light." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:399 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:401 msgid "If neither of the above has happened, nothing is done, and the shadow is left untouched." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:401 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:403 msgid "If the slots in a quadrant are full, lights are pushed back to smaller slots, depending on size and distance. If all slots in all quadrants are full, some lights will not be able to render shadows even if shadows are enabled on them." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:405 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:407 msgid "The default shadow allocation strategy allows rendering up to 88 lights with shadows enabled in the camera frustum (4 + 4 + 16 + 64):" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:408 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:410 msgid "The first and most detailed quadrant can store 4 shadows." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:409 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:411 msgid "The second quadrant can store 4 other shadows." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:410 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:412 msgid "The third quadrant can store 16 shadows, with less detail." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:411 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:413 msgid "The fourth and least detailed quadrant can store 64 shadows, with even less detail." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:413 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:415 msgid "Using a higher number of shadows per quadrant allows supporting a greater amount of total lights with shadows enabled, while also improving performance (as shadows will be rendered at a lower resolution for each light). However, increasing the number of shadows per quadrant comes at the cost of lower shadow quality." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:419 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:421 msgid "In some cases, you may want to use a different allocation strategy. For example, in a top-down game where all lights are around the same size, you may want to set all quadrants to have the same subdivision so that all lights have shadows of similar quality level." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:427 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:429 msgid "Balancing performance and quality" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:429 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:431 msgid "Shadow rendering is a critical topic in 3D rendering performance. It's important to make the right choices here to avoid creating bottlenecks." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:432 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:434 msgid "Directional shadow quality settings can be changed at run-time by calling the appropriate :ref:`class_RenderingServer` methods." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:435 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:437 msgid "Positional (omni/spot) shadow quality settings can be changed at run-time on the root :ref:`class_Viewport`." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:439 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:441 msgid "Shadow map size" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:441 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:443 msgid "High shadow resolutions result in sharper shadows, but at a significant performance cost. It should also be noted that *sharper shadows are not always more realistic*. In most cases, this should be kept at its default value of ``4096`` or decreased to ``2048`` for low-end GPUs." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:446 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:448 msgid "If positional shadows become too blurry after decreasing the shadow map size, you can counteract this by adjusting the :ref:`shadow atlas ` quadrants to contain fewer shadows. This will allow each shadow to be rendered at a higher resolution." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:454 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:456 msgid "Shadow filter mode" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:456 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:458 msgid "Several shadow map quality settings can be chosen here. The default **Soft Low** is a good balance between performance and quality for scenes with detailed textures, as the texture detail will help make the dithering pattern less noticeable." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:460 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:462 msgid "However, in projects with less detailed textures, the shadow dithering pattern may be more visible. To hide this pattern, you can either enable :ref:`doc_3d_antialiasing_taa`, :ref:`doc_3d_antialiasing_fsr2`, :ref:`doc_3d_antialiasing_fxaa`, or increase the shadow filter quality to **Soft Medium** or higher." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:466 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:468 msgid "The **Soft Very Low** setting will automatically decrease shadow blur to make artifacts from the low sample count less visible. Conversely, the **Soft High** and **Soft Ultra** settings will automatically increase shadow blur to better make use of the increased sample count." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:474 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:476 msgid "16-bits versus 32-bit" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:476 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:478 msgid "By default, Godot uses 16-bit depth textures for shadow map rendering. This is recommended in most cases as it performs better without a noticeable difference in quality." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:480 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:482 msgid "If **16 Bits** is disabled, 32-bit depth textures will be used instead. This can result in less artifacting in large scenes and large lights with shadows enabled. However, the difference is often barely visible, yet this can have a significant performance cost." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:486 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:488 msgid "Light/shadow distance fade" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:488 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:490 msgid "OmniLight3D and SpotLight3D offer several properties to hide distant lights. This can improve performance significantly in large scenes with dozens of lights or more." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:492 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:494 msgid "**Enabled:** Controls whether distance fade (a form of :abbr:`LOD (Level of Detail)`) is enabled. The light will fade out over **Begin + Length**, after which it will be culled and not sent to the shader at all. Use this to reduce the number of active lights in a scene and thus improve performance." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:496 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:498 msgid "**Begin:** The distance from the camera at which the light begins to fade away (in 3D units)." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:498 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:500 msgid "**Shadow:** The distance from the camera at which the shadow begins to fade away (in 3D units). This can be used to fade out shadows sooner compared to the light, further improving performance. Only available if shadows are enabled for the light." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:501 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:503 msgid "**Length:** The distance over which the light and shadow fades (in 3D units). The light becomes slowly more transparent over this distance and is completely invisible at the end. Higher values result in a smoother fade-out transition, which is more suited when the camera moves fast." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:509 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:511 msgid "PCSS recommendations" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:511 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:513 msgid "Percentage-closer soft shadows (PCSS) provide a more realistic shadow mapping appearance, with the penumbra size varying depending on the distance between the caster and the surface receiving the shadow. This comes at a high performance cost, especially for directional lights." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:516 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:518 msgid "To avoid performance issues, it's recommended to:" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:518 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:520 msgid "Only use a handful of lights with PCSS shadows enabled at a given time. The effect is generally most visible on large, bright lights. Secondary light sources that are more faint usually don't benefit much from using PCSS shadows." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:522 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:524 msgid "Provide a setting for users to disable PCSS shadows. On directional lights, this can be done by setting the DirectionalLight3D's ``light_angular_distance`` property to ``0.0`` in a script. On positional lights, this can be done by setting the OmniLight3D or SpotLight3D's ``light_size`` property to ``0.0`` in a script." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:529 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:531 msgid "Projector filter mode" msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:531 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:533 msgid "The way projectors are rendered also has an impact on performance. The **Rendering > Textures > Light Projectors > Filter** advanced project setting lets you control how projector textures should be filtered. **Nearest/Linear** do not use mipmaps, which makes them faster to render. However, projectors will look grainy at distance. **Nearest/Linear Mipmaps** will look smoother at a distance, but projectors will look blurry when viewed from oblique angles. This can be resolved by using **Nearest/Linear Mipmaps Anisotropic**, which is the highest-quality mode but also the most expensive." msgstr "" -#: ../../docs/tutorials/3d/lights_and_shadows.rst:540 +#: ../../docs/tutorials/3d/lights_and_shadows.rst:542 msgid "If your project has a pixel art style, consider setting the filter to one of the **Nearest** values so that projectors use nearest-neighbor filtering. Otherwise, stick to **Linear**." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/3d/mesh_lod.pot b/sphinx/templates/tutorials/3d/mesh_lod.pot index 231d3ce629..69c0877451 100644 --- a/sphinx/templates/tutorials/3d/mesh_lod.pot +++ b/sphinx/templates/tutorials/3d/mesh_lod.pot @@ -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 \n" @@ -71,7 +71,7 @@ msgstr "" msgid "Here is an example of LOD meshes generated on import. Lower detailed meshes will be used when the camera is far away from the object:" msgstr "" -#: ../../docs/tutorials/3d/mesh_lod.rst:52 +#: ../../docs/tutorials/3d/mesh_lod.rst:48 #: ../../docs/tutorials/3d/mesh_lod.rst:52 msgid "From most detailed (left) to least detailed (right), shaded view" msgstr "" @@ -80,7 +80,7 @@ msgstr "" msgid "Here's the same image with wireframe rendering to make the decimation easier to see:" msgstr "" -#: ../../docs/tutorials/3d/mesh_lod.rst:60 +#: ../../docs/tutorials/3d/mesh_lod.rst:56 #: ../../docs/tutorials/3d/mesh_lod.rst:60 msgid "From most detailed (left) to least detailed (right), wireframe view" msgstr "" @@ -105,7 +105,7 @@ msgstr "" msgid "To make an OBJ file have mesh LOD generated for it, select it in the FileSystem dock, go to the Import dock, change its **Import As** option to **Scene** then click **Reimport**:" msgstr "" -#: ../../docs/tutorials/3d/mesh_lod.rst:88 +#: ../../docs/tutorials/3d/mesh_lod.rst:84 #: ../../docs/tutorials/3d/mesh_lod.rst:88 msgid "Changing the import type on an OBJ file in the Import dock" msgstr "" @@ -134,7 +134,7 @@ msgstr "" msgid "To disable mesh LOD in the editor for comparison purposes, use the **Disable Mesh LOD** advanced debug draw mode. This can be done using the menu in the top-left corner of the 3D viewport (labeled **Perspective** or **Orthogonal** depending on camera mode):" msgstr "" -#: ../../docs/tutorials/3d/mesh_lod.rst:118 +#: ../../docs/tutorials/3d/mesh_lod.rst:114 #: ../../docs/tutorials/3d/mesh_lod.rst:118 msgid "Disabling mesh LOD in the 3D viewport's top-left menu" msgstr "" @@ -159,46 +159,42 @@ msgstr "" msgid "You can adjust how aggressive mesh LOD transitions should be in the root viewport by changing the **Rendering > Mesh LOD > LOD Change > Threshold Pixels** project setting. To change this value at run-time, set ``mesh_lod_threshold`` on the root viewport as follows:" msgstr "" -#: ../../docs/tutorials/3d/mesh_lod.rst:145 +#: ../../docs/tutorials/3d/mesh_lod.rst:150 msgid "Each viewport has its own ``mesh_lod_threshold`` property, which can be set independently from other viewports." msgstr "" -#: ../../docs/tutorials/3d/mesh_lod.rst:148 +#: ../../docs/tutorials/3d/mesh_lod.rst:153 msgid "The default mesh LOD threshold of 1 pixel is tuned to look *perceptually* lossless; it provides a significant performance gain with an unnoticeable loss in quality. Higher values will make LOD transitions happen sooner when the camera moves away, resulting in higher performance but lower quality." msgstr "" -#: ../../docs/tutorials/3d/mesh_lod.rst:153 +#: ../../docs/tutorials/3d/mesh_lod.rst:158 msgid "If you need to perform per-object adjustments to mesh LOD, you can adjust how aggressive LOD transitions should be by adjusting the **LOD Bias** property on any node that inherits from GeometryInstance3D. Values *above* ``1.0`` will make LOD transitions happen later than usual (resulting in higher quality but lower performance). Values *below* ``1.0`` will make LOD transitions happen sooner than usual (resulting in lower quality but higher performance)." msgstr "" -#: ../../docs/tutorials/3d/mesh_lod.rst:160 +#: ../../docs/tutorials/3d/mesh_lod.rst:165 msgid "Additionally, ReflectionProbe nodes have their own **Mesh LOD Threshold** property that can be adjusted to improve rendering performance when the reflection probe updates. This is especially important for ReflectionProbes that use the **Always** update mode." msgstr "" -#: ../../docs/tutorials/3d/mesh_lod.rst:167 +#: ../../docs/tutorials/3d/mesh_lod.rst:172 msgid "When rendering the scene, mesh LOD selection uses a screen-space metric. This means it automatically takes camera field of view and viewport resolution into account. Higher camera FOV and lower viewport resolutions will make LOD selection more aggressive; the engine will display heavily decimated models earlier when the camera moves away." msgstr "" -#: ../../docs/tutorials/3d/mesh_lod.rst:173 +#: ../../docs/tutorials/3d/mesh_lod.rst:178 msgid "As a result, unlike :ref:`doc_visibility_ranges`, you don't need to do anything specific in your project to take camera FOV and viewport resolution into account." msgstr "" -#: ../../docs/tutorials/3d/mesh_lod.rst:178 +#: ../../docs/tutorials/3d/mesh_lod.rst:183 msgid "Using mesh LOD with MultiMesh and particles" msgstr "" -#: ../../docs/tutorials/3d/mesh_lod.rst:180 +#: ../../docs/tutorials/3d/mesh_lod.rst:185 msgid "For LOD selection, the point of the node's :abbr:`AABB (Axis-Aligned Bounding Box)` that is the closest to the camera is used as a basis. This applies to any kind of mesh LOD (including for individual MeshInstance3D)s, but this has some implications for nodes that display multiple meshes at once, such as MultiMeshInstance3D, GPUParticles3D and GPUParticles3D. Most importantly, this means that all instances will be drawn with the same LOD level at a given time." msgstr "" -#: ../../docs/tutorials/3d/mesh_lod.rst:187 +#: ../../docs/tutorials/3d/mesh_lod.rst:192 msgid "If you are noticing incorrect LOD selection with GPUParticles3D, make sure the node's visibility AABB is configured by selecting the GPUParticles3D node and using **GPUParticles3D > Generate AABB** at the top of the 3D viewport." msgstr "" -#: ../../docs/tutorials/3d/mesh_lod.rst:192 +#: ../../docs/tutorials/3d/mesh_lod.rst:197 msgid "If you have instances in a MultiMesh that are far away from each other, they should be placed in a separate MultiMeshInstance3D node. Doing so will also improve rendering performance, as frustum and occlusion culling will be able to cull individual nodes (while they can't cull individual instances in a MultiMesh)." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/3d/occlusion_culling.pot b/sphinx/templates/tutorials/3d/occlusion_culling.pot index c4d4256125..fa9eed2960 100644 --- a/sphinx/templates/tutorials/3d/occlusion_culling.pot +++ b/sphinx/templates/tutorials/3d/occlusion_culling.pot @@ -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 \n" @@ -51,7 +51,7 @@ msgstr "" msgid "In this example scene with hundreds of rooms stacked next to each other, a dynamic object (red sphere) is hidden behind the wall in the lit room (on the left of the door):" msgstr "" -#: ../../docs/tutorials/3d/occlusion_culling.rst:31 +#: ../../docs/tutorials/3d/occlusion_culling.rst:27 #: ../../docs/tutorials/3d/occlusion_culling.rst:31 msgid "Example scene with an occlusion culling-friendly layout" msgstr "" @@ -60,7 +60,7 @@ msgstr "" msgid "With occlusion culling disabled, all the rooms behind the lit room have to be rendered. The dynamic object also has to be rendered:" msgstr "" -#: ../../docs/tutorials/3d/occlusion_culling.rst:40 +#: ../../docs/tutorials/3d/occlusion_culling.rst:36 msgid "Example scene with occlusion culling disabled (wireframe)" msgstr "" @@ -72,7 +72,7 @@ msgstr "" msgid "With occlusion culling enabled, only the rooms that are actually visible have to be rendered. The dynamic object is also occluded by the wall, and therefore no longer has to be rendered:" msgstr "" -#: ../../docs/tutorials/3d/occlusion_culling.rst:50 +#: ../../docs/tutorials/3d/occlusion_culling.rst:46 msgid "Example scene with occlusion culling enabled (wireframe)" msgstr "" @@ -216,122 +216,118 @@ msgstr "" msgid "To toggle occlusion culling at run-time, set ``use_occlusion_culling`` on the root viewport as follows:" msgstr "" -#: ../../docs/tutorials/3d/occlusion_culling.rst:202 +#: ../../docs/tutorials/3d/occlusion_culling.rst:208 msgid "Toggling occlusion culling at run-time is useful to compare performance on a running project." msgstr "" -#: ../../docs/tutorials/3d/occlusion_culling.rst:206 +#: ../../docs/tutorials/3d/occlusion_culling.rst:212 msgid "Performance considerations" msgstr "" -#: ../../docs/tutorials/3d/occlusion_culling.rst:209 +#: ../../docs/tutorials/3d/occlusion_culling.rst:215 msgid "Design your levels to take advantage of occlusion culling" msgstr "" -#: ../../docs/tutorials/3d/occlusion_culling.rst:211 +#: ../../docs/tutorials/3d/occlusion_culling.rst:217 msgid "**This is the most important guideline.** A good level design is not just about what the gameplay demands; it should also be built with occlusion in mind." msgstr "" -#: ../../docs/tutorials/3d/occlusion_culling.rst:214 +#: ../../docs/tutorials/3d/occlusion_culling.rst:220 msgid "For indoor environments, add opaque walls to \"break\" the line of sight at regular intervals and ensure not too much of the scene can be seen at once." msgstr "" -#: ../../docs/tutorials/3d/occlusion_culling.rst:217 +#: ../../docs/tutorials/3d/occlusion_culling.rst:223 msgid "For large open scenes, use a pyramid-like structure for the terrain's elevation when possible. This provides the greatest culling opportunities compared to any other terrain shape." msgstr "" -#: ../../docs/tutorials/3d/occlusion_culling.rst:222 +#: ../../docs/tutorials/3d/occlusion_culling.rst:228 msgid "Avoid moving OccluderInstance3D nodes during gameplay" msgstr "" -#: ../../docs/tutorials/3d/occlusion_culling.rst:224 +#: ../../docs/tutorials/3d/occlusion_culling.rst:230 msgid "This includes moving the parents of OccluderInstance3D nodes, as this will cause the nodes themselves to move in global space, therefore requiring the :abbr:`BVH (Bounding Volume Hierarchy)` to be rebuilt." msgstr "" -#: ../../docs/tutorials/3d/occlusion_culling.rst:228 +#: ../../docs/tutorials/3d/occlusion_culling.rst:234 msgid "Toggling an OccluderInstance3D's visibility (or one of its parents' visibility) is not as expensive, as the update only needs to happen once (rather than continuously)." msgstr "" -#: ../../docs/tutorials/3d/occlusion_culling.rst:232 +#: ../../docs/tutorials/3d/occlusion_culling.rst:238 msgid "For example, if you have a sliding or rotating door, you can make the OccluderInstance3D node not be a child of the door itself (so that the occluder never moves), but you can hide the OccluderInstance3D visibility once the door starts opening. You can then reshow the OccluderInstance3D once the door is fully closed." msgstr "" -#: ../../docs/tutorials/3d/occlusion_culling.rst:238 +#: ../../docs/tutorials/3d/occlusion_culling.rst:244 msgid "If you absolutely have to move an OccluderInstance3D node during gameplay, use a primitive Occluder3D shape for it instead of a complex baked shape." msgstr "" -#: ../../docs/tutorials/3d/occlusion_culling.rst:242 +#: ../../docs/tutorials/3d/occlusion_culling.rst:248 msgid "Use the simplest possible occluder shapes" msgstr "" -#: ../../docs/tutorials/3d/occlusion_culling.rst:244 +#: ../../docs/tutorials/3d/occlusion_culling.rst:250 msgid "If you notice low performance or stuttering in complex 3D scenes, it may mean that the CPU is overloaded as a result of rendering detailed occluders. Select the OccluderInstance3D node, increase the **Bake > Simplification** property then bake occluders again." msgstr "" -#: ../../docs/tutorials/3d/occlusion_culling.rst:249 +#: ../../docs/tutorials/3d/occlusion_culling.rst:255 msgid "Remember to keep the simplification value reasonable. Values that are too high for the level's geometry may cause incorrect occlusion culling to occur, as in :ref:`doc_occlusion_culling_troubleshooting_false_negative`." msgstr "" -#: ../../docs/tutorials/3d/occlusion_culling.rst:253 +#: ../../docs/tutorials/3d/occlusion_culling.rst:259 msgid "If this still doesn't lead to low enough CPU usage, you can try adjusting the **Rendering > Occlusion Culling > BVH Build Quality** project setting and/or decreasing **Rendering > Occlusion Culling > Occlusion Rays Per Thread**. You'll need to enable the **Advanced** toggle in the Project Settings dialog to see those settings." msgstr "" -#: ../../docs/tutorials/3d/occlusion_culling.rst:261 +#: ../../docs/tutorials/3d/occlusion_culling.rst:267 msgid "Troubleshooting" msgstr "" -#: ../../docs/tutorials/3d/occlusion_culling.rst:264 +#: ../../docs/tutorials/3d/occlusion_culling.rst:270 msgid "My occludee isn't being culled when it should be" msgstr "" -#: ../../docs/tutorials/3d/occlusion_culling.rst:266 +#: ../../docs/tutorials/3d/occlusion_culling.rst:272 msgid "**On the occluder side:**" msgstr "" -#: ../../docs/tutorials/3d/occlusion_culling.rst:268 +#: ../../docs/tutorials/3d/occlusion_culling.rst:274 msgid "First, double-check that the **Bake > Cull Mask** property in the OccluderInstance3D is set to allow baking the meshes you'd like. The visibility layer of the MeshInstance3D nodes must be present within the cull mask for the mesh to be included in the bake." msgstr "" -#: ../../docs/tutorials/3d/occlusion_culling.rst:273 +#: ../../docs/tutorials/3d/occlusion_culling.rst:279 msgid "Also note that occluder baking only takes meshes with *opaque* materials into account. Surfaces will *transparent* materials will **not** be included in the bake, even if the texture applied on them is fully opaque." msgstr "" -#: ../../docs/tutorials/3d/occlusion_culling.rst:277 +#: ../../docs/tutorials/3d/occlusion_culling.rst:283 msgid "Lastly, remember that MultiMeshInstance3D, GPUParticles3D, CPUParticles3D and CSG nodes are **not** taken into account when baking occluders. As a workaround, you can add OccluderInstance3D nodes for those manually." msgstr "" -#: ../../docs/tutorials/3d/occlusion_culling.rst:281 +#: ../../docs/tutorials/3d/occlusion_culling.rst:287 msgid "**On the occludee side:**" msgstr "" -#: ../../docs/tutorials/3d/occlusion_culling.rst:283 +#: ../../docs/tutorials/3d/occlusion_culling.rst:289 msgid "Make sure **Extra Cull Margin** is set as low as possible (it should usually be ``0.0``), and that **Ignore Occlusion Culling** is disabled in the object's GeometryInstance3D section." msgstr "" -#: ../../docs/tutorials/3d/occlusion_culling.rst:287 +#: ../../docs/tutorials/3d/occlusion_culling.rst:293 msgid "Also, check the AABB's size (which is represented by an orange box when selecting the node). This axis-aligned bounding box must be *fully* occluded by the occluder shapes for the occludee to be hidden." msgstr "" -#: ../../docs/tutorials/3d/occlusion_culling.rst:294 +#: ../../docs/tutorials/3d/occlusion_culling.rst:300 msgid "My occludee is being culled when it shouldn't be" msgstr "" -#: ../../docs/tutorials/3d/occlusion_culling.rst:296 +#: ../../docs/tutorials/3d/occlusion_culling.rst:302 msgid "The most likely cause for this is that objects that were included in the occluder bake have been moved after baking occluders. For instance, this can occur when moving your level geometry around or rearranging its layout. To fix this, select the OccluderInstance3D node and bake occluders again." msgstr "" -#: ../../docs/tutorials/3d/occlusion_culling.rst:301 +#: ../../docs/tutorials/3d/occlusion_culling.rst:307 msgid "This can also happen because dynamic objects were included in the bake, even though they shouldn't be. Use the :ref:`occlusion culling debug draw mode ` to look for occluder shapes that shouldn't be present, then :ref:`adjust the bake cull mask accordingly `." msgstr "" -#: ../../docs/tutorials/3d/occlusion_culling.rst:307 +#: ../../docs/tutorials/3d/occlusion_culling.rst:313 msgid "The last possible cause for this is overly aggressive mesh simplification during the occluder baking process. Select the OccluderInstance3D node, decrease the **Bake > Simplification** property then bake occluders again." msgstr "" -#: ../../docs/tutorials/3d/occlusion_culling.rst:311 +#: ../../docs/tutorials/3d/occlusion_culling.rst:317 msgid "As a last resort, you can enable the **Ignore Occlusion Culling** property on the occludee. This will negate the performance improvements of occlusion culling for that object, but it makes sense to do this for objects that will never be culled (such as a first-person view model)." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/3d/particles/attractors.pot b/sphinx/templates/tutorials/3d/particles/attractors.pot index 20bbc7d77c..8b30128791 100644 --- a/sphinx/templates/tutorials/3d/particles/attractors.pot +++ b/sphinx/templates/tutorials/3d/particles/attractors.pot @@ -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 \n" @@ -19,7 +19,7 @@ msgstr "" msgid "3D Particle attractors" msgstr "" -#: ../../docs/tutorials/3d/particles/attractors.rst:None +#: ../../docs/tutorials/3d/particles/attractors.rst:6 msgid "Particle attractors" msgstr "" @@ -39,7 +39,7 @@ msgstr "" msgid "Common properties" msgstr "" -#: ../../docs/tutorials/3d/particles/attractors.rst:31 +#: ../../docs/tutorials/3d/particles/attractors.rst:27 msgid "Common particle attractor properties" msgstr "" @@ -59,7 +59,7 @@ msgstr "" msgid "``Attenuation`` controls the strength falloff within the attractor's influence region. Every particle attractor has a boundary. Its strength is weakest at the border of this boundary and strongest at its center. Particles outside of the boundary are not affected by the attractor at all. The attenuation curve controls how the strength weakens over that distance. A straight line means that the strength is proportional to the distance: if a particle is halfway between the boundary and the center, the attractor strength will be half of what it is at the center. Different curve shapes change how fast particles accelerate towards the attractor." msgstr "" -#: ../../docs/tutorials/3d/particles/attractors.rst:51 +#: ../../docs/tutorials/3d/particles/attractors.rst:48 msgid "Different attractor attenuation curves" msgstr "" @@ -71,7 +71,7 @@ msgstr "" msgid "The ``Directionality`` property changes the direction towards which particles are pulled. At a value of ``0.0``, there is no directionality, which means that particles are pulled towards the attractor's center. At ``1.0``, the attractor is fully directional, which means particles will be pulled along the attractor's local ``-Z``-axis. You can change the global direction by rotating the attractor. If ``Strength`` is negative, particles are instead pulled along the ``+Z``-axis." msgstr "" -#: ../../docs/tutorials/3d/particles/attractors.rst:65 +#: ../../docs/tutorials/3d/particles/attractors.rst:62 msgid "Different attractor directionality values" msgstr "" @@ -91,7 +91,7 @@ msgstr "" msgid "Box attractors" msgstr "" -#: ../../docs/tutorials/3d/particles/attractors.rst:86 +#: ../../docs/tutorials/3d/particles/attractors.rst:82 msgid "Particle attractor box" msgstr "" @@ -107,7 +107,7 @@ msgstr "" msgid "To create a box attractor, add a new child node to your scene and select ``GPUParticlesAttractorBox3D`` from the list of available nodes. You can animate the box position or attach it to a moving node for more dynamic effects." msgstr "" -#: ../../docs/tutorials/3d/particles/attractors.rst:99 +#: ../../docs/tutorials/3d/particles/attractors.rst:96 msgid "Box attractor parts particle field" msgstr "" @@ -119,7 +119,7 @@ msgstr "" msgid "Sphere attractors" msgstr "" -#: ../../docs/tutorials/3d/particles/attractors.rst:108 +#: ../../docs/tutorials/3d/particles/attractors.rst:104 msgid "Particle attractor sphere" msgstr "" @@ -135,7 +135,7 @@ msgstr "" msgid "To create a sphere attractor, add a new child node to your scene and select ``GPUParticlesAttractorSphere3D`` from the list of available nodes. You can animate the sphere position or attach it to a moving node for more dynamic effects." msgstr "" -#: ../../docs/tutorials/3d/particles/attractors.rst:122 +#: ../../docs/tutorials/3d/particles/attractors.rst:119 msgid "Sphere attractor parts particle field" msgstr "" @@ -147,7 +147,7 @@ msgstr "" msgid "Vector field attractors" msgstr "" -#: ../../docs/tutorials/3d/particles/attractors.rst:131 +#: ../../docs/tutorials/3d/particles/attractors.rst:127 msgid "Particle attractor vector field" msgstr "" @@ -179,7 +179,7 @@ msgstr "" msgid "The pixel color values map to direction vectors in space. The image below provides an overview. Since particles can move in two directions along each axis, the lower half of the color range represents negative direction values while the upper half represents positive direction values. So a yellow pixel ``(R=1,G=1,B=0)`` maps to the vector ``(X=1,Y=1,Z=-1)`` while a neutral gray ``(R=0.5,G=0.5,B=0.5)`` results in no movement at all." msgstr "" -#: ../../docs/tutorials/3d/particles/attractors.rst:0 +#: ../../docs/tutorials/3d/particles/attractors.rst:161 msgid "Mapping from texture to vector field" msgstr "" @@ -191,14 +191,10 @@ msgstr "" msgid "If you don't have external tools to create vector field textures, you can use a NoiseTexture3D with a Color Ramp attached as a vector field texture. The Color Ramp can be modified to adjust how much each coordinate is affected by the vector field." msgstr "" -#: ../../docs/tutorials/3d/particles/attractors.rst:178 +#: ../../docs/tutorials/3d/particles/attractors.rst:175 msgid "Vector field attractor in a field of particles" msgstr "" #: ../../docs/tutorials/3d/particles/attractors.rst:178 msgid "Two particle systems are affected by the same vector field attractor. :download:`Click here to download the 3D texture `." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/3d/particles/collision.pot b/sphinx/templates/tutorials/3d/particles/collision.pot index a7ab0a0a17..7bf6a70eec 100644 --- a/sphinx/templates/tutorials/3d/particles/collision.pot +++ b/sphinx/templates/tutorials/3d/particles/collision.pot @@ -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 \n" @@ -19,7 +19,7 @@ msgstr "" msgid "3D Particle collisions" msgstr "" -#: ../../docs/tutorials/3d/particles/collision.rst:None +#: ../../docs/tutorials/3d/particles/collision.rst:6 msgid "Particle collisions" msgstr "" @@ -31,7 +31,7 @@ msgstr "" msgid "Common properties" msgstr "" -#: ../../docs/tutorials/3d/particles/collision.rst:21 +#: ../../docs/tutorials/3d/particles/collision.rst:17 msgid "Common particle collision properties" msgstr "" @@ -55,7 +55,7 @@ msgstr "" msgid "Box collision" msgstr "" -#: ../../docs/tutorials/3d/particles/collision.rst:44 +#: ../../docs/tutorials/3d/particles/collision.rst:40 msgid "Particle collision box" msgstr "" @@ -71,7 +71,7 @@ msgstr "" msgid "To create a box collision node, add a new child node to your scene and select ``GPUParticlesCollisionBox3D`` from the list of available nodes. You can animate the box position or attach it to a moving node for more dynamic effects." msgstr "" -#: ../../docs/tutorials/3d/particles/collision.rst:58 +#: ../../docs/tutorials/3d/particles/collision.rst:55 msgid "Box collision with particle systems" msgstr "" @@ -83,7 +83,7 @@ msgstr "" msgid "Sphere collision" msgstr "" -#: ../../docs/tutorials/3d/particles/collision.rst:67 +#: ../../docs/tutorials/3d/particles/collision.rst:63 msgid "Particle collision sphere" msgstr "" @@ -99,7 +99,7 @@ msgstr "" msgid "To create a sphere collision node, add a new child node to your scene and select ``GPUParticlesCollisionSphere3D`` from the list of available nodes. You can animate the sphere's position or attach it to a moving node for more dynamic effects." msgstr "" -#: ../../docs/tutorials/3d/particles/collision.rst:81 +#: ../../docs/tutorials/3d/particles/collision.rst:78 msgid "Sphere collision with particle systems" msgstr "" @@ -111,7 +111,7 @@ msgstr "" msgid "Height field collision" msgstr "" -#: ../../docs/tutorials/3d/particles/collision.rst:90 +#: ../../docs/tutorials/3d/particles/collision.rst:86 msgid "Particle collision height field" msgstr "" @@ -135,7 +135,7 @@ msgstr "" msgid "The ``Resolution`` property controls how detailed the height field is. A lower resolution performs faster at the cost of accuracy. If the height field resolution is too low, it may look like particles penetrate level geometry or get stuck in the air during collision events. They might also ignore some smaller meshes completely." msgstr "" -#: ../../docs/tutorials/3d/particles/collision.rst:112 +#: ../../docs/tutorials/3d/particles/collision.rst:109 msgid "Height field resolutions" msgstr "" @@ -159,7 +159,7 @@ msgstr "" msgid "SDF collision" msgstr "" -#: ../../docs/tutorials/3d/particles/collision.rst:136 +#: ../../docs/tutorials/3d/particles/collision.rst:132 msgid "Particle collision SDF" msgstr "" @@ -175,7 +175,7 @@ msgstr "" msgid "To create an SDF collision node, add a new child node to your scene and select ``GPUParticlesCollisionSDF3D`` from the list of available nodes. SDF collision nodes have to be baked in order to have any effect on particles in the level. To do that, click the ``Bake SDF`` button in the viewport toolbar while the SDF collision node is selected and choose a directory to store the baked data. Since SDF collision needs to be baked in the editor, it's static and cannot change at runtime." msgstr "" -#: ../../docs/tutorials/3d/particles/collision.rst:153 +#: ../../docs/tutorials/3d/particles/collision.rst:150 msgid "SDF particle collision" msgstr "" @@ -191,7 +191,7 @@ msgstr "" msgid "The ``Resolution`` property controls how detailed the distance field is. A lower resolution performs faster at the cost of accuracy. If the resolution is too low, it may look like particles penetrate level geometry or get stuck in the air during collision events. They might also ignore some smaller meshes completely." msgstr "" -#: ../../docs/tutorials/3d/particles/collision.rst:166 +#: ../../docs/tutorials/3d/particles/collision.rst:163 msgid "Resolution comparison" msgstr "" @@ -226,7 +226,3 @@ msgstr "" #: ../../docs/tutorials/3d/particles/collision.rst:191 msgid "Increased ``Fixed FPS`` in the GPUParticles3D node, which will perform collision checks more often. This comes at a performance cost, so avoid setting this too high." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/3d/particles/complex_shapes.pot b/sphinx/templates/tutorials/3d/particles/complex_shapes.pot index 55cf0f47c3..854d149385 100644 --- a/sphinx/templates/tutorials/3d/particles/complex_shapes.pot +++ b/sphinx/templates/tutorials/3d/particles/complex_shapes.pot @@ -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 \n" @@ -16,7 +16,7 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/3d/particles/complex_shapes.rst:4 -#: ../../docs/tutorials/3d/particles/complex_shapes.rst:None +#: ../../docs/tutorials/3d/particles/complex_shapes.rst:6 msgid "Complex emission shapes" msgstr "" @@ -28,7 +28,7 @@ msgstr "" msgid "When you create emission points from meshes, you can only select a single node as emission source. If you want particles to emit from multiple shapes, you either have to create several particle systems or combine the meshes into one in an external DCC software." msgstr "" -#: ../../docs/tutorials/3d/particles/complex_shapes.rst:28 +#: ../../docs/tutorials/3d/particles/complex_shapes.rst:24 msgid "Creating emission points" msgstr "" @@ -36,7 +36,7 @@ msgstr "" msgid "Create particle emission points..." msgstr "" -#: ../../docs/tutorials/3d/particles/complex_shapes.rst:34 +#: ../../docs/tutorials/3d/particles/complex_shapes.rst:30 msgid "Select mesh for emission" msgstr "" @@ -44,7 +44,7 @@ msgstr "" msgid "\\...from a mesh instance as the source" msgstr "" -#: ../../docs/tutorials/3d/particles/complex_shapes.rst:40 +#: ../../docs/tutorials/3d/particles/complex_shapes.rst:36 msgid "Set emission density" msgstr "" @@ -76,7 +76,7 @@ msgstr "" msgid "Emission shape textures" msgstr "" -#: ../../docs/tutorials/3d/particles/complex_shapes.rst:76 +#: ../../docs/tutorials/3d/particles/complex_shapes.rst:72 msgid "Emission textures" msgstr "" @@ -95,7 +95,3 @@ msgstr "" #: ../../docs/tutorials/3d/particles/complex_shapes.rst:91 msgid "There is also the ``Point Count`` property that you can use to change the number of emission points at any time after creating the emission shape. This includes dynamically at runtime while the playing the game." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/3d/particles/creating_a_3d_particle_system.pot b/sphinx/templates/tutorials/3d/particles/creating_a_3d_particle_system.pot index e28b0763f5..40ce05920a 100644 --- a/sphinx/templates/tutorials/3d/particles/creating_a_3d_particle_system.pot +++ b/sphinx/templates/tutorials/3d/particles/creating_a_3d_particle_system.pot @@ -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 \n" @@ -162,7 +162,3 @@ msgstr "" #: ../../docs/tutorials/3d/particles/creating_a_3d_particle_system.rst:101 msgid "Converting GPU particles to CPU particles can become necessary when you want to release a game on older devices that don't support modern graphics APIs." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/3d/particles/index.pot b/sphinx/templates/tutorials/3d/particles/index.pot index bd625c6b89..2a8bddaefe 100644 --- a/sphinx/templates/tutorials/3d/particles/index.pot +++ b/sphinx/templates/tutorials/3d/particles/index.pot @@ -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 \n" @@ -23,7 +23,7 @@ msgstr "" msgid "This section of the tutorial covers (3D) GPU-accelerated particle systems. Most of the things discussed here apply to CPU particles as well." msgstr "" -#: ../../docs/tutorials/3d/particles/index.rst:12 +#: ../../docs/tutorials/3d/particles/index.rst:-1 msgid "Introduction" msgstr "" @@ -39,7 +39,7 @@ msgstr "" msgid "Every particle system you create in Godot consists of two main parts: particles and emitters." msgstr "" -#: ../../docs/tutorials/3d/particles/index.rst:26 +#: ../../docs/tutorials/3d/particles/index.rst:-1 msgid "Particles" msgstr "" @@ -47,7 +47,7 @@ msgstr "" msgid "A particle is the visible part of a particle system. It's what you see on the screen when a particle system is active: The tiny specks of dust, the flames of a fire, the glowing orbs of a magical effect. You can have anywhere between a couple hundred and tens of thousands of particles in a single system. You can randomize a particle's size, its speed and movement direction, and change its color over the course of its lifetime. When you think of a fire, you can think of all the little embers flying away from it as individual particles." msgstr "" -#: ../../docs/tutorials/3d/particles/index.rst:36 +#: ../../docs/tutorials/3d/particles/index.rst:-1 msgid "Emitters" msgstr "" @@ -55,11 +55,11 @@ msgstr "" msgid "An emitter is what's creating the particles. Emitters are usually not visible, but they can have a shape. That shape controls where and how particles are spawned, for example whether they should fill a room like dust or shoot away from a single point like a fountain. Going back to the fire example, an emitter would be the heat at the center of the fire that creates the embers and the flames." msgstr "" -#: ../../docs/tutorials/3d/particles/index.rst:44 +#: ../../docs/tutorials/3d/particles/index.rst:-1 msgid "Node overview" msgstr "" -#: ../../docs/tutorials/3d/particles/index.rst:50 +#: ../../docs/tutorials/3d/particles/index.rst:46 msgid "A list of nodes related to 3D particles" msgstr "" @@ -87,14 +87,10 @@ msgstr "" msgid "There are several particle collision nodes. :ref:`class_GPUParticlesCollisionBox3D` and :ref:`class_GPUParticlesCollisionSphere3D` are the simple ones. You can use them to create basic shapes like boxes, a floor, or a wall that particles collide with. The other two nodes provide more complex collision behavior. The :ref:`class_GPUParticlesCollisionSDF3D` is useful when you want indoor scenes to collide with particles without having to create all the individual box and sphere colliders by hand. If you want particles to collide with large outdoor scenes, you would use the :ref:`class_GPUParticlesCollisionHeightField3D` node. It creates a heightmap of your world and the objects in it and uses that for large-scale particle collisions." msgstr "" -#: ../../docs/tutorials/3d/particles/index.rst:79 +#: ../../docs/tutorials/3d/particles/index.rst:-1 msgid "Basic usage" msgstr "" -#: ../../docs/tutorials/3d/particles/index.rst:90 +#: ../../docs/tutorials/3d/particles/index.rst:-1 msgid "Advanced topics" msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/3d/particles/process_material_properties.pot b/sphinx/templates/tutorials/3d/particles/process_material_properties.pot index 39c18fc446..8378b7b224 100644 --- a/sphinx/templates/tutorials/3d/particles/process_material_properties.pot +++ b/sphinx/templates/tutorials/3d/particles/process_material_properties.pot @@ -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 \n" @@ -19,7 +19,7 @@ msgstr "" msgid "Process material properties" msgstr "" -#: ../../docs/tutorials/3d/particles/process_material_properties.rst:10 +#: ../../docs/tutorials/3d/particles/process_material_properties.rst:6 msgid "ParticleProcessMaterial properties" msgstr "" @@ -71,7 +71,7 @@ msgstr "" msgid "Particles can emit from a single point in space or in a way that they fill out a shape. The ``Shape`` property controls that shape. ``Point`` is the default value. All particles emit from a single point in the center of the particle system. When set to ``Sphere`` or ``Box``, particles emit in a way that they fill out a sphere or a box shape evenly. You have full control over the size of these shapes. ``Sphere Surface`` works like ``Sphere``, but instead of filling it out, all particles spawn on the sphere's surface." msgstr "" -#: ../../docs/tutorials/3d/particles/process_material_properties.rst:68 +#: ../../docs/tutorials/3d/particles/process_material_properties.rst:65 msgid "Simple particle emission shapes" msgstr "" @@ -79,7 +79,7 @@ msgstr "" msgid "Particles emitting from a point (left), in a sphere (middle), and in a box (right)" msgstr "" -#: ../../docs/tutorials/3d/particles/process_material_properties.rst:74 +#: ../../docs/tutorials/3d/particles/process_material_properties.rst:70 msgid "Ring-shaped particle system" msgstr "" @@ -115,7 +115,7 @@ msgstr "" msgid "The ``Direction`` property is a vector that controls each particle's direction of movement at the moment it is spawned. A value of ``(X=1,Y=0,Z=0)`` would make all particles move sideways along the X-axis. For something like a fountain where particles shoot out up in the air, a value of ``(X=0,Y=1,Z=0)`` would be a good starting point." msgstr "" -#: ../../docs/tutorials/3d/particles/process_material_properties.rst:113 +#: ../../docs/tutorials/3d/particles/process_material_properties.rst:110 msgid "Different values for particle direction" msgstr "" @@ -127,7 +127,7 @@ msgstr "" msgid "After setting a direction, you will notice that all particles move in the same direction in a straight line. The ``Spread`` property adds some variation and randomness to each particle's direction. The higher the value, the stronger the deviation from the original path. A value of ``0`` means there is no spread at all while a value of ``180`` makes particles shoot out in every direction. You could use this for something like pieces of debris during an explosion effect." msgstr "" -#: ../../docs/tutorials/3d/particles/process_material_properties.rst:124 +#: ../../docs/tutorials/3d/particles/process_material_properties.rst:121 msgid "Different values for particle spread" msgstr "" @@ -163,7 +163,7 @@ msgstr "" msgid "The next few property groups work closely together to control particle movement and rotation. ``Gravity`` drags particles in the direction it points at, which is straight down at the strength of Earth's gravity by default. Gravity affects all particle movement. If your game uses physics and the world's gravity can change at runtime, you can use this property to keep the game's gravity in sync with particle gravity. A ``Gravity`` value of ``(X=0,Y=0,Z=0)`` means no particle will ever move at all if none of the other movement properties are set." msgstr "" -#: ../../docs/tutorials/3d/particles/process_material_properties.rst:159 +#: ../../docs/tutorials/3d/particles/process_material_properties.rst:156 msgid "Different values for particle gravity" msgstr "" @@ -191,7 +191,7 @@ msgstr "" msgid "A particle's velocity is a constant value: once it's set, it doesn't change and the particle will always move at the same speed. You can use the ``Linear Accel`` property to change the speed of movement over a particle's lifetime `as described above <#process-material-properties>`__. Positive values will speed up the particle and make it move faster. Negative values will slow it down until it stops and starts moving in the other direction." msgstr "" -#: ../../docs/tutorials/3d/particles/process_material_properties.rst:185 +#: ../../docs/tutorials/3d/particles/process_material_properties.rst:182 msgid "Different values for particle linear acceleration" msgstr "" @@ -211,7 +211,7 @@ msgstr "" msgid "The ``Radial Accel`` property adds a gravity-like force to all particles, with the origin of that force at the particle system's current location. Negative values make particles move towards the center, like the force of gravity from a planet on objects in its orbit. Positive values make particles move away from the center." msgstr "" -#: ../../docs/tutorials/3d/particles/process_material_properties.rst:204 +#: ../../docs/tutorials/3d/particles/process_material_properties.rst:201 msgid "Different values for particle radial acceleration" msgstr "" @@ -223,7 +223,7 @@ msgstr "" msgid "Tangential acceleration" msgstr "" -#: ../../docs/tutorials/3d/particles/process_material_properties.rst:213 +#: ../../docs/tutorials/3d/particles/process_material_properties.rst:209 #: ../../docs/tutorials/3d/particles/process_material_properties.rst:213 msgid "Tangents on a circle" msgstr "" @@ -240,7 +240,7 @@ msgstr "" msgid "A tangent to a circle is a straight line that \"touches\" the circle in a right angle to the circle's radius at the touch point. A circle on the particle system's XZ-plane is the circle that you see when you look straight down at the particle system from above." msgstr "" -#: ../../docs/tutorials/3d/particles/process_material_properties.rst:229 +#: ../../docs/tutorials/3d/particles/process_material_properties.rst:225 #: ../../docs/tutorials/3d/particles/process_material_properties.rst:229 msgid "Tangential acceleration from above" msgstr "" @@ -289,7 +289,7 @@ msgstr "" msgid "The ``Color`` property controls a particle's initial color. It will have an effect only after the ``Use As Albedo`` property in the ``Vertex Color`` group of the :ref:`Standard Material ` is enabled. This property is multiplied with color coming from the particle material's own ``Color`` or ``Texture`` property." msgstr "" -#: ../../docs/tutorials/3d/particles/process_material_properties.rst:278 +#: ../../docs/tutorials/3d/particles/process_material_properties.rst:274 msgid "Particle color ramp" msgstr "" @@ -321,7 +321,7 @@ msgstr "" msgid "It works on top of the particle's current color. The values you set for ``Variation Min`` and ``Variation Max`` control how far the hue is allowed to shift in either direction. A higher value leads to more color variation while a low value limits the available colors to the closest neighbors of the original color." msgstr "" -#: ../../docs/tutorials/3d/particles/process_material_properties.rst:313 +#: ../../docs/tutorials/3d/particles/process_material_properties.rst:310 msgid "Different values for hue variation" msgstr "" @@ -341,7 +341,7 @@ msgstr "" msgid "An animated sprite sheet is a texture that contains several smaller images aligned on a grid. The images are shown one after the other so fast that they combine to play a short animation, like a flipbook. You can use them for animated particles like smoke or fire. These are the steps to create an animated particle system:" msgstr "" -#: ../../docs/tutorials/3d/particles/process_material_properties.rst:333 +#: ../../docs/tutorials/3d/particles/process_material_properties.rst:329 msgid "A sprite sheet" msgstr "" @@ -377,7 +377,7 @@ msgstr "" msgid "That's it for the Standard Material. You won't see any animation right away. This is where the ``Animation`` properties come in. The ``Speed`` properties control how fast the sprite sheet animates. Set ``Speed Min`` and ``Speed Max`` to ``1`` and you should see the animation playing. The ``Offset`` properties control where the animation starts on a newly spawned particle. By default, it will always be the first image in the sequence. You can add some variety by changing ``Offset Min`` and ``Offset Max`` to randomize the starting position." msgstr "" -#: ../../docs/tutorials/3d/particles/process_material_properties.rst:353 +#: ../../docs/tutorials/3d/particles/process_material_properties.rst:350 msgid "Animated particles" msgstr "" @@ -403,7 +403,7 @@ msgstr "" msgid "If your sprite sheet contains 64 (8x8) images and the particle's lifetime is set to ``1 second``, the animation will be very smooth at **64 FPS** (1 second / 64 images). if the lifetime is set to ``2 seconds``, it will still be fairly smooth at **32 FPS**. But if the particle is alive for ``8 seconds``, the animation will be visibly choppy at **8 FPS**. In order to make the animation smooth again, you need to increase the animation speed to something like ``3`` to reach an acceptable framerate." msgstr "" -#: ../../docs/tutorials/3d/particles/process_material_properties.rst:379 +#: ../../docs/tutorials/3d/particles/process_material_properties.rst:376 msgid "Animated particles lifetimes" msgstr "" @@ -447,7 +447,7 @@ msgstr "" msgid "Sub-emitter" msgstr "" -#: ../../docs/tutorials/3d/particles/process_material_properties.rst:430 +#: ../../docs/tutorials/3d/particles/process_material_properties.rst:426 msgid "Sub-emitter modes" msgstr "" @@ -466,7 +466,3 @@ msgstr "" #: ../../docs/tutorials/3d/particles/process_material_properties.rst:444 msgid "See the :ref:`Sub-emitters ` section in this manual for a detailed explanation of how to add a sub-emitter to a particle system." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/3d/particles/properties.pot b/sphinx/templates/tutorials/3d/particles/properties.pot index 737993cf15..069c20001b 100644 --- a/sphinx/templates/tutorials/3d/particles/properties.pot +++ b/sphinx/templates/tutorials/3d/particles/properties.pot @@ -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 \n" @@ -95,12 +95,12 @@ msgstr "" msgid "The ``Randomness`` property adds some randomness to the particle emission timing. When set to ``0``, there is no randomness at all and the interval between the emission of one particle and the next is always the same: the particles are emitted at *regular* intervals. A ``Randomness`` value of ``1`` makes the interval completely random. You can use this property to break up some of the uniformity in your effects. When ``Explosiveness`` is set to ``1``, this property has no effect." msgstr "" -#: ../../docs/tutorials/3d/particles/properties.rst:101 +#: ../../docs/tutorials/3d/particles/properties.rst:97 msgid "Particles running at low FPS" msgstr "" #: ../../docs/tutorials/3d/particles/properties.rst:101 -msgid "Interpolation on (left) vs. off (right)" +msgid "Interpolation off (left) vs. on (right)" msgstr "" #: ../../docs/tutorials/3d/particles/properties.rst:103 @@ -131,7 +131,7 @@ msgstr "" msgid "Drawing properties" msgstr "" -#: ../../docs/tutorials/3d/particles/properties.rst:None +#: ../../docs/tutorials/3d/particles/properties.rst:143 msgid "Particle drawing properties" msgstr "" @@ -163,7 +163,7 @@ msgstr "" msgid "Trail properties" msgstr "" -#: ../../docs/tutorials/3d/particles/properties.rst:193 +#: ../../docs/tutorials/3d/particles/properties.rst:189 msgid "Particle trails" msgstr "" @@ -182,7 +182,3 @@ msgstr "" #: ../../docs/tutorials/3d/particles/properties.rst:201 msgid "See the :ref:`Particle trails ` section in this manual for a detailed explanation of how particle trails work and how to set them up." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/3d/particles/subemitters.pot b/sphinx/templates/tutorials/3d/particles/subemitters.pot index 7bd0e9a931..777eb79fbc 100644 --- a/sphinx/templates/tutorials/3d/particles/subemitters.pot +++ b/sphinx/templates/tutorials/3d/particles/subemitters.pot @@ -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 \n" @@ -19,7 +19,7 @@ msgstr "" msgid "Particle sub-emitters" msgstr "" -#: ../../docs/tutorials/3d/particles/subemitters.rst:None +#: ../../docs/tutorials/3d/particles/subemitters.rst:6 msgid "Chained sub-emitters" msgstr "" @@ -27,7 +27,7 @@ msgstr "" msgid "Sometimes a visual effect cannot be created with a single particle system alone. Sometimes a particle system needs to be spawned as a response to something that happens in another particle system. Fireworks are a good example of that. They usually consist of several stages of explosions that happen in sequence. Sub-emitters are a good way to achieve this kind of effect." msgstr "" -#: ../../docs/tutorials/3d/particles/subemitters.rst:19 +#: ../../docs/tutorials/3d/particles/subemitters.rst:15 msgid "Assign sub-emitter" msgstr "" @@ -35,7 +35,7 @@ msgstr "" msgid "Click to assign a sub-emitter..." msgstr "" -#: ../../docs/tutorials/3d/particles/subemitters.rst:25 +#: ../../docs/tutorials/3d/particles/subemitters.rst:21 msgid "List particle systems" msgstr "" @@ -86,7 +86,3 @@ msgstr "" #: ../../docs/tutorials/3d/particles/subemitters.rst:74 msgid "Some emitter properties are ignored when a particle system is spawned as a sub-emitter. The ``Explosiveness`` property, for example, has no effect. Depending on the emitter mode, the particles are either spawned sequentially at fixed intervals or explosively all at once." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/3d/particles/trails.pot b/sphinx/templates/tutorials/3d/particles/trails.pot index 2da5671e2e..85ae9fdce3 100644 --- a/sphinx/templates/tutorials/3d/particles/trails.pot +++ b/sphinx/templates/tutorials/3d/particles/trails.pot @@ -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 \n" @@ -19,11 +19,11 @@ msgstr "" msgid "3D Particle trails" msgstr "" -#: ../../docs/tutorials/3d/particles/trails.rst:None +#: ../../docs/tutorials/3d/particles/trails.rst:6 msgid "Particle trails" msgstr "" -#: ../../docs/tutorials/3d/particles/trails.rst:13 +#: ../../docs/tutorials/3d/particles/trails.rst:9 msgid "Particle trail params" msgstr "" @@ -43,7 +43,7 @@ msgstr "" msgid "Ribbon trails" msgstr "" -#: ../../docs/tutorials/3d/particles/trails.rst:33 +#: ../../docs/tutorials/3d/particles/trails.rst:29 msgid "Particle ribbon" msgstr "" @@ -71,7 +71,7 @@ msgstr "" msgid "``Sections``, ``Section Length`` and ``Section Segments`` all work together to control how smooth the particle trail looks. When a particle trail does not travel in a straight line, the more sections it has the smoother it looks as it bends and swirls. ``Section Length`` controls the length of each section. Multiply this value by the number of sections to know the trail's total length." msgstr "" -#: ../../docs/tutorials/3d/particles/trails.rst:62 +#: ../../docs/tutorials/3d/particles/trails.rst:59 msgid "Particle ribbon sections" msgstr "" @@ -83,7 +83,7 @@ msgstr "" msgid "The ``Section Segments`` parameter further subdivides each section into segments. It has no effect on the smoothness of the trail's sections, though. Instead, it controls the smoothness of the particle trail's overall shape. The ``Curve`` property defines this shape. Click the box next to ``Curve`` and assign or create a new curve. The trail will be shaped just like the curve with the curve's value at ``0.0`` at the trail's head and the curve's value at ``1.0`` at the trail's tail." msgstr "" -#: ../../docs/tutorials/3d/particles/trails.rst:74 +#: ../../docs/tutorials/3d/particles/trails.rst:71 msgid "Particle ribbon curves" msgstr "" @@ -95,7 +95,7 @@ msgstr "" msgid "Depending on the complexity of the curve, the particle trail's shape will not look very smooth when the number of sections is low. This is where the ``Section Segments`` property comes in. Increasing the amount of section segments adds more vertices to the trail's sides so that it can follow the curve more closely." msgstr "" -#: ../../docs/tutorials/3d/particles/trails.rst:84 +#: ../../docs/tutorials/3d/particles/trails.rst:81 msgid "Particle ribbon segments" msgstr "" @@ -111,7 +111,7 @@ msgstr "" msgid "Tube trails share a lot of their properties with ribbon trails. The big difference between them is that tube trails emit cylindrical meshes instead of quads." msgstr "" -#: ../../docs/tutorials/3d/particles/trails.rst:95 +#: ../../docs/tutorials/3d/particles/trails.rst:92 msgid "Particle tube trails" msgstr "" @@ -123,7 +123,7 @@ msgstr "" msgid "To create a tube trail, navigate to the ``Draw Passes`` section and select ``New TubeTrailMesh`` from the options for ``Pass 1``. A :ref:`TubeTrailMesh ` is a cylinder that is divided into sections and then stretched and repeated along those sections. Assign a new :ref:`Standard Material ` to the ``Material`` property and enable ``Use Particle Trails`` in the ``Transform`` property group. The particles should now be emitting in long, cylindrical trails." msgstr "" -#: ../../docs/tutorials/3d/particles/trails.rst:108 +#: ../../docs/tutorials/3d/particles/trails.rst:104 msgid "Particle tube" msgstr "" @@ -143,7 +143,7 @@ msgstr "" msgid "You can shape tube trails with curves, just as you can with ribbon trails. Click the box next to the ``Curve`` property and assign or create a new curve. The trail will be shaped like the curve with the curve's value at ``0.0`` at the trail's head and the curve's value at ``1.0`` at the trail's tail." msgstr "" -#: ../../docs/tutorials/3d/particles/trails.rst:129 +#: ../../docs/tutorials/3d/particles/trails.rst:126 msgid "Particle tubes" msgstr "" @@ -155,14 +155,10 @@ msgstr "" msgid "An important property you might want to set is ``Transform Align`` in the particle system's ``Drawing`` group. If you leave it as is, the tubes will not preserve volume; they flatten out as they move because their Y-axis keeps pointing up even as they change direction. This can cause a lot of rendering artifacts. Set the property to ``Y to Velocity`` instead and each particle trail keeps its Y-axis aligned along the direction of its movement." msgstr "" -#: ../../docs/tutorials/3d/particles/trails.rst:141 +#: ../../docs/tutorials/3d/particles/trails.rst:138 msgid "Particle tubes aligned" msgstr "" #: ../../docs/tutorials/3d/particles/trails.rst:141 msgid "Particle tube trails without alignment (left) and with Y-axis aligned to velocity (right)" msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/3d/particles/turbulence.pot b/sphinx/templates/tutorials/3d/particles/turbulence.pot index b28d53d3a9..9e3861eb6a 100644 --- a/sphinx/templates/tutorials/3d/particles/turbulence.pot +++ b/sphinx/templates/tutorials/3d/particles/turbulence.pot @@ -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 \n" @@ -16,7 +16,7 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" #: ../../docs/tutorials/3d/particles/turbulence.rst:4 -#: ../../docs/tutorials/3d/particles/turbulence.rst:None +#: ../../docs/tutorials/3d/particles/turbulence.rst:6 msgid "Particle turbulence" msgstr "" @@ -24,7 +24,7 @@ msgstr "" msgid "Turbulence uses a noise texture to add variation and interesting patterns to particle movement. It can be combined with :ref:`particle attractors ` and :ref:`collision ` nodes to create even more complex looking behavior." msgstr "" -#: ../../docs/tutorials/3d/particles/turbulence.rst:17 +#: ../../docs/tutorials/3d/particles/turbulence.rst:13 msgid "Turbulence properties" msgstr "" @@ -52,7 +52,7 @@ msgstr "" msgid "The ``Noise Strength`` property controls the pattern's contrast, which affects the overall turbulence sharpness. A lower value creates a softer pattern where individual movement paths are not as sharply separated from another. Set this to a higher number to make the pattern more distinct." msgstr "" -#: ../../docs/tutorials/3d/particles/turbulence.rst:46 +#: ../../docs/tutorials/3d/particles/turbulence.rst:43 msgid "Turbulence noise strength" msgstr "" @@ -64,7 +64,7 @@ msgstr "" msgid "The ``Noise Scale`` property controls the pattern's frequency. It basically changes the noise texture's UV scale where a smaller value produces finer detail, but repeating patterns become noticeable faster. A larger value results in a weaker turbulence pattern overall, but the particle system can cover a larger area before repetition starts to become an issue." msgstr "" -#: ../../docs/tutorials/3d/particles/turbulence.rst:56 +#: ../../docs/tutorials/3d/particles/turbulence.rst:53 msgid "Turbulence noise scale" msgstr "" @@ -84,7 +84,7 @@ msgstr "" msgid "At a value of ``(X=0,Y=0,Z=0)``, the noise pattern doesn't move at all. The influence on particle movement stays the same at any given point. Set the speed to ``(X=1,Y=0,Z=0)`` instead, and the noise pattern moves along the X-axis." msgstr "" -#: ../../docs/tutorials/3d/particles/turbulence.rst:76 +#: ../../docs/tutorials/3d/particles/turbulence.rst:73 msgid "Turbulence noise speed" msgstr "" @@ -108,7 +108,7 @@ msgstr "" msgid "Since these properties affect the overall influence of the turbulence over a particle system, both movement direction and speed change as you set different values. A stronger influence causes a particle to move faster and all particles to follow along narrower paths as a result of that." msgstr "" -#: ../../docs/tutorials/3d/particles/turbulence.rst:99 +#: ../../docs/tutorials/3d/particles/turbulence.rst:96 msgid "Turbulence influence" msgstr "" @@ -128,14 +128,10 @@ msgstr "" msgid "Displacement is very useful to break up regular shapes or to create complex shapes from simpler ones. The only difference between the particle systems in the screenshot below is the value given to the displacement properties." msgstr "" -#: ../../docs/tutorials/3d/particles/turbulence.rst:116 +#: ../../docs/tutorials/3d/particles/turbulence.rst:113 msgid "Turbulence displacement" msgstr "" #: ../../docs/tutorials/3d/particles/turbulence.rst:116 msgid "No displacement (left), displacement value of 5 (middle), displacement range [-20, 20] (right)" msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/3d/physical_light_and_camera_units.pot b/sphinx/templates/tutorials/3d/physical_light_and_camera_units.pot index d2b06296b1..e8c70ac3f1 100644 --- a/sphinx/templates/tutorials/3d/physical_light_and_camera_units.pot +++ b/sphinx/templates/tutorials/3d/physical_light_and_camera_units.pot @@ -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 \n" @@ -227,7 +227,7 @@ msgstr "" msgid "The sun on a cloudy day is approximately 6500 Kelvin. On a clear day, the sun is between 5500 to 6000 Kelvin. On a clear day at sunrise or sunset, the sun ranges to around 1850 Kelvin." msgstr "" -#: ../../docs/tutorials/3d/physical_light_and_camera_units.rst:210 +#: ../../docs/tutorials/3d/physical_light_and_camera_units.rst:206 #: ../../docs/tutorials/3d/physical_light_and_camera_units.rst:210 msgid "Color temperature chart from 1,000 Kelvin (left) to 12,500 Kelvin (right)" msgstr "" @@ -315,7 +315,3 @@ msgstr "" #: ../../docs/tutorials/3d/physical_light_and_camera_units.rst:277 msgid "EV100 is an exposure value (EV) measured at an ISO sensitivity of 100. See `this table `__ for common EV100 values found in real life." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/3d/procedural_geometry/arraymesh.pot b/sphinx/templates/tutorials/3d/procedural_geometry/arraymesh.pot index b651fa3f53..bde61a78c6 100644 --- a/sphinx/templates/tutorials/3d/procedural_geometry/arraymesh.pot +++ b/sphinx/templates/tutorials/3d/procedural_geometry/arraymesh.pot @@ -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 \n" @@ -223,7 +223,3 @@ msgstr "" #: ../../docs/tutorials/3d/procedural_geometry/arraymesh.rst:352 msgid "Finally, we can use the :ref:`ResourceSaver ` class to save the ArrayMesh. This is useful when you want to generate a mesh and then use it later without having to re-generate it." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/3d/procedural_geometry/immediatemesh.pot b/sphinx/templates/tutorials/3d/procedural_geometry/immediatemesh.pot index 1975b0d8f9..818b973eab 100644 --- a/sphinx/templates/tutorials/3d/procedural_geometry/immediatemesh.pot +++ b/sphinx/templates/tutorials/3d/procedural_geometry/immediatemesh.pot @@ -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 \n" @@ -62,7 +62,3 @@ msgstr "" #: ../../docs/tutorials/3d/procedural_geometry/immediatemesh.rst:101 msgid "The above code will dynamically create and draw a single surface each frame." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/3d/procedural_geometry/index.pot b/sphinx/templates/tutorials/3d/procedural_geometry/index.pot index efc4415d9b..a27cdc54af 100644 --- a/sphinx/templates/tutorials/3d/procedural_geometry/index.pot +++ b/sphinx/templates/tutorials/3d/procedural_geometry/index.pot @@ -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 \n" @@ -162,7 +162,3 @@ msgstr "" #: ../../docs/tutorials/3d/procedural_geometry/index.rst:144 msgid "The MeshDataTool is not fast, but it gives you access to all kinds of properties of the mesh that you don't get with the others (edges, faces, etc.). It is incredibly useful when you need that sort of data to transform the mesh, but it is not a good idea to use it if that extra information is not needed. The MeshDataTool is best used if you are going to be using an algorithm that requires access to the face or edge array." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/3d/procedural_geometry/meshdatatool.pot b/sphinx/templates/tutorials/3d/procedural_geometry/meshdatatool.pot index ef1027c527..b667f4a1cb 100644 --- a/sphinx/templates/tutorials/3d/procedural_geometry/meshdatatool.pot +++ b/sphinx/templates/tutorials/3d/procedural_geometry/meshdatatool.pot @@ -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 \n" @@ -70,7 +70,3 @@ msgstr "" #: ../../docs/tutorials/3d/procedural_geometry/meshdatatool.rst:69 msgid "Below is a complete example that turns a spherical mesh called ``mesh`` into a randomly deformed blob complete with updated normals and vertex colors. See :ref:`ArrayMesh tutorial ` for how to generate the base mesh." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/3d/procedural_geometry/surfacetool.pot b/sphinx/templates/tutorials/3d/procedural_geometry/surfacetool.pot index a9a8478463..3cfb03f2dc 100644 --- a/sphinx/templates/tutorials/3d/procedural_geometry/surfacetool.pot +++ b/sphinx/templates/tutorials/3d/procedural_geometry/surfacetool.pot @@ -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 \n" @@ -58,7 +58,3 @@ msgstr "" #: ../../docs/tutorials/3d/procedural_geometry/surfacetool.rst:169 msgid "By default, when generating normals, they will be calculated on a per-face basis. If you want smooth vertex normals, when adding vertices, call ``add_smooth_group()``. ``add_smooth_group()`` needs to be called while building the geometry, e.g. before the call to ``add_vertex()`` (if non-indexed) or ``add_index()`` (if indexed)." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/3d/resolution_scaling.pot b/sphinx/templates/tutorials/3d/resolution_scaling.pot index 2339ddc074..cb6117792e 100644 --- a/sphinx/templates/tutorials/3d/resolution_scaling.pot +++ b/sphinx/templates/tutorials/3d/resolution_scaling.pot @@ -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 \n" @@ -442,7 +442,3 @@ msgstr "" #: ../../docs/tutorials/3d/resolution_scaling.rst:272 msgid "See the :ref:`doc_performance` tutorials for more information." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/3d/spring_arm.pot b/sphinx/templates/tutorials/3d/spring_arm.pot new file mode 100644 index 0000000000..73e4022c45 --- /dev/null +++ b/sphinx/templates/tutorials/3d/spring_arm.pot @@ -0,0 +1,153 @@ +# SOME DESCRIPTIVE TITLE. +# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0) +# This file is distributed under the same license as the Godot Engine package. +# FIRST AUTHOR , YEAR. +# +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.3\n" +"Report-Msgid-Bugs-To: \n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +#: ../../docs/tutorials/3d/spring_arm.rst:6 +msgid "Third-person camera with spring arm" +msgstr "" + +#: ../../docs/tutorials/3d/spring_arm.rst:9 +msgid "Introduction" +msgstr "" + +#: ../../docs/tutorials/3d/spring_arm.rst:11 +msgid "3D games will often have a third-person camera that follows and rotates around something such as a player character or a vehicle." +msgstr "" + +#: ../../docs/tutorials/3d/spring_arm.rst:14 +msgid "In Godot, this can be done by setting a :ref:`Camera3D ` as a child of a node. However, if you try this without any extra steps you'll notice that the camera clips through geometry and hides the scene." +msgstr "" + +#: ../../docs/tutorials/3d/spring_arm.rst:17 +msgid "This is where the :ref:`SpringArm3D ` node comes in." +msgstr "" + +#: ../../docs/tutorials/3d/spring_arm.rst:20 +msgid "What is a spring arm?" +msgstr "" + +#: ../../docs/tutorials/3d/spring_arm.rst:22 +msgid "A spring arm has two main components that affect its behavior." +msgstr "" + +#: ../../docs/tutorials/3d/spring_arm.rst:24 +msgid "The \"length\" of the spring arm is how far from its global position to check for collisions:" +msgstr "" + +#: ../../docs/tutorials/3d/spring_arm.rst:28 +msgid "The \"shape\" of the spring arm is what it uses to check for collisions. The spring arm will \"sweep\" this shape from its origin out towards its length." +msgstr "" + +#: ../../docs/tutorials/3d/spring_arm.rst:32 +msgid "The spring arm tries to keep all of its children at the end of its length. When the shape collides with something, the children are instead placed at or near that collision point:" +msgstr "" + +#: ../../docs/tutorials/3d/spring_arm.rst:37 +msgid "Spring arm with a camera" +msgstr "" + +#: ../../docs/tutorials/3d/spring_arm.rst:39 +msgid "When a camera is placed as a child of a spring arm, a pyramid representing the camera will be used as the shape." +msgstr "" + +#: ../../docs/tutorials/3d/spring_arm.rst:41 +msgid "This pyramid represents the **near plane** of the camera:" +msgstr "" + +#: ../../docs/tutorials/3d/spring_arm.rst:45 +msgid "If the spring arm is given a specific shape, then that shape will **always** be used." +msgstr "" + +#: ../../docs/tutorials/3d/spring_arm.rst:47 +msgid "The camera's shape is only used if the camera is a **direct child** of the spring arm." +msgstr "" + +#: ../../docs/tutorials/3d/spring_arm.rst:49 +msgid "If no shape is provided and the camera is not a direct child, the spring arm will fall back to using a ray cast which is inaccurate for camera collisions and not recommended." +msgstr "" + +#: ../../docs/tutorials/3d/spring_arm.rst:51 +msgid "Every physics process frame, the spring arm will perform a motion cast to check if anything is collided with:" +msgstr "" + +#: ../../docs/tutorials/3d/spring_arm.rst:55 +msgid "When the shape hits something, the camera will be placed at or near the collision point:" +msgstr "" + +#: ../../docs/tutorials/3d/spring_arm.rst:60 +msgid "Setting up the spring arm and camera" +msgstr "" + +#: ../../docs/tutorials/3d/spring_arm.rst:62 +msgid "Let's add a spring arm camera setup to the platformer demo." +msgstr "" + +#: ../../docs/tutorials/3d/spring_arm.rst:64 +msgid "You can download the Platformer 3D demo on `GitHub `_ or using the `Asset Library `_." +msgstr "" + +#: ../../docs/tutorials/3d/spring_arm.rst:66 +msgid "In general, for a third-person camera setup, you will have three nodes as children of the node that you're following:" +msgstr "" + +#: ../../docs/tutorials/3d/spring_arm.rst:68 +msgid "`Node3D` (the \"pivot point\" for the camera)" +msgstr "" + +#: ../../docs/tutorials/3d/spring_arm.rst:70 +msgid "`SpringArm3D`" +msgstr "" + +#: ../../docs/tutorials/3d/spring_arm.rst:72 +msgid "`Camera3D`" +msgstr "" + +#: ../../docs/tutorials/3d/spring_arm.rst:74 +msgid "Open the ``player/player.tscn`` scene. Set these up as children of our player and give them unique names so we can find them in our script. **Make sure to delete the existing camera node!**" +msgstr "" + +#: ../../docs/tutorials/3d/spring_arm.rst:78 +msgid "Let's move the pivot point up by ``2`` on the Y-axis so that it's not on the ground:" +msgstr "" + +#: ../../docs/tutorials/3d/spring_arm.rst:83 +msgid "Give the spring arm a length of ``3`` so that it is placed behind the character:" +msgstr "" + +#: ../../docs/tutorials/3d/spring_arm.rst:87 +msgid "Leave the **Shape** of the spring arm as ````. This way, it will use the camera's pyramid shape." +msgstr "" + +#: ../../docs/tutorials/3d/spring_arm.rst:89 +msgid "If you want, you can also try other shapes - a sphere is a common choice since it slides smoothly along edges." +msgstr "" + +#: ../../docs/tutorials/3d/spring_arm.rst:91 +msgid "Update the top of ``player/player.gd`` to grab the camera and the pivot points by their unique names:" +msgstr "" + +#: ../../docs/tutorials/3d/spring_arm.rst:93 +#: ../../docs/tutorials/3d/spring_arm.rst:104 +msgid "player/player.gd" +msgstr "" + +#: ../../docs/tutorials/3d/spring_arm.rst:102 +msgid "Add an ``_unhandled_input`` function to check for camera movement and then rotate the pivot point accordingly:" +msgstr "" + +#: ../../docs/tutorials/3d/spring_arm.rst:118 +msgid "By rotating the pivot point, the spring arm will also be rotated and it will change where the camera is positioned. Run the game and notice that mouse movement now rotates the camera around the character. If the camera moves into a wall, it collides with it." +msgstr "" diff --git a/sphinx/templates/tutorials/3d/standard_material_3d.pot b/sphinx/templates/tutorials/3d/standard_material_3d.pot index 994878e7f9..f225fc4dd1 100644 --- a/sphinx/templates/tutorials/3d/standard_material_3d.pot +++ b/sphinx/templates/tutorials/3d/standard_material_3d.pot @@ -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 \n" @@ -344,474 +344,482 @@ msgid "**SchlickGGX:** The most common blob used by PBR 3D engines nowadays." msgstr "" #: ../../docs/tutorials/3d/standard_material_3d.rst:298 -msgid "**Blinn:** Common in previous-generation engines. Not worth using nowadays, but left here for the sake of compatibility." -msgstr "" - -#: ../../docs/tutorials/3d/standard_material_3d.rst:300 -msgid "**Phong:** Same as above." -msgstr "" - -#: ../../docs/tutorials/3d/standard_material_3d.rst:301 msgid "**Toon:** Creates a toon blob, which changes size depending on roughness." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:302 +#: ../../docs/tutorials/3d/standard_material_3d.rst:299 msgid "**Disabled:** Sometimes the blob gets in the way. Begone!" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:307 +#: ../../docs/tutorials/3d/standard_material_3d.rst:304 msgid "Disable Ambient Light" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:309 +#: ../../docs/tutorials/3d/standard_material_3d.rst:306 msgid "Makes the object not receive any kind of ambient lighting that would otherwise light it." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:313 +#: ../../docs/tutorials/3d/standard_material_3d.rst:310 msgid "Disable Fog" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:315 +#: ../../docs/tutorials/3d/standard_material_3d.rst:312 msgid "Makes the object unaffected by depth-based or volumetric fog. This is useful for particles or other additively blended materials that would otherwise show the shape of the mesh (even in places where it would be invisible without the fog)." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:318 +#: ../../docs/tutorials/3d/standard_material_3d.rst:315 msgid "Vertex Color" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:320 +#: ../../docs/tutorials/3d/standard_material_3d.rst:317 msgid "This setting allows choosing what is done by default to vertex colors that come from your 3D modeling application. By default, they are ignored." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:326 +#: ../../docs/tutorials/3d/standard_material_3d.rst:323 msgid "Use as Albedo" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:328 +#: ../../docs/tutorials/3d/standard_material_3d.rst:325 msgid "Choosing this option means vertex color is used as albedo color." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:331 +#: ../../docs/tutorials/3d/standard_material_3d.rst:328 msgid "Is sRGB" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:333 +#: ../../docs/tutorials/3d/standard_material_3d.rst:330 msgid "Most 3D modeling software will likely export vertex colors as sRGB, so toggling this option on will help them look correct." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:337 +#: ../../docs/tutorials/3d/standard_material_3d.rst:334 msgid "Albedo" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:339 +#: ../../docs/tutorials/3d/standard_material_3d.rst:336 msgid "*Albedo* is the base color for the material, on which all the other settings operate. When set to *Unshaded*, this is the only color that is visible. In previous versions of Godot, this channel was named *Diffuse*. The change of name mainly happened because, in PBR (Physically Based Rendering), this color affects many more calculations than just the diffuse lighting path." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:345 +#: ../../docs/tutorials/3d/standard_material_3d.rst:342 msgid "Albedo color and texture can be used together as they are multiplied." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:347 +#: ../../docs/tutorials/3d/standard_material_3d.rst:344 msgid "*Alpha channel* in albedo color and texture is also used for the object transparency. If you use a color or texture with *alpha channel*, make sure to either enable transparency or *alpha scissoring* for it to work." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:352 +#: ../../docs/tutorials/3d/standard_material_3d.rst:349 msgid "Metallic" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:354 +#: ../../docs/tutorials/3d/standard_material_3d.rst:351 msgid "Godot uses a metallic model over competing models due to its simplicity. This parameter defines how reflective the material is. The more reflective, the less diffuse/ambient light affects the material and the more light is reflected. This model is called \"energy-conserving\"." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:359 +#: ../../docs/tutorials/3d/standard_material_3d.rst:356 msgid "The *Specular* parameter is a general amount for the reflectivity (unlike *Metallic*, this is not energy-conserving, so leave it at ``0.5`` and don't touch it unless you need to)." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:363 +#: ../../docs/tutorials/3d/standard_material_3d.rst:360 msgid "The minimum internal reflectivity is ``0.04``, so it's impossible to make a material completely unreflective, just like in real life." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:369 +#: ../../docs/tutorials/3d/standard_material_3d.rst:366 msgid "Roughness" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:371 +#: ../../docs/tutorials/3d/standard_material_3d.rst:368 msgid "*Roughness* affects the way reflection happens. A value of ``0`` makes it a perfect mirror while a value of ``1`` completely blurs the reflection (simulating natural microsurfacing). Most common types of materials can be achieved with the right combination of *Metallic* and *Roughness*." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:379 +#: ../../docs/tutorials/3d/standard_material_3d.rst:376 msgid "Emission" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:381 +#: ../../docs/tutorials/3d/standard_material_3d.rst:378 msgid "*Emission* specifies how much light is emitted by the material (keep in mind this does not include light surrounding geometry unless :ref:`VoxelGI ` or :ref:`SDFGI ` are used). This value is added to the resulting final image and is not affected by other lighting in the scene." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:389 +#: ../../docs/tutorials/3d/standard_material_3d.rst:386 msgid "Normal map" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:391 +#: ../../docs/tutorials/3d/standard_material_3d.rst:388 msgid "Normal mapping allows you to set a texture that represents finer shape detail. This does not modify geometry, only the incident angle for light. In Godot, only the red and green channels of normal maps are used for better compression and wider compatibility." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:400 +#: ../../docs/tutorials/3d/standard_material_3d.rst:397 msgid "Godot requires the normal map to use the X+, Y+ and Z+ coordinates, this is known as OpenGL style. If you've imported a material made to be used with another engine it may be DirectX style, in which case the normal map needs to be converted so its Y axis is flipped." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:405 +#: ../../docs/tutorials/3d/standard_material_3d.rst:402 msgid "More information about normal maps (including a coordinate order table for popular engines) can be found `here `__." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:410 +#: ../../docs/tutorials/3d/standard_material_3d.rst:407 msgid "Rim" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:412 +#: ../../docs/tutorials/3d/standard_material_3d.rst:409 msgid "Some fabrics have small micro-fur that causes light to scatter around it. Godot emulates this with the *Rim* parameter. Unlike other rim lighting implementations, which just use the emission channel, this one actually takes light into account (no light means no rim). This makes the effect considerably more believable." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:419 +#: ../../docs/tutorials/3d/standard_material_3d.rst:416 msgid "Rim size depends on roughness, and there is a special parameter to specify how it must be colored. If *Tint* is ``0``, the color of the light is used for the rim. If *Tint* is ``1``, then the albedo of the material is used. Using intermediate values generally works best." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:425 +#: ../../docs/tutorials/3d/standard_material_3d.rst:422 msgid "Clearcoat" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:428 +#: ../../docs/tutorials/3d/standard_material_3d.rst:425 msgid "The *Clearcoat* parameter is used to add a secondary pass of transparent coat to the material. This is common in car paint and toys. In practice, it's a smaller specular blob added on top of the existing material." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:435 +#: ../../docs/tutorials/3d/standard_material_3d.rst:432 msgid "Anisotropy" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:438 +#: ../../docs/tutorials/3d/standard_material_3d.rst:435 msgid "This changes the shape of the specular blob and aligns it to tangent space. Anisotropy is commonly used with hair, or to make materials such as brushed aluminum more realistic. It works especially well when combined with flowmaps." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:445 +#: ../../docs/tutorials/3d/standard_material_3d.rst:442 msgid "Ambient Occlusion" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:447 +#: ../../docs/tutorials/3d/standard_material_3d.rst:444 msgid "It is possible to specify a baked ambient occlusion map. This map affects how much ambient light reaches each surface of the object (it does not affect direct light by default). While it is possible to use Screen-Space Ambient Occlusion (SSAO) to generate ambient occlusion, nothing beats the quality of a well-baked AO map. It is recommended to bake ambient occlusion whenever possible." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:456 +#: ../../docs/tutorials/3d/standard_material_3d.rst:453 msgid "Height" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:459 -msgid "Setting a depth map on a material produces a ray-marched search to emulate the proper displacement of cavities along the view direction. This is not real added geometry, but an illusion of depth. It may not work for complex objects, but it produces a realistic depth effect for textures. For best results, *Depth* should be used together with normal mapping." +#: ../../docs/tutorials/3d/standard_material_3d.rst:455 +msgid "Setting a height map on a material produces a ray-marched search to emulate the proper displacement of cavities along the view direction. This only creates an illusion of depth, and does not add real geometry — for a height map shape used for physics collision (such as terrain), see :ref:`class_HeightMapShape3D`. It may not work for complex objects, but it produces a realistic depth effect for textures. For best results, *Height* should be used together with normal mapping." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:468 +#: ../../docs/tutorials/3d/standard_material_3d.rst:466 msgid "Subsurface Scattering" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:471 +#: ../../docs/tutorials/3d/standard_material_3d.rst:469 msgid "This effect emulates light that penetrates an object's surface, is scattered, and then comes out. It is useful to create realistic skin, marble, colored liquids, etc." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:478 +#: ../../docs/tutorials/3d/standard_material_3d.rst:476 msgid "Back Lighting" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:480 -#: ../../docs/tutorials/3d/standard_material_3d.rst:685 +#: ../../docs/tutorials/3d/standard_material_3d.rst:478 +#: ../../docs/tutorials/3d/standard_material_3d.rst:689 msgid "This controls how much light from the lit side (visible to light) is transferred to the dark side (opposite from the light). This works well for thin objects such as plant leaves, grass, human ears, etc." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:485 +#: ../../docs/tutorials/3d/standard_material_3d.rst:483 msgid "Refraction" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:487 +#: ../../docs/tutorials/3d/standard_material_3d.rst:485 msgid "When refraction is enabled, Godot attempts to fetch information from behind the object being rendered. This allows distorting the transparency in a way similar to refraction in real life." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:491 +#: ../../docs/tutorials/3d/standard_material_3d.rst:489 msgid "Remember to use a transparent albedo texture (or reduce the albedo color's alpha channel) to make refraction visible, as refraction relies on transparency to have a visible effect." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:495 +#: ../../docs/tutorials/3d/standard_material_3d.rst:493 msgid "Refraction also takes the material roughness into account. Higher roughness values will make the objects behind the refraction look blurrier, which simulates real life behavior. If you can't see behind the object when refraction is enabled and albedo transparency is reduced, decrease the material's **Roughness** value." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:501 +#: ../../docs/tutorials/3d/standard_material_3d.rst:499 msgid "A normal map can optionally be specified in the **Refraction Texture** property to allow distorting the refraction's direction on a per-pixel basis." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:508 +#: ../../docs/tutorials/3d/standard_material_3d.rst:506 msgid "Refraction is implemented as a screen-space effect and forces the material to be transparent. This makes the effect relatively fast, but this results in some limitations:" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:512 +#: ../../docs/tutorials/3d/standard_material_3d.rst:510 msgid ":ref:`Transparency sorting ` issues may occur." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:514 +#: ../../docs/tutorials/3d/standard_material_3d.rst:512 msgid "The refractive material cannot refract onto itself, or onto other transparent materials. A refractive material behind another transparent material will be invisible." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:517 +#: ../../docs/tutorials/3d/standard_material_3d.rst:515 msgid "Off-screen objects cannot appear in the refraction. This is most noticeable with high refraction strength values." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:519 +#: ../../docs/tutorials/3d/standard_material_3d.rst:517 msgid "Opaque materials in front of the refractive material will appear to have \"refracted\" edges, even though they shouldn't." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:523 +#: ../../docs/tutorials/3d/standard_material_3d.rst:521 msgid "Detail" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:525 +#: ../../docs/tutorials/3d/standard_material_3d.rst:523 msgid "Godot allows using secondary albedo and normal maps to generate a detail texture, which can be blended in many ways. By combining this with secondary UV or triplanar modes, many interesting textures can be achieved." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:531 +#: ../../docs/tutorials/3d/standard_material_3d.rst:529 msgid "There are several settings that control how detail is used." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:533 +#: ../../docs/tutorials/3d/standard_material_3d.rst:531 msgid "Mask: The detail mask is a black and white image used to control where the blending takes place on a texture. White is for the detail textures, Black is for the regular material textures, different shades of gray are for partial blending of the material textures and detail textures." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:538 +#: ../../docs/tutorials/3d/standard_material_3d.rst:536 msgid "Blend Mode: These four modes control how the textures are blended together." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:540 +#: ../../docs/tutorials/3d/standard_material_3d.rst:538 msgid "Mix: Combines pixel values of both textures. At black, only show the material texture, at white, only show the detail texture. Values of gray create a smooth blend between the two." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:544 +#: ../../docs/tutorials/3d/standard_material_3d.rst:542 msgid "Add: Adds pixel values of one Texture with the other. Unlike mix mode both textures are completely mixed at white parts of a mask and not at gray parts. The original texture is mostly unchanged at black" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:548 +#: ../../docs/tutorials/3d/standard_material_3d.rst:546 msgid "Sub: Subtracts pixel values of one texture with the other. The second texture is completely subtracted at white parts of a mask with only a little subtraction in black parts, gray parts being different levels of subtraction based on the exact texture." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:553 +#: ../../docs/tutorials/3d/standard_material_3d.rst:551 msgid "Mul: Multiplies the RGB channel numbers for each pixel from the top texture with the values for the corresponding pixel from the bottom texture." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:556 +#: ../../docs/tutorials/3d/standard_material_3d.rst:554 msgid "Albedo: This is where you put an albedo texture you want to blend. If nothing is in this slot it will be interpreted as white by default." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:559 +#: ../../docs/tutorials/3d/standard_material_3d.rst:557 msgid "Normal: This is where you put a normal texture you want to blend. If nothing is in this slot it will be interpreted as a flat normal map. This can still be used even if the material does not have normal map enabled." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:564 +#: ../../docs/tutorials/3d/standard_material_3d.rst:562 msgid "UV1 and UV2" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:566 +#: ../../docs/tutorials/3d/standard_material_3d.rst:564 msgid "Godot supports two UV channels per material. Secondary UV is often useful for ambient occlusion or emission (baked light). UVs can be scaled and offset, which is useful when using repeating textures." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:573 +#: ../../docs/tutorials/3d/standard_material_3d.rst:571 msgid "Triplanar Mapping" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:575 +#: ../../docs/tutorials/3d/standard_material_3d.rst:573 msgid "Triplanar mapping is supported for both UV1 and UV2. This is an alternative way to obtain texture coordinates, sometimes called \"Autotexture\". Textures are sampled in X, Y and Z and blended by the normal. Triplanar mapping can be performed in either world space or object space." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:580 +#: ../../docs/tutorials/3d/standard_material_3d.rst:578 msgid "In the image below, you can see how all primitives share the same material with world triplanar, so the brick texture continues smoothly between them." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:586 +#: ../../docs/tutorials/3d/standard_material_3d.rst:584 msgid "World Triplanar" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:588 +#: ../../docs/tutorials/3d/standard_material_3d.rst:586 msgid "When using triplanar mapping, it is computed in object local space. This option makes it use world space instead." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:594 +#: ../../docs/tutorials/3d/standard_material_3d.rst:592 msgid "Sampling" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:597 +#: ../../docs/tutorials/3d/standard_material_3d.rst:595 msgid "Filter" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:599 +#: ../../docs/tutorials/3d/standard_material_3d.rst:597 msgid "The filtering method for the textures used by the material. See :ref:`this page` for a full list of options and their description." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:603 +#: ../../docs/tutorials/3d/standard_material_3d.rst:601 msgid "Repeat" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:605 +#: ../../docs/tutorials/3d/standard_material_3d.rst:603 msgid "if the textures used by the material repeat, and how they repeat. See :ref:`this page` for a full list of options and their description." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:609 +#: ../../docs/tutorials/3d/standard_material_3d.rst:607 msgid "Shadows" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:612 +#: ../../docs/tutorials/3d/standard_material_3d.rst:610 msgid "Do Not Receive Shadows" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:614 +#: ../../docs/tutorials/3d/standard_material_3d.rst:612 msgid "Makes the object not receive any kind of shadow that would otherwise be cast onto it." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:618 +#: ../../docs/tutorials/3d/standard_material_3d.rst:616 msgid "Use Shadow to Opacity" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:620 +#: ../../docs/tutorials/3d/standard_material_3d.rst:618 msgid "Lighting modifies the alpha so shadowed areas are opaque and non-shadowed areas are transparent. Useful for overlaying shadows onto a camera feed in AR." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:624 +#: ../../docs/tutorials/3d/standard_material_3d.rst:622 msgid "Billboard" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:627 +#: ../../docs/tutorials/3d/standard_material_3d.rst:625 msgid "Billboard Mode" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:629 +#: ../../docs/tutorials/3d/standard_material_3d.rst:627 msgid "Enables billboard mode for drawing materials. This controls how the object faces the camera:" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:632 +#: ../../docs/tutorials/3d/standard_material_3d.rst:630 msgid "**Disabled:** Billboard mode is disabled." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:633 +#: ../../docs/tutorials/3d/standard_material_3d.rst:631 msgid "**Enabled:** Billboard mode is enabled. The object's -Z axis will always face the camera's viewing plane." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:635 +#: ../../docs/tutorials/3d/standard_material_3d.rst:633 msgid "**Y-Billboard:** The object's X axis will always be aligned with the camera's viewing plane." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:636 +#: ../../docs/tutorials/3d/standard_material_3d.rst:634 msgid "**Particle Billboard:** Most suited for particle systems, because it allows specifying :ref:`flipbook animation `." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:641 +#: ../../docs/tutorials/3d/standard_material_3d.rst:639 msgid "The **Particles Anim** section is only visible when the billboard mode is **Particle Billboard**." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:644 +#: ../../docs/tutorials/3d/standard_material_3d.rst:642 msgid "Billboard Keep Scale" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:646 +#: ../../docs/tutorials/3d/standard_material_3d.rst:644 msgid "Enables scaling a mesh in billboard mode." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:649 +#: ../../docs/tutorials/3d/standard_material_3d.rst:647 msgid "Grow" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:651 +#: ../../docs/tutorials/3d/standard_material_3d.rst:649 msgid "Grows the object vertices in the direction pointed by their normals:" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:655 +#: ../../docs/tutorials/3d/standard_material_3d.rst:653 msgid "This is commonly used to create cheap outlines. Add a second material pass, make it black and unshaded, reverse culling (Cull Front), and add some grow:" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:661 +#: ../../docs/tutorials/3d/standard_material_3d.rst:660 +msgid "For Grow to work as expected, the mesh must have connected faces with shared vertices, or \"smooth shading\". If the mesh has disconnected faces with unique vertices, or \"flat shading\", the mesh will appear to have gaps when using Grow." +msgstr "" + +#: ../../docs/tutorials/3d/standard_material_3d.rst:665 msgid "Transform" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:664 +#: ../../docs/tutorials/3d/standard_material_3d.rst:668 msgid "Fixed Size" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:666 +#: ../../docs/tutorials/3d/standard_material_3d.rst:670 msgid "This causes the object to be rendered at the same size no matter the distance. This is useful mostly for indicators (no depth test and high render priority) and some types of billboards." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:671 +#: ../../docs/tutorials/3d/standard_material_3d.rst:675 msgid "Use Point Size" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:673 +#: ../../docs/tutorials/3d/standard_material_3d.rst:677 msgid "This option is only effective when the geometry rendered is made of points (generally it's made of triangles when imported from 3D modeling software). If so, then those points can be resized (see below)." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:678 +#: ../../docs/tutorials/3d/standard_material_3d.rst:682 msgid "Point Size" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:680 +#: ../../docs/tutorials/3d/standard_material_3d.rst:684 msgid "When drawing points, specify the point size in pixels." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:683 +#: ../../docs/tutorials/3d/standard_material_3d.rst:687 msgid "Transmission" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:692 +#: ../../docs/tutorials/3d/standard_material_3d.rst:696 msgid "Proximity and Distance Fade" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:694 +#: ../../docs/tutorials/3d/standard_material_3d.rst:698 msgid "Godot allows materials to fade by proximity to each other as well as depending on the distance from the viewer. Proximity fade is useful for effects such as soft particles or a mass of water with a smooth blending to the shores." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:700 +#: ../../docs/tutorials/3d/standard_material_3d.rst:704 msgid "Distance fade is useful for light shafts or indicators that are only present after a given distance." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:703 +#: ../../docs/tutorials/3d/standard_material_3d.rst:707 msgid "Keep in mind enabling proximity fade or distance fade with **Pixel Alpha** mode enables alpha blending. Alpha blending is more GPU-intensive and can cause transparency sorting issues. Alpha blending also disables many material features such as the ability to cast shadows." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:710 +#: ../../docs/tutorials/3d/standard_material_3d.rst:714 msgid "To hide a character when they get too close to the camera, consider using **Pixel Dither** or better, **Object Dither** (which is even faster than **Pixel Dither**)." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:714 +#: ../../docs/tutorials/3d/standard_material_3d.rst:718 msgid "**Pixel Alpha** mode: The actual transparency of a pixel of the object changes with distance to the camera. This is the most effect, but forces the material into the transparency pipeline (which leads, for example, to no shadows)." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:720 +#: ../../docs/tutorials/3d/standard_material_3d.rst:724 msgid "**Pixel Dither** mode: What this does is sort of approximate the transparency by only having a fraction of the pixels rendered." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:725 +#: ../../docs/tutorials/3d/standard_material_3d.rst:729 msgid "**Object Dither** mode: Like the previous mode, but the calculated transparency is the same across the entire object's surface." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:731 +#: ../../docs/tutorials/3d/standard_material_3d.rst:735 msgid "Material Settings" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:734 +#: ../../docs/tutorials/3d/standard_material_3d.rst:738 msgid "Render priority" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:736 +#: ../../docs/tutorials/3d/standard_material_3d.rst:740 msgid "The rendering order of objects can be changed, although this is mostly useful for transparent objects (or opaque objects that perform depth draw but no color draw, such as cracks on the floor)." msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:741 +#: ../../docs/tutorials/3d/standard_material_3d.rst:744 +msgid "Objects are sorted by an opaque/transparent queue, then :ref:`render_priority`, with higher priority being drawn later. Transparent objects are also sorted by depth." +msgstr "" + +#: ../../docs/tutorials/3d/standard_material_3d.rst:747 +msgid "Depth testing overrules priority. Priority alone cannot force opaque objects to be drawn over each other." +msgstr "" + +#: ../../docs/tutorials/3d/standard_material_3d.rst:750 msgid "Next Pass" msgstr "" -#: ../../docs/tutorials/3d/standard_material_3d.rst:743 -msgid "Sets the material to be used for the next pass. This renders the object again with a different material." +#: ../../docs/tutorials/3d/standard_material_3d.rst:752 +msgid "Setting :ref:`next_pass` on a material will cause an object to be rendered again with that next material." msgstr "" -#: ../../docs/:0 -msgid "Translation status" +#: ../../docs/tutorials/3d/standard_material_3d.rst:755 +msgid "Materials are sorted by an opaque/transparent queue, then :ref:`render_priority`, with higher priority being drawn later." +msgstr "" + +#: ../../docs/tutorials/3d/standard_material_3d.rst:760 +msgid "Depth will test equal between both materials unless the grow setting or other vertex transformations are used. Multiple transparent passes should use :ref:`render_priority` to ensure correct ordering." msgstr "" diff --git a/sphinx/templates/tutorials/3d/using_decals.pot b/sphinx/templates/tutorials/3d/using_decals.pot index 6ac3ed091a..6cbca4235c 100644 --- a/sphinx/templates/tutorials/3d/using_decals.pot +++ b/sphinx/templates/tutorials/3d/using_decals.pot @@ -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 \n" @@ -52,7 +52,7 @@ msgid "How to balance decal configuration between performance and quality." msgstr "" #: ../../docs/tutorials/3d/using_decals.rst:31 -msgid "The Godot demo projects repository contains a `3D decals demo `__." +msgid "The Godot demo projects repository contains a `3D decals demo `__." msgstr "" #: ../../docs/tutorials/3d/using_decals.rst:34 @@ -75,7 +75,7 @@ msgstr "" msgid "Since decals can inject their own :abbr:`PBR (Physically-Based Rendering)` properties on top of the projected surfaces, they can also be used to create footprints or wet puddles." msgstr "" -#: ../../docs/tutorials/3d/using_decals.rst:58 +#: ../../docs/tutorials/3d/using_decals.rst:54 #: ../../docs/tutorials/3d/using_decals.rst:58 msgid "Dirt added on top of level geometry using decals" msgstr "" @@ -108,7 +108,7 @@ msgstr "" msgid "Even with real-time lighting, blob shadows can still be useful as a form of ambient occlusion for situations where SSAO is too expensive or too unstable due to its screen-space nature. For example, vehicles' underside shadows are well-represented using blob shadows." msgstr "" -#: ../../docs/tutorials/3d/using_decals.rst:93 +#: ../../docs/tutorials/3d/using_decals.rst:89 #: ../../docs/tutorials/3d/using_decals.rst:93 msgid "Blob shadow under object comparison" msgstr "" @@ -237,7 +237,7 @@ msgstr "" msgid "If you want to ensure a decal is always rendered on top of other decals, you need to set its **Sorting Offset** property to a positive value greater than the AABB length of the largest decal that may overlap it. To make this decal drawn behind other decals instead, set the **Sorting Offset** to the same negative value." msgstr "" -#: ../../docs/tutorials/3d/using_decals.rst:221 +#: ../../docs/tutorials/3d/using_decals.rst:217 #: ../../docs/tutorials/3d/using_decals.rst:221 msgid "VisualInstance3D Sorting Offset comparison on Decals" msgstr "" @@ -255,33 +255,29 @@ msgid "To improve rendering performance, you can enable the **Distance Fade** pr msgstr "" #: ../../docs/tutorials/3d/using_decals.rst:237 -msgid "The way decals are rendered also has an impact on performance. The **Rendering > Textures > Decals > Filter** advanced project setting lets you control how decal textures should be filtered. **Nearest/Linear** does not use mipmaps. However, decals will look grainy at a distance. **Nearest/Linear Mipmaps** will look smoother at a distance, but decals will look blurry when viewed from oblique angles. This can be resolved by using **Nearest/Linear Mipmaps Anisotropic**, which provides the highest quality but is also slower to render." +msgid "The way decals are rendered also has an impact on performance. The :ref:`Rendering > Textures > Decals > Filter` advanced project setting lets you control how decal textures should be filtered. **Nearest/Linear** does not use mipmaps. However, decals will look grainy at a distance. **Nearest/Linear Mipmaps** will look smoother at a distance, but decals will look blurry when viewed from oblique angles. This can be resolved by using **Nearest/Linear Mipmaps Anisotropic**, which provides the highest quality but is also slower to render." msgstr "" -#: ../../docs/tutorials/3d/using_decals.rst:245 +#: ../../docs/tutorials/3d/using_decals.rst:246 msgid "If your project has a pixel art style, consider setting the filter to one of the **Nearest** values so that decals use nearest-neighbor filtering. Otherwise, stick to **Linear**." msgstr "" -#: ../../docs/tutorials/3d/using_decals.rst:250 +#: ../../docs/tutorials/3d/using_decals.rst:251 msgid "Limitations" msgstr "" -#: ../../docs/tutorials/3d/using_decals.rst:252 +#: ../../docs/tutorials/3d/using_decals.rst:253 msgid "Decals cannot affect material properties other than the ones listed above, such as height (for parallax mapping)." msgstr "" -#: ../../docs/tutorials/3d/using_decals.rst:255 +#: ../../docs/tutorials/3d/using_decals.rst:256 msgid "For performance reasons, decals use purely fixed rendering logic. This means decals cannot use custom shaders. However, custom shaders on the projected surfaces are able to read the information that is overridden by decals on top of them, such as roughness and metallic." msgstr "" -#: ../../docs/tutorials/3d/using_decals.rst:260 -msgid "When using the Forward+ renderer, Godot uses a *clustering* approach for decal rendering. As many decals as desired can be added (as long as performance allows). However, there's still a default limit of 512 *clustered elements* that can be present in the current camera view. A clustered element is an omni light, a spot light, a :ref:`decal ` or a :ref:`reflection probe `. This limit can be increased by adjusting the **Rendering > Limits > Cluster Builder > Max Clustered Elements** advanced project setting." +#: ../../docs/tutorials/3d/using_decals.rst:261 +msgid "When using the Forward+ renderer, Godot uses a *clustering* approach for decal rendering. As many decals as desired can be added (as long as performance allows). However, there's still a default limit of 512 *clustered elements* that can be present in the current camera view. A clustered element is an omni light, a spot light, a :ref:`decal ` or a :ref:`reflection probe `. This limit can be increased by adjusting :ref:`Max Clustered Elements` in **Project Settings > Rendering > Limits > Cluster Builder**." msgstr "" -#: ../../docs/tutorials/3d/using_decals.rst:269 +#: ../../docs/tutorials/3d/using_decals.rst:270 msgid "When using the Forward Mobile backend, only 8 decals can be applied on each individual Mesh *resource*. If there are more decals affecting a single mesh, not all of them will be rendered on the mesh." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/3d/using_gridmaps.pot b/sphinx/templates/tutorials/3d/using_gridmaps.pot index f61296a08e..fb05a7c9c2 100644 --- a/sphinx/templates/tutorials/3d/using_gridmaps.pot +++ b/sphinx/templates/tutorials/3d/using_gridmaps.pot @@ -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 \n" @@ -154,7 +154,3 @@ msgstr "" #: ../../docs/tutorials/3d/using_gridmaps.rst:137 msgid "See :ref:`class_GridMap` for details on the node's methods and member variables." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/3d/using_multi_mesh_instance.pot b/sphinx/templates/tutorials/3d/using_multi_mesh_instance.pot index b85f0806a9..e28fb66700 100644 --- a/sphinx/templates/tutorials/3d/using_multi_mesh_instance.pot +++ b/sphinx/templates/tutorials/3d/using_multi_mesh_instance.pot @@ -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 \n" @@ -142,7 +142,3 @@ msgstr "" #: ../../docs/tutorials/3d/using_multi_mesh_instance.rst:108 msgid "To change the result, repeat the previous steps with different parameters." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/3d/using_transforms.pot b/sphinx/templates/tutorials/3d/using_transforms.pot index 34f7d967d9..262befd661 100644 --- a/sphinx/templates/tutorials/3d/using_transforms.pot +++ b/sphinx/templates/tutorials/3d/using_transforms.pot @@ -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 \n" @@ -195,110 +195,110 @@ msgstr "" msgid "To rotate relative to object space (the node's own transform), use the following:" msgstr "" -#: ../../docs/tutorials/3d/using_transforms.rst:205 -msgid "Precision errors" +#: ../../docs/tutorials/3d/using_transforms.rst:204 +msgid "The axis should be defined in the local coordinate system of the object. For example, to rotate around the object's local X, Y, or Z axes, use ``Vector3.RIGHT`` for the X-axis, ``Vector3.UP`` for the Y-axis, and ``Vector3.FORWARD`` for the Z-axis." msgstr "" #: ../../docs/tutorials/3d/using_transforms.rst:207 -msgid "Doing successive operations on transforms will result in a loss of precision due to floating-point error. This means the scale of each axis may no longer be exactly ``1.0``, and they may not be exactly ``90`` degrees from each other." +msgid "Precision errors" msgstr "" #: ../../docs/tutorials/3d/using_transforms.rst:209 -msgid "If a transform is rotated every frame, it will eventually start deforming over time. This is unavoidable." +msgid "Doing successive operations on transforms will result in a loss of precision due to floating-point error. This means the scale of each axis may no longer be exactly ``1.0``, and they may not be exactly ``90`` degrees from each other." msgstr "" #: ../../docs/tutorials/3d/using_transforms.rst:211 +msgid "If a transform is rotated every frame, it will eventually start deforming over time. This is unavoidable." +msgstr "" + +#: ../../docs/tutorials/3d/using_transforms.rst:213 msgid "There are two different ways to handle this. The first is to *orthonormalize* the transform after some time (maybe once per frame if you modify it every frame):" msgstr "" -#: ../../docs/tutorials/3d/using_transforms.rst:222 +#: ../../docs/tutorials/3d/using_transforms.rst:224 msgid "This will make all axes have ``1.0`` length again and be ``90`` degrees from each other. However, any scale applied to the transform will be lost." msgstr "" -#: ../../docs/tutorials/3d/using_transforms.rst:224 +#: ../../docs/tutorials/3d/using_transforms.rst:226 msgid "It is recommended you not scale nodes that are going to be manipulated; scale their children nodes instead (such as MeshInstance3D). If you absolutely must scale the node, then re-apply it at the end:" msgstr "" -#: ../../docs/tutorials/3d/using_transforms.rst:238 +#: ../../docs/tutorials/3d/using_transforms.rst:240 msgid "Obtaining information" msgstr "" -#: ../../docs/tutorials/3d/using_transforms.rst:240 +#: ../../docs/tutorials/3d/using_transforms.rst:242 msgid "You might be thinking at this point: **\"Ok, but how do I get angles from a transform?\"**. The answer again is: you don't. You must do your best to stop thinking in angles." msgstr "" -#: ../../docs/tutorials/3d/using_transforms.rst:242 +#: ../../docs/tutorials/3d/using_transforms.rst:244 msgid "Imagine you need to shoot a bullet in the direction your player is facing. Just use the forward axis (commonly ``Z`` or ``-Z``)." msgstr "" -#: ../../docs/tutorials/3d/using_transforms.rst:255 +#: ../../docs/tutorials/3d/using_transforms.rst:257 msgid "Is the enemy looking at the player? Use the dot product for this (see the :ref:`doc_vector_math` tutorial for an explanation of the dot product):" msgstr "" -#: ../../docs/tutorials/3d/using_transforms.rst:274 +#: ../../docs/tutorials/3d/using_transforms.rst:276 msgid "Strafe left:" msgstr "" -#: ../../docs/tutorials/3d/using_transforms.rst:291 +#: ../../docs/tutorials/3d/using_transforms.rst:293 msgid "Jump:" msgstr "" -#: ../../docs/tutorials/3d/using_transforms.rst:310 +#: ../../docs/tutorials/3d/using_transforms.rst:312 msgid "All common behaviors and logic can be done with just vectors." msgstr "" -#: ../../docs/tutorials/3d/using_transforms.rst:313 +#: ../../docs/tutorials/3d/using_transforms.rst:315 msgid "Setting information" msgstr "" -#: ../../docs/tutorials/3d/using_transforms.rst:315 +#: ../../docs/tutorials/3d/using_transforms.rst:317 msgid "There are, of course, cases where you want to set information to a transform. Imagine a first person controller or orbiting camera. Those are definitely done using angles, because you *do want* the transforms to happen in a specific order." msgstr "" -#: ../../docs/tutorials/3d/using_transforms.rst:317 +#: ../../docs/tutorials/3d/using_transforms.rst:319 msgid "For such cases, keep the angles and rotations *outside* the transform and set them every frame. Don't try to retrieve and reuse them because the transform is not meant to be used this way." msgstr "" -#: ../../docs/tutorials/3d/using_transforms.rst:319 +#: ../../docs/tutorials/3d/using_transforms.rst:321 msgid "Example of looking around, FPS style:" msgstr "" -#: ../../docs/tutorials/3d/using_transforms.rst:361 +#: ../../docs/tutorials/3d/using_transforms.rst:363 msgid "As you can see, in such cases it's even simpler to keep the rotation outside, then use the transform as the *final* orientation." msgstr "" -#: ../../docs/tutorials/3d/using_transforms.rst:364 +#: ../../docs/tutorials/3d/using_transforms.rst:366 msgid "Interpolating with quaternions" msgstr "" -#: ../../docs/tutorials/3d/using_transforms.rst:366 +#: ../../docs/tutorials/3d/using_transforms.rst:368 msgid "Interpolating between two transforms can efficiently be done with quaternions. More information about how quaternions work can be found in other places around the Internet. For practical use, it's enough to understand that pretty much their main use is doing a closest path interpolation. As in, if you have two rotations, a quaternion will smoothly allow interpolation between them using the closest axis." msgstr "" -#: ../../docs/tutorials/3d/using_transforms.rst:368 +#: ../../docs/tutorials/3d/using_transforms.rst:370 msgid "Converting a rotation to quaternion is straightforward." msgstr "" -#: ../../docs/tutorials/3d/using_transforms.rst:391 +#: ../../docs/tutorials/3d/using_transforms.rst:393 msgid "The :ref:`class_Quaternion` type reference has more information on the datatype (it can also do transform accumulation, transform points, etc., though this is used less often). If you interpolate or apply operations to quaternions many times, keep in mind they need to be eventually normalized. Otherwise, they will also suffer from numerical precision errors." msgstr "" -#: ../../docs/tutorials/3d/using_transforms.rst:397 +#: ../../docs/tutorials/3d/using_transforms.rst:399 msgid "Quaternions are useful when doing camera/path/etc. interpolations, as the result will always be correct and smooth." msgstr "" -#: ../../docs/tutorials/3d/using_transforms.rst:400 +#: ../../docs/tutorials/3d/using_transforms.rst:402 msgid "Transforms are your friend" msgstr "" -#: ../../docs/tutorials/3d/using_transforms.rst:402 +#: ../../docs/tutorials/3d/using_transforms.rst:404 msgid "For most beginners, getting used to working with transforms can take some time. However, once you get used to them, you will appreciate their simplicity and power." msgstr "" -#: ../../docs/tutorials/3d/using_transforms.rst:404 +#: ../../docs/tutorials/3d/using_transforms.rst:406 msgid "Don't hesitate to ask for help on this topic in any of Godot's `online communities `_ and, once you become confident enough, please help others!" msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/3d/variable_rate_shading.pot b/sphinx/templates/tutorials/3d/variable_rate_shading.pot index 37353c2871..0cd8dea41b 100644 --- a/sphinx/templates/tutorials/3d/variable_rate_shading.pot +++ b/sphinx/templates/tutorials/3d/variable_rate_shading.pot @@ -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 \n" @@ -39,12 +39,12 @@ msgstr "" msgid "Here's a scene rendered with rate shading disabled then enabled, using the density map linked at the bottom of this page:" msgstr "" -#: ../../docs/tutorials/3d/variable_rate_shading.rst:36 +#: ../../docs/tutorials/3d/variable_rate_shading.rst:32 #: ../../docs/tutorials/3d/variable_rate_shading.rst:36 msgid "Variable rate shading disabled in textured scene" msgstr "" -#: ../../docs/tutorials/3d/variable_rate_shading.rst:42 +#: ../../docs/tutorials/3d/variable_rate_shading.rst:38 #: ../../docs/tutorials/3d/variable_rate_shading.rst:42 msgid "Variable rate shading enabled in textured scene (lower quality but higher performance)" msgstr "" @@ -53,12 +53,12 @@ msgstr "" msgid "When used in scenes with low-frequency detail (such as scenes with a stylized/low-poly aesthetic), it's possible to achieve similar performance gains but with less reduction in visual quality:" msgstr "" -#: ../../docs/tutorials/3d/variable_rate_shading.rst:52 +#: ../../docs/tutorials/3d/variable_rate_shading.rst:48 #: ../../docs/tutorials/3d/variable_rate_shading.rst:52 msgid "Variable rate shading disabled in untextured scene" msgstr "" -#: ../../docs/tutorials/3d/variable_rate_shading.rst:58 +#: ../../docs/tutorials/3d/variable_rate_shading.rst:54 #: ../../docs/tutorials/3d/variable_rate_shading.rst:58 msgid "Variable rate shading enabled in untextured scene (lower quality but higher performance)" msgstr "" @@ -269,7 +269,7 @@ msgstr "" msgid "For example, this VRS density texture provides the highest shading density in the center of the viewport, and the lowest shading density in the corners:" msgstr "" -#: ../../docs/tutorials/3d/variable_rate_shading.rst:163 +#: ../../docs/tutorials/3d/variable_rate_shading.rst:159 #: ../../docs/tutorials/3d/variable_rate_shading.rst:163 msgid "Example VRS density map texture, simulating foveated rendering" msgstr "" @@ -389,7 +389,3 @@ msgstr "" #: ../../docs/tutorials/3d/variable_rate_shading.rst:215 msgid "For non-VR games, you will probably have to use a less aggressive VRS texture than what was used in this example. As a result, the effective performance gains will be lower." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/3d/visibility_ranges.pot b/sphinx/templates/tutorials/3d/visibility_ranges.pot index 1ff8a322d2..9add577014 100644 --- a/sphinx/templates/tutorials/3d/visibility_ranges.pot +++ b/sphinx/templates/tutorials/3d/visibility_ranges.pot @@ -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 \n" @@ -302,7 +302,3 @@ msgstr "" #: ../../docs/tutorials/3d/visibility_ranges.rst:257 msgid "On the MeshInstance3D that is displayed far away, edit its material in the inspector. Set its **Distance Fade** mode to **Object Dither**. Set **Min Distance** to the same value as the visibility range **Begin**. Set **Max Distance** to the same value *plus* the fade transition distance." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/3d/volumetric_fog.pot b/sphinx/templates/tutorials/3d/volumetric_fog.pot index b32fe694a5..c02e7a01b9 100644 --- a/sphinx/templates/tutorials/3d/volumetric_fog.pot +++ b/sphinx/templates/tutorials/3d/volumetric_fog.pot @@ -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 \n" @@ -255,7 +255,7 @@ msgstr "" msgid "Since Godot 4.1, there is a NoiseTexture3D resource that can be used to procedurally generate 3D noise. This is well-suited to FogMaterial density textures, which can result in more detailed fog effects:" msgstr "" -#: ../../docs/tutorials/3d/volumetric_fog.rst:236 +#: ../../docs/tutorials/3d/volumetric_fog.rst:233 msgid "FogMaterial comparison (without and with density texture)" msgstr "" @@ -354,7 +354,3 @@ msgstr "" #: ../../docs/tutorials/3d/volumetric_fog.rst:306 msgid "Optionally, billboarding may be left disabled if you place the quad in a way where all of its corners are in solid geometry. This can be useful for fogging large planes that the camera cannot enter, such as bottomless pits." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/animation/2d_skeletons.pot b/sphinx/templates/tutorials/animation/2d_skeletons.pot index 5fb29d302d..5025002157 100644 --- a/sphinx/templates/tutorials/animation/2d_skeletons.pot +++ b/sphinx/templates/tutorials/animation/2d_skeletons.pot @@ -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 \n" @@ -28,205 +28,201 @@ msgid "When working with 3D, skeletal deforms are common for characters and crea msgstr "" #: ../../docs/tutorials/animation/2d_skeletons.rst:15 -msgid "One option is to create animations in third-party software such as Spine or Dragonbones. From Godot 3.1 onwards, though, this functionality is supported built-in." +msgid "One option is to create animations in third-party software such as Spine or Dragonbones. This functionality is also supported built-in." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:19 +#: ../../docs/tutorials/animation/2d_skeletons.rst:18 msgid "Why would you want to do skeletal animations directly in Godot? The answer is that there are many advantages to it:" msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:22 +#: ../../docs/tutorials/animation/2d_skeletons.rst:21 msgid "Better integration with the engine, so less hassle importing and editing from an external tool." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:24 +#: ../../docs/tutorials/animation/2d_skeletons.rst:23 msgid "Ability to control particle systems, shaders, sounds, call scripts, colors, transparency, etc. in animations." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:26 +#: ../../docs/tutorials/animation/2d_skeletons.rst:25 msgid "The built-in skeletal system in Godot is very efficient and designed for performance." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:29 +#: ../../docs/tutorials/animation/2d_skeletons.rst:28 msgid "The following tutorial will, then, explain 2D skeletal deformations." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:32 +#: ../../docs/tutorials/animation/2d_skeletons.rst:31 msgid "Setup" msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:36 +#: ../../docs/tutorials/animation/2d_skeletons.rst:35 msgid "Before starting, we recommend you to go through the :ref:`doc_cutout_animation` tutorial to gain a general understanding of animating within Godot." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:40 +#: ../../docs/tutorials/animation/2d_skeletons.rst:39 msgid "For this tutorial, we will be using a single image to construct our character. Download it from :download:`gBot_pieces.png ` or save the image below." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:46 +#: ../../docs/tutorials/animation/2d_skeletons.rst:45 msgid "It is also advised to download the final character image :download:`gBot_complete.png ` to have a good reference for putting the different pieces together." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:53 +#: ../../docs/tutorials/animation/2d_skeletons.rst:52 msgid "Creating the polygons" msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:55 +#: ../../docs/tutorials/animation/2d_skeletons.rst:54 msgid "Create a new scene for your model (if it's going to be an animated character, you may want to use a ``CharacterBody2D``). For ease of use, an empty 2D node is created as a root for the polygons." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:59 +#: ../../docs/tutorials/animation/2d_skeletons.rst:58 msgid "Begin with a ``Polygon2D`` node. There is no need to place it anywhere in the scene for now, so simply create it like this:" msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:64 +#: ../../docs/tutorials/animation/2d_skeletons.rst:63 msgid "Select it and assign the texture with the character pieces you have downloaded before:" msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:69 +#: ../../docs/tutorials/animation/2d_skeletons.rst:68 msgid "Drawing a polygon directly is not advised. Instead, open the \"UV\" dialog for the polygon:" msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:74 +#: ../../docs/tutorials/animation/2d_skeletons.rst:73 msgid "Head over to the *Points* mode, select the pencil and draw a polygon around the desired piece:" msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:79 +#: ../../docs/tutorials/animation/2d_skeletons.rst:78 msgid "Duplicate the polygon node and give it a proper name. Then, enter the \"UV\" dialog again and replace the old polygon with another one in the new desired piece." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:83 +#: ../../docs/tutorials/animation/2d_skeletons.rst:82 msgid "When you duplicate nodes and the next piece has a similar shape, you can edit the previous polygon instead of drawing a new one." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:86 +#: ../../docs/tutorials/animation/2d_skeletons.rst:85 msgid "After moving the polygon, remember to update the UV by selecting **Edit > Copy Polygon to UV** in the Polygon 2D UV Editor." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:91 +#: ../../docs/tutorials/animation/2d_skeletons.rst:90 msgid "Keep doing this until you mapped all pieces." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:95 +#: ../../docs/tutorials/animation/2d_skeletons.rst:94 msgid "You will notice that pieces for nodes appear in the same layout as they do in the original texture. This is because by default, when you draw a polygon, the UV and points are the same." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:99 +#: ../../docs/tutorials/animation/2d_skeletons.rst:98 msgid "Rearrange the pieces and build the character. This should be pretty quick. There is no need to change pivots, so don't bother making sure rotation pivots for each piece are right; you can leave them be for now." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:105 +#: ../../docs/tutorials/animation/2d_skeletons.rst:104 msgid "Ah, the visual order of the pieces is not correct yet, as some are covering wrong pieces. Rearrange the order of the nodes to fix this:" msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:110 +#: ../../docs/tutorials/animation/2d_skeletons.rst:109 msgid "And there you go! It was definitely much easier than in the cutout tutorial." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:113 +#: ../../docs/tutorials/animation/2d_skeletons.rst:112 msgid "Creating the skeleton" msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:115 +#: ../../docs/tutorials/animation/2d_skeletons.rst:114 msgid "Create a ``Skeleton2D`` node as a child of the root node. This will be the base of our skeleton:" msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:120 +#: ../../docs/tutorials/animation/2d_skeletons.rst:119 msgid "Create a ``Bone2D`` node as a child of the skeleton. Put it on the hip (usually skeletons start here). The bone will be pointing to the right, but you can ignore this for now." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:126 +#: ../../docs/tutorials/animation/2d_skeletons.rst:125 msgid "Keep creating bones in hierarchy and naming them accordingly." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:130 +#: ../../docs/tutorials/animation/2d_skeletons.rst:129 msgid "At the end of this chain, there will be a *jaw* node. It is, again, very short and pointing to the right. This is normal for bones without children. The length of *tip* bones can be changed with a property in the inspector:" msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:136 +#: ../../docs/tutorials/animation/2d_skeletons.rst:135 msgid "In this case, we don't need to rotate the bone (coincidentally the jaw points right in the sprite), but in case you need to, feel free to do it. Again, this is only really needed for tip bones as nodes with children don't usually need a length or a specific rotation." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:141 +#: ../../docs/tutorials/animation/2d_skeletons.rst:140 msgid "Keep going and build the whole skeleton:" msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:145 +#: ../../docs/tutorials/animation/2d_skeletons.rst:144 msgid "You will notice that all bones raise a warning about a missing rest pose. A rest pose is the default pose for a skeleton, you can come back to it anytime you want (which is very handy for animating). To set one click on the *skeleton* node in the scene tree, then click on the ``Skeleton2D`` button in the toolbar, and select ``Overwrite Rest Pose`` from the dropdown menu." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:153 +#: ../../docs/tutorials/animation/2d_skeletons.rst:152 msgid "The warnings will go away. If you modify the skeleton (add/remove bones) you will need to set the rest pose again." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:157 +#: ../../docs/tutorials/animation/2d_skeletons.rst:156 msgid "Deforming the polygons" msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:159 +#: ../../docs/tutorials/animation/2d_skeletons.rst:158 msgid "Select the previously created polygons and assign the skeleton node to their ``Skeleton`` property. This will ensure that they can eventually be deformed by it." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:165 +#: ../../docs/tutorials/animation/2d_skeletons.rst:164 msgid "Click the property highlighted above and select the skeleton node:" msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:169 +#: ../../docs/tutorials/animation/2d_skeletons.rst:168 msgid "Again, open the UV editor for the polygon and go to the *Bones* section." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:173 +#: ../../docs/tutorials/animation/2d_skeletons.rst:172 msgid "You will not be able to paint weights yet. For this you need to synchronize the list of bones from the skeleton with the polygon. This step is done only once and manually (unless you modify the skeleton by adding/removing/renaming bones). It ensures that your rigging information is kept in the polygon, even if a skeleton node is accidentally lost or the skeleton modified. Push the \"Sync Bones to Polygon\" button to sync the list." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:182 +#: ../../docs/tutorials/animation/2d_skeletons.rst:181 msgid "The list of bones will automatically appear. By default, your polygon has no weight assigned to any of them. Select the bones you want to assign weight to and paint them:" msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:188 +#: ../../docs/tutorials/animation/2d_skeletons.rst:187 msgid "Points in white have a full weight assigned, while points in black are not influenced by the bone. If the same point is painted white for multiple bones, the influence will be distributed amongst them (so usually there is not that much need to use shades in-between unless you want to polish the bending effect)." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:196 +#: ../../docs/tutorials/animation/2d_skeletons.rst:195 msgid "After painting the weights, animating the bones (NOT the polygons!) will have the desired effect of modifying and bending the polygons accordingly. As you only need to animate bones in this approach, work becomes much easier!" msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:200 +#: ../../docs/tutorials/animation/2d_skeletons.rst:199 msgid "But it's not all roses. Trying to animate bones that bend the polygon will often yield unexpected results:" msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:205 +#: ../../docs/tutorials/animation/2d_skeletons.rst:204 msgid "This happens because Godot generates internal triangles that connect the points when drawing the polygon. They don't always bend the way you would expect. To solve this, you need to set hints in the geometry to clarify how you expect it to deform." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:211 +#: ../../docs/tutorials/animation/2d_skeletons.rst:210 msgid "Internal vertices" msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:213 +#: ../../docs/tutorials/animation/2d_skeletons.rst:212 msgid "Open the UV menu for each bone again and go to the *Points* section. Add some internal vertices in the regions where you expect the geometry to bend:" msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:218 +#: ../../docs/tutorials/animation/2d_skeletons.rst:217 msgid "Now, go to the *Polygon* section and redraw your own polygons with more detail. Imagine that, as your polygons bend, you need to make sure they deform the least possible, so experiment a bit to find the right setup." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:224 +#: ../../docs/tutorials/animation/2d_skeletons.rst:223 msgid "Once you start drawing, the original polygon will disappear and you will be free to create your own:" msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:229 +#: ../../docs/tutorials/animation/2d_skeletons.rst:228 msgid "This amount of detail is usually fine, though you may want to have more fine-grained control over where triangles go. Experiment by yourself until you get the results you like." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:233 +#: ../../docs/tutorials/animation/2d_skeletons.rst:232 msgid "**Note:** Don't forget that your newly added internal vertices also need weight painting! Go to the *Bones* section again to assign them to the right bones." msgstr "" -#: ../../docs/tutorials/animation/2d_skeletons.rst:236 +#: ../../docs/tutorials/animation/2d_skeletons.rst:235 msgid "Once you are all set, you will get much better results:" msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/animation/animation_track_types.pot b/sphinx/templates/tutorials/animation/animation_track_types.pot index 2de300f918..7e6b4f121e 100644 --- a/sphinx/templates/tutorials/animation/animation_track_types.pot +++ b/sphinx/templates/tutorials/animation/animation_track_types.pot @@ -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 \n" @@ -195,7 +195,3 @@ msgstr "" #: ../../docs/tutorials/animation/animation_track_types.rst:213 msgid "If you instanced a scene that contains an animation player into your scene, you need to enable \"Editable Children\" in the scene tree to access its animation player. Also, an animation player cannot reference itself." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/animation/animation_tree.pot b/sphinx/templates/tutorials/animation/animation_tree.pot index cee2f307e5..d752ebcf8b 100644 --- a/sphinx/templates/tutorials/animation/animation_tree.pot +++ b/sphinx/templates/tutorials/animation/animation_tree.pot @@ -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 \n" @@ -31,354 +31,346 @@ msgstr "" msgid "However, the support for blending those animations via ``AnimationPlayer`` is relatively limited, as only a fixed cross-fade transition time can be set." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:15 -msgid ":ref:`AnimationTree ` is a new node introduced in Godot 3.1 to deal with advanced transitions. It supersedes the ancient ``AnimationTreePlayer``, while adding a huge amount of features and flexibility." -msgstr "" - -#: ../../docs/tutorials/animation/animation_tree.rst:19 +#: ../../docs/tutorials/animation/animation_tree.rst:16 msgid "Creating an AnimationTree" msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:21 +#: ../../docs/tutorials/animation/animation_tree.rst:18 msgid "Before starting, it must be made clear that an ``AnimationTree`` node does not contain its own animations. Instead, it uses animations contained in an ``AnimationPlayer`` node. This way, you can edit your animations (or import them from a 3D scene) as usual and then use this extra node to control the playback." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:25 +#: ../../docs/tutorials/animation/animation_tree.rst:22 msgid "The most common way to use ``AnimationTree`` is in a 3D scene. When importing your scenes from a 3D exchange format, they will usually come with animations built-in (either multiple ones or split from a large one on import). At the end, the imported Godot scene will contain the animations in a ``AnimationPlayer`` node." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:29 +#: ../../docs/tutorials/animation/animation_tree.rst:26 msgid "As you rarely use imported scenes directly in Godot (they are either instantiated or inherited from), you can place the ``AnimationTree`` node in your new scene which contains the imported one. Afterwards, point the ``AnimationTree`` node to the ``AnimationPlayer`` that was created in the imported scene." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:32 +#: ../../docs/tutorials/animation/animation_tree.rst:29 msgid "This is how it's done in the `Third Person Shooter demo `_, for reference:" msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:36 +#: ../../docs/tutorials/animation/animation_tree.rst:33 msgid "A new scene was created for the player with a ``CharacterBody3D`` as root. Inside this scene, the original ``.dae`` (Collada) file was instantiated and an ``AnimationTree`` node was created." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:40 +#: ../../docs/tutorials/animation/animation_tree.rst:37 msgid "Creating a tree" msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:42 +#: ../../docs/tutorials/animation/animation_tree.rst:39 msgid "There are three main types of nodes that can be used in ``AnimationTree``:" msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:44 +#: ../../docs/tutorials/animation/animation_tree.rst:41 msgid "Animation nodes, which reference an animation from the linked ``AnimationPlayer``." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:45 +#: ../../docs/tutorials/animation/animation_tree.rst:42 msgid "Animation Root nodes, which are used to blend sub-nodes." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:46 +#: ../../docs/tutorials/animation/animation_tree.rst:43 msgid "Animation Blend nodes, which are used within ``AnimationNodeBlendTree`` as single-graph blending via multiple input ports." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:48 +#: ../../docs/tutorials/animation/animation_tree.rst:45 msgid "To set a root node in ``AnimationTree``, a few types are available:" msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:52 +#: ../../docs/tutorials/animation/animation_tree.rst:49 msgid "``AnimationNodeAnimation``: Selects an animation from the list and plays it. This is the simplest root node, and generally not used directly as root." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:53 +#: ../../docs/tutorials/animation/animation_tree.rst:50 msgid "``AnimationNodeBlendTree``: Contains many *blend* type nodes, such as mix, blend2, blend3, one shot, etc. This is one of the most commonly used roots." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:54 +#: ../../docs/tutorials/animation/animation_tree.rst:51 msgid "``AnimationNodeStateMachine``: Contains multiple root nodes as children in a graph. Each node is used as a *state*, and provides multiple functions to alternate between states." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:55 +#: ../../docs/tutorials/animation/animation_tree.rst:52 msgid "``AnimationNodeBlendSpace2D``: Allows placing root nodes in a 2D blend space. Control the blend position in 2D to mix between multiple animations." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:56 +#: ../../docs/tutorials/animation/animation_tree.rst:53 msgid "``AnimationNodeBlendSpace1D``: Simplified version of the above (1D)." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:59 +#: ../../docs/tutorials/animation/animation_tree.rst:56 msgid "Blend tree" msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:61 +#: ../../docs/tutorials/animation/animation_tree.rst:58 msgid "An ``AnimationNodeBlendTree`` can contain both root and regular nodes used for blending. Nodes are added to the graph from a menu:" msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:65 +#: ../../docs/tutorials/animation/animation_tree.rst:62 msgid "All blend trees contain an ``Output`` node by default, and something has to be connected to it in order for animations to play." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:67 +#: ../../docs/tutorials/animation/animation_tree.rst:64 msgid "The easiest way to test this functionality is to connect an ``Animation`` node to it directly:" msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:71 +#: ../../docs/tutorials/animation/animation_tree.rst:68 msgid "This will simply play back the animation. Make sure that the ``AnimationTree`` is active for something to actually happen." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:73 +#: ../../docs/tutorials/animation/animation_tree.rst:70 msgid "Following is a short description of available nodes:" msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:76 +#: ../../docs/tutorials/animation/animation_tree.rst:73 msgid "Blend2 / Blend3" msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:78 +#: ../../docs/tutorials/animation/animation_tree.rst:75 msgid "These nodes will blend between two or three inputs by a user-specified blend value:" msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:82 +#: ../../docs/tutorials/animation/animation_tree.rst:79 msgid "For more complex blending, it is advised to use blend spaces instead." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:84 +#: ../../docs/tutorials/animation/animation_tree.rst:81 msgid "Blending can also use filters, i.e. you can control individually which tracks go through the blend function. This is very useful for layering animations on top of each other." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:90 +#: ../../docs/tutorials/animation/animation_tree.rst:87 msgid "OneShot" msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:92 +#: ../../docs/tutorials/animation/animation_tree.rst:89 msgid "This node will execute a sub-animation and return once it finishes. Blend times for fading in and out can be customized, as well as filters." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:96 +#: ../../docs/tutorials/animation/animation_tree.rst:93 msgid "After setting the request and changing the animation playback, the one-shot node automatically clears the request on the next process frame by setting its ``request`` value to ``AnimationNodeOneShot.ONE_SHOT_REQUEST_NONE``." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:128 +#: ../../docs/tutorials/animation/animation_tree.rst:125 msgid "TimeSeek" msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:130 +#: ../../docs/tutorials/animation/animation_tree.rst:127 msgid "This node can be used to cause a seek command to happen to any sub-children of the animation graph. Use this node type to play an ``Animation`` from the start or a certain playback position inside the ``AnimationNodeBlendTree``." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:132 +#: ../../docs/tutorials/animation/animation_tree.rst:129 msgid "After setting the time and changing the animation playback, the seek node automatically goes into sleep mode on the next process frame by setting its ``seek_request`` value to ``-1.0``." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:156 +#: ../../docs/tutorials/animation/animation_tree.rst:153 msgid "TimeScale" msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:158 +#: ../../docs/tutorials/animation/animation_tree.rst:155 msgid "Allows scaling the speed of the animation (or reverse it) connected to the `in` input via the `scale` parameter. Setting the `scale` to 0 will pause the animation." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:161 +#: ../../docs/tutorials/animation/animation_tree.rst:158 msgid "Transition" msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:163 +#: ../../docs/tutorials/animation/animation_tree.rst:160 msgid "Very simple state machine (when you don't want to cope with a ``StateMachine`` node). Animations can be connected to the outputs and transition times can be specified. After setting the request and changing the animation playback, the transition node automatically clears the request on the next process frame by setting its ``transition_request`` value to an empty string (``\"\"``)." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:196 +#: ../../docs/tutorials/animation/animation_tree.rst:193 msgid "BlendSpace2D" msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:198 +#: ../../docs/tutorials/animation/animation_tree.rst:195 msgid "``BlendSpace2D`` is a node to do advanced blending in two dimensions. Points are added to a two-dimensional space and then a position can be controlled to determine blending:" msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:203 +#: ../../docs/tutorials/animation/animation_tree.rst:200 msgid "The ranges in X and Y can be controlled (and labeled for convenience). By default, points can be placed anywhere (right-click on the coordinate system or use the *add point* button) and triangles will be generated automatically using Delaunay." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:208 +#: ../../docs/tutorials/animation/animation_tree.rst:205 msgid "It is also possible to draw the triangles manually by disabling the *auto triangle* option, though this is rarely necessary:" msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:212 +#: ../../docs/tutorials/animation/animation_tree.rst:209 msgid "Finally, it is possible to change the blend mode. By default, blending happens by interpolating points inside the closest triangle. When dealing with 2D animations (frame by frame), you may want to switch to *Discrete* mode. Alternatively, if you want to keep the current play position when switching between discrete animations, there is a *Carry* mode. This mode can be changed in the *Blend* menu:" msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:220 +#: ../../docs/tutorials/animation/animation_tree.rst:217 msgid "BlendSpace1D" msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:222 +#: ../../docs/tutorials/animation/animation_tree.rst:219 msgid "This is similar to 2D blend spaces, but in one dimension (so triangles are not needed)." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:225 +#: ../../docs/tutorials/animation/animation_tree.rst:222 msgid "StateMachine" msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:227 +#: ../../docs/tutorials/animation/animation_tree.rst:224 msgid "This node acts as a state machine with root nodes as states. Root nodes can be created and connected via lines. States are connected via *Transitions*, which are connections with special properties. Transitions are uni-directional, but two can be used to connect in both directions." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:232 +#: ../../docs/tutorials/animation/animation_tree.rst:229 msgid "There are many types of transition:" msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:236 +#: ../../docs/tutorials/animation/animation_tree.rst:233 msgid "*Immediate*: Will switch to the next state immediately. The current state will end and blend into the beginning of the new one." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:237 +#: ../../docs/tutorials/animation/animation_tree.rst:234 msgid "*Sync*: Will switch to the next state immediately, but will seek the new state to the playback position of the old state." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:238 +#: ../../docs/tutorials/animation/animation_tree.rst:235 msgid "*At End*: Will wait for the current state playback to end, then switch to the beginning of the next state animation." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:240 +#: ../../docs/tutorials/animation/animation_tree.rst:237 msgid "Transitions also have a few properties. Click any transition and it will be displayed in the inspector dock:" msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:244 +#: ../../docs/tutorials/animation/animation_tree.rst:241 msgid "*Switch Mode* is the transition type (see above), it can be modified after creation here." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:245 +#: ../../docs/tutorials/animation/animation_tree.rst:242 msgid "*Auto Advance* will turn on the transition automatically when this state is reached. This works best with the *At End* switch mode." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:246 +#: ../../docs/tutorials/animation/animation_tree.rst:243 msgid "*Advance Condition* will turn on auto advance when this condition is set. This is a custom text field that can be filled with a variable name. The variable can be modified from code (more on this later)." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:248 +#: ../../docs/tutorials/animation/animation_tree.rst:245 msgid "*Xfade Time* is the time to cross-fade between this state and the next." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:249 +#: ../../docs/tutorials/animation/animation_tree.rst:246 msgid "*Priority* is used together with the ``travel()`` function from code (more on this later). Lower priority transitions are preferred when travelling through the tree." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:250 +#: ../../docs/tutorials/animation/animation_tree.rst:247 msgid "*Disabled* toggles disabling this transition (when disabled, it will not be used during travel or auto advance)." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:253 +#: ../../docs/tutorials/animation/animation_tree.rst:250 msgid "For better blending" msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:255 +#: ../../docs/tutorials/animation/animation_tree.rst:252 msgid "In Godot 4.0+, in order for the blending results to be deterministic (reproducible and always consistent), the blended property values must have a specific initial value. For example, in the case of two animations to be blended, if one animation has a property track and the other does not, the blended animation is calculated as if the latter animation had a property track with the initial value." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:260 +#: ../../docs/tutorials/animation/animation_tree.rst:257 msgid "When using Position/Rotation/Scale 3D tracks for Skeleton3D bones, the initial value is Bone Rest. For other properties, the initial value is ``0`` and if the track is present in the ``RESET`` animation, the value of its first keyframe is used instead." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:264 +#: ../../docs/tutorials/animation/animation_tree.rst:261 msgid "For example, the following AnimationPlayer has two animations, but one of them lacks a Property track for Position." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:268 +#: ../../docs/tutorials/animation/animation_tree.rst:265 msgid "This means that the animation lacking that will treat those Positions as ``Vector2(0, 0)``." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:272 +#: ../../docs/tutorials/animation/animation_tree.rst:269 msgid "This problem can be solved by adding a Property track for Position as an initial value to the ``RESET`` animation." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:278 +#: ../../docs/tutorials/animation/animation_tree.rst:275 msgid "Be aware that the ``RESET`` animation exists to define the default pose when loading an object originally. It is assumed to have only one frame and is not expected to be played back using the timeline." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:281 +#: ../../docs/tutorials/animation/animation_tree.rst:278 msgid "Also keep in mind that the Rotation 3D tracks and the Property tracks for 2D rotation with Interpolation Type set to Linear Angle or Cubic Angle will prevent rotation of more than 180 degrees from the initial value as blended animation." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:285 +#: ../../docs/tutorials/animation/animation_tree.rst:282 msgid "This can be useful for Skeleton3Ds to prevent the bones penetrating the body when blending animations. Therefore, Skeleton3D's Bone Rest values should be as close to the midpoint of the movable range as possible. **This means that for humanoid models, it is preferable to import them in a T-pose**." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:291 +#: ../../docs/tutorials/animation/animation_tree.rst:288 msgid "You can see that the shortest rotation path from Bone Rests is prioritized rather than the shortest rotation path between animations." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:293 +#: ../../docs/tutorials/animation/animation_tree.rst:290 msgid "If you need to rotate Skeleton3D itself more than 180 degrees by blend animations for movement, you can use Root Motion." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:296 +#: ../../docs/tutorials/animation/animation_tree.rst:293 msgid "Root motion" msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:298 +#: ../../docs/tutorials/animation/animation_tree.rst:295 msgid "When working with 3D animations, a popular technique is for animators to use the root skeleton bone to give motion to the rest of the skeleton. This allows animating characters in a way where steps actually match the floor below. It also allows precise interaction with objects during cinematics." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:301 +#: ../../docs/tutorials/animation/animation_tree.rst:298 msgid "When playing back the animation in Godot, it is possible to select this bone as the *root motion track*. Doing so will cancel the bone transformation visually (the animation will stay in place)." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:306 +#: ../../docs/tutorials/animation/animation_tree.rst:303 msgid "Afterwards, the actual motion can be retrieved via the :ref:`AnimationTree ` API as a transform:" msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:333 +#: ../../docs/tutorials/animation/animation_tree.rst:330 msgid "This can be fed to functions such as :ref:`CharacterBody3D.move_and_slide ` to control the character movement." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:335 +#: ../../docs/tutorials/animation/animation_tree.rst:332 msgid "There is also a tool node, ``RootMotionView``, that can be placed in a scene and will act as a custom floor for your character and animations (this node is disabled by default during the game)." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:341 +#: ../../docs/tutorials/animation/animation_tree.rst:338 msgid "Controlling from code" msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:343 +#: ../../docs/tutorials/animation/animation_tree.rst:340 msgid "After building the tree and previewing it, the only question remaining is \"How is all this controlled from code?\"." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:345 +#: ../../docs/tutorials/animation/animation_tree.rst:342 msgid "Keep in mind that the animation nodes are just resources and, as such, they are shared between all instances using them. Setting values in the nodes directly will affect all instances of the scene that uses this ``AnimationTree``. This is generally undesirable, but does have some cool use cases, e.g. you can copy and paste parts of your animation tree, or reuse nodes with a complex layout (such as a state machine or blend space) in different animation trees." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:350 +#: ../../docs/tutorials/animation/animation_tree.rst:347 msgid "The actual animation data is contained in the ``AnimationTree`` node and is accessed via properties. Check the \"Parameters\" section of the ``AnimationTree`` node to see all the parameters that can be modified in real-time:" msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:355 +#: ../../docs/tutorials/animation/animation_tree.rst:352 msgid "This is handy because it makes it possible to animate them from an ``AnimationPlayer``, or even the ``AnimationTree`` itself, allowing the realization of very complex animation logic." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:358 +#: ../../docs/tutorials/animation/animation_tree.rst:355 msgid "To modify these values from code, the property path must be obtained. This is done easily by hovering the mouse over any of the parameters:" msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:362 +#: ../../docs/tutorials/animation/animation_tree.rst:359 msgid "Which allows setting them or reading them:" msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:376 +#: ../../docs/tutorials/animation/animation_tree.rst:373 msgid "State machine travel" msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:378 +#: ../../docs/tutorials/animation/animation_tree.rst:375 msgid "One of the nice features in Godot's ``StateMachine`` implementation is the ability to travel. The graph can be instructed to go from the current state to another one, while visiting all the intermediate ones. This is done via the A\\* algorithm. If there is no path of transitions starting at the current state and finishing at the destination state, the graph teleports to the destination state." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:382 +#: ../../docs/tutorials/animation/animation_tree.rst:379 msgid "To use the travel ability, you should first retrieve the :ref:`AnimationNodeStateMachinePlayback ` object from the ``AnimationTree`` node (it is exported as a property)." msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:394 +#: ../../docs/tutorials/animation/animation_tree.rst:391 msgid "Once retrieved, it can be used by calling one of the many functions it offers:" msgstr "" -#: ../../docs/tutorials/animation/animation_tree.rst:405 +#: ../../docs/tutorials/animation/animation_tree.rst:402 msgid "The state machine must be running before you can travel. Make sure to either call ``start()`` or choose a node to **Autoplay on Load**." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/animation/creating_movies.pot b/sphinx/templates/tutorials/animation/creating_movies.pot index 22dd716065..21497e0f61 100644 --- a/sphinx/templates/tutorials/animation/creating_movies.pot +++ b/sphinx/templates/tutorials/animation/creating_movies.pot @@ -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 \n" @@ -83,7 +83,7 @@ msgstr "" msgid "To enable Movie Maker mode, click the \"movie reel\" button in the top-right corner of the editor *before* running the project:" msgstr "" -#: ../../docs/tutorials/animation/creating_movies.rst:67 +#: ../../docs/tutorials/animation/creating_movies.rst:63 #: ../../docs/tutorials/animation/creating_movies.rst:67 msgid "Movie Maker mode is disabled, click the \"movie reel\" icon to enable" msgstr "" @@ -92,7 +92,7 @@ msgstr "" msgid "The icon gets a background matching the accent color when Movie Maker mode is enabled:" msgstr "" -#: ../../docs/tutorials/animation/creating_movies.rst:76 +#: ../../docs/tutorials/animation/creating_movies.rst:72 #: ../../docs/tutorials/animation/creating_movies.rst:76 msgid "Movie Maker mode is enabled, click the \"movie reel\" icon again to disable" msgstr "" @@ -109,7 +109,7 @@ msgstr "" msgid "Before you can record video by running the project, you still need to configure the output file path. This path can be set for all scenes in the Project Settings:" msgstr "" -#: ../../docs/tutorials/animation/creating_movies.rst:93 +#: ../../docs/tutorials/animation/creating_movies.rst:89 #: ../../docs/tutorials/animation/creating_movies.rst:93 msgid "Movie Maker project settings (with Advanced toggle enabled)" msgstr "" @@ -118,7 +118,7 @@ msgstr "" msgid "Alternatively, you can set the output file path on a per-scene basis by adding a String metadata with the name ``movie_file`` to the scene's **root node**. This is only used when the main scene is set to the scene in question, or when running the scene directly by pressing :kbd:`F6` (:kbd:`Cmd + R` on macOS)." msgstr "" -#: ../../docs/tutorials/animation/creating_movies.rst:104 +#: ../../docs/tutorials/animation/creating_movies.rst:100 #: ../../docs/tutorials/animation/creating_movies.rst:104 msgid "Inspector view after creating a ``movie_file`` metadata of type String" msgstr "" @@ -279,142 +279,138 @@ msgstr "" msgid "This feature tag can also be queried in a script to increase quality settings that are set in the Environment resource. For example, to further improve SDFGI detail and reduce light leaking:" msgstr "" -#: ../../docs/tutorials/animation/creating_movies.rst:302 +#: ../../docs/tutorials/animation/creating_movies.rst:321 msgid "Rendering at a higher resolution than the screen resolution" msgstr "" -#: ../../docs/tutorials/animation/creating_movies.rst:304 +#: ../../docs/tutorials/animation/creating_movies.rst:323 msgid "The overall rendering quality can be improved significantly by rendering at high resolutions such as 4K or 8K." msgstr "" -#: ../../docs/tutorials/animation/creating_movies.rst:309 +#: ../../docs/tutorials/animation/creating_movies.rst:328 msgid "For 3D rendering, Godot provides a **Rendering > Scaling 3D > Scale** advanced project setting, which can be set above ``1.0`` to obtain *supersample antialiasing*. The 3D rendering is then *downsampled* when it's drawn on the viewport. This provides an expensive but high-quality form of antialiasing, without increasing the final output resolution." msgstr "" -#: ../../docs/tutorials/animation/creating_movies.rst:315 +#: ../../docs/tutorials/animation/creating_movies.rst:334 msgid "Consider using this project setting first, as it avoids slowing down movie writing speeds and increasing output file size compared to actually increasing the output resolution." msgstr "" -#: ../../docs/tutorials/animation/creating_movies.rst:319 +#: ../../docs/tutorials/animation/creating_movies.rst:338 msgid "If you wish to render 2D at a higher resolution, or if you actually need the higher raw pixel output for 3D rendering, you can increase the resolution above what the screen allows." msgstr "" -#: ../../docs/tutorials/animation/creating_movies.rst:323 +#: ../../docs/tutorials/animation/creating_movies.rst:342 msgid "By default, Godot uses the ``disabled`` :ref:`stretch modes ` in projects. If using ``disabled`` or ``canvas_items`` stretch mode, the window size dictates the output video resolution." msgstr "" -#: ../../docs/tutorials/animation/creating_movies.rst:327 +#: ../../docs/tutorials/animation/creating_movies.rst:346 msgid "On the other hand, if the project is configured to use the ``viewport`` stretch mode, the viewport resolution dictates the output video resolution. The viewport resolution is set using the **Display > Window > Size > Viewport Width** and **Viewport Height** project settings. This can be used to render a video at a higher resolution than the screen resolution." msgstr "" -#: ../../docs/tutorials/animation/creating_movies.rst:333 +#: ../../docs/tutorials/animation/creating_movies.rst:352 msgid "To make the window smaller during recording without affecting the output video resolution, you can set the **Display > Window > Size > Window Width Override** and **Window Height Override** advanced project settings to values greater than ``0``." msgstr "" -#: ../../docs/tutorials/animation/creating_movies.rst:338 +#: ../../docs/tutorials/animation/creating_movies.rst:357 msgid "To apply a resolution override only when recording a movie, you can override those settings with the ``movie`` :ref:`feature tag `." msgstr "" -#: ../../docs/tutorials/animation/creating_movies.rst:342 +#: ../../docs/tutorials/animation/creating_movies.rst:361 msgid "Post-processing steps" msgstr "" -#: ../../docs/tutorials/animation/creating_movies.rst:344 +#: ../../docs/tutorials/animation/creating_movies.rst:363 msgid "Some common post-processing steps are listed below." msgstr "" -#: ../../docs/tutorials/animation/creating_movies.rst:348 +#: ../../docs/tutorials/animation/creating_movies.rst:367 msgid "When using several post-processing steps, try to perform all of them in a single FFmpeg command. This will save encoding time and improve quality by avoiding multiple lossy encoding steps." msgstr "" -#: ../../docs/tutorials/animation/creating_movies.rst:355 +#: ../../docs/tutorials/animation/creating_movies.rst:374 msgid "Converting AVI video to MP4" msgstr "" -#: ../../docs/tutorials/animation/creating_movies.rst:357 +#: ../../docs/tutorials/animation/creating_movies.rst:376 msgid "While some platforms such as YouTube support uploading the AVI file directly, many others will require a conversion step beforehand. `HandBrake `__ (GUI) and `FFmpeg `__ (CLI) are popular open source tools for this purpose. FFmpeg has a steeper learning curve, but it's more powerful." msgstr "" -#: ../../docs/tutorials/animation/creating_movies.rst:362 +#: ../../docs/tutorials/animation/creating_movies.rst:381 msgid "The command below converts an AVI video to an MP4 (H.264) video with a Constant Rate Factor (CRF) of 15. This results in a relatively large file, but is well-suited for platforms that will re-encode your videos to reduce their size (such as most video sharing websites):" msgstr "" -#: ../../docs/tutorials/animation/creating_movies.rst:371 +#: ../../docs/tutorials/animation/creating_movies.rst:390 msgid "To get a smaller file at the cost of quality, *increase* the CRF value in the above command." msgstr "" -#: ../../docs/tutorials/animation/creating_movies.rst:374 +#: ../../docs/tutorials/animation/creating_movies.rst:393 msgid "To get a file with a better size/quality ratio (at the cost of slower encoding times), add ``-preset veryslow`` before ``-crf 15`` in the above command. On the contrary, ``-preset veryfast`` can be used to achieve faster encoding at the cost of a worse size/quality ratio." msgstr "" -#: ../../docs/tutorials/animation/creating_movies.rst:382 +#: ../../docs/tutorials/animation/creating_movies.rst:401 msgid "Converting PNG image sequence + WAV audio to a video" msgstr "" -#: ../../docs/tutorials/animation/creating_movies.rst:384 +#: ../../docs/tutorials/animation/creating_movies.rst:403 msgid "If you chose to record a PNG image sequence with a WAV file beside it, you need to convert it to a video before you can use it elsewhere." msgstr "" -#: ../../docs/tutorials/animation/creating_movies.rst:387 +#: ../../docs/tutorials/animation/creating_movies.rst:406 msgid "The filename for the PNG image sequence generated by Godot always contains 8 digits, starting at 0 with zero-padded numbers. If you specify an output path ``folder/example.png``, Godot will write ``folder/example00000000.png``, ``folder/example00000001.png``, and so on in that folder. The audio will be saved at ``folder/example.wav``." msgstr "" -#: ../../docs/tutorials/animation/creating_movies.rst:393 +#: ../../docs/tutorials/animation/creating_movies.rst:412 msgid "The FPS is specified using the ``-r`` argument. It should match the FPS specified during recording. Otherwise, the video will appear to be slowed down or sped up, and audio will be out of sync with the video." msgstr "" -#: ../../docs/tutorials/animation/creating_movies.rst:401 +#: ../../docs/tutorials/animation/creating_movies.rst:420 msgid "If you recorded a PNG image sequence with transparency enabled, you need to use a video format that supports storing transparency. MP4/H.264 doesn't support storing transparency, so you can use WebM/VP9 as an alternative:" msgstr "" -#: ../../docs/tutorials/animation/creating_movies.rst:412 +#: ../../docs/tutorials/animation/creating_movies.rst:431 msgid "Cutting video" msgstr "" -#: ../../docs/tutorials/animation/creating_movies.rst:414 +#: ../../docs/tutorials/animation/creating_movies.rst:433 msgid "You can trim parts of the video you don't want to keep after the video is recorded. For example, to discard everything before 12.1 seconds and keep only 5.2 seconds of video after that point:" msgstr "" -#: ../../docs/tutorials/animation/creating_movies.rst:422 +#: ../../docs/tutorials/animation/creating_movies.rst:441 msgid "Cutting videos can also be done with the GUI tool `LosslessCut `__." msgstr "" -#: ../../docs/tutorials/animation/creating_movies.rst:426 +#: ../../docs/tutorials/animation/creating_movies.rst:445 msgid "Resizing video" msgstr "" -#: ../../docs/tutorials/animation/creating_movies.rst:428 +#: ../../docs/tutorials/animation/creating_movies.rst:447 msgid "The following command resizes a video to be 1080 pixels tall (1080p), while preserving its existing aspect ratio:" msgstr "" -#: ../../docs/tutorials/animation/creating_movies.rst:439 +#: ../../docs/tutorials/animation/creating_movies.rst:458 msgid "Reducing framerate" msgstr "" -#: ../../docs/tutorials/animation/creating_movies.rst:441 +#: ../../docs/tutorials/animation/creating_movies.rst:460 msgid "The following command changes a video's framerate to 30 FPS, dropping some of the original frames if there are more in the input video:" msgstr "" -#: ../../docs/tutorials/animation/creating_movies.rst:449 +#: ../../docs/tutorials/animation/creating_movies.rst:468 msgid "Generating accumulation motion blur with FFmpeg" msgstr "" -#: ../../docs/tutorials/animation/creating_movies.rst:451 +#: ../../docs/tutorials/animation/creating_movies.rst:470 msgid "Godot does not have built-in support for motion blur, but it can still be created in recorded videos." msgstr "" -#: ../../docs/tutorials/animation/creating_movies.rst:454 +#: ../../docs/tutorials/animation/creating_movies.rst:473 msgid "If you record the video at a multiple of the original framerate, you can blend the frames together then reduce the frameate to produce a video with *accumulation motion blur*. This motion blur can look very good, but it can take a long time to generate since you have to render many more frames per second (on top of the time spent on post-processing)." msgstr "" -#: ../../docs/tutorials/animation/creating_movies.rst:460 +#: ../../docs/tutorials/animation/creating_movies.rst:479 msgid "Example with a 240 FPS source video, generating 4× motion blur and decreasing its output framerate to 60 FPS:" msgstr "" -#: ../../docs/tutorials/animation/creating_movies.rst:467 +#: ../../docs/tutorials/animation/creating_movies.rst:486 msgid "This also makes effects that converge over several frames (such as temporal antialiasing, SDFGI and volumetric fog) converge faster and therefore look better, since they'll be able to work with more data at a given time. See :ref:`doc_creating_movies_reducing_framerate` if you want to get this benefit without adding motion blur." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/animation/cutout_animation.pot b/sphinx/templates/tutorials/animation/cutout_animation.pot index a529d6511f..0b0e6e44cf 100644 --- a/sphinx/templates/tutorials/animation/cutout_animation.pot +++ b/sphinx/templates/tutorials/animation/cutout_animation.pot @@ -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 \n" @@ -394,7 +394,3 @@ msgstr "" #: ../../docs/tutorials/animation/cutout_animation.rst:379 msgid "This process is described in a :ref:`separate tutorial `." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/animation/index.pot b/sphinx/templates/tutorials/animation/index.pot index 3adbadc3aa..ae68ef8863 100644 --- a/sphinx/templates/tutorials/animation/index.pot +++ b/sphinx/templates/tutorials/animation/index.pot @@ -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 \n" @@ -26,7 +26,3 @@ msgstr "" #: ../../docs/tutorials/animation/index.rst:21 msgid "See :ref:`doc_importing_3d_scenes` for information on importing animations from a 3D model." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/animation/introduction.pot b/sphinx/templates/tutorials/animation/introduction.pot index 6103b935d0..445d08ec6f 100644 --- a/sphinx/templates/tutorials/animation/introduction.pot +++ b/sphinx/templates/tutorials/animation/introduction.pot @@ -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 \n" @@ -55,7 +55,7 @@ msgstr "" msgid "The AnimationPlayer node type is the data container for your animations. One AnimationPlayer node can hold multiple animations, which can automatically transition to one another." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:33 +#: ../../docs/tutorials/animation/introduction.rst:30 #: ../../docs/tutorials/animation/introduction.rst:33 msgid "The AnimationPlayer node" msgstr "" @@ -64,7 +64,7 @@ msgstr "" msgid "After you create an AnimationPlayer node, click on it to open the Animation Panel at the bottom of the viewport." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:41 +#: ../../docs/tutorials/animation/introduction.rst:38 #: ../../docs/tutorials/animation/introduction.rst:41 msgid "The animation panel position" msgstr "" @@ -73,7 +73,7 @@ msgstr "" msgid "The animation panel consists of four parts:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:48 +#: ../../docs/tutorials/animation/introduction.rst:45 #: ../../docs/tutorials/animation/introduction.rst:48 msgid "The animation panel" msgstr "" @@ -106,7 +106,7 @@ msgstr "" msgid "Diamond shapes represent keyframes in the timeline. A line between two keyframes indicates that the value doesn't change between them." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:67 +#: ../../docs/tutorials/animation/introduction.rst:64 #: ../../docs/tutorials/animation/introduction.rst:67 msgid "Keyframes in Godot" msgstr "" @@ -115,7 +115,7 @@ msgstr "" msgid "You set values of a node's properties and create animation keyframes for them. When the animation runs, the engine will interpolate the values between the keyframes, resulting in them gradually changing over time." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:76 +#: ../../docs/tutorials/animation/introduction.rst:73 #: ../../docs/tutorials/animation/introduction.rst:76 msgid "Two keyframes are all it takes to obtain a smooth motion" msgstr "" @@ -124,7 +124,7 @@ msgstr "" msgid "The timeline defines how long the animation will take. You can insert keyframes at various points, and change their timing." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:84 +#: ../../docs/tutorials/animation/introduction.rst:81 #: ../../docs/tutorials/animation/introduction.rst:84 msgid "The timeline in the animation panel" msgstr "" @@ -133,7 +133,7 @@ msgstr "" msgid "Each line in the Animation Panel is an animation track that references a Normal or Transform property of a node. Each track stores a path to a node and its affected property. For example, the position track in the illustration refers to the ``position`` property of the Sprite2D node." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:95 +#: ../../docs/tutorials/animation/introduction.rst:92 #: ../../docs/tutorials/animation/introduction.rst:95 msgid "Example of Normal animation tracks" msgstr "" @@ -142,8 +142,6 @@ msgstr "" msgid "If you animate the wrong property, you can edit a track's path at any time by double-clicking on it and typing the new path. Play the animation using the \"Play from beginning\" button |Play from beginning| (or pressing :kbd:`Shift + D` on keyboard) to see the changes instantly." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:351 -#: ../../docs/tutorials/animation/introduction.rst:351 #: ../../docs/tutorials/animation/introduction.rst:351 msgid "Play from beginning" msgstr "" @@ -160,7 +158,7 @@ msgstr "" msgid "For this tutorial, we'll create a Sprite node with an AnimationPlayer as its child. We will animate the sprite to move between two points on the screen." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:116 +#: ../../docs/tutorials/animation/introduction.rst:113 #: ../../docs/tutorials/animation/introduction.rst:116 msgid "Our scene setup" msgstr "" @@ -185,25 +183,24 @@ msgstr "" msgid "Select the AnimationPlayer node and click the \"Animation\" button in the animation editor. From the list, select \"New\" (|Add Animation|) to add a new animation. Enter a name for the animation in the dialog box." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:352 #: ../../docs/tutorials/animation/introduction.rst:352 msgid "Add Animation" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:141 +#: ../../docs/tutorials/animation/introduction.rst:138 #: ../../docs/tutorials/animation/introduction.rst:141 msgid "Add a new animation" msgstr "" #: ../../docs/tutorials/animation/introduction.rst:144 -msgid "Manage an animation libraries" +msgid "Managing animation libraries" msgstr "" #: ../../docs/tutorials/animation/introduction.rst:146 msgid "For reusability, the animation is registered in a list in the animation library resource. If you add an animation to AnimationPlayer without specifying any particular settings, the animation will be registered in the [Global] animation library that AnimationPlayer has by default." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:151 +#: ../../docs/tutorials/animation/introduction.rst:148 #: ../../docs/tutorials/animation/introduction.rst:151 msgid "Manage animations" msgstr "" @@ -212,7 +209,7 @@ msgstr "" msgid "If there are multiple animation libraries and you try to add an animation, a dialog box will appear with options." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:158 +#: ../../docs/tutorials/animation/introduction.rst:155 #: ../../docs/tutorials/animation/introduction.rst:158 msgid "Add a new animation with library option" msgstr "" @@ -225,7 +222,7 @@ msgstr "" msgid "To add a new track for our sprite, select it and take a look at the toolbar:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:169 +#: ../../docs/tutorials/animation/introduction.rst:166 #: ../../docs/tutorials/animation/introduction.rst:169 msgid "Convenience buttons" msgstr "" @@ -242,7 +239,7 @@ msgstr "" msgid "Godot will create a new track and insert our first keyframe at the beginning of the timeline:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:186 +#: ../../docs/tutorials/animation/introduction.rst:183 #: ../../docs/tutorials/animation/introduction.rst:186 msgid "The sprite track" msgstr "" @@ -259,7 +256,7 @@ msgstr "" msgid "Let's say we want it to take two seconds to move between the points. By default, the animation is set to last only one second, so change the animation length to 2 in the controls on the right side of the animation panel's timeline header." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:201 +#: ../../docs/tutorials/animation/introduction.rst:198 #: ../../docs/tutorials/animation/introduction.rst:201 msgid "Animation length" msgstr "" @@ -284,7 +281,7 @@ msgstr "" msgid "Yay! Our animation runs:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:219 +#: ../../docs/tutorials/animation/introduction.rst:216 #: ../../docs/tutorials/animation/introduction.rst:219 msgid "The animation" msgstr "" @@ -313,7 +310,7 @@ msgstr "" msgid "This means we can extend the animation length to four seconds now, and Godot will also calculate the frames from the last keyframe to the first, moving our sprite back and forth." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:247 +#: ../../docs/tutorials/animation/introduction.rst:244 #: ../../docs/tutorials/animation/introduction.rst:247 msgid "Animation loop" msgstr "" @@ -323,7 +320,7 @@ msgid "You can change this behavior by changing the track's loop mode. This is c msgstr "" #: ../../docs/tutorials/animation/introduction.rst:253 -#: ../../docs/tutorials/animation/introduction.rst:261 +#: ../../docs/tutorials/animation/introduction.rst:258 #: ../../docs/tutorials/animation/introduction.rst:261 msgid "Track settings" msgstr "" @@ -348,7 +345,7 @@ msgstr "" msgid "**Capture:** if the first keyframe's time is greater than ``0.0``, the current value of the property will be remembered and will be blended with the first animation key. For example, you could use the Capture mode to move a node that's located anywhere to a specific location." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:277 +#: ../../docs/tutorials/animation/introduction.rst:274 #: ../../docs/tutorials/animation/introduction.rst:277 msgid "Track mode" msgstr "" @@ -381,7 +378,7 @@ msgstr "" msgid "Cubic Angle (Only appears in rotation property): Cubic mode with shortest path rotation" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:296 +#: ../../docs/tutorials/animation/introduction.rst:293 #: ../../docs/tutorials/animation/introduction.rst:296 msgid "Track interpolation" msgstr "" @@ -394,7 +391,7 @@ msgstr "" msgid "Godot supports two loop modes, which affect the animation when it's set to loop:" msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:309 +#: ../../docs/tutorials/animation/introduction.rst:306 #: ../../docs/tutorials/animation/introduction.rst:309 msgid "Loop modes" msgstr "" @@ -408,7 +405,7 @@ msgid "Wrap loop interpolation: When this is selected, Godot calculates the anim msgstr "" #: ../../docs/tutorials/animation/introduction.rst:319 -#: ../../docs/tutorials/animation/introduction.rst:332 +#: ../../docs/tutorials/animation/introduction.rst:329 #: ../../docs/tutorials/animation/introduction.rst:332 msgid "Keyframes for other properties" msgstr "" @@ -429,7 +426,7 @@ msgstr "" msgid "You can click on a keyframe in the animation timeline to display and edit its value in the *Inspector*." msgstr "" -#: ../../docs/tutorials/animation/introduction.rst:343 +#: ../../docs/tutorials/animation/introduction.rst:340 #: ../../docs/tutorials/animation/introduction.rst:343 msgid "Keyframe editor editing a key" msgstr "" @@ -463,11 +460,11 @@ msgid "If you want to reset the tracks in the editor, select the AnimationPlayer msgstr "" #: ../../docs/tutorials/animation/introduction.rst:376 -msgid "when using the keyframe icon next to a property in the inspector the editor will ask you to automatically create a RESET track." +msgid "When using the keyframe icon next to a property in the inspector the editor will ask you to automatically create a RESET track." msgstr "" #: ../../docs/tutorials/animation/introduction.rst:379 -msgid "RESET tracks is also used as a reference value for blending. See also `For better blending <../animation/animation_tree.html#for-better-blending>`__." +msgid "RESET tracks are also used as reference values for blending. See also `For better blending <../animation/animation_tree.html#for-better-blending>`__." msgstr "" #: ../../docs/tutorials/animation/introduction.rst:382 @@ -481,7 +478,3 @@ msgstr "" #: ../../docs/tutorials/animation/introduction.rst:391 msgid "The three dots button next to the onion skinning button opens a dropdown menu that lets you adjust how it works, including the ability to use onion skinning for future frames." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/animation/playing_videos.pot b/sphinx/templates/tutorials/animation/playing_videos.pot index 91d5014ecb..60cb0a75c8 100644 --- a/sphinx/templates/tutorials/animation/playing_videos.pot +++ b/sphinx/templates/tutorials/animation/playing_videos.pot @@ -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 \n" @@ -83,7 +83,7 @@ msgstr "" msgid "Add an AspectRatioContainer node. Make sure it is not a child of any other container node. Select the AspectRatioContainer node, then set its **Layout** at the top of the 2D editor to **Full Rect**. Set **Ratio** in the AspectRatioContainer node to match your video's aspect ratio. You can use math formulas in the inspector to help yourself. Remember to make one of the operands a float. Otherwise, the division's result will always be an integer." msgstr "" -#: ../../docs/tutorials/animation/playing_videos.rst:74 +#: ../../docs/tutorials/animation/playing_videos.rst:69 msgid "AspectRatioContainer's Ratio property being modified in the editor inspector" msgstr "" @@ -311,22 +311,18 @@ msgstr "" msgid "To allow users to manipulate the chroma key effect in real-time, we created sliders in the `Control` node. The `Control` node's script contains the following functions:" msgstr "" -#: ../../docs/tutorials/animation/playing_videos.rst:334 +#: ../../docs/tutorials/animation/playing_videos.rst:373 msgid "also make sure that the range of the sliders are appropriate, our settings are :" msgstr "" -#: ../../docs/tutorials/animation/playing_videos.rst:339 +#: ../../docs/tutorials/animation/playing_videos.rst:378 msgid "Signal Handling" msgstr "" -#: ../../docs/tutorials/animation/playing_videos.rst:341 +#: ../../docs/tutorials/animation/playing_videos.rst:380 msgid "Connect the appropriate signal from the UI elements to the `Control` node's script. you created in the `Control` node's script to control the chroma key effect. These signal handlers will update the shader's uniform variables in response to user input." msgstr "" -#: ../../docs/tutorials/animation/playing_videos.rst:346 +#: ../../docs/tutorials/animation/playing_videos.rst:385 msgid "Save and run the scene to see the chroma key effect in action! With the provided UI controls, you can now adjust the chroma key color, pickup range, and fade amount in real-time, achieving the desired chroma key functionality for your video content." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/assets_pipeline/escn_exporter/animation.pot b/sphinx/templates/tutorials/assets_pipeline/escn_exporter/animation.pot index bda3b5c812..73e646f105 100644 --- a/sphinx/templates/tutorials/assets_pipeline/escn_exporter/animation.pot +++ b/sphinx/templates/tutorials/assets_pipeline/escn_exporter/animation.pot @@ -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 \n" @@ -19,7 +19,7 @@ msgstr "" msgid "Animation" msgstr "" -#: ../../docs/tutorials/assets_pipeline/escn_exporter/animation.rst:8 +#: ../../docs/tutorials/assets_pipeline/escn_exporter/animation.rst:3 msgid "Animation supported:" msgstr "" @@ -126,7 +126,3 @@ msgstr "" #: ../../docs/tutorials/assets_pipeline/escn_exporter/animation.rst:84 msgid "This mode has very similar behavior of mode 'Animation as Action', but it can generate fewer AnimationPlayers; objects in parent-children relationship would share their AnimationPlayer. It is useful when you have several rigs, and each Skeleton and Mesh has actions; then one rig would have just one AnimationPlayer." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/assets_pipeline/escn_exporter/index.pot b/sphinx/templates/tutorials/assets_pipeline/escn_exporter/index.pot index 7d0cce7460..a0a88c2906 100644 --- a/sphinx/templates/tutorials/assets_pipeline/escn_exporter/index.pot +++ b/sphinx/templates/tutorials/assets_pipeline/escn_exporter/index.pot @@ -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 \n" @@ -50,7 +50,3 @@ msgstr "" #: ../../docs/tutorials/assets_pipeline/escn_exporter/index.rst:44 msgid "If you have hundreds of model files, you don't want your artists to waste time manually exporting their blend files. To combat this, the exporter provides a Python function ``io_scene_godot.export(out_file_path)`` that can be called to export a file. This allows easy integration with other build systems. An example Makefile and Python script that exports all the blends in a directory are present in the `godot-blender-exporter repository `__." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/assets_pipeline/escn_exporter/lights.pot b/sphinx/templates/tutorials/assets_pipeline/escn_exporter/lights.pot index 00269319fc..53a5e8a4fd 100644 --- a/sphinx/templates/tutorials/assets_pipeline/escn_exporter/lights.pot +++ b/sphinx/templates/tutorials/assets_pipeline/escn_exporter/lights.pot @@ -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 \n" @@ -50,7 +50,3 @@ msgstr "" #: ../../docs/tutorials/assets_pipeline/escn_exporter/lights.rst:26 msgid "There is no difference between buffer shadow and ray shadow in the export." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/assets_pipeline/escn_exporter/material.pot b/sphinx/templates/tutorials/assets_pipeline/escn_exporter/material.pot index 092fae6110..9ea39be7d7 100644 --- a/sphinx/templates/tutorials/assets_pipeline/escn_exporter/material.pot +++ b/sphinx/templates/tutorials/assets_pipeline/escn_exporter/material.pot @@ -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 \n" @@ -35,7 +35,7 @@ msgstr "" msgid "Where the exporter searches for the ``.tres`` file is determined by the \"Material Search Paths\" option:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/escn_exporter/material.rst:34 +#: ../../docs/tutorials/assets_pipeline/escn_exporter/material.rst:25 msgid "This can take the value of:" msgstr "" @@ -94,7 +94,3 @@ msgstr "" #: ../../docs/tutorials/assets_pipeline/escn_exporter/material.rst:67 msgid "``.material`` file can be assigned to any material slot to be an external resource." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/assets_pipeline/escn_exporter/mesh.pot b/sphinx/templates/tutorials/assets_pipeline/escn_exporter/mesh.pot index 0e1696d1e6..85e7f701f6 100644 --- a/sphinx/templates/tutorials/assets_pipeline/escn_exporter/mesh.pot +++ b/sphinx/templates/tutorials/assets_pipeline/escn_exporter/mesh.pot @@ -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 \n" @@ -38,7 +38,3 @@ msgstr "" #: ../../docs/tutorials/assets_pipeline/escn_exporter/mesh.rst:17 msgid "A lot of modifiers are not compatible with shape keys (e.g. subsurface modifier), so if you found you have incorrect shape keys exported, try to disable :code:`Apply Modifiers` and do the exporting again. Besides, it is worthwhile to report the incompatible modifier to the `issue list `__, which helps to develop the exporter to have a more precise check of modifiers." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/assets_pipeline/escn_exporter/physics.pot b/sphinx/templates/tutorials/assets_pipeline/escn_exporter/physics.pot index 8887091743..9b7406f9c8 100644 --- a/sphinx/templates/tutorials/assets_pipeline/escn_exporter/physics.pot +++ b/sphinx/templates/tutorials/assets_pipeline/escn_exporter/physics.pot @@ -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 \n" @@ -43,7 +43,7 @@ msgstr "" msgid "Many of the parameters for collision shapes are missing from Blender, and many of the collision shapes are also not present. However, almost all of the options in Blender's rigid body collision and rigid body dynamics interfaces are supported:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/escn_exporter/physics.rst:39 +#: ../../docs/tutorials/assets_pipeline/escn_exporter/physics.rst:32 msgid "There are the following caveats:" msgstr "" @@ -70,7 +70,3 @@ msgstr "" #: ../../docs/tutorials/assets_pipeline/escn_exporter/physics.rst:56 msgid "This will also influence how the object is shown in Blender's viewport. Most of the time, you want your collision geometry to be shown see-through when working on the models, so this works out fairly nicely." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/assets_pipeline/escn_exporter/skeleton.pot b/sphinx/templates/tutorials/assets_pipeline/escn_exporter/skeleton.pot index a0725e96fa..26be9a9eb1 100644 --- a/sphinx/templates/tutorials/assets_pipeline/escn_exporter/skeleton.pot +++ b/sphinx/templates/tutorials/assets_pipeline/escn_exporter/skeleton.pot @@ -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 \n" @@ -58,7 +58,3 @@ msgstr "" #: ../../docs/tutorials/assets_pipeline/escn_exporter/skeleton.rst:39 msgid "A bone can be the parent of an object in Blender; this relation is exported as a BoneAttachment node in the Godot scene." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/assets_pipeline/exporting_3d_scenes.pot b/sphinx/templates/tutorials/assets_pipeline/exporting_3d_scenes.pot index 7994436599..8b6763e93b 100644 --- a/sphinx/templates/tutorials/assets_pipeline/exporting_3d_scenes.pot +++ b/sphinx/templates/tutorials/assets_pipeline/exporting_3d_scenes.pot @@ -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 \n" @@ -58,7 +58,3 @@ msgstr "" #: ../../docs/tutorials/assets_pipeline/exporting_3d_scenes.rst:34 msgid "3D scenes can be saved at runtime using :ref:`runtime file loading and saving `, including from an exported project." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/assets_pipeline/import_process.pot b/sphinx/templates/tutorials/assets_pipeline/import_process.pot index 3512667e71..8e47672ca7 100644 --- a/sphinx/templates/tutorials/assets_pipeline/import_process.pot +++ b/sphinx/templates/tutorials/assets_pipeline/import_process.pot @@ -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 \n" @@ -166,7 +166,3 @@ msgstr "" #: ../../docs/tutorials/assets_pipeline/import_process.rst:151 msgid ":ref:`doc_importing_translations`" msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/available_formats.pot b/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/available_formats.pot index 0f6af072bd..3c99700f80 100644 --- a/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/available_formats.pot +++ b/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/available_formats.pot @@ -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 \n" @@ -91,7 +91,7 @@ msgstr "" msgid "The glTF import process first loads the glTF file's data into an in-memory GLTFState class. This data is then used to generate a Godot scene. When importing files at runtime, this scene can be directly added to the tree. The export process is the reverse of this, a Godot scene is converted to a GLTFState class, then the glTF file is generated from that." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:None +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:62 msgid "Diagram explaining the runtime import and export process for glTF files in Godot" msgstr "" @@ -99,7 +99,7 @@ msgstr "" msgid "When importing glTF files in the editor, there are two more steps. After generating the Godot scene, the ResourceImporterScene class is used to apply additional import settings, including settings you set through the Import dock and the Advanced Import Settings dialog. This is then saved as a Godot scene file, which is what gets used when you run/export your game." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:None +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:72 msgid "Diagram explaining the editor import process for glTF files in Godot" msgstr "" @@ -151,7 +151,7 @@ msgstr "" msgid "The ``.blend`` import process converts to glTF first, so it still uses Godot's glTF import code. Therefore, the ``.blend`` import process is the same as the glTF import process, but with an extra step at the beginning." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:None +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:135 msgid "Diagram explaining the import process for Blender files in Godot" msgstr "" @@ -172,65 +172,61 @@ msgid "Blender has built-in COLLADA support, but it does not work properly for t msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:157 -msgid "For complex scenes or scenes that contain animations, Godot provides a `Blender plugin `_ that will correctly export COLLADA scenes for use in Godot." -msgstr "" - -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:162 -msgid "Importing OBJ files in Godot" +msgid "For complex scenes or scenes that contain animations, Godot provides a `Blender plugin `_ that will correctly export COLLADA scenes for use in Godot. This plugin is not maintained or supported in Godot 4.x, but may still work depending on your Godot and Blender versions." msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:164 +msgid "Importing OBJ files in Godot" +msgstr "" + +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:166 msgid "OBJ is one of the simplest 3D formats out there, so Godot should be able to import most OBJ files successfully. However, OBJ is also a very limited format: it doesn't support skinning, animation, UV2 or PBR materials." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:168 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:170 msgid "There are 2 ways to use OBJ meshes in Godot:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:170 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:172 msgid "Load them directly in a MeshInstance3D node, or any other property that expects as mesh (such as GPUParticles3D). This is the default mode." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:172 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:174 msgid "Change their import mode to **OBJ as Scene** in the Import dock then restart the editor. This allows you to use the same import options as glTF or Collada scenes, such as unwrapping UV2 on import (for :ref:`doc_using_lightmap_gi`)." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:178 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:180 msgid "Blender 3.4 and later can export RGB vertex colors in OBJ files (this is a nonstandard extension of the OBJ format). Godot is able to import those vertex colors since Godot 4.0, but they will not be displayed on the material unless you enable **Vertex Color > Use As Albedo** on the material." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:183 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:185 msgid "Vertex colors from OBJ meshes keep their original color space once imported (sRGB/linear), but their brightness is clamped to 1.0 (they can't be overbright)." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:188 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:190 msgid "Importing FBX files in Godot" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:190 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:192 msgid "By default any FBX file added to a Godot project in Godot 4.3 or later will use the ufbx import method. Any file that was was added to a project in a previous version, such as 4.2, will continue to be imported via the FBX2glTF method unless you go into that files import settings, and change the importer to ``ufbx``." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:196 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:198 msgid "If you keep ``.fbx`` files within your project folder but don't want them to be imported by Godot, disable **Filesystem > Import > FBX > Enabled** in the advanced Project Settings." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:200 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:202 msgid "If you want to setup the FBX2glTF workflow, which is generally not recommend unless you have a specific reason to use it, you need to download the `FBX2glTF `__ executable, then specify the path to that executable in the editor settings under **Filesystem > Import > FBX > FBX2glTFPath**" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:205 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:207 msgid "The FBX2glTF import process converts to glTF first, so it still uses Godot's glTF import code. Therefore, the FBX import process is the same as the glTF import process, but with an extra step at the beginning." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:None +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:211 msgid "Diagram explaining the import process for FBX files in Godot via FBX2glTF" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:215 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/available_formats.rst:217 msgid "The full installation process for using FBX2glTF in Godot is described on the `FBX import page of the Godot website `__." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.pot b/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.pot index 4e637ca56e..4791535703 100644 --- a/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.pot +++ b/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.pot @@ -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 \n" @@ -39,7 +39,7 @@ msgstr "" msgid "To allow customizing the scene and its materials, Godot's scene importer allows for different workflows regarding how data is imported." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:35 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:31 #: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:35 msgid "Import dock after selecting a 3D scene in the FileSystem dock" msgstr "" @@ -173,7 +173,7 @@ msgid "**FBX**" msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:162 -msgid "**Importer** Which import method is used. ubfx handles fbx files as fbx files. FBX2glTF converts FBX files to glTF on import and requires additonal setup. FBX2glTF is not recommended unless you have a specific rason to use it over ufbx or working with a different file format." +msgid "**Importer** Which import method is used. ubfx handles fbx files as fbx files. FBX2glTF converts FBX files to glTF on import and requires additional setup. FBX2glTF is not recommended unless you have a specific rason to use it over ufbx or working with a different file format." msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:166 @@ -192,7 +192,7 @@ msgstr "" msgid "The first tab you'll see is the **Scene** tab. The options available in the panel on the right are identical to the Import dock, but you have access to a 3D preview. The 3D preview can be rotated by holding down the left mouse button then dragging the mouse. Zoom can be adjusted using the mouse wheel." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:187 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:183 msgid "Advanced Import Settings dialog (Scene tab)" msgstr "" @@ -208,7 +208,7 @@ msgstr "" msgid "You can select individual nodes that compose the scene while in the **Scene** tab using the tree view at the left:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:199 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:195 msgid "Selecting a node in the Advanced Import Settings dialog (Scene tab)" msgstr "" @@ -280,7 +280,7 @@ msgstr "" msgid "If you select a mesh, different options will appear in the panel on the right:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:264 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:260 #: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:264 msgid "Advanced Import Settings dialog (Meshes tab)" msgstr "" @@ -317,7 +317,7 @@ msgstr "" msgid "If you select a material, only one option will appear in the panel on the right:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:312 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:308 #: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:312 msgid "Advanced Import Settings dialog (Materials tab)" msgstr "" @@ -354,7 +354,7 @@ msgstr "" msgid "In the top-left corner of the Advanced Import Settings dialog, choose **Actions… > Extract Materials**:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:340 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:336 #: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:340 msgid "Extracting all built-in materials to external resources in the Advanced Import Settings dialog" msgstr "" @@ -363,7 +363,7 @@ msgstr "" msgid "After choosing this option, select a folder to extract material ``.tres`` files to, then confirm the extraction:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:349 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:345 #: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:349 msgid "Confirming material extraction in the Advanced Import Settings subdialog" msgstr "" @@ -416,7 +416,7 @@ msgstr "" msgid "To do so, select the glTF file in the FileSystem dock, then change the import mode to Animation Library in the Import dock:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:431 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:427 #: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:431 msgid "Changing the import type to Animation Library in the Import dock" msgstr "" @@ -505,7 +505,7 @@ msgstr "" msgid "However, it is possible to make local modifications by using *scene inheritance*. If you try to open the imported scene using **Scene > Open Scene…** or **Scene > Quick Open Scene…**, the following dialog will appear:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:532 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:528 #: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:532 msgid "Dialog when opening an imported 3D scene in the editor" msgstr "" @@ -525,7 +525,3 @@ msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.rst:541 msgid "Other than that, everything is allowed." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/index.pot b/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/index.pot index fe07914f64..786a927d8a 100644 --- a/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/index.pot +++ b/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/index.pot @@ -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 \n" @@ -26,7 +26,3 @@ msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/index.rst:27 msgid "3D scenes can be loaded at runtime using :ref:`runtime file loading and saving `, including from an exported project." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.pot b/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.pot index 2155ed67cc..a89fa3b94e 100644 --- a/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.pot +++ b/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.pot @@ -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 \n" @@ -86,7 +86,3 @@ msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.rst:82 msgid "This allows you to get a more accurate feel for the final result, as different engines will render lights in a different manner. This also avoids any issues with lights appearing excessively strong or faint as a result of the import process." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.pot b/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.pot index 47c45127bf..83d743c9ee 100644 --- a/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.pot +++ b/sphinx/templates/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.pot @@ -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 \n" @@ -83,7 +83,7 @@ msgstr "" msgid "With Collada files, the option ``-colonly`` can also be used with Blender's empty objects. On import, it will create a :ref:`class_StaticBody3D` with a collision node as a child. The collision node will have one of a number of predefined shapes, depending on Blender's empty draw type:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:70 +#: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:66 #: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:70 msgid "Choosing a draw type for an Empty on creation in Blender" msgstr "" @@ -171,7 +171,3 @@ msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.rst:133 msgid "In Blender, this requires using the NLA Editor and naming the Action with the ``loop`` or ``cycle`` prefix or suffix." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/assets_pipeline/importing_audio_samples.pot b/sphinx/templates/tutorials/assets_pipeline/importing_audio_samples.pot index 734c1479b1..cf5871d48e 100644 --- a/sphinx/templates/tutorials/assets_pipeline/importing_audio_samples.pot +++ b/sphinx/templates/tutorials/assets_pipeline/importing_audio_samples.pot @@ -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 \n" @@ -128,7 +128,7 @@ msgstr "" msgid "Several options are available in the Import dock after selecting a WAV file in the FileSystem dock:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:74 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:70 #: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:74 msgid "Import options in the Import dock after selecting a WAV file in the FileSystem dock" msgstr "" @@ -137,7 +137,7 @@ msgstr "" msgid "The set of options available after selecting an Ogg Vorbis or MP3 file is different:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:82 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:78 msgid "Import options in the Import dock after selecting an MP3 file in the FileSystem dock" msgstr "" @@ -283,7 +283,7 @@ msgid "BPM" msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:213 -msgid "The Beats Per Minute of the audio track. This should match the BPM measure that was used to compose the track. This is only relevant for music that wishes to make use of interactive music functionality (not implemented yet), not sound effects." +msgid "The Beats Per Minute of the audio track. This should match the BPM measure that was used to compose the track. This is only relevant for music that wishes to make use of interactive music functionality, not sound effects." msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:218 @@ -295,7 +295,7 @@ msgid "Beat Count" msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:225 -msgid "The beat count of the audio track. This is only relevant for music that wishes to make use of interactive music functionality (not implemented yet), not sound effects." +msgid "The beat count of the audio track. This is only relevant for music that wishes to make use of interactive music functionality, not sound effects." msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:229 @@ -307,7 +307,7 @@ msgid "Bar Beats" msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:236 -msgid "The number of bars within a single beat in the audio track. This is only relevant for music that wishes to make use of interactive music functionality (not implemented yet), not sound effects." +msgid "The number of bars within a single beat in the audio track. This is only relevant for music that wishes to make use of interactive music functionality , not sound effects." msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:240 @@ -322,7 +322,7 @@ msgstr "" msgid "If you double-click an Ogg Vorbis or MP3 file in the FileSystem dock (or choose **Advanced…** in the Import dock), you will see a dialog appear:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:256 +#: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:252 #: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:256 msgid "Advanced dialog when double-clicking an Ogg Vorbis or MP3 file in the FileSystem dock" msgstr "" @@ -382,7 +382,3 @@ msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_audio_samples.rst:315 msgid "Audio samples can be loaded and saved at runtime using :ref:`runtime file loading and saving `, including from an exported project." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/assets_pipeline/importing_images.pot b/sphinx/templates/tutorials/assets_pipeline/importing_images.pot index 0ec0aba692..014a113329 100644 --- a/sphinx/templates/tutorials/assets_pipeline/importing_images.pot +++ b/sphinx/templates/tutorials/assets_pipeline/importing_images.pot @@ -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 \n" @@ -83,7 +83,7 @@ msgstr "" msgid "There are over a dozen import options that can be adjusted after selecting an image in the FileSystem dock:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:62 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:58 msgid "Import options in the Import dock after selecting an image in the FileSystem dock" msgstr "" @@ -128,734 +128,663 @@ msgid "**Texture2DArray:** Import the image as a collection of 2-dimensional tex msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:96 -msgid "**Texture3D:** Import the image as a 3-dimensional texture. This is *not* a 2D texture applied onto a 3D surface. Texture3D is similar to a texture array, but with interpolation between layers. Texture3D is typically used for :ref:`class_FogMaterial` density maps in :ref:`volumetric fog `, :ref:`class_Environment` 3D LUT color correction and custom shaders." +msgid "**Texture3D:** Import the image as a 3-dimensional texture. This is *not* a 2D texture applied onto a 3D surface. Texture3D is similar to a texture array, but with interpolation between layers. Texture3D is typically used for :ref:`class_FogMaterial` density maps in :ref:`volumetric fog `, :ref:`particle attractor ` vector fields, :ref:`class_Environment` 3D LUT color correction, and custom shaders." msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_images.rst:102 msgid "**TextureAtlas:** Import the image as an *atlas* of different textures. Can be used to reduce memory usage for animated 2D sprites. Only supported in 2D due to missing support in built-in 3D shaders." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:107 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:106 +msgid "For **Cubemap**, the expected image order is X+, X-, Y+, Y-, Z+, Z- (in Godot's coordinate system, so Y+ is \"up\" and Z- is \"forward\"). Here are templates you can use for cubemap images (right-click > **Save Link As…**):" +msgstr "" + +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:110 +msgid ":download:`2×3 cubemap template (default layout option) `" +msgstr "" + +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:111 +msgid ":download:`3×2 cubemap template `" +msgstr "" + +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:112 +msgid ":download:`1×6 cubemap template `" +msgstr "" + +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:113 +msgid ":download:`6×1 cubemap template `" +msgstr "" + +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:116 msgid "Detect 3D" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:109 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:118 msgid "The default import options (no mipmaps and **Lossless** compression) are suited for 2D, but are not ideal for most 3D projects. **Detect 3D** makes Godot aware of when a texture is used in a 3D scene (such as a texture in a :ref:`class_BaseMaterial3D`). If this happens, several import options are changed so the texture flags are friendlier to 3D. Mipmaps are enabled and the compression mode is changed to **VRAM Compressed** unless :ref:`doc_importing_images_detect_3d_compress_to` is changed. The texture is also reimported automatically." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:118 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:127 msgid "A message is printed to the Output panel when a texture is detected to be used in 3D." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:120 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:129 msgid "If you run into quality issues when a texture is detected to be used in 3D (e.g. for pixel art textures), change the :ref:`doc_importing_images_detect_3d_compress_to` option before using the texture in 3D, or change :ref:`doc_importing_images_compress_mode` to **Lossless** after using the texture in 3D. This is preferable to disabling **Detect 3D**, as mipmap generation remains enabled to prevent textures from looking grainy at a distance." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:129 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:138 msgid "Import options" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:133 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:142 msgid "In Godot 4.0, changing the texture filter and repeat mode is no longer done in the import options." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:136 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:145 msgid "Instead, texture filter and repeat modes are changed in the CanvasItem properties in 2D (with a project setting acting as a default), and in a :ref:`per-material configuration in 3D `. In custom shaders, filter and repeat mode is changed on the ``sampler2D`` uniform using hints described in the :ref:`doc_shading_language` documentation." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:146 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:155 msgid "Compress > Mode" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:148 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:157 msgid "Images are one of the largest assets in a game. To handle them efficiently, they need to be compressed. Godot offers several compression methods, depending on the use case." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:152 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:161 msgid "**Lossless:** This is the default and most common compression mode for 2D assets. It shows assets without any kind of artifacting, and disk compression is decent. It will use considerably more amount of video memory than VRAM Compression, though. This is also the recommended setting for pixel art." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:156 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:165 msgid "**Lossy:** This is a good choice for large 2D assets. It has some artifacts, but less than VRAM compression and the file size is several times lower compared to Lossless or VRAM Uncompressed. Video memory usage isn't decreased by this mode; it's the same as with Lossless or VRAM Uncompressed." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:160 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:169 msgid "**VRAM Compressed:** This is the default and most common compression mode for 3D assets. Size on disk is reduced and video memory usage is also decreased considerably (usually by a factor between 4 and 6). This mode should be avoided for 2D as it exhibits noticeable artifacts, especially for lower-resolution textures." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:165 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:174 msgid "**VRAM Uncompressed:** Only useful for formats that can't be compressed, such as raw floating-point images." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:167 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:176 msgid "**Basis Universal:** This alternative VRAM compression mode encodes the texture to a format that can be transcoded to most GPU-compressed formats at load-time. This provides very small files that make use of VRAM compression, at the cost of lower quality compared to VRAM Compressed and slow compression times. VRAM usage is usually the same as VRAM Compressed. Basis Universal does not support floating-point image formats (the engine will internally fall back to VRAM Compressed instead)." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:177 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:186 msgid "Even in 3D, \"pixel art\" textures should have VRAM compression disabled as it will negatively affect their appearance, without improving performance significantly due to their low resolution." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:181 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:190 msgid "In this table, each of the 5 options are described together with their advantages and disadvantages (|good| = best, |bad| = worst):" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:211 msgid "good" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:209 msgid "bad" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:185 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:194 msgid "Compress mode" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:185 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:209 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:194 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:218 msgid "Lossless" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:185 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:209 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:194 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:218 msgid "Lossy" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:185 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:209 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:194 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:218 msgid "VRAM Compressed" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:185 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:209 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:194 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:218 msgid "VRAM Uncompressed" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:185 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:209 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:194 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:218 msgid "Basis Universal" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:187 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:196 msgid "**Description**" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:187 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:196 msgid "Stored as Lossless WebP / PNG" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:187 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:196 msgid "Stored as Lossy WebP" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:187 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:196 msgid "Stored as S3TC, BPTC or ETC2 depending on platform" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:187 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:196 msgid "Stored as raw pixels" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:187 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:196 msgid "Transcoded to VRAM Compressed format" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:189 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:198 msgid "**Size on disk**" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:189 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:189 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:198 msgid "|regular| Small" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:213 msgid "regular" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:189 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:189 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:198 msgid "|good| Very small" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:189 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:191 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:191 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:191 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:198 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 msgid "|bad| Large" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:191 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 msgid "**Memory usage**" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:191 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:191 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:200 msgid "|good| Small" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:193 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 msgid "**Performance**" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:193 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:193 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:193 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:197 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:197 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:206 msgid "|regular| Normal" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:193 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:193 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:197 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:202 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:206 msgid "|good| Fast" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:195 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 msgid "**Quality loss**" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:195 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:195 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 msgid "|good| None" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:195 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 msgid "|regular| Slight" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:195 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:195 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:204 msgid "|bad| Moderate" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:197 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:206 msgid "**Load time**" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:197 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:197 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:206 msgid "|bad| Slow" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:206 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:215 msgid "Estimated memory usage for a single RGBA8 texture with mipmaps enabled:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:209 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:218 msgid "Texture size" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:211 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:220 msgid "**128×128**" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:211 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:211 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:211 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:213 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:213 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:220 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:222 msgid "|good| 85 KiB" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:211 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:211 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:220 msgid "|good| 21 KiB" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:213 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:222 msgid "**256×256**" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:213 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:213 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:213 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:215 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:215 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:222 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:224 msgid "|good| 341 KiB" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:215 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:224 msgid "**512×512**" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:215 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:215 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:215 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:217 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:217 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:224 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:226 msgid "|good| 1.33 MiB" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:217 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:226 msgid "**1024×1024**" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:217 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:217 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:217 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:219 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:219 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:226 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:228 msgid "|regular| 5.33 MiB" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:219 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:228 msgid "**2048×2048**" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:219 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:219 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:219 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:221 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:221 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:228 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:230 msgid "|bad| 21.33 MiB" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:221 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:230 msgid "**4096×4096**" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:221 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:221 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:221 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:230 msgid "|bad| 85.33 MiB" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:226 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:235 msgid "In the above table, memory usage will be reduced by 25% for images that do not have an alpha channel (RGB8). Memory usage will be further decreased by 25% for images that have mipmaps disabled." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:230 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:239 msgid "Notice how at larger resolutions, the impact of VRAM compression is much greater. With a 4:1 compression ratio (6:1 for opaque textures with S3TC), VRAM compression effectively allows a texture to be twice as large on each axis, while using the same amount of memory on the GPU." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:235 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:244 msgid "VRAM compression also reduces the memory bandwidth required to sample the texture, which can speed up rendering in memory bandwidth-constrained scenarios (which are frequent on integrated graphics and mobile). These factors combined make VRAM compression a must-have for 3D games with high-resolution textures." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:240 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:249 msgid "You can preview how much memory a texture takes by double-clicking it in the FileSystem dock, then looking at the Inspector:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:247 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:252 msgid "Previewing a texture in the Inspector" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:247 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:256 msgid "Previewing a texture in the Inspector. Credit: `Red Brick 03 - Poly Haven `__" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:250 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:259 msgid "Compress > High Quality" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:254 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:263 msgid "High-quality VRAM texture compression is only supported in the Forward+ and Forward Mobile rendering methods." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:257 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:266 msgid "When using the Compatibility rendering method, this option is always considered disabled." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:260 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:269 msgid "If enabled, uses BPTC compression on desktop platforms and :abbr:`ASTC (Adaptive Scalable Texture Compression)` compression on mobile platforms. When using BPTC, BC7 is used for SDR textures and BC6H is used for HDR textures." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:264 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:273 msgid "If disabled (default), uses the faster but lower-quality S3TC compression on desktop platforms and ETC2 on mobile/web platforms. When using S3TC, DXT1 (BC1) is used for opaque textures and DXT5 (BC3) is used for transparent or normal map (:abbr:`RGTC (Red-Green Texture Compression)`) textures." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:269 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:278 msgid "BPTC and ASTC support VRAM compression for HDR textures, but S3TC and ETC2 do not (see **HDR Compression** below)." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:273 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:282 msgid "Compress > HDR Compression" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:277 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:286 msgid "This option only has an effect on textures that are imported as HDR formats in Godot (``.hdr`` and ``.exr`` files)." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:280 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:289 msgid "If set to **Disabled**, never uses VRAM compression for HDR textures, regardless of whether they're opaque or transparent. Instead, the texture is converted to RGBE9995 (9-bits per channel + 5-bit exponent = 32 bits per pixel) to reduce memory usage compared to a half-float or single-precision float image format." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:285 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:294 msgid "If set to **Opaque Only** (default), only uses VRAM compression for opaque HDR textures. This is due to a limitation of HDR formats, as there is no VRAM-compressed HDR format that supports transparency at the same time." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:289 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:298 msgid "If set to **Always**, will force VRAM compression even for HDR textures with an alpha channel. To perform this, the alpha channel is discarded on import." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:293 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:302 msgid "Compress > Normal Map" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:295 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:304 msgid "When using a texture as normal map, only the red and green channels are required. Given regular texture compression algorithms produce artifacts that don't look that nice in normal maps, the :abbr:`RGTC (Red-Green Texture Compression)` compression format is the best fit for this data. Forcing this option to **Enable** will make Godot import the image as :abbr:`RGTC (Red-Green Texture Compression)` compressed. By default, it's set to **Detect**. This means that if the texture is ever detected to be used as a normal map, it will be changed to **Enable** and reimported automatically." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:303 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:312 msgid "Note that :abbr:`RGTC (Red-Green Texture Compression)` compression affects the resulting normal map image. You will have to adjust custom shaders that use the normal map's blue channel to take this into account. Built-in material shaders already ignore the blue channel in a normal map (regardless of the actual normal map's contents)." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:309 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:318 msgid "In the example below, the normal map with :abbr:`RGTC (Red-Green Texture Compression)` compression is able to preserve its detail much better, while using the same amount of memory as a standard RGBA VRAM-compressed texture:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:317 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:317 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:322 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:326 msgid "Normal map with standard VRAM compression (left) and with RGTC VRAM compression (right)" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:321 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:422 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:330 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:431 msgid "Godot requires the normal map to use the X+, Y+ and Z+ coordinates, which is known as an OpenGL-style normal map. If you've imported a material made to be used with another engine, it may be DirectX-style. In this case, the normal map needs to be converted by enabling the **Normal Map Invert Y** import option." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:326 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:427 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:335 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:436 msgid "More information about normal maps (including a coordinate order table for popular engines) can be found `here `__." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:331 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:340 msgid "Compress > Channel Pack" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:333 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:342 msgid "If set to **sRGB Friendly** (default), prevents the RG color format from being used as it does not support sRGB color." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:336 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:345 msgid "If set to **Optimized**, allows the RG color format to be used if the texture does not use the blue channel." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:339 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:348 msgid "A third option **Normal Map (RG Channels)** is *only* available in layered textures (:ref:`class_Cubemap`, :ref:`class_CubemapArray`, :ref:`class_Texture2DArray` and :ref:`class_Texture3D`). This forces all layers from the texture to be imported with the RG color format to reduce memory usage, with only the red and green channels preserved. This only has an effect on textures with the **VRAM Compressed** or **Basis Universal** compression modes." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:349 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:358 msgid "Mipmaps > Generate" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:351 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:360 msgid "If enabled, smaller versions of the texture are generated on import. For example, a 64×64 texture will generate 6 mipmaps (32×32, 16×16, 8×8, 4×4, 2×2, 1×1). This has several benefits:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:355 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:364 msgid "Textures will not become grainy in the distance (in 3D), or if scaled down due to camera zoom or CanvasItem scale (in 2D)." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:357 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:366 msgid "Performance will improve if the texture is displayed in the distance, since sampling smaller versions of the original texture is faster and requires less memory bandwidth." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:361 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:370 msgid "The downside of mipmaps is that they increase memory usage by roughly 33%." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:363 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:372 msgid "It's recommended to enable mipmaps in 3D. However, in 2D, this should only be enabled if your project visibly benefits from having mipmaps enabled. If the camera never zooms out significantly, there won't be a benefit to enabling mipmaps but memory usage will increase." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:369 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:378 msgid "Mipmaps > Limit" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:373 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:382 msgid "**Mipmaps > Limit** is currently not implemented and has no effect when changed." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:375 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:384 msgid "If set to a value greater than ``-1``, limits the maximum number of mipmaps that can be generated. This can be decreased if you don't want textures to become too low-resolution at extreme distances, at the cost of some graininess." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:380 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:389 msgid "Roughness > Mode" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:382 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:391 msgid "The color channel to consider as a roughness map in this texture. Only effective if **Roughness > Src Normal** is not empty." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:386 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:395 msgid "Roughness > Src Normal" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:388 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:397 msgid "The path to the texture to consider as a normal map for roughness filtering on import. Specifying this can help decrease specular aliasing slightly in 3D." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:391 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:400 msgid "Roughness filtering on import is only used in 3D rendering, not 2D." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:394 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:403 msgid "Process > Fix Alpha Border" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:396 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:405 msgid "This puts pixels of the same surrounding color in transition from transparent to opaque areas. For textures displayed with bilinear filtering, this helps mitigate the outline effect when exporting images from an image editor." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:402 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:411 msgid "It's recommended to leave this enabled (as it is by default), unless this causes issues for a particular image." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:406 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:415 msgid "Process > Premult Alpha" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:408 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:417 msgid "An alternative to fixing darkened borders with **Fix Alpha Border** is to use premultiplied alpha. By enabling this option, the texture will be converted to this format. A premultiplied alpha texture requires specific materials to be displayed correctly:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:413 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:422 msgid "In 2D, a :ref:`class_CanvasItemMaterial` will need to be created and configured to use the **Premul Alpha** blend mode on CanvasItems that use this texture." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:416 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:425 msgid "In 3D, there is no support for premultiplied alpha blend mode yet, so this option is only suited for 2D." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:420 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:429 msgid "Process > Normal Map Invert Y" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:432 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:441 msgid "Process > HDR as sRGB" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:434 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:443 msgid "Some HDR images you can find online may be broken and contain sRGB color data (instead of linear color data). It is advised not to use those files. If you absolutely have to, enabling this option on will make them look correct." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:440 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:449 msgid "Enabling **HDR as sRGB** on well-formatted HDR images will cause the resulting image to look too dark, so leave this disabled if unsure." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:444 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:453 msgid "Process > HDR Clamp Exposure" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:446 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:455 msgid "Some HDR panorama images you can find online may contain extremely bright pixels, due to being taken from real life sources without any clipping." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:449 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:458 msgid "While these HDR panorama images are accurate to real life, this can cause the radiance map generated by Godot to contain sparkles when used as a background sky. This can be seen in material reflections (even on rough materials in extreme cases). Enabling **HDR Clamp Exposure** can resolve this using a smart clamping formula that does not introduce *visible* clipping – glow will keep working when looking at the background sky." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:457 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:466 msgid "Process > Size Limit" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:459 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:468 msgid "If set to a value greater than ``0``, the size of the texture is limited on import to a value smaller than or equal to the value specified here. For non-square textures, the size limit affects the longer dimension, with the shorter dimension scaled to preserve aspect ratio. Resizing is performed using cubic interpolation." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:465 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:474 msgid "This can be used to reduce memory usage without affecting the source images, or avoid issues with textures not displaying on mobile/web platforms (as these usually can't display textures larger than 4096×4096)." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:472 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:481 msgid "Detect 3D > Compress To" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:474 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:483 msgid "This changes the :ref:`doc_importing_images_compress_mode` option that is used when a texture is detected as being used in 3D." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:477 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:486 msgid "Changing this import option only has an effect if a texture is detected as being used in 3D. Changing this to **Disabled** then reimporting will not change the existing compress mode on a texture (if it's detected to be used in 3D), but choosing **VRAM Compressed** or **Basis Universal** will." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:483 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:492 msgid "SVG > Scale" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:485 -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:497 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:494 #: ../../docs/tutorials/assets_pipeline/importing_images.rst:506 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:515 msgid "*This is only available for SVG images.*" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:487 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:496 msgid "The scale the SVG should be rendered at, with ``1.0`` being the original design size. Higher values result in a larger image. Note that unlike font oversampling, this affects the physical size the SVG is rendered at in 2D. See also **Editor > Scale With Editor Scale** below." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:495 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:504 msgid "Editor > Scale With Editor Scale" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:499 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:508 msgid "If true, scales the imported image to match the editor's display scale factor. This should be enabled for editor plugin icons and custom class icons, but should be left disabled otherwise." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:504 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:513 msgid "Editor > Convert Colors With Editor Theme" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:508 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:517 msgid "If checked, converts the imported image's colors to match the editor's icon and font color palette. This assumes the image uses the exact same colors as :ref:`Godot's own color palette for editor icons `, with the source file designed for a dark editor theme. This should be enabled for editor plugin icons and custom class icons, but should be left disabled otherwise." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:517 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:526 msgid "Importing SVG images with text" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:519 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:528 msgid "As the SVG library used in Godot doesn't support rasterizing text found in SVG images, text must be converted to a path first. Otherwise, text won't appear in the rasterized image." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:523 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:532 msgid "There are two ways to achieve this in a non-destructive manner, so you can keep editing the original text afterwards:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:526 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:535 msgid "Select your text object in Inkscape, then duplicate it in place by pressing :kbd:`Ctrl + D` and use **Path > Object to Path**. Hide the original text object afterwards using the **Layers and Objects** dock." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:529 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:538 msgid "Use the Inkscape command line to export an SVG from another SVG file with text converted to paths:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:537 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:546 msgid "Best practices" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:540 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:549 msgid "Supporting high-resolution texture sizes in 2D without artifacts" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:542 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:551 msgid "To support :ref:`multiple resolutions ` with crisp visuals at high resolutions, you will need to use high-resolution source images (suited for the highest resolution you wish to support without blurriness, which is typically 4K in modern desktop games)." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:547 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:556 msgid "There are 2 ways to proceed:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:549 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:558 msgid "Use a high base resolution in the project settings (such as 4K), then use the textures at original scale. This is an easier approach." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:551 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:560 msgid "Use a low base resolution in the project settings (such as 1080p), then downscale textures when using them. This is often more difficult and can make various calculations in script tedious, so the approach described above is recommended instead." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:556 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:565 msgid "After doing this, you may notice that textures become grainy at lower viewport resolutions. To resolve this, enable **Mipmaps** on textures used in 2D in the Import dock. This will increase memory usage." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:560 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:569 msgid "Enabling mipmaps can also make textures appear blurrier, but you can choose to make textures sharper (at the cost of some graininess) by setting **Rendering > Textures > Default Filters > Texture Mipmap Bias** to a negative value." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:566 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:575 msgid "Use appropriate texture sizes in 3D" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:568 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:577 msgid "While there's no \"one size fits all\" recommendation, here are some general recommendations for choosing texture sizes in 3D:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:571 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:580 msgid "The size of a texture should be adjusted to have a consistent texel density compared to surrounding objects. While this cannot be ensured perfectly when sticking to power-of-two texture sizes, it's usually possible to keep texture detail fairly consistent throughout a 3D scene." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:575 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:584 msgid "The smaller the object appears on screen, the smaller its texture should be. For example, a tree that only appears in the background doesn't need a texture resolution as high as other objects the player may be able to walk close to." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:578 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:587 msgid "Using power-of-two texture sizes is recommended, but is not required. Textures don't have to be square – sizes such as 1024×512 are acceptable." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:580 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:589 msgid "There are diminishing returns to using large texture sizes, despite the increased memory usage and loading times. Most modern 3D games not using a pixel art style stick to 2048×2048 textures on average, with 1024×1024 and 512×512 for textures spanning smaller surfaces." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:584 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:593 msgid "When working with physically-based materials in 3D, you can reduce memory usage and file size without affecting quality too much by using a lower resolution for certain texture maps. This works especially well for textures that only feature low-frequency detail (such as a normal map for a snow texture)." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:590 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:599 msgid "If you have control over how the 3D models are created, these tips are also worth exploring:" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:593 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:602 msgid "When working with 3D models that are mostly symmetrical, you may be able to use mirrored UVs to double the effective texel density. This may look unnatural when used on human faces though." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:596 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:605 msgid "When working with 3D models using a low-poly style and plain colors, you can rely on vertex colors instead of textures to represent colors on the model's surfaces." msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_images.rst:602 +#: ../../docs/tutorials/assets_pipeline/importing_images.rst:611 msgid "Images can be loaded and saved at runtime using :ref:`runtime file loading and saving `, including from an exported project." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/assets_pipeline/importing_translations.pot b/sphinx/templates/tutorials/assets_pipeline/importing_translations.pot index 8a9b7ed56c..d58aa991d5 100644 --- a/sphinx/templates/tutorials/assets_pipeline/importing_translations.pot +++ b/sphinx/templates/tutorials/assets_pipeline/importing_translations.pot @@ -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 \n" @@ -76,14 +76,8 @@ msgstr "" msgid "KEY1" msgstr "" -#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:52 -#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:52 #: ../../docs/tutorials/assets_pipeline/importing_translations.rst:52 #: ../../docs/tutorials/assets_pipeline/importing_translations.rst:54 -#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:54 -#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:54 -#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:56 -#: ../../docs/tutorials/assets_pipeline/importing_translations.rst:56 #: ../../docs/tutorials/assets_pipeline/importing_translations.rst:56 msgid "string" msgstr "" @@ -199,7 +193,3 @@ msgstr "" #: ../../docs/tutorials/assets_pipeline/importing_translations.rst:116 msgid "Be sure to click **Reimport** after any change to these options." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/assets_pipeline/index.pot b/sphinx/templates/tutorials/assets_pipeline/index.pot index 461bf8cb24..3c3b04b0ff 100644 --- a/sphinx/templates/tutorials/assets_pipeline/index.pot +++ b/sphinx/templates/tutorials/assets_pipeline/index.pot @@ -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 \n" @@ -18,7 +18,3 @@ msgstr "" #: ../../docs/tutorials/assets_pipeline/index.rst:4 msgid "Assets pipeline" msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/assets_pipeline/retargeting_3d_skeletons.pot b/sphinx/templates/tutorials/assets_pipeline/retargeting_3d_skeletons.pot index 57fa468059..57c9278eb3 100644 --- a/sphinx/templates/tutorials/assets_pipeline/retargeting_3d_skeletons.pot +++ b/sphinx/templates/tutorials/assets_pipeline/retargeting_3d_skeletons.pot @@ -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 \n" @@ -218,7 +218,3 @@ msgstr "" #: ../../docs/tutorials/assets_pipeline/retargeting_3d_skeletons.rst:171 msgid "Also, for models with bent knees or feet, it may be necessary to adjust the ``scale_base_bone`` height. For that, you can use ``base_height_adjustment`` option." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/audio/audio_buses.pot b/sphinx/templates/tutorials/audio/audio_buses.pot index 78072c254c..cf143abc44 100644 --- a/sphinx/templates/tutorials/audio/audio_buses.pot +++ b/sphinx/templates/tutorials/audio/audio_buses.pot @@ -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 \n" @@ -112,42 +112,46 @@ msgstr "" msgid "Adding effects" msgstr "" -#: ../../docs/tutorials/audio/audio_buses.rst:91 -msgid "Audio buses can contain all sorts of effects. These effects modify the sound in one way or another and are applied in order." +#: ../../docs/tutorials/audio/audio_buses.rst:93 +msgid "This feature is not supported on the web platform if the AudioStreamPlayer's playback mode is set to **Sample**, which is the default. It will only work if the playback mode is set to **Stream**, at the cost of increased latency if threads are not enabled." msgstr "" -#: ../../docs/tutorials/audio/audio_buses.rst:96 -msgid "For information on what each effect does, see :ref:`doc_audio_effects`." -msgstr "" - -#: ../../docs/tutorials/audio/audio_buses.rst:99 -msgid "Automatic bus disabling" +#: ../../docs/tutorials/audio/audio_buses.rst:98 +msgid "See :ref:`Audio playback in the Exporting for the Web documentation ` for details." msgstr "" #: ../../docs/tutorials/audio/audio_buses.rst:101 +msgid "Audio buses can contain all sorts of effects. These effects modify the sound in one way or another and are applied in order." +msgstr "" + +#: ../../docs/tutorials/audio/audio_buses.rst:106 +msgid "For information on what each effect does, see :ref:`doc_audio_effects`." +msgstr "" + +#: ../../docs/tutorials/audio/audio_buses.rst:109 +msgid "Automatic bus disabling" +msgstr "" + +#: ../../docs/tutorials/audio/audio_buses.rst:111 msgid "There is no need to disable buses manually when not in use. Godot detects that the bus has been silent for a few seconds and disables it (including all effects)." msgstr "" -#: ../../docs/tutorials/audio/audio_buses.rst:107 +#: ../../docs/tutorials/audio/audio_buses.rst:117 msgid "Disabled buses have a blue VU meter instead of a red-green one." msgstr "" -#: ../../docs/tutorials/audio/audio_buses.rst:110 +#: ../../docs/tutorials/audio/audio_buses.rst:120 msgid "Bus rearrangement" msgstr "" -#: ../../docs/tutorials/audio/audio_buses.rst:112 +#: ../../docs/tutorials/audio/audio_buses.rst:122 msgid "Stream Players use bus names to identify a bus, which allows adding, removing and moving buses around while the reference to them is kept. However, if a bus is renamed, the reference will be lost and the Stream Player will output to Master. This system was chosen because rearranging buses is a more common process than renaming them." msgstr "" -#: ../../docs/tutorials/audio/audio_buses.rst:119 +#: ../../docs/tutorials/audio/audio_buses.rst:129 msgid "Default bus layout" msgstr "" -#: ../../docs/tutorials/audio/audio_buses.rst:121 +#: ../../docs/tutorials/audio/audio_buses.rst:131 msgid "The default bus layout is automatically saved to the ``res://default_bus_layout.tres`` file. Custom bus arrangements can be saved and loaded from disk." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/audio/audio_effects.pot b/sphinx/templates/tutorials/audio/audio_effects.pot index 7729057c64..b2d61365e6 100644 --- a/sphinx/templates/tutorials/audio/audio_effects.pot +++ b/sphinx/templates/tutorials/audio/audio_effects.pot @@ -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 \n" @@ -270,7 +270,3 @@ msgstr "" #: ../../docs/tutorials/audio/audio_effects.rst:229 msgid "This effect uses a few algorithms to enhance a signal's stereo width." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/audio/audio_streams.pot b/sphinx/templates/tutorials/audio/audio_streams.pot index 4ddc4e54d6..170f120334 100644 --- a/sphinx/templates/tutorials/audio/audio_streams.pot +++ b/sphinx/templates/tutorials/audio/audio_streams.pot @@ -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 \n" @@ -83,30 +83,36 @@ msgstr "" msgid "Reverb buses" msgstr "" -#: ../../docs/tutorials/audio/audio_streams.rst:83 -msgid "Godot allows for 3D audio streams that enter a specific Area3D node to send dry and wet audio to separate buses. This is useful when you have several reverb configurations for different types of rooms. This is done by enabling this type of reverb in the **Reverb Bus** section of the Area3D's properties:" +#: ../../docs/tutorials/audio/audio_streams.rst:85 +#: ../../docs/tutorials/audio/audio_streams.rst:117 +msgid "This feature is not supported on the web platform if the AudioStreamPlayer's playback mode is set to **Sample**, which is the default. It will only work if the playback mode is set to **Stream**, at the cost of increased latency if threads are not enabled." msgstr "" #: ../../docs/tutorials/audio/audio_streams.rst:90 +#: ../../docs/tutorials/audio/audio_streams.rst:122 +msgid "See :ref:`Audio playback in the Exporting for the Web documentation ` for details." +msgstr "" + +#: ../../docs/tutorials/audio/audio_streams.rst:93 +msgid "Godot allows for 3D audio streams that enter a specific Area3D node to send dry and wet audio to separate buses. This is useful when you have several reverb configurations for different types of rooms. This is done by enabling this type of reverb in the **Reverb Bus** section of the Area3D's properties:" +msgstr "" + +#: ../../docs/tutorials/audio/audio_streams.rst:100 msgid "At the same time, a special bus layout is created where each Area3D receives the reverb info from each Area3D. A Reverb effect needs to be created and configured in each reverb bus to complete the setup for the desired effect:" msgstr "" -#: ../../docs/tutorials/audio/audio_streams.rst:96 +#: ../../docs/tutorials/audio/audio_streams.rst:106 msgid "The Area3D's **Reverb Bus** section also has a parameter named **Uniformity**. Some types of rooms bounce sounds more than others (like a warehouse), so reverberation can be heard almost uniformly across the room even though the source may be far away. Playing around with this parameter can simulate that effect." msgstr "" -#: ../../docs/tutorials/audio/audio_streams.rst:103 +#: ../../docs/tutorials/audio/audio_streams.rst:113 msgid "Doppler" msgstr "" -#: ../../docs/tutorials/audio/audio_streams.rst:105 +#: ../../docs/tutorials/audio/audio_streams.rst:125 msgid "When the relative velocity between an emitter and listener changes, this is perceived as an increase or decrease in the pitch of the emitted sound. Godot can track velocity changes in the AudioStreamPlayer3D and Camera nodes. Both nodes have this property, which must be enabled manually:" msgstr "" -#: ../../docs/tutorials/audio/audio_streams.rst:112 +#: ../../docs/tutorials/audio/audio_streams.rst:132 msgid "Enable it by setting it depending on how objects will be moved: use **Idle** for objects moved using ``_process``, or **Physics** for objects moved using ``_physics_process``. The tracking will happen automatically." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/audio/index.pot b/sphinx/templates/tutorials/audio/index.pot index ebbf49f2b2..569f8040b6 100644 --- a/sphinx/templates/tutorials/audio/index.pot +++ b/sphinx/templates/tutorials/audio/index.pot @@ -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 \n" @@ -18,7 +18,3 @@ msgstr "" #: ../../docs/tutorials/audio/index.rst:6 msgid "Audio" msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/audio/recording_with_microphone.pot b/sphinx/templates/tutorials/audio/recording_with_microphone.pot index c56af427b3..6b2643fbbb 100644 --- a/sphinx/templates/tutorials/audio/recording_with_microphone.pot +++ b/sphinx/templates/tutorials/audio/recording_with_microphone.pot @@ -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 \n" @@ -28,7 +28,7 @@ msgid "A simple demo is included in the official demo projects and will be used msgstr "" #: ../../docs/tutorials/audio/recording_with_microphone.rst:15 -msgid "You will need to enable audio input in the project settings ``Project Settings -> Audio -> Driver -> Enable Input``, or you'll just get empty audio files." +msgid "You will need to enable audio input in the :ref:`Audio > Driver > Enable Input` project setting, or you'll just get empty audio files." msgstr "" #: ../../docs/tutorials/audio/recording_with_microphone.rst:18 @@ -62,7 +62,3 @@ msgstr "" #: ../../docs/tutorials/audio/recording_with_microphone.rst:162 msgid "To save the recording, you call ``save_to_wav()`` with the path to a file. In this demo, the path is defined by the user via a ``LineEdit`` input box." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/audio/sync_with_audio.pot b/sphinx/templates/tutorials/audio/sync_with_audio.pot index d6501acc04..329519849b 100644 --- a/sphinx/templates/tutorials/audio/sync_with_audio.pot +++ b/sphinx/templates/tutorials/audio/sync_with_audio.pot @@ -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 \n" @@ -60,65 +60,61 @@ msgid "This is a common tradeoff, so Godot ships with sensible defaults that sho msgstr "" #: ../../docs/tutorials/audio/sync_with_audio.rst:26 -msgid "The problem, in the end, is not this slight delay but synchronizing graphics and audio for games that require it. Beginning with Godot 3.2, some helpers were added to obtain more precise playback timing." -msgstr "" - -#: ../../docs/tutorials/audio/sync_with_audio.rst:29 -msgid "Using the system clock to sync" +msgid "The problem, in the end, is not this slight delay but synchronizing graphics and audio for games that require it. Some helpers are available to obtain more precise playback timing." msgstr "" #: ../../docs/tutorials/audio/sync_with_audio.rst:31 -msgid "As mentioned before, If you call :ref:`AudioStreamPlayer.play()`, sound will not begin immediately, but when the audio thread processes the next chunk." +msgid "Using the system clock to sync" msgstr "" #: ../../docs/tutorials/audio/sync_with_audio.rst:33 -msgid "This delay can't be avoided but it can be estimated by calling :ref:`AudioServer.get_time_to_next_mix()`." +msgid "As mentioned before, If you call :ref:`AudioStreamPlayer.play()`, sound will not begin immediately, but when the audio thread processes the next chunk." msgstr "" #: ../../docs/tutorials/audio/sync_with_audio.rst:35 -msgid "The output latency (what happens after the mix) can also be estimated by calling :ref:`AudioServer.get_output_latency()`." +msgid "This delay can't be avoided but it can be estimated by calling :ref:`AudioServer.get_time_to_next_mix()`." msgstr "" #: ../../docs/tutorials/audio/sync_with_audio.rst:37 +msgid "The output latency (what happens after the mix) can also be estimated by calling :ref:`AudioServer.get_output_latency()`." +msgstr "" + +#: ../../docs/tutorials/audio/sync_with_audio.rst:39 msgid "Add these two and it's possible to guess almost exactly when sound or music will begin playing in the speakers during *_process()*:" msgstr "" -#: ../../docs/tutorials/audio/sync_with_audio.rst:81 +#: ../../docs/tutorials/audio/sync_with_audio.rst:83 msgid "In the long run, though, as the sound hardware clock is never exactly in sync with the system clock, the timing information will slowly drift away." msgstr "" -#: ../../docs/tutorials/audio/sync_with_audio.rst:83 +#: ../../docs/tutorials/audio/sync_with_audio.rst:85 msgid "For a rhythm game where a song begins and ends after a few minutes, this approach is fine (and it's the recommended approach). For a game where playback can last a much longer time, the game will eventually go out of sync and a different approach is needed." msgstr "" -#: ../../docs/tutorials/audio/sync_with_audio.rst:86 +#: ../../docs/tutorials/audio/sync_with_audio.rst:88 msgid "Using the sound hardware clock to sync" msgstr "" -#: ../../docs/tutorials/audio/sync_with_audio.rst:88 +#: ../../docs/tutorials/audio/sync_with_audio.rst:90 msgid "Using :ref:`AudioStreamPlayer.get_playback_position()` to obtain the current position for the song sounds ideal, but it's not that useful as-is. This value will increment in chunks (every time the audio callback mixed a block of sound), so many calls can return the same value. Added to this, the value will be out of sync with the speakers too because of the previously mentioned reasons." msgstr "" -#: ../../docs/tutorials/audio/sync_with_audio.rst:90 +#: ../../docs/tutorials/audio/sync_with_audio.rst:92 msgid "To compensate for the \"chunked\" output, there is a function that can help: :ref:`AudioServer.get_time_since_last_mix()`." msgstr "" -#: ../../docs/tutorials/audio/sync_with_audio.rst:93 +#: ../../docs/tutorials/audio/sync_with_audio.rst:95 msgid "Adding the return value from this function to *get_playback_position()* increases precision:" msgstr "" -#: ../../docs/tutorials/audio/sync_with_audio.rst:105 +#: ../../docs/tutorials/audio/sync_with_audio.rst:107 msgid "To increase precision, subtract the latency information (how much it takes for the audio to be heard after it was mixed):" msgstr "" -#: ../../docs/tutorials/audio/sync_with_audio.rst:116 +#: ../../docs/tutorials/audio/sync_with_audio.rst:118 msgid "The result may be a bit jittery due how multiple threads work. Just check that the value is not less than in the previous frame (discard it if so). This is also a less precise approach than the one before, but it will work for songs of any length, or synchronizing anything (sound effects, as an example) to music." msgstr "" -#: ../../docs/tutorials/audio/sync_with_audio.rst:118 +#: ../../docs/tutorials/audio/sync_with_audio.rst:120 msgid "Here is the same code as before using this approach:" msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/audio/text_to_speech.pot b/sphinx/templates/tutorials/audio/text_to_speech.pot index 3d03bc4f8e..34bbecc6b3 100644 --- a/sphinx/templates/tutorials/audio/text_to_speech.pot +++ b/sphinx/templates/tutorials/audio/text_to_speech.pot @@ -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 \n" @@ -158,7 +158,3 @@ msgstr "" #: ../../docs/tutorials/audio/text_to_speech.rst:112 msgid "Windows text-to-speech APIs generally perform better than their equivalents on other systems (e.g. `tts_stop` followed by `tts_speak` immediately speaks the new message)." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/best_practices/autoloads_versus_internal_nodes.pot b/sphinx/templates/tutorials/best_practices/autoloads_versus_internal_nodes.pot index e40799c3a8..544fc6d14b 100644 --- a/sphinx/templates/tutorials/best_practices/autoloads_versus_internal_nodes.pot +++ b/sphinx/templates/tutorials/best_practices/autoloads_versus_internal_nodes.pot @@ -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 \n" @@ -112,7 +112,7 @@ msgid "GDScript supports the creation of ``static`` functions using ``static fun msgstr "" #: ../../docs/tutorials/best_practices/autoloads_versus_internal_nodes.rst:89 -msgid "Since Godot 4.1, GDScript also supports ``static`` variables using ``static var``. This means you can now share a variables across instances of a class without having to create a separate autoload." +msgid "Since Godot 4.1, GDScript also supports ``static`` variables using ``static var``. This means you can now share variables across instances of a class without having to create a separate autoload." msgstr "" #: ../../docs/tutorials/best_practices/autoloads_versus_internal_nodes.rst:93 @@ -126,7 +126,3 @@ msgstr "" #: ../../docs/tutorials/best_practices/autoloads_versus_internal_nodes.rst:106 msgid "As a result, you can get the autoloaded node, for example an autoload called ``Sound``, by calling ``get_node(\"/root/Sound\")``." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/best_practices/data_preferences.pot b/sphinx/templates/tutorials/best_practices/data_preferences.pot index b4b59815d6..1a3c15e310 100644 --- a/sphinx/templates/tutorials/best_practices/data_preferences.pot +++ b/sphinx/templates/tutorials/best_practices/data_preferences.pot @@ -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 \n" @@ -328,15 +328,15 @@ msgid "Godot's :ref:`RenderingServer ` then draws the reg msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:327 -msgid "Also note that AnimatedTexture is a :ref:`Resource ` unlike the other :ref:`Node ` objects discussed here. One might create a :ref:`Sprite2D ` node that uses AnimatedTexture as its texture. Or (something the others can't do) one could add AnimatedTextures as tiles in a :ref:`TileSet ` and integrate it with a :ref:`TileMap ` for many auto-animating backgrounds that all render in a single batched draw call." +msgid "Also note that AnimatedTexture is a :ref:`Resource ` unlike the other :ref:`Node ` objects discussed here. One might create a :ref:`Sprite2D ` node that uses AnimatedTexture as its texture. Or (something the others can't do) one could add AnimatedTextures as tiles in a :ref:`TileSet ` and integrate it with a :ref:`TileMapLayer ` for many auto-animating backgrounds that all render in a single batched draw call." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:335 -msgid "The AnimatedSprite2D node, in combination with the :ref:`SpriteFrames ` resource, allows one to create a variety of animation sequences through spritesheets, flip between animations, and control their speed, regional offset, and orientation. This makes them well-suited to controlling 2D frame-based animations." +msgid "The :ref:`AnimatedSprite2D ` node, in combination with the :ref:`SpriteFrames ` resource, allows one to create a variety of animation sequences through spritesheets, flip between animations, and control their speed, regional offset, and orientation. This makes them well-suited to controlling 2D frame-based animations." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:341 -msgid "If one needs trigger other effects in relation to animation changes (for example, create particle effects, call functions, or manipulate other peripheral elements besides the frame-based animation), then will need to use an :ref:`AnimationPlayer ` node in conjunction with the AnimatedSprite2D." +msgid "If one needs to trigger other effects in relation to animation changes (for example, create particle effects, call functions, or manipulate other peripheral elements besides the frame-based animation), then one will need to use an :ref:`AnimationPlayer ` node in conjunction with the AnimatedSprite2D." msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:347 @@ -358,7 +358,3 @@ msgstr "" #: ../../docs/tutorials/best_practices/data_preferences.rst:359 msgid "While one needs an AnimationPlayer to design each of the individual animation sequences for a game, it can also be useful to combine animations for blending, i.e. enabling smooth transitions between these animations. There may also be a hierarchical structure between animations that one plans out for their object. These are the cases where the :ref:`AnimationTree ` shines. One can find an in-depth guide on using the AnimationTree :ref:`here `." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/best_practices/godot_interfaces.pot b/sphinx/templates/tutorials/best_practices/godot_interfaces.pot index 980c0865ab..d6dfa55210 100644 --- a/sphinx/templates/tutorials/best_practices/godot_interfaces.pot +++ b/sphinx/templates/tutorials/best_practices/godot_interfaces.pot @@ -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 \n" @@ -126,7 +126,3 @@ msgstr "" #: ../../docs/tutorials/best_practices/godot_interfaces.rst:536 msgid "These strategies contribute to Godot's flexible design. Between them, users have a breadth of tools to meet their specific needs." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/best_practices/godot_notifications.pot b/sphinx/templates/tutorials/best_practices/godot_notifications.pot index 746ad6ac17..4af7033e55 100644 --- a/sphinx/templates/tutorials/best_practices/godot_notifications.pot +++ b/sphinx/templates/tutorials/best_practices/godot_notifications.pot @@ -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 \n" @@ -158,7 +158,3 @@ msgstr "" #: ../../docs/tutorials/best_practices/godot_notifications.rst:244 msgid "If one needs to trigger behavior that occurs as nodes parent to another, regardless of whether it occurs as part of the main/active scene or not, one can use the :ref:`PARENTED ` notification. For example, here is a snippet that connects a node's method to a custom signal on the parent node without failing. Useful on data-centric nodes that one might create at runtime." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/best_practices/index.pot b/sphinx/templates/tutorials/best_practices/index.pot index 4c78474711..45e8b841a3 100644 --- a/sphinx/templates/tutorials/best_practices/index.pot +++ b/sphinx/templates/tutorials/best_practices/index.pot @@ -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 \n" @@ -18,7 +18,3 @@ msgstr "" #: ../../docs/tutorials/best_practices/index.rst:4 msgid "Best practices" msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/best_practices/introduction_best_practices.pot b/sphinx/templates/tutorials/best_practices/introduction_best_practices.pot index 04d4c5c6bd..9b9cc459ec 100644 --- a/sphinx/templates/tutorials/best_practices/introduction_best_practices.pot +++ b/sphinx/templates/tutorials/best_practices/introduction_best_practices.pot @@ -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 \n" @@ -42,7 +42,3 @@ msgstr "" #: ../../docs/tutorials/best_practices/introduction_best_practices.rst:26 msgid "The best practices in Godot rely on Object-Oriented design principles. We use tools like the `single responsibility `_ principle and `encapsulation `_." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/best_practices/logic_preferences.pot b/sphinx/templates/tutorials/best_practices/logic_preferences.pot index 6b78c48cbe..364125ecf3 100644 --- a/sphinx/templates/tutorials/best_practices/logic_preferences.pot +++ b/sphinx/templates/tutorials/best_practices/logic_preferences.pot @@ -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 \n" @@ -122,7 +122,3 @@ msgstr "" #: ../../docs/tutorials/best_practices/logic_preferences.rst:176 msgid "For an example of the various ways one can swap scenes around at runtime, please see the :ref:`\"Change scenes manually\" ` documentation." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/best_practices/node_alternatives.pot b/sphinx/templates/tutorials/best_practices/node_alternatives.pot index 3ff8d1b689..2eb394751c 100644 --- a/sphinx/templates/tutorials/best_practices/node_alternatives.pot +++ b/sphinx/templates/tutorials/best_practices/node_alternatives.pot @@ -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 \n" @@ -66,7 +66,3 @@ msgstr "" #: ../../docs/tutorials/best_practices/node_alternatives.rst:55 msgid "**Advantages:** Much has :ref:`already been said ` on :ref:`Resource `'s advantages over traditional data storage methods. In the context of using Resources over Nodes though, their main advantage is in Inspector-compatibility. While nearly as lightweight as Object/RefCounted, they can still display and export properties in the Inspector. This allows them to fulfill a purpose much like sub-Nodes on the usability front, but also improve performance if one plans to have many such Resources/Nodes in their scenes." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/best_practices/project_organization.pot b/sphinx/templates/tutorials/best_practices/project_organization.pot index d4485d7965..e82142da11 100644 --- a/sphinx/templates/tutorials/best_practices/project_organization.pot +++ b/sphinx/templates/tutorials/best_practices/project_organization.pot @@ -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 \n" @@ -122,7 +122,3 @@ msgstr "" #: ../../docs/tutorials/best_practices/project_organization.rst:124 msgid "If you haven't enabled the Windows Subsystem for Linux, you can enter the following line in a PowerShell window *running as Administrator* then reboot when asked::" msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/best_practices/scene_organization.pot b/sphinx/templates/tutorials/best_practices/scene_organization.pot index aae478d73a..848d7401bd 100644 --- a/sphinx/templates/tutorials/best_practices/scene_organization.pot +++ b/sphinx/templates/tutorials/best_practices/scene_organization.pot @@ -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 \n" @@ -20,7 +20,7 @@ msgid "Scene organization" msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:6 -msgid "This article covers topics related to the effective organization of scene content. Which nodes should one use? Where should one place them? How should they interact?" +msgid "This article covers topics related to the effective organization of scene content. Which nodes should you use? Where should you place them? How should they interact?" msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:11 @@ -36,270 +36,274 @@ msgid "They create their first scene and fill it with content only to eventually msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:24 -msgid "To fix these problems, one must instantiate the sub-scenes without them requiring details about their environment. One needs to be able to trust that the sub-scene will create itself without being picky about how one uses it." +msgid "To fix these problems, you must instantiate the sub-scenes without them requiring details about their environment. You need to be able to trust that the sub-scene will create itself without being picky about how it's used." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:29 +#: ../../docs/tutorials/best_practices/scene_organization.rst:28 msgid "One of the biggest things to consider in OOP is maintaining focused, singular-purpose classes with `loose coupling `_ to other parts of the codebase. This keeps the size of objects small (for maintainability) and improves their reusability." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:35 +#: ../../docs/tutorials/best_practices/scene_organization.rst:34 msgid "These OOP best practices have *several* implications for best practices in scene structure and script usage." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:38 -msgid "**If at all possible, one should design scenes to have no dependencies.** That is, one should create scenes that keep everything they need within themselves." +#: ../../docs/tutorials/best_practices/scene_organization.rst:37 +msgid "**If at all possible, you should design scenes to have no dependencies.** That is, you should create scenes that keep everything they need within themselves." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:42 +#: ../../docs/tutorials/best_practices/scene_organization.rst:41 msgid "If a scene must interact with an external context, experienced developers recommend the use of `Dependency Injection `_. This technique involves having a high-level API provide the dependencies of the low-level API. Why do this? Because classes which rely on their external environment can inadvertently trigger bugs and unexpected behavior." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:49 -msgid "To do this, one must expose data and then rely on a parent context to initialize it:" +#: ../../docs/tutorials/best_practices/scene_organization.rst:48 +msgid "To do this, you must expose data and then rely on a parent context to initialize it:" msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:52 +#: ../../docs/tutorials/best_practices/scene_organization.rst:51 msgid "Connect to a signal. Extremely safe, but should be used only to \"respond\" to behavior, not start it. By convention, signal names are usually past-tense verbs like \"entered\", \"skill_activated\", or \"item_collected\"." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:73 +#: ../../docs/tutorials/best_practices/scene_organization.rst:72 msgid "Call a method. Used to start behavior." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:92 +#: ../../docs/tutorials/best_practices/scene_organization.rst:91 msgid "Initialize a :ref:`Callable ` property. Safer than a method as ownership of the method is unnecessary. Used to start behavior." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:112 +#: ../../docs/tutorials/best_practices/scene_organization.rst:111 msgid "Initialize a Node or other Object reference." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:131 +#: ../../docs/tutorials/best_practices/scene_organization.rst:130 msgid "Initialize a NodePath." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:150 -msgid "These options hide the points of access from the child node. This in turn keeps the child **loosely coupled** to its environment. One can reuse it in another context without any extra changes to its API." +#: ../../docs/tutorials/best_practices/scene_organization.rst:149 +msgid "These options hide the points of access from the child node. This in turn keeps the child **loosely coupled** to its environment. You can reuse it in another context without any extra changes to its API." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:156 -msgid "Although the examples above illustrate parent-child relationships, the same principles apply towards all object relations. Nodes which are siblings should only be aware of their hierarchies while an ancestor mediates their communications and references." +#: ../../docs/tutorials/best_practices/scene_organization.rst:155 +msgid "Although the examples above illustrate parent-child relationships, the same principles apply towards all object relations. Nodes which are siblings should only be aware of their own hierarchies while an ancestor mediates their communications and references." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:203 -msgid "The same principles also apply to non-Node objects that maintain dependencies on other objects. Whichever object actually owns the objects should manage the relationships between them." +#: ../../docs/tutorials/best_practices/scene_organization.rst:202 +msgid "The same principles also apply to non-Node objects that maintain dependencies on other objects. Whichever object owns the other objects should manage the relationships between them." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:209 -msgid "One should favor keeping data in-house (internal to a scene) though as placing a dependency on an external context, even a loosely coupled one, still means that the node will expect something in its environment to be true. The project's design philosophies should prevent this from happening. If not, the code's inherent liabilities will force developers to use documentation to keep track of object relations on a microscopic scale; this is otherwise known as development hell. Writing code that relies on external documentation for one to use it safely is error-prone by default." +#: ../../docs/tutorials/best_practices/scene_organization.rst:208 +msgid "You should favor keeping data in-house (internal to a scene), though, as placing a dependency on an external context, even a loosely coupled one, still means that the node will expect something in its environment to be true. The project's design philosophies should prevent this from happening. If not, the code's inherent liabilities will force developers to use documentation to keep track of object relations on a microscopic scale; this is otherwise known as development hell. Writing code that relies on external documentation to use it safely is error-prone by default." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:218 -msgid "To avoid creating and maintaining such documentation, one converts the dependent node (\"child\" above) into a tool script that implements ``_get_configuration_warnings()``. Returning a non-empty PackedStringArray from it will make the Scene dock generate a warning icon with the string(s) as a tooltip by the node. This is the same icon that appears for nodes such as the :ref:`Area2D ` node when it has no child :ref:`CollisionShape2D ` nodes defined. The editor then self-documents the scene through the script code. No content duplication via documentation is necessary." +#: ../../docs/tutorials/best_practices/scene_organization.rst:217 +msgid "To avoid creating and maintaining such documentation, you convert the dependent node (\"child\" above) into a tool script that implements ``_get_configuration_warnings()``. Returning a non-empty PackedStringArray from it will make the Scene dock generate a warning icon with the string(s) as a tooltip by the node. This is the same icon that appears for nodes such as the :ref:`Area2D ` node when it has no child :ref:`CollisionShape2D ` nodes defined. The editor then self-documents the scene through the script code. No content duplication via documentation is necessary." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:229 +#: ../../docs/tutorials/best_practices/scene_organization.rst:228 msgid "A GUI like this can better inform project users of critical information about a Node. Does it have external dependencies? Have those dependencies been satisfied? Other programmers, and especially designers and writers, will need clear instructions in the messages telling them what to do to configure it." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:234 -msgid "So, why does all this complex switcheroo work? Well, because scenes operate best when they operate alone. If unable to work alone, then working with others anonymously (with minimal hard dependencies, i.e. loose coupling) is the next best thing. Inevitably, changes may need to be made to a class and if these changes cause it to interact with other scenes in unforeseen ways, then things will start to break down. The whole point of all this indirection is to avoid ending up in a situation where changing one class results in adversely affecting other classes dependent on it." +#: ../../docs/tutorials/best_practices/scene_organization.rst:233 +msgid "So, why does all this complex switcheroo work? Well, because scenes operate best when they operate alone. If unable to work alone, then working with others anonymously (with minimal hard dependencies, i.e. loose coupling) is the next best thing. Inevitably, changes may need to be made to a class, and if these changes cause it to interact with other scenes in unforeseen ways, then things will start to break down. The whole point of all this indirection is to avoid ending up in a situation where changing one class results in adversely affecting other classes dependent on it." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:243 +#: ../../docs/tutorials/best_practices/scene_organization.rst:242 msgid "Scripts and scenes, as extensions of engine classes, should abide by *all* OOP principles. Examples include..." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:246 +#: ../../docs/tutorials/best_practices/scene_organization.rst:245 msgid "`SOLID `_" msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:247 +#: ../../docs/tutorials/best_practices/scene_organization.rst:246 msgid "`DRY `_" msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:248 +#: ../../docs/tutorials/best_practices/scene_organization.rst:247 msgid "`KISS `_" msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:249 +#: ../../docs/tutorials/best_practices/scene_organization.rst:248 msgid "`YAGNI `_" msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:252 +#: ../../docs/tutorials/best_practices/scene_organization.rst:251 msgid "Choosing a node tree structure" msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:254 -msgid "So, a developer starts work on a game only to stop at the vast possibilities before them. They might know what they want to do, what systems they want to have, but *where* to put them all? Well, how one goes about making their game is always up to them. One can construct node trees in countless ways. But, for those who are unsure, this helpful guide can give them a sample of a decent structure to start with." +#: ../../docs/tutorials/best_practices/scene_organization.rst:253 +msgid "You might start to work on a game but get overwhelmed by the vast possibilities before you. You might know what you want to do, what systems you want to have, but *where* do you put them all? How you go about making your game is always up to you. You can construct node trees in countless ways. If you are unsure, this guide can give you a sample of a decent structure to start with." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:261 -msgid "A game should always have a sort of \"entry point\"; somewhere the developer can definitively track where things begin so that they can follow the logic as it continues elsewhere. This place also serves as a bird's eye view of all of the other data and logic in the program. For traditional applications, this would be the \"main\" function. In this case, it would be a Main node." +#: ../../docs/tutorials/best_practices/scene_organization.rst:260 +msgid "A game should always have an \"entry point\"; somewhere you can definitively track where things begin so that you can follow the logic as it continues elsewhere. It also serves as a bird's eye view of all other data and logic in the program. For traditional applications, this is normally a \"main\" function. In Godot, it's a Main node." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:267 -#: ../../docs/tutorials/best_practices/scene_organization.rst:278 +#: ../../docs/tutorials/best_practices/scene_organization.rst:266 +#: ../../docs/tutorials/best_practices/scene_organization.rst:274 msgid "Node \"Main\" (main.gd)" msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:269 -msgid "The ``main.gd`` script would then serve as the primary controller of one's game." +#: ../../docs/tutorials/best_practices/scene_organization.rst:268 +msgid "The ``main.gd`` script will serve as the primary controller of your game." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:272 -msgid "Then one has their actual in-game \"World\" (a 2D or 3D one). This can be a child of Main. In addition, one will need a primary GUI for their game that manages the various menus and widgets the project needs." +#: ../../docs/tutorials/best_practices/scene_organization.rst:270 +msgid "Then you have an in-game \"World\" (a 2D or 3D one). This can be a child of Main. In addition, you will need a primary GUI for your game that manages the various menus and widgets the project needs." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:277 +#: ../../docs/tutorials/best_practices/scene_organization.rst:275 msgid "Node2D/Node3D \"World\" (game_world.gd)" msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:278 +#: ../../docs/tutorials/best_practices/scene_organization.rst:276 msgid "Control \"GUI\" (gui.gd)" msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:280 -msgid "When changing levels, one can then swap out the children of the \"World\" node. :ref:`Changing scenes manually ` gives users full control over how their game world transitions." +#: ../../docs/tutorials/best_practices/scene_organization.rst:278 +msgid "When changing levels, you can then swap out the children of the \"World\" node. :ref:`Changing scenes manually ` gives you full control over how your game world transitions." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:284 -msgid "The next step is to consider what gameplay systems one's project requires. If one has a system that..." +#: ../../docs/tutorials/best_practices/scene_organization.rst:282 +msgid "The next step is to consider what gameplay systems your project requires. If you have a system that..." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:287 +#: ../../docs/tutorials/best_practices/scene_organization.rst:285 msgid "tracks all of its data internally" msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:288 +#: ../../docs/tutorials/best_practices/scene_organization.rst:286 msgid "should be globally accessible" msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:289 +#: ../../docs/tutorials/best_practices/scene_organization.rst:287 msgid "should exist in isolation" msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:291 -msgid "... then one should create an :ref:`autoload 'singleton' node `." +#: ../../docs/tutorials/best_practices/scene_organization.rst:289 +msgid "... then you should create an :ref:`autoload 'singleton' node `." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:295 +#: ../../docs/tutorials/best_practices/scene_organization.rst:293 msgid "For smaller games, a simpler alternative with less control would be to have a \"Game\" singleton that simply calls the :ref:`SceneTree.change_scene_to_file() ` method to swap out the main scene's content. This structure more or less keeps the \"World\" as the main game node." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:301 -msgid "Any GUI would need to also be a singleton; be a transitory part of the \"World\"; or be manually added as a direct child of the root. Otherwise, the GUI nodes would also delete themselves during scene transitions." +#: ../../docs/tutorials/best_practices/scene_organization.rst:299 +msgid "Any GUI would also need to be either a singleton, a transitory part of the \"World\", or manually added as a direct child of the root. Otherwise, the GUI nodes would also delete themselves during scene transitions." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:306 -msgid "If one has systems that modify other systems' data, one should define those as their own scripts or scenes rather than autoloads. For more information on the reasons, please see the :ref:`Autoloads versus regular nodes ` documentation." +#: ../../docs/tutorials/best_practices/scene_organization.rst:303 +msgid "If you have systems that modify other systems' data, you should define those as their own scripts or scenes, rather than autoloads. For more information, see :ref:`Autoloads versus regular nodes `." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:312 -msgid "Each subsystem within one's game should have its own section within the SceneTree. One should use parent-child relationships only in cases where nodes are effectively elements of their parents. Does removing the parent reasonably mean that one should also remove the children? If not, then it should have its own place in the hierarchy as a sibling or some other relation." +#: ../../docs/tutorials/best_practices/scene_organization.rst:307 +msgid "Each subsystem within your game should have its own section within the SceneTree. You should use parent-child relationships only in cases where nodes are effectively elements of their parents. Does removing the parent reasonably mean that the children should also be removed? If not, then it should have its own place in the hierarchy as a sibling or some other relation." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:320 -msgid "In some cases, one needs these separated nodes to *also* position themselves relative to each other. One can use the :ref:`RemoteTransform ` / :ref:`RemoteTransform2D ` nodes for this purpose. They will allow a target node to conditionally inherit selected transform elements from the Remote\\* node. To assign the ``target`` :ref:`NodePath `, use one of the following:" +#: ../../docs/tutorials/best_practices/scene_organization.rst:315 +msgid "In some cases, you need these separated nodes to *also* position themselves relative to each other. You can use the :ref:`RemoteTransform ` / :ref:`RemoteTransform2D ` nodes for this purpose. They will allow a target node to conditionally inherit selected transform elements from the Remote\\* node. To assign the ``target`` :ref:`NodePath `, use one of the following:" msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:328 +#: ../../docs/tutorials/best_practices/scene_organization.rst:323 msgid "A reliable third party, likely a parent node, to mediate the assignment." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:329 -msgid "A group, to easily pull a reference to the desired node (assuming there will only ever be one of the targets)." +#: ../../docs/tutorials/best_practices/scene_organization.rst:324 +msgid "A group, to pull a reference to the desired node (assuming there will only ever be one of the targets)." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:332 -msgid "When should one do this? Well, this is subjective. The dilemma arises when one must micro-manage when a node must move around the SceneTree to preserve itself. For example..." +#: ../../docs/tutorials/best_practices/scene_organization.rst:327 +msgid "When you should do this is subjective. The dilemma arises when you must micro-manage when a node must move around the SceneTree to preserve itself. For example..." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:336 +#: ../../docs/tutorials/best_practices/scene_organization.rst:331 msgid "Add a \"player\" node to a \"room\"." msgstr "" +#: ../../docs/tutorials/best_practices/scene_organization.rst:332 +msgid "Need to change rooms, so you must delete the current room." +msgstr "" + +#: ../../docs/tutorials/best_practices/scene_organization.rst:333 +msgid "Before the room can be deleted, you must preserve and/or move the player." +msgstr "" + +#: ../../docs/tutorials/best_practices/scene_organization.rst:335 +msgid "If memory is not a concern, you can..." +msgstr "" + #: ../../docs/tutorials/best_practices/scene_organization.rst:337 -msgid "Need to change rooms, so one must delete the current room." +msgid "Create the new room." msgstr "" #: ../../docs/tutorials/best_practices/scene_organization.rst:338 -msgid "Before the room can be deleted, one must preserve and/or move the player." +msgid "Move the player to the new room." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:340 -msgid "Is memory a concern?" +#: ../../docs/tutorials/best_practices/scene_organization.rst:339 +msgid "Delete the old room." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:342 -msgid "If not, one can just create the two rooms, move the player and delete the old one. No problem." +#: ../../docs/tutorials/best_practices/scene_organization.rst:341 +msgid "If memory is a concern, instead you will need to..." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:345 -msgid "If so, one will need to..." -msgstr "" - -#: ../../docs/tutorials/best_practices/scene_organization.rst:347 +#: ../../docs/tutorials/best_practices/scene_organization.rst:343 msgid "Move the player somewhere else in the tree." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:348 +#: ../../docs/tutorials/best_practices/scene_organization.rst:344 msgid "Delete the room." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:349 +#: ../../docs/tutorials/best_practices/scene_organization.rst:345 msgid "Instantiate and add the new room." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:350 -msgid "Re-add the player." +#: ../../docs/tutorials/best_practices/scene_organization.rst:346 +msgid "Re-add the player to the new room." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:352 -msgid "The issue is that the player here is a \"special case\"; one where the developers must *know* that they need to handle the player this way for the project. As such, the only way to reliably share this information as a team is to *document* it. Keeping implementation details in documentation however is dangerous. It's a maintenance burden, strains code readability, and bloats the intellectual content of a project unnecessarily." +#: ../../docs/tutorials/best_practices/scene_organization.rst:348 +msgid "The issue is that the player here is a \"special case\" where the developers must *know* that they need to handle the player this way for the project. The only way to reliably share this information as a team is to *document* it. Keeping implementation details in documentation is dangerous. It's a maintenance burden, strains code readability, and unnecessarily bloats the intellectual content of a project." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:359 -msgid "In a more complex game with larger assets, it can be a better idea to simply keep the player somewhere else in the SceneTree entirely. This results in:" +#: ../../docs/tutorials/best_practices/scene_organization.rst:355 +msgid "In a more complex game with larger assets, it can be a better idea to keep the player somewhere else in the SceneTree entirely. This results in:" msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:362 +#: ../../docs/tutorials/best_practices/scene_organization.rst:358 msgid "More consistency." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:363 +#: ../../docs/tutorials/best_practices/scene_organization.rst:359 msgid "No \"special cases\" that must be documented and maintained somewhere." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:364 +#: ../../docs/tutorials/best_practices/scene_organization.rst:360 msgid "No opportunity for errors to occur because these details are not accounted for." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:367 -msgid "In contrast, if one ever needs to have a child node that does *not* inherit the transform of their parent, one has the following options:" +#: ../../docs/tutorials/best_practices/scene_organization.rst:363 +msgid "In contrast, if you ever need a child node that does *not* inherit the transform of its parent, you have the following options:" msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:370 -msgid "The **declarative** solution: place a :ref:`Node ` in between them. As nodes with no transform, Nodes will not pass along such information to their children." +#: ../../docs/tutorials/best_practices/scene_organization.rst:366 +msgid "The **declarative** solution: place a :ref:`Node ` in between them. Since it doesn't have a transform, they won't pass this information to its children." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:373 +#: ../../docs/tutorials/best_practices/scene_organization.rst:369 msgid "The **imperative** solution: Use the ``top_level`` property for the :ref:`CanvasItem ` or :ref:`Node3D ` node. This will make the node ignore its inherited transform." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:380 -msgid "If building a networked game, keep in mind which nodes and gameplay systems are relevant to all players versus those just pertinent to the authoritative server. For example, users do not all need to have a copy of every players' \"PlayerController\" logic. Instead, they need only their own. As such, keeping these in a separate branch from the \"world\" can help simplify the management of game connections and the like." +#: ../../docs/tutorials/best_practices/scene_organization.rst:376 +msgid "If building a networked game, keep in mind which nodes and gameplay systems are relevant to all players versus those just pertinent to the authoritative server. For example, users do not all need to have a copy of every players' \"PlayerController\" logic - they only need their own. Keeping them in a separate branch from the \"world\" can help simplify the management of game connections and the like." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:387 +#: ../../docs/tutorials/best_practices/scene_organization.rst:383 msgid "The key to scene organization is to consider the SceneTree in relational terms rather than spatial terms. Are the nodes dependent on their parent's existence? If not, then they can thrive all by themselves somewhere else. If they are dependent, then it stands to reason that they should be children of that parent (and likely part of that parent's scene if they aren't already)." msgstr "" -#: ../../docs/tutorials/best_practices/scene_organization.rst:393 -msgid "Does this mean nodes themselves are components? Not at all. Godot's node trees form an aggregation relationship, not one of composition. But while one still has the flexibility to move nodes around, it is still best when such moves are unnecessary by default." -msgstr "" - -#: ../../docs/:0 -msgid "Translation status" +#: ../../docs/tutorials/best_practices/scene_organization.rst:389 +msgid "Does this mean nodes themselves are components? Not at all. Godot's node trees form an aggregation relationship, not one of composition. But while you still have the flexibility to move nodes around, it is still best when such moves are unnecessary by default." msgstr "" diff --git a/sphinx/templates/tutorials/best_practices/scenes_versus_scripts.pot b/sphinx/templates/tutorials/best_practices/scenes_versus_scripts.pot index be82dd777a..09e3c6e214 100644 --- a/sphinx/templates/tutorials/best_practices/scenes_versus_scripts.pot +++ b/sphinx/templates/tutorials/best_practices/scenes_versus_scripts.pot @@ -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 \n" @@ -129,69 +129,61 @@ msgid "Engine developers must add support for languages manually (both name expo msgstr "" #: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:121 -msgid "Godot 3.1+ only." -msgstr "" - -#: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:123 msgid "The Editor scans project folders and registers any exposed names for all scripting languages. Each scripting language must implement its own support for exposing this information." msgstr "" -#: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:127 +#: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:125 msgid "Both methodologies add names to the creation dialog, but script classes, in particular, also allow for users to access the typename without loading the script resource. Creating instances and accessing constants or static methods is viable from anywhere." msgstr "" -#: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:132 +#: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:130 msgid "With features like these, one may wish their type to be a script without a scene due to the ease of use it grants users. Those developing plugins or creating in-house tools for designers to use will find an easier time of things this way." msgstr "" -#: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:137 +#: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:135 msgid "On the downside, it also means having to use largely imperative programming." msgstr "" -#: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:140 +#: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:138 msgid "Performance of Script vs PackedScene" msgstr "" -#: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:142 +#: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:140 msgid "One last aspect to consider when choosing scenes and scripts is execution speed." msgstr "" -#: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:144 +#: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:142 msgid "As the size of objects increases, the scripts' necessary size to create and initialize them grows much larger. Creating node hierarchies demonstrates this. Each Node's logic could be several hundred lines of code in length." msgstr "" -#: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:148 +#: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:146 msgid "The code example below creates a new ``Node``, changes its name, assigns a script to it, sets its future parent as its owner so it gets saved to disk along with it, and finally adds it as a child of the ``Main`` node:" msgstr "" -#: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:187 +#: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:185 msgid "Script code like this is much slower than engine-side C++ code. Each instruction makes a call to the scripting API which leads to many \"lookups\" on the back-end to find the logic to execute." msgstr "" -#: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:191 +#: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:189 msgid "Scenes help to avoid this performance issue. :ref:`PackedScene `, the base type that scenes inherit from, defines resources that use serialized data to create objects. The engine can process scenes in batches on the back-end and provide much better performance than scripts." msgstr "" -#: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:197 +#: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:195 msgid "Conclusion" msgstr "" -#: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:199 +#: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:197 msgid "In the end, the best approach is to consider the following:" msgstr "" -#: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:201 +#: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:199 msgid "If one wishes to create a basic tool that is going to be re-used in several different projects and which people of all skill levels will likely use (including those who don't label themselves as \"programmers\"), then chances are that it should probably be a script, likely one with a custom name/icon." msgstr "" -#: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:206 +#: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:204 msgid "If one wishes to create a concept that is particular to their game, then it should always be a scene. Scenes are easier to track/edit and provide more security than scripts." msgstr "" -#: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:210 +#: ../../docs/tutorials/best_practices/scenes_versus_scripts.rst:208 msgid "If one would like to give a name to a scene, then they can still sort of do this by declaring a script class and giving it a scene as a constant. The script becomes, in effect, a namespace:" msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/best_practices/version_control_systems.pot b/sphinx/templates/tutorials/best_practices/version_control_systems.pot index 3f45a1568d..af36052d0d 100644 --- a/sphinx/templates/tutorials/best_practices/version_control_systems.pot +++ b/sphinx/templates/tutorials/best_practices/version_control_systems.pot @@ -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 \n" @@ -83,7 +83,7 @@ msgstr "" msgid "You can make the Godot project manager generate version control metadata for you automatically when creating a project. When choosing the **Git** option, this creates ``.gitignore`` and ``.gitattributes`` files in the project root:" msgstr "" -#: ../../docs/tutorials/best_practices/version_control_systems.rst:63 +#: ../../docs/tutorials/best_practices/version_control_systems.rst:59 msgid "Creating version control metadata in the project manager's New Project dialog" msgstr "" @@ -110,7 +110,3 @@ msgstr "" #: ../../docs/tutorials/best_practices/version_control_systems.rst:82 msgid "Creating version control metadata using the project manager or editor will automatically enforce LF line endings using the ``.gitattributes`` file. In this case, you don't need to change your Git configuration." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/best_practices/what_are_godot_classes.pot b/sphinx/templates/tutorials/best_practices/what_are_godot_classes.pot index 03f308b204..b077f262fd 100644 --- a/sphinx/templates/tutorials/best_practices/what_are_godot_classes.pot +++ b/sphinx/templates/tutorials/best_practices/what_are_godot_classes.pot @@ -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 \n" @@ -118,7 +118,3 @@ msgstr "" #: ../../docs/tutorials/best_practices/what_are_godot_classes.rst:72 msgid "Most of the techniques explained in this best practices series build on this point." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/editor/command_line_tutorial.pot b/sphinx/templates/tutorials/editor/command_line_tutorial.pot index b06764a5fd..789d54bae1 100644 --- a/sphinx/templates/tutorials/editor/command_line_tutorial.pot +++ b/sphinx/templates/tutorials/editor/command_line_tutorial.pot @@ -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 \n" @@ -35,94 +35,6 @@ msgstr "" msgid "Command line reference" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 -msgid "release" -msgstr "" - -#: ../../docs/tutorials/editor/command_line_tutorial.rst:31 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:31 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:31 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:31 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:31 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:31 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:31 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:31 -msgid "debug" -msgstr "" - -#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 -#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 -msgid "editor" -msgstr "" - #: ../../docs/tutorials/editor/command_line_tutorial.rst:34 msgid "**Legend**" msgstr "" @@ -131,14 +43,26 @@ msgstr "" msgid "|release| Available in editor builds, debug export templates and release export templates." msgstr "" +#: ../../docs/tutorials/editor/command_line_tutorial.rst:30 +msgid "release" +msgstr "" + #: ../../docs/tutorials/editor/command_line_tutorial.rst:37 msgid "|debug| Available in editor builds and debug export templates only." msgstr "" +#: ../../docs/tutorials/editor/command_line_tutorial.rst:31 +msgid "debug" +msgstr "" + #: ../../docs/tutorials/editor/command_line_tutorial.rst:38 msgid "|editor| Only available in editor builds." msgstr "" +#: ../../docs/tutorials/editor/command_line_tutorial.rst:32 +msgid "editor" +msgstr "" + #: ../../docs/tutorials/editor/command_line_tutorial.rst:40 msgid "Note that unknown command line arguments have no effect whatsoever. The engine will **not** warn you when using a command line argument that doesn't exist with a given build type." msgstr "" @@ -775,154 +699,150 @@ msgstr "" msgid "To achieve this on Windows or macOS easily, you can install Godot using `Scoop `__ (on Windows) or `Homebrew `__ (on macOS). This will automatically make the copy of Godot installed available in the ``PATH``:" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:263 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:266 msgid "Setting the project path" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:265 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:268 msgid "Depending on where your Godot binary is located and what your current working directory is, you may need to set the path to your project for any of the following commands to work correctly." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:269 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:272 msgid "When running the editor, this can be done by giving the path to the ``project.godot`` file of your project as either the first argument, like this:" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:276 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:279 msgid "For all commands, this can be done by using the ``--path`` argument:" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:282 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:285 msgid "For example, the full command for exporting your game (as explained below) might look like this:" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:288 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:291 msgid "When starting from a subdirectory of your project, use the ``--upwards`` argument for Godot to automatically find the ``project.godot`` file by recursively searching the parent directories." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:291 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:294 msgid "For example, running a scene (as explained below) nested in a subdirectory might look like this when your working directory is in the same path:" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:302 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:305 msgid "Creating a project" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:305 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:308 msgid "Creating a project from the command line can be done by navigating the shell to the desired place and making a ``project.godot`` file." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:316 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:319 msgid "The project can now be opened with Godot." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:320 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:323 msgid "Running the editor" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:322 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:325 msgid "Running the editor is done by executing Godot with the ``-e`` flag. This must be done from within the project directory or by setting the project path as explained above, otherwise the command is ignored and the Project Manager appears." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:330 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:333 msgid "When passing in the full path to the ``project.godot`` file, the ``-e`` flag may be omitted." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:332 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:335 msgid "If a scene has been created and saved, it can be edited later by running the same code with that scene as argument." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:340 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:343 msgid "Erasing a scene" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:342 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:345 msgid "Godot is friends with your filesystem and will not create extra metadata files. Use ``rm`` to erase a scene file. Make sure nothing references that scene. Otherwise, an error will be thrown upon opening the project." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:351 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:354 msgid "Running the game" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:353 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:356 msgid "To run the game, execute Godot within the project directory or with the project path as explained above." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:359 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:362 msgid "Note that passing in the ``project.godot`` file will always run the editor instead of running the game." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:361 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:364 msgid "When a specific scene needs to be tested, pass that scene to the command line." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:368 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:371 msgid "Debugging" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:370 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:373 msgid "Catching errors in the command line can be a difficult task because they scroll quickly. For this, a command line debugger is provided by adding ``-d``. It works for running either the game or a single scene." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:385 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:388 msgid "Exporting" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:387 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:390 msgid "Exporting the project from the command line is also supported. This is especially useful for continuous integration setups." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:392 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:395 msgid "Using the ``--headless`` command line argument is **required** on platforms that do not have GPU access (such as continuous integration). On platforms with GPU access, ``--headless`` prevents a window from spawning while the project is exporting." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:405 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:408 msgid "The preset name must match the name of an export preset defined in the project's ``export_presets.cfg`` file. If the preset name contains spaces or special characters (such as \"Windows Desktop\"), it must be surrounded with quotes." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:409 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:412 msgid "To export a debug version of the game, use the ``--export-debug`` switch instead of ``--export-release``. Their parameters and usage are the same." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:412 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:415 msgid "To export only a PCK file, use the ``--export-pack`` option followed by the preset name and output path, with the file extension, instead of ``--export-release`` or ``--export-debug``. The output path extension determines the package's format, either PCK or ZIP." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:419 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:422 msgid "When specifying a relative path as the path for ``--export-release``, ``--export-debug`` or ``--export-pack``, the path will be relative to the directory containing the ``project.godot`` file, **not** relative to the current working directory." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:424 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:427 msgid "Running a script" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:426 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:429 msgid "It is possible to run a ``.gd`` script from the command line. This feature is especially useful in large projects, e.g. for batch conversion of assets or custom import/export." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:430 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:433 msgid "The script must inherit from ``SceneTree`` or ``MainLoop``." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:432 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:435 msgid "Here is an example ``sayhello.gd``, showing how it works:" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:443 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:446 msgid "And how to run it:" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:450 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:453 msgid "If no ``project.godot`` exists at the path, current path is assumed to be the current working directory (unless ``--path`` is specified)." msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:453 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:456 msgid "The first line of ``sayhello.gd`` above is commonly referred to as a *shebang*. If the Godot binary is in your ``PATH`` as ``godot``, it allows you to run the script as follows in modern Linux distributions, as well as macOS:" msgstr "" -#: ../../docs/tutorials/editor/command_line_tutorial.rst:465 +#: ../../docs/tutorials/editor/command_line_tutorial.rst:468 msgid "If the above doesn't work in your current version of Linux or macOS, you can always have the shebang run Godot straight from where it is located as follows:" msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/editor/customizing_editor.pot b/sphinx/templates/tutorials/editor/customizing_editor.pot index 7acb729962..5983d42e26 100644 --- a/sphinx/templates/tutorials/editor/customizing_editor.pot +++ b/sphinx/templates/tutorials/editor/customizing_editor.pot @@ -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 \n" @@ -23,183 +23,179 @@ msgstr "" msgid "Godot's interface lives in a single window by default. Since Godot 4.0, you can split several elements to separate windows to better make use of multi-monitor setups." msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:11 +#: ../../docs/tutorials/editor/customizing_editor.rst:13 msgid "Moving and resizing docks" msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:13 +#: ../../docs/tutorials/editor/customizing_editor.rst:15 msgid "Click and drag on the edge of any dock or panel to resize it horizontally or vertically:" msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:20 -#: ../../docs/tutorials/editor/customizing_editor.rst:20 +#: ../../docs/tutorials/editor/customizing_editor.rst:18 +#: ../../docs/tutorials/editor/customizing_editor.rst:22 msgid "Resizing a dock in the editor" msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:22 +#: ../../docs/tutorials/editor/customizing_editor.rst:24 msgid "Click the \"3 vertical dots\" icon at the top of any dock to change its location, or split it to a separate window by choosing **Make Floating** in the submenu that appears:" msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:29 -#: ../../docs/tutorials/editor/customizing_editor.rst:29 +#: ../../docs/tutorials/editor/customizing_editor.rst:27 +#: ../../docs/tutorials/editor/customizing_editor.rst:31 msgid "Moving a dock in the editor" msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:31 +#: ../../docs/tutorials/editor/customizing_editor.rst:33 msgid "To move a floating dock back to the editor window, close the dock window using the **×** button in the top-right corner of the window (or in the top-left corner on macOS). Alternatively, you can press :kbd:`Alt + F4` while the split window is focused." msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:43 +#: ../../docs/tutorials/editor/customizing_editor.rst:45 msgid "Splitting the script or shader editor to its own window" msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:47 +#: ../../docs/tutorials/editor/customizing_editor.rst:49 msgid "This feature is only available on platforms that support spawning multiple windows: Windows, macOS and Linux." msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:50 +#: ../../docs/tutorials/editor/customizing_editor.rst:52 msgid "This feature is also not available if **Single Window Mode** is enabled in the Editor Settings." msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:53 +#: ../../docs/tutorials/editor/customizing_editor.rst:55 msgid "Since Godot 4.1, you can split the script or shader editor to its own window." msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:55 +#: ../../docs/tutorials/editor/customizing_editor.rst:57 msgid "To split the script editor to its own window, click the corresponding button in the top-right corner of the script editor:" msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:62 -#: ../../docs/tutorials/editor/customizing_editor.rst:62 +#: ../../docs/tutorials/editor/customizing_editor.rst:60 +#: ../../docs/tutorials/editor/customizing_editor.rst:64 msgid "Splitting the script editor to its own window" msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:64 +#: ../../docs/tutorials/editor/customizing_editor.rst:66 msgid "To split the shader editor to its own window, click the corresponding button in the top-right corner of the script editor:" msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:71 -#: ../../docs/tutorials/editor/customizing_editor.rst:71 +#: ../../docs/tutorials/editor/customizing_editor.rst:69 +#: ../../docs/tutorials/editor/customizing_editor.rst:73 msgid "Splitting the shader editor to its own window" msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:73 +#: ../../docs/tutorials/editor/customizing_editor.rst:75 msgid "To go back to the previous state (with the script/shader editor embedded in the editor window), close the split window using the **×** button in the top-right corner of the window (or in the top-left corner on macOS). Alternatively, you can press :kbd:`Alt + F4` while the split window is focused." msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:79 +#: ../../docs/tutorials/editor/customizing_editor.rst:81 msgid "Customizing editor layouts" msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:81 +#: ../../docs/tutorials/editor/customizing_editor.rst:83 msgid "You may want to save and load a dock configuration depending on the kind of task you're working on. For instance, when working on animating a character, it may be more convenient to have docks laid out in a different fashion compared to when you're designing a level." msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:86 +#: ../../docs/tutorials/editor/customizing_editor.rst:88 msgid "For this purpose, Godot provides a way to save and restore editor layouts. Before saving a layout, make changes to the docks you'd like to save. The following changes are persisted to the saved layout:" msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:90 +#: ../../docs/tutorials/editor/customizing_editor.rst:92 msgid "Moving a dock." msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:91 +#: ../../docs/tutorials/editor/customizing_editor.rst:93 msgid "Resizing a dock." msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:92 +#: ../../docs/tutorials/editor/customizing_editor.rst:94 msgid "Making a dock floating." msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:93 +#: ../../docs/tutorials/editor/customizing_editor.rst:95 msgid "Changing a floating dock's position or size." msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:94 +#: ../../docs/tutorials/editor/customizing_editor.rst:96 msgid "FileSystem dock properties: split mode, display mode, sorting order, file list display mode, selected paths and unfolded paths." msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:99 +#: ../../docs/tutorials/editor/customizing_editor.rst:101 msgid "Splitting the script or shader editor to its own window is *not* persisted as part of a layout." msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:102 +#: ../../docs/tutorials/editor/customizing_editor.rst:104 msgid "After making changes, open the **Editor** menu at the top of the editor then choose **Editor Layouts > Save**. Enter a name for the layout, then click **Save**. If you've already saved an editor layout, you can choose to override an existing layout using the list." msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:107 +#: ../../docs/tutorials/editor/customizing_editor.rst:109 msgid "After making changes, open the **Editor** menu at the top of the editor then choose **Editor Layouts**. In the dropdown list, you will see a list of saved editor layouts, plus **Default** which is a hardcoded editor layout that can't be removed. The default layout matches a fresh Godot installation with no changes made to the docks' position and size, and no floating docks." msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:113 +#: ../../docs/tutorials/editor/customizing_editor.rst:115 msgid "You can remove a layout using the **Delete** option in the **Editor Layouts** dropdown." msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:118 +#: ../../docs/tutorials/editor/customizing_editor.rst:120 msgid "If you name the saved layout ``Default`` (case-sensitive), the default editor layout will be overwritten. Note that the ``Default`` does not appear in the list of layouts to overwrite until you overwrite it once, but you can still write its name manually." msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:123 +#: ../../docs/tutorials/editor/customizing_editor.rst:125 msgid "You can go back to the standard default layout by removing the ``Default`` layout after overriding it. (This option does not appear if you haven't overridden the default layout yet.)" msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:127 +#: ../../docs/tutorials/editor/customizing_editor.rst:129 msgid "Editor layouts are saved to a file named ``editor_layouts.cfg`` in the configuration path of the :ref:`doc_data_paths_editor_data_paths`." msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:131 +#: ../../docs/tutorials/editor/customizing_editor.rst:133 msgid "Customizing editor settings" msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:133 +#: ../../docs/tutorials/editor/customizing_editor.rst:135 msgid "In the **Editor** menu at the top of the editor, you can find an **Editor Settings** option. This opens a window similar to the Project Settings, but with settings used by the editor. These settings are shared across all projects and are not saved in the project files." msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:142 -#: ../../docs/tutorials/editor/customizing_editor.rst:142 +#: ../../docs/tutorials/editor/customizing_editor.rst:140 +#: ../../docs/tutorials/editor/customizing_editor.rst:144 msgid "The Editor Settings window" msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:144 +#: ../../docs/tutorials/editor/customizing_editor.rst:146 msgid "Some commonly changed settings are:" msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:146 +#: ../../docs/tutorials/editor/customizing_editor.rst:148 msgid "**Interface > Editor > Editor Language:** Controls the language the editor displays in. To make English tutorials easier to follow, you may want to change this to English so that menu names are identical to names referred to by tutorials. The language can also be changed in the top-right corner of the project manager." msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:151 +#: ../../docs/tutorials/editor/customizing_editor.rst:153 msgid "**Interface > Editor > Display Scale:** Controls how large UI elements display on screen. The default **Auto** setting finds a suitable value based on your display's DPI and resolution. Due to engine limitations, it only takes the display-provided scaling factor on macOS, not on Windows or Linux." msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:155 +#: ../../docs/tutorials/editor/customizing_editor.rst:157 msgid "**Interface > Editor > Single Window Mode:** If enabled, this forces the editor to use a single window. This disables certain features such as splitting the script/shaders editor to their own window. Single-window mode can be more stable, especially on Linux when using Wayland." msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:159 +#: ../../docs/tutorials/editor/customizing_editor.rst:161 msgid "**Interface > Theme > Preset:** The editor theme preset to use. The **Light** theme preset may be easier to read if you're outdoors or in a room with sunlight. The **Black (OLED)** preset can reduce power consumption on OLED displays, which are increasingly common in laptops and phones/tablets." msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:163 +#: ../../docs/tutorials/editor/customizing_editor.rst:165 msgid "**FileSystem > Directories > Autoscan Project Path:** This can be set to a folder path that will be automatically scanned for projects in the project manager every time it starts." msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:166 +#: ../../docs/tutorials/editor/customizing_editor.rst:168 msgid "**FileSystem > Directories > Default Project Path:** Controls the default location where new projects are created in the project manager." msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:168 +#: ../../docs/tutorials/editor/customizing_editor.rst:170 msgid "**Editors > 3D > Emulate Numpad:** This allows using the top row 0-9 keys in the 3D editor as their equivalent numpad keys. It's recommended to enable this option if you don't have a number pad on your keyboard." msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:171 +#: ../../docs/tutorials/editor/customizing_editor.rst:173 msgid "**Editors > 3D > Emulate 3 Button Mouse:** This allows using the pan, zoom and orbit modifiers in the 3D editor even when not holding down any mouse button. It's recommended to enable this option if you're using a trackpad." msgstr "" -#: ../../docs/tutorials/editor/customizing_editor.rst:175 +#: ../../docs/tutorials/editor/customizing_editor.rst:177 msgid "See the :ref:`class_EditorSettings` class reference for a complete description of most editor settings. You can also hover an editor setting's name with the mouse in the Editor Settings to show its description." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/editor/default_key_mapping.pot b/sphinx/templates/tutorials/editor/default_key_mapping.pot index 8f3acad5e8..16c1ba446d 100644 --- a/sphinx/templates/tutorials/editor/default_key_mapping.pot +++ b/sphinx/templates/tutorials/editor/default_key_mapping.pot @@ -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 \n" @@ -15,7 +15,7 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#: ../../docs/tutorials/editor/default_key_mapping.rst:3 +#: ../../docs/tutorials/editor/default_key_mapping.rst:-1 msgid "cheatsheet, cheat sheet, shortcut" msgstr "" @@ -23,2823 +23,2958 @@ msgstr "" msgid "Default editor shortcuts" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:10 -msgid "Many of Godot Editor functions can be executed with keyboard shortcuts. This page lists functions which have associated shortcuts by default, but many others are available for customization in editor settings as well. To change keys associated with these and other actions navigate to ``Editor -> Editor Settings -> Shortcuts``." +#: ../../docs/tutorials/editor/default_key_mapping.rst:11 +msgid "Many Godot editor functions can be executed with keyboard shortcuts. This page lists functions which have associated shortcuts by default, but many others are available for customization in editor settings as well. To change keys associated with these and other actions navigate to **Editor > Editor Settings > Shortcuts**." msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:15 +#: ../../docs/tutorials/editor/default_key_mapping.rst:16 msgid "While some actions are universal, a lot of shortcuts are specific to individual tools. For this reason it is possible for some key combinations to be assigned to more than one function. The correct action will be performed depending on the context." msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:20 +#: ../../docs/tutorials/editor/default_key_mapping.rst:23 msgid "While Windows and Linux builds of the editor share most of the default settings, some shortcuts may differ for macOS version. This is done for better integration of the editor into macOS ecosystem. Users fluent with standard shortcuts on that OS should find Godot Editor's default key mapping intuitive." msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:26 -msgid "General Editor Actions" +#: ../../docs/tutorials/editor/default_key_mapping.rst:29 +msgid "General editor actions" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:29 -#: ../../docs/tutorials/editor/default_key_mapping.rst:94 -#: ../../docs/tutorials/editor/default_key_mapping.rst:147 -#: ../../docs/tutorials/editor/default_key_mapping.rst:222 -#: ../../docs/tutorials/editor/default_key_mapping.rst:303 -#: ../../docs/tutorials/editor/default_key_mapping.rst:350 -#: ../../docs/tutorials/editor/default_key_mapping.rst:361 -#: ../../docs/tutorials/editor/default_key_mapping.rst:374 -#: ../../docs/tutorials/editor/default_key_mapping.rst:405 -#: ../../docs/tutorials/editor/default_key_mapping.rst:418 -#: ../../docs/tutorials/editor/default_key_mapping.rst:441 -#: ../../docs/tutorials/editor/default_key_mapping.rst:458 -#: ../../docs/tutorials/editor/default_key_mapping.rst:497 +#: ../../docs/tutorials/editor/default_key_mapping.rst:32 +#: ../../docs/tutorials/editor/default_key_mapping.rst:102 +#: ../../docs/tutorials/editor/default_key_mapping.rst:123 +#: ../../docs/tutorials/editor/default_key_mapping.rst:178 +#: ../../docs/tutorials/editor/default_key_mapping.rst:253 +#: ../../docs/tutorials/editor/default_key_mapping.rst:336 +#: ../../docs/tutorials/editor/default_key_mapping.rst:383 +#: ../../docs/tutorials/editor/default_key_mapping.rst:394 +#: ../../docs/tutorials/editor/default_key_mapping.rst:407 +#: ../../docs/tutorials/editor/default_key_mapping.rst:438 +#: ../../docs/tutorials/editor/default_key_mapping.rst:451 +#: ../../docs/tutorials/editor/default_key_mapping.rst:474 +#: ../../docs/tutorials/editor/default_key_mapping.rst:491 +#: ../../docs/tutorials/editor/default_key_mapping.rst:530 +#: ../../docs/tutorials/editor/default_key_mapping.rst:557 msgid "Action name" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:29 -#: ../../docs/tutorials/editor/default_key_mapping.rst:94 -#: ../../docs/tutorials/editor/default_key_mapping.rst:147 -#: ../../docs/tutorials/editor/default_key_mapping.rst:222 -#: ../../docs/tutorials/editor/default_key_mapping.rst:303 -#: ../../docs/tutorials/editor/default_key_mapping.rst:350 -#: ../../docs/tutorials/editor/default_key_mapping.rst:361 -#: ../../docs/tutorials/editor/default_key_mapping.rst:374 -#: ../../docs/tutorials/editor/default_key_mapping.rst:405 -#: ../../docs/tutorials/editor/default_key_mapping.rst:418 -#: ../../docs/tutorials/editor/default_key_mapping.rst:441 -#: ../../docs/tutorials/editor/default_key_mapping.rst:458 -#: ../../docs/tutorials/editor/default_key_mapping.rst:497 +#: ../../docs/tutorials/editor/default_key_mapping.rst:32 +#: ../../docs/tutorials/editor/default_key_mapping.rst:102 +#: ../../docs/tutorials/editor/default_key_mapping.rst:123 +#: ../../docs/tutorials/editor/default_key_mapping.rst:178 +#: ../../docs/tutorials/editor/default_key_mapping.rst:253 +#: ../../docs/tutorials/editor/default_key_mapping.rst:336 +#: ../../docs/tutorials/editor/default_key_mapping.rst:383 +#: ../../docs/tutorials/editor/default_key_mapping.rst:394 +#: ../../docs/tutorials/editor/default_key_mapping.rst:407 +#: ../../docs/tutorials/editor/default_key_mapping.rst:438 +#: ../../docs/tutorials/editor/default_key_mapping.rst:451 +#: ../../docs/tutorials/editor/default_key_mapping.rst:474 +#: ../../docs/tutorials/editor/default_key_mapping.rst:491 +#: ../../docs/tutorials/editor/default_key_mapping.rst:530 +#: ../../docs/tutorials/editor/default_key_mapping.rst:557 msgid "Windows, Linux" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:29 -#: ../../docs/tutorials/editor/default_key_mapping.rst:94 -#: ../../docs/tutorials/editor/default_key_mapping.rst:147 -#: ../../docs/tutorials/editor/default_key_mapping.rst:222 -#: ../../docs/tutorials/editor/default_key_mapping.rst:303 -#: ../../docs/tutorials/editor/default_key_mapping.rst:350 -#: ../../docs/tutorials/editor/default_key_mapping.rst:361 -#: ../../docs/tutorials/editor/default_key_mapping.rst:374 -#: ../../docs/tutorials/editor/default_key_mapping.rst:405 -#: ../../docs/tutorials/editor/default_key_mapping.rst:418 -#: ../../docs/tutorials/editor/default_key_mapping.rst:441 -#: ../../docs/tutorials/editor/default_key_mapping.rst:458 -#: ../../docs/tutorials/editor/default_key_mapping.rst:497 +#: ../../docs/tutorials/editor/default_key_mapping.rst:32 +#: ../../docs/tutorials/editor/default_key_mapping.rst:102 +#: ../../docs/tutorials/editor/default_key_mapping.rst:123 +#: ../../docs/tutorials/editor/default_key_mapping.rst:178 +#: ../../docs/tutorials/editor/default_key_mapping.rst:253 +#: ../../docs/tutorials/editor/default_key_mapping.rst:336 +#: ../../docs/tutorials/editor/default_key_mapping.rst:383 +#: ../../docs/tutorials/editor/default_key_mapping.rst:394 +#: ../../docs/tutorials/editor/default_key_mapping.rst:407 +#: ../../docs/tutorials/editor/default_key_mapping.rst:438 +#: ../../docs/tutorials/editor/default_key_mapping.rst:451 +#: ../../docs/tutorials/editor/default_key_mapping.rst:474 +#: ../../docs/tutorials/editor/default_key_mapping.rst:491 +#: ../../docs/tutorials/editor/default_key_mapping.rst:530 +#: ../../docs/tutorials/editor/default_key_mapping.rst:557 msgid "macOS" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:29 -#: ../../docs/tutorials/editor/default_key_mapping.rst:94 -#: ../../docs/tutorials/editor/default_key_mapping.rst:147 -#: ../../docs/tutorials/editor/default_key_mapping.rst:222 -#: ../../docs/tutorials/editor/default_key_mapping.rst:303 -#: ../../docs/tutorials/editor/default_key_mapping.rst:350 -#: ../../docs/tutorials/editor/default_key_mapping.rst:361 -#: ../../docs/tutorials/editor/default_key_mapping.rst:374 -#: ../../docs/tutorials/editor/default_key_mapping.rst:405 -#: ../../docs/tutorials/editor/default_key_mapping.rst:418 -#: ../../docs/tutorials/editor/default_key_mapping.rst:441 -#: ../../docs/tutorials/editor/default_key_mapping.rst:458 -#: ../../docs/tutorials/editor/default_key_mapping.rst:497 +#: ../../docs/tutorials/editor/default_key_mapping.rst:32 +#: ../../docs/tutorials/editor/default_key_mapping.rst:102 +#: ../../docs/tutorials/editor/default_key_mapping.rst:123 +#: ../../docs/tutorials/editor/default_key_mapping.rst:178 +#: ../../docs/tutorials/editor/default_key_mapping.rst:253 +#: ../../docs/tutorials/editor/default_key_mapping.rst:336 +#: ../../docs/tutorials/editor/default_key_mapping.rst:383 +#: ../../docs/tutorials/editor/default_key_mapping.rst:394 +#: ../../docs/tutorials/editor/default_key_mapping.rst:407 +#: ../../docs/tutorials/editor/default_key_mapping.rst:438 +#: ../../docs/tutorials/editor/default_key_mapping.rst:451 +#: ../../docs/tutorials/editor/default_key_mapping.rst:474 +#: ../../docs/tutorials/editor/default_key_mapping.rst:491 +#: ../../docs/tutorials/editor/default_key_mapping.rst:530 +#: ../../docs/tutorials/editor/default_key_mapping.rst:557 msgid "Editor setting" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:31 +#: ../../docs/tutorials/editor/default_key_mapping.rst:34 msgid "Open 2D Editor" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:31 +#: ../../docs/tutorials/editor/default_key_mapping.rst:34 msgid ":kbd:`Ctrl + F1`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:31 +#: ../../docs/tutorials/editor/default_key_mapping.rst:34 msgid ":kbd:`Opt + 1`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:31 +#: ../../docs/tutorials/editor/default_key_mapping.rst:34 msgid "``editor/editor_2d``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:33 +#: ../../docs/tutorials/editor/default_key_mapping.rst:36 msgid "Open 3D Editor" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:33 -#: ../../docs/tutorials/editor/default_key_mapping.rst:422 +#: ../../docs/tutorials/editor/default_key_mapping.rst:36 +#: ../../docs/tutorials/editor/default_key_mapping.rst:455 msgid ":kbd:`Ctrl + F2`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:33 +#: ../../docs/tutorials/editor/default_key_mapping.rst:36 msgid ":kbd:`Opt + 2`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:33 +#: ../../docs/tutorials/editor/default_key_mapping.rst:36 msgid "``editor/editor_3d``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:35 +#: ../../docs/tutorials/editor/default_key_mapping.rst:38 msgid "Open Script Editor" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:35 +#: ../../docs/tutorials/editor/default_key_mapping.rst:38 msgid ":kbd:`Ctrl + F3`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:35 +#: ../../docs/tutorials/editor/default_key_mapping.rst:38 msgid ":kbd:`Opt + 3`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:35 +#: ../../docs/tutorials/editor/default_key_mapping.rst:38 msgid "``editor/editor_script``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:37 +#: ../../docs/tutorials/editor/default_key_mapping.rst:40 msgid "Search Help" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:37 +#: ../../docs/tutorials/editor/default_key_mapping.rst:40 msgid ":kbd:`F1`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:37 +#: ../../docs/tutorials/editor/default_key_mapping.rst:40 msgid ":kbd:`Opt + Space`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:37 +#: ../../docs/tutorials/editor/default_key_mapping.rst:40 msgid "``editor/editor_help``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:39 +#: ../../docs/tutorials/editor/default_key_mapping.rst:42 msgid "Distraction Free Mode" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:39 +#: ../../docs/tutorials/editor/default_key_mapping.rst:42 msgid ":kbd:`Ctrl + Shift + F11`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:39 +#: ../../docs/tutorials/editor/default_key_mapping.rst:42 msgid ":kbd:`Cmd + Ctrl + D`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:39 +#: ../../docs/tutorials/editor/default_key_mapping.rst:42 msgid "``editor/distraction_free_mode``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:41 +#: ../../docs/tutorials/editor/default_key_mapping.rst:44 msgid "Next tab" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:41 +#: ../../docs/tutorials/editor/default_key_mapping.rst:44 msgid ":kbd:`Ctrl + Tab`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:41 +#: ../../docs/tutorials/editor/default_key_mapping.rst:44 msgid ":kbd:`Cmd + Tab`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:41 +#: ../../docs/tutorials/editor/default_key_mapping.rst:44 msgid "``editor/next_tab``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:43 +#: ../../docs/tutorials/editor/default_key_mapping.rst:46 msgid "Previous tab" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:43 +#: ../../docs/tutorials/editor/default_key_mapping.rst:46 msgid ":kbd:`Ctrl + Shift + Tab`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:43 +#: ../../docs/tutorials/editor/default_key_mapping.rst:46 msgid ":kbd:`Cmd + Shift + Tab`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:43 +#: ../../docs/tutorials/editor/default_key_mapping.rst:46 msgid "``editor/prev_tab``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:45 +#: ../../docs/tutorials/editor/default_key_mapping.rst:48 msgid "Filter Files" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:45 +#: ../../docs/tutorials/editor/default_key_mapping.rst:48 msgid ":kbd:`Ctrl + Alt + P`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:45 +#: ../../docs/tutorials/editor/default_key_mapping.rst:48 msgid ":kbd:`Opt + Cmd + P`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:45 +#: ../../docs/tutorials/editor/default_key_mapping.rst:48 msgid "``editor/filter_files``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:47 +#: ../../docs/tutorials/editor/default_key_mapping.rst:50 msgid "Open Scene" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:47 +#: ../../docs/tutorials/editor/default_key_mapping.rst:50 msgid ":kbd:`Ctrl + O`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:47 +#: ../../docs/tutorials/editor/default_key_mapping.rst:50 msgid ":kbd:`Cmd + O`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:47 +#: ../../docs/tutorials/editor/default_key_mapping.rst:50 msgid "``editor/open_scene``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:49 +#: ../../docs/tutorials/editor/default_key_mapping.rst:52 msgid "Close Scene" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:49 +#: ../../docs/tutorials/editor/default_key_mapping.rst:52 msgid ":kbd:`Ctrl + Shift + W`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:49 +#: ../../docs/tutorials/editor/default_key_mapping.rst:52 msgid ":kbd:`Cmd + Shift + W`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:49 +#: ../../docs/tutorials/editor/default_key_mapping.rst:52 msgid "``editor/close_scene``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:51 +#: ../../docs/tutorials/editor/default_key_mapping.rst:54 msgid "Reopen Closed Scene" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:51 -#: ../../docs/tutorials/editor/default_key_mapping.rst:321 +#: ../../docs/tutorials/editor/default_key_mapping.rst:54 +#: ../../docs/tutorials/editor/default_key_mapping.rst:354 msgid ":kbd:`Ctrl + Shift + T`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:51 -#: ../../docs/tutorials/editor/default_key_mapping.rst:321 +#: ../../docs/tutorials/editor/default_key_mapping.rst:54 +#: ../../docs/tutorials/editor/default_key_mapping.rst:354 msgid ":kbd:`Cmd + Shift + T`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:51 +#: ../../docs/tutorials/editor/default_key_mapping.rst:54 msgid "``editor/reopen_closed_scene``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:53 +#: ../../docs/tutorials/editor/default_key_mapping.rst:56 msgid "Save Scene" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:53 +#: ../../docs/tutorials/editor/default_key_mapping.rst:56 +#: ../../docs/tutorials/editor/default_key_mapping.rst:563 msgid ":kbd:`Ctrl + S`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:53 +#: ../../docs/tutorials/editor/default_key_mapping.rst:56 +#: ../../docs/tutorials/editor/default_key_mapping.rst:563 msgid ":kbd:`Cmd + S`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:53 +#: ../../docs/tutorials/editor/default_key_mapping.rst:56 msgid "``editor/save_scene``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:55 +#: ../../docs/tutorials/editor/default_key_mapping.rst:58 msgid "Save Scene As" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:55 +#: ../../docs/tutorials/editor/default_key_mapping.rst:58 msgid ":kbd:`Ctrl + Shift + S`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:55 +#: ../../docs/tutorials/editor/default_key_mapping.rst:58 msgid ":kbd:`Cmd + Shift + S`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:55 +#: ../../docs/tutorials/editor/default_key_mapping.rst:58 msgid "``editor/save_scene_as``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:57 +#: ../../docs/tutorials/editor/default_key_mapping.rst:60 msgid "Save All Scenes" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:57 -#: ../../docs/tutorials/editor/default_key_mapping.rst:325 +#: ../../docs/tutorials/editor/default_key_mapping.rst:60 +#: ../../docs/tutorials/editor/default_key_mapping.rst:358 msgid ":kbd:`Ctrl + Shift + Alt + S`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:57 -#: ../../docs/tutorials/editor/default_key_mapping.rst:325 +#: ../../docs/tutorials/editor/default_key_mapping.rst:60 +#: ../../docs/tutorials/editor/default_key_mapping.rst:358 msgid ":kbd:`Cmd + Shift + Opt + S`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:57 +#: ../../docs/tutorials/editor/default_key_mapping.rst:60 msgid "``editor/save_all_scenes``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:59 +#: ../../docs/tutorials/editor/default_key_mapping.rst:62 msgid "Quick Open" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:59 +#: ../../docs/tutorials/editor/default_key_mapping.rst:62 msgid ":kbd:`Shift + Alt + O`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:59 +#: ../../docs/tutorials/editor/default_key_mapping.rst:62 msgid ":kbd:`Shift + Opt + O`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:59 +#: ../../docs/tutorials/editor/default_key_mapping.rst:62 msgid "``editor/quick_open``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:61 +#: ../../docs/tutorials/editor/default_key_mapping.rst:64 msgid "Quick Open Scene" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:61 +#: ../../docs/tutorials/editor/default_key_mapping.rst:64 msgid ":kbd:`Ctrl + Shift + O`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:61 +#: ../../docs/tutorials/editor/default_key_mapping.rst:64 msgid ":kbd:`Cmd + Shift + O`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:61 +#: ../../docs/tutorials/editor/default_key_mapping.rst:64 msgid "``editor/quick_open_scene``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:63 +#: ../../docs/tutorials/editor/default_key_mapping.rst:66 msgid "Quick Open Script" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:63 +#: ../../docs/tutorials/editor/default_key_mapping.rst:66 msgid ":kbd:`Ctrl + Alt + O`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:63 +#: ../../docs/tutorials/editor/default_key_mapping.rst:66 msgid ":kbd:`Opt + Cmd + O`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:63 +#: ../../docs/tutorials/editor/default_key_mapping.rst:66 msgid "``editor/quick_open_script``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:65 -#: ../../docs/tutorials/editor/default_key_mapping.rst:244 +#: ../../docs/tutorials/editor/default_key_mapping.rst:68 +#: ../../docs/tutorials/editor/default_key_mapping.rst:275 msgid "Undo" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:65 -#: ../../docs/tutorials/editor/default_key_mapping.rst:244 +#: ../../docs/tutorials/editor/default_key_mapping.rst:68 +#: ../../docs/tutorials/editor/default_key_mapping.rst:275 msgid ":kbd:`Ctrl + Z`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:65 -#: ../../docs/tutorials/editor/default_key_mapping.rst:244 +#: ../../docs/tutorials/editor/default_key_mapping.rst:68 +#: ../../docs/tutorials/editor/default_key_mapping.rst:275 msgid ":kbd:`Cmd + Z`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:65 +#: ../../docs/tutorials/editor/default_key_mapping.rst:68 msgid "``editor/undo``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:67 -#: ../../docs/tutorials/editor/default_key_mapping.rst:246 +#: ../../docs/tutorials/editor/default_key_mapping.rst:70 +#: ../../docs/tutorials/editor/default_key_mapping.rst:277 msgid "Redo" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:67 +#: ../../docs/tutorials/editor/default_key_mapping.rst:70 msgid ":kbd:`Ctrl + Shift + Z`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:67 +#: ../../docs/tutorials/editor/default_key_mapping.rst:70 msgid ":kbd:`Cmd + Shift + Z`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:67 +#: ../../docs/tutorials/editor/default_key_mapping.rst:70 msgid "``editor/redo``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:69 +#: ../../docs/tutorials/editor/default_key_mapping.rst:72 msgid "Quit" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:69 +#: ../../docs/tutorials/editor/default_key_mapping.rst:72 msgid ":kbd:`Ctrl + Q`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:69 +#: ../../docs/tutorials/editor/default_key_mapping.rst:72 msgid ":kbd:`Cmd + Q`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:69 +#: ../../docs/tutorials/editor/default_key_mapping.rst:72 msgid "``editor/file_quit``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:71 +#: ../../docs/tutorials/editor/default_key_mapping.rst:74 msgid "Quit to Project List" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:71 +#: ../../docs/tutorials/editor/default_key_mapping.rst:74 msgid ":kbd:`Ctrl + Shift + Q`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:71 +#: ../../docs/tutorials/editor/default_key_mapping.rst:74 msgid ":kbd:`Shift + Opt + Q`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:71 +#: ../../docs/tutorials/editor/default_key_mapping.rst:74 msgid "``editor/quit_to_project_list``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:73 +#: ../../docs/tutorials/editor/default_key_mapping.rst:76 msgid "Take Screenshot" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:73 +#: ../../docs/tutorials/editor/default_key_mapping.rst:76 msgid ":kbd:`Ctrl + F12`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:73 +#: ../../docs/tutorials/editor/default_key_mapping.rst:76 msgid ":kbd:`Cmd + F12`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:73 +#: ../../docs/tutorials/editor/default_key_mapping.rst:76 msgid "``editor/take_screenshot``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:75 +#: ../../docs/tutorials/editor/default_key_mapping.rst:78 msgid "Toggle Fullscreen" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:75 +#: ../../docs/tutorials/editor/default_key_mapping.rst:78 msgid ":kbd:`Shift + F11`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:75 +#: ../../docs/tutorials/editor/default_key_mapping.rst:78 msgid ":kbd:`Cmd + Ctrl + F`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:75 +#: ../../docs/tutorials/editor/default_key_mapping.rst:78 msgid "``editor/fullscreen_mode``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:77 +#: ../../docs/tutorials/editor/default_key_mapping.rst:80 msgid "Play" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:77 -#: ../../docs/tutorials/editor/default_key_mapping.rst:382 -#: ../../docs/tutorials/editor/default_key_mapping.rst:382 +#: ../../docs/tutorials/editor/default_key_mapping.rst:80 +#: ../../docs/tutorials/editor/default_key_mapping.rst:415 msgid ":kbd:`F5`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:77 -#: ../../docs/tutorials/editor/default_key_mapping.rst:280 +#: ../../docs/tutorials/editor/default_key_mapping.rst:80 +#: ../../docs/tutorials/editor/default_key_mapping.rst:313 msgid ":kbd:`Cmd + B`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:77 +#: ../../docs/tutorials/editor/default_key_mapping.rst:80 msgid "``editor/play``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:79 +#: ../../docs/tutorials/editor/default_key_mapping.rst:82 msgid "Pause Scene" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:79 +#: ../../docs/tutorials/editor/default_key_mapping.rst:82 msgid ":kbd:`F7`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:79 +#: ../../docs/tutorials/editor/default_key_mapping.rst:82 msgid ":kbd:`Cmd + Ctrl + Y`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:79 +#: ../../docs/tutorials/editor/default_key_mapping.rst:82 msgid "``editor/pause_scene``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:81 +#: ../../docs/tutorials/editor/default_key_mapping.rst:84 msgid "Stop" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:81 +#: ../../docs/tutorials/editor/default_key_mapping.rst:84 msgid ":kbd:`F8`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:81 -#: ../../docs/tutorials/editor/default_key_mapping.rst:292 +#: ../../docs/tutorials/editor/default_key_mapping.rst:84 +#: ../../docs/tutorials/editor/default_key_mapping.rst:325 msgid ":kbd:`Cmd + .`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:81 +#: ../../docs/tutorials/editor/default_key_mapping.rst:84 msgid "``editor/stop``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:83 +#: ../../docs/tutorials/editor/default_key_mapping.rst:86 msgid "Play Scene" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:83 +#: ../../docs/tutorials/editor/default_key_mapping.rst:86 msgid ":kbd:`F6`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:83 +#: ../../docs/tutorials/editor/default_key_mapping.rst:86 +#: ../../docs/tutorials/editor/default_key_mapping.rst:567 msgid ":kbd:`Cmd + R`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:83 +#: ../../docs/tutorials/editor/default_key_mapping.rst:86 msgid "``editor/play_scene``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:85 +#: ../../docs/tutorials/editor/default_key_mapping.rst:88 msgid "Play Custom Scene" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:85 +#: ../../docs/tutorials/editor/default_key_mapping.rst:88 msgid ":kbd:`Ctrl + Shift + F5`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:85 -#: ../../docs/tutorials/editor/default_key_mapping.rst:242 -#: ../../docs/tutorials/editor/default_key_mapping.rst:327 +#: ../../docs/tutorials/editor/default_key_mapping.rst:88 +#: ../../docs/tutorials/editor/default_key_mapping.rst:273 +#: ../../docs/tutorials/editor/default_key_mapping.rst:360 msgid ":kbd:`Cmd + Shift + R`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:85 +#: ../../docs/tutorials/editor/default_key_mapping.rst:88 msgid "``editor/play_custom_scene``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:87 +#: ../../docs/tutorials/editor/default_key_mapping.rst:90 msgid "Expand Bottom Panel" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:87 -#: ../../docs/tutorials/editor/default_key_mapping.rst:87 +#: ../../docs/tutorials/editor/default_key_mapping.rst:90 msgid ":kbd:`Shift + F12`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:87 +#: ../../docs/tutorials/editor/default_key_mapping.rst:90 msgid "``editor/bottom_panel_expand``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:91 -msgid "2D / Canvas Item Editor" +#: ../../docs/tutorials/editor/default_key_mapping.rst:92 +msgid "Command Palette" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:96 -#: ../../docs/tutorials/editor/default_key_mapping.rst:339 -msgid "Zoom In" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:96 -#: ../../docs/tutorials/editor/default_key_mapping.rst:339 -msgid ":kbd:`Ctrl + =`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:96 -#: ../../docs/tutorials/editor/default_key_mapping.rst:339 -msgid ":kbd:`Cmd + =`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:96 -msgid "``canvas_item_editor/zoom_plus``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:98 -#: ../../docs/tutorials/editor/default_key_mapping.rst:341 -msgid "Zoom Out" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:98 -#: ../../docs/tutorials/editor/default_key_mapping.rst:341 -msgid ":kbd:`Ctrl + -`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:98 -#: ../../docs/tutorials/editor/default_key_mapping.rst:341 -msgid ":kbd:`Cmd + -`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:98 -msgid "``canvas_item_editor/zoom_minus``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:100 -msgid "Zoom Reset" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:100 -#: ../../docs/tutorials/editor/default_key_mapping.rst:343 -msgid ":kbd:`Ctrl + 0`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:100 -#: ../../docs/tutorials/editor/default_key_mapping.rst:343 -msgid ":kbd:`Cmd + 0`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:100 -msgid "``canvas_item_editor/zoom_reset``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:102 -msgid "Pan View" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:102 -#: ../../docs/tutorials/editor/default_key_mapping.rst:102 -msgid ":kbd:`Space`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:102 -msgid "``canvas_item_editor/pan_view``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:104 -#: ../../docs/tutorials/editor/default_key_mapping.rst:167 -msgid "Select Mode" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:104 -#: ../../docs/tutorials/editor/default_key_mapping.rst:104 +#: ../../docs/tutorials/editor/default_key_mapping.rst:92 #: ../../docs/tutorials/editor/default_key_mapping.rst:161 -#: ../../docs/tutorials/editor/default_key_mapping.rst:161 -#: ../../docs/tutorials/editor/default_key_mapping.rst:167 -#: ../../docs/tutorials/editor/default_key_mapping.rst:167 -msgid ":kbd:`Q`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:104 -msgid "``canvas_item_editor/select_mode``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:106 -#: ../../docs/tutorials/editor/default_key_mapping.rst:169 -msgid "Move Mode" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:106 -#: ../../docs/tutorials/editor/default_key_mapping.rst:106 -#: ../../docs/tutorials/editor/default_key_mapping.rst:155 -#: ../../docs/tutorials/editor/default_key_mapping.rst:155 -#: ../../docs/tutorials/editor/default_key_mapping.rst:169 -#: ../../docs/tutorials/editor/default_key_mapping.rst:169 -msgid ":kbd:`W`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:106 -msgid "``canvas_item_editor/move_mode``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:108 -#: ../../docs/tutorials/editor/default_key_mapping.rst:171 -msgid "Rotate Mode" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:108 -#: ../../docs/tutorials/editor/default_key_mapping.rst:108 -#: ../../docs/tutorials/editor/default_key_mapping.rst:159 -#: ../../docs/tutorials/editor/default_key_mapping.rst:159 -#: ../../docs/tutorials/editor/default_key_mapping.rst:171 -#: ../../docs/tutorials/editor/default_key_mapping.rst:171 -#: ../../docs/tutorials/editor/default_key_mapping.rst:482 -#: ../../docs/tutorials/editor/default_key_mapping.rst:482 -msgid ":kbd:`E`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:108 -msgid "``canvas_item_editor/rotate_mode``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:110 -#: ../../docs/tutorials/editor/default_key_mapping.rst:173 -msgid "Scale Mode" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:110 -#: ../../docs/tutorials/editor/default_key_mapping.rst:110 -#: ../../docs/tutorials/editor/default_key_mapping.rst:157 -#: ../../docs/tutorials/editor/default_key_mapping.rst:157 -#: ../../docs/tutorials/editor/default_key_mapping.rst:460 -#: ../../docs/tutorials/editor/default_key_mapping.rst:460 -msgid ":kbd:`S`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:110 -msgid "``canvas_item_editor/scale_mode``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:112 -msgid "Ruler Mode" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:112 -#: ../../docs/tutorials/editor/default_key_mapping.rst:112 -#: ../../docs/tutorials/editor/default_key_mapping.rst:173 -#: ../../docs/tutorials/editor/default_key_mapping.rst:173 -#: ../../docs/tutorials/editor/default_key_mapping.rst:476 -#: ../../docs/tutorials/editor/default_key_mapping.rst:476 -msgid ":kbd:`R`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:112 -msgid "``canvas_item_editor/ruler_mode``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:114 -msgid "Use Smart Snap" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:114 -#: ../../docs/tutorials/editor/default_key_mapping.rst:114 -msgid ":kbd:`Shift + S`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:114 -msgid "``canvas_item_editor/use_smart_snap``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:116 -msgid "Use Grid Snap" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:116 -#: ../../docs/tutorials/editor/default_key_mapping.rst:116 -msgid ":kbd:`Shift + G`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:116 -msgid "``canvas_item_editor/use_grid_snap``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:118 -msgid "Multiply grid step by 2" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:118 -#: ../../docs/tutorials/editor/default_key_mapping.rst:118 -msgid ":kbd:`Num *`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:118 -msgid "``canvas_item_editor/multiply_grid_step``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:120 -msgid "Divide grid step by 2" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:120 -#: ../../docs/tutorials/editor/default_key_mapping.rst:120 -msgid ":kbd:`Num /`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:120 -msgid "``canvas_item_editor/divide_grid_step``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:122 -msgid "Always Show Grid" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:122 -#: ../../docs/tutorials/editor/default_key_mapping.rst:122 -msgid ":kbd:`G`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:122 -msgid "``canvas_item_editor/show_grid``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:124 -msgid "Show Helpers" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:124 -#: ../../docs/tutorials/editor/default_key_mapping.rst:124 -msgid ":kbd:`H`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:124 -msgid "``canvas_item_editor/show_helpers``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:126 -msgid "Show Guides" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:126 -#: ../../docs/tutorials/editor/default_key_mapping.rst:126 -#: ../../docs/tutorials/editor/default_key_mapping.rst:177 -#: ../../docs/tutorials/editor/default_key_mapping.rst:177 -msgid ":kbd:`Y`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:126 -msgid "``canvas_item_editor/show_guides``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:128 -msgid "Center Selection" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:128 -#: ../../docs/tutorials/editor/default_key_mapping.rst:128 -#: ../../docs/tutorials/editor/default_key_mapping.rst:199 -#: ../../docs/tutorials/editor/default_key_mapping.rst:199 -msgid ":kbd:`F`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:128 -msgid "``canvas_item_editor/center_selection``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:130 -msgid "Frame Selection" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:130 -#: ../../docs/tutorials/editor/default_key_mapping.rst:130 -#: ../../docs/tutorials/editor/default_key_mapping.rst:149 -#: ../../docs/tutorials/editor/default_key_mapping.rst:149 -msgid ":kbd:`Shift + F`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:130 -msgid "``canvas_item_editor/frame_selection``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:132 -msgid "Preview Canvas Scale" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:132 msgid ":kbd:`Ctrl + Shift + P`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:132 +#: ../../docs/tutorials/editor/default_key_mapping.rst:92 +#: ../../docs/tutorials/editor/default_key_mapping.rst:161 msgid ":kbd:`Cmd + Shift + P`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:132 -msgid "``canvas_item_editor/preview_canvas_scale``" +#: ../../docs/tutorials/editor/default_key_mapping.rst:92 +msgid "``editor/command_palette``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:134 -msgid "Insert Key" +#: ../../docs/tutorials/editor/default_key_mapping.rst:96 +msgid "Bottom panels" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:134 -#: ../../docs/tutorials/editor/default_key_mapping.rst:134 -msgid ":kbd:`Ins`" +#: ../../docs/tutorials/editor/default_key_mapping.rst:98 +msgid "Only bottom panels that are always available have a default shortcut assigned. Others must be manually bound in the Editor Settings if desired." msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:134 -msgid "``canvas_item_editor/anim_insert_key``" +#: ../../docs/tutorials/editor/default_key_mapping.rst:104 +msgid "Toggle Last Opened Panel" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:136 -msgid "Insert Key (Existing Tracks)" +#: ../../docs/tutorials/editor/default_key_mapping.rst:104 +msgid ":kbd:`Ctrl + J`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:136 -msgid ":kbd:`Ctrl + Ins`" +#: ../../docs/tutorials/editor/default_key_mapping.rst:104 +msgid "``editor/toggle_last_opened_bottom_panel``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:136 -msgid ":kbd:`Cmd + Ins`" +#: ../../docs/tutorials/editor/default_key_mapping.rst:106 +msgid "Toggle Animation Bottom Panel" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:136 -msgid "``canvas_item_editor/anim_insert_key_existing_tracks``" +#: ../../docs/tutorials/editor/default_key_mapping.rst:106 +msgid ":kbd:`Alt + N`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:138 -msgid "Make Custom Bones from Nodes" +#: ../../docs/tutorials/editor/default_key_mapping.rst:106 +msgid "``bottom_panels/toggle_animation_bottom_panel``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:138 -#: ../../docs/tutorials/editor/default_key_mapping.rst:282 -msgid ":kbd:`Ctrl + Shift + B`" +#: ../../docs/tutorials/editor/default_key_mapping.rst:108 +msgid "Toggle Audio Bottom Panel" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:138 -#: ../../docs/tutorials/editor/default_key_mapping.rst:282 -#: ../../docs/tutorials/editor/default_key_mapping.rst:288 -msgid ":kbd:`Cmd + Shift + B`" +#: ../../docs/tutorials/editor/default_key_mapping.rst:108 +msgid ":kbd:`Alt + A`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:138 -msgid "``canvas_item_editor/skeleton_make_bones``" +#: ../../docs/tutorials/editor/default_key_mapping.rst:108 +msgid "``bottom_panels/toggle_audio_bottom_panel``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:140 -msgid "Clear Pose" +#: ../../docs/tutorials/editor/default_key_mapping.rst:110 +msgid "Toggle Debugger Bottom Panel" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:140 -#: ../../docs/tutorials/editor/default_key_mapping.rst:140 -msgid ":kbd:`Shift + K`" +#: ../../docs/tutorials/editor/default_key_mapping.rst:110 +msgid ":kbd:`Alt + D`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:140 -msgid "``canvas_item_editor/anim_clear_pose``" +#: ../../docs/tutorials/editor/default_key_mapping.rst:110 +msgid "``bottom_panels/toggle_debugger_bottom_panel``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:144 -msgid "3D / Spatial Editor" +#: ../../docs/tutorials/editor/default_key_mapping.rst:112 +msgid "Toggle FileSystem Bottom Panel" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:149 -msgid "Toggle Freelook" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:149 -msgid "``spatial_editor/freelook_toggle``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:151 -msgid "Freelook Left" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:151 -#: ../../docs/tutorials/editor/default_key_mapping.rst:151 -msgid ":kbd:`A`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:151 -msgid "``spatial_editor/freelook_left``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:153 -msgid "Freelook Right" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:153 -#: ../../docs/tutorials/editor/default_key_mapping.rst:153 -#: ../../docs/tutorials/editor/default_key_mapping.rst:472 -#: ../../docs/tutorials/editor/default_key_mapping.rst:472 -msgid ":kbd:`D`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:153 -msgid "``spatial_editor/freelook_right``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:155 -msgid "Freelook Forward" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:155 -msgid "``spatial_editor/freelook_forward``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:157 -msgid "Freelook Backwards" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:157 -msgid "``spatial_editor/freelook_backwards``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:159 -msgid "Freelook Up" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:159 -msgid "``spatial_editor/freelook_up``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:161 -msgid "Freelook Down" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:161 -msgid "``spatial_editor/freelook_down``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:163 -msgid "Freelook Speed Modifier" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:163 -#: ../../docs/tutorials/editor/default_key_mapping.rst:163 -msgid ":kbd:`Shift`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:163 -msgid "``spatial_editor/freelook_speed_modifier``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:165 -msgid "Freelook Slow Modifier" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:165 -msgid ":kbd:`Alt`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:165 -msgid ":kbd:`Opt`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:165 -msgid "``spatial_editor/freelook_slow_modifier``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:167 -msgid "``spatial_editor/tool_select``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:169 -msgid "``spatial_editor/tool_move``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:171 -msgid "``spatial_editor/tool_rotate``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:173 -msgid "``spatial_editor/tool_scale``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:175 -msgid "Use Local Space" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:175 -#: ../../docs/tutorials/editor/default_key_mapping.rst:175 -msgid ":kbd:`T`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:175 -msgid "``spatial_editor/local_coords``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:177 -msgid "Use Snap" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:177 -msgid "``spatial_editor/snap``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:179 -msgid "Snap Object to Floor" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:179 -#: ../../docs/tutorials/editor/default_key_mapping.rst:179 -#: ../../docs/tutorials/editor/default_key_mapping.rst:499 -#: ../../docs/tutorials/editor/default_key_mapping.rst:499 -msgid ":kbd:`PgDown`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:179 -msgid "``spatial_editor/snap_to_floor``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:181 -msgid "Top View" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:181 -#: ../../docs/tutorials/editor/default_key_mapping.rst:181 -msgid ":kbd:`Num 7`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:181 -msgid "``spatial_editor/top_view``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:183 -msgid "Bottom View" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:183 -msgid ":kbd:`Alt + Num 7`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:183 -msgid ":kbd:`Opt + Num 7`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:183 -msgid "``spatial_editor/bottom_view``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:185 -msgid "Front View" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:185 -#: ../../docs/tutorials/editor/default_key_mapping.rst:185 -msgid ":kbd:`Num 1`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:185 -msgid "``spatial_editor/front_view``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:187 -msgid "Rear View" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:187 -msgid ":kbd:`Alt + Num 1`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:187 -msgid ":kbd:`Opt + Num 1`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:187 -msgid "``spatial_editor/rear_view``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:189 -msgid "Right View" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:189 -#: ../../docs/tutorials/editor/default_key_mapping.rst:189 -msgid ":kbd:`Num 3`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:189 -msgid "``spatial_editor/right_view``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:191 -msgid "Left View" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:191 -msgid ":kbd:`Alt + Num 3`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:191 -msgid ":kbd:`Opt + Num 3`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:191 -msgid "``spatial_editor/left_view``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:193 -msgid "Switch Perspective/Orthogonal View" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:193 -#: ../../docs/tutorials/editor/default_key_mapping.rst:193 -msgid ":kbd:`Num 5`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:193 -msgid "``spatial_editor/switch_perspective_orthogonal``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:195 -msgid "Insert Animation Key" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:195 -#: ../../docs/tutorials/editor/default_key_mapping.rst:195 -msgid ":kbd:`K`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:195 -msgid "``spatial_editor/insert_anim_key``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:197 -msgid "Focus Origin" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:197 -#: ../../docs/tutorials/editor/default_key_mapping.rst:197 -msgid ":kbd:`O`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:197 -msgid "``spatial_editor/focus_origin``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:199 -msgid "Focus Selection" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:199 -msgid "``spatial_editor/focus_selection``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:201 -msgid "Align Transform with View" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:201 -msgid ":kbd:`Ctrl + Alt + M`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:201 -msgid ":kbd:`Opt + Cmd + M`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:201 -msgid "``spatial_editor/align_transform_with_view``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:203 -msgid "Align Rotation with View" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:203 -#: ../../docs/tutorials/editor/default_key_mapping.rst:284 -msgid ":kbd:`Ctrl + Alt + F`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:203 -#: ../../docs/tutorials/editor/default_key_mapping.rst:240 -msgid ":kbd:`Opt + Cmd + F`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:203 -msgid "``spatial_editor/align_rotation_with_view``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:205 -msgid "1 Viewport" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:205 -msgid ":kbd:`Ctrl + 1`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:205 -msgid ":kbd:`Cmd + 1`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:205 -msgid "``spatial_editor/1_viewport``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:207 -msgid "2 Viewports" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:207 -msgid ":kbd:`Ctrl + 2`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:207 -msgid ":kbd:`Cmd + 2`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:207 -msgid "``spatial_editor/2_viewports``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:209 -msgid "2 Viewports (Alt)" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:209 -msgid ":kbd:`Ctrl + Alt + 2`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:209 -msgid ":kbd:`Opt + Cmd + 2`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:209 -msgid "``spatial_editor/2_viewports_alt``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:211 -msgid "3 Viewports" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:211 -msgid ":kbd:`Ctrl + 3`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:211 -msgid ":kbd:`Cmd + 3`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:211 -msgid "``spatial_editor/3_viewports``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:213 -msgid "3 Viewports (Alt)" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:213 -msgid ":kbd:`Ctrl + Alt + 3`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:213 -msgid ":kbd:`Opt + Cmd + 3`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:213 -msgid "``spatial_editor/3_viewports_alt``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:215 -msgid "4 Viewports" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:215 -msgid ":kbd:`Ctrl + 4`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:215 -msgid ":kbd:`Cmd + 4`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:215 -msgid "``spatial_editor/4_viewports``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:219 -msgid "Text Editor" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:224 -msgid "Cut" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:224 -#: ../../docs/tutorials/editor/default_key_mapping.rst:462 -msgid ":kbd:`Ctrl + X`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:224 -#: ../../docs/tutorials/editor/default_key_mapping.rst:462 -msgid ":kbd:`Cmd + X`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:224 -msgid "``script_text_editor/cut``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:226 -msgid "Copy" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:226 -#: ../../docs/tutorials/editor/default_key_mapping.rst:352 -#: ../../docs/tutorials/editor/default_key_mapping.rst:407 -#: ../../docs/tutorials/editor/default_key_mapping.rst:464 -msgid ":kbd:`Ctrl + C`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:226 -#: ../../docs/tutorials/editor/default_key_mapping.rst:352 -#: ../../docs/tutorials/editor/default_key_mapping.rst:407 -#: ../../docs/tutorials/editor/default_key_mapping.rst:464 -msgid ":kbd:`Cmd + C`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:226 -msgid "``script_text_editor/copy``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:228 -msgid "Paste" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:228 -#: ../../docs/tutorials/editor/default_key_mapping.rst:466 -msgid ":kbd:`Ctrl + V`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:228 -#: ../../docs/tutorials/editor/default_key_mapping.rst:466 -msgid ":kbd:`Cmd + V`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:228 -msgid "``script_text_editor/paste``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:230 -msgid "Select All" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:230 -#: ../../docs/tutorials/editor/default_key_mapping.rst:420 -msgid ":kbd:`Ctrl + A`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:230 -#: ../../docs/tutorials/editor/default_key_mapping.rst:420 -msgid ":kbd:`Cmd + A`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:230 -msgid "``script_text_editor/select_all``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:232 -#: ../../docs/tutorials/editor/default_key_mapping.rst:305 -msgid "Find" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:232 -#: ../../docs/tutorials/editor/default_key_mapping.rst:305 -msgid ":kbd:`Ctrl + F`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:232 -#: ../../docs/tutorials/editor/default_key_mapping.rst:305 -msgid ":kbd:`Cmd + F`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:232 -msgid "``script_text_editor/find``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:234 -#: ../../docs/tutorials/editor/default_key_mapping.rst:307 -msgid "Find Next" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:234 -#: ../../docs/tutorials/editor/default_key_mapping.rst:307 -#: ../../docs/tutorials/editor/default_key_mapping.rst:307 -msgid ":kbd:`F3`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:234 -msgid ":kbd:`Cmd + G`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:234 -msgid "``script_text_editor/find_next``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:236 -#: ../../docs/tutorials/editor/default_key_mapping.rst:309 -msgid "Find Previous" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:236 -#: ../../docs/tutorials/editor/default_key_mapping.rst:309 -#: ../../docs/tutorials/editor/default_key_mapping.rst:309 -msgid ":kbd:`Shift + F3`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:236 -msgid ":kbd:`Cmd + Shift + G`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:236 -msgid "``script_text_editor/find_previous``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:238 -#: ../../docs/tutorials/editor/default_key_mapping.rst:311 -msgid "Find in Files" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:238 -#: ../../docs/tutorials/editor/default_key_mapping.rst:311 -msgid ":kbd:`Ctrl + Shift + F`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:238 -#: ../../docs/tutorials/editor/default_key_mapping.rst:311 -msgid ":kbd:`Cmd + Shift + F`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:238 -msgid "``script_text_editor/find_in_files``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:240 -msgid "Replace" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:240 -msgid ":kbd:`Ctrl + R`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:240 -msgid "``script_text_editor/replace``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:242 -msgid "Replace in Files" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:242 -#: ../../docs/tutorials/editor/default_key_mapping.rst:327 -msgid ":kbd:`Ctrl + Shift + R`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:242 -msgid "``script_text_editor/replace_in_files``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:244 -msgid "``script_text_editor/undo``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:246 -msgid ":kbd:`Ctrl + Y`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:246 -msgid ":kbd:`Cmd + Y`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:246 -msgid "``script_text_editor/redo``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:248 -#: ../../docs/tutorials/editor/default_key_mapping.rst:313 -#: ../../docs/tutorials/editor/default_key_mapping.rst:432 -msgid "Move Up" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:248 -#: ../../docs/tutorials/editor/default_key_mapping.rst:380 -msgid ":kbd:`Alt + Up Arrow`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:248 -#: ../../docs/tutorials/editor/default_key_mapping.rst:380 -msgid ":kbd:`Opt + Up Arrow`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:248 -msgid "``script_text_editor/move_up``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:250 -#: ../../docs/tutorials/editor/default_key_mapping.rst:315 -#: ../../docs/tutorials/editor/default_key_mapping.rst:434 -msgid "Move Down" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:250 -msgid ":kbd:`Alt + Down Arrow`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:250 -msgid ":kbd:`Opt + Down Arrow`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:250 -msgid "``script_text_editor/move_down``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:252 -msgid "Delete Line" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:252 -#: ../../docs/tutorials/editor/default_key_mapping.rst:354 -msgid ":kbd:`Ctrl + Shift + K`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:252 -#: ../../docs/tutorials/editor/default_key_mapping.rst:354 -msgid ":kbd:`Cmd + Shift + K`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:252 -msgid "``script_text_editor/delete_line``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:254 -msgid "Toggle Comment" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:254 -msgid ":kbd:`Ctrl + K`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:254 -msgid ":kbd:`Cmd + K`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:254 -msgid "``script_text_editor/toggle_comment``" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:256 -msgid "Fold/Unfold Line" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:256 -#: ../../docs/tutorials/editor/default_key_mapping.rst:386 +#: ../../docs/tutorials/editor/default_key_mapping.rst:112 +#: ../../docs/tutorials/editor/default_key_mapping.rst:287 +#: ../../docs/tutorials/editor/default_key_mapping.rst:419 msgid ":kbd:`Alt + F`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:256 +#: ../../docs/tutorials/editor/default_key_mapping.rst:112 +msgid "``bottom_panels/toggle_filesystem_bottom_panel``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:114 +msgid "Toggle Output Bottom Panel" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:114 +msgid ":kbd:`Alt + O`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:114 +msgid "``bottom_panels/toggle_output_bottom_panel``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:116 +msgid "Toggle Shader Editor Bottom Panel" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:116 +msgid ":kbd:`Alt + S`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:116 +msgid "``bottom_panels/toggle_shader_editor_bottom_panel``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:120 +msgid "2D / CanvasItem editor" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:125 +#: ../../docs/tutorials/editor/default_key_mapping.rst:372 +msgid "Zoom In" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:125 +#: ../../docs/tutorials/editor/default_key_mapping.rst:372 +msgid ":kbd:`Ctrl + =`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:125 +#: ../../docs/tutorials/editor/default_key_mapping.rst:372 +msgid ":kbd:`Cmd + =`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:125 +msgid "``canvas_item_editor/zoom_plus``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:127 +#: ../../docs/tutorials/editor/default_key_mapping.rst:374 +msgid "Zoom Out" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:127 +#: ../../docs/tutorials/editor/default_key_mapping.rst:374 +msgid ":kbd:`Ctrl + -`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:127 +#: ../../docs/tutorials/editor/default_key_mapping.rst:374 +msgid ":kbd:`Cmd + -`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:127 +msgid "``canvas_item_editor/zoom_minus``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:129 +msgid "Zoom Reset" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:129 +#: ../../docs/tutorials/editor/default_key_mapping.rst:376 +msgid ":kbd:`Ctrl + 0`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:129 +#: ../../docs/tutorials/editor/default_key_mapping.rst:376 +msgid ":kbd:`Cmd + 0`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:129 +msgid "``canvas_item_editor/zoom_reset``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:131 +msgid "Pan View" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:131 +msgid ":kbd:`Space`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:131 +msgid "``canvas_item_editor/pan_view``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:133 +#: ../../docs/tutorials/editor/default_key_mapping.rst:198 +msgid "Select Mode" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:133 +#: ../../docs/tutorials/editor/default_key_mapping.rst:192 +#: ../../docs/tutorials/editor/default_key_mapping.rst:198 +msgid ":kbd:`Q`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:133 +msgid "``canvas_item_editor/select_mode``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:135 +#: ../../docs/tutorials/editor/default_key_mapping.rst:200 +msgid "Move Mode" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:135 +#: ../../docs/tutorials/editor/default_key_mapping.rst:186 +#: ../../docs/tutorials/editor/default_key_mapping.rst:200 +msgid ":kbd:`W`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:135 +msgid "``canvas_item_editor/move_mode``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:137 +#: ../../docs/tutorials/editor/default_key_mapping.rst:202 +msgid "Rotate Mode" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:137 +#: ../../docs/tutorials/editor/default_key_mapping.rst:190 +#: ../../docs/tutorials/editor/default_key_mapping.rst:202 +#: ../../docs/tutorials/editor/default_key_mapping.rst:515 +msgid ":kbd:`E`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:137 +msgid "``canvas_item_editor/rotate_mode``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:139 +#: ../../docs/tutorials/editor/default_key_mapping.rst:204 +msgid "Scale Mode" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:139 +#: ../../docs/tutorials/editor/default_key_mapping.rst:188 +#: ../../docs/tutorials/editor/default_key_mapping.rst:493 +msgid ":kbd:`S`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:139 +msgid "``canvas_item_editor/scale_mode``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:141 +msgid "Ruler Mode" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:141 +#: ../../docs/tutorials/editor/default_key_mapping.rst:204 +#: ../../docs/tutorials/editor/default_key_mapping.rst:509 +msgid ":kbd:`R`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:141 +msgid "``canvas_item_editor/ruler_mode``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:143 +msgid "Use Smart Snap" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:143 +msgid ":kbd:`Shift + S`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:143 +msgid "``canvas_item_editor/use_smart_snap``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:145 +msgid "Use Grid Snap" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:145 +msgid ":kbd:`Shift + G`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:145 +msgid "``canvas_item_editor/use_grid_snap``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:147 +msgid "Multiply grid step by 2" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:147 +msgid ":kbd:`Num *`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:147 +msgid "``canvas_item_editor/multiply_grid_step``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:149 +msgid "Divide grid step by 2" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:149 +msgid ":kbd:`Num /`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:149 +msgid "``canvas_item_editor/divide_grid_step``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:151 +msgid "Always Show Grid" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:151 +msgid ":kbd:`G`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:151 +msgid "``canvas_item_editor/show_grid``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:153 +msgid "Show Helpers" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:153 +msgid ":kbd:`H`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:153 +msgid "``canvas_item_editor/show_helpers``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:155 +msgid "Show Guides" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:155 +#: ../../docs/tutorials/editor/default_key_mapping.rst:208 +msgid ":kbd:`Y`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:155 +msgid "``canvas_item_editor/show_guides``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:157 +msgid "Center Selection" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:157 +#: ../../docs/tutorials/editor/default_key_mapping.rst:230 +msgid ":kbd:`F`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:157 +msgid "``canvas_item_editor/center_selection``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:159 +msgid "Frame Selection" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:159 +#: ../../docs/tutorials/editor/default_key_mapping.rst:180 +msgid ":kbd:`Shift + F`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:159 +msgid "``canvas_item_editor/frame_selection``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:161 +msgid "Preview Canvas Scale" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:161 +msgid "``canvas_item_editor/preview_canvas_scale``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:163 +msgid "Insert Key" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:163 +msgid ":kbd:`Ins`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:163 +msgid "``canvas_item_editor/anim_insert_key``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:165 +msgid "Insert Key (Existing Tracks)" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:165 +msgid ":kbd:`Ctrl + Ins`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:165 +msgid ":kbd:`Cmd + Ins`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:165 +msgid "``canvas_item_editor/anim_insert_key_existing_tracks``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:167 +msgid "Make Custom Bones from Nodes" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:167 +#: ../../docs/tutorials/editor/default_key_mapping.rst:315 +msgid ":kbd:`Ctrl + Shift + B`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:167 +#: ../../docs/tutorials/editor/default_key_mapping.rst:315 +#: ../../docs/tutorials/editor/default_key_mapping.rst:321 +msgid ":kbd:`Cmd + Shift + B`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:167 +msgid "``canvas_item_editor/skeleton_make_bones``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:169 +msgid "Clear Pose" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:169 +msgid ":kbd:`Shift + K`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:169 +msgid "``canvas_item_editor/anim_clear_pose``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:175 +msgid "3D / Spatial editor" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:180 +msgid "Toggle Freelook" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:180 +msgid "``spatial_editor/freelook_toggle``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:182 +msgid "Freelook Left" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:182 +msgid ":kbd:`A`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:182 +msgid "``spatial_editor/freelook_left``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:184 +msgid "Freelook Right" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:184 +#: ../../docs/tutorials/editor/default_key_mapping.rst:505 +msgid ":kbd:`D`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:184 +msgid "``spatial_editor/freelook_right``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:186 +msgid "Freelook Forward" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:186 +msgid "``spatial_editor/freelook_forward``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:188 +msgid "Freelook Backwards" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:188 +msgid "``spatial_editor/freelook_backwards``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:190 +msgid "Freelook Up" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:190 +msgid "``spatial_editor/freelook_up``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:192 +msgid "Freelook Down" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:192 +msgid "``spatial_editor/freelook_down``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:194 +msgid "Freelook Speed Modifier" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:194 +msgid ":kbd:`Shift`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:194 +msgid "``spatial_editor/freelook_speed_modifier``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:196 +msgid "Freelook Slow Modifier" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:196 +msgid ":kbd:`Alt`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:196 +msgid ":kbd:`Opt`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:196 +msgid "``spatial_editor/freelook_slow_modifier``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:198 +msgid "``spatial_editor/tool_select``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:200 +msgid "``spatial_editor/tool_move``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:202 +msgid "``spatial_editor/tool_rotate``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:204 +msgid "``spatial_editor/tool_scale``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:206 +msgid "Use Local Space" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:206 +msgid ":kbd:`T`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:206 +msgid "``spatial_editor/local_coords``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:208 +msgid "Use Snap" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:208 +msgid "``spatial_editor/snap``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:210 +msgid "Snap Object to Floor" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:210 +#: ../../docs/tutorials/editor/default_key_mapping.rst:532 +msgid ":kbd:`PgDown`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:210 +msgid "``spatial_editor/snap_to_floor``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:212 +msgid "Top View" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:212 +msgid ":kbd:`Num 7`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:212 +msgid "``spatial_editor/top_view``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:214 +msgid "Bottom View" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:214 +msgid ":kbd:`Alt + Num 7`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:214 +msgid ":kbd:`Opt + Num 7`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:214 +msgid "``spatial_editor/bottom_view``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:216 +msgid "Front View" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:216 +msgid ":kbd:`Num 1`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:216 +msgid "``spatial_editor/front_view``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:218 +msgid "Rear View" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:218 +msgid ":kbd:`Alt + Num 1`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:218 +msgid ":kbd:`Opt + Num 1`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:218 +msgid "``spatial_editor/rear_view``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:220 +msgid "Right View" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:220 +msgid ":kbd:`Num 3`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:220 +msgid "``spatial_editor/right_view``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:222 +msgid "Left View" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:222 +msgid ":kbd:`Alt + Num 3`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:222 +msgid ":kbd:`Opt + Num 3`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:222 +msgid "``spatial_editor/left_view``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:224 +msgid "Switch Perspective/Orthogonal View" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:224 +msgid ":kbd:`Num 5`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:224 +msgid "``spatial_editor/switch_perspective_orthogonal``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:226 +msgid "Insert Animation Key" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:226 +msgid ":kbd:`K`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:226 +msgid "``spatial_editor/insert_anim_key``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:228 +msgid "Focus Origin" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:228 +msgid ":kbd:`O`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:228 +msgid "``spatial_editor/focus_origin``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:230 +msgid "Focus Selection" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:230 +msgid "``spatial_editor/focus_selection``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:232 +msgid "Align Transform with View" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:232 +msgid ":kbd:`Ctrl + Alt + M`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:232 +msgid ":kbd:`Opt + Cmd + M`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:232 +msgid "``spatial_editor/align_transform_with_view``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:234 +msgid "Align Rotation with View" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:234 +#: ../../docs/tutorials/editor/default_key_mapping.rst:317 +msgid ":kbd:`Ctrl + Alt + F`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:234 +#: ../../docs/tutorials/editor/default_key_mapping.rst:271 +msgid ":kbd:`Opt + Cmd + F`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:234 +msgid "``spatial_editor/align_rotation_with_view``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:236 +msgid "1 Viewport" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:236 +msgid ":kbd:`Ctrl + 1`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:236 +msgid ":kbd:`Cmd + 1`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:236 +msgid "``spatial_editor/1_viewport``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:238 +msgid "2 Viewports" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:238 +msgid ":kbd:`Ctrl + 2`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:238 +msgid ":kbd:`Cmd + 2`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:238 +msgid "``spatial_editor/2_viewports``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:240 +msgid "2 Viewports (Alt)" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:240 +msgid ":kbd:`Ctrl + Alt + 2`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:240 +msgid ":kbd:`Opt + Cmd + 2`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:240 +msgid "``spatial_editor/2_viewports_alt``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:242 +msgid "3 Viewports" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:242 +msgid ":kbd:`Ctrl + 3`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:242 +msgid ":kbd:`Cmd + 3`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:242 +msgid "``spatial_editor/3_viewports``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:244 +msgid "3 Viewports (Alt)" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:244 +msgid ":kbd:`Ctrl + Alt + 3`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:244 +msgid ":kbd:`Opt + Cmd + 3`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:244 +msgid "``spatial_editor/3_viewports_alt``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:246 +msgid "4 Viewports" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:246 +msgid ":kbd:`Ctrl + 4`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:246 +msgid ":kbd:`Cmd + 4`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:246 +msgid "``spatial_editor/4_viewports``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:250 +msgid "Text editor" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:255 +msgid "Cut" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:255 +#: ../../docs/tutorials/editor/default_key_mapping.rst:495 +msgid ":kbd:`Ctrl + X`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:255 +#: ../../docs/tutorials/editor/default_key_mapping.rst:495 +msgid ":kbd:`Cmd + X`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:255 +msgid "``script_text_editor/cut``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:257 +msgid "Copy" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:257 +#: ../../docs/tutorials/editor/default_key_mapping.rst:385 +#: ../../docs/tutorials/editor/default_key_mapping.rst:440 +#: ../../docs/tutorials/editor/default_key_mapping.rst:497 +msgid ":kbd:`Ctrl + C`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:257 +#: ../../docs/tutorials/editor/default_key_mapping.rst:385 +#: ../../docs/tutorials/editor/default_key_mapping.rst:440 +#: ../../docs/tutorials/editor/default_key_mapping.rst:497 +msgid ":kbd:`Cmd + C`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:257 +msgid "``script_text_editor/copy``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:259 +msgid "Paste" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:259 +#: ../../docs/tutorials/editor/default_key_mapping.rst:499 +msgid ":kbd:`Ctrl + V`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:259 +#: ../../docs/tutorials/editor/default_key_mapping.rst:499 +msgid ":kbd:`Cmd + V`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:259 +msgid "``script_text_editor/paste``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:261 +msgid "Select All" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:261 +#: ../../docs/tutorials/editor/default_key_mapping.rst:453 +msgid ":kbd:`Ctrl + A`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:261 +#: ../../docs/tutorials/editor/default_key_mapping.rst:453 +msgid ":kbd:`Cmd + A`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:261 +msgid "``script_text_editor/select_all``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:263 +#: ../../docs/tutorials/editor/default_key_mapping.rst:338 +msgid "Find" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:263 +#: ../../docs/tutorials/editor/default_key_mapping.rst:338 +msgid ":kbd:`Ctrl + F`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:263 +#: ../../docs/tutorials/editor/default_key_mapping.rst:338 +msgid ":kbd:`Cmd + F`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:263 +msgid "``script_text_editor/find``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:265 +#: ../../docs/tutorials/editor/default_key_mapping.rst:340 +msgid "Find Next" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:265 +#: ../../docs/tutorials/editor/default_key_mapping.rst:340 +msgid ":kbd:`F3`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:265 +msgid ":kbd:`Cmd + G`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:265 +msgid "``script_text_editor/find_next``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:267 +#: ../../docs/tutorials/editor/default_key_mapping.rst:342 +msgid "Find Previous" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:267 +#: ../../docs/tutorials/editor/default_key_mapping.rst:342 +msgid ":kbd:`Shift + F3`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:267 +#: ../../docs/tutorials/editor/default_key_mapping.rst:427 +msgid ":kbd:`Cmd + Shift + G`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:267 +msgid "``script_text_editor/find_previous``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:269 +#: ../../docs/tutorials/editor/default_key_mapping.rst:344 +msgid "Find in Files" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:269 +#: ../../docs/tutorials/editor/default_key_mapping.rst:344 +msgid ":kbd:`Ctrl + Shift + F`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:269 +#: ../../docs/tutorials/editor/default_key_mapping.rst:344 +msgid ":kbd:`Cmd + Shift + F`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:269 +msgid "``script_text_editor/find_in_files``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:271 +msgid "Replace" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:271 +#: ../../docs/tutorials/editor/default_key_mapping.rst:567 +msgid ":kbd:`Ctrl + R`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:271 +msgid "``script_text_editor/replace``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:273 +msgid "Replace in Files" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:273 +#: ../../docs/tutorials/editor/default_key_mapping.rst:360 +msgid ":kbd:`Ctrl + Shift + R`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:273 +msgid "``script_text_editor/replace_in_files``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:275 +msgid "``script_text_editor/undo``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:277 +msgid ":kbd:`Ctrl + Y`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:277 +msgid ":kbd:`Cmd + Y`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:277 +msgid "``script_text_editor/redo``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:279 +#: ../../docs/tutorials/editor/default_key_mapping.rst:346 +#: ../../docs/tutorials/editor/default_key_mapping.rst:465 +msgid "Move Up" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:279 +#: ../../docs/tutorials/editor/default_key_mapping.rst:413 +msgid ":kbd:`Alt + Up Arrow`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:279 +#: ../../docs/tutorials/editor/default_key_mapping.rst:413 +msgid ":kbd:`Opt + Up Arrow`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:279 +msgid "``script_text_editor/move_up``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:281 +#: ../../docs/tutorials/editor/default_key_mapping.rst:348 +#: ../../docs/tutorials/editor/default_key_mapping.rst:467 +msgid "Move Down" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:281 +msgid ":kbd:`Alt + Down Arrow`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:281 +msgid ":kbd:`Opt + Down Arrow`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:281 +msgid "``script_text_editor/move_down``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:283 +msgid "Delete Line" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:283 +#: ../../docs/tutorials/editor/default_key_mapping.rst:387 +msgid ":kbd:`Ctrl + Shift + K`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:283 +#: ../../docs/tutorials/editor/default_key_mapping.rst:387 +msgid ":kbd:`Cmd + Shift + K`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:283 +msgid "``script_text_editor/delete_line``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:285 +msgid "Toggle Comment" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:285 +msgid ":kbd:`Ctrl + K`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:285 +msgid ":kbd:`Cmd + K`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:285 +msgid "``script_text_editor/toggle_comment``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:287 +msgid "Fold/Unfold Line" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:287 msgid ":kbd:`Ctrl + Cmd + F`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:256 +#: ../../docs/tutorials/editor/default_key_mapping.rst:287 msgid "``script_text_editor/toggle_fold_line``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:258 -#: ../../docs/tutorials/editor/default_key_mapping.rst:443 +#: ../../docs/tutorials/editor/default_key_mapping.rst:289 +msgid "Duplicate Lines" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:289 +msgid ":kbd:`Ctrl + Alt + Down Arrow`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:289 +msgid ":kbd:`Cmd + Shift + Down Arrow`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:289 +msgid "``script_text_editor/duplicate_lines``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:291 +#: ../../docs/tutorials/editor/default_key_mapping.rst:476 msgid "Duplicate Selection" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:258 -#: ../../docs/tutorials/editor/default_key_mapping.rst:445 +#: ../../docs/tutorials/editor/default_key_mapping.rst:291 +#: ../../docs/tutorials/editor/default_key_mapping.rst:478 msgid ":kbd:`Ctrl + Shift + D`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:258 +#: ../../docs/tutorials/editor/default_key_mapping.rst:291 msgid ":kbd:`Cmd + Shift + C`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:258 +#: ../../docs/tutorials/editor/default_key_mapping.rst:291 msgid "``script_text_editor/duplicate_selection``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:260 +#: ../../docs/tutorials/editor/default_key_mapping.rst:293 msgid "Complete Symbol" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:260 -#: ../../docs/tutorials/editor/default_key_mapping.rst:260 +#: ../../docs/tutorials/editor/default_key_mapping.rst:293 msgid ":kbd:`Ctrl + Space`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:260 +#: ../../docs/tutorials/editor/default_key_mapping.rst:293 msgid "``script_text_editor/complete_symbol``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:262 +#: ../../docs/tutorials/editor/default_key_mapping.rst:295 msgid "Evaluate Selection" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:262 +#: ../../docs/tutorials/editor/default_key_mapping.rst:295 msgid ":kbd:`Ctrl + Shift + E`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:262 +#: ../../docs/tutorials/editor/default_key_mapping.rst:295 msgid ":kbd:`Cmd + Shift + E`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:262 +#: ../../docs/tutorials/editor/default_key_mapping.rst:295 msgid "``script_text_editor/evaluate_selection``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:264 +#: ../../docs/tutorials/editor/default_key_mapping.rst:297 msgid "Trim Trailing Whitespace" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:264 +#: ../../docs/tutorials/editor/default_key_mapping.rst:297 msgid ":kbd:`Ctrl + Alt + T`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:264 +#: ../../docs/tutorials/editor/default_key_mapping.rst:297 msgid ":kbd:`Opt + Cmd + T`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:264 +#: ../../docs/tutorials/editor/default_key_mapping.rst:297 msgid "``script_text_editor/trim_trailing_whitespace``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:266 +#: ../../docs/tutorials/editor/default_key_mapping.rst:299 msgid "Uppercase" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:266 -#: ../../docs/tutorials/editor/default_key_mapping.rst:266 +#: ../../docs/tutorials/editor/default_key_mapping.rst:299 msgid ":kbd:`Shift + F4`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:266 +#: ../../docs/tutorials/editor/default_key_mapping.rst:299 msgid "``script_text_editor/convert_to_uppercase``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:268 +#: ../../docs/tutorials/editor/default_key_mapping.rst:301 msgid "Lowercase" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:268 -#: ../../docs/tutorials/editor/default_key_mapping.rst:268 +#: ../../docs/tutorials/editor/default_key_mapping.rst:301 msgid ":kbd:`Shift + F5`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:268 +#: ../../docs/tutorials/editor/default_key_mapping.rst:301 msgid "``script_text_editor/convert_to_lowercase``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:270 +#: ../../docs/tutorials/editor/default_key_mapping.rst:303 msgid "Capitalize" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:270 -#: ../../docs/tutorials/editor/default_key_mapping.rst:270 +#: ../../docs/tutorials/editor/default_key_mapping.rst:303 msgid ":kbd:`Shift + F6`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:270 +#: ../../docs/tutorials/editor/default_key_mapping.rst:303 msgid "``script_text_editor/capitalize``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:272 +#: ../../docs/tutorials/editor/default_key_mapping.rst:305 msgid "Convert Indent to Spaces" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:272 +#: ../../docs/tutorials/editor/default_key_mapping.rst:305 msgid ":kbd:`Ctrl + Shift + Y`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:272 +#: ../../docs/tutorials/editor/default_key_mapping.rst:305 msgid ":kbd:`Cmd + Shift + Y`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:272 +#: ../../docs/tutorials/editor/default_key_mapping.rst:305 msgid "``script_text_editor/convert_indent_to_spaces``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:274 +#: ../../docs/tutorials/editor/default_key_mapping.rst:307 msgid "Convert Indent to Tabs" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:274 +#: ../../docs/tutorials/editor/default_key_mapping.rst:307 msgid ":kbd:`Ctrl + Shift + I`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:274 +#: ../../docs/tutorials/editor/default_key_mapping.rst:307 msgid ":kbd:`Cmd + Shift + I`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:274 +#: ../../docs/tutorials/editor/default_key_mapping.rst:307 msgid "``script_text_editor/convert_indent_to_tabs``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:276 +#: ../../docs/tutorials/editor/default_key_mapping.rst:309 msgid "Auto Indent" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:276 +#: ../../docs/tutorials/editor/default_key_mapping.rst:309 +#: ../../docs/tutorials/editor/default_key_mapping.rst:561 msgid ":kbd:`Ctrl + I`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:276 +#: ../../docs/tutorials/editor/default_key_mapping.rst:309 +#: ../../docs/tutorials/editor/default_key_mapping.rst:561 msgid ":kbd:`Cmd + I`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:276 +#: ../../docs/tutorials/editor/default_key_mapping.rst:309 msgid "``script_text_editor/auto_indent``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:278 +#: ../../docs/tutorials/editor/default_key_mapping.rst:311 msgid "Toggle Bookmark" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:278 +#: ../../docs/tutorials/editor/default_key_mapping.rst:311 msgid ":kbd:`Ctrl + Alt + B`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:278 +#: ../../docs/tutorials/editor/default_key_mapping.rst:311 msgid ":kbd:`Opt + Cmd + B`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:278 +#: ../../docs/tutorials/editor/default_key_mapping.rst:311 msgid "``script_text_editor/toggle_bookmark``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:280 +#: ../../docs/tutorials/editor/default_key_mapping.rst:313 msgid "Go to Next Bookmark" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:280 +#: ../../docs/tutorials/editor/default_key_mapping.rst:313 msgid ":kbd:`Ctrl + B`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:280 +#: ../../docs/tutorials/editor/default_key_mapping.rst:313 msgid "``script_text_editor/goto_next_bookmark``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:282 +#: ../../docs/tutorials/editor/default_key_mapping.rst:315 msgid "Go to Previous Bookmark" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:282 +#: ../../docs/tutorials/editor/default_key_mapping.rst:315 msgid "``script_text_editor/goto_previous_bookmark``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:284 +#: ../../docs/tutorials/editor/default_key_mapping.rst:317 msgid "Go to Function" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:284 +#: ../../docs/tutorials/editor/default_key_mapping.rst:317 msgid ":kbd:`Ctrl + Cmd + J`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:284 +#: ../../docs/tutorials/editor/default_key_mapping.rst:317 msgid "``script_text_editor/goto_function``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:286 +#: ../../docs/tutorials/editor/default_key_mapping.rst:319 msgid "Go to Line" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:286 +#: ../../docs/tutorials/editor/default_key_mapping.rst:319 +#: ../../docs/tutorials/editor/default_key_mapping.rst:427 msgid ":kbd:`Ctrl + L`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:286 +#: ../../docs/tutorials/editor/default_key_mapping.rst:319 msgid ":kbd:`Cmd + L`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:286 +#: ../../docs/tutorials/editor/default_key_mapping.rst:319 msgid "``script_text_editor/goto_line``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:288 +#: ../../docs/tutorials/editor/default_key_mapping.rst:321 msgid "Toggle Breakpoint" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:288 +#: ../../docs/tutorials/editor/default_key_mapping.rst:321 msgid ":kbd:`F9`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:288 +#: ../../docs/tutorials/editor/default_key_mapping.rst:321 msgid "``script_text_editor/toggle_breakpoint``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:290 +#: ../../docs/tutorials/editor/default_key_mapping.rst:323 msgid "Remove All Breakpoints" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:290 +#: ../../docs/tutorials/editor/default_key_mapping.rst:323 msgid ":kbd:`Ctrl + Shift + F9`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:290 +#: ../../docs/tutorials/editor/default_key_mapping.rst:323 msgid ":kbd:`Cmd + Shift + F9`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:290 +#: ../../docs/tutorials/editor/default_key_mapping.rst:323 msgid "``script_text_editor/remove_all_breakpoints``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:292 +#: ../../docs/tutorials/editor/default_key_mapping.rst:325 msgid "Go to Next Breakpoint" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:292 +#: ../../docs/tutorials/editor/default_key_mapping.rst:325 msgid ":kbd:`Ctrl + .`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:292 +#: ../../docs/tutorials/editor/default_key_mapping.rst:325 msgid "``script_text_editor/goto_next_breakpoint``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:294 +#: ../../docs/tutorials/editor/default_key_mapping.rst:327 msgid "Go to Previous Breakpoint" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:294 +#: ../../docs/tutorials/editor/default_key_mapping.rst:327 msgid ":kbd:`Ctrl + ,`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:294 +#: ../../docs/tutorials/editor/default_key_mapping.rst:327 msgid ":kbd:`Cmd + ,`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:294 +#: ../../docs/tutorials/editor/default_key_mapping.rst:327 msgid "``script_text_editor/goto_previous_breakpoint``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:296 +#: ../../docs/tutorials/editor/default_key_mapping.rst:329 msgid "Contextual Help" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:296 +#: ../../docs/tutorials/editor/default_key_mapping.rst:329 msgid ":kbd:`Alt + F1`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:296 +#: ../../docs/tutorials/editor/default_key_mapping.rst:329 msgid ":kbd:`Opt + Shift + Space`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:296 +#: ../../docs/tutorials/editor/default_key_mapping.rst:329 msgid "``script_text_editor/contextual_help``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:300 -msgid "Script Editor" +#: ../../docs/tutorials/editor/default_key_mapping.rst:333 +msgid "Script editor" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:305 +#: ../../docs/tutorials/editor/default_key_mapping.rst:338 msgid "``script_editor/find``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:307 +#: ../../docs/tutorials/editor/default_key_mapping.rst:340 msgid "``script_editor/find_next``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:309 +#: ../../docs/tutorials/editor/default_key_mapping.rst:342 msgid "``script_editor/find_previous``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:311 +#: ../../docs/tutorials/editor/default_key_mapping.rst:344 msgid "``script_editor/find_in_files``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:313 +#: ../../docs/tutorials/editor/default_key_mapping.rst:346 msgid ":kbd:`Shift + Alt + Up Arrow`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:313 +#: ../../docs/tutorials/editor/default_key_mapping.rst:346 msgid ":kbd:`Shift + Opt + Up Arrow`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:313 +#: ../../docs/tutorials/editor/default_key_mapping.rst:346 msgid "``script_editor/window_move_up``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:315 +#: ../../docs/tutorials/editor/default_key_mapping.rst:348 msgid ":kbd:`Shift + Alt + Down Arrow`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:315 +#: ../../docs/tutorials/editor/default_key_mapping.rst:348 msgid ":kbd:`Shift + Opt + Down Arrow`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:315 +#: ../../docs/tutorials/editor/default_key_mapping.rst:348 msgid "``script_editor/window_move_down``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:317 +#: ../../docs/tutorials/editor/default_key_mapping.rst:350 msgid "Next Script" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:317 +#: ../../docs/tutorials/editor/default_key_mapping.rst:350 msgid ":kbd:`Ctrl + Shift + .`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:317 +#: ../../docs/tutorials/editor/default_key_mapping.rst:350 msgid ":kbd:`Cmd + Shift + .`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:317 +#: ../../docs/tutorials/editor/default_key_mapping.rst:350 msgid "``script_editor/next_script``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:319 +#: ../../docs/tutorials/editor/default_key_mapping.rst:352 msgid "Previous Script" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:319 +#: ../../docs/tutorials/editor/default_key_mapping.rst:352 msgid ":kbd:`Ctrl + Shift + ,`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:319 +#: ../../docs/tutorials/editor/default_key_mapping.rst:352 msgid ":kbd:`Cmd + Shift + ,`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:319 +#: ../../docs/tutorials/editor/default_key_mapping.rst:352 msgid "``script_editor/prev_script``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:321 +#: ../../docs/tutorials/editor/default_key_mapping.rst:354 msgid "Reopen Closed Script" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:321 +#: ../../docs/tutorials/editor/default_key_mapping.rst:354 msgid "``script_editor/reopen_closed_script``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:323 +#: ../../docs/tutorials/editor/default_key_mapping.rst:356 msgid "Save" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:323 +#: ../../docs/tutorials/editor/default_key_mapping.rst:356 msgid ":kbd:`Ctrl + Alt + S`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:323 +#: ../../docs/tutorials/editor/default_key_mapping.rst:356 msgid ":kbd:`Opt + Cmd + S`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:323 +#: ../../docs/tutorials/editor/default_key_mapping.rst:356 msgid "``script_editor/save``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:325 +#: ../../docs/tutorials/editor/default_key_mapping.rst:358 msgid "Save All" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:325 +#: ../../docs/tutorials/editor/default_key_mapping.rst:358 msgid "``script_editor/save_all``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:327 +#: ../../docs/tutorials/editor/default_key_mapping.rst:360 msgid "Soft Reload Script" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:327 +#: ../../docs/tutorials/editor/default_key_mapping.rst:360 msgid "``script_editor/reload_script_soft``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:329 +#: ../../docs/tutorials/editor/default_key_mapping.rst:362 msgid "History Previous" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:329 -#: ../../docs/tutorials/editor/default_key_mapping.rst:376 +#: ../../docs/tutorials/editor/default_key_mapping.rst:362 +#: ../../docs/tutorials/editor/default_key_mapping.rst:409 msgid ":kbd:`Alt + Left Arrow`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:329 -#: ../../docs/tutorials/editor/default_key_mapping.rst:376 +#: ../../docs/tutorials/editor/default_key_mapping.rst:362 +#: ../../docs/tutorials/editor/default_key_mapping.rst:409 msgid ":kbd:`Opt + Left Arrow`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:329 +#: ../../docs/tutorials/editor/default_key_mapping.rst:362 msgid "``script_editor/history_previous``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:331 +#: ../../docs/tutorials/editor/default_key_mapping.rst:364 msgid "History Next" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:331 -#: ../../docs/tutorials/editor/default_key_mapping.rst:378 +#: ../../docs/tutorials/editor/default_key_mapping.rst:364 +#: ../../docs/tutorials/editor/default_key_mapping.rst:411 msgid ":kbd:`Alt + Right Arrow`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:331 -#: ../../docs/tutorials/editor/default_key_mapping.rst:378 +#: ../../docs/tutorials/editor/default_key_mapping.rst:364 +#: ../../docs/tutorials/editor/default_key_mapping.rst:411 msgid ":kbd:`Opt + Right Arrow`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:331 +#: ../../docs/tutorials/editor/default_key_mapping.rst:364 msgid "``script_editor/history_next``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:333 +#: ../../docs/tutorials/editor/default_key_mapping.rst:366 msgid "Close" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:333 +#: ../../docs/tutorials/editor/default_key_mapping.rst:366 msgid ":kbd:`Ctrl + W`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:333 +#: ../../docs/tutorials/editor/default_key_mapping.rst:366 msgid ":kbd:`Cmd + W`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:333 +#: ../../docs/tutorials/editor/default_key_mapping.rst:366 msgid "``script_editor/close_file``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:335 +#: ../../docs/tutorials/editor/default_key_mapping.rst:368 msgid "Run" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:335 +#: ../../docs/tutorials/editor/default_key_mapping.rst:368 msgid ":kbd:`Ctrl + Shift + X`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:335 +#: ../../docs/tutorials/editor/default_key_mapping.rst:368 msgid ":kbd:`Cmd + Shift + X`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:335 +#: ../../docs/tutorials/editor/default_key_mapping.rst:368 msgid "``script_editor/run_file``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:337 +#: ../../docs/tutorials/editor/default_key_mapping.rst:370 msgid "Toggle Scripts Panel" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:337 +#: ../../docs/tutorials/editor/default_key_mapping.rst:370 msgid ":kbd:`Ctrl + \\\\`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:337 +#: ../../docs/tutorials/editor/default_key_mapping.rst:370 msgid ":kbd:`Cmd + \\\\`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:337 +#: ../../docs/tutorials/editor/default_key_mapping.rst:370 msgid "``script_editor/toggle_scripts_panel``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:339 +#: ../../docs/tutorials/editor/default_key_mapping.rst:372 msgid "``script_editor/zoom_in``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:341 +#: ../../docs/tutorials/editor/default_key_mapping.rst:374 msgid "``script_editor/zoom_out``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:343 +#: ../../docs/tutorials/editor/default_key_mapping.rst:376 msgid "Reset Zoom" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:343 +#: ../../docs/tutorials/editor/default_key_mapping.rst:376 msgid "``script_editor/reset_zoom``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:347 -msgid "Editor Output" +#: ../../docs/tutorials/editor/default_key_mapping.rst:380 +msgid "Editor output" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:352 -#: ../../docs/tutorials/editor/default_key_mapping.rst:464 +#: ../../docs/tutorials/editor/default_key_mapping.rst:385 +#: ../../docs/tutorials/editor/default_key_mapping.rst:497 msgid "Copy Selection" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:352 +#: ../../docs/tutorials/editor/default_key_mapping.rst:385 msgid "``editor/copy_output``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:354 +#: ../../docs/tutorials/editor/default_key_mapping.rst:387 msgid "Clear Output" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:354 +#: ../../docs/tutorials/editor/default_key_mapping.rst:387 msgid "``editor/clear_output``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:358 +#: ../../docs/tutorials/editor/default_key_mapping.rst:391 msgid "Debugger" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:363 +#: ../../docs/tutorials/editor/default_key_mapping.rst:396 msgid "Step Into" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:363 -#: ../../docs/tutorials/editor/default_key_mapping.rst:363 +#: ../../docs/tutorials/editor/default_key_mapping.rst:396 msgid ":kbd:`F11`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:363 +#: ../../docs/tutorials/editor/default_key_mapping.rst:396 msgid "``debugger/step_into``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:365 +#: ../../docs/tutorials/editor/default_key_mapping.rst:398 msgid "Step Over" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:365 -#: ../../docs/tutorials/editor/default_key_mapping.rst:365 +#: ../../docs/tutorials/editor/default_key_mapping.rst:398 msgid ":kbd:`F10`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:365 +#: ../../docs/tutorials/editor/default_key_mapping.rst:398 msgid "``debugger/step_over``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:367 +#: ../../docs/tutorials/editor/default_key_mapping.rst:400 msgid "Continue" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:367 -#: ../../docs/tutorials/editor/default_key_mapping.rst:367 +#: ../../docs/tutorials/editor/default_key_mapping.rst:400 msgid ":kbd:`F12`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:367 +#: ../../docs/tutorials/editor/default_key_mapping.rst:400 msgid "``debugger/continue``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:371 -msgid "File Dialog" +#: ../../docs/tutorials/editor/default_key_mapping.rst:404 +msgid "File dialog" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:376 +#: ../../docs/tutorials/editor/default_key_mapping.rst:409 msgid "Go Back" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:376 +#: ../../docs/tutorials/editor/default_key_mapping.rst:409 msgid "``file_dialog/go_back``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:378 +#: ../../docs/tutorials/editor/default_key_mapping.rst:411 msgid "Go Forward" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:378 +#: ../../docs/tutorials/editor/default_key_mapping.rst:411 msgid "``file_dialog/go_forward``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:380 +#: ../../docs/tutorials/editor/default_key_mapping.rst:413 msgid "Go Up" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:380 +#: ../../docs/tutorials/editor/default_key_mapping.rst:413 msgid "``file_dialog/go_up``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:382 +#: ../../docs/tutorials/editor/default_key_mapping.rst:415 msgid "Refresh" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:382 +#: ../../docs/tutorials/editor/default_key_mapping.rst:415 msgid "``file_dialog/refresh``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:384 +#: ../../docs/tutorials/editor/default_key_mapping.rst:417 msgid "Toggle Hidden Files" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:384 +#: ../../docs/tutorials/editor/default_key_mapping.rst:417 msgid ":kbd:`Ctrl + H`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:384 +#: ../../docs/tutorials/editor/default_key_mapping.rst:417 msgid ":kbd:`Cmd + H`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:384 +#: ../../docs/tutorials/editor/default_key_mapping.rst:417 msgid "``file_dialog/toggle_hidden_files``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:386 +#: ../../docs/tutorials/editor/default_key_mapping.rst:419 msgid "Toggle Favorite" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:386 +#: ../../docs/tutorials/editor/default_key_mapping.rst:419 msgid ":kbd:`Opt + F`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:386 +#: ../../docs/tutorials/editor/default_key_mapping.rst:419 msgid "``file_dialog/toggle_favorite``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:388 +#: ../../docs/tutorials/editor/default_key_mapping.rst:421 msgid "Toggle Mode" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:388 +#: ../../docs/tutorials/editor/default_key_mapping.rst:421 msgid ":kbd:`Alt + V`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:388 +#: ../../docs/tutorials/editor/default_key_mapping.rst:421 msgid ":kbd:`Opt + V`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:388 +#: ../../docs/tutorials/editor/default_key_mapping.rst:421 msgid "``file_dialog/toggle_mode``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:390 +#: ../../docs/tutorials/editor/default_key_mapping.rst:423 msgid "Create Folder" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:390 +#: ../../docs/tutorials/editor/default_key_mapping.rst:423 +#: ../../docs/tutorials/editor/default_key_mapping.rst:559 msgid ":kbd:`Ctrl + N`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:390 +#: ../../docs/tutorials/editor/default_key_mapping.rst:423 +#: ../../docs/tutorials/editor/default_key_mapping.rst:559 msgid ":kbd:`Cmd + N`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:390 +#: ../../docs/tutorials/editor/default_key_mapping.rst:423 msgid "``file_dialog/create_folder``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:392 -#: ../../docs/tutorials/editor/default_key_mapping.rst:411 -#: ../../docs/tutorials/editor/default_key_mapping.rst:426 +#: ../../docs/tutorials/editor/default_key_mapping.rst:425 +#: ../../docs/tutorials/editor/default_key_mapping.rst:444 +#: ../../docs/tutorials/editor/default_key_mapping.rst:459 msgid "Delete" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:392 -#: ../../docs/tutorials/editor/default_key_mapping.rst:411 -#: ../../docs/tutorials/editor/default_key_mapping.rst:426 -#: ../../docs/tutorials/editor/default_key_mapping.rst:447 -#: ../../docs/tutorials/editor/default_key_mapping.rst:468 +#: ../../docs/tutorials/editor/default_key_mapping.rst:425 +#: ../../docs/tutorials/editor/default_key_mapping.rst:444 +#: ../../docs/tutorials/editor/default_key_mapping.rst:459 +#: ../../docs/tutorials/editor/default_key_mapping.rst:480 +#: ../../docs/tutorials/editor/default_key_mapping.rst:501 msgid ":kbd:`Del`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:392 -#: ../../docs/tutorials/editor/default_key_mapping.rst:411 -#: ../../docs/tutorials/editor/default_key_mapping.rst:426 -#: ../../docs/tutorials/editor/default_key_mapping.rst:447 -#: ../../docs/tutorials/editor/default_key_mapping.rst:468 +#: ../../docs/tutorials/editor/default_key_mapping.rst:425 +#: ../../docs/tutorials/editor/default_key_mapping.rst:444 +#: ../../docs/tutorials/editor/default_key_mapping.rst:459 +#: ../../docs/tutorials/editor/default_key_mapping.rst:480 +#: ../../docs/tutorials/editor/default_key_mapping.rst:501 +#: ../../docs/tutorials/editor/default_key_mapping.rst:571 msgid ":kbd:`Cmd + BkSp`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:392 +#: ../../docs/tutorials/editor/default_key_mapping.rst:425 msgid "``file_dialog/delete``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:394 +#: ../../docs/tutorials/editor/default_key_mapping.rst:427 msgid "Focus Path" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:394 -#: ../../docs/tutorials/editor/default_key_mapping.rst:409 -#: ../../docs/tutorials/editor/default_key_mapping.rst:430 -#: ../../docs/tutorials/editor/default_key_mapping.rst:443 -msgid ":kbd:`Ctrl + D`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:394 -#: ../../docs/tutorials/editor/default_key_mapping.rst:409 -#: ../../docs/tutorials/editor/default_key_mapping.rst:430 -#: ../../docs/tutorials/editor/default_key_mapping.rst:443 -msgid ":kbd:`Cmd + D`" -msgstr "" - -#: ../../docs/tutorials/editor/default_key_mapping.rst:394 +#: ../../docs/tutorials/editor/default_key_mapping.rst:427 msgid "``file_dialog/focus_path``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:396 +#: ../../docs/tutorials/editor/default_key_mapping.rst:429 msgid "Move Favorite Up" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:396 -#: ../../docs/tutorials/editor/default_key_mapping.rst:432 +#: ../../docs/tutorials/editor/default_key_mapping.rst:429 +#: ../../docs/tutorials/editor/default_key_mapping.rst:465 msgid ":kbd:`Ctrl + Up Arrow`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:396 -#: ../../docs/tutorials/editor/default_key_mapping.rst:432 +#: ../../docs/tutorials/editor/default_key_mapping.rst:429 +#: ../../docs/tutorials/editor/default_key_mapping.rst:465 msgid ":kbd:`Cmd + Up Arrow`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:396 +#: ../../docs/tutorials/editor/default_key_mapping.rst:429 msgid "``file_dialog/move_favorite_up``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:398 +#: ../../docs/tutorials/editor/default_key_mapping.rst:431 msgid "Move Favorite Down" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:398 -#: ../../docs/tutorials/editor/default_key_mapping.rst:434 +#: ../../docs/tutorials/editor/default_key_mapping.rst:431 +#: ../../docs/tutorials/editor/default_key_mapping.rst:467 msgid ":kbd:`Ctrl + Down Arrow`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:398 -#: ../../docs/tutorials/editor/default_key_mapping.rst:434 +#: ../../docs/tutorials/editor/default_key_mapping.rst:431 +#: ../../docs/tutorials/editor/default_key_mapping.rst:467 msgid ":kbd:`Cmd + Down Arrow`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:398 +#: ../../docs/tutorials/editor/default_key_mapping.rst:431 msgid "``file_dialog/move_favorite_down``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:402 -msgid "FileSystem Dock" +#: ../../docs/tutorials/editor/default_key_mapping.rst:435 +msgid "FileSystem dock" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:407 +#: ../../docs/tutorials/editor/default_key_mapping.rst:440 msgid "Copy Path" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:407 +#: ../../docs/tutorials/editor/default_key_mapping.rst:440 msgid "``filesystem_dock/copy_path``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:409 -#: ../../docs/tutorials/editor/default_key_mapping.rst:430 +#: ../../docs/tutorials/editor/default_key_mapping.rst:442 +#: ../../docs/tutorials/editor/default_key_mapping.rst:463 msgid "Duplicate" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:409 +#: ../../docs/tutorials/editor/default_key_mapping.rst:442 +#: ../../docs/tutorials/editor/default_key_mapping.rst:463 +#: ../../docs/tutorials/editor/default_key_mapping.rst:476 +msgid ":kbd:`Ctrl + D`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:442 +#: ../../docs/tutorials/editor/default_key_mapping.rst:463 +#: ../../docs/tutorials/editor/default_key_mapping.rst:476 +msgid ":kbd:`Cmd + D`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:442 msgid "``filesystem_dock/duplicate``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:411 +#: ../../docs/tutorials/editor/default_key_mapping.rst:444 msgid "``filesystem_dock/delete``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:415 -msgid "Scene Tree Dock" +#: ../../docs/tutorials/editor/default_key_mapping.rst:448 +msgid "Scene tree dock" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:420 +#: ../../docs/tutorials/editor/default_key_mapping.rst:453 msgid "Add Child Node" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:420 +#: ../../docs/tutorials/editor/default_key_mapping.rst:453 msgid "``scene_tree/add_child_node``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:422 +#: ../../docs/tutorials/editor/default_key_mapping.rst:455 msgid "Batch Rename" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:422 +#: ../../docs/tutorials/editor/default_key_mapping.rst:455 msgid ":kbd:`Cmd + F2`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:422 +#: ../../docs/tutorials/editor/default_key_mapping.rst:455 msgid "``scene_tree/batch_rename``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:424 +#: ../../docs/tutorials/editor/default_key_mapping.rst:457 msgid "Copy Node Path" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:424 +#: ../../docs/tutorials/editor/default_key_mapping.rst:457 msgid ":kbd:`Ctrl + Shift + C`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:424 +#: ../../docs/tutorials/editor/default_key_mapping.rst:457 msgid ":kbd:`Cmd + Shift + C`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:424 +#: ../../docs/tutorials/editor/default_key_mapping.rst:457 msgid "``scene_tree/copy_node_path``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:426 +#: ../../docs/tutorials/editor/default_key_mapping.rst:459 msgid "``scene_tree/delete``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:428 +#: ../../docs/tutorials/editor/default_key_mapping.rst:461 msgid "Force Delete" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:428 -#: ../../docs/tutorials/editor/default_key_mapping.rst:428 +#: ../../docs/tutorials/editor/default_key_mapping.rst:461 msgid ":kbd:`Shift + Del`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:428 +#: ../../docs/tutorials/editor/default_key_mapping.rst:461 msgid "``scene_tree/delete_no_confirm``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:430 +#: ../../docs/tutorials/editor/default_key_mapping.rst:463 msgid "``scene_tree/duplicate``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:432 +#: ../../docs/tutorials/editor/default_key_mapping.rst:465 msgid "``scene_tree/move_up``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:434 +#: ../../docs/tutorials/editor/default_key_mapping.rst:467 msgid "``scene_tree/move_down``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:438 -msgid "Animation Track Editor" +#: ../../docs/tutorials/editor/default_key_mapping.rst:471 +msgid "Animation track editor" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:443 +#: ../../docs/tutorials/editor/default_key_mapping.rst:476 msgid "``animation_editor/duplicate_selection``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:445 +#: ../../docs/tutorials/editor/default_key_mapping.rst:478 msgid "Duplicate Transposed" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:445 +#: ../../docs/tutorials/editor/default_key_mapping.rst:478 msgid ":kbd:`Cmd + Shift + D`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:445 +#: ../../docs/tutorials/editor/default_key_mapping.rst:478 msgid "``animation_editor/duplicate_selection_transposed``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:447 -#: ../../docs/tutorials/editor/default_key_mapping.rst:468 +#: ../../docs/tutorials/editor/default_key_mapping.rst:480 +#: ../../docs/tutorials/editor/default_key_mapping.rst:501 msgid "Delete Selection" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:447 +#: ../../docs/tutorials/editor/default_key_mapping.rst:480 msgid "``animation_editor/delete_selection``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:449 +#: ../../docs/tutorials/editor/default_key_mapping.rst:482 msgid "Go to Next Step" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:449 +#: ../../docs/tutorials/editor/default_key_mapping.rst:482 msgid ":kbd:`Ctrl + Right Arrow`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:449 +#: ../../docs/tutorials/editor/default_key_mapping.rst:482 msgid ":kbd:`Cmd + Right Arrow`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:449 +#: ../../docs/tutorials/editor/default_key_mapping.rst:482 msgid "``animation_editor/goto_next_step``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:451 +#: ../../docs/tutorials/editor/default_key_mapping.rst:484 msgid "Go to Previous Step" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:451 +#: ../../docs/tutorials/editor/default_key_mapping.rst:484 msgid ":kbd:`Ctrl + Left Arrow`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:451 +#: ../../docs/tutorials/editor/default_key_mapping.rst:484 msgid ":kbd:`Cmd + Left Arrow`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:451 +#: ../../docs/tutorials/editor/default_key_mapping.rst:484 msgid "``animation_editor/goto_prev_step``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:455 -msgid "Tile Map Editor" +#: ../../docs/tutorials/editor/default_key_mapping.rst:488 +msgid "TileMap editor" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:460 +#: ../../docs/tutorials/editor/default_key_mapping.rst:493 msgid "Select" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:460 +#: ../../docs/tutorials/editor/default_key_mapping.rst:493 msgid "``tiles_editor/selection_tool``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:462 +#: ../../docs/tutorials/editor/default_key_mapping.rst:495 msgid "Cut Selection" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:462 +#: ../../docs/tutorials/editor/default_key_mapping.rst:495 msgid "``tiles_editor/cut``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:464 +#: ../../docs/tutorials/editor/default_key_mapping.rst:497 msgid "``tiles_editor/copy``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:466 +#: ../../docs/tutorials/editor/default_key_mapping.rst:499 msgid "Paste Selection" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:466 +#: ../../docs/tutorials/editor/default_key_mapping.rst:499 msgid "``tiles_editor/paste``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:468 +#: ../../docs/tutorials/editor/default_key_mapping.rst:501 msgid "``tiles_editor/delete``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:470 +#: ../../docs/tutorials/editor/default_key_mapping.rst:503 msgid "Cancel" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:470 -#: ../../docs/tutorials/editor/default_key_mapping.rst:470 +#: ../../docs/tutorials/editor/default_key_mapping.rst:503 msgid ":kbd:`Esc`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:470 +#: ../../docs/tutorials/editor/default_key_mapping.rst:503 msgid "``tiles_editor/cancel``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:472 +#: ../../docs/tutorials/editor/default_key_mapping.rst:505 msgid "Paint" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:472 +#: ../../docs/tutorials/editor/default_key_mapping.rst:505 msgid "``tiles_editor/paint_tool``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:474 +#: ../../docs/tutorials/editor/default_key_mapping.rst:507 msgid "Line" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:474 -#: ../../docs/tutorials/editor/default_key_mapping.rst:474 +#: ../../docs/tutorials/editor/default_key_mapping.rst:507 msgid ":kbd:`L`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:474 +#: ../../docs/tutorials/editor/default_key_mapping.rst:507 msgid "``tiles_editor/line_tool``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:476 +#: ../../docs/tutorials/editor/default_key_mapping.rst:509 msgid "Rect" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:476 +#: ../../docs/tutorials/editor/default_key_mapping.rst:509 msgid "``tiles_editor/rect_tool``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:478 +#: ../../docs/tutorials/editor/default_key_mapping.rst:511 msgid "Bucket" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:478 -#: ../../docs/tutorials/editor/default_key_mapping.rst:478 +#: ../../docs/tutorials/editor/default_key_mapping.rst:511 msgid ":kbd:`B`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:478 +#: ../../docs/tutorials/editor/default_key_mapping.rst:511 msgid "``tiles_editor/bucket_tool``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:480 +#: ../../docs/tutorials/editor/default_key_mapping.rst:513 msgid "Picker" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:480 -#: ../../docs/tutorials/editor/default_key_mapping.rst:480 +#: ../../docs/tutorials/editor/default_key_mapping.rst:513 msgid ":kbd:`P`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:480 +#: ../../docs/tutorials/editor/default_key_mapping.rst:513 msgid "``tiles_editor/picker``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:482 +#: ../../docs/tutorials/editor/default_key_mapping.rst:515 msgid "Eraser" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:482 +#: ../../docs/tutorials/editor/default_key_mapping.rst:515 msgid "``tiles_editor/eraser``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:484 +#: ../../docs/tutorials/editor/default_key_mapping.rst:517 msgid "Flip Horizontally" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:484 -#: ../../docs/tutorials/editor/default_key_mapping.rst:484 +#: ../../docs/tutorials/editor/default_key_mapping.rst:517 msgid ":kbd:`C`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:484 +#: ../../docs/tutorials/editor/default_key_mapping.rst:517 msgid "``tiles_editor/flip_tile_horizontal``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:486 +#: ../../docs/tutorials/editor/default_key_mapping.rst:519 msgid "Flip Vertically" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:486 -#: ../../docs/tutorials/editor/default_key_mapping.rst:486 +#: ../../docs/tutorials/editor/default_key_mapping.rst:519 msgid ":kbd:`V`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:486 +#: ../../docs/tutorials/editor/default_key_mapping.rst:519 msgid "``tiles_editor/flip_tile_vertical``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:488 +#: ../../docs/tutorials/editor/default_key_mapping.rst:521 msgid "Rotate Left" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:488 -#: ../../docs/tutorials/editor/default_key_mapping.rst:488 +#: ../../docs/tutorials/editor/default_key_mapping.rst:521 msgid ":kbd:`Z`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:488 +#: ../../docs/tutorials/editor/default_key_mapping.rst:521 msgid "``tiles_editor/rotate_tile_left``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:490 +#: ../../docs/tutorials/editor/default_key_mapping.rst:523 msgid "Rotate Right" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:490 -#: ../../docs/tutorials/editor/default_key_mapping.rst:490 +#: ../../docs/tutorials/editor/default_key_mapping.rst:523 msgid ":kbd:`X`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:490 +#: ../../docs/tutorials/editor/default_key_mapping.rst:523 msgid "``tiles_editor/rotate_tile_right``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:494 -msgid "Tileset Editor" +#: ../../docs/tutorials/editor/default_key_mapping.rst:527 +msgid "TileSet Editor" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:499 +#: ../../docs/tutorials/editor/default_key_mapping.rst:532 msgid "Next Coordinate" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:499 +#: ../../docs/tutorials/editor/default_key_mapping.rst:532 msgid "``tileset_editor/next_shape``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:501 +#: ../../docs/tutorials/editor/default_key_mapping.rst:534 msgid "Previous Coordinate" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:501 -#: ../../docs/tutorials/editor/default_key_mapping.rst:501 +#: ../../docs/tutorials/editor/default_key_mapping.rst:534 msgid ":kbd:`PgUp`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:501 +#: ../../docs/tutorials/editor/default_key_mapping.rst:534 msgid "``tileset_editor/previous_shape``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:503 +#: ../../docs/tutorials/editor/default_key_mapping.rst:536 msgid "Region Mode" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:503 -#: ../../docs/tutorials/editor/default_key_mapping.rst:503 +#: ../../docs/tutorials/editor/default_key_mapping.rst:536 msgid ":kbd:`1`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:503 +#: ../../docs/tutorials/editor/default_key_mapping.rst:536 msgid "``tileset_editor/editmode_region``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:505 +#: ../../docs/tutorials/editor/default_key_mapping.rst:538 msgid "Collision Mode" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:505 -#: ../../docs/tutorials/editor/default_key_mapping.rst:505 +#: ../../docs/tutorials/editor/default_key_mapping.rst:538 msgid ":kbd:`2`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:505 +#: ../../docs/tutorials/editor/default_key_mapping.rst:538 msgid "``tileset_editor/editmode_collision``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:507 +#: ../../docs/tutorials/editor/default_key_mapping.rst:540 msgid "Occlusion Mode" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:507 -#: ../../docs/tutorials/editor/default_key_mapping.rst:507 +#: ../../docs/tutorials/editor/default_key_mapping.rst:540 msgid ":kbd:`3`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:507 +#: ../../docs/tutorials/editor/default_key_mapping.rst:540 msgid "``tileset_editor/editmode_occlusion``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:509 +#: ../../docs/tutorials/editor/default_key_mapping.rst:542 msgid "Navigation Mode" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:509 -#: ../../docs/tutorials/editor/default_key_mapping.rst:509 +#: ../../docs/tutorials/editor/default_key_mapping.rst:542 msgid ":kbd:`4`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:509 +#: ../../docs/tutorials/editor/default_key_mapping.rst:542 msgid "``tileset_editor/editmode_navigation``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:511 +#: ../../docs/tutorials/editor/default_key_mapping.rst:544 msgid "Bitmask Mode" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:511 -#: ../../docs/tutorials/editor/default_key_mapping.rst:511 +#: ../../docs/tutorials/editor/default_key_mapping.rst:544 msgid ":kbd:`5`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:511 +#: ../../docs/tutorials/editor/default_key_mapping.rst:544 msgid "``tileset_editor/editmode_bitmask``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:513 +#: ../../docs/tutorials/editor/default_key_mapping.rst:546 msgid "Priority Mode" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:513 -#: ../../docs/tutorials/editor/default_key_mapping.rst:513 +#: ../../docs/tutorials/editor/default_key_mapping.rst:546 msgid ":kbd:`6`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:513 +#: ../../docs/tutorials/editor/default_key_mapping.rst:546 msgid "``tileset_editor/editmode_priority``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:515 +#: ../../docs/tutorials/editor/default_key_mapping.rst:548 msgid "Icon Mode" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:515 -#: ../../docs/tutorials/editor/default_key_mapping.rst:515 +#: ../../docs/tutorials/editor/default_key_mapping.rst:548 msgid ":kbd:`7`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:515 +#: ../../docs/tutorials/editor/default_key_mapping.rst:548 msgid "``tileset_editor/editmode_icon``" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:517 +#: ../../docs/tutorials/editor/default_key_mapping.rst:550 msgid "Z Index Mode" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:517 -#: ../../docs/tutorials/editor/default_key_mapping.rst:517 +#: ../../docs/tutorials/editor/default_key_mapping.rst:550 msgid ":kbd:`8`" msgstr "" -#: ../../docs/tutorials/editor/default_key_mapping.rst:517 +#: ../../docs/tutorials/editor/default_key_mapping.rst:550 msgid "``tileset_editor/editmode_z_index``" msgstr "" -#: ../../docs/:0 -msgid "Translation status" +#: ../../docs/tutorials/editor/default_key_mapping.rst:554 +msgid "Project manager" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:559 +msgid "New Project" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:559 +msgid "``project_manager/new_project``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:561 +msgid "Import Project" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:561 +msgid "``project_manager/import_project``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:563 +msgid "Scan for Projects" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:563 +msgid "``project_manager/scan_projects``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:565 +msgid "Edit Project" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:565 +msgid ":kbd:`Ctrl + E`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:565 +msgid ":kbd:`Cmd + E`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:565 +msgid "``project_manager/edit_project``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:567 +msgid "Run Project" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:567 +msgid "``project_manager/run_project``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:569 +msgid "Rename Project" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:569 +msgid ":kbd:`F2`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:569 +msgid ":kbd:`Enter`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:569 +msgid "``project_manager/rename_project``" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:571 +msgid "Remove Project" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:571 +msgid ":kbd:`Delete`" +msgstr "" + +#: ../../docs/tutorials/editor/default_key_mapping.rst:571 +msgid "``project_manager/remove_project``" msgstr "" diff --git a/sphinx/templates/tutorials/editor/external_editor.pot b/sphinx/templates/tutorials/editor/external_editor.pot index c7634f9ab3..675299caad 100644 --- a/sphinx/templates/tutorials/editor/external_editor.pot +++ b/sphinx/templates/tutorials/editor/external_editor.pot @@ -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 \n" @@ -31,7 +31,7 @@ msgstr "" msgid "Godot can be used with an external text editor, such as Sublime Text or Visual Studio Code. Browse to the relevant editor settings: **Editor > Editor Settings > Text Editor > External**" msgstr "" -#: ../../docs/tutorials/editor/external_editor.rst:21 +#: ../../docs/tutorials/editor/external_editor.rst:17 msgid "Text Editor > External section of the Editor Settings" msgstr "" @@ -112,6 +112,7 @@ msgid "``{file}:{line}``" msgstr "" #: ../../docs/tutorials/editor/external_editor.rst:49 +#: ../../docs/tutorials/editor/external_editor.rst:124 msgid "JetBrains Rider" msgstr "" @@ -217,6 +218,6 @@ msgstr "" msgid "Check the official instructions to configure `LSP `_, and `DAP `_." msgstr "" -#: ../../docs/:0 -msgid "Translation status" +#: ../../docs/tutorials/editor/external_editor.rst:126 +msgid "Refer to `JetBrains Rider documentation `_." msgstr "" diff --git a/sphinx/templates/tutorials/editor/index.pot b/sphinx/templates/tutorials/editor/index.pot index 9a56f6b4c5..8c68f8619b 100644 --- a/sphinx/templates/tutorials/editor/index.pot +++ b/sphinx/templates/tutorials/editor/index.pot @@ -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 \n" @@ -15,54 +15,50 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -#: ../../docs/tutorials/editor/index.rst:5 +#: ../../docs/tutorials/editor/index.rst:7 msgid "Editor introduction" msgstr "" -#: ../../docs/tutorials/editor/index.rst:7 +#: ../../docs/tutorials/editor/index.rst:9 msgid "In this section, we cover the Godot editor in general, from its interface to using it with the command line." msgstr "" -#: ../../docs/tutorials/editor/index.rst:11 +#: ../../docs/tutorials/editor/index.rst:13 msgid "Editor's interface" msgstr "" -#: ../../docs/tutorials/editor/index.rst:13 +#: ../../docs/tutorials/editor/index.rst:15 msgid "The following pages explain how to use the various windows, workspaces, and docks that make up the Godot editor. We cover some specific editors' interface in other sections where appropriate. For example, the :ref:`animation editor `." msgstr "" -#: ../../docs/tutorials/editor/index.rst:29 +#: ../../docs/tutorials/editor/index.rst:31 msgid "Android editor" msgstr "" -#: ../../docs/tutorials/editor/index.rst:31 +#: ../../docs/tutorials/editor/index.rst:33 msgid "Godot offers a native port of the editor running entirely on Android devices. The Android port can be downloaded from the `Android Downloads page `__. While we strive for feature parity with the Desktop version of the editor, the Android port has a certain amount of caveats you should be aware of." msgstr "" -#: ../../docs/tutorials/editor/index.rst:43 +#: ../../docs/tutorials/editor/index.rst:45 msgid "Web editor" msgstr "" -#: ../../docs/tutorials/editor/index.rst:45 +#: ../../docs/tutorials/editor/index.rst:47 msgid "Godot offers an HTML5 version of the editor running entirely in your browser. No download is required to use it, but it has a certain amount of caveats you should be aware of." msgstr "" -#: ../../docs/tutorials/editor/index.rst:56 +#: ../../docs/tutorials/editor/index.rst:58 msgid "Advanced features" msgstr "" -#: ../../docs/tutorials/editor/index.rst:58 +#: ../../docs/tutorials/editor/index.rst:60 msgid "The articles below focus on advanced features useful for experienced developers, such as calling Godot from the command line and using an external text editor like Visual Studio Code or Emacs." msgstr "" -#: ../../docs/tutorials/editor/index.rst:70 +#: ../../docs/tutorials/editor/index.rst:72 msgid "Managing editor features" msgstr "" -#: ../../docs/tutorials/editor/index.rst:72 +#: ../../docs/tutorials/editor/index.rst:74 msgid "Godot allows you to remove features from the editor. This may be useful if you're an educator trying to ease students into the editor slowly, or if you're working on a project that's only 2D or only 3D and don't want to see what you don't need." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/editor/inspector_dock.pot b/sphinx/templates/tutorials/editor/inspector_dock.pot index 5d760f8b81..00d8b11b7b 100644 --- a/sphinx/templates/tutorials/editor/inspector_dock.pot +++ b/sphinx/templates/tutorials/editor/inspector_dock.pot @@ -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 \n" @@ -50,7 +50,3 @@ msgstr "" #: ../../docs/tutorials/editor/inspector_dock.rst:31 msgid "Then comes the search bar. Type anything in it to filter displayed properties. Delete the text to clear the search." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/editor/managing_editor_features.pot b/sphinx/templates/tutorials/editor/managing_editor_features.pot index adfd733e44..b5f65b1269 100644 --- a/sphinx/templates/tutorials/editor/managing_editor_features.pot +++ b/sphinx/templates/tutorials/editor/managing_editor_features.pot @@ -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 \n" @@ -54,7 +54,3 @@ msgstr "" #: ../../docs/tutorials/editor/managing_editor_features.rst:48 msgid "This process is potentially cumbersome however if a large amount of computers need custom profiles. As an alternative, you can enable self-contained mode for Godot, which allows putting all editor configuration in the same folder as the editor binary. See :ref:`doc_data_paths_self_contained_mode` for details." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/editor/project_manager.pot b/sphinx/templates/tutorials/editor/project_manager.pot index 45e91e1553..d6e9d975b9 100644 --- a/sphinx/templates/tutorials/editor/project_manager.pot +++ b/sphinx/templates/tutorials/editor/project_manager.pot @@ -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 \n" @@ -20,113 +20,149 @@ msgid "Using the Project Manager" msgstr "" #: ../../docs/tutorials/editor/project_manager.rst:6 -msgid "When you launch Godot, the first window you see is the Project Manager. It lets you create, remove, import, or play game projects." +msgid "When you launch Godot, the first window you see is the Project Manager. It lets you create, remove, import, or play game projects:" msgstr "" #: ../../docs/tutorials/editor/project_manager.rst:11 -msgid "To change the editors language click on the \"Settings\" Button in the top right corner." +msgid "To change the editors language click on the **Settings** Button in the top right corner:" msgstr "" #: ../../docs/tutorials/editor/project_manager.rst:16 -msgid "Then on the settings page select the language you want from the dropdown menu." +msgid "In Project Manager Settings, you can change the interface **language** from the language dropdown menu, which is the system default language by default." +msgstr "" + +#: ../../docs/tutorials/editor/project_manager.rst:19 +msgid "You can also change the **theme** of the editor, the **display scale** for different interface element sizes, and the availability of online functionality using **network mode**. If network mode is online, Godot will also check and inform you about new versions of Godot." msgstr "" #: ../../docs/tutorials/editor/project_manager.rst:23 +msgid "The **directory naming convention** can also be changed to replace spaces according to the chosen format when creating folders automatically." +msgstr "" + +#: ../../docs/tutorials/editor/project_manager.rst:31 msgid "Creating and importing projects" msgstr "" -#: ../../docs/tutorials/editor/project_manager.rst:25 +#: ../../docs/tutorials/editor/project_manager.rst:33 msgid "To create a new project:" msgstr "" -#: ../../docs/tutorials/editor/project_manager.rst:27 -msgid "Click the **New** button on the top-left of the window." -msgstr "" - -#: ../../docs/tutorials/editor/project_manager.rst:28 -msgid "Give the project a name, choose an empty folder on your computer to save the files, and select a rendering backend." -msgstr "" - -#: ../../docs/tutorials/editor/project_manager.rst:30 -msgid "Click the **Create & Edit** button to create the project folder and open it in the editor." -msgstr "" - #: ../../docs/tutorials/editor/project_manager.rst:35 -msgid "Using the file browser" +msgid "Click the **Create** button on the top-left of the window." msgstr "" -#: ../../docs/tutorials/editor/project_manager.rst:37 -msgid "Click the **Browse** button to open Godot's file browser and pick a location or type the folder's path in the Project Path field." +#: ../../docs/tutorials/editor/project_manager.rst:36 +msgid "Give the project a name, then open the file browser using the **Browse** button, and choose an empty folder on your computer to save the files. Alternatively, you can enable **Create Folder** option to automatically create a new sub-folder with the project name, following the directory naming convention set in the settings. An empty folder will show a green tick on the right." +msgstr "" + +#: ../../docs/tutorials/editor/project_manager.rst:41 +msgid "Select one of the rendering backends (this can also be changed later)." msgstr "" #: ../../docs/tutorials/editor/project_manager.rst:42 -msgid "When you see the green tick on the right, it means the engine detects an empty folder. You can also click the **Create Folder** button to create an empty folder based on your project's name." +msgid "Click the **Create & Edit** button to create the project folder and open it in the editor." msgstr "" -#: ../../docs/tutorials/editor/project_manager.rst:47 +#: ../../docs/tutorials/editor/project_manager.rst:46 +msgid "You can optionally choose a version control system. Currently, only `git `__ is supported and it needs the Godot Git Plugin to be installed, either manually or using the :ref:`Asset Library `. To learn more about the Godot Git Plugin, see its `wiki `__." +msgstr "" + +#: ../../docs/tutorials/editor/project_manager.rst:51 +msgid "Using the file browser" +msgstr "" + +#: ../../docs/tutorials/editor/project_manager.rst:53 +msgid "From the **Create New Project** window, click the **Browse** button to open Godot's file browser. You can pick a location or type the folder's path in the **Path** field, after choosing a drive." +msgstr "" + +#: ../../docs/tutorials/editor/project_manager.rst:57 +msgid "Left of the path field on the top row contains arrows to navigate backward and forward through the last visited locations. The up arrow navigates to parent folder. On the right side of the path field, there are buttons to refresh the current folder's contents, favorite/unfavorite the current folder, and show/hide hidden folders." +msgstr "" + +#: ../../docs/tutorials/editor/project_manager.rst:63 +msgid "Next, the buttons to switch the display type of the folders and files between grid view and list view are seen." +msgstr "" + +#: ../../docs/tutorials/editor/project_manager.rst:66 +msgid "The last button on the right will create a new folder." +msgstr "" + +#: ../../docs/tutorials/editor/project_manager.rst:68 +msgid "Favorited folders will be displayed on the left side under the **Favorites** section. You can sort the favorites using the up and down buttons in this section. Last chosen folders will be listed under the **Recent** list." +msgstr "" + +#: ../../docs/tutorials/editor/project_manager.rst:75 msgid "Opening and importing projects" msgstr "" -#: ../../docs/tutorials/editor/project_manager.rst:49 +#: ../../docs/tutorials/editor/project_manager.rst:77 msgid "The next time you open the Project Manager, you'll see your new project in the list. Double click on it to open it in the editor." msgstr "" -#: ../../docs/tutorials/editor/project_manager.rst:54 +#: ../../docs/tutorials/editor/project_manager.rst:82 msgid "You can similarly import existing projects using the **Import** button. Locate the folder that contains the project or the **project.godot** file to import and edit it." msgstr "" -#: ../../docs/tutorials/editor/project_manager.rst:60 -msgid "When the folder path is correct, you'll see a green checkmark." -msgstr "" - -#: ../../docs/tutorials/editor/project_manager.rst:65 -msgid "Downloading demos and templates" -msgstr "" - -#: ../../docs/tutorials/editor/project_manager.rst:67 -msgid "From the **Asset Library Projects** tab you can download open source project templates and demos from the :ref:`Asset Library ` to help you get started faster." -msgstr "" - -#: ../../docs/tutorials/editor/project_manager.rst:71 -msgid "The first time you open this tab you'll notice that it's asking you to go online. For privacy reasons the project manager, and Godot editor, can't access the internet by default. To enable accessing the internet click the \"Go Online\" button. This will also allow project manager to notify you about updates. If you wish to turn this off in the future go into project manager settings and change \"Network Mode\" to \"Offline\"" -msgstr "" - -#: ../../docs/tutorials/editor/project_manager.rst:77 -msgid "Now that Godot is connected to the internet you can download a demo or template, to do this:" -msgstr "" - -#: ../../docs/tutorials/editor/project_manager.rst:80 -msgid "Click on its title." -msgstr "" - -#: ../../docs/tutorials/editor/project_manager.rst:81 -msgid "On the page that opens, click the download button." -msgstr "" - -#: ../../docs/tutorials/editor/project_manager.rst:82 -msgid "Once it finished downloading, click install and choose where you want to save the project." -msgstr "" - #: ../../docs/tutorials/editor/project_manager.rst:88 -msgid "Managing projects with tags" +msgid "Alternatively, it is possible to choose a zip file to be automatically extracted by Godot." msgstr "" #: ../../docs/tutorials/editor/project_manager.rst:90 -msgid "For users with a lot of projects on one PC it can be a lot to keep track of. To aid in this Godot allows you to create project tags. To add a tag to a project click on the project in the project manager, then click on the \"Manage Tags\" button" +msgid "When the folder path is correct, you'll see a green checkmark." msgstr "" -#: ../../docs/tutorials/editor/project_manager.rst:96 +#: ../../docs/tutorials/editor/project_manager.rst:97 +msgid "Downloading demos and templates" +msgstr "" + +#: ../../docs/tutorials/editor/project_manager.rst:99 +msgid "From the **Asset Library** tab you can download open source project templates and demos from the :ref:`Asset Library ` to help you get started faster." +msgstr "" + +#: ../../docs/tutorials/editor/project_manager.rst:103 +msgid "The first time you open this tab you'll notice that it's asking you to go online. For privacy reasons the project manager, and Godot editor, can't access the internet by default. To enable accessing the internet click the **Go Online** button. This will also allow project manager to notify you about updates. If you wish to turn this off in the future go into project manager settings and change **Network Mode** to \"Offline\"" +msgstr "" + +#: ../../docs/tutorials/editor/project_manager.rst:109 +msgid "Now that Godot is connected to the internet you can download a demo or template, to do this:" +msgstr "" + +#: ../../docs/tutorials/editor/project_manager.rst:112 +msgid "Click on its title." +msgstr "" + +#: ../../docs/tutorials/editor/project_manager.rst:113 +msgid "On the page that opens, click the download button." +msgstr "" + +#: ../../docs/tutorials/editor/project_manager.rst:114 +msgid "Once it finished downloading, click install and choose where you want to save the project." +msgstr "" + +#: ../../docs/tutorials/editor/project_manager.rst:120 +msgid "Managing projects with tags" +msgstr "" + +#: ../../docs/tutorials/editor/project_manager.rst:122 +msgid "For users with a lot of projects on one PC it can be a lot to keep track of. To aid in this Godot allows you to create project tags. To add a tag to a project click on the project in the project manager, then click on the **Manage Tags** button" +msgstr "" + +#: ../../docs/tutorials/editor/project_manager.rst:128 msgid "This will open up the manage project tags window. To add a tag click the plus button." msgstr "" -#: ../../docs/tutorials/editor/project_manager.rst:100 -msgid "Type out the tag name, and click \"ok\". Your project will now have a tag added to it. These tags can be used for any other project in your project manager. In addition tags will stay with projects. So if you tag your project, send it to another machine and import it into the project manager you will see the tags you created." +#: ../../docs/tutorials/editor/project_manager.rst:132 +msgid "Type out the tag name, and click **OK**. Your project will now have a tag added to it. These tags can be used for any other project in your project manager." msgstr "" -#: ../../docs/tutorials/editor/project_manager.rst:105 +#: ../../docs/tutorials/editor/project_manager.rst:135 +msgid "To show projects with a specific tag only, you can click on the tags or write ``tag:`` and type the tag you would like to search for in the filter bar. To limit the results using multiple tags, you can click on another tag or add ``tag:`` after a space and type another tag in the filter bar." +msgstr "" + +#: ../../docs/tutorials/editor/project_manager.rst:140 +msgid "In addition, tags will stay with projects. So if you tag your project, send it to another machine, and import it into the project manager you will see the tags you created." +msgstr "" + +#: ../../docs/tutorials/editor/project_manager.rst:144 msgid "To remove a tag from your project manager it must be removed from all the projects it's used by. Once that's done close the project manager, open it up again, and the tag should be gone." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/editor/project_settings.pot b/sphinx/templates/tutorials/editor/project_settings.pot index 7626893764..e3e5bb10e6 100644 --- a/sphinx/templates/tutorials/editor/project_settings.pot +++ b/sphinx/templates/tutorials/editor/project_settings.pot @@ -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 \n" @@ -38,7 +38,3 @@ msgstr "" #: ../../docs/tutorials/editor/project_settings.rst:16 msgid "The project settings dialog provides a lot of options that can be saved to a project.godot file and shows their default values. If you change a value, a tick appears to the left of its name. This means that the property will be saved in the project.godot file and remembered." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/editor/using_the_android_editor.pot b/sphinx/templates/tutorials/editor/using_the_android_editor.pot index 907feca8a5..145b417fdc 100644 --- a/sphinx/templates/tutorials/editor/using_the_android_editor.pot +++ b/sphinx/templates/tutorials/editor/using_the_android_editor.pot @@ -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 \n" @@ -24,7 +24,7 @@ msgid "In 2023, `we added `__ lacks the *All files access* permission required for device read/write access. As a workaround, when using an Android Go device, it's recommended to create new projects only in the Android *Documents* or *Downloads* directories." msgstr "" -#: ../../docs/tutorials/editor/using_the_android_editor.rst:49 +#: ../../docs/tutorials/editor/using_the_android_editor.rst:48 msgid "The editor doesn't properly resume when *Don't keep activities* is enabled in the *Developer Options*" msgstr "" -#: ../../docs/tutorials/editor/using_the_android_editor.rst:53 +#: ../../docs/tutorials/editor/using_the_android_editor.rst:52 msgid "See the `list of open issues on GitHub related to the Android editor `__ for a list of known bugs." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/editor/using_the_web_editor.pot b/sphinx/templates/tutorials/editor/using_the_web_editor.pot index 3985f73445..bfebf1dc22 100644 --- a/sphinx/templates/tutorials/editor/using_the_web_editor.pot +++ b/sphinx/templates/tutorials/editor/using_the_web_editor.pot @@ -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 \n" @@ -20,7 +20,7 @@ msgid "Using the Web editor" msgstr "" #: ../../docs/tutorials/editor/using_the_web_editor.rst:8 -msgid "Since Godot 3.3, there is a `Web editor `__ you can use to work on new or existing projects." +msgid "There is a `Web editor `__ you can use to work on new or existing projects." msgstr "" #: ../../docs/tutorials/editor/using_the_web_editor.rst:13 @@ -108,69 +108,65 @@ msgid "No support for Android one-click deploy." msgstr "" #: ../../docs/tutorials/editor/using_the_web_editor.rst:71 -msgid "See the `list of open issues on GitHub related to the web editor `__ for a list of known bugs." +msgid "See the `list of open issues on GitHub related to the web editor `__ for a list of known bugs." msgstr "" -#: ../../docs/tutorials/editor/using_the_web_editor.rst:75 +#: ../../docs/tutorials/editor/using_the_web_editor.rst:76 msgid "Importing a project" msgstr "" -#: ../../docs/tutorials/editor/using_the_web_editor.rst:77 +#: ../../docs/tutorials/editor/using_the_web_editor.rst:78 msgid "To import an existing project, the current process is as follows:" msgstr "" -#: ../../docs/tutorials/editor/using_the_web_editor.rst:79 +#: ../../docs/tutorials/editor/using_the_web_editor.rst:80 msgid "Specify a ZIP file to preload on the HTML5 filesystem using the **Preload project ZIP** input." msgstr "" -#: ../../docs/tutorials/editor/using_the_web_editor.rst:81 +#: ../../docs/tutorials/editor/using_the_web_editor.rst:82 msgid "Run the editor by clicking **Start Godot editor**. The Godot Project Manager should appear after 10-20 seconds. On slower machines or connections, loading may take up to a minute." msgstr "" -#: ../../docs/tutorials/editor/using_the_web_editor.rst:84 +#: ../../docs/tutorials/editor/using_the_web_editor.rst:85 msgid "In the dialog that appears at the middle of the window, specify a name for the folder to create then click the **Create Folder** button (it doesn't have to match the ZIP archive's name)." msgstr "" -#: ../../docs/tutorials/editor/using_the_web_editor.rst:87 +#: ../../docs/tutorials/editor/using_the_web_editor.rst:88 msgid "Click **Install & Edit** and the project will open in the editor." msgstr "" -#: ../../docs/tutorials/editor/using_the_web_editor.rst:91 +#: ../../docs/tutorials/editor/using_the_web_editor.rst:92 msgid "It's important to place the project folder somewhere in ``/home/web_user/``. If your project folder is placed outside ``/home/web_user/``, you will lose your project when closing the editor!" msgstr "" -#: ../../docs/tutorials/editor/using_the_web_editor.rst:95 +#: ../../docs/tutorials/editor/using_the_web_editor.rst:96 msgid "When you follow the steps described above, the project folder will always be located in ``/home/web_user/projects``, keeping it safe." msgstr "" -#: ../../docs/tutorials/editor/using_the_web_editor.rst:99 +#: ../../docs/tutorials/editor/using_the_web_editor.rst:100 msgid "Editing and running a project" msgstr "" -#: ../../docs/tutorials/editor/using_the_web_editor.rst:101 +#: ../../docs/tutorials/editor/using_the_web_editor.rst:102 msgid "Unlike the native version of Godot, the web editor is constrained to a single window. Therefore, it cannot open a new window when running the project. Instead, when you run the project by clicking the Run button or pressing :kbd:`F5`, it will appear to \"replace\" the editor window." msgstr "" -#: ../../docs/tutorials/editor/using_the_web_editor.rst:106 +#: ../../docs/tutorials/editor/using_the_web_editor.rst:107 msgid "The web editor offers an alternative way to deal with the editor and game windows (which are now \"tabs\"). You can switch between the **Editor** and **Game** tabs using the buttons on the top. You can also close the running game or editor by clicking the **×** button next to those tabs." msgstr "" -#: ../../docs/tutorials/editor/using_the_web_editor.rst:112 +#: ../../docs/tutorials/editor/using_the_web_editor.rst:113 msgid "Where are my project files?" msgstr "" -#: ../../docs/tutorials/editor/using_the_web_editor.rst:114 +#: ../../docs/tutorials/editor/using_the_web_editor.rst:115 msgid "Due to browser security limitations, the editor will save the project files to the browser's IndexedDB storage. This storage isn't accessible as a regular folder on your machine, but is abstracted away in a database." msgstr "" -#: ../../docs/tutorials/editor/using_the_web_editor.rst:118 +#: ../../docs/tutorials/editor/using_the_web_editor.rst:119 msgid "You can download the project files as a ZIP archive by using **Project > Tools > Download Project Source**. This can be used to export the project using a `native Godot editor `__, since exporting from the web editor isn't supported yet." msgstr "" -#: ../../docs/tutorials/editor/using_the_web_editor.rst:123 +#: ../../docs/tutorials/editor/using_the_web_editor.rst:124 msgid "In the future, it may be possible to use the `HTML5 FileSystem API `__ to store the project files on the user's filesystem as the native editor would do. However, this isn't implemented yet." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/export/android_gradle_build.pot b/sphinx/templates/tutorials/export/android_gradle_build.pot index d4e74c2322..4e82553bc8 100644 --- a/sphinx/templates/tutorials/export/android_gradle_build.pot +++ b/sphinx/templates/tutorials/export/android_gradle_build.pot @@ -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 \n" @@ -78,7 +78,3 @@ msgstr "" #: ../../docs/tutorials/export/android_gradle_build.rst:58 msgid "For example, ``_example/image.png`` will **not** be included as an asset, but ``_image.png`` will." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/export/changing_application_icon_for_windows.pot b/sphinx/templates/tutorials/export/changing_application_icon_for_windows.pot index 9f3619df80..4ad919effb 100644 --- a/sphinx/templates/tutorials/export/changing_application_icon_for_windows.pot +++ b/sphinx/templates/tutorials/export/changing_application_icon_for_windows.pot @@ -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 \n" @@ -130,7 +130,3 @@ msgstr "" #: ../../docs/tutorials/export/changing_application_icon_for_windows.rst:139 msgid "If your icon isn't showing up properly, on Windows 10, try clearing the icon cache. To do so, open the **Run** dialog and enter ``ie4uinit.exe -ClearIconCache`` or ``ie4uinit.exe -show``." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/export/exporting_for_android.pot b/sphinx/templates/tutorials/export/exporting_for_android.pot index dfd4668332..0fa9d12d5e 100644 --- a/sphinx/templates/tutorials/export/exporting_for_android.pot +++ b/sphinx/templates/tutorials/export/exporting_for_android.pot @@ -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 \n" @@ -48,7 +48,7 @@ msgid "Download and install the Android SDK." msgstr "" #: ../../docs/tutorials/export/exporting_for_android.rst:31 -msgid "You can install the Android SDK using `Android Studio Hedgehog (version 2023.1.1) or later `__." +msgid "You can install the Android SDK using `Android Studio Iguana (version 2023.2.1) or later `__." msgstr "" #: ../../docs/tutorials/export/exporting_for_android.rst:33 @@ -75,238 +75,250 @@ msgstr "" msgid "Android SDK Command-line Tools (latest)" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:40 -msgid "CMake version 3.10.2.4988404" -msgstr "" - #: ../../docs/tutorials/export/exporting_for_android.rst:41 -msgid "NDK version r23c (23.2.8568313)" +msgid "Ensure that the `NDK and CMake are installed and configured `__." msgstr "" #: ../../docs/tutorials/export/exporting_for_android.rst:43 -msgid "Alternatively, you can install the Android SDK with the `sdkmanager` command line tool." +msgid "CMake version 3.10.2.4988404" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:45 -msgid "Install the command line tools package using these `instructions `__." +#: ../../docs/tutorials/export/exporting_for_android.rst:44 +msgid "NDK version r23c (23.2.8568313)" msgstr "" #: ../../docs/tutorials/export/exporting_for_android.rst:46 +msgid "Alternatively, you can install the Android SDK with the `sdkmanager` command line tool." +msgstr "" + +#: ../../docs/tutorials/export/exporting_for_android.rst:48 +msgid "Install the command line tools package using these `instructions `__." +msgstr "" + +#: ../../docs/tutorials/export/exporting_for_android.rst:49 msgid "Once the command line tools are installed, run the following `sdkmanager` command to complete the setup process:" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:54 +#: ../../docs/tutorials/export/exporting_for_android.rst:57 msgid "If you are using Linux, **do not use an Android SDK provided by your distribution's repositories as it will often be outdated**." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:59 +#: ../../docs/tutorials/export/exporting_for_android.rst:62 msgid "Setting it up in Godot" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:61 +#: ../../docs/tutorials/export/exporting_for_android.rst:64 msgid "Enter the Editor Settings screen. This screen contains the editor settings for the user account in the computer (it's independent of the project)." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:67 +#: ../../docs/tutorials/export/exporting_for_android.rst:70 msgid "Scroll down to the section where the Android settings are located:" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:71 +#: ../../docs/tutorials/export/exporting_for_android.rst:74 msgid "In that screen, 2 paths need to be set:" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:73 +#: ../../docs/tutorials/export/exporting_for_android.rst:76 msgid "``Java SDK Path`` should be the location where OpenJDK 17 was installed." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:75 +#: ../../docs/tutorials/export/exporting_for_android.rst:78 msgid "``Android Sdk Path`` should be the location where the Android SDK was installed. - For example ``%LOCALAPPDATA%\\Android\\Sdk\\`` on Windows or ``/Users/$USER/Library/Android/sdk/`` on macOS." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:78 +#: ../../docs/tutorials/export/exporting_for_android.rst:81 msgid "Once that is configured, everything is ready to export to Android!" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:82 +#: ../../docs/tutorials/export/exporting_for_android.rst:85 msgid "If you get an error saying *\"Could not install to device.\"*, make sure you do not have an application with the same Android package name already installed on the device (but signed with a different key)." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:86 +#: ../../docs/tutorials/export/exporting_for_android.rst:89 msgid "If you have an application with the same Android package name but a different signing key already installed on the device, you **must** remove the application in question from the Android device before exporting to Android again." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:92 +#: ../../docs/tutorials/export/exporting_for_android.rst:95 msgid "Providing launcher icons" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:94 +#: ../../docs/tutorials/export/exporting_for_android.rst:97 msgid "Launcher icons are used by Android launcher apps to represent your application to users. Godot only requires high-resolution icons (for ``xxxhdpi`` density screens) and will automatically generate lower-resolution variants." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:96 +#: ../../docs/tutorials/export/exporting_for_android.rst:99 msgid "There are two types of icons required by Godot:" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:98 +#: ../../docs/tutorials/export/exporting_for_android.rst:101 msgid "**Main Icon:** The \"classic\" icon. This will be used on all Android versions up to Android 8 (Oreo), exclusive. Must be at least 192×192 px." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:99 +#: ../../docs/tutorials/export/exporting_for_android.rst:102 msgid "**Adaptive Icons:** Starting from Android 8 (inclusive), `Adaptive Icons `_ were introduced. Applications will need to include separate background and foreground icons to have a native look. The user's launcher application will control the icon's animation and masking. Must be at least 432×432 px." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:101 -msgid "It's important to adhere to some rules when designing adaptive icons. `Google Design has provided a nice article `_ that helps to understand those rules and some of the capabilities of adaptive icons." -msgstr "" - #: ../../docs/tutorials/export/exporting_for_android.rst:103 -msgid "The most important adaptive icon design rule is to have your icon critical elements inside the safe zone: a centered circle with a diameter of 66dp (264 pixels on ``xxxhdpi``) to avoid being clipped by the launcher." +msgid "**Themed Icons:** Starting from Android 13 (inclusive), Themed Icons were introduced. Applications will need to include a monochrome icon to enable this feature. The user's launcher application will control the icon's theme. Must be at least 432×432 px." msgstr "" #: ../../docs/tutorials/export/exporting_for_android.rst:105 -msgid "If you don't provide some of the requested icons, Godot will replace them using a fallback chain, trying the next in line when the current one fails:" +msgid "It is mandatory to provide a monochrome icon. Failure to do so will result in the default Godot monochrome icon being used." msgstr "" #: ../../docs/tutorials/export/exporting_for_android.rst:107 -msgid "**Main Icon:** Provided main icon -> Project icon -> Default Godot main icon." -msgstr "" - -#: ../../docs/tutorials/export/exporting_for_android.rst:108 -msgid "**Adaptive Icon Foreground:** Provided foreground icon -> Provided main icon -> Project icon -> Default Godot foreground icon." +msgid "It's important to adhere to some rules when designing adaptive icons. `Google Design has provided a nice article `_ that helps to understand those rules and some of the capabilities of adaptive icons." msgstr "" #: ../../docs/tutorials/export/exporting_for_android.rst:109 -msgid "**Adaptive Icon Background:** Provided background icon -> Default Godot background icon." +msgid "The most important adaptive icon design rule is to have your icon critical elements inside the safe zone: a centered circle with a diameter of 66dp (264 pixels on ``xxxhdpi``) to avoid being clipped by the launcher." msgstr "" #: ../../docs/tutorials/export/exporting_for_android.rst:111 -msgid "It's highly recommended to provide all the requested icons with their specified resolutions. This way, your application will look great on all Android devices and versions." +msgid "If you don't provide some of the requested icons, Godot will replace them using a fallback chain, trying the next in line when the current one fails:" +msgstr "" + +#: ../../docs/tutorials/export/exporting_for_android.rst:113 +msgid "**Main Icon:** Provided main icon -> Project icon -> Default Godot main icon." +msgstr "" + +#: ../../docs/tutorials/export/exporting_for_android.rst:114 +msgid "**Adaptive Icon Foreground:** Provided foreground icon -> Provided main icon -> Project icon -> Default Godot foreground icon." msgstr "" #: ../../docs/tutorials/export/exporting_for_android.rst:115 +msgid "**Adaptive Icon Background:** Provided background icon -> Default Godot background icon." +msgstr "" + +#: ../../docs/tutorials/export/exporting_for_android.rst:116 +msgid "**Adaptive Icon Monochrome:** Provided monochrome icon -> Default Godot monochrome icon." +msgstr "" + +#: ../../docs/tutorials/export/exporting_for_android.rst:118 +msgid "It's highly recommended to provide all the requested icons with their specified resolutions. This way, your application will look great on all Android devices and versions." +msgstr "" + +#: ../../docs/tutorials/export/exporting_for_android.rst:122 msgid "Exporting for Google Play Store" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:117 -msgid "Uploading an APK to Google's Play Store requires you to sign using a non-debug keystore file; such file can be generated like this:" -msgstr "" - #: ../../docs/tutorials/export/exporting_for_android.rst:124 -msgid "This keystore and key are used to verify your developer identity, remember the password and keep it in a safe place! It is suggested to use only upper and lowercase letters and numbers. Special characters may cause errors. Use Google's Android Developer guides to learn more about `APK signing `__." +msgid "All new apps uploaded to Google Play after August 2021 must be an AAB (Android App Bundle) file." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:128 -msgid "Now fill in the following forms in your Android Export Presets:" -msgstr "" - -#: ../../docs/tutorials/export/exporting_for_android.rst:132 -msgid "**Release:** Enter the path to the keystore file you just generated." -msgstr "" - -#: ../../docs/tutorials/export/exporting_for_android.rst:133 -msgid "**Release User:** Replace with the key alias." +#: ../../docs/tutorials/export/exporting_for_android.rst:127 +msgid "Uploading an AAB or APK to Google's Play Store requires you to sign using a non-debug keystore file; such a file can be generated like this:" msgstr "" #: ../../docs/tutorials/export/exporting_for_android.rst:134 -msgid "**Release Password:** Key password. Note that the keystore password and the key password currently have to be the same." +msgid "This keystore and key are used to verify your developer identity, remember the password and keep it in a safe place! It is suggested to use only upper and lowercase letters and numbers. Special characters may cause errors. Use Google's Android Developer guides to learn more about `app signing `__." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:136 -msgid "Don't forget to uncheck the **Export With Debug** checkbox while exporting." +#: ../../docs/tutorials/export/exporting_for_android.rst:138 +msgid "Now fill in the following forms in your Android Export Presets:" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:141 -msgid "Optimizing the APK size" +#: ../../docs/tutorials/export/exporting_for_android.rst:142 +msgid "**Release:** Enter the path to the keystore file you just generated." msgstr "" #: ../../docs/tutorials/export/exporting_for_android.rst:143 -msgid "By default, the APK will contain native libraries for both ARMv7 and ARMv8 architectures. This increases its size significantly. To create a smaller APK, uncheck either **Armeabi-v 7a** or **Arm 64 -v 8a** in your project's Android export preset. This will create an APK that only contains a library for a single architecture. Note that applications targeting ARMv7 can also run on ARMv8 devices, but the opposite is not true." +msgid "**Release User:** Replace with the key alias." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:150 -msgid "Since August 2019, Google Play requires all applications to be available in 64-bit form. This means you cannot upload an APK that contains *just* an ARMv7 library. To solve this, you can upload several APKs to Google Play using its `Multiple APK support `__. Each APK should target a single architecture; creating an APK for ARMv7 and ARMv8 is usually sufficient to cover most devices in use today." +#: ../../docs/tutorials/export/exporting_for_android.rst:144 +msgid "**Release Password:** Key password. Note that the keystore password and the key password currently have to be the same." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:157 -msgid "You can optimize the size further by compiling an Android export template with only the features you need. See :ref:`doc_optimizing_for_size` for more information." +#: ../../docs/tutorials/export/exporting_for_android.rst:146 +msgid "Don't forget to uncheck the **Export With Debug** checkbox while exporting." +msgstr "" + +#: ../../docs/tutorials/export/exporting_for_android.rst:151 +msgid "Optimizing the file size" +msgstr "" + +#: ../../docs/tutorials/export/exporting_for_android.rst:153 +msgid "If you're working with APKs and not AABs, by default, the APK will contain native libraries for both ARMv7 and ARMv8 architectures. This increases its size significantly. To create a smaller file, uncheck either **Armeabi-v 7a** or **Arm 64 -v 8a** in your project's Android export preset. This will create an APK that only contains a library for a single architecture. Note that applications targeting ARMv7 can also run on ARMv8 devices, but the opposite is not true. The reason you don't do this to save space with AABs is that Google automatically splits up the AAB on their backend, so the user only downloads what they need." msgstr "" #: ../../docs/tutorials/export/exporting_for_android.rst:162 +msgid "You can optimize the size further by compiling an Android export template with only the features you need. See :ref:`doc_optimizing_for_size` for more information." +msgstr "" + +#: ../../docs/tutorials/export/exporting_for_android.rst:167 msgid "Environment variables" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:164 +#: ../../docs/tutorials/export/exporting_for_android.rst:169 msgid "You can use the following environment variables to set export options outside of the editor. During the export process, these override the values that you set in the export menu." msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:168 +#: ../../docs/tutorials/export/exporting_for_android.rst:173 msgid "Android export environment variables" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:171 +#: ../../docs/tutorials/export/exporting_for_android.rst:176 msgid "Export option" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:172 +#: ../../docs/tutorials/export/exporting_for_android.rst:177 msgid "Environment variable" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:173 +#: ../../docs/tutorials/export/exporting_for_android.rst:178 msgid "Encryption / Encryption Key" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:174 +#: ../../docs/tutorials/export/exporting_for_android.rst:179 msgid "``GODOT_SCRIPT_ENCRYPTION_KEY``" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:175 +#: ../../docs/tutorials/export/exporting_for_android.rst:180 msgid "Options / Keystore / Debug" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:176 +#: ../../docs/tutorials/export/exporting_for_android.rst:181 msgid "``GODOT_ANDROID_KEYSTORE_DEBUG_PATH``" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:177 +#: ../../docs/tutorials/export/exporting_for_android.rst:182 msgid "Options / Keystore / Debug User" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:178 +#: ../../docs/tutorials/export/exporting_for_android.rst:183 msgid "``GODOT_ANDROID_KEYSTORE_DEBUG_USER``" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:179 +#: ../../docs/tutorials/export/exporting_for_android.rst:184 msgid "Options / Keystore / Debug Password" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:180 +#: ../../docs/tutorials/export/exporting_for_android.rst:185 msgid "``GODOT_ANDROID_KEYSTORE_DEBUG_PASSWORD``" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:181 +#: ../../docs/tutorials/export/exporting_for_android.rst:186 msgid "Options / Keystore / Release" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:182 +#: ../../docs/tutorials/export/exporting_for_android.rst:187 msgid "``GODOT_ANDROID_KEYSTORE_RELEASE_PATH``" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:183 +#: ../../docs/tutorials/export/exporting_for_android.rst:188 msgid "Options / Keystore / Release User" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:184 +#: ../../docs/tutorials/export/exporting_for_android.rst:189 msgid "``GODOT_ANDROID_KEYSTORE_RELEASE_USER``" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:185 +#: ../../docs/tutorials/export/exporting_for_android.rst:190 msgid "Options / Keystore / Release Password" msgstr "" -#: ../../docs/tutorials/export/exporting_for_android.rst:186 +#: ../../docs/tutorials/export/exporting_for_android.rst:191 msgid "``GODOT_ANDROID_KEYSTORE_RELEASE_PASSWORD``" msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/export/exporting_for_dedicated_servers.pot b/sphinx/templates/tutorials/export/exporting_for_dedicated_servers.pot index 9cd2d03476..2170e898fe 100644 --- a/sphinx/templates/tutorials/export/exporting_for_dedicated_servers.pot +++ b/sphinx/templates/tutorials/export/exporting_for_dedicated_servers.pot @@ -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 \n" @@ -83,7 +83,7 @@ msgstr "" msgid "To begin doing so, make sure you have a dedicated export preset for your server, then select it, go to its **Resources** tab and change its export mode:" msgstr "" -#: ../../docs/tutorials/export/exporting_for_dedicated_servers.rst:66 +#: ../../docs/tutorials/export/exporting_for_dedicated_servers.rst:62 #: ../../docs/tutorials/export/exporting_for_dedicated_servers.rst:66 msgid "Choosing the **Export as dedicated server** export mode in the export preset" msgstr "" @@ -100,7 +100,7 @@ msgstr "" msgid "After selecting this export mode, you will be presented with a list of resources in the project:" msgstr "" -#: ../../docs/tutorials/export/exporting_for_dedicated_servers.rst:85 +#: ../../docs/tutorials/export/exporting_for_dedicated_servers.rst:81 #: ../../docs/tutorials/export/exporting_for_dedicated_servers.rst:85 msgid "Choosing resources to keep, keep with stripped visuals or remove" msgstr "" @@ -192,7 +192,3 @@ msgstr "" #: ../../docs/tutorials/export/exporting_for_dedicated_servers.rst:286 msgid "If you have experience with containers, you could also look into wrapping your dedicated server in a `Docker `__ container. This way, it can be used more easily in an automatic scaling setup (which is outside the scope of this tutorial)." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/export/exporting_for_ios.pot b/sphinx/templates/tutorials/export/exporting_for_ios.pot index b74e3e1fdb..5acf396401 100644 --- a/sphinx/templates/tutorials/export/exporting_for_ios.pot +++ b/sphinx/templates/tutorials/export/exporting_for_ios.pot @@ -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 \n" @@ -238,7 +238,3 @@ msgstr "" #: ../../docs/tutorials/export/exporting_for_ios.rst:163 msgid "After running this command, Godot should be able to successfully export to iOS." msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/export/exporting_for_linux.pot b/sphinx/templates/tutorials/export/exporting_for_linux.pot index f3a4121ab4..e5fab3b91a 100644 --- a/sphinx/templates/tutorials/export/exporting_for_linux.pot +++ b/sphinx/templates/tutorials/export/exporting_for_linux.pot @@ -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 \n" @@ -58,7 +58,3 @@ msgstr "" #: ../../docs/tutorials/export/exporting_for_linux.rst:34 msgid "``GODOT_SCRIPT_ENCRYPTION_KEY``" msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/export/exporting_for_macos.pot b/sphinx/templates/tutorials/export/exporting_for_macos.pot index 773576c555..00cf247627 100644 --- a/sphinx/templates/tutorials/export/exporting_for_macos.pot +++ b/sphinx/templates/tutorials/export/exporting_for_macos.pot @@ -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 \n" @@ -24,7 +24,7 @@ msgid "This page describes how to export a Godot project to macOS. If you're loo msgstr "" #: ../../docs/tutorials/export/exporting_for_macos.rst:12 -msgid "macOS apps exported with the official export templates are exported as a single \"Universal 2\" binary ``.app`` bundle, a folder with a specific structure which stores the executable, libraries and all the project files. This bundle can be exported as is, packed in a ZIP archive or DMG disk image (only supported when exporting from a computer running macOS). `Universal binaries for macOS support both Intel x86_64 and ARM64 (Apple silicon, i.e. M1) architectures `__." +msgid "macOS apps exported with the official export templates are exported as a single \"Universal 2\" binary ``.app`` bundle, a folder with a specific structure which stores the executable, libraries and all the project files. This bundle can be exported as is, packed in a ZIP archive or DMG disk image (only supported when exporting from a computer running macOS). `Universal binaries for macOS support both Intel x86_64 and ARM64 (Apple Silicon) architectures `__." msgstr "" #: ../../docs/tutorials/export/exporting_for_macos.rst:17 @@ -606,7 +606,3 @@ msgstr "" #: ../../docs/tutorials/export/exporting_for_macos.rst:248 msgid "``GODOT_MACOS_NOTARIZATION_APPLE_ID_PASSWORD``" msgstr "" - -#: ../../docs/:0 -msgid "Translation status" -msgstr "" diff --git a/sphinx/templates/tutorials/export/exporting_for_web.pot b/sphinx/templates/tutorials/export/exporting_for_web.pot index 95bca9a853..d5ca6f64ae 100644 --- a/sphinx/templates/tutorials/export/exporting_for_web.pot +++ b/sphinx/templates/tutorials/export/exporting_for_web.pot @@ -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 \n" @@ -24,310 +24,386 @@ msgid "This page describes how to export a Godot project to HTML5. If you're loo msgstr "" #: ../../docs/tutorials/export/exporting_for_web.rst:12 -msgid "HTML5 export allows publishing games made in Godot Engine to the browser. This requires support for `WebAssembly `__, `WebGL `__ and `SharedArrayBuffer `_ in the user's browser." +msgid "HTML5 export allows publishing games made in Godot Engine to the browser. This requires support for `WebAssembly `__ and `WebGL 2.0 `__ in the user's browser." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:20 +#: ../../docs/tutorials/export/exporting_for_web.rst:19 msgid "Projects written in C# using Godot 4 currently cannot be exported to the web. To use C# on web platforms, use Godot 3 instead." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:25 +#: ../../docs/tutorials/export/exporting_for_web.rst:24 msgid "Use the browser-integrated developer console, usually opened with :kbd:`F12` (:kbd:`Cmd + Option + I` on macOS), to view **debug information** like JavaScript, engine, and WebGL errors." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:31 -msgid "Godot 4's HTML5 exports currently cannot run on macOS and iOS due to upstream bugs with SharedArrayBuffer and WebGL 2.0. We recommend using :ref:`macOS ` and :ref:`iOS ` native export functionality instead, as it will also result in better performance." +#: ../../docs/tutorials/export/exporting_for_web.rst:30 +msgid "See the `list of open issues on GitHub related to the web export `__ for a list of known bugs." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:36 -msgid "Godot 3's HTML5 exports are more compatible with various browsers in general, especially when using the GLES2 rendering backend (which only requires WebGL 1.0)." +#: ../../docs/tutorials/export/exporting_for_web.rst:35 +msgid "Export file name" msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:41 -msgid "WebGL version" +#: ../../docs/tutorials/export/exporting_for_web.rst:37 +msgid "We suggest users to export their Web projects with ``index.html`` as the file name. ``index.html`` is usually the default file loaded by web servers when accessing the parent directory, usually hiding the name of that file." msgstr "" #: ../../docs/tutorials/export/exporting_for_web.rst:43 -msgid "Godot 4.0 and later can only target WebGL 2.0 (using the Compatibility rendering method). There is no stable way to run Vulkan applications on the web yet." +msgid "The Godot 4 Web export expects some files to be named the same name as the one set in the initial export. Some issues could occur if some exported files are renamed, including the main HTML file." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:46 -msgid "See `Can I use WebGL 2.0 `__ for a list of browser versions supporting WebGL 2.0. Note that Safari has several issues with WebGL 2.0 support that other browsers don't have, so we recommend using a Chromium-based browser or Firefox if possible." +#: ../../docs/tutorials/export/exporting_for_web.rst:48 +msgid "WebGL version" msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:54 -msgid "Export options" +#: ../../docs/tutorials/export/exporting_for_web.rst:50 +msgid "Godot 4.0 and later can only target WebGL 2.0 (using the Compatibility rendering method). Forward+/Mobile are not supported on the web platform, as these rendering methods are designed around modern low-level graphics APIs. Godot currently does not support WebGPU, which is a prerequisite for allowing Forward+/Mobile to run on the web platform." msgstr "" #: ../../docs/tutorials/export/exporting_for_web.rst:56 -msgid "If a runnable web export template is available, a button appears between the *Stop scene* and *Play edited Scene* buttons in the editor to quickly open the game in the default browser for testing." +msgid "See `Can I use WebGL 2.0 `__ for a list of browser versions supporting WebGL 2.0. Note that Safari has several issues with WebGL 2.0 support that other browsers don't have, so we recommend using a Chromium-based browser or Firefox if possible." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:60 -msgid "If your project uses GDExtension **Extension Support** needs to be enabled." +#: ../../docs/tutorials/export/exporting_for_web.rst:64 +msgid "Audio playback" msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:62 -msgid "If you plan to use :ref:`VRAM compression ` make sure that **Vram Texture Compression** is enabled for the targeted platforms (enabling both **For Desktop** and **For Mobile** will result in a bigger, but more compatible export)." -msgstr "" - -#: ../../docs/tutorials/export/exporting_for_web.rst:67 -msgid "If a path to a **Custom HTML shell** file is given, it will be used instead of the default HTML page. See :ref:`doc_customizing_html5_shell`." +#: ../../docs/tutorials/export/exporting_for_web.rst:66 +msgid "Since Godot 4.3, audio playback is done using the Web Audio API on the web platform. This **Sample** playback mode allows for low latency even when the project is exported without thread support, but it has several limitations:" msgstr "" #: ../../docs/tutorials/export/exporting_for_web.rst:70 -msgid "**Head Include** is appended into the ```` element of the generated HTML page. This allows to, for example, load webfonts and third-party JavaScript APIs, include CSS, or run JavaScript code." +msgid "AudioEffects are not supported." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:74 -msgid "Each project must generate their own HTML file. On export, several text placeholders are replaced in the generated HTML file specifically for the given export options. Any direct modifications to that HTML file will be lost in future exports. To customize the generated file, use the **Custom HTML shell** option." +#: ../../docs/tutorials/export/exporting_for_web.rst:71 +msgid ":ref:`Reverberation and doppler ` effects are not supported." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:82 -msgid "Limitations" +#: ../../docs/tutorials/export/exporting_for_web.rst:72 +msgid "Procedural audio generation is not supported." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:84 -msgid "For security and privacy reasons, many features that work effortlessly on native platforms are more complicated on the web platform. Following is a list of limitations you should be aware of when porting a Godot game to the web." +#: ../../docs/tutorials/export/exporting_for_web.rst:73 +msgid "Positional audio may not always work correctly depending on the node's properties." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:90 -msgid "Browser vendors are making more and more functionalities only available in `secure contexts `_, this means that such features are only be available if the web page is served via a secure HTTPS connection (localhost is usually exempt from such requirement)." +#: ../../docs/tutorials/export/exporting_for_web.rst:75 +msgid "To use Godot's own audio playback system on the web platform, you can change the default playback mode using the **Audio > General > Default Playback Type.web** project setting, or change the **Playback Type** property to **Stream** on an :ref:`class_AudioStreamPlayer`, :ref:`class_AudioStreamPlayer2D` or :ref:`class_AudioStreamPlayer3D` node. This leads to increased latency (especially when thread support is disabled), but it allows the full suite of Godot's audio features to work." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:97 -msgid "Using cookies for data persistence" +#: ../../docs/tutorials/export/exporting_for_web.rst:86 +msgid "Export options" +msgstr "" + +#: ../../docs/tutorials/export/exporting_for_web.rst:88 +msgid "If a runnable web export template is available, a button appears between the *Stop scene* and *Play edited Scene* buttons in the editor to quickly open the game in the default browser for testing." +msgstr "" + +#: ../../docs/tutorials/export/exporting_for_web.rst:92 +msgid "If your project uses GDExtension **Extension Support** needs to be enabled." +msgstr "" + +#: ../../docs/tutorials/export/exporting_for_web.rst:94 +msgid "If you plan to use :ref:`VRAM compression ` make sure that **VRAM Texture Compression** is enabled for the targeted platforms (enabling both **For Desktop** and **For Mobile** will result in a bigger, but more compatible export)." msgstr "" #: ../../docs/tutorials/export/exporting_for_web.rst:99 -msgid "Users must **allow cookies** (specifically IndexedDB) if persistence of the ``user://`` file system is desired. When playing a game presented in an ``iframe``, **third-party** cookies must also be enabled. Incognito/private browsing mode also prevents persistence." +msgid "If a path to a **Custom HTML shell** file is given, it will be used instead of the default HTML page. See :ref:`doc_customizing_html5_shell`." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:104 -msgid "The method ``OS.is_userfs_persistent()`` can be used to check if the ``user://`` file system is persistent, but can give false positives in some cases." +#: ../../docs/tutorials/export/exporting_for_web.rst:102 +msgid "**Head Include** is appended into the ```` element of the generated HTML page. This allows to, for example, load webfonts and third-party JavaScript APIs, include CSS, or run JavaScript code." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:109 -msgid "Background processing" +#: ../../docs/tutorials/export/exporting_for_web.rst:106 +msgid "Each project must generate their own HTML file. On export, several text placeholders are replaced in the generated HTML file specifically for the given export options. Any direct modifications to that HTML file will be lost in future exports. To customize the generated file, use the **Custom HTML shell** option." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:111 -msgid "The project will be paused by the browser when the tab is no longer the active tab in the user's browser. This means functions such as ``_process()`` and ``_physics_process()`` will no longer run until the tab is made active again by the user (by switching back to the tab). This can cause networked games to disconnect if the user switches tabs for a long duration." +#: ../../docs/tutorials/export/exporting_for_web.rst:116 +msgid "Thread and extension support" msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:117 -msgid "This limitation does not apply to unfocused browser *windows*. Therefore, on the user's side, this can be worked around by running the project in a separate *window* instead of a separate tab." +#: ../../docs/tutorials/export/exporting_for_web.rst:118 +msgid "If **Thread Support** is enabled, the exported project will be able to :ref:`make use of multithreading ` to improve performance. This also allows for low-latency audio playback when the playback type is set to **Stream** (instead of the default **Sample** that is used in web exports). Enabling this feature requires the use of cross-origin isolation headers, which are described in the :ref:`doc_exporting_for_web_serving_the_files` section below." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:122 -msgid "Full screen and mouse capture" +#: ../../docs/tutorials/export/exporting_for_web.rst:126 +msgid "If **Extensions Support** is enabled, :ref:`GDExtensions ` will be able to be loaded. Note that GDExtensions still need to be specifically compiled for the web platform to work. Like thread support, enabling this feature requires the use of cross-origin isolation headers." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:124 -msgid "Browsers do not allow arbitrarily **entering full screen**. The same goes for **capturing the cursor**. Instead, these actions have to occur as a response to a JavaScript input event. In Godot, this means entering full screen from within a pressed input event callback such as ``_input`` or ``_unhandled_input``. Querying the :ref:`class_Input` singleton is not sufficient, the relevant input event must currently be active." +#: ../../docs/tutorials/export/exporting_for_web.rst:132 +msgid "Exporting as a Progressive Web App (PWA)" msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:131 -msgid "For the same reason, the full screen project setting doesn't work unless the engine is started from within a valid input event handler. This requires :ref:`customization of the HTML page `." +#: ../../docs/tutorials/export/exporting_for_web.rst:134 +msgid "If **Progressive Web App > Enable** is enabled, it will have several effects:" msgstr "" #: ../../docs/tutorials/export/exporting_for_web.rst:136 -msgid "Audio" +msgid "Configure high-resolution icons, a display mode and screen orientation. These are configured at the end of the Progressive Web App section in the export options. These options are used if the user adds the project to their device's homescreen, which is common on mobile platforms. This is also supported on desktop platforms, albeit in a more limited capacity." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:138 -msgid "Some browsers restrict autoplay for audio on websites. The easiest way around this limitation is to request the player to click, tap or press a key/button to enable audio, for instance when displaying a splash screen at the start of your game." +#: ../../docs/tutorials/export/exporting_for_web.rst:142 +msgid "Allow the project to be loaded without an Internet connection if it has been loaded at least once beforehand. This works thanks to the *service worker* that is installed when the project is first loaded in the user's browser. This service worker provides a local fallback when no Internet connection is available." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:141 -msgid "Google offers additional information about their `Web Audio autoplay policies `__." -msgstr "" - -#: ../../docs/tutorials/export/exporting_for_web.rst:144 -msgid "Apple's Safari team also posted additional information about their `Auto-Play Policy Changes for macOS `__." -msgstr "" - -#: ../../docs/tutorials/export/exporting_for_web.rst:147 -msgid "Access to microphone requires a :ref:`secure context `." -msgstr "" - -#: ../../docs/tutorials/export/exporting_for_web.rst:151 -msgid "Networking" +#: ../../docs/tutorials/export/exporting_for_web.rst:148 +msgid "Note that web browsers can choose to evict the cached data if the user runs low on disk space, or if the user hasn't opened the project for a while. To ensure data is cached for a longer duration, the user can bookmark the page, or ideally add it to their device's home screen." msgstr "" #: ../../docs/tutorials/export/exporting_for_web.rst:153 -msgid "Low level networking is not implemented due to lacking support in browsers." +msgid "If the offline data is not available because it was evicted from the cache, you can configure an **Offline Page** that will be displayed in this case. The page must be in HTML format and will be saved on the client's machine the first time the project is loaded." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:155 -msgid "Currently, only :ref:`HTTP client `, :ref:`HTTP requests `, :ref:`WebSocket (client) ` and :ref:`WebRTC ` are supported." -msgstr "" - -#: ../../docs/tutorials/export/exporting_for_web.rst:160 -msgid "The HTTP classes also have several restrictions on the HTML5 platform:" -msgstr "" - -#: ../../docs/tutorials/export/exporting_for_web.rst:162 -msgid "Accessing or changing the ``StreamPeer`` is not possible" +#: ../../docs/tutorials/export/exporting_for_web.rst:158 +msgid "Ensure cross-origin isolation headers are always present, even if the web server hasn't been configured to send them. This allows exports with threads enabled to work when hosted on any website, even if there is no way for you to control the headers it sends." msgstr "" #: ../../docs/tutorials/export/exporting_for_web.rst:163 -msgid "Threaded/Blocking mode is not available" -msgstr "" - -#: ../../docs/tutorials/export/exporting_for_web.rst:164 -msgid "Cannot progress more than once per frame, so polling in a loop will freeze" -msgstr "" - -#: ../../docs/tutorials/export/exporting_for_web.rst:165 -msgid "No chunked responses" -msgstr "" - -#: ../../docs/tutorials/export/exporting_for_web.rst:166 -msgid "Host verification cannot be disabled" +msgid "This behavior can be disabled by unchecking **Enable Cross Origin Isolation Headers** in the Progressive Web App section." msgstr "" #: ../../docs/tutorials/export/exporting_for_web.rst:167 -msgid "Subject to `same-origin policy `__" +msgid "Limitations" msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:170 -msgid "Clipboard" +#: ../../docs/tutorials/export/exporting_for_web.rst:169 +msgid "For security and privacy reasons, many features that work effortlessly on native platforms are more complicated on the web platform. Following is a list of limitations you should be aware of when porting a Godot game to the web." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:172 -msgid "Clipboard synchronization between engine and the operating system requires a browser supporting the `Clipboard API `__, additionally, due to the API asynchronous nature might not be reliable when accessed from GDScript." -msgstr "" - -#: ../../docs/tutorials/export/exporting_for_web.rst:177 -#: ../../docs/tutorials/export/exporting_for_web.rst:188 -msgid "Requires a :ref:`secure context `." -msgstr "" - -#: ../../docs/tutorials/export/exporting_for_web.rst:180 -msgid "Gamepads" +#: ../../docs/tutorials/export/exporting_for_web.rst:175 +msgid "Browser vendors are making more and more functionalities only available in `secure contexts `_, this means that such features are only be available if the web page is served via a secure HTTPS connection (localhost is usually exempt from such requirement)." msgstr "" #: ../../docs/tutorials/export/exporting_for_web.rst:182 -msgid "Gamepads will not be detected until one of their button is pressed. Gamepads might have the wrong mapping depending on the browser/OS/gamepad combination, sadly the `Gamepad API `__ does not provide a reliable way to detect the gamepad information necessary to remap them based on model/vendor/OS due to privacy considerations." +msgid "Using cookies for data persistence" msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:191 -msgid "Boot splash is not displayed" +#: ../../docs/tutorials/export/exporting_for_web.rst:184 +msgid "Users must **allow cookies** (specifically IndexedDB) if persistence of the ``user://`` file system is desired. When playing a game presented in an ``iframe``, **third-party** cookies must also be enabled. Incognito/private browsing mode also prevents persistence." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:193 -msgid "The default HTML page does not display the boot splash while loading. However, the image is exported as a PNG file, so :ref:`custom HTML pages ` can display it." +#: ../../docs/tutorials/export/exporting_for_web.rst:189 +msgid "The method ``OS.is_userfs_persistent()`` can be used to check if the ``user://`` file system is persistent, but can give false positives in some cases." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:200 -msgid "Serving the files" +#: ../../docs/tutorials/export/exporting_for_web.rst:194 +msgid "Background processing" +msgstr "" + +#: ../../docs/tutorials/export/exporting_for_web.rst:196 +msgid "The project will be paused by the browser when the tab is no longer the active tab in the user's browser. This means functions such as ``_process()`` and ``_physics_process()`` will no longer run until the tab is made active again by the user (by switching back to the tab). This can cause networked games to disconnect if the user switches tabs for a long duration." msgstr "" #: ../../docs/tutorials/export/exporting_for_web.rst:202 -msgid "Exporting for the web generates several files to be served from a web server, including a default HTML page for presentation. A custom HTML file can be used, see :ref:`doc_customizing_html5_shell`." +msgid "This limitation does not apply to unfocused browser *windows*. Therefore, on the user's side, this can be worked around by running the project in a separate *window* instead of a separate tab." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:208 -msgid "To ensure low audio latency and the ability to use :ref:`class_Thread` in web exports, Godot 4 web exports always use `SharedArrayBuffer `__. This requires a :ref:`secure context `, while also requiring the following CORS headers to be set when serving the files:" +#: ../../docs/tutorials/export/exporting_for_web.rst:207 +msgid "Full screen and mouse capture" msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:219 -msgid "If you don't control the web server or are unable to add response headers, use `coi-serviceworker `__ as a workaround." +#: ../../docs/tutorials/export/exporting_for_web.rst:209 +msgid "Browsers do not allow arbitrarily **entering full screen**. The same goes for **capturing the cursor**. Instead, these actions have to occur as a response to a JavaScript input event. In Godot, this means entering full screen from within a pressed input event callback such as ``_input`` or ``_unhandled_input``. Querying the :ref:`class_Input` singleton is not sufficient, the relevant input event must currently be active." +msgstr "" + +#: ../../docs/tutorials/export/exporting_for_web.rst:216 +msgid "For the same reason, the full screen project setting doesn't work unless the engine is started from within a valid input event handler. This requires :ref:`customization of the HTML page `." +msgstr "" + +#: ../../docs/tutorials/export/exporting_for_web.rst:221 +msgid "Audio" msgstr "" #: ../../docs/tutorials/export/exporting_for_web.rst:223 -msgid "If the client doesn't receive the required response headers, **the project will not run**." +msgid "Some browsers restrict autoplay for audio on websites. The easiest way around this limitation is to request the player to click, tap or press a key/button to enable audio, for instance when displaying a splash screen at the start of your game." msgstr "" #: ../../docs/tutorials/export/exporting_for_web.rst:226 -msgid "The generated ``.html`` file can be used as ``DirectoryIndex`` in Apache servers and can be renamed to e.g. ``index.html`` at any time. Its name is never depended on by default." +msgid "Google offers additional information about their `Web Audio autoplay policies `__." msgstr "" -#: ../../docs/tutorials/export/exporting_for_web.rst:230 -msgid "The HTML page draws the game at maximum size within the browser window. This way, it can be inserted into an ``