From 37f46458880bc0596db29e58b7757a881276156e Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Mon, 22 Jun 2020 14:56:50 +0200 Subject: [PATCH] Sync Weblate translations with Weblate template --- weblate/docs/ar.po | 3662 +++++++++++++++++++++------------- weblate/docs/bn.po | 3594 +++++++++++++++++++++------------ weblate/docs/ca.po | 3638 +++++++++++++++++++++------------- weblate/docs/cs.po | 3647 +++++++++++++++++++++------------- weblate/docs/da.po | 3632 ++++++++++++++++++++------------- weblate/docs/de.po | 3754 ++++++++++++++++++++++------------- weblate/docs/el.po | 3640 +++++++++++++++++++++------------- weblate/docs/eo.po | 3594 +++++++++++++++++++++------------ weblate/docs/es.po | 4104 ++++++++++++++++++++++++-------------- weblate/docs/fa.po | 3626 ++++++++++++++++++++------------- weblate/docs/fi.po | 3661 +++++++++++++++++++++------------- weblate/docs/fil.po | 3598 +++++++++++++++++++++------------ weblate/docs/fr.po | 4189 +++++++++++++++++++++++++-------------- weblate/docs/he.po | 3626 +++++++++++++++++++++------------ weblate/docs/hi.po | 3624 ++++++++++++++++++++------------- weblate/docs/hu.po | 3635 ++++++++++++++++++++------------- weblate/docs/id.po | 3645 +++++++++++++++++++++------------- weblate/docs/it.po | 3680 +++++++++++++++++++++------------- weblate/docs/ja.po | 4157 +++++++++++++++++++++++++------------- weblate/docs/jbo.po | 3594 +++++++++++++++++++++------------ weblate/docs/ko.po | 3839 ++++++++++++++++++++++------------- weblate/docs/lt.po | 3598 +++++++++++++++++++++------------ weblate/docs/lv.po | 3606 +++++++++++++++++++++------------ weblate/docs/mr.po | 3594 +++++++++++++++++++++------------ weblate/docs/ms.po | 3620 +++++++++++++++++++++------------ weblate/docs/nb.po | 3614 +++++++++++++++++++++------------ weblate/docs/nl.po | 3661 +++++++++++++++++++++------------- weblate/docs/pl.po | 3842 ++++++++++++++++++++++------------- weblate/docs/pt_BR.po | 3883 +++++++++++++++++++++++------------- weblate/docs/ro.po | 3631 ++++++++++++++++++++------------- weblate/docs/ru.po | 3794 ++++++++++++++++++++++------------- weblate/docs/sk.po | 3623 ++++++++++++++++++++------------- weblate/docs/sl.po | 3632 +++++++++++++++++++++------------ weblate/docs/sr_Cyrl.po | 3602 +++++++++++++++++++++------------ weblate/docs/sr_Latn.po | 3627 ++++++++++++++++++++------------- weblate/docs/sv.po | 3626 ++++++++++++++++++++------------- weblate/docs/te.po | 3607 +++++++++++++++++++++------------ weblate/docs/th.po | 3636 ++++++++++++++++++++------------- weblate/docs/tr.po | 3640 +++++++++++++++++++++------------- weblate/docs/uk.po | 3831 ++++++++++++++++++++++------------- weblate/docs/vi.po | 3658 +++++++++++++++++++++------------- weblate/docs/zh_CN.po | 4094 +++++++++++++++++++++++++------------- weblate/docs/zh_TW.po | 3675 +++++++++++++++++++++------------- 43 files changed, 101569 insertions(+), 57664 deletions(-) diff --git a/weblate/docs/ar.po b/weblate/docs/ar.po index 4db909e5a6..3e6869f73e 100644 --- a/weblate/docs/ar.po +++ b/weblate/docs/ar.po @@ -24,7 +24,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" -"POT-Creation-Date: 2020-06-05 17:37+0200\n" +"POT-Creation-Date: 2020-06-22 14:46+0200\n" "PO-Revision-Date: 2020-06-22 11:41+0000\n" "Last-Translator: mohamed salim \n" "Language-Team: Arabic `__. This means " +"that releases considered \"semver-minor\" by that standard (such as 3.1 -> " +"3.2) will most likely introduce breaking changes. Still, there won't be as " +"many breaking changes as a \"semver-major\" version bump such as 3.2 -> 4.0." +msgstr "" + +#: ../../docs/about/release_policy.rst:15 +msgid "" +"In the interest of stability and usability, patch releases may occasionally " +"introduce small breaking changes as well. When repackaging Godot projects (e." +"g. in a Flatpak), make sure to always use the same patch version as the one " +"used to initially export the project." +msgstr "" + +#: ../../docs/about/release_policy.rst:22 +msgid "" +"The first release in a major/minor release series doesn't end with a " +"trailing zero. For example, the first release in the 3.2 series is ``3.2``, " +"not ``3.2.0``." +msgstr "" + +#: ../../docs/about/release_policy.rst:27 +msgid "Release support timeline" +msgstr "" + +#: ../../docs/about/release_policy.rst:29 +msgid "" +"Godot versions are supported for a certain amount of time. While these " +"durations are not set in stone, here's a table with the expected level of " +"support for each Godot version:" +msgstr "" + +#: ../../docs/about/release_policy.rst:34 +msgid "**Version**" +msgstr "" + +#: ../../docs/about/release_policy.rst:34 +msgid "**Release date**" +msgstr "" + +#: ../../docs/about/release_policy.rst:34 +msgid "**Support level**" +msgstr "" + +#: ../../docs/about/release_policy.rst:36 +#, fuzzy +msgid "Godot 4.0" +msgstr "في غودوت ذو الإصدار 3.1:" + +#: ../../docs/about/release_policy.rst:36 +msgid "~2021 (see below)" +msgstr "" + +#: ../../docs/about/release_policy.rst:36 +msgid "|unstable| *Current focus of development (unstable).*" +msgstr "" + +#: ../../docs/about/release_policy.rst:38 +#, fuzzy +msgid "Godot 3.2" +msgstr "في غودوت ذو الإصدار 3.1:" + +#: ../../docs/about/release_policy.rst:38 +msgid "January 2020" +msgstr "" + +#: ../../docs/about/release_policy.rst:38 +msgid "" +"|supported| Backwards-compatible new features (backported from the " +"``master`` branch) as well as bug, security, and platform support fixes." +msgstr "" + +#: ../../docs/about/release_policy.rst:41 +#, fuzzy +msgid "Godot 3.1" +msgstr "في غودوت ذو الإصدار 3.1:" + +#: ../../docs/about/release_policy.rst:41 +msgid "March 2019" +msgstr "" + +#: ../../docs/about/release_policy.rst:41 +#: ../../docs/about/release_policy.rst:43 +#: ../../docs/about/release_policy.rst:45 +msgid "|partial| Only critical, security and platform support fixes." +msgstr "" + +#: ../../docs/about/release_policy.rst:43 +#, fuzzy +msgid "Godot 3.0" +msgstr "في غودوت ذو الإصدار 3.1:" + +#: ../../docs/about/release_policy.rst:43 +msgid "January 2018" +msgstr "" + +#: ../../docs/about/release_policy.rst:45 +#, fuzzy +msgid "Godot 2.1" +msgstr "في غودوت ذو الإصدار 3.1:" + +#: ../../docs/about/release_policy.rst:45 +msgid "July 2016" +msgstr "" + +#: ../../docs/about/release_policy.rst:47 +#, fuzzy +msgid "Godot 2.0" +msgstr "في غودوت ذو الإصدار 3.1:" + +#: ../../docs/about/release_policy.rst:47 +msgid "February 2016" +msgstr "" + +#: ../../docs/about/release_policy.rst:47 +#: ../../docs/about/release_policy.rst:49 +#: ../../docs/about/release_policy.rst:51 +msgid "|eol| No longer supported." +msgstr "" + +#: ../../docs/about/release_policy.rst:49 +#, fuzzy +msgid "Godot 1.1" +msgstr "في غودوت ذو الإصدار 3.1:" + +#: ../../docs/about/release_policy.rst:49 +msgid "May 2015" +msgstr "" + +#: ../../docs/about/release_policy.rst:51 +#, fuzzy +msgid "Godot 1.0" +msgstr "في غودوت ذو الإصدار 3.1:" + +#: ../../docs/about/release_policy.rst:51 +msgid "December 2014" +msgstr "" + +#: ../../docs/about/release_policy.rst:59 +msgid "" +"**Legend:** |supported| Full support - |partial| Partial support - |eol| No " +"support (end of life) - |unstable| Development version" +msgstr "" + +#: ../../docs/about/release_policy.rst:65 +msgid "" +"Pre-release Godot versions aren't intended to be used in production and are " +"provided on a best-effort basis." +msgstr "" + +#: ../../docs/about/release_policy.rst:69 +msgid "When is the next release out?" +msgstr "" + +#: ../../docs/about/release_policy.rst:71 +msgid "" +"While Godot contributors aren't working under any deadlines, there's usually " +"a major or minor Godot release made available every year. Following this " +"trend, this means Godot 4.0 will most likely be released in **2021**." +msgstr "" + +#: ../../docs/about/release_policy.rst:75 +msgid "" +"Patch releases are made available more frequently, typically every 2-6 " +"months while a release is fully supported. Partially supported releases will " +"only have new patch releases once an important security or platform support " +"fix has been merged." +msgstr "" + +#: ../../docs/about/release_policy.rst:82 +msgid "" +"The `roadmap `__ repository " +"documents features that have been agreed upon and may be implemented in " +"future Godot releases." +msgstr "" + #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:4 #, fuzzy msgid "Introduction to Godot's editor" @@ -2161,10 +2351,11 @@ msgid "" msgstr "" #: ../../docs/getting_started/step_by_step/intro_to_the_editor_interface.rst:136 +#, fuzzy msgid "" "The **Script** workspace is a complete code editor with a debugger, rich " "auto-completion, and built-in code reference. Press :kbd:`F3` (or :kbd:`Alt " -"+ 3` on macOS) to access it, and :kbd:`F4` to search the reference." +"+ 3` on macOS) to access it, and :kbd:`Shift + F1` to search the reference." msgstr "" "فُسحة عمل **النص البرمجي** هي عبارة عن محرر نصوص برمجي متكامل مع مُنقح أخطاء " "برمجية، إكمال تلقائي شامل، ومرجعيات كاملة مبنية ضمناً للجزيئات المتعلقة " @@ -2284,7 +2475,7 @@ msgstr "" "كذلك يمكنها عرض نماذج ثلاثية الأبعاد إلخ. هنالك العديد منها." #: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:29 -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:101 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:103 #: ../../docs/tutorials/2d/2d_lights_and_shadows.rst:46 #: ../../docs/development/file_formats/tscn.rst:26 msgid "Nodes" @@ -2803,24 +2994,15 @@ msgid "Editing instances" msgstr "تحرير النماذج" #: ../../docs/getting_started/step_by_step/instancing.rst:93 +#, fuzzy msgid "" -"Open the ``Ball`` scene and add a ``PhysicsMaterial`` by opening the " -"\"Physics Material Override\" dropdown in the Inspector dock and selecting " -"\"New PhysicsMaterial\"." -msgstr "" -"افتح مشهد \"الكرة\" ``Ball`` وقم بإضافة \"مادة فيزيائية\" " -"``PhysicsMaterial`` عن طريق فتح القائمة المنسدلة \"تجاوز المواد الفيزيائية\" " -"في ميناء المستكشف Inspector dock واختر \"مادة-فيزيائية جديدة\"." - -#: ../../docs/getting_started/step_by_step/instancing.rst:99 -msgid "" -"Then, expand the material by clicking on it, and set the ``Bounce`` property " -"to ``1``." +"Open the ``Ball`` scene, expand the ``PhysicsMaterial`` by clicking on it, " +"and set the ``Bounce`` property to ``1``." msgstr "" "من ثمَّ، وسع تبويب المواد عن طريق الضغط عليه، وساوي قيمة الخاصية ``Bounce`` " "إلى ``1``." -#: ../../docs/getting_started/step_by_step/instancing.rst:104 +#: ../../docs/getting_started/step_by_step/instancing.rst:98 msgid "" "Press \"Play\" and notice that all of the instanced balls are now much more " "bouncy. Because the instanced balls are based on the saved scene, changes to " @@ -2830,7 +3012,7 @@ msgstr "" "وذلك يرجع لكونها كلها نموذج عن المشهد الأصلي المحفوظ، وتغيير خصائص هذا " "المشهد سيقوم بتغيير خصائص جميع نماذجه." -#: ../../docs/getting_started/step_by_step/instancing.rst:108 +#: ../../docs/getting_started/step_by_step/instancing.rst:102 msgid "" "You can also adjust individual instances. Set the bounce value back to ``0`` " "and then in the ``Main`` scene, select one of the instanced balls. Resources " @@ -2845,7 +3027,7 @@ msgstr "" "في حال رغبنا بتغيير القيمة أن نجعلها مميزة، اضغط على السهم النازر واختر " "\"ميّزه\"، ثم ضع خاصية ``الارتداد Bounce`` إلى ``1`` اضغط على \"تشغيل\"." -#: ../../docs/getting_started/step_by_step/instancing.rst:116 +#: ../../docs/getting_started/step_by_step/instancing.rst:110 msgid "" "Notice that a grey \"revert\" button appears next to the adjusted property. " "When this button is present, it means you modified a property in the " @@ -2860,14 +3042,14 @@ msgstr "" "المعدلة على حالها، وبالضغط على زر \"إعادة الضبط\" فإنه سيرجع قيمة الخاصية " "لقيمة المشهد الأساسي المحفوظ." -#: ../../docs/getting_started/step_by_step/instancing.rst:124 +#: ../../docs/getting_started/step_by_step/instancing.rst:118 #: ../../docs/getting_started/step_by_step/signals.rst:276 #: ../../docs/getting_started/workflow/best_practices/scenes_versus_scripts.rst:151 #: ../../docs/tutorials/shading/your_first_shader/your_first_canvasitem_shader.rst:214 msgid "Conclusion" msgstr "الخُلاصة" -#: ../../docs/getting_started/step_by_step/instancing.rst:126 +#: ../../docs/getting_started/step_by_step/instancing.rst:120 msgid "" "Instancing can be useful when you want to create many copies of the same " "object. It is also possible to create instances in code by using GDScript, " @@ -3102,7 +3284,7 @@ msgstr "" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:260 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:272 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:329 -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:101 +#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:107 msgid "GDScript" msgstr "لغة البرمجة GDScript" @@ -4862,7 +5044,7 @@ msgid "" msgstr "" #: ../../docs/getting_started/step_by_step/your_first_game.rst:452 -msgid "Add the following at the top of the script, after ``extends Area2d``:" +msgid "Add the following at the top of the script, after ``extends Area2D``:" msgstr "" #: ../../docs/getting_started/step_by_step/your_first_game.rst:466 @@ -5092,21 +5274,21 @@ msgstr "" "الآن دعنا نلق نظرة على بقية النص البرمجي. في الوظيفة البرمجية ``_ready()`` " "سنختار واحدة من هذه الأنواع الثلاثة للرسوميات المتحركة عشوائياً:" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:636 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:637 msgid "" "First, we get the list of animation names from the AnimatedSprite's " "``frames`` property. This returns an Array containing all three animation " "names: ``[\"walk\", \"swim\", \"fly\"]``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:640 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:641 msgid "" "We then need to pick a random number between ``0`` and ``2`` to select one " "of these names from the list (array indices start at ``0``). ``randi() % n`` " "selects a random integer between ``0`` and ``n-1``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:644 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:645 #, fuzzy msgid "" "You must use ``randomize()`` if you want your sequence of \"random\" numbers " @@ -5119,7 +5301,7 @@ msgstr "" "إن الوظيفة البرمجية ``randi() % n`` هي الطريقة المتبعة للحصول على رقم عشوائي " "في المجال بين ``0`` و ``n-1``." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:648 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:649 #, fuzzy msgid "" "The last piece is to make the mobs delete themselves when they leave the " @@ -5130,15 +5312,15 @@ msgstr "" "إشارة ``screen_exited()`` من عُقدة الوضوح ``Visibility`` وقم بإضافة التالي " "إلى النص البرمجي:" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:665 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:666 msgid "This completes the `Mob` scene." msgstr "مشهد الوحش `Mob` المكتمل." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:668 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:669 msgid "Main scene" msgstr "المشهد الرئيس" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:670 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:671 msgid "" "Now it's time to bring it all together. Create a new scene and add a :ref:" "`Node ` named ``Main``. Click the \"Instance\" button and select " @@ -5148,25 +5330,25 @@ msgstr "" "`عُقدة` وسمها \"ألرئيس\" ``Main``. اضغط على زر النمذجة واختر " "المشهد المحفوظ ``Player.tscn``." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:676 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:677 msgid "" "Now, add the following nodes as children of ``Main``, and name them as shown " "(values are in seconds):" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:679 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:680 msgid "" ":ref:`Timer ` (named ``MobTimer``) - to control how often mobs " "spawn" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:680 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:681 msgid "" ":ref:`Timer ` (named ``ScoreTimer``) - to increment the score " "every second" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:681 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:682 msgid "" ":ref:`Timer ` (named ``StartTimer``) - to give a delay before " "starting" @@ -5174,7 +5356,7 @@ msgstr "" ":ref:`Timer ` (المسمى``StartTimer``) - لإعطاء نوع من التأخير " "قبل البدء" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:682 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:683 msgid "" ":ref:`Position2D ` (named ``StartPosition``) - to indicate " "the player's start position" @@ -5182,25 +5364,25 @@ msgstr "" ":ref:`Position2D توضع ثنائي الأبعاد ` " "(المسمى``StartPosition``) - لتحديد مكان بدء اللاعب" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:684 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:685 msgid "" "Set the ``Wait Time`` property of each of the ``Timer`` nodes as follows:" msgstr "" "حدد خاصية ``وقت الانتظار Wait Time`` لكل من عُقد ``المؤقت Timer`` كما يلي:" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:687 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:688 msgid "``MobTimer``: ``0.5``" msgstr "``MobTimer مؤقت الوحش``: ``0.5``" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:688 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:689 msgid "``ScoreTimer``: ``1``" msgstr "``ScoreTimerمؤقت التسجيل والنتيجة ``: ``1``" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:689 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:690 msgid "``StartTimer``: ``2``" msgstr "``StartTimer مؤقت البدء``: ``2``" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:691 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:692 msgid "" "In addition, set the ``One Shot`` property of ``StartTimer`` to \"On\" and " "set ``Position`` of the ``StartPosition`` node to ``(240, 450)``." @@ -5210,11 +5392,11 @@ msgstr "" "Position`` التابع لعُقدة ``موقع البداية StartPosition`` بحيث تكون (240, " "450)``." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:695 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:696 msgid "Spawning mobs" msgstr "خلق الوحوش" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:697 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:698 msgid "" "The Main node will be spawning new mobs, and we want them to appear at a " "random location on the edge of the screen. Add a :ref:`Path2D " @@ -5227,7 +5409,7 @@ msgstr "" "الرئيسة ``MobPath``. عندما تختار عُقدة ``المسار ثنائي البُعد Path2D`` حيث أنك " "سترى حفنة جديدة من الأزارار في القسم العلوي من المُحرر:" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:704 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:705 msgid "" "Select the middle one (\"Add Point\") and draw the path by clicking to add " "the points at the corners shown. To have the points snap to the grid, make " @@ -5239,7 +5421,7 @@ msgstr "" "إلى الشبكة\"، يمكنك إيجاد هذا الإعداد إلى أيسر زر \"القفل\" حيث يبدو " "كمغناطيس بقرب مجموعة من الخطوط المتقاطعة." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:711 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:712 msgid "" "Draw the path in *clockwise* order, or your mobs will spawn pointing " "*outwards* instead of *inwards*!" @@ -5247,7 +5429,7 @@ msgstr "" "ارسم مساراً *بعكس عقارب الساعة* وإلا فإن نقاط خلق الوحوش الخاص بنا ستكون *نحو " "الخارج* بدلاً من أن تكون *نحو الداخل*!" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:716 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:717 msgid "" "After placing point ``4`` in the image, click the \"Close Curve\" button and " "your curve will be complete." @@ -5255,7 +5437,7 @@ msgstr "" "بعد توضيع النقطة ``4`` في الصورة أدناه، اضغط على زر \"إغلاق المنحنى\" " "وبالتالي سيكون إنشاء المنحنى قد تم." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:719 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:720 msgid "" "Now that the path is defined, add a :ref:`PathFollow2D ` " "node as a child of ``MobPath`` and name it ``MobSpawnLocation``. This node " @@ -5267,16 +5449,16 @@ msgstr "" "خلق الوحوش MobSpawnLocation``، ما أن تتحرك هذه العُقدة حتى تقوم بالإدارة " "وتتبع المسار، لذا يمكننا استخدامها لاختيار موقع وتوجه عشوائي على طول المسار." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:724 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:725 #, fuzzy msgid "Your scene should look like this:" msgstr "شجرة المشاهد الخاصة بك، ينبغي أن تكون على الشكال التالي:" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:729 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:730 msgid "Main script" msgstr "النص البرمجي الرئيس" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:731 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:732 msgid "" "Add a script to ``Main``. At the top of the script, we use ``export " "(PackedScene)`` to allow us to choose the Mob scene we want to instance." @@ -5285,17 +5467,17 @@ msgstr "" "``export (PackedScene)`` أي يُصدر (المشهد الموضب) ليسمح لنا باختيار مشهد " "الوحش الذي نرغب في نمذجته." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:771 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:772 msgid "" "Click the ``Main`` node and you will see the ``Mob`` property in the " "Inspector under \"Script Variables\"." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:774 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:775 msgid "You can assign this property's value in two ways:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:776 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:777 #, fuzzy msgid "" "Drag ``Mob.tscn`` from the \"FileSystem\" panel and drop it in the ``Mob`` " @@ -5304,13 +5486,13 @@ msgstr "" "اسحب مشهد ``Mob.tscn``من لوحة \"ملفات النظام\" وأسقطها تحت خاصية ``Mob`` تحت " "متحولات النص البرمجي للعُقدة الرئيسة ``Main``." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:778 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:779 msgid "" "Click the down arrow next to \"[empty]\" and choose \"Load\". Select ``Mob." "tscn``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:781 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:782 #, fuzzy msgid "" "Next, click on the Player and connect the ``hit`` signal. We want to make a " @@ -5326,7 +5508,7 @@ msgstr "" "في أسفل نافذة \"إنشاء الوصلات\". ضف النص البرمجي التالي بالإضافة إلى الوظيفة " "البرمجية \"لعبة_جديدة\" ``new_game`` لكي يكون كل شيء جاهزاً من أجل جولة جديدة:" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:819 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:820 #, fuzzy msgid "" "Now connect the ``timeout()`` signal of each of the Timer nodes " @@ -5339,7 +5521,7 @@ msgstr "" "النص البرمجي الرئيس. إن مؤقت البدء``StartTimer`` هو الذي سيبدأ المؤقتين " "الآخرين. إن مؤقت النتيجة ``ScoreTimer``سيضف 1 إلى قيمة النتيجة." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:846 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:847 msgid "" "In ``_on_MobTimer_timeout()``, we will create a mob instance, pick a random " "starting location along the ``Path2D``, and set the mob in motion. The " @@ -5351,14 +5533,14 @@ msgstr "" "متحركاً. عُقدة تتبع المسار ثنائي البُعد ``PathFollow2D`` تلتف وتتبع المسار " "بصورة تلقائية، لذا من الممكن استخدامها لتحديد توجيه الوحش وكذلك موقعه." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:852 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:853 msgid "" "Note that a new instance must be added to the scene using ``add_child()``." msgstr "" "لاحظ بأنه ينبغي إضافة النمذجة الجديدة للمشهد باستخدام الوظيفة البرمجية " "``add_child()``." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:900 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:901 #, fuzzy msgid "" "Why ``PI``? In functions requiring angles, GDScript uses *radians*, not " @@ -5369,41 +5551,41 @@ msgstr "" "وليس الدرجات العادية. لذا إن كنت مرتاحاً أكثر بالعمل مع الدرجات يمكنك استخدام " "الوظيفة البرمجية ``deg2rad()`` و ``rad2deg()`` للتحويل بينهما." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:906 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:907 #, fuzzy msgid "Testing the scene" msgstr "إنشاء المحتوى" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:908 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:909 msgid "" "Let's test the scene to make sure everything is working. Add this to " "``_ready()``:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:925 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:926 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/step_by_step/your_first_game.rst:929 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:930 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/step_by_step/your_first_game.rst:932 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:933 msgid "" "When you're sure everything is working, remove the call to ``new_game()`` " "from ``_ready()``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:936 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:937 msgid "HUD" msgstr "HUD (العناصر دائمة العرض)" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:938 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:939 msgid "" "The final piece our game needs is a UI: an interface to display things like " "score, a \"game over\" message, and a restart button. Create a new scene, " @@ -5417,57 +5599,57 @@ msgstr "" "\"HUD\" يعني \"heads-up display\" أي العناصر المرئية التي تمدنا بمعلومات " "وتكون ظاهرة بصورة فوقية على باقي عناصر اللعبة." -#: ../../docs/getting_started/step_by_step/your_first_game.rst:944 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:945 msgid "" "The :ref:`CanvasLayer ` node lets us draw our UI elements " "on a layer above the rest of the game, so that the information it displays " "isn't covered up by any game elements like the player or mobs." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:948 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:949 msgid "The HUD needs to display the following information:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:950 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:951 msgid "Score, changed by ``ScoreTimer``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:951 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:952 msgid "A message, such as \"Game Over\" or \"Get Ready!\"" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:952 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:953 msgid "A \"Start\" button to begin the game." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:954 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:955 msgid "" "The basic node for UI elements is :ref:`Control `. To create " "our UI, we'll use two types of :ref:`Control ` nodes: :ref:" "`Label ` and :ref:`Button `." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:958 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:959 msgid "Create the following as children of the ``HUD`` node:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:960 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:961 msgid ":ref:`Label ` named ``ScoreLabel``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:961 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:962 msgid ":ref:`Label ` named ``Message``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:962 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:963 msgid ":ref:`Button ` named ``StartButton``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:963 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:964 msgid ":ref:`Timer ` named ``MessageTimer``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:965 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:966 msgid "" "Click on the ``ScoreLabel`` and type a number into the ``Text`` field in the " "Inspector. The default font for ``Control`` nodes is small and doesn't scale " @@ -5475,25 +5657,25 @@ msgid "" "Regular.ttf\". To use this font, do the following:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:970 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:971 msgid "Under \"Custom Fonts\", choose \"New DynamicFont\"" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:974 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:975 msgid "" "Click on the \"DynamicFont\" you added, and under \"Font/Font Data\", choose " "\"Load\" and select the \"Xolonium-Regular.ttf\" file. You must also set the " "font's ``Size``. A setting of ``64`` works well." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:980 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:981 msgid "" "Once you've done this on the ``ScoreLabel``, you can click the down arrow " "next to the DynamicFont property and choose \"Copy\", then \"Paste\" it in " "the same place on the other two Control nodes." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:984 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:985 msgid "" "**Anchors and Margins:** ``Control`` nodes have a position and size, but " "they also have anchors and margins. Anchors define the origin - the " @@ -5503,106 +5685,106 @@ msgid "" "`doc_design_interfaces_with_the_control_nodes` for more details." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:991 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:992 msgid "" "Arrange the nodes as shown below. Click the \"Layout\" button to set a " "Control node's layout:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:996 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:997 msgid "" "You can drag the nodes to place them manually, or for more precise " "placement, use the following settings:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1000 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1001 msgid "ScoreLabel" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1002 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1003 msgid "*Layout* : \"Top Wide\"" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1003 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1004 msgid "*Text* : ``0``" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1004 -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1011 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1005 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1012 msgid "*Align* : \"Center\"" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1007 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1008 #, fuzzy msgid "Message" msgstr "الاستخدام" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1009 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1010 msgid "*Layout* : \"HCenter Wide\"" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1010 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1011 msgid "*Text* : ``Dodge the Creeps!``" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1012 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1013 msgid "*Autowrap* : \"On\"" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1015 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1016 msgid "StartButton" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1017 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1018 msgid "*Text* : ``Start``" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1018 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1019 msgid "*Layout* : \"Center Bottom\"" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1019 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1020 msgid "*Margin* :" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1021 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1022 msgid "Top: ``-200``" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1022 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1023 msgid "Bottom: ``-100``" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1024 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1025 msgid "" "On the ``MessageTimer``, set the ``Wait Time`` to ``2`` and set the ``One " "Shot`` property to \"On\"." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1027 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1028 msgid "Now add this script to ``HUD``:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1046 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1047 msgid "" "The ``start_game`` signal tells the ``Main`` node that the button has been " "pressed." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1068 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1069 msgid "" "This function is called when we want to display a message temporarily, such " "as \"Get Ready\"." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1102 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1103 msgid "" "This function is called when the player loses. It will show \"Game Over\" " "for 2 seconds, then return to the title screen and, after a brief pause, " "show the \"Start\" button." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1106 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1107 msgid "" "When you need to pause for a brief time, an alternative to using a Timer " "node is to use the SceneTree's ``create_timer()`` function. This can be very " @@ -5610,34 +5792,34 @@ msgid "" "time before showing the \"Start\" button." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1124 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1125 msgid "This function is called by ``Main`` whenever the score changes." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1126 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1127 msgid "" "Connect the ``timeout()`` signal of ``MessageTimer`` and the ``pressed()`` " "signal of ``StartButton`` and add the following code to the new functions:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1154 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1155 msgid "Connecting HUD to Main" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1156 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1157 msgid "" "Now that we're done creating the ``HUD`` scene, go back to ``Main``. " "Instance the ``HUD`` scene in ``Main`` like you did the ``Player`` scene. " "The scene tree should look like this, so make sure you didn't miss anything:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1162 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1163 msgid "" "Now we need to connect the ``HUD`` functionality to our ``Main`` script. " "This requires a few additions to the ``Main`` scene:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1165 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1166 msgid "" "In the Node tab, connect the HUD's ``start_game`` signal to the " "``new_game()`` function of the Main node by typing \"new_game\" in the " @@ -5645,33 +5827,33 @@ msgid "" "green connection icon now appears next to ``func new_game()`` in the script." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1170 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1171 msgid "" "In ``new_game()``, update the score display and show the \"Get Ready\" " "message:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1185 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1186 msgid "In ``game_over()`` we need to call the corresponding ``HUD`` function:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1196 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1197 msgid "" "Finally, add this to ``_on_ScoreTimer_timeout()`` to keep the display in " "sync with the changing score:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1208 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1209 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``." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1212 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1213 msgid "Removing old creeps" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1214 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1215 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 " @@ -5680,7 +5862,7 @@ msgid "" "feature." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1219 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1220 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 " @@ -5688,35 +5870,35 @@ msgid "" "\"Add\"." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1225 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1226 msgid "" "Now all mobs will be in the \"mobs\" group. We can then add the following " "line to the ``game_over()`` function in ``Main``:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1238 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1239 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/step_by_step/your_first_game.rst:1242 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1243 msgid "Finishing up" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1244 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1245 msgid "" "We have now completed all the functionality for our game. Below are some " "remaining steps to add a bit more \"juice\" to improve the game experience. " "Feel free to expand the gameplay with your own ideas." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1249 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1250 #: ../../docs/tutorials/3d/environment_and_post_processing.rst:59 msgid "Background" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1251 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1252 msgid "" "The default gray background is not very appealing, so let's change its " "color. One way to do this is to use a :ref:`ColorRect ` " @@ -5726,17 +5908,17 @@ msgid "" "screen." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1257 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1258 msgid "" "You could also add a background image, if you have one, by using a " "``TextureRect`` node instead." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1261 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1262 msgid "Sound effects" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1263 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1264 msgid "" "Sound and music can be the single most effective way to add appeal to the " "game experience. In your game assets folder, you have two sound files: " @@ -5744,7 +5926,7 @@ msgid "" "for when the player loses." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1268 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1269 msgid "" "Add two :ref:`AudioStreamPlayer ` nodes as children " "of ``Main``. Name one of them ``Music`` and the other ``DeathSound``. On " @@ -5752,28 +5934,28 @@ msgid "" "corresponding audio file." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1273 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1274 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/step_by_step/your_first_game.rst:1276 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1277 msgid "Finally, add ``$DeathSound.play()`` in the ``game_over()`` function." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1279 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1280 msgid "Keyboard shortcut" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1281 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1282 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/step_by_step/your_first_game.rst:1285 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1286 msgid "" "In the ``HUD`` scene, select the ``StartButton`` and find its *Shortcut* " "property in the Inspector. Select \"New Shortcut\" and click on the " @@ -5783,13 +5965,13 @@ msgid "" "event associated with the spacebar." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1293 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1294 msgid "" "Now when the start button appears, you can either click it or press :kbd:" "`Space` to start the game." msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1297 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1298 msgid "Project files" msgstr "" @@ -5797,11 +5979,11 @@ msgstr "" msgid "You can find a completed version of this project at these locations:" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1300 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1301 msgid "https://github.com/kidscancode/Godot3_dodge/releases" msgstr "" -#: ../../docs/getting_started/step_by_step/your_first_game.rst:1301 +#: ../../docs/getting_started/step_by_step/your_first_game.rst:1302 msgid "https://github.com/godotengine/godot-demo-projects" msgstr "" @@ -9496,7 +9678,7 @@ msgstr "" msgid "" "Like any Object in Godot, users can also script Resources. Resource scripts " "inherit the ability to freely translate between object properties and " -"serialized text or binary data (/*.tres, /*.res). They also inherit the " +"serialized text or binary data (\\*.tres, \\*.res). They also inherit the " "reference-counting memory management from the Reference type." msgstr "" @@ -10900,14 +11082,14 @@ msgstr "" #: ../../docs/tutorials/inputs/inputevent.rst:130 #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:51 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:21 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:471 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:517 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:581 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:476 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:522 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:586 #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:15 #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:94 #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:139 #: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:191 -#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:302 +#: ../../docs/tutorials/shading/shading_reference/spatial_shader.rst:309 #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:17 #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:52 #: ../../docs/tutorials/shading/shading_reference/canvas_item_shader.rst:110 @@ -11605,7 +11787,7 @@ msgid "``{file}:{line}``" msgstr "" #: ../../docs/getting_started/editor/external_editor.rst:38 -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:108 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:111 msgid "JetBrains Rider" msgstr "" @@ -11614,7 +11796,7 @@ msgid "``--line {line} {file}``" msgstr "" #: ../../docs/getting_started/editor/external_editor.rst:40 -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:105 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:108 #: ../../docs/development/cpp/configuring_an_ide/visual_studio_code.rst:4 msgid "Visual Studio Code" msgstr "" @@ -13816,7 +13998,7 @@ msgid "``editor/clear_output``" msgstr "" #: ../../docs/getting_started/editor/default_key_mapping.rst:378 -#: ../../docs/tutorials/debug/overview_of_debugging_tools.rst:122 +#: ../../docs/tutorials/debug/debugger_panel.rst:14 msgid "Debugger" msgstr "مُنقح الأخطاء" @@ -15560,7 +15742,7 @@ msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:671 #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:391 -#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:378 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:383 msgid "Functions" msgstr "الوظائف البرمجية" @@ -15731,9 +15913,8 @@ msgstr "" msgid "" "The patterns are matched from top to bottom. If a pattern matches, the first " "corresponding block will be executed. After that, the execution continues " -"below the ``match`` statement. If you want to have a fallthrough, you can " -"use ``continue`` to stop execution in the current block and check for an " -"additional match in the patterns below it." +"below the ``match`` statement. You can use ``continue`` to stop execution in " +"the current block and check for an additional match in the patterns below it." msgstr "" #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:866 @@ -19463,11 +19644,15 @@ msgstr "" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:260 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:272 #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:329 -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:118 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:124 msgid "C#" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:6 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:4 +msgid "C# basics" +msgstr "" + +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:9 msgid "" "C# support is a new feature available since Godot 3.0. As such, you may " "still run into some issues, or find spots where the documentation could be " @@ -19477,7 +19662,7 @@ msgid "" "godot-docs/issues>`_." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:14 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:17 msgid "" "This page provides a brief introduction to C#, both what it is and how to " "use it in Godot. Afterwards, you may want to look at :ref:`how to use " @@ -19486,7 +19671,7 @@ msgid "" "the :ref:`Scripting section ` of the step-by-step tutorial." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:21 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:24 msgid "" "C# is a high-level programming language developed by Microsoft. In Godot, it " "is implemented with the Mono 6.x .NET framework, including full support for " @@ -19497,7 +19682,7 @@ msgid "" "documentation." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:29 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:32 msgid "" "This is **not** a full-scale tutorial on the C# language as a whole. If you " "aren't already familiar with its syntax or features, see the `Microsoft C# " @@ -19505,16 +19690,16 @@ msgid "" "suitable introduction elsewhere." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:36 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:39 msgid "Setting up C# for Godot" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:39 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:42 #, fuzzy msgid "Windows (Visual Studio)" msgstr "مايكروسوفت ويندوز (ومنصة الويندوز العالمية)" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:41 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:44 msgid "" "Download and install the latest version of `Visual Studio `_ (*not* Visual Studio Code), which " @@ -19526,47 +19711,47 @@ msgid "" "installers mentioned above inside the \"Individual components\" tab." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:51 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:54 #, fuzzy msgid "Windows (JetBrains Rider)" msgstr "مايكروسوفت ويندوز (ومنصة الويندوز العالمية)" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:53 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:56 msgid "" "JetBrains Rider comes with bundled MSBuild, so nothing extra is required. " "Make sure to set the following preferences:" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:56 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:59 #, fuzzy msgid "In Godot:" msgstr "في غودوت ذو الإصدار 3.1:" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:58 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:61 msgid "Mono External Editor to JetBrains Rider" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:59 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:62 msgid "Mono Build Tool to JetBrains Mono." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:61 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:64 msgid "In Rider:" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:63 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:66 msgid "Set ``MSBuild version`` to either bundled with Rider or .NET Core." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:64 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:67 msgid "Install **Godot support** plugin." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:67 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:70 msgid "macOS and Linux" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:69 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:72 msgid "" "Download and install the latest version of the `Mono SDK `_. As of Godot 3.1 beta 3, the version number doesn't " @@ -19575,19 +19760,19 @@ msgid "" "Godot." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:75 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:78 msgid "" "To download Mono on macOS, use the \"Stable Channel\" link from the `Mono " "Downloads Page `_. The Visual Studio " "channel is an earlier version of Mono and will not work." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:81 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:84 #, fuzzy msgid "Additional notes" msgstr "صورة متحركة" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:83 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:86 msgid "" "Your Godot version must have Mono support enabled, so make sure to download " "the **Mono version** of Godot. If you are building Godot from source, make " @@ -19595,17 +19780,17 @@ msgid "" "the :ref:`doc_compiling_with_mono` page." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:89 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:92 msgid "" "In summary, you must have installed Visual Studio or Mono (depending on your " "operating system) **and** the Mono-enabled version of Godot." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:93 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:96 msgid "Configuring an external editor" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:95 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:98 msgid "" "C# support in Godot's script editor is minimal. Consider using an external " "IDE or editor, such as `Visual Studio Code `_ to enable features like syntax highlighting and IntelliSense." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:115 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:118 msgid "" "If you are using Visual Studio 2019, you must follow the instructions found " "in the \"Configure VS2019 for Debugging\" section below." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:119 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:122 msgid "Creating a C# script" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:121 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:124 msgid "" "After you successfully set up C# for Godot, you should see the following " "option when selecting ``Attach script`` in the context menu of a node in " "your scene:" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:126 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:129 msgid "" "Note that while some specifics change, most concepts work the same when " "using C# for scripting. If you're new to Godot, you may want to follow the " @@ -19662,11 +19847,11 @@ msgid "" "easily from GDScript." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:133 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:136 msgid "Project setup and workflow" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:135 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:138 msgid "" "When you create the first C# script, Godot initializes the C# project files " "for your Godot project. This includes generating a C# solution (``.sln``) " @@ -19678,42 +19863,18 @@ msgid "" "let it regenerate." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:144 -msgid "" -"Note that currently, there are some issues where Godot and the C# project " -"don't stay in sync; if you delete, rename or move a C# script, the change " -"may not be reflected in the C# project file. In cases like this, you will " -"have to edit the C# project file manually." -msgstr "" - -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:149 -msgid "" -"For example, if you created a script (e.g. ``Test.cs``) and delete it in " -"Godot, compilation will fail because the missing file is still expected to " -"be there by the C# project file. For now, you can simply open up the ``." -"csproj`` file and look for the ``ItemGroup``, there should be a line " -"included like the following:" -msgstr "" - -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:163 -msgid "" -"Simply remove that line and your project should build correctly again. Same " -"for renaming and moving things, simply rename and move them in the project " -"file if needed." -msgstr "" - -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:168 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:148 #: ../../docs/tutorials/io/background_loading.rst:87 #: ../../docs/tutorials/misc/pausing_games.rst:80 msgid "Example" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:170 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:150 msgid "" "Here's a blank C# script with some comments to demonstrate how it works." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:197 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:177 msgid "" "As you can see, functions normally in global scope in GDScript like Godot's " "``print`` function are available in the ``GD`` class which is part of the " @@ -19722,7 +19883,7 @@ msgid "" "`@GlobalScope `." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:204 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:184 msgid "" "Keep in mind that the class you wish to attach to your node should have the " "same name as the ``.cs`` file. Otherwise, you will get the following error " @@ -19730,11 +19891,11 @@ msgid "" "res://XXX.cs\"*" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:210 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:190 msgid "General differences between C# and GDScript" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:212 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:192 msgid "" "The C# API uses ``PascalCase`` instead of ``snake_case`` in GDScript/C++. " "Where possible, fields and getters/setters have been converted to " @@ -19742,15 +19903,15 @@ msgid "" "reasonably possible." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:216 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:196 msgid "For more information, see the :ref:`doc_c_sharp_differences` page." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:219 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:199 msgid "Current gotchas and known issues" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:221 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:201 msgid "" "As C# support is quite new in Godot, there are some growing pains and things " "that need to be ironed out. Below is a list of the most important issues you " @@ -19759,38 +19920,24 @@ msgid "" "godotengine/godot/labels/topic%3Amono>`_." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:227 -msgid "" -"As explained above, the C# project isn't always kept in sync automatically " -"when things are deleted, renamed or moved in Godot (`#12917 `_)." -msgstr "" - -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:230 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:207 msgid "" "Writing editor plugins is possible, but it is currently quite convoluted." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:231 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:208 msgid "" "State is currently not saved and restored when hot-reloading, with the " "exception of exported variables." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:233 -msgid "" -"Exporting Mono projects is supported for desktop platforms (Linux, Windows " -"and macOS), Android, HTML5, and iOS. UWP is not currently supported. " -"(`#20271 `_)." -msgstr "" - -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:236 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:210 msgid "" "Attached C# scripts should refer to a class that has a class name that " "matches the file name." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:238 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:212 msgid "" "There are some methods such as ``Get()``/``Set()``, ``Call()``/" "``CallDeferred()`` and signal connection method ``Connect()`` that rely on " @@ -19800,11 +19947,18 @@ msgid "" "can use any custom properties or methods without this limitation." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:246 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:220 +msgid "" +"As of Godot 3.2.2, exporting Mono projects is supported for desktop " +"platforms (Linux, Windows and macOS), Android, HTML5, and iOS. The only " +"platform not supported yet is UWP." +msgstr "" + +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:225 msgid "Performance of C# in Godot" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:248 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:227 msgid "" "According to some preliminary `benchmarks `_, the performance of C# in Godot — while generally in the same " @@ -19815,11 +19969,11 @@ msgid "" "when talking to Godot." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:256 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:235 msgid "Using NuGet packages in Godot" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:258 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:237 msgid "" "`NuGet `_ packages can be installed and used with " "Godot, as with any C# project. Many IDEs are able to add packages directly. " @@ -19827,7 +19981,7 @@ msgid "" "csproj`` file located in the project root:" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:275 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:254 msgid "" "By default, tools like NuGet put ``Version`` as an attribute of the " "```PackageReference``` Node. **You must manually create a Version node as " @@ -19835,36 +19989,36 @@ msgid "" "(This will be fixed in Godot 4.0.)" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:277 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:256 msgid "" "Whenever packages are added or modified, run ``nuget restore`` (*not* " "``dotnet restore``) in the root of the project directory. To ensure that " "NuGet packages will be available for msbuild to use, run:" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:286 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:265 msgid "Profiling your C# code" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:288 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:267 msgid "" "`Mono log profiler `_ is available for Linux and macOS. Due to a Mono change, it does " "not work on Windows currently." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:289 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:268 msgid "" "External Mono profiler like `JetBrains dotTrace `_ can be used as described `here `_." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:292 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:271 msgid "Configuring VS 2019 for debugging" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:296 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:275 msgid "" "Godot has built-in support for workflows involving several popular C# IDEs. " "Built-in support for Visual Studio will be including in future versions, but " @@ -19872,66 +20026,66 @@ msgid "" "Godot C# projects." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:301 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:280 msgid "" "Install VS 2019 with ``.NET desktop development`` and ``Desktop development " "with C++`` workloads selected." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:302 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:281 msgid "" "**Ensure that you do not have Xamarin installed.** Do not choose the " "``Mobile development with .NET`` workload. Xamarin changes the DLLs used by " "MonoDebugger, which breaks debugging." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:303 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:282 msgid "" "Install the `VSMonoDebugger extension `_." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:304 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:283 msgid "In VS 2019 --> Extensions --> Mono --> Settings:" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:306 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:285 msgid "Select ``Debug/Deploy to local Windows``." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:307 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:286 msgid "Leave ``Local Deploy Path`` blank." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:308 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:287 msgid "" "Set the ``Mono Debug Port`` to the port in Godot --> Project --> Project " "Settings --> Mono --> Debugger Agent." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:309 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:288 msgid "" "Also select ``Wait for Debugger`` in the Godot Mono options. `This Godot " "Addon `_ may be helpful." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:311 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:290 msgid "" "Run the game in Godot. It should hang at the Godot splash screen while it " "waits for your debugger to attach." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:312 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:291 msgid "" "In VS 2019, open your project and choose Extensions --> Mono --> Attach to " "Mono Debugger." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:315 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:294 msgid "Configuring Visual Studio Code for debugging" msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:317 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:296 msgid "" "To configure Visual Studio Code for debugging open up a project in Godot. " "Click on Project and open the project settings. Scroll down and click on " @@ -19939,7 +20093,7 @@ msgid "" "debugger.\" Next, copy the port number and open up Visual Studio Code." msgstr "" -#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:322 +#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:301 msgid "" "You need to download the Mono Debug extension from Microsoft. Then open the " "Godot project folder. Go to the run tab and click on create a launch.json " @@ -19952,7 +20106,8 @@ msgid "" msgstr "" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:4 -msgid "Features" +#, fuzzy +msgid "C# features" msgstr "المزايا" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:6 @@ -20179,7 +20334,7 @@ msgid "" msgstr "" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:4 -msgid "API differences to GDScript" +msgid "C# API differences to GDScript" msgstr "" #: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:6 @@ -21420,57 +21575,89 @@ msgid "" msgstr "" #: ../../docs/getting_started/workflow/project_setup/project_organization.rst:48 -msgid "Importing" +msgid "Style guide" msgstr "" #: ../../docs/getting_started/workflow/project_setup/project_organization.rst:50 msgid "" +"For consistency across projects, we recommend following these guidelines:" +msgstr "" + +#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:52 +msgid "" +"Use **snake_case** for folder and file names (with the exception of C# " +"scripts). This sidesteps case sensitivity issues that can crop up after " +"exporting a project on Windows. C# scripts are an exception to this rule, as " +"the convention is to name them after the class name which should be in " +"PascalCase." +msgstr "" + +#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:57 +msgid "" +"Use **PascalCase** for node names, as this matches built-in node casing." +msgstr "" + +#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:58 +msgid "" +"In general, keep third-party resources in a top-level ``addons/`` folder, " +"even if they aren't editor plugins. This makes it easier to track which " +"files are third-party. There are some exceptions to this rule; for instance, " +"if you use third-party game assets for a character, it makes more sense to " +"include them within the same folder as the character scenes and scripts." +msgstr "" + +#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:65 +msgid "Importing" +msgstr "" + +#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:67 +msgid "" "Godot versions prior to 3.0 did the import process from files outside the " "project. While this can be useful in large projects, it resulted in an " "organization hassle for most developers." msgstr "" -#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:54 +#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:71 msgid "" "Because of this, assets are now transparently imported from within the " "project folder." msgstr "" -#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:58 +#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:75 msgid "Ignoring specific folders" msgstr "" -#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:60 +#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:77 msgid "" "To prevent Godot from importing files contained in a specific folder, create " "an empty file called ``.gdignore`` in the folder (the leading ``.`` is " "required). This can be useful to speed up the initial project importing." msgstr "" -#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:66 +#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:83 msgid "" "To create a file whose name starts with a dot on Windows, you can use a text " "editor such as Notepad++ or use the following command in a command prompt: " "``type nul > .gdignore``" msgstr "" -#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:70 +#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:87 msgid "" "Once the folder is ignored, resources in that folder can't be loaded anymore " "using the ``load()`` and ``preload()`` methods." msgstr "" -#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:73 +#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:90 msgid "" "Ignoring a folder will also automatically hide it from the FileSystem dock, " "which can be useful to reduce clutter." msgstr "" -#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:77 +#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:94 msgid "Case sensitivity" msgstr "" -#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:79 +#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:96 msgid "" "Windows and recent macOS versions use case-insensitive filesystems by " "default, whereas Linux distributions use a case-sensitive filesystem by " @@ -21480,13 +21667,13 @@ msgid "" "characters in general)." msgstr "" -#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:88 +#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:105 msgid "" "You can break this rule when style guides say otherwise (such as the C# " "style guide). Still, be consistent to avoid mistakes." msgstr "" -#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:91 +#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:108 msgid "" "On Windows 10, to further avoid mistakes related to case sensitivity, you " "can also make the project folder case-sensitive. After enabling the Windows " @@ -21494,7 +21681,7 @@ msgid "" "window::" msgstr "" -#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:101 +#: ../../docs/getting_started/workflow/project_setup/project_organization.rst:118 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 " @@ -21614,7 +21801,7 @@ msgid "" msgstr "" #: ../../docs/getting_started/workflow/assets/escn_exporter/material.rst:2 -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:152 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:154 #: ../../docs/tutorials/3d/using_gridmaps.rst:60 msgid "Materials" msgstr "" @@ -23233,159 +23420,162 @@ msgstr "" #: ../../docs/getting_started/workflow/assets/importing_scenes.rst:63 msgid "" "Godot provides a `Blender plugin `_ that will correctly export COLLADA scenes for use in Godot." +"exporter>`_ that will correctly export COLLADA scenes for use in Godot. It " +"does not work in Blender 2.8 or newer, but there are plans to update it in " +"the future." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:67 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:68 msgid "Exporting ESCN files from Blender" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:69 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:70 msgid "" "The most powerful one, called `godot-blender-exporter `__. It uses a .escn file, which is kind " "of another name for a .tscn file (Godot scene file); it keeps as much " -"information as possible from a Blender scene." +"information as possible from a Blender scene. However, it is considered " +"experimental." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:74 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:76 msgid "" "The ESCN exporter has a detailed `document `__ " "describing its functionality and usage." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:78 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:80 msgid "Import workflows" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:80 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:82 msgid "" "Godot scene importer allows different workflows regarding how data is " "imported. Depending on many options, it is possible to import a scene with:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:83 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:85 msgid "" "External materials (default): Where each material is saved to a file " "resource. Modifications to them are kept." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:84 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:86 msgid "" "External meshes: Where each mesh is saved to a different file. Many users " "prefer to deal with meshes directly." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:85 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:87 msgid "" "External animations: Allowing saved animations to be modified and merged " "when sources change." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:86 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:88 msgid "" "External scenes: Save each of the root nodes of the imported scenes as a " "separate scene." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:87 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:89 msgid "Single scene: A single scene file with everything built in." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:91 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:93 msgid "" "As different developers have different needs, this import process is highly " "customizable." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:94 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:96 msgid "Import options" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:96 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:98 msgid "The importer has several options, which will be discussed below:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:104 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:106 msgid "Root Type" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:106 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:108 msgid "" "By default, the type of the root node in imported scenes is \"Spatial\", but " "this can be modified." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:109 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:111 msgid "Root Name" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:111 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:113 msgid "Allows setting a specific name to the generated root node." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:114 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:116 msgid "Root Scale" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:116 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:118 msgid "The scale of the root node." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:119 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:121 msgid "Custom Script" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:121 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:123 msgid "" "A special script to process the whole scene after import can be provided. " "This is great for post processing, changing materials, doing funny stuff " "with the geometry etc." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:125 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:127 msgid "Create a script like this:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:137 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:139 msgid "" "The ``post_import`` function takes the imported scene as argument (the " "parameter is actually the root node of the scene). The scene that will " "finally be used must be returned. It can be a different one." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:142 -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:161 -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:216 -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:308 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:144 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:163 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:218 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:310 msgid "Storage" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:144 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:146 msgid "" "By default, Godot imports a single scene. This option allows specifying that " "nodes below the root will each be a separate scene and instanced into the " "imported one." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:148 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:150 msgid "" "Of course, instancing such imported scenes in other places manually works, " "too." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:155 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:157 #: ../../docs/tutorials/io/data_paths.rst:51 msgid "Location" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:157 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:159 msgid "" "Godot supports materials in meshes or nodes. By default, materials will be " "put on each node." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:163 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:165 msgid "" "Materials can be stored within the scene or in external files. By default, " "they are stored in external files so editing them is possible. This is " @@ -23393,117 +23583,117 @@ msgid "" "in Godot." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:167 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:169 msgid "" "When materials are built-in, they will be lost each time the source scene is " "modified and re-imported." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:171 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:173 msgid "Keep On Reimport" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:173 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:175 msgid "" "Once materials are edited to use Godot features, the importer will keep the " "edited ones and ignore the ones coming from the source scene. This option is " "only present if materials are saved as files." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:178 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:180 msgid "Meshes" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:181 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:183 msgid "Compress" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:183 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:185 msgid "" "Makes meshes use less precise numbers for multiple aspects of the mesh in " "order to save space." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:196 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:198 msgid "These are:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:187 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:189 msgid "" "Transform Matrix (Location, rotation, and scale) : 32-bit float " "to 16-bit signed integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:188 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:190 msgid "" "Vertices : 32-bit float " "to 16-bit signed integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:189 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:191 msgid "" "Normals : 32-bit float " "to 32-bit unsigned integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:190 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:192 msgid "" "Tangents : 32-bit float " "to 32-bit unsigned integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:191 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:193 msgid "" "Vertex Colors : 32-bit float " "to 32-bit unsigned integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:192 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:194 msgid "" "UV : 32-bit float " "to 32-bit unsigned integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:193 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:195 msgid "" "UV2 : 32-bit float " "to 32-bit unsigned integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:194 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:196 msgid "" "Vertex weights : 32-bit float " "to 16-bit unsigned integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:195 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:197 msgid "" "Armature bones : 32-bit float " "to 16-bit unsigned integer." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:196 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:198 msgid "" "Array index : 32-bit or 16-" "bit unsigned integer based on how many elements there are." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:200 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:202 msgid "Additional info:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:199 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:201 msgid "" "UV2 = The second UV channel for detail textures and baked lightmap textures." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:200 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:202 msgid "" "Array index = An array of numbers that number each element of the arrays " "above; i.e. they number the vertices and normals." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:202 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:204 msgid "" "In some cases, this might lead to loss of precision, so disabling this " "option may be needed. For instance, if a mesh is very big or there are " @@ -23512,11 +23702,11 @@ msgid "" "exactly where they should be." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:208 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:210 msgid "Ensure Tangents" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:210 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:212 msgid "" "If textures with normal mapping are to be used, meshes need to have tangent " "arrays. This option ensures that these are generated if not present in the " @@ -23524,61 +23714,61 @@ msgid "" "them generated in the exporter." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:218 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:220 msgid "" "Meshes can be stored in separate files (resources) instead of built-in. This " "does not have much practical use unless one wants to build objects with them " "directly." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:221 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:223 msgid "" "This option is provided to help those who prefer working directly with " "meshes instead of scenes." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:225 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:227 msgid "Light Baking" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:227 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:229 msgid "Whether or not the mesh is used in baked lightmaps." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:229 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:231 msgid "**Disabled:** The mesh is not used in baked lightmaps." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:230 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:232 msgid "**Enable:** The mesh is used in baked lightmaps." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:231 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:233 msgid "" "**Gen Lightmaps:** The mesh is used in baked lightmaps, and unwraps a second " "UV layer for lightmaps." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:233 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:235 msgid "For more information on light baking see :ref:`doc_baked_lightmaps`." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:236 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:238 msgid "External Files" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:238 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:240 msgid "" "Generated meshes and materials can be optionally stored in a subdirectory " "with the name of the scene." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:242 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:244 #, fuzzy msgid "Animation options" msgstr "صورة متحركة" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:244 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:246 msgid "" "Godot provides many options regarding how animation data is dealt with. Some " "exporters (such as Blender) can generate many animations in a single file. " @@ -23586,15 +23776,15 @@ msgid "" "timeline or, at worst, put each animation in a separate file." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:251 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:253 msgid "Import of animations is enabled by default." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:254 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:256 msgid "FPS" msgstr "إطار خلال ثانية" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:256 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:258 msgid "" "Most 3D export formats store animation timeline in seconds instead of " "frames. To ensure animations are imported as faithfully as possible, please " @@ -23602,17 +23792,17 @@ msgid "" "result in shaky animations." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:261 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:263 msgid "Filter Script" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:263 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:265 msgid "" "It is possible to specify a filter script in a special syntax to decide " "which tracks from which animations should be kept." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:266 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:268 msgid "" "The filter script is executed against each imported animation. The syntax " "consists of two types of statements, the first for choosing which animations " @@ -23622,7 +23812,7 @@ msgid "" "under the hood)." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:272 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:274 msgid "" "The script must start with an animation filter statement (as denoted by the " "line beginning with an ``@``). For example, if we would like to apply " @@ -23630,7 +23820,7 @@ msgid "" "\"``::" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:278 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:280 msgid "" "Similarly, additional patterns can be added to the same line, separated by " "commas. Here is a modified example to additionally *include* all animations " @@ -23638,7 +23828,7 @@ msgid "" "animations which have names ending in ``\"Attack\"``::" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:284 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:286 msgid "" "Following the animation selection filter statement, we add track filtering " "patterns to indicate which animation tracks should be kept or discarded. If " @@ -23646,7 +23836,7 @@ msgid "" "animations will be discarded!" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:288 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:290 msgid "" "It's important to note that track filter statements are applied in order for " "each track within the animation, this means that one line may include a " @@ -23655,48 +23845,48 @@ msgid "" "in the filter script." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:293 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:295 msgid "" "For example: include all tracks in animations with names ending in ``\"_Loop" "\"``, but discard any tracks affecting a ``\"Skeleton\"`` which end in ``" "\"Control\"``, unless they have ``\"Arm\"`` in their name::" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:302 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:304 msgid "" "In the above example, tracks like ``\"Skeleton:Leg_Control\"`` would be " "discarded, while tracks such as ``\"Skeleton:Head\"`` or ``\"Skeleton:" "Arm_Left_Control\"`` would be retained." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:305 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:307 msgid "" "Any track filter lines that do not begin with a ``+`` or ``-`` are ignored." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:310 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:312 msgid "" "By default, animations are saved as built-in. It is possible to save them to " "a file instead. This allows adding custom tracks to the animations and " "keeping them after a reimport." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:314 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:316 msgid "Optimizer" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:316 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:318 msgid "" "When animations are imported, an optimizer is run, which reduces the size of " "the animation considerably. In general, this should always be turned on " "unless you suspect that an animation might be broken due to it being enabled." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:320 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:322 msgid "Clips" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:322 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:324 msgid "" "It is possible to specify multiple animations from a single timeline as " "clips. For this to work, the model must have only one animation that is " @@ -23705,11 +23895,11 @@ msgid "" "and stops on, and choose whether the animation loops or not." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:331 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:333 msgid "Scene inheritance" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:333 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:335 msgid "" "In many cases, it may be desired to make modifications to the imported " "scene. By default, this is not possible because if the source asset changes " @@ -23717,102 +23907,102 @@ msgid "" "app), Godot will re-import the whole scene." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:336 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:338 msgid "" "It is possible, however, to make local modifications by using *Scene " "Inheritance*. Try to open the imported scene and the following dialog will " "appear:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:341 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:343 msgid "In inherited scenes, the only limitations for modifications are:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:343 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:345 msgid "Nodes can't be removed (but can be added anywhere)." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:344 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:346 msgid "" "Sub-Resources can't be edited (save them externally as described above for " "this)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:346 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:348 msgid "Other than that, everything is allowed!" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:349 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:351 msgid "Import hints" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:351 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:353 msgid "" "Many times, when editing a scene, there are common tasks that need to be " "done after exporting:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:353 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:355 msgid "Adding collision detection to objects" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:354 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:356 msgid "Setting objects as navigation meshes" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:355 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:357 msgid "" "Deleting nodes that are not used in the game engine (like specific lights " "used for modelling)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:357 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:359 msgid "" "To simplify this workflow, Godot offers a few suffixes that can be added to " "the names of the objects in your 3D modelling software. When imported, Godot " "will detect them and perform actions automatically:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:362 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:364 msgid "Remove nodes (-noimp)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:364 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:366 msgid "" "Node names that have this suffix will be removed at import time, no matter " "what their type is. They will not appear in the imported scene." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:368 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:370 msgid "Create collisions (-col, -colonly, -convcolonly)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:370 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:372 msgid "" "Option \"-col\" will work only for Mesh nodes. If it is detected, a child " "static collision node will be added, using the same geometry as the mesh." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:373 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:375 msgid "" "However, it is often the case that the visual geometry is too complex or too " "un-smooth for collisions, which ends up not working well." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:376 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:378 msgid "" "To solve this, the \"-colonly\" modifier exists, which will remove the mesh " "upon import and create a :ref:`class_staticbody` collision instead. This " "helps the visual mesh and actual collision to be separated." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:380 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:382 msgid "" "Option \"-convcolonly\" will create a :ref:`class_convexpolygonshape` " "instead of a :ref:`class_concavepolygonshape`." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:382 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:384 msgid "" "Option \"-colonly\" can also be used with Blender's empty objects. On " "import, it will create a :ref:`class_staticbody` with a collision node as a " @@ -23820,80 +24010,80 @@ msgid "" "depending on Blender's empty draw type:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:389 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:391 msgid "Single arrow will create a :ref:`class_rayshape`" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:390 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:392 msgid "Cube will create a :ref:`class_boxshape`" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:391 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:393 msgid "Image will create a :ref:`class_planeshape`" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:392 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:394 msgid "" "Sphere (and the others not listed) will create a :ref:`class_sphereshape`" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:394 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:396 msgid "" "For better visibility in Blender's editor, the user can set \"X-Ray\" option " "on collision empties and set some distinct color for them in User " "Preferences / Themes / 3D View / Empty." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:398 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:400 msgid "Create navigation (-navmesh)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:400 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:402 msgid "" "A mesh node with this suffix will be converted to a navigation mesh. " "Original Mesh node will be removed." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:404 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:406 msgid "Create a VehicleBody (-vehicle)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:406 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:408 msgid "" "A mesh node with this suffix will be imported as a child to a :ref:" "`VehicleBody ` node." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:409 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:411 msgid "Create a VehicleWheel (-wheel)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:411 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:413 msgid "" "A mesh node with this suffix will be imported as a child to a :ref:" "`VehicleWheel ` node." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:414 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:416 msgid "Rigid Body (-rigid)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:416 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:418 msgid "Creates a rigid body from this mesh." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:419 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:421 msgid "Animation loop (-loop, -cycle)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:421 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:423 msgid "" "Animation clips in the COLLADA document that start or end with the token " "\"loop\" or \"cycle\" will be imported as a Godot Animation with the loop " "flag set. This is case-sensitive and does not require a hyphen." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:425 +#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:427 msgid "" "In Blender, this requires using the NLA Editor and naming the Action with " "the \"loop\" or \"cycle\" prefix or suffix." @@ -24050,47 +24240,31 @@ msgid "" msgstr "" #: ../../docs/getting_started/workflow/export/exporting_projects.rst:110 -msgid "Export every single file in the project" -msgstr "" +#, fuzzy +msgid "Export all resources in the project" +msgstr "أضف هذا النص إلى الوظيفة البرمجية:" #: ../../docs/getting_started/workflow/export/exporting_projects.rst:111 -msgid "Export only resources (+ custom filter), this is the default." +msgid "Export selected scenes (and dependencies)" msgstr "" #: ../../docs/getting_started/workflow/export/exporting_projects.rst:112 -msgid "Export only selected resources (+ custom filter)" +msgid "Export selected resources (and dependencies)" msgstr "" #: ../../docs/getting_started/workflow/export/exporting_projects.rst:116 msgid "" -"**Export every single file** - This mode exports every single file in the " -"project. This is good to test if something is being forgotten, but " -"developers often have a lot of unrelated stuff around in the project " -"directory, which makes it a bad idea." +"**Export all resources in the project** will export every resource in the " +"project. **Export selected scenes** and **Export selected resources** gives " +"you a list of the scenes or resources in the project, and you have to select " +"every scene or resource you want to export." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_projects.rst:121 -msgid "" -"**Export only resources** - Only resources are exported. For most projects, " -"this is enough. However many developers like to use custom datafiles in " -"their games. To compensate for this, filters can be added for extra " -"extensions (for instance, ``*.txt,*.csv``)." -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_projects.rst:126 -msgid "" -"**Export only selected resources** - Only select resources from a list are " -"exported. This is probably overkill for most projects, but in some cases it " -"is justified (usually huge projects). This mode offers total control of what " -"is exported. Individual resources can be selected and dependency detection " -"is performed to ensure that everything needed is added." -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_projects.rst:136 +#: ../../docs/getting_started/workflow/export/exporting_projects.rst:124 msgid "Exporting from the command line" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_projects.rst:138 +#: ../../docs/getting_started/workflow/export/exporting_projects.rst:126 msgid "" "In production, it is useful to automate builds, and Godot supports this with " "the ``--export`` and ``--export-debug`` command line parameters. Exporting " @@ -24098,7 +24272,7 @@ msgid "" "parameters. A basic invocation of the command would be:" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_projects.rst:147 +#: ../../docs/getting_started/workflow/export/exporting_projects.rst:135 msgid "" "This will export to ``some_name.exe``, assuming there is a preset called " "\"Windows Desktop\" and the template can be found. The output path is " @@ -24106,14 +24280,14 @@ msgid "" "the command was invoked from." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_projects.rst:152 +#: ../../docs/getting_started/workflow/export/exporting_projects.rst:140 msgid "" "You can also configure it to export only the PCK or ZIP file, allowing a " "single export to be used with multiple Godot executables. This takes place " "if the target name ends with ``.pck`` or ``.zip``." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_projects.rst:156 +#: ../../docs/getting_started/workflow/export/exporting_projects.rst:144 msgid "" "It is often useful to combine the ``--export`` flag with the ``--path`` " "flag, and to create a dedicated export preset for automated export:" @@ -25076,28 +25250,20 @@ msgid "" msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:18 -msgid "Install OpenJDK or Oracle JDK" +msgid "Install OpenJDK 8" msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_android.rst:20 msgid "" -"Download and install `OpenJDK `__ " -"or `Oracle JDK `__. Versions below JDK 8 may not work; some users have reported " -"issues with the jarsigner (used to sign the APKs) in JDK 7." +"Download and install `OpenJDK 8 `__, newer versions do not work." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:22 -msgid "" -"If you install OpenJDK, choose ``1.8``. Don't choose the ``openjdk-jre`` " -"files as that only contains the JRE, not the JDK which is required here." -msgstr "" - -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:25 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:24 msgid "Create a debug.keystore" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:27 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:26 msgid "" "Android needs a debug keystore file to install to devices and distribute non-" "release APKs. If you have used the SDK before and have built projects, ant " @@ -25105,13 +25271,13 @@ msgid "" "it in the ``~/.android`` directory)." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:32 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:31 msgid "" "If you can't find it or need to generate one, the keytool command from the " "JDK can be used for this purpose::" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:37 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:36 msgid "" "This will create a ``debug.keystore`` file in your current directory. You " "should move it to a memorable location such as ``%USERPROFILE%\\.android" @@ -25120,11 +25286,11 @@ msgid "" "org/qa/21349/jdk-android-file-missing>`__." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:40 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:39 msgid "Make sure you have adb" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:42 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:41 msgid "" "Android Debug Bridge (``adb``) is the command line tool used to communicate " "with Android devices. It's installed with the SDK, but you may need to " @@ -25132,31 +25298,31 @@ msgid "" "SDK directory." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:47 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:46 msgid "Setting it up in Godot" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:49 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:48 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/getting_started/workflow/export/exporting_for_android.rst:55 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:54 msgid "Scroll down to the section where the Android settings are located:" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:59 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:58 msgid "In that screen, the path to 3 files needs to be set:" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:61 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:60 msgid "" "The ``adb`` executable (``adb.exe`` on Windows) - It can usually be found at " "``%LOCALAPPDATA%\\Android\\Sdk\\platform-tools\\adb.exe``." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:64 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:63 msgid "" "The ``jarsigner`` executable (from JDK 6 or 8) - On Windows, OpenJDK " "installs to a dir like ``%PROGRAMFILES%\\ojdkbuild\\java-1.8.0-" @@ -25165,21 +25331,21 @@ msgid "" "you've installed and your machine's operating system." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:67 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:66 msgid "" "The debug ``.keystore`` file - It can be found in the folder where you put " "the ``debug.keystore`` file you created above." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:70 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:69 msgid "Once that is configured, everything is ready to export to Android!" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:73 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:72 msgid "Providing launcher icons" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:75 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:74 msgid "" "Launcher icons are used by Android launcher apps to represent your " "application to users. Godot only requires high-resolution icons (for " @@ -25187,17 +25353,17 @@ msgid "" "resolution variants." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:77 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:76 msgid "There are two types of icons required by Godot:" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:79 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:78 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/getting_started/workflow/export/exporting_for_android.rst:80 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:79 msgid "" "**Adaptive Icons:** Starting from Android 8 (inclusive), `Adaptive Icons " " Project icon -> Default Godot main icon." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:89 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:88 msgid "" "**Adaptive Icon Foreground:** Provided foreground icon -> Provided main icon " "-> Project icon -> Default Godot foreground icon." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:90 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:89 msgid "" "**Adaptive Icon Background:** Provided background icon -> Default Godot " "background icon." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:92 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:91 msgid "" "It's highly recommended to provide all requested icons, and at least with " "the specified resolutions. Only this way your application will look great on " "all Android devices and versions." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:95 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:94 msgid "Exporting for Google Play Store" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:97 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:96 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/getting_started/workflow/export/exporting_for_android.rst:104 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:103 msgid "" "This keystore and key are used to verify your developer identity, remember " "the password and keep it in a safe place! Use Google's Android Developer " @@ -25270,42 +25436,42 @@ msgid "" "studio/publish/app-signing>`__." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:107 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:106 msgid "Now fill in the following forms in your Android Export Presets:" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:111 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:110 msgid "**Release:** Enter the path to the keystore file you just generated." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:112 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:111 msgid "**Release User:** Replace with the key alias." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:113 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:112 msgid "" "**Release Password:** Key password. Note that the keystore password and the " "key password currently have to be the same." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:115 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:114 msgid "" "**Your export_presets.cfg file now contains sensitive information.** If you " "use a version control system, you should remove it from public repositories " "and add it to your ``.gitignore`` file or equivalent." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:119 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:118 msgid "" "Don't forget to uncheck the **Export With Debug** checkbox while choosing " "the APK's name." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:124 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:123 msgid "Optimizing the APK size" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:126 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:125 msgid "" "By default, the APK will contain native libraries for both ARMv7 and ARMv8 " "architectures. This increases its size significantly. To create a smaller " @@ -25315,7 +25481,7 @@ msgid "" "run on ARMv8 devices, but the opposite is not true." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:133 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:132 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 " @@ -25326,7 +25492,7 @@ msgid "" "devices in use today." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:140 +#: ../../docs/getting_started/workflow/export/exporting_for_android.rst:139 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 " @@ -25532,36 +25698,47 @@ msgid "" msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:112 -msgid "Unimplemented functionality" +msgid "Shader language limitations" msgstr "" #: ../../docs/getting_started/workflow/export/exporting_for_web.rst:114 +#: ../../docs/tutorials/shading/shading_reference/shading_language.rst:374 +msgid "" +"When exporting a GLES2 project to HTML5, WebGL 1.0 will be used. WebGL 1.0 " +"doesn't support dynamic loops, so shaders using those won't work there." +msgstr "" + +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:118 +msgid "Unimplemented functionality" +msgstr "" + +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:120 msgid "" "The following functionality is currently unavailable on the HTML5 platform:" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:116 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:122 #: ../../docs/tutorials/threads/using_multiple_threads.rst:7 #: ../../docs/tutorials/threads/thread_safe_apis.rst:7 msgid "Threads" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:117 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:123 #: ../../docs/tutorials/plugins/gdnative/index.rst:2 msgid "GDNative" msgstr "GDNative" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:119 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:125 msgid "Clipboard synchronization between engine and operating system" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:120 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:126 msgid "" "Networking other than :ref:`class_HTTPClient` and :ref:" "`class_WebSocketClient`" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:122 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:128 msgid "" "Check the `list of open HTML5 issues on GitHub `__ to see " @@ -25569,32 +25746,32 @@ msgid "" "to communicate your interest." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:128 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:134 msgid "Serving the files" msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:130 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:136 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`." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:134 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:140 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." msgstr "" -#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:138 +#: ../../docs/getting_started/workflow/export/exporting_for_web.rst:144 msgid "" "The HTML page draws the game at maximum size within the browser window. This " "way it can be inserted into an ``