Sync Sphinx and Weblate templates with current docs

This commit is contained in:
Rémi Verschelde
2020-06-05 17:39:46 +02:00
parent d92f475939
commit 37d30ced58
315 changed files with 1383 additions and 1208 deletions

2
docs

Submodule docs updated: a869b6926a...bd97d9ecbf

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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"POT-Creation-Date: 2020-06-05 17:37+0200\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
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@@ -8,7 +8,7 @@ msgid ""
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"Project-Id-Version: Godot Engine latest\n"
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"POT-Creation-Date: 2020-05-27 13:49+0200\n"
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@@ -8,7 +8,7 @@ msgid ""
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"Project-Id-Version: Godot Engine latest\n"
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@@ -8,7 +8,7 @@ msgid ""
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"Project-Id-Version: Godot Engine latest\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
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@@ -8,7 +8,7 @@ msgid ""
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"Project-Id-Version: Godot Engine latest\n"
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"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
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"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
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@@ -8,7 +8,7 @@ msgid ""
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"Project-Id-Version: Godot Engine latest\n"
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@@ -8,7 +8,7 @@ msgid ""
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"Project-Id-Version: Godot Engine latest\n"
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"POT-Creation-Date: 2020-06-05 17:37+0200\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
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@@ -37,7 +37,7 @@ msgid "NuGet"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:14
msgid "pkg-config"
msgid "**On Linux/macOS only:** pkg-config"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:16
@@ -52,401 +52,401 @@ msgstr ""
msgid "Run the following commands to download and import it. On Windows, you can run it from the Mono command line prompt (or the regular prompt if you added Mono's ``bin`` directory to your ``PATH`` environment variable)::"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:27
#: ../../docs/development/compiling/compiling_with_mono.rst:29
msgid "Alternatively, you can use the following command, though it's deprecated and may not work correctly::"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:32
#: ../../docs/development/compiling/compiling_with_mono.rst:34
msgid "Environment variables"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:34
#: ../../docs/development/compiling/compiling_with_mono.rst:36
msgid "By default, SCons will try to find Mono in the Windows Registry on Windows or via ``pkg-config`` on other platforms. You can specify a different installation directory by passing the ``mono_prefix`` command-line option to SCons; e.g. ``scons [...] mono_prefix=%ProgramFiles%/Mono``."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:39
#: ../../docs/development/compiling/compiling_with_mono.rst:41
msgid "This is the directory that contains the subdirectories ``include`` and ``lib``."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:42
#: ../../docs/development/compiling/compiling_with_mono.rst:44
msgid "Enable the Mono module"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:44
#: ../../docs/development/compiling/compiling_with_mono.rst:46
msgid "By default, the Mono module is disabled when building. To enable it, add the option ``module_mono_enabled=yes`` to the SCons command line."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:48
#: ../../docs/development/compiling/compiling_with_mono.rst:50
msgid "Generate the glue"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:50
#: ../../docs/development/compiling/compiling_with_mono.rst:52
msgid "Glue sources are the wrapper functions that will be called by managed methods. These source files must be generated before building your final binaries. In order to generate them, first, you must build a temporary Godot binary with the options ``tools=yes`` and ``mono_glue=no``::"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:57
#: ../../docs/development/compiling/compiling_with_mono.rst:59
msgid "After the build finishes, you need to run the compiled executable with the parameter ``--generate-mono-glue`` followed by the path to an output directory. This path must be ``modules/mono/glue`` in the Godot directory::"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:63
#: ../../docs/development/compiling/compiling_with_mono.rst:65
msgid "This command will tell Godot to generate the file ``modules/mono/glue/mono_glue.gen.cpp`` and the C# solution for the Godot API at ``modules/mono/glue/Managed/Generated``. Once these files are generated, you can build Godot for all the desired targets without having to repeat this process."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:68
#: ../../docs/development/compiling/compiling_with_mono.rst:70
msgid "``<godot_binary>`` refers to the tools binary you compiled above with the Mono module enabled. Its exact name will differ based on your system and configuration, but should be of the form ``bin/godot.<platform>.tools.<bits>.mono``, e.g. ``bin/godot.x11.tools.64.mono`` or ``bin/godot.windows.tools.64.mono.exe``. Be especially aware of the **.mono** suffix! If you've previously compiled Godot without Mono support, you might have similarly named binaries without this suffix. These binaries can't be used to generate the Mono glue."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:78
#: ../../docs/development/compiling/compiling_with_mono.rst:80
msgid "Notes"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:79
#: ../../docs/development/compiling/compiling_with_mono.rst:82
msgid "**Do not build your final binaries with** ``mono_glue=no``. This disables C# scripting. This option must be used only for the temporary binary that will generate the glue. Godot will print a warning at startup if it was built without the glue sources."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:83
#: ../../docs/development/compiling/compiling_with_mono.rst:86
msgid "The glue sources must be regenerated every time the ClassDB-registered API changes. That is, for example, when a new method is registered to the scripting API or one of the parameters of such a method changes. Godot will print an error at startup if there is an API mismatch between ClassDB and the glue sources."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:91
#: ../../docs/development/compiling/compiling_with_mono.rst:94
msgid "Rebuild with Mono glue"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:93
#: ../../docs/development/compiling/compiling_with_mono.rst:96
msgid "Once you have generated the Mono glue, you can build the final binary with ``mono_glue=yes``. This is the default value for ``mono_glue``, so you can also omit it. To build a Mono-enabled editor::"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:99
#: ../../docs/development/compiling/compiling_with_mono.rst:102
msgid "And Mono-enabled export templates::"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:103
#: ../../docs/development/compiling/compiling_with_mono.rst:106
msgid "If everything went well, apart from the normal output, SCons should have created the following files in the ``bin`` directory:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:106
#: ../../docs/development/compiling/compiling_with_mono.rst:109
msgid "If you're not linking the Mono runtime statically, the build script will place the Mono runtime shared library (``monosgen-2.0``) next to the Godot binary in the output directory. Make sure to include this library when distributing Godot. When targeting Android, no extra steps are required as this library is automatically copied to ``#platform/android/java/libs`` and Gradle takes care of the rest."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:112
#: ../../docs/development/compiling/compiling_with_mono.rst:115
msgid "Unlike \"classical\" Godot builds, when building with the Mono module enabled (and depending on the target platform), a data directory may be created both for the editor and for export templates. This directory is important for proper functioning and must be distributed together with Godot. More details about this directory in :ref:`Data directory<compiling_with_mono_data_directory>`."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:120
#: ../../docs/development/compiling/compiling_with_mono.rst:123
msgid "Examples"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:123
#: ../../docs/development/compiling/compiling_with_mono.rst:126
msgid "Example (Windows)"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:139
#: ../../docs/development/compiling/compiling_with_mono.rst:143
msgid "Example (X11)"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:157
#: ../../docs/development/compiling/compiling_with_mono.rst:162
msgid "Data directory"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:159
#: ../../docs/development/compiling/compiling_with_mono.rst:164
msgid "The data directory is a dependency for Godot binaries built with the Mono module enabled. It contains important files for the correct functioning of Godot. It must be distributed together with the Godot executable."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:163
#: ../../docs/development/compiling/compiling_with_mono.rst:168
msgid "The information below doesn't apply for Android, iOS and WASM, as there is no data directory for these platforms."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:167
#: ../../docs/development/compiling/compiling_with_mono.rst:172
msgid "Export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:169
#: ../../docs/development/compiling/compiling_with_mono.rst:174
msgid "The name of the data directory for an export template differs based on the configuration it was built with. The format is ``data.mono.<platform>.<bits>.<target>``, e.g. ``data.mono.x11.32.release_debug`` or ``data.mono.windows.64.release``."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:174
#: ../../docs/development/compiling/compiling_with_mono.rst:179
msgid "This directory must be placed with its original name next to the Godot export templates. When exporting a project, Godot will also copy this directory with the game executable but the name will be changed to ``data_<APPNAME>``, where ``<APPNAME>`` is the application name as specified in the project setting ``application/config/name``."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:180
#: ../../docs/development/compiling/compiling_with_mono.rst:185
msgid "In the case of macOS, where the export template is compressed as a ZIP archive, the contents of the data directory can be placed in the following locations inside the ZIP archive:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:185
#: ../../docs/development/compiling/compiling_with_mono.rst:207
#: ../../docs/development/compiling/compiling_with_mono.rst:190
#: ../../docs/development/compiling/compiling_with_mono.rst:212
msgid "``bin/data.mono.<platform>.<bits>.<target>/Mono/lib``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:185
#: ../../docs/development/compiling/compiling_with_mono.rst:190
msgid "``/osx_template.app/Contents/Frameworks/GodotSharp/Mono/lib``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:187
#: ../../docs/development/compiling/compiling_with_mono.rst:209
#: ../../docs/development/compiling/compiling_with_mono.rst:192
#: ../../docs/development/compiling/compiling_with_mono.rst:214
msgid "``bin/data.mono.<platform>.<bits>.<target>/Mono/etc``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:187
#: ../../docs/development/compiling/compiling_with_mono.rst:192
msgid "``/osx_template.app/Contents/Resources/GodotSharp/Mono/etc``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:191
#: ../../docs/development/compiling/compiling_with_mono.rst:196
msgid "Editor"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:193
#: ../../docs/development/compiling/compiling_with_mono.rst:198
msgid "The name of the data directory for the Godot editor will always be ``GodotSharp``. The contents of this directory are the following:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:196
#: ../../docs/development/compiling/compiling_with_mono.rst:201
msgid "``Api``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:197
#: ../../docs/development/compiling/compiling_with_mono.rst:202
msgid "``Mono`` (optional)"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:198
#: ../../docs/development/compiling/compiling_with_mono.rst:203
msgid "``Tools``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:200
#: ../../docs/development/compiling/compiling_with_mono.rst:205
msgid "The ``Api`` subdirectory contains the Godot API assemblies. On macOS, if the Godot editor is distributed as a bundle, the contents of the data directory may be placed in the following locations:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:205
#: ../../docs/development/compiling/compiling_with_mono.rst:210
msgid "``bin/data.mono.<platform>.<bits>.<target>/Api``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:205
#: ../../docs/development/compiling/compiling_with_mono.rst:210
msgid "``<bundle_name>.app/Contents/Frameworks/GodotSharp/Api``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:207
#: ../../docs/development/compiling/compiling_with_mono.rst:212
msgid "``<bundle_name>.app/Contents/Frameworks/GodotSharp/Mono/lib``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:209
#: ../../docs/development/compiling/compiling_with_mono.rst:214
msgid "``<bundle_name>.app/Contents/Resources/GodotSharp/Mono/etc``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:211
#: ../../docs/development/compiling/compiling_with_mono.rst:216
msgid "``bin/data.mono.<platform>.<bits>.<target>/Tools``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:211
#: ../../docs/development/compiling/compiling_with_mono.rst:216
msgid "``<bundle_name>.app/Contents/Frameworks/GodotSharp/Tools``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:214
#: ../../docs/development/compiling/compiling_with_mono.rst:219
msgid "The ``Mono`` subdirectory is optional. It will be needed when distributing the editor, as issues can arise when the user-installed Mono version isn't identical to the one the Godot editor was built with. Pass ``copy_mono_root=yes`` to SCons when building the editor in order to create this folder and its contents."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:219
#: ../../docs/development/compiling/compiling_with_mono.rst:224
msgid "The ``Tools`` subdirectory contains tools required by the editor, like the ``GodotTools`` assemblies and its dependencies."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:223
#: ../../docs/development/compiling/compiling_with_mono.rst:228
msgid "Building the Mono runtime"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:225
#: ../../docs/development/compiling/compiling_with_mono.rst:230
msgid "When building Godot for the desktop, you will likely use the pre-built Mono runtime that is installed on your system. This likely won't be the case when targeting other platforms like Android, iOS and WebAssembly. You will have to build the Mono runtime yourself for those platforms."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:230
#: ../../docs/development/compiling/compiling_with_mono.rst:235
msgid "We recommend using these `build scripts <https://github.com/godotengine/godot-mono-builds>`_. They simplify this process but also include some patches needed for proper functioning with Godot. See the README on the link above for instructions on how to use the scripts."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:236
#: ../../docs/development/compiling/compiling_with_mono.rst:241
msgid "Targeting Android"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:238
#: ../../docs/development/compiling/compiling_with_mono.rst:243
msgid "Compiling the Android export templates with Mono is a bit simpler than it is for the desktop platforms, as there are no additional steps required after building. There is no need to worry about run-time dependencies like a data directory or the shared library (when dynamically linking) as those are automatically added to the Gradle project."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:244
#: ../../docs/development/compiling/compiling_with_mono.rst:249
msgid "Once you've built Mono, you can proceed to build Godot with the instructions described in this page and the :ref:`Compiling for Android<doc_compiling_for_android>` page. Make sure to let SCons know about the location of the Mono runtime you've just built, e.g.: ``scons [...] mono_prefix=\"$HOME/mono-installs/android-armeabi-v7a-release\"`` (This path may be different on your system)."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:252
#: ../../docs/development/compiling/compiling_with_mono.rst:257
msgid "Targeting iOS"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:254
#: ../../docs/development/compiling/compiling_with_mono.rst:259
msgid "Once you've built Mono, you can proceed to build Godot with the instructions described in this page and the :ref:`Compiling for iOS<doc_compiling_for_ios>` page. Make sure to let SCons know about the location of the Mono runtime you've just built, e.g.: ``scons [...] mono_prefix=\"$HOME/mono-installs/ios-arm64-release\"`` (This path may be different on your system)."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:261
#: ../../docs/development/compiling/compiling_with_mono.rst:266
msgid "After building Godot for each architecture, you will notice SCons has copied the Mono libraries for each of them to the output directory:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:274
#: ../../docs/development/compiling/compiling_with_mono.rst:279
msgid "The last three are only for iOS devices and are not available for the iOS simulator."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:276
#: ../../docs/development/compiling/compiling_with_mono.rst:281
msgid "These libraries must be put in universal (multi-architecture) \"fat\" files to be distributed with the export templates."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:279
#: ../../docs/development/compiling/compiling_with_mono.rst:284
msgid "The following bash script will create the \"fat\" libraries in the directory ``#bin/ios/iphone-mono-libs``:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:295
#: ../../docs/development/compiling/compiling_with_mono.rst:300
msgid "The ``iphone-mono-libs`` folder must be distributed with the export templates. The Godot editor will look for the libraries in ``<templates>/iphone-mono-libs/lib<name>.iphone.fat.a``."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:299
#: ../../docs/development/compiling/compiling_with_mono.rst:304
msgid "Targeting WebAssembly"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:301
#: ../../docs/development/compiling/compiling_with_mono.rst:306
msgid "Building for WebAssembly currently involves the same process regardless of whether the Mono module is enabled."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:303
#: ../../docs/development/compiling/compiling_with_mono.rst:308
msgid "Once you've built Mono, you can proceed to build Godot with the instructions described in this page and the :ref:`Compiling for the Web<doc_compiling_for_web>` page. Make sure to let SCons know about the location of the Mono runtime you've just built, e.g.: ``scons [...] mono_prefix=\"$HOME/mono-installs/wasm-runtime-release\"`` (This path may be different on your system)."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:311
#: ../../docs/development/compiling/compiling_with_mono.rst:316
msgid "Base Class Library"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:313
#: ../../docs/development/compiling/compiling_with_mono.rst:318
msgid "The export templates must also include the BCL (Base Class Library) for each target platform. Godot looks for the BCL folder at ``<templates>/bcl/<target_platform>``, where ``<target_platform>`` is the same name passed to the SCons ``platform`` option, e.g.: ``<templates>/bcl/windows``, ``<templates>/bcl/javascript``."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:318
#: ../../docs/development/compiling/compiling_with_mono.rst:323
msgid "Alternatively, Godot will look for them in the following locations:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:321
#: ../../docs/development/compiling/compiling_with_mono.rst:326
msgid "Android"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:321
#: ../../docs/development/compiling/compiling_with_mono.rst:326
msgid "``<templates>/bcl/monodroid``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:323
#: ../../docs/development/compiling/compiling_with_mono.rst:328
msgid "iOS"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:323
#: ../../docs/development/compiling/compiling_with_mono.rst:328
msgid "``<templates>/bcl/monotouch``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:325
#: ../../docs/development/compiling/compiling_with_mono.rst:330
msgid "WebAssembly"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:325
#: ../../docs/development/compiling/compiling_with_mono.rst:330
msgid "``<templates>/bcl/wasm``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:327
#: ../../docs/development/compiling/compiling_with_mono.rst:332
msgid "Linux and macOS"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:327
#: ../../docs/development/compiling/compiling_with_mono.rst:332
msgid "``<templates>/bcl/net_4_x``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:329
#: ../../docs/development/compiling/compiling_with_mono.rst:334
msgid "Windows"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:329
#: ../../docs/development/compiling/compiling_with_mono.rst:334
msgid "``<templates>/bcl/net_4_x_win``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:332
#: ../../docs/development/compiling/compiling_with_mono.rst:337
msgid "As of now, we're assuming the same BCL profile can be used for both Linux and macOS, but this may change in the future as they're not guaranteed to be the same (as is the case with the Windows BCL)."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:336
#: ../../docs/development/compiling/compiling_with_mono.rst:341
msgid "If the target platform is the same as the platform of the Godot editor, then the editor will use the BCL it's running on (``<data_folder>/Mono/lib/mono/4.5``) if it cannot find the BCL in the export templates."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:341
#: ../../docs/development/compiling/compiling_with_mono.rst:346
msgid "AOT cross-compilers"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:343
#: ../../docs/development/compiling/compiling_with_mono.rst:348
msgid "To perform ahead-of-time (AOT) compilation for other platforms, Godot needs to have access to the Mono cross-compilers for that platform and architecture."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:346
#: ../../docs/development/compiling/compiling_with_mono.rst:351
msgid "Godot will look for the cross-compiler executable in the AOT compilers folder. The location of this folder is ``<data_folder>/Tools/aot-compilers/``."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:349
#: ../../docs/development/compiling/compiling_with_mono.rst:354
msgid "In order to build the cross-compilers we recommend using these `build scripts <https://github.com/godotengine/godot-mono-builds>`_."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:352
#: ../../docs/development/compiling/compiling_with_mono.rst:357
msgid "After building them, copy the executable to the Godot AOT compilers directory. The executable name is ``<triple>-mono-sgen``, e.g.: ``aarch64-apple-darwin-mono-sgen``."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:356
#: ../../docs/development/compiling/compiling_with_mono.rst:361
msgid "Command-line options"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:358
#: ../../docs/development/compiling/compiling_with_mono.rst:363
msgid "The following is the list of command-line options available when building with the Mono module:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:361
#: ../../docs/development/compiling/compiling_with_mono.rst:366
msgid "**module_mono_enabled**\\ =yes | **no**"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:363
#: ../../docs/development/compiling/compiling_with_mono.rst:368
msgid "Build Godot with the Mono module enabled."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:365
#: ../../docs/development/compiling/compiling_with_mono.rst:370
msgid "**mono_glue**\\ =\\ **yes** | no"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:367
#: ../../docs/development/compiling/compiling_with_mono.rst:372
msgid "Whether to include the glue source files in the build and define ``MONO_GLUE_DISABLED`` as a preprocessor macro."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:370
#: ../../docs/development/compiling/compiling_with_mono.rst:375
msgid "**mono_prefix**\\ =path"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:372
#: ../../docs/development/compiling/compiling_with_mono.rst:377
msgid "Path to the Mono installation directory for the target platform and architecture."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:374
#: ../../docs/development/compiling/compiling_with_mono.rst:379
msgid "**xbuild_fallback**\\ =yes | **no**"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:376
#: ../../docs/development/compiling/compiling_with_mono.rst:381
msgid "Whether to fallback to xbuild if MSBuild is not available."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:378
#: ../../docs/development/compiling/compiling_with_mono.rst:383
msgid "**mono_static**\\ =yes | no"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:380
#: ../../docs/development/compiling/compiling_with_mono.rst:385
msgid "Whether to link the Mono runtime statically."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:381
#: ../../docs/development/compiling/compiling_with_mono.rst:386
msgid "The default is **yes** for iOS and WASM, and **no** for other platforms."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:383
#: ../../docs/development/compiling/compiling_with_mono.rst:388
msgid "**copy_mono_root**\\ =yes | **no**"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:385
#: ../../docs/development/compiling/compiling_with_mono.rst:390
msgid "Whether to copy the Mono framework assemblies and configuration files required by the Godot editor."
msgstr ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -57,7 +57,7 @@ msgid "An example of a filled out ``tasks.json``."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:54
msgid "Arguments are can be different based on your own setup and needs. See :ref:`doc_introduction_to_the_buildsystem` for a full list of arguments."
msgid "Arguments can be different based on your own setup and needs. See :ref:`doc_introduction_to_the_buildsystem` for a full list of arguments."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:58
@@ -84,15 +84,15 @@ msgstr ""
msgid "Within the ``launch.json`` file find the ``\"configurations\"`` array and add a new section to it:"
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:100
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:102
msgid "An example of a filled out ``launch.json``."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:102
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:104
msgid "The name under ``program`` depends on your build configuration, e.g. ``godot.x11.tools.64`` for 64-bit X11 platform with ``tools`` enabled."
msgstr ""
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:105
#: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:107
msgid "If you run into any issues, ask for help in one of `Godot's community channels <https://godotengine.org/community>`__."
msgstr ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -521,11 +521,11 @@ msgid "Running a script"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:280
msgid "It is possible to run a simple .gd script from the command line. This feature is especially useful in large projects, for batch conversion of assets or custom import/export."
msgid "It is possible to run a simple ``.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/getting_started/editor/command_line_tutorial.rst:284
msgid "The script must inherit from SceneTree or MainLoop."
msgid "The script must inherit from ``SceneTree`` or ``MainLoop``."
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:286
@@ -537,6 +537,6 @@ msgid "And how to run it:"
msgstr ""
#: ../../docs/getting_started/editor/command_line_tutorial.rst:304
msgid "If no project.godot exists at the path, current path is assumed to be the current working directory (unless ``-path`` is specified)."
msgid "If no ``project.godot`` exists at the path, current path is assumed to be the current working directory (unless ``--path`` is specified)."
msgstr ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -65,82 +65,86 @@ msgid "In this example, ``Fire`` has value 1, ``Water`` has value 2, ``Earth`` h
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:161
msgid "Export hints are also provided for the physics and render layers defined in the project settings::"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:168
msgid "Using bit flags requires some understanding of bitwise operations. If in doubt, boolean variables should be exported instead."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:165
#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:172
msgid "Exporting arrays"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:167
#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:174
msgid "Exporting arrays works, but with an important caveat: while regular arrays are created local to every class instance, exported arrays are *shared* between all instances. This means that editing them in one instance will cause them to change in all other instances. Exported arrays can have initializers, but they must be constant expressions."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:173
#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:180
msgid "If the exported array specifies a type which inherits from Resource, the array values can be set in the inspector by dragging and dropping multiple files from the FileSystem dock at once."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:213
#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:220
msgid "Setting exported variables from a tool script"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:215
#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:222
msgid "When changing an exported variable's value from a script in :ref:`doc_gdscript_tool_mode`, the value in the inspector won't be updated automatically. To update it, call :ref:`property_list_changed_notify() <class_Object_method_property_list_changed_notify>` after setting the exported variable's value."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:222
#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:229
msgid "Advanced exports"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:224
#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:231
msgid "Not every type of export can be provided on the level of the language itself to avoid unnecessary design complexity. The following describes some more or less common exporting features which can be implemented with a low-level API."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:228
#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:235
msgid "Before reading further, you should get familiar with the way properties are handled and how they can be customized with :ref:`_set() <class_Object_method__get_property_list>`, :ref:`_get() <class_Object_method__get_property_list>`, and :ref:`_get_property_list() <class_Object_method__get_property_list>` methods as described in :ref:`doc_accessing_data_or_logic_from_object`."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:235
#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:242
msgid "For binding properties using the above methods in C++, see :ref:`doc_binding_properties_using_set_get_property_list`."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:238
#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:245
msgid "The script must operate in the ``tool`` mode so the above methods can work from within the editor."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:242
#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:249
msgid "Adding script categories"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:244
#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:251
msgid "For better visual distinguishing of properties, a special script category can be embedded into the inspector to act as a separator. ``Script Variables`` is one example of a built-in category."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:261
#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:268
msgid "``name`` is the name of a category to be added to the inspector;"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:263
#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:270
msgid "``PROPERTY_USAGE_CATEGORY`` indicates that the property should be treated as a script category specifically, so the type ``TYPE_NIL`` can be ignored as it won't be actually used for the scripting logic, yet it must be defined anyway."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:268
#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:275
msgid "Grouping properties"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:270
#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:277
msgid "A list of properties with similar names can be grouped."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:284
#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:291
msgid "``name`` is the name of a group which is going to be displayed as collapsible list of properties;"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:287
#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:294
msgid "every successive property added after the group property will be collapsed and shortened as determined by the prefix defined via the ``hint_string`` key. For instance, ``rotate_speed`` is going to be shortened to ``speed`` in this case."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:291
#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:298
msgid "``PROPERTY_USAGE_GROUP`` indicates that the property should be treated as a script group specifically, so the type ``TYPE_NIL`` can be ignored as it won't be actually used for the scripting logic, yet it must be defined anyway."
msgstr ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -49,11 +49,11 @@ msgid "project.godot"
msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:41
msgid "The project.godot file is the project description file, and it is always found at the root of the project. In fact, its location defines where the root is. This is the first file that Godot looks for when opening a project."
msgid "The ``project.godot`` file is the project description file, and it is always found at the root of the project. In fact, its location defines where the root is. This is the first file that Godot looks for when opening a project."
msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:45
msgid "This file contains the project configuration in plain text, using the win.ini format. Even an empty project.godot can function as a basic definition of a blank project."
msgid "This file contains the project configuration in plain text, using the win.ini format. Even an empty ``project.godot`` can function as a basic definition of a blank project."
msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:50
@@ -61,7 +61,7 @@ msgid "Path delimiter"
msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:52
msgid "Godot only supports ``/`` as a path delimiter. This is done for portability reasons. All operating systems support this, even Windows, so a path such as ``c:\\project\\project.godot`` needs to be typed as ``c:/project/project.godot``."
msgid "Godot only supports ``/`` as a path delimiter. This is done for portability reasons. All operating systems support this, even Windows, so a path such as ``C:\\project\\project.godot`` needs to be typed as ``C:/project/project.godot``."
msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:58
@@ -73,7 +73,7 @@ msgid "When accessing resources, using the host OS file system layout can be cum
msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:64
msgid "The path ``res://`` will always point at the project root (where project.godot is located, so ``res://project.godot`` is always valid)."
msgid "The path ``res://`` will always point at the project root (where ``project.godot`` is located, so ``res://project.godot`` is always valid)."
msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:68
@@ -85,34 +85,34 @@ msgid "User path"
msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:76
msgid "Writing to disk is still needed for tasks such as saving game state or downloading content packs. To this end, the engine ensures that there is a special path ``user://`` that is always writable."
msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:81
msgid "Host file system"
msgid "Writing to disk is still needed for tasks such as saving game state or downloading content packs. To this end, the engine ensures that there is a special path ``user://`` that is always writable. This path resolves differently depending on the OS the project is running on. Local path resolution is further explained in :ref:`doc_data_paths`."
msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:83
msgid "Host file system"
msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:85
msgid "Alternatively host file system paths can also be used, but this is not recommended for a released product as these paths are not guaranteed to work on all platforms. However, using host file system paths can be useful when writing development tools in Godot."
msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:89
#: ../../docs/getting_started/step_by_step/filesystem.rst:91
msgid "Drawbacks"
msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:91
#: ../../docs/getting_started/step_by_step/filesystem.rst:93
msgid "There are some drawbacks to this simple file system design. The first issue is that moving assets around (renaming them or moving them from one path to another inside the project) will break existing references to these assets. These references will have to be re-defined to point at the new asset location."
msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:96
#: ../../docs/getting_started/step_by_step/filesystem.rst:98
msgid "To avoid this, do all your move, delete and rename operations from within Godot, on the FileSystem dock. Never move assets from outside Godot, or dependencies will have to be fixed manually (Godot detects this and helps you fix them anyway, but why go the hard route?)."
msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:101
msgid "The second is that, under Windows and macOS, file and path names are case insensitive. If a developer working in a case insensitive host file system saves an asset as \"myfile.PNG\", but then references it as \"myfile.png\", it will work fine on their platform, but not on other platforms, such as Linux, Android, etc. This may also apply to exported binaries, which use a compressed package to store all files."
#: ../../docs/getting_started/step_by_step/filesystem.rst:103
msgid "The second is that, under Windows and macOS, file and path names are case insensitive. If a developer working in a case insensitive host file system saves an asset as ``myfile.PNG``, but then references it as ``myfile.png``, it will work fine on their platform, but not on other platforms, such as Linux, Android, etc. This may also apply to exported binaries, which use a compressed package to store all files."
msgstr ""
#: ../../docs/getting_started/step_by_step/filesystem.rst:107
#: ../../docs/getting_started/step_by_step/filesystem.rst:109
msgid "It is recommended that your team clearly define a naming convention for files when working with Godot. One simple fool-proof convention is to only allow lowercase file and path names."
msgstr ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -53,11 +53,11 @@ msgid "If you want to learn how to set up the interface instead, check out the s
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:28
msgid "Create a main menu screen"
msgid ":doc:`ui_main_menu`"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:29
msgid "Create a game user interface"
msgid ":doc:`ui_game_user_interface`"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:32
@@ -372,131 +372,127 @@ msgstr ""
msgid "The starting point is the current value the bar's at. We still have to code this part, but it's going to be ``animated_health``. The end point of the animation is the ``Player``'s ``health`` after the ``health_changed``: that's ``new_value``. And ``0.6`` is the animation's duration in seconds."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:445
msgid "The last two arguments are constants from the ``Tween`` class. ``TRANS_LINEAR`` means the animation should be linear. ``EASE_IN`` doesn't do anything with a linear transition, but we must provide this last argument or we'll get an error."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:450
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:441
msgid "The animation will not play until we activated the ``Tween`` node with ``tween.start()``. We only have to do this once if the node is not active. Add this code after the last line:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:469
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:460
msgid "Although we could animate the `health` property on the `Player`, we shouldn't. Characters should lose life instantly when they get hit. It makes it a lot easier to manage their state, like to know when one died. You always want to store animations in a separate data container or node. The `tween` node is perfect for code-controlled animations. For hand-made animations, check out `AnimationPlayer`."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:472
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:463
msgid "Assign the animated\\_health to the LifeBar"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:474
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:465
msgid "Now the ``animated_health`` variable animates but we don't update the actual ``Bar`` and ``Number`` nodes anymore. Let's fix this."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:477
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:468
msgid "So far, the update\\_health method looks like this:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:501
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:492
msgid "In this specific case, because ``number_label`` takes text, we need to use the ``_process`` method to animate it. Let's now update the ``Number`` and ``TextureProgress`` nodes like before, inside of ``_process``:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:523
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:514
msgid "`number_label` and `bar` are variables that store references to the `Number` and `TextureProgress` nodes."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:525
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:516
msgid "Play the game to see the bar animate smoothly. But the text displays decimal number and looks like a mess. And considering the style of the game, it'd be nice for the life bar to animate in a choppier fashion."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:531
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:522
msgid "The animation is smooth, but the number is broken"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:533
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:524
msgid "We can fix both problems by rounding out ``animated_health``. Use a local variable named ``round_value`` to store the rounded ``animated_health``. Then assign it to ``number_label.text`` and ``bar.value``:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:555
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:546
msgid "Try the game again to see a nice blocky animation."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:559
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:550
msgid "By rounding out animated\\_health, we kill two birds with one stone"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:563
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:554
msgid "Every time the player takes a hit, the ``GUI`` calls ``_on_Player_health_changed``, which in turn calls ``update_health``. This updates the animation and the ``number_label`` and ``bar`` follow in ``_process``. The animated life bar that shows the health going down gradually is a trick. It makes the GUI feel alive. If the ``Player`` takes 3 damage, it happens in an instant."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:571
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:562
msgid "Fade the bar when the Player dies"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:573
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:564
msgid "When the green character dies, it plays a death animation and fades out. At this point, we shouldn't show the interface anymore. Let's fade the bar as well when the character died. We will reuse the same ``Tween`` node as it manages multiple animations in parallel for us."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:578
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:569
msgid "First, the ``GUI`` needs to connect to the ``Player``'s ``died`` signal to know when it died. Press :kbd:`F1` to jump back to the 2D Workspace. Select the ``Player`` node in the Scene dock and click on the Node tab next to the Inspector."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:583
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:574
msgid "Find the ``died`` signal, select it, and click the Connect button."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:587
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:578
msgid "The signal should already have the Enemy connected to it"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:589
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:580
msgid "In the Connecting Signal window, connect to the ``GUI`` node again. The Path to Node should be ``../../GUI`` and the Method in Node should show ``_on_Player_died``. Leave the Make Function option on and click Connect at the bottom of the window. This will take you to the ``GUI.gd`` file in the Script Workspace."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:597
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:588
msgid "You should get these values in the Connecting Signal window"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:601
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:592
msgid "You should see a pattern by now: every time the GUI needs a new piece of information, we emit a new signal. Use them wisely: the more connections you add, the harder they are to track."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:603
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:594
msgid "To animate a fade on a UI element, we have to use its ``modulate`` property. ``modulate`` is a ``Color`` that multiplies the colors of our textures."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:609
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:600
msgid "`modulate` comes from the `CanvasItem` class, All 2D and UI nodes inherit from it. It lets you toggle the visibility of the node, assign a shader to it, and modify it using a color with `modulate`."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:611
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:602
msgid "``modulate`` takes a ``Color`` value with 4 channels: red, green, blue and alpha. If we darken any of the first three channels it darkens the interface. If we lower the alpha channel, our interface fades out."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:615
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:606
msgid "We're going to tween between two color values: from a white with an alpha of ``1``, that is to say at full opacity, to a pure white with an alpha value of ``0``, completely transparent. Let's add two variables at the top of the ``_on_Player_died`` method and name them ``start_color`` and ``end_color``. Use the ``Color()`` constructor to build two ``Color`` values."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:637
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:628
msgid "``Color(1.0, 1.0, 1.0)`` corresponds to white. The fourth argument, respectively ``1.0`` and ``0.0`` in ``start_color`` and ``end_color``, is the alpha channel."
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:641
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:632
msgid "We then have to call the ``interpolate_property`` method of the ``Tween`` node again:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:654
msgid "This time, we change the ``modulate`` property and have it animate from ``start_color`` to the ``end_color``. The duration is of one second, with a linear transition. Here again, because the transition is linear, the easing does not matter. Here's the complete ``_on_Player_died`` method:"
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:645
msgid "This time, we change the ``modulate`` property and have it animate from ``start_color`` to the ``end_color``. The duration is of one second, with a linear transition. Here's the complete ``_on_Player_died`` method:"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:679
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:669
msgid "And that is it. You may now play the game to see the final result!"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:683
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:673
msgid "The final result. Congratulations for getting there!"
msgstr ""
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:687
#: ../../docs/getting_started/step_by_step/ui_code_a_life_bar.rst:677
msgid "Using the exact same techniques, you can change the color of the bar when the Player gets poisoned, turn the bar red when its health drops low, shake the UI when they take a critical hit... the principle is the same: emit a signal to forward the information from the `Player` to the `GUI` and let the `GUI` process it."
msgstr ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2020-05-27 13:49+0200\n"
"POT-Creation-Date: 2020-06-05 17:37+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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