Sync Sphinx templates with current docs

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Rémi Verschelde
2018-08-23 11:04:04 +02:00
parent 34528bd24b
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Submodule docs updated: ea68d71b3d...a3fd2998dd

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -25,408 +25,344 @@ msgid "What can I do with Godot? How much does it cost? What are the license ter
msgstr ""
#: ../../docs/about/faq.rst:9
msgid "Godot is Free/Libre Open Source Software available under the `OSI-approved <https://opensource.org/licenses/MIT>`_ MIT license."
msgid "Godot is `Free and Open-Source Software <https://en.wikipedia.org/wiki/Free_and_open-source_software>`_ available under the `OSI-approved <https://opensource.org/licenses/MIT>`_ MIT license. This means it is free as in \"free speech\" as well as in \"free beer.\""
msgstr ""
#: ../../docs/about/faq.rst:11
msgid "This means it is free as in \"free speech\" as well as in \"free beer\"."
msgstr ""
#: ../../docs/about/faq.rst:13
msgid "In short:"
msgstr ""
#: ../../docs/about/faq.rst:15
msgid "There are no usage restrictions on Godot"
#: ../../docs/about/faq.rst:13
msgid "You are free to download and use Godot for any purpose, personal, non-profit, commercial, or otherwise;"
msgstr ""
#: ../../docs/about/faq.rst:14
msgid "You are free to modify, distribute, redistribute, and remix Godot to your heart's content, for any reason, both non-commercially and commercially."
msgstr ""
#: ../../docs/about/faq.rst:16
msgid "This means you can use it for any game or application, commercially or non-commercially, in any industry"
msgid "All the contents of this accompanying documentation are published under the permissive Creative Commons Attribution 3.0 (`CC-BY 3.0 <https://creativecommons.org/licenses/by/3.0/>`_) license, with attribution to \"Juan Linietsky, Ariel Manzur and the Godot Engine community.\""
msgstr ""
#: ../../docs/about/faq.rst:17
msgid "You can modify, (re)distribute and remix Godot to your heart's content"
msgstr ""
#: ../../docs/about/faq.rst:19
msgid "For more, see `here <https://tldrlegal.com/license/mit-license>`_ or ask your lawyer of choice."
msgstr ""
#: ../../docs/about/faq.rst:21
msgid "All the contents of the documentation are under the permissive Creative Commons Attribution 3.0 (`CC-BY 3.0 <https://creativecommons.org/licenses/by/3.0/>`_) license, with attribution to \"Juan Linietsky, Ariel Manzur and the Godot Engine community\"."
msgstr ""
#: ../../docs/about/faq.rst:25
#: ../../docs/about/faq.rst:20
msgid "Logos and icons are generally under the same Creative Commons license. Note that some third-party libraries included with Godot's source code may have different licenses."
msgstr ""
#: ../../docs/about/faq.rst:28
#: ../../docs/about/faq.rst:24
msgid "For full details, look at the `COPYRIGHT.txt <https://github.com/godotengine/godot/blob/master/COPYRIGHT.txt>`_ as well as the `LICENSE.txt <https://github.com/godotengine/godot/blob/master/LICENSE.txt>`_ and `LOGO_LICENSE.txt <https://github.com/godotengine/godot/blob/master/LOGO_LICENSE.md>`_ files in the Godot repository."
msgstr ""
#: ../../docs/about/faq.rst:31
#: ../../docs/about/faq.rst:28
msgid "Also see `the license page on the Godot website <https://godotengine.org/license>`_."
msgstr ""
#: ../../docs/about/faq.rst:34
#: ../../docs/about/faq.rst:31
msgid "Which platforms are supported by Godot?"
msgstr ""
#: ../../docs/about/faq.rst:36
#: ../../docs/about/faq.rst:33
msgid "**For the editor:**"
msgstr ""
#: ../../docs/about/faq.rst:38
#: ../../docs/about/faq.rst:35
msgid "Windows"
msgstr ""
#: ../../docs/about/faq.rst:39
#: ../../docs/about/faq.rst:45
#: ../../docs/about/faq.rst:36
#: ../../docs/about/faq.rst:42
msgid "Mac OS X"
msgstr ""
#: ../../docs/about/faq.rst:40
#: ../../docs/about/faq.rst:46
#: ../../docs/about/faq.rst:37
#: ../../docs/about/faq.rst:43
msgid "X11 (Linux, \\*BSD)"
msgstr ""
#: ../../docs/about/faq.rst:42
#: ../../docs/about/faq.rst:39
msgid "**For exporting your games:**"
msgstr ""
#: ../../docs/about/faq.rst:44
#: ../../docs/about/faq.rst:41
msgid "Windows (and UWP)"
msgstr ""
#: ../../docs/about/faq.rst:47
#: ../../docs/about/faq.rst:44
msgid "Android"
msgstr ""
#: ../../docs/about/faq.rst:48
#: ../../docs/about/faq.rst:45
msgid "iOS"
msgstr ""
#: ../../docs/about/faq.rst:49
#: ../../docs/about/faq.rst:46
msgid "Web"
msgstr ""
#: ../../docs/about/faq.rst:48
msgid "Both 32- and 64-bit binaries are supported where it makes sense, with 64 being the default."
msgstr ""
#: ../../docs/about/faq.rst:51
msgid "Both 32 and 64 bit binaries are supported where it makes sense, with 64 being the default."
msgid "Some users also report building and using Godot successfully on ARM-based systems with Linux, like the Raspberry Pi."
msgstr ""
#: ../../docs/about/faq.rst:53
msgid "Some users also report building and using Godot successfully on ARM-based systems with Linux, like the Raspberry Pi. There is also some unofficial thirdparty work being done on building for some consoles. None of this is included in the default build scripts or export templates, however."
#: ../../docs/about/faq.rst:54
msgid "Additionally, there is some unofficial third-party work being done on building for some consoles. However, none of this is included in the default build scripts or export templates at this time."
msgstr ""
#: ../../docs/about/faq.rst:57
#: ../../docs/about/faq.rst:58
msgid "For more on this, see the sections on :ref:`exporting <toc-learn-workflow-export>` and :ref:`compiling Godot yourself <toc-devel-compiling>`."
msgstr ""
#: ../../docs/about/faq.rst:60
msgid "Which languages are supported in Godot?"
msgstr ""
#: ../../docs/about/faq.rst:62
msgid "The officially supported languages for Godot are GDScript, Visual Scripting, C# and C++. See the subcategories for each language in the :ref:`scripting <toc-learn-scripting>` section."
msgid "Which programming languages are supported in Godot?"
msgstr ""
#: ../../docs/about/faq.rst:65
msgid "Note that C# and Visual Scripting support is comparatively young and GDScript still has some advantages as outlined below."
#: ../../docs/about/faq.rst:64
msgid "The officially supported languages for Godot are GDScript, Visual Scripting, C#, and C++. See the subcategories for each language in the :ref:`scripting <toc-learn-scripting>` section."
msgstr ""
#: ../../docs/about/faq.rst:68
msgid "Support for new languages can be added by third parties using the GDNative / NativeScript / PluginScript facilities. (See question about plugins below.)"
msgstr ""
#: ../../docs/about/faq.rst:71
msgid "Work is currently underway, for example, on unofficial bindings for Godot to `Python <https://github.com/touilleMan/godot-python>`_ and `Nim <https://github.com/pragmagic/godot-nim>`_."
msgid "If you are just starting out with either Godot or game development in general, GDScript is the recommended language to learn and use since it is native to Godot. While scripting languages tend to be less performant than lower-level languages in the long run, for prototyping, developing Minimum Viable Products (MVPs), and focusing on Time-To-Market (TTM), GDScript will provide a fast, friendly, and capable way of developing your games."
msgstr ""
#: ../../docs/about/faq.rst:75
msgid "GDScript? Why use a custom scripting language instead of my language of choice?"
msgid "Note that C# support is still relatively new, and as such, you may encounter some issues along the way. Our friendly and hard-working development community is always ready to tackle new problems as they arise, but since this is an open-source project, we recommend that you first do some due diligence yourself. Searching through discussions on `open issues <https://github.com/godotengine/godot/issues>`_ is a great way to start your troubleshooting."
msgstr ""
#: ../../docs/about/faq.rst:77
msgid "The short answer is that we think the additional complexity both on your side (when first learning Godot and GDScript) as well as our side (maintenance) is worth the more integrated and seamless experience over attracting additional users with more familiar programming languages that result in a worse experience. We understand if you would rather use another language in Godot (see list of supported options above), but we strongly encourage you to try it and see the benefits for yourself."
#: ../../docs/about/faq.rst:82
msgid "As for new languages, support is possible via third parties using the GDNative / NativeScript / PluginScript facilities. (See question about plugins below.) Work is currently underway, for example, on unofficial bindings for Godot to `Python <https://github.com/touilleMan/godot-python>`_ and `Nim <https://github.com/pragmagic/godot-nim>`_."
msgstr ""
#: ../../docs/about/faq.rst:85
msgid "GDScript is designed to integrate from the ground to the way Godot works, more than any other language, and is simple and easy to learn. Takes at most a day or two to get comfortable and it's easy to see the benefits once you do. Please make the effort to learn GDScript, you will not regret it."
#: ../../docs/about/faq.rst:88
msgid "What is GDScript and why should I use it?"
msgstr ""
#: ../../docs/about/faq.rst:91
msgid "Godot C++ API is also efficient and easy to use (the entire Godot editor is made with this API), and an excellent tool to optimize parts of a project, but trying to use it instead of GDScript for an entire game is, in most cases, a waste of time."
#: ../../docs/about/faq.rst:90
msgid "GDScript is Godot's integrated scripting language. It was built from the ground up to maximize Godot's potential in the least amount of code, affording both novice and expert developers alike to capitalize on Godot's strengths as fast as possible. If you've ever written anything in a language like Python before then you'll feel right at home. For examples, history, and a complete overview of the power GDScript offers you, check out the `GDScript scripting guide <gdscript_basics>`_."
msgstr ""
#: ../../docs/about/faq.rst:96
msgid "Yes, for more than a decade we tried in the past integrating several VMs (and even shipped games using them), such as Python, Squirrel and Lua (in fact we authored tolua++ in the past, one of the most popular C++ binders). None of them worked as well as GDScript does now."
#: ../../docs/about/faq.rst:97
msgid "There are several reasons to use GDScript--especially when you are prototyping, in alpha/beta stages of your project, or are not creating the next AAA title--but the most salient reason is the overall **reduction of complexity.**"
msgstr ""
#: ../../docs/about/faq.rst:101
msgid "The original intent of creating a tightly integrated, custom scripting language for Godot was two-fold: first, it reduces the amount of time necessary to get up and running with Godot, giving developers a rapid way of exposing themselves to the engine with a focus on productivity; second, it reduces the overall burden of maintenance, attenuates the dimensionality of issues, and allows the developers of the engine to focus on squashing bugs and improving features related to the engine core--rather than spending a lot of time trying to get a small set of incremental features working across a large set of languages."
msgstr ""
#: ../../docs/about/faq.rst:109
msgid "Since Godot is an open-source project, it was imperative from the start to prioritize a more integrated and seamless experience over attracting additional users by supporting more familiar programming languages--especially when supporting those more familiar languages would result in a worse experience. We understand if you would rather use another language in Godot (see list of supported options above). That being said, if you haven't given GDScript a try, try it for **three days**. Just like Godot, once you see how powerful it is and rapid your development becomes, we think GDScript will grow on you."
msgstr ""
#: ../../docs/about/faq.rst:118
msgid "More information about getting comfortable with GDScript or dynamically typed languages can be found in the :ref:`doc_gdscript_more_efficiently` tutorial."
msgstr ""
#: ../../docs/about/faq.rst:105
msgid "For the more technically versed, proceed to the next item."
msgstr ""
#: ../../docs/about/faq.rst:108
msgid "I don't believe you. What are the technical reasons for the item above?"
msgstr ""
#: ../../docs/about/faq.rst:110
msgid "The main reasons are:"
msgstr ""
#: ../../docs/about/faq.rst:112
msgid "No good thread support in most script VMs, and Godot uses threads (Lua, Python, Squirrel, JS, AS, etc.)."
msgstr ""
#: ../../docs/about/faq.rst:114
msgid "No good class extending support in most script VMs, and adapting to the way Godot works is highly inefficient (Lua, Python, JS)."
msgstr ""
#: ../../docs/about/faq.rst:116
msgid "Horrible interface for binding to C++, results in large amount of code, bugs, bottlenecks and general inefficiency (Lua, Python, Squirrel, JS, etc.)"
msgstr ""
#: ../../docs/about/faq.rst:119
msgid "No native vector types (vector3, matrix4, etc.), resulting in highly reduced performance when using custom types (Lua, Python, Squirrel, JS, AS, etc.)."
msgstr ""
#: ../../docs/about/faq.rst:122
msgid "Garbage collector results in stalls or unnecessarily large memory usage (Lua, Python, JS, AS, etc.)."
msgid "What were the motivations behind creating GDScript?"
msgstr ""
#: ../../docs/about/faq.rst:124
msgid "Difficulty to integrate with the code editor for providing code completion, live editing, etc. (all of them). This is well supported by GDScript."
msgid "The main reasons for creating a custom scripting language for Godot were:"
msgstr ""
#: ../../docs/about/faq.rst:126
msgid "Poor thread support in most script VMs, and Godot uses threads (Lua, Python, Squirrel, JS, AS, etc.)."
msgstr ""
#: ../../docs/about/faq.rst:128
msgid "GDScript was designed to solve the issues above, and performs well in all the above scenarios. Please learn GDScript and enjoy a smooth integration of scripting with the game engine (yes, it's a rare but enjoyable situation when things just work). It's worth it, give it a try!"
msgid "Poor class-extending support in most script VMs, and adapting to the way Godot works is highly inefficient (Lua, Python, JS)."
msgstr ""
#: ../../docs/about/faq.rst:135
msgid "I want to extend Godot. What are my options for creating plugins?"
#: ../../docs/about/faq.rst:130
msgid "Many existing languages have horrible interfaces for binding to C++, resulting in large amount of code, bugs, bottlenecks, and general inefficiency (Lua, Python, Squirrel, JS, etc.) We wanted to focus on a great engine, not a great amount of integrations."
msgstr ""
#: ../../docs/about/faq.rst:137
msgid "For creating Godot Editor plugins look at :ref:`EditorPlugins <doc_making_plugins>` and tool scripts."
#: ../../docs/about/faq.rst:133
msgid "No native vector types (vector3, matrix4, etc.), resulting in highly reduced performance when using custom types (Lua, Python, Squirrel, JS, AS, etc.)."
msgstr ""
#: ../../docs/about/faq.rst:139
msgid "Additional languages could be added via PluginScript or the more low-level NativeScript."
#: ../../docs/about/faq.rst:136
msgid "Garbage collector results in stalls or unnecessarily large memory usage (Lua, Python, JS, AS, etc.)."
msgstr ""
#: ../../docs/about/faq.rst:141
msgid "If you want to add a certain native library, your best bet is GDNative and custom C++ modules."
#: ../../docs/about/faq.rst:138
msgid "Difficulty to integrate with the code editor for providing code completion, live editing, etc. (all of them). This is well supported by GDScript."
msgstr ""
#: ../../docs/about/faq.rst:143
msgid "Also see the official blog posts on these topics:"
#: ../../docs/about/faq.rst:142
msgid "GDScript was designed to curtail the issues above and more."
msgstr ""
#: ../../docs/about/faq.rst:145
msgid "`A look at the GDNative architecture <https://godotengine.org/article/look-gdnative-architecture>`_"
msgid "What type of 3D model formats does Godot support?"
msgstr ""
#: ../../docs/about/faq.rst:146
msgid "`GDNative is here! <https://godotengine.org/article/dlscript-here>`_"
#: ../../docs/about/faq.rst:147
msgid "Godot supports Collada via the `OpenCollada <https://github.com/KhronosGroup/OpenCOLLADA/wiki/OpenCOLLADA-Tools>`_ exporter (Maya, 3DSMax)."
msgstr ""
#: ../../docs/about/faq.rst:148
msgid "You can also take a look at the GDScript implementation, the Godot modules as well as the `unofficial Python support <https://github.com/touilleMan/godot-python>`_ for Godot."
#: ../../docs/about/faq.rst:149
msgid "If you are using Blender, take a look at our own `Better Collada Exporter <https://godotengine.org/download>`_."
msgstr ""
#: ../../docs/about/faq.rst:152
msgid "Why is FBX not supported for import?"
#: ../../docs/about/faq.rst:151
msgid "As of Godot 3.0, glTF is supported."
msgstr ""
#: ../../docs/about/faq.rst:154
msgid "FBX SDK has a `restrictive license <https://www.blender.org/bf/Autodesk_FBX_License.rtf>`_, that is incompatible with the `open license <https://opensource.org/licenses/MIT>`_ provided by Godot."
#: ../../docs/about/faq.rst:153
msgid "FBX SDK has a `restrictive license <https://www.blender.org/bf/Autodesk_FBX_License.rtf>`_, that is incompatible with the `open license <https://opensource.org/licenses/MIT>`_ provided by Godot. That being said, FBX support could still be provided by third parties as a plugin. (See Plugins question above.)"
msgstr ""
#: ../../docs/about/faq.rst:158
msgid "That said, Godot's Collada support is good, please use the `OpenCollada <https://github.com/KhronosGroup/OpenCOLLADA/wiki/OpenCOLLADA-Tools>`_ exporter for maximum compatibility if you are using Maya or 3DS Max. If you are using Blender, take a look at our own `Better Collada Exporter <https://godotengine.org/download>`_."
msgstr ""
#: ../../docs/about/faq.rst:164
msgid "Also, glTF support was added in Godot 3.0."
msgstr ""
#: ../../docs/about/faq.rst:166
msgid "FBX support could still be provided by third parties as a plugin. (See Plugins question above.)"
msgstr ""
#: ../../docs/about/faq.rst:169
#: ../../docs/about/faq.rst:159
msgid "Will [Insert closed SDK such as PhysX, GameWorks, etc.] be supported in Godot?"
msgstr ""
#: ../../docs/about/faq.rst:171
msgid "No, the aim of Godot is to create a complete open source engine licensed under MIT, so you have complete control over every single piece of it. Open versions of functionality or features from such SDKs may be eventually added though."
#: ../../docs/about/faq.rst:161
msgid "The aim of Godot is to create a free and open-source MIT-licensed engine that is modular and extendable. There are no plans for the core engine development community to support any third-party, closed-source/proprietary SDKs, as integrating with these would go against Godot's ethos."
msgstr ""
#: ../../docs/about/faq.rst:176
msgid "That said, because it is open source, and modular, nothing prevents you or anyone else interested into adding those libraries as a module and ship your game using them, as either open or closed source. Everything is allowed."
#: ../../docs/about/faq.rst:166
msgid "That said, because Godot is open-source and modular, nothing prevents you or anyone else interested in adding those libraries as a module and shipping your game with them--as either open- or closed-source."
msgstr ""
#: ../../docs/about/faq.rst:181
#: ../../docs/about/faq.rst:170
msgid "To see how support for your SDK of choice could still be provided, look at the Plugins question above."
msgstr ""
#: ../../docs/about/faq.rst:184
#: ../../docs/about/faq.rst:173
msgid "If you know of a third-party SDK that is not supported by Godot but that offers free and open-source integration, consider starting the integration work yourself. Godot is not owned by one person; it belongs to the community, and it grows along with ambitious community contributors like you."
msgstr ""
#: ../../docs/about/faq.rst:179
msgid "How should assets be created to handle multiple resolutions and aspect ratios?"
msgstr ""
#: ../../docs/about/faq.rst:186
#: ../../docs/about/faq.rst:181
msgid "This question pops up often and it's probably thanks to the misunderstanding created by Apple when they originally doubled the resolution of their devices. It made people think that having the same assets in different resolutions was a good idea, so many continued towards that path. That originally worked to a point and only for Apple devices, but then several Android and Apple devices with different resolutions and aspect ratios were created, with a very wide range of sizes and DPIs."
msgstr ""
#: ../../docs/about/faq.rst:195
msgid "The most common and proper way to achieve this is to, instead, use a single base resolution for the game and only handle different screen aspects. This is mostly needed for 2D, as in 3D it's just a matter of Camera XFov or YFov."
#: ../../docs/about/faq.rst:189
msgid "The most common and proper way to achieve this is to, instead, use a single base resolution for the game and only handle different screen aspect ratios. This is mostly needed for 2D, as in 3D it's just a matter of Camera XFov or YFov."
msgstr ""
#: ../../docs/about/faq.rst:200
#: ../../docs/about/faq.rst:193
msgid "Choose a single base resolution for your game. Even if there are devices that go up to 2K and devices that go down to 400p, regular hardware scaling in your device will take care of this at little or no performance cost. Most common choices are either near 1080p (1920x1080) or 720p (1280x720). Keep in mind the higher the resolution, the larger your assets, the more memory they will take and the longer the time it will take for loading."
msgstr ""
#: ../../docs/about/faq.rst:208
#: ../../docs/about/faq.rst:201
msgid "Use the stretch options in Godot, 2D stretching with keeping aspect works best. Check the :ref:`doc_multiple_resolutions` tutorial on how to achieve this."
msgstr ""
#: ../../docs/about/faq.rst:212
#: ../../docs/about/faq.rst:205
msgid "Determine a minimum resolution and then decide if you want your game to stretch vertically or horizontally for different aspect ratios, or whether there is a minimum one and you want black bars to appear instead. This is also explained in the previous step."
msgstr ""
#: ../../docs/about/faq.rst:217
#: ../../docs/about/faq.rst:210
msgid "For user interfaces, use the :ref:`anchoring <doc_size_and_anchors>` to determine where controls should stay and move. If UIs are more complex, consider learning about Containers."
msgstr ""
#: ../../docs/about/faq.rst:221
#: ../../docs/about/faq.rst:214
msgid "And that's it! Your game should work in multiple resolutions."
msgstr ""
#: ../../docs/about/faq.rst:223
#: ../../docs/about/faq.rst:216
msgid "If there is a desire to make your game also work on ancient devices with tiny screens (fewer than 300 pixels in width), you can use the export option to shrink images, and set that build to be used for certain screen sizes in the App Store or Google Play."
msgstr ""
#: ../../docs/about/faq.rst:229
msgid "I have a great idea that will make Godot better. What do you think?"
#: ../../docs/about/faq.rst:222
msgid "How can I extend Godot?"
msgstr ""
#: ../../docs/about/faq.rst:224
msgid "For extending Godot, like creating Godot Editor plugins or adding support for additional languages, take a look at :ref:`EditorPlugins <doc_making_plugins>` and tool scripts."
msgstr ""
#: ../../docs/about/faq.rst:228
msgid "Also see the official blog posts on these topics:"
msgstr ""
#: ../../docs/about/faq.rst:230
msgid "`A look at the GDNative architecture <https://godotengine.org/article/look-gdnative-architecture>`_"
msgstr ""
#: ../../docs/about/faq.rst:231
msgid "Your idea will most certainly be ignored. Examples of stuff that is ignored by the developers:"
msgid "`GDNative is here! <https://godotengine.org/article/dlscript-here>`_"
msgstr ""
#: ../../docs/about/faq.rst:234
msgid "Let's do this because it will make Godot better"
#: ../../docs/about/faq.rst:233
msgid "You can also take a look at the GDScript implementation, the Godot modules, as well as the `unofficial Python support <https://github.com/touilleMan/godot-python>`_ for Godot. This would be a good starting point to see how another third-party library integrates with Godot."
msgstr ""
#: ../../docs/about/faq.rst:235
msgid "Let's do this in Godot because another game engine does it"
#: ../../docs/about/faq.rst:239
msgid "I would like to contribute! How can I get started?"
msgstr ""
#: ../../docs/about/faq.rst:236
msgid "Let's remove this because I think it's not needed"
#: ../../docs/about/faq.rst:241
msgid "Awesome! As an open-source project, Godot thrives off of the innovation and ambition of developers like you."
msgstr ""
#: ../../docs/about/faq.rst:237
msgid "Let's remove clutter and bloat and make Godot look nicer"
#: ../../docs/about/faq.rst:244
msgid "The first place to get started is in the `issues <https://github.com/godotengine/godot/issues>`_. Find an issue that resonates with you, then proceed to the `How to Contribute <https://github.com/godotengine/godot/blob/master/CONTRIBUTING.md#contributing-pull-requests>`_ guide to learn how to fork, modify, and submit a Pull Request (PR) with your changes."
msgstr ""
#: ../../docs/about/faq.rst:238
msgid "Let's add an alternative workflow for people who prefer it"
#: ../../docs/about/faq.rst:249
msgid "I have a great idea for Godot. How can I share it?"
msgstr ""
#: ../../docs/about/faq.rst:240
msgid "Godot developers are always willing to talk to you and listen to your feedback very openly, to an extent rarely seen in open source projects, but they will care mostly about real issues you have while using Godot, not ideas solely based on personal belief. Developers are interested in (for example):"
#: ../../docs/about/faq.rst:251
msgid "It might be tempting to want to bring ideas to Godot, like ones that result in massive core changes, some sort of mimicry of what another game engine does, or alternative workflows that you'd like built into the editor. These are great and we are thankful to have such motivated people want to contribute, but Godot's focus is and always will be the core functionality as outlined in the `Roadmap <https://github.com/godotengine/godot-roadmap/blob/master/ROADMAP.md>`_, `squashing bugs and addressing issues <https://github.com/godotengine/godot/issues>`_, and conversations between Godot community members."
msgstr ""
#: ../../docs/about/faq.rst:246
msgid "Your experience using the software and the problems you have (we care about this much more than ideas on how to improve it)."
msgstr ""
#: ../../docs/about/faq.rst:248
msgid "The features you would like to see implemented because you need them for your project."
msgstr ""
#: ../../docs/about/faq.rst:250
msgid "The concepts that were difficult to understand in order to learn the software."
msgstr ""
#: ../../docs/about/faq.rst:252
msgid "The parts of your workflow you would like to see optimized."
msgstr ""
#: ../../docs/about/faq.rst:253
msgid "Parts where you missed clear tutorials or where the documentation wasn't up to par."
msgstr ""
#: ../../docs/about/faq.rst:255
msgid "Once one of the above points is stated, we can work together on a solution and this is where your ideas and suggestions are most valuable and welcome, they need to be in context of a real issue."
msgstr ""
#: ../../docs/about/faq.rst:259
msgid "As such, please don't feel that your ideas for Godot are unwelcome. Instead, try to reformulate them as a problem first, so developers and the community have a base ground to discuss first."
#: ../../docs/about/faq.rst:260
msgid "Most developers in the Godot community will be more interested to learn about things like:"
msgstr ""
#: ../../docs/about/faq.rst:263
msgid "Examples of how NOT to state problems generally and vaguely are:"
msgid "Your experience using the software and the problems you have (we care about this much more than ideas on how to improve it)."
msgstr ""
#: ../../docs/about/faq.rst:265
msgid "Certain feature is ugly"
msgstr ""
#: ../../docs/about/faq.rst:266
msgid "Certain workflow is slow"
msgid "The features you would like to see implemented because you need them for your project."
msgstr ""
#: ../../docs/about/faq.rst:267
msgid "Certain feature needs optimization"
msgid "The concepts that were difficult to understand while learning the software."
msgstr ""
#: ../../docs/about/faq.rst:268
msgid "Certain aspect of the UI looks cluttered"
msgid "The parts of your workflow you would like to see optimized."
msgstr ""
#: ../../docs/about/faq.rst:270
msgid "Associating something with an adjective will not get you much attention and developers will most likely not understand you. Instead, try to reformulate your problem as a story such as:"
#: ../../docs/about/faq.rst:269
msgid "Parts where you missed clear tutorials or where the documentation wasn't clear."
msgstr ""
#: ../../docs/about/faq.rst:274
msgid "I try to move objects around but always end up picking the wrong one"
#: ../../docs/about/faq.rst:271
msgid "Please don't feel like your ideas for Godot are unwelcome. Instead, try to reformulate them as a problem first, so developers and the community have a functional foundation to ground your ideas on."
msgstr ""
#: ../../docs/about/faq.rst:275
msgid "I tried to make a game like Battlefield but I'm not managing to understand how to get lighting to look the same."
msgid "A good way to approach sharing your ideas and problems with the community is as a set of user stories. Explain what you are trying to do, what behavior you expect to happen, and then what behavior actually happened. Framing problems and ideas this way will help the whole community stay focused on improving developer experiences as a whole."
msgstr ""
#: ../../docs/about/faq.rst:277
msgid "I always forget which script I was editing, and it takes me too many steps to go back to it."
msgstr ""
#: ../../docs/about/faq.rst:280
msgid "This will allow you to convey what you are thinking much better and set a common ground for discussion. Please try your best to state your problems as stories to the developers and the community, before discussing any idea. Be specific and concrete."
#: ../../docs/about/faq.rst:281
msgid "Bonus points for bringing screenshots, concrete numbers, test cases, or example projects (if applicable)."
msgstr ""
#: ../../docs/about/faq.rst:285
msgid "Bonus points for bringing screenshots, concrete numbers, test cases or example projects (if applicable)."
msgstr ""
#: ../../docs/about/faq.rst:288
msgid "How can I support Godot development or contribute?"
msgstr ""
#: ../../docs/about/faq.rst:290
#: ../../docs/about/faq.rst:287
msgid "See :ref:`doc_ways_to_contribute`."
msgstr ""
#: ../../docs/about/faq.rst:293
#: ../../docs/about/faq.rst:290
msgid "Who is working on Godot? How can I contact you?"
msgstr ""
#: ../../docs/about/faq.rst:295
#: ../../docs/about/faq.rst:292
msgid "See the corresponding page on the `Godot website <https://godotengine.org/contact>`_."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -17,6 +17,6 @@ msgstr ""
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/content/3d/index.rst:2
msgid "Creating 3D Content"
msgid "Creating 3D content"
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -17,7 +17,7 @@ msgstr ""
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/content/3d/making_trees.rst:4
msgid "Making Trees"
msgid "Making trees"
msgstr ""
#: ../../docs/content/3d/making_trees.rst:6
@@ -45,7 +45,7 @@ msgid "and opened it in Blender."
msgstr ""
#: ../../docs/content/3d/making_trees.rst:24
msgid "Paint with Vertex Colors"
msgid "Paint with vertex colors"
msgstr ""
#: ../../docs/content/3d/making_trees.rst:26
@@ -89,7 +89,7 @@ msgid "The trunk shader is similar, except it does not write to the alpha channe
msgstr ""
#: ../../docs/content/3d/making_trees.rst:88
msgid "Improving the Shader:"
msgid "Improving the shader"
msgstr ""
#: ../../docs/content/3d/making_trees.rst:90

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -220,195 +220,199 @@ msgstr ""
msgid "This executable file contains the whole engine and runs without any dependencies. Executing it will bring up the Project Manager."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:201
#: ../../docs/development/compiling/compiling_for_windows.rst:200
msgid "If you are compiling Godot for production use, then you can make the final executable smaller and faster by adding the SCons option ``target=release_debug``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:205
msgid "How the prompts actually work"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:203
#: ../../docs/development/compiling/compiling_for_windows.rst:207
msgid "The Visual Studio command prompts are just shortcuts that call the standard Command Prompt and have it run a batch file before giving you control. The batch file itself is called **vcvarsall.bat** and it sets up environment variables, including the PATH variable, so that the correct version of the compiler can be run. The Developer Command Prompt calls a different file called **VsDevCmd.bat** but none of the other tools that this batch file enables are needed by Godot/SCons."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:211
#: ../../docs/development/compiling/compiling_for_windows.rst:215
msgid "Since you are probably using Visual Studio 2013 or 2015, if you need to recreate them manually, use the below folders, or place them on the desktop/taskbar:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:220
#: ../../docs/development/compiling/compiling_for_windows.rst:224
msgid "Start the creation of the shortcut by pressing the ``right mouse button/New/Shortcut`` in an empty place in your desired location."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:223
#: ../../docs/development/compiling/compiling_for_windows.rst:227
msgid "Then copy one of these commands below for the corresponding tool you need into the \"Path\" and \"Name\" sections of the shortcut creation wizard, and fix the path to the batch file if needed."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:227
#: ../../docs/development/compiling/compiling_for_windows.rst:231
msgid "Visual Studio 2013 is in the \"Microsoft Visual Studio 12.0\" folder."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:228
#: ../../docs/development/compiling/compiling_for_windows.rst:232
msgid "Visual Studio 2015 is in the \"Microsoft Visual Studio 14.0\" folder."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:229
#: ../../docs/development/compiling/compiling_for_windows.rst:233
msgid "etc."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:248
#: ../../docs/development/compiling/compiling_for_windows.rst:252
msgid "After you create the shortcut, in the shortcut's properties, that you can access by right clicking with your mouse on the shortcut itself, you can choose the starting directory of the command prompt (\"Start in\" field)."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:253
#: ../../docs/development/compiling/compiling_for_windows.rst:257
msgid "Some of these shortcuts (namely the 64-bit compilers) seem to not be available in the Express edition of Visual Studio or Visual C++. Before recreating the commands, make sure that ``cl.exe`` executables are present in one of these locations, they are the actual compilers for the architecture you want to build from the command prompt."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:274
#: ../../docs/development/compiling/compiling_for_windows.rst:278
msgid "In case you are wondering what these prompt shortcuts do, they call ``cmd.exe`` with the ``\\k`` option and have it run a Batch file."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:286
#: ../../docs/development/compiling/compiling_for_windows.rst:290
msgid "How to run an automated build of Godot"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:288
#: ../../docs/development/compiling/compiling_for_windows.rst:292
msgid "If you just need to run the compilation process via a Batch file or directly in the Windows Command Prompt you need to use the following command:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:296
#: ../../docs/development/compiling/compiling_for_windows.rst:300
msgid "with one of the following parameters:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:298
#: ../../docs/development/compiling/compiling_for_windows.rst:302
msgid "x86 (32-bit cl.exe to compile for the 32-bit architecture)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:299
#: ../../docs/development/compiling/compiling_for_windows.rst:303
msgid "amd64 (64-bit cl.exe to compile for the 64-bit architecture)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:300
#: ../../docs/development/compiling/compiling_for_windows.rst:304
msgid "x86_amd64 (32-bit cl.exe to compile for the 64-bit architecture)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:301
#: ../../docs/development/compiling/compiling_for_windows.rst:305
msgid "amd64_x86 (64-bit cl.exe to compile for the 32-bit architecture)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:303
#: ../../docs/development/compiling/compiling_for_windows.rst:307
msgid "and after that one, you can run SCons:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:309
#: ../../docs/development/compiling/compiling_for_windows.rst:313
msgid "or you can run them together:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:320
#: ../../docs/development/compiling/compiling_for_windows.rst:324
msgid "Development in Visual Studio or other IDEs"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:322
#: ../../docs/development/compiling/compiling_for_windows.rst:326
msgid "For most projects, using only scripting is enough but when development in C++ is needed, for creating modules or extending the engine, working with an IDE is usually desirable."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:326
#: ../../docs/development/compiling/compiling_for_windows.rst:330
msgid "You can create a Visual Studio solution via SCons by running SCons with the ``vsproj=yes`` parameter, like this:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:333
#: ../../docs/development/compiling/compiling_for_windows.rst:337
msgid "You will be able to open Godot's source in a Visual Studio solution now, and able to build Godot via the Visual Studio **Build** button. However, make sure that you have installed Pywin32 so that parallel (-j) builds work properly."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:338
#: ../../docs/development/compiling/compiling_for_windows.rst:342
msgid "If you need to edit the compilation commands, they are located in \"Godot\" project settings, NMAKE sheet. SCons is called at the end of the commands. If you make a mistake, copy the command from one of the other build configurations (debug, release_debug, release) or architectures (Win32/x64). They are equivalent."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:345
#: ../../docs/development/compiling/compiling_for_windows.rst:349
msgid "Cross-compiling for Windows from other operating systems"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:347
#: ../../docs/development/compiling/compiling_for_windows.rst:351
msgid "If you are a Linux or macOS user, you need to install `MinGW-w64 <https://mingw-w64.org/doku.php>`_, which typically comes in 32-bit and 64-bit variants. The package names may differ based on your distro, here are some known ones:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:352
#: ../../docs/development/compiling/compiling_for_windows.rst:356
msgid "**Arch**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:356
#: ../../docs/development/compiling/compiling_for_windows.rst:360
msgid "**Debian** / **Ubuntu**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:360
#: ../../docs/development/compiling/compiling_for_windows.rst:364
msgid "**Fedora**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:364
#: ../../docs/development/compiling/compiling_for_windows.rst:368
msgid "**macOS**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:368
#: ../../docs/development/compiling/compiling_for_windows.rst:372
msgid "**Mageia**"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:373
#: ../../docs/development/compiling/compiling_for_windows.rst:377
msgid "Before allowing you to attempt the compilation, SCons will check for the following binaries in your ``$PATH``:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:381
#: ../../docs/development/compiling/compiling_for_windows.rst:385
msgid "If the binaries are not located in the ``$PATH`` (e.g. ``/usr/bin``), you can define the following environment variables to give a hint to the build system:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:390
#: ../../docs/development/compiling/compiling_for_windows.rst:394
msgid "To make sure you are doing things correctly, executing the following in the shell should result in a working compiler (the version output may differ based on your system):"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:400
#: ../../docs/development/compiling/compiling_for_windows.rst:404
msgid "Troubleshooting"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:402
#: ../../docs/development/compiling/compiling_for_windows.rst:406
msgid "Cross-compiling from some versions of Ubuntu may lead to `this bug <https://github.com/godotengine/godot/issues/9258>`_, due to a default configuration lacking support for POSIX threading."
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:405
#: ../../docs/development/compiling/compiling_for_windows.rst:409
msgid "You can change that configuration following those instructions, for 32-bit:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:415
#: ../../docs/development/compiling/compiling_for_windows.rst:419
msgid "And for 64-bit:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:425
#: ../../docs/development/compiling/compiling_for_windows.rst:429
msgid "Creating Windows export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:427
#: ../../docs/development/compiling/compiling_for_windows.rst:431
msgid "Windows export templates are created by compiling Godot as release, with the following flags:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:430
#: ../../docs/development/compiling/compiling_for_windows.rst:434
msgid "(using Mingw32 command prompt, using the bits parameter)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:437
#: ../../docs/development/compiling/compiling_for_windows.rst:441
msgid "(using Mingw-w64 command prompt, using the bits parameter)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:444
#: ../../docs/development/compiling/compiling_for_windows.rst:448
msgid "(using the Visual Studio command prompts for the correct architecture, notice the lack of bits parameter)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:452
#: ../../docs/development/compiling/compiling_for_windows.rst:456
msgid "If you plan on replacing the standard templates, copy these to:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:458
#: ../../docs/development/compiling/compiling_for_windows.rst:462
msgid "With the following names:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:467
#: ../../docs/development/compiling/compiling_for_windows.rst:471
msgid "However, if you are writing your custom modules or custom C++ code, you might instead want to configure your binaries as custom export templates here:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_windows.rst:473
#: ../../docs/development/compiling/compiling_for_windows.rst:477
msgid "You don't even need to copy them, you can just reference the resulting files in the ``bin\\`` directory of your Godot source folder, so the next time you build you automatically have the custom templates referenced."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -136,39 +136,43 @@ msgstr ""
msgid "Using Clang appears to be a requirement for OpenBSD, otherwise fonts would not build."
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:104
#: ../../docs/development/compiling/compiling_for_x11.rst:103
msgid "If you are compiling Godot for production use, then you can make the final executable smaller and faster by adding the SCons option ``target=release_debug``."
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:108
msgid "Building export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:106
#: ../../docs/development/compiling/compiling_for_x11.rst:110
msgid "To build X11 (Linux, \\*BSD) export templates, run the build system with the following parameters:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:109
#: ../../docs/development/compiling/compiling_for_x11.rst:113
msgid "(32 bits)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:116
#: ../../docs/development/compiling/compiling_for_x11.rst:120
msgid "(64 bits)"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:123
#: ../../docs/development/compiling/compiling_for_x11.rst:127
msgid "Note that cross compiling for the opposite bits (64/32) as your host platform is not always straight-forward and might need a chroot environment."
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:126
#: ../../docs/development/compiling/compiling_for_x11.rst:130
msgid "To create standard export templates, the resulting files must be copied to:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:132
#: ../../docs/development/compiling/compiling_for_x11.rst:136
msgid "and named like this (even for \\*BSD which is seen as \"Linux X11\" by Godot):"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:141
#: ../../docs/development/compiling/compiling_for_x11.rst:145
msgid "However, if you are writing your custom modules or custom C++ code, you might instead want to configure your binaries as custom export templates here:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_x11.rst:147
#: ../../docs/development/compiling/compiling_for_x11.rst:151
msgid "You don't even need to copy them, you can just reference the resulting files in the bin/ directory of your Godot source folder, so the next time you build you automatically have the custom templates referenced."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -201,7 +201,7 @@ msgid "When this is an Android project, things usually get more complex. Copy th
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:232
msgid "As of this writing, Godot uses minsdk 10 and target sdk 15. If this ever changes, it should be reflected in the manifest template: `AndroidManifest.xml.template <https://github.com/godotengine/godot/blob/master/platform/android/AndroidManifest.xml.template>`"
msgid "As of this writing, Godot uses minsdk 18 and target sdk 27. If this ever changes, it should be reflected in the manifest template: `AndroidManifest.xml.template <https://github.com/godotengine/godot/blob/master/platform/android/AndroidManifest.xml.template>`__"
msgstr ""
#: ../../docs/development/cpp/creating_android_modules.rst:236

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -17,7 +17,7 @@ msgstr ""
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:4
msgid "Custom Resource Format Loaders"
msgid "Custom resource format loaders"
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:7
@@ -32,94 +32,94 @@ msgstr ""
msgid "This guide assumes the reader knows how to create C++ modules and godot data types. If not, refer to this guide :ref:`doc_custom_modules_in_c++`."
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:19
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:40
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:211
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:18
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:39
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:210
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:244
msgid "References:"
msgid "References"
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:21
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:20
msgid ":ref:`ResourceLoader<class_resourceloader>`"
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:22
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:21
msgid "`core/io/resource_loader.cpp <https://github.com/godotengine/godot/blob/master/core/io/resource_loader.cpp#L258>`__"
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:25
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:24
msgid "What for?"
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:27
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:26
msgid "Adding new support for many file formats"
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:28
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:27
msgid "Audio formats"
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:29
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:28
msgid "Video formats"
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:30
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:29
msgid "Machine learning models"
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:33
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:32
msgid "What not?"
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:35
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:34
msgid "Raster images"
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:37
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:36
msgid "ImageFormatLoader should be used to load images."
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:42
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:41
msgid "`core/io/image_loader.h <https://github.com/godotengine/godot/blob/master/core/io/image_loader.h>`__"
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:46
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:45
msgid "Creating a ResourceFormatLoader"
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:48
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:47
msgid "Each file format consist of a data container and a ``ResourceFormatLoader``."
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:50
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:49
msgid "ResourceFormatLoaders are usually simple classes which return all the necessary metadata for supporting new extensions in Godot. The class must the return the format name and the extension string."
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:54
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:53
msgid "In addition, ResourceFormatLoaders must convert file paths into resources with the ``load`` function. To load a resource, ``load`` must read and handle data serialization."
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:111
msgid "Creating Custom Data Types"
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:110
msgid "Creating custom data types"
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:113
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:112
msgid "Godot may not have a proper substitute within its :ref:`doc_core_types` or managed resources. Godot needs a new registered data type to understand additional binary formats such as machine learning models."
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:117
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:116
msgid "Here is an example of how to create a custom datatype"
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:174
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:173
msgid "Considerations"
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:176
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:175
msgid "Some libraries may not define certain common routines such as i/o handling. Therefore, Godot call translations are required."
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:179
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:178
msgid "For example, here is the code for translating ``FileAccess`` calls into ``std::istream``."
msgstr ""
@@ -136,14 +136,14 @@ msgid "`core/io/fileaccess.h <https://github.com/godotengine/godot/blob/master/c
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:217
msgid "Registering the New File Format"
msgid "Registering the new file format"
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:219
msgid "Godot registers ``ResourcesFormatLoader`` with a ``ResourceLoader`` handler. The handler selects the proper loader automatically when ``load`` is called."
msgstr ""
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:245
#: ../../docs/development/cpp/custom_resource_format_loaders.rst:246
msgid "`core/io/resource_loader.cpp <https://github.com/godotengine/godot/blob/master/core/io/resource_loader.cpp#L280>`__"
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -17,7 +17,7 @@ msgstr ""
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/development/file_formats/tscn.rst:2
msgid "TSCN File Format"
msgid "TSCN file format"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:4
@@ -32,119 +32,121 @@ msgstr ""
msgid "For those looking for a complete description, the parsing is handled in the file `scene_format_text.cpp <https://github.com/godotengine/godot/blob/master/scene/resources/scene_format_text.cpp>`_ in the class :code:`ResourceFormatLoaderText`"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:20
msgid "File Structure"
#: ../../docs/development/file_formats/tscn.rst:19
msgid "File structure"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:22
#: ../../docs/development/file_formats/tscn.rst:21
msgid "There are five main sections inside the TSCN File:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:24
#: ../../docs/development/file_formats/tscn.rst:23
msgid "File Descriptor"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:25
#: ../../docs/development/file_formats/tscn.rst:24
#: ../../docs/development/file_formats/tscn.rst:266
msgid "External resources"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:26
#: ../../docs/development/file_formats/tscn.rst:25
#: ../../docs/development/file_formats/tscn.rst:287
msgid "Internal resources"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:27
#: ../../docs/development/file_formats/tscn.rst:26
msgid "Nodes"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:28
#: ../../docs/development/file_formats/tscn.rst:27
msgid "Connections"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:31
#: ../../docs/development/file_formats/tscn.rst:29
msgid "The file descriptor looks like :code:`[gd_scene load_steps=1 format=2]` And should be the first entry in the file. The load_steps parameter should (in theory) be the number of resources within the file, though in practice it's value seems not to matter."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:36
#: ../../docs/development/file_formats/tscn.rst:34
msgid "These sections should appear in order, but it can be hard to distinguish them. The only difference between them is the first element in the heading for all of the items in the section. For example, the heading of all external resources should start with :code:`[ext_resource .....]`"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:44
#: ../../docs/development/file_formats/tscn.rst:41
msgid "Entries inside the file"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:45
#: ../../docs/development/file_formats/tscn.rst:43
msgid "A heading looks like: :code:`[<resource_type> key=value key=value key=value ...]` Where resource_type is one of:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:49
#: ../../docs/development/file_formats/tscn.rst:47
msgid "ext_resource"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:50
#: ../../docs/development/file_formats/tscn.rst:48
msgid "sub_resource"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:51
#: ../../docs/development/file_formats/tscn.rst:49
msgid "node"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:52
#: ../../docs/development/file_formats/tscn.rst:50
msgid "connection"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:54
#: ../../docs/development/file_formats/tscn.rst:52
msgid "Underneath every heading comes zero or more :code:`key = value` pairs. The values can be complex datatypes such as arrays, transformations, colors, and so on. For example, a spatial node looks like:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:64
msgid "The Scene Tree"
#: ../../docs/development/file_formats/tscn.rst:62
msgid "The scene tree"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:66
#: ../../docs/development/file_formats/tscn.rst:64
msgid "The scene tree is made up of... nodes! The heading of each node consists of it's name, parent and (most of the time) a type. For example :code:`[node type=\"Camera\" name=\"PlayerCamera\" parent=\"Player/Head\"]`"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:70
#: ../../docs/development/file_formats/tscn.rst:68
msgid "Other valid keywords include:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:72
#: ../../docs/development/file_formats/tscn.rst:70
msgid "instance"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:73
#: ../../docs/development/file_formats/tscn.rst:71
msgid "instance_placeholder"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:74
#: ../../docs/development/file_formats/tscn.rst:72
msgid "owner"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:75
#: ../../docs/development/file_formats/tscn.rst:73
msgid "index (if two nodes have the same name)"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:76
#: ../../docs/development/file_formats/tscn.rst:74
msgid "groups"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:78
msgid "The first node in the file should not have the :code:`parent=Path/To/Node` entry in it's heading, and it is the scene root. All scene files should have exactly one scene root. It it does not, Godot will fail to import the file. The parent path of other nodes should be absolute, but without the scene root's name. If it is a direct child of the scene root, it should be :code:`\".\"`. Here is an example scene tree (but without any node content). ::"
#: ../../docs/development/file_formats/tscn.rst:76
msgid "The first node in the file should not have the :code:`parent=Path/To/Node` entry in it's heading, and it is the scene root. All scene files should have exactly one scene root. It it does not, Godot will fail to import the file. The parent path of other nodes should be absolute, but without the scene root's name. If it is a direct child of the scene root, it should be :code:`\".\"`. Here is an example scene tree (but without any node content)."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:91
#: ../../docs/development/file_formats/tscn.rst:90
msgid "Similar to the internal resource, the document for each node is currently incomplete. Fortunately it is easy to find out because you can simply save a file with that node in it. Some example nodes are:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:129
msgid "Node Path"
#: ../../docs/development/file_formats/tscn.rst:128
msgid "NodePath"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:131
#: ../../docs/development/file_formats/tscn.rst:130
msgid "A tree structure is not enough to represent the whole scene, Godot use a :code:`NodePath(Path/To/Node)` structure to refer to another node or attribute of the node anywhere in the scene tree. Some typical usages of NodePath like mesh node use :code:`NodePath()` to point to its skeleton, animation track use :code:`NodePath()` points to animated attribute in node."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:154
#: ../../docs/development/file_formats/tscn.rst:153
msgid "Skeleton"
msgstr ""
@@ -169,7 +171,7 @@ msgid "pose"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:163
#: ../../docs/development/file_formats/tscn.rst:384
#: ../../docs/development/file_formats/tscn.rst:385
msgid "enabled"
msgstr ""
@@ -205,19 +207,19 @@ msgstr ""
msgid "BoneAttachment"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:199
#: ../../docs/development/file_formats/tscn.rst:200
msgid "BoneAttachment node is an intermediate node to describe some node being parented to a single bone in Skeleton node. The BoneAttachment has a :code:`bone_name=NameOfBone`, and the corresponding bone being the parent has the BoneAttachment node in its :code:`bound_children` list."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:204
#: ../../docs/development/file_formats/tscn.rst:205
msgid "An example of one MeshInstance parented to a bone in Skeleton:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:228
#: ../../docs/development/file_formats/tscn.rst:229
msgid "AnimationPlayer"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:229
#: ../../docs/development/file_formats/tscn.rst:231
msgid "AnimationPlayer works as an animation lib. it has animations listed in the format :code:`anim/Name=SubResource(ResourceId)`, each refers to a Animation internal resource. All the animation resources use the root node of AnimationPlayer. The root node is stored as :code:`root_node=NodePath(Path/To/Node)`."
msgstr ""
@@ -225,22 +227,18 @@ msgstr ""
msgid "Resources"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:250
#: ../../docs/development/file_formats/tscn.rst:251
msgid "Resources are components that make up the nodes. For example, a MeshInstance node will have an accompanying ArrayMesh resource. The ArrayMesh resource may be either internal or external to the TSCN file."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:254
#: ../../docs/development/file_formats/tscn.rst:255
msgid "References to the resources are handled by id numbers in the resources heading. External resources and internal resource are referred to with :code:`ExtResource(id)` and :code:`SubResource(id)`. Because there have different methods to refer to internal and external resource, you can have the same ID for both an internal and external resource."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:260
#: ../../docs/development/file_formats/tscn.rst:261
msgid "For example, to refer to the resource :code:`[ext_resource id=3 type=\"PackedScene\" path=....]` you would use :code:`ExtResource(3)`"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:266
msgid "External Resources"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:268
msgid "External resources are links to resources not contained within the TSCN file itself. An external resource consists of:"
msgstr ""
@@ -265,23 +263,19 @@ msgstr ""
msgid "Some example external resources are:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:288
msgid "Internal Resources"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:290
#: ../../docs/development/file_formats/tscn.rst:289
msgid "A TSCN file can contain meshes, materials and other data, and these are contained in the internal resources section of the file. The heading for an internal resource looks similar to those of external resources, but does not have a path. Internal resources also have :code:`key=value` pairs under each heading. For example, a capsule collision shape looks like:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:303
#: ../../docs/development/file_formats/tscn.rst:302
msgid "Some internal resource contain links to other internal resources (such as a mesh having a material). In this case, the referring resource must appear before the reference to it. Thus, in the internal resources section of the file, order does matter."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:308
#: ../../docs/development/file_formats/tscn.rst:307
msgid "Unfortunately, documentation on the formats for these subresources is not complete, and while some can be found through inspecting resources of saved files, others can only be found by looking through Godot's source."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:313
#: ../../docs/development/file_formats/tscn.rst:312
msgid "ArrayMesh"
msgstr ""
@@ -361,51 +355,51 @@ msgstr ""
msgid "Animation"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:366
#: ../../docs/development/file_formats/tscn.rst:367
msgid "An animation resource consists of tracks. Besides, it has 'length', 'loop' and 'step' applied to all the tracks."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:369
#: ../../docs/development/file_formats/tscn.rst:370
msgid "length"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:370
#: ../../docs/development/file_formats/tscn.rst:371
msgid "loop"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:371
#: ../../docs/development/file_formats/tscn.rst:372
msgid "step"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:373
#: ../../docs/development/file_formats/tscn.rst:374
msgid ":code:`length` and :code:`step` are both time in seconds"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:375
#: ../../docs/development/file_formats/tscn.rst:376
msgid "Each track is described by a list of (key, value) pairs in the format :code:`tracks/Id/Attribute`, it includes:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:378
#: ../../docs/development/file_formats/tscn.rst:379
msgid "type"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:379
#: ../../docs/development/file_formats/tscn.rst:380
msgid "path"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:380
#: ../../docs/development/file_formats/tscn.rst:381
msgid "interp"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:381
#: ../../docs/development/file_formats/tscn.rst:382
msgid "keys"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:382
#: ../../docs/development/file_formats/tscn.rst:383
msgid "loop_wrap"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:383
#: ../../docs/development/file_formats/tscn.rst:384
msgid "imported"
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -289,7 +289,7 @@ msgid "Finally, the main scene would then be composed of one root node with 2 ch
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:140
msgid "As you can see, every scene is organized as a tree. The same goes for nodes' properties: you don't *add* a collision component to a node to make it collidable like Unity does. Instead, you make this node a *child* of a new specific node that has collision properties. Godot features various collision types nodes, depending of the use (see the :ref:`Physics introduction <doc_physics_introduction>`)."
msgid "As you can see, every scene is organized as a tree. The same goes for nodes' properties: you don't *add* a collision component to a node to make it collidable like Unity does. Instead, you make this node a *child* of a new specific node that has collision properties. Godot features various collision types nodes, depending on the usage (see the :ref:`Physics introduction <doc_physics_introduction>`)."
msgstr ""
#: ../../docs/getting_started/editor/unity_to_godot.rst:145

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -41,126 +41,154 @@ msgid "Setup C# for Godot"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:27
msgid "To use C# in Godot you must have `Mono <http://www.mono-project.com/download/>`_ installed. Godot 3.0.2 requires Mono 5.4, 3.0.3 requires Mono 5.12 on all platforms. You also need MSBuild (at least version 15.0) which should come with the Mono installation."
msgid "Download and install the `Mono <http://www.mono-project.com/download/>`_ SDK."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:30
msgid "For instructions on installing older versions of Mono on Linux see `this page <http://www.mono-project.com/docs/getting-started/install/linux/#accessing-older-releases>`_. Older versions of Mono for MacOS and Windows can be found `here <https://download.mono-project.com/archive/>`_."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:29
msgid "If you are using Godot 3.0.2, you must use Mono 5.4."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:31
msgid "Godot 3.0.3+ requires Mono 5.12 on all platforms."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:33
msgid "Additionally, your Godot version must have Mono support enabled, so take care to download the **Mono version** of Godot. If you are building Godot from source, make sure to follow the steps to include Mono support in your build outlined on the :ref:`doc_compiling_with_mono` page."
msgid "To download Mono v5.12+ on a Mac, locate the \"Stable Channel\" link from the `Mono Downloads Page <http://www.mono-project.com/download/>`_. The Visual Studio channel is an earlier version of Mono and will not work with Godot 3.0.3+."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:35
msgid "You also need MSBuild (at least version 15.0) which should come with the Mono installation."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:37
msgid "For instructions on installing older versions of Mono on Linux, see `this page <http://www.mono-project.com/docs/getting-started/install/linux/#accessing-older-releases>`_. Older versions of Mono for MacOS and Windows can be found `here <https://download.mono-project.com/archive/>`_."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:40
msgid "Additionally, your Godot version must have Mono support enabled, so ensure you download the **Mono version** of Godot."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:42
msgid "If you are building Godot from source, make sure to follow the steps to include Mono support in your build outlined on the :ref:`doc_compiling_with_mono` page."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:44
msgid "In summary, you must have installed 1) the correct Mono SDK version for your Godot version, and 2) The Mono version of Godot."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:47
msgid "Configuring an external editor"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:39
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:49
msgid "While Godot does have its own scripting editor, its support for C# is kept minimal, and it's recommended that you use an external IDE or editor, such as Microsoft Visual Studio Code, or MonoDevelop, which provide auto-completion, debugging and other features useful when working with C#. To set it up, in Godot click on ``Editor``, then ``Editor Settings``. Scroll down to the bottom, to the ``Mono`` settings. Under Mono click on ``Editor``, and on that page choose your external editor of choice."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:48
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:57
msgid "If you are using Visual Studio Code, ensure you download and install the .NET tools extension. Without this, Godot will crash when trying to create a new C# project or edit a C# script."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:60
msgid "Creating a C# script"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:50
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:62
msgid "After you successfully setup 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:54
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:66
msgid "Note that while some specifics change, most of the things work the same when using C# for scripting. If you're new to Godot, you may want to peruse the tutorials on :ref:`doc_scripting` at this point. While some places in the documentation still lack C# examples, most things can be transferred easily from GDScript."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:59
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:71
msgid "Project setup and workflow"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:61
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:73
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``) and project (``.csproj``) as well as some utility files and folders (``.mono``, sometimes ``Properties``). All of these but ``.mono`` are important and should be kept in your version control system. ``.mono`` can be safely added to the ignore list of your VCS. When troubleshooting, it sometimes can help to delete the ``.mono`` folder and let it regenerate."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:66
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:78
msgid "Note that currently there are some issues where the Godot and the C# project don't stay in sync; if you delete, rename or move things like scripts or nodes, they may no longer match up. In this case, it can help to edit the solution files manually."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:69
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:81
msgid "Example: If you created a script (e.g. ``Test.cs``) and delete it in Godot, compilation will fail because the now missing file is still expected to be there by the CS project. You can for now simply open up the ``.csproj`` 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:80
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:92
msgid "Simply remove that line and your project should now again build fine. 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:83
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:95
msgid "Example"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:85
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:97
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:112
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:124
msgid "As you can see, the things normally in global scope in GDScript like Godot's ``print`` function are available in the ``GD`` namespace. For a list of those, see the class reference pages for :ref:`@GDScript <class_@gdscript>` and :ref:`@GlobalScope <class_@globalscope>`."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:116
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:128
msgid "Keep in mind that the class you wish to attach to your node should be named as the ``.cs`` file. If not, you will get the following error and won't be able to run the scene: ``Cannot find class XXX for script res://XXX.cs``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:120
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:132
msgid "General differences between C# and GDScript"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:122
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:134
msgid "The C# API uses ``PascalCase`` instead of ``snake_case`` in GDScript/C++. Where possible, fields and getters/setters have been converted to properties. In general, the C# Godot API strives to be as idiomatic as is reasonably possible."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:126
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:138
msgid "For more, see the :ref:`doc_c_sharp_differences` page."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:129
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:141
msgid "Current gotchas and known issues"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:131
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:143
msgid "As C# support is quite new to Godot, there are some growing pains and things that still need to be ironed out. Below is a list of the most important issues you should be aware of when diving into C# in Godot, but if in doubt also take a look over the official `issue tracker for Mono issues <https://github.com/godotengine/godot/labels/topic%3Amono>`_."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:134
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:146
msgid "As explained above, the C# project isn't always kept in sync automatically when things are deleted, renamed or moved in Godot (`#12917 <https://github.com/godotengine/godot/issues/12917>`_)"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:135
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:147
msgid "Writing editor plugins and tool scripts in C# is not yet supported"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:136
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:148
msgid "Exporting a project may not yet work (`#15615 <https://github.com/godotengine/godot/issues/15615>`_)"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:137
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:149
msgid "Signals with parameters are broken in 3.0.2-stable (`#17553 <https://github.com/godotengine/godot/issues/17553>`_)"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:140
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:152
msgid "Performance of C# in Godot"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:142
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:154
msgid "According to some preliminary `benchmarks <https://github.com/cart/godot3-bunnymark>`_, performance of C# in Godot - while generally in the same order of magnitude - is roughly **~4x** that of GDScript in some naive cases. For full performance, C++ is still a little faster; the specifics are going to vary according to your use case. GDScript is likely fast enough for most general scripting workloads. C# is faster, but requires some expensive marshalling when talking to Godot."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:147
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:159
msgid "Using Nuget Packages in Godot"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:149
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:161
msgid "`Nuget <https://www.nuget.org/>`_ Packages can be installed and used with Godot, as with any project. Many IDEs (such as vs code) can add packages directly. They can also be added manually by adding the package reference in the .csproj file located in the project root:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:164
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_basics.rst:176
msgid "Whenever packages are added or modified, run nuget restore in the root of the project directory, to ensure that the nuget packages will be available for msbuild to use, run::"
msgstr ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -57,50 +57,66 @@ msgid "The ``as`` operator returns null if the node cannot be casted to Sprite,
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:45
msgid "**Type checking using the IS operator**"
msgid "**Using the generic methods**"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:47
msgid "Generic methods are also provided to make this type conversion transparent."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:49
msgid "``GetNode<T>()`` casts the node before returning it. It will throw an ``InvalidCastException`` if the node cannot be cast to the desired type."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:56
msgid "``GetNodeOrNull<T>()`` uses the ``as`` operator and will return ``null`` if the node cannot be cast to the desired type."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:64
msgid "**Type checking using the IS operator**"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:66
msgid "To check if the node can be casted to Sprite, you can use the ``is`` operator. The ``is`` operator returns false if the node cannot be casted to Sprite, otherwise it returns true."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:58
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:77
msgid "For more advanced type checking, you can look into `Pattern Matching <https://docs.microsoft.com/en-us/dotnet/csharp/pattern-matching>`_."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:63
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:82
msgid "C# Signals"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:65
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:84
msgid "For a complete C# example, see the **Handling a signal** section in the step by step :ref:`doc_scripting` tutorial."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:67
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:86
msgid "Declaring a signal in C# is done with the ``[Signal]`` attribute on a delegate."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:77
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:96
msgid "These signals can then be connected either in the editor or from code with ``Connect``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:97
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:116
msgid "Emitting signals is done with the ``EmitSignal`` method."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:107
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:126
msgid "Notice that you can always reference a signal name with the ``nameof`` keyword (applied on the delegate itself)."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:109
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:128
msgid "It is possible to bind values when establishing a connection by passing an object array."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:129
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:148
msgid "Signals support parameters and bound values of all the `built-in types <https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/keywords/built-in-types-table>`_ and Classes derived from :ref:`Godot.Object <class_Object>`. Consequently any ``Node`` or ``Reference`` will be compatible automatically but custom data objects will need to extend from `Godot.Object` or one of its subclasses."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:141
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_features.rst:160
msgid "Finally, signals can be created by calling ``AddUserSignal``, but be aware that it should be executed before any use of said signals (with ``Connect`` or ``EmitSignal``)."
msgstr ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -61,7 +61,7 @@ msgid "Here is the full script for the player, with comments noting what we've c
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:122
msgid "Export Templates"
msgid "Export templates"
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:124
@@ -77,7 +77,7 @@ msgid "If you upgrade Godot, you must download templates that match the new vers
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:140
msgid "Export Presets"
msgid "Export presets"
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:142
@@ -101,7 +101,7 @@ msgid "In the \"Resources\" and \"Features\" tabs you can customize how the game
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:160
msgid "Exporting by Platform"
msgid "Exporting by platform"
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:162
@@ -109,7 +109,7 @@ msgid "In this section, we'll walk through the process for each platform, includ
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:166
msgid "PC (Linux/MacOS/Windows)"
msgid "PC (Linux/macOS/Windows)"
msgstr ""
#: ../../docs/getting_started/step_by_step/exporting.rst:168

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -45,7 +45,7 @@ msgid "In the above picture, Scene B was added to Scene A as an instance."
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing.rst:34
msgid "Instancing By Example"
msgid "Instancing by example"
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing.rst:36
@@ -81,7 +81,7 @@ msgid "Press \"Play\" and watch the ball fall to the bottom of the screen:"
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing.rst:78
msgid "Multiple Instances"
msgid "Multiple instances"
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing.rst:80
@@ -113,6 +113,6 @@ msgid "Conclusion"
msgstr ""
#: ../../docs/getting_started/step_by_step/instancing.rst:114
msgid "Instancing can be useful when you want to create many copies of the same object."
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, see :ref:`doc_scripting_continued`."
msgstr ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -65,7 +65,7 @@ msgid "It can be extended (to have more functions)."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:39
msgid "It can be added to other nodes as children."
msgid "It can be added to other nodes as a child."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:43
@@ -93,7 +93,7 @@ msgid "A scene is composed of a group of nodes organized hierarchically (in tree
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:65
msgid "always has only one root node."
msgid "always has one root node."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:66
@@ -137,7 +137,7 @@ msgid "Once you've created the \"New Project\", then open it. This will open the
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:101
msgid "As mentioned before, making games in Godot feels like being in a kitchen, so let's open the refrigerator and add some fresh nodes to the project. We'll begin with a \"Hello World!\" message that we'll put on the screen."
msgid "As mentioned before, making games in Godot feels like being in a kitchen, so let's open the refrigerator and add some fresh nodes to the project. We'll begin with a \"Hello World\" message that we'll put on the screen."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:106
@@ -149,7 +149,7 @@ msgid "This will open the Create Node dialog, showing the long list of nodes tha
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:115
msgid "From there, select the \"Label\" node first. Searching for it is probably the quickest way:"
msgid "From there, select the \"Label\" node first. Searching for it is probably the fastest way:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:120
@@ -165,7 +165,7 @@ msgid "The node appears in the scene tree editor (box in the top right corner),
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:131
msgid "The next step will be to change the \"Text\" Property of the label. Let's change it to \"Hello, World!\":"
msgid "The next step will be to change the \"Text\" Property of the label. Let's change it to \"Hello World\":"
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:136
@@ -185,7 +185,7 @@ msgid "And here's when something funny happens. The file dialog is a special fil
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:158
msgid "After saving the scene and pressing run scene again, the \"Hello, World!\" demo should finally execute:"
msgid "After saving the scene and pressing run scene again, the \"Hello World\" demo should finally execute:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:163

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -164,3 +164,27 @@ msgstr ""
msgid "The advantage of this two-step process is that a packed scene may be kept loaded and ready to use so that you can create as many instances as desired. This is especially useful to quickly instance several enemies, bullets, and other entities in the active scene."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:386
msgid "Register scripts as classes"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:388
msgid "Godot has a \"Script Class\" feature to register individual scripts with the Editor. By default, you can only access unnamed scripts by loading the file directly."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:392
msgid "You can name a script and register it as a type in the editor with the ``class_name`` keyword followed by the class's name. You may add a comma and an optional path to an image to use as an icon. You will then find your new type in the Node or Resource creation dialog."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:414
msgid "In Godot 3.1:"
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:416
msgid "Only GDScript and NativeScript, i.e., C++ and other GDNative-powered languages, can register scripts."
msgstr ""
#: ../../docs/getting_started/step_by_step/scripting_continued.rst:417
msgid "Only GDScript creates global variables for each named script."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -25,134 +25,134 @@ msgid "Introduction"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:9
msgid "Scene singletons are useful, catering to a common use case where you need to store persistent information between scenes."
msgid "Godot's scene system, while powerful and flexible, has a drawback: there is no method for storing information (e.g. a player's score or inventory) that is needed by more than one scene."
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:12
msgid "Albeit powerful, the scene system by itself has a few drawbacks:"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:14
msgid "There is no common place to store information (e.g. a player's items etc.) required by more than one scene."
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:13
msgid "It's possible to address this with some workarounds, but they come with their own limitations:"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:16
msgid "While it is possible for a scene that loads and unloads other scenes as its children to store information common to these child scenes, it is no longer possible to run these scenes by themselves and expect them to work correctly."
msgid "You can use a \"master\" scene that loads and unloads other scenes as its children. However, this means you can no longer run those scenes individually and expect them to work correctly."
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:20
msgid "While information can be stored to disk in \\`user://\\` and this information can be loaded by scenes that require it, continuously saving and loading this data when changing scenes is cumbersome and may be slow."
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:19
msgid "Information can be stored to disk in ``user://`` and then loaded by scenes that require it, but frequently saving and loading data is cumbersome and may be slow."
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:24
msgid "However there is still a need in Godot to create parts of a scene that:"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:26
msgid "Are always loaded, no matter which scene is opened from the editor"
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:23
msgid "The `Singleton Pattern <https://en.wikipedia.org/wiki/Singleton_pattern>`_ is a useful tool for solving the common use case where you need to store persistent information between scenes."
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:27
msgid "Can store global variables, such as player information, items, money etc. and share information between scenes"
msgid "Using this concept, you can create objects that:"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:29
msgid "Can handle switching scenes and transitions"
msgid "Are always loaded, no matter which scene is currently running"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:30
msgid "Acts like a singleton, since GDScript does not support global variables by design."
msgid "Can store global variables, such as player information"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:31
msgid "Can handle switching scenes and between-scene transitions"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:32
msgid "Auto-loading nodes and scripts caters to this need."
msgid "Act like a singleton, since GDScript does not support global variables by design"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:35
msgid "AutoLoad"
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:34
msgid "Autoloading nodes and scripts caters to this need."
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:37
msgid "You can use AutoLoad to load a scene, or a script that inherits from Node (a node will be created and the script will be set to it)."
msgid "AutoLoad"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:40
msgid "To autoload a scene or script, select Project > Project Settings from the menu and switch to the AutoLoad tab. Each entry in the list requires a name, which is used as the name of the node, and the node is always added to the root viewport before any other scenes are loaded."
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:39
msgid "You can use AutoLoad to load a scene or a script that inherits from :ref:`Node <class_Node>`. Note: when autoloading a script, a Node will be created and the script will be attached to it. This node will be added to the root viewport before any other scenes are loaded."
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:47
msgid "This means that any node can access a singleton named \"playervariables\" with:"
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:46
msgid "To autoload a scene or script, select ``Project -> Project Settings`` from the menu and switch to the \"AutoLoad\" tab."
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:60
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:51
msgid "Here you can add any number of scenes or scripts. Each entry in the list requires a name, which assigned as the node's ``name`` property."
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:56
msgid "This means that any node can access a singleton named \"PlayerVariables\" with:"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:69
msgid "Or even simpler using the name directly:"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:73
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:81
msgid "Note that autoload objects (scripts and/or scenes) are accessed just like any other node in the scene tree. In fact, if you look at the running scene tree, you'll see the autoloaded nodes appear:"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:88
msgid "Custom scene switcher"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:75
msgid "This short tutorial will explain how to make a scene switcher using autoload. For simple scene switching, the :ref:`SceneTree.change_scene() <class_SceneTree_change_scene>` method suffices (described in :ref:`doc_scene_tree`), so this method is for more complex behavior when switching between scenes."
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:90
msgid "This tutorial will demonstrate building a scene switcher using autoload. For basic scene switching, you can use the :ref:`SceneTree.change_scene() <class_SceneTree_change_scene>` method (see :ref:`doc_scene_tree` for details). However, if you need more complex behavior when changing scenes, this method provides more functionality."
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:81
msgid "First download the template from here: :download:`autoload.zip <files/autoload.zip>`, then open it."
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:96
msgid "To begin, download the template from here: :download:`autoload.zip <files/autoload.zip>` and open it in Godot."
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:84
msgid "Two scenes are present, scene_a.tscn and scene_b.tscn on an otherwise empty project. Each are identical and contain a button connected to a callback for switching to the other scene. When the project runs, it starts in scene_a.tscn. However, this currently does nothing and pressing the button does not work."
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:99
msgid "The project contains two scenes: ``Scene1.tscn`` and ``Scene2.tscn``. Each scene contains a label displaying the scene name and a button with its ``pressed()`` signal connected. When you run the project, it starts in ``Scene1.tscn``. However, pressing the button does nothing."
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:91
msgid "global.gd"
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:105
msgid "Global.gd"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:93
msgid "First of all, create a global.gd script. The easy way to create a resource from scratch is from the new resource button in the inspector tab:"
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:107
msgid "Switch to the \"Script\" tab and create a new script called Global.gd. Make sure it inherits from ``Node``:"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:98
msgid "Save the script as `global.gd`:"
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:112
msgid "The next step is to add this script to the autoLoad list. Open ``Project > Project Settings`` from the menu, switch to the \"AutoLoad\" tab and select the script by clicking the ``..`` button or typing its path: ``res://Global.gd``. Press \"Add\" to add it to the autoload list:"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:102
msgid "The script should open in the script editor. The next step is to add it to AutoLoad list. Select Project > Project Settings from the menu, switch to the AutoLoad tab and add a new entry with name \"global\" that points to this file:"
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:119
msgid "Now whenever we run any scene in the project, this script will always be loaded."
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:109
msgid "Now, whenever you run any of your scenes, the script is always loaded."
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:121
msgid "Returning to the script, it needs to fetch the current scene in the `_ready()` function. Both the current scene (the one with the button) and ``global.gd`` are children of root, but autoloaded nodes are always first. This means that the last child of root is always the loaded scene."
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:111
msgid "Returning to our script, the current scene needs to be fetched in the `_ready()` function. Both the current scene and `global.gd` are children of root, but the autoloaded nodes are always first. This means that the last child of root is always the loaded scene."
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:153
msgid "Now we need a function for changing the scene. This function needs to free the current scene and replace it with the requested one."
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:116
msgid "Note: Make sure that global.gd extends Node, otherwise it won't be loaded!"
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:222
msgid "As mentioned in the comments above, we need to avoid the situation of deleting the current scene while it is still being used (i.e. its code is still running), so using :ref:`Object.call_deferred() <class_Object_call_deferred>` is required at this point. The result is that the second function will run at a later time when any code from the current scene has completed."
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:146
msgid "Next up is the function for changing the scene. This function frees the current scene and replaces it with the requested one."
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:228
msgid "Finally, we need to fill the empty callback functions in the two scenes:"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:216
msgid "As mentioned in the comments above, we want to avoid the situation of having the current scene being deleted while being used (code from functions of it being run), so using :ref:`Object.call_deferred() <class_Object_call_deferred>` is desired at this point. The result is that execution of the commands in the second function will happen at a later time when no code from the current scene is running."
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:224
msgid "Finally, all that is left is to fill the empty functions in scene_a.gd and scene_b.gd:"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:245
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:248
msgid "and"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:265
msgid "Now if you run the project, you can switch between both scenes by pressing the button!"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:268
msgid "To load scenes with a progress bar, check out the next tutorial, :ref:`doc_background_loading`"
msgid "Run the project and test that you can switch between scenes by pressing the button!"
msgstr ""
#: ../../docs/getting_started/step_by_step/singletons_autoload.rst:271
msgid "Note: When scenes are small, the transition is instantaneous. However, if your scenes are more complex, they may take a noticeable amount of time to appear. To learn how to handle this, see the next tutorial: :ref:`doc_background_loading`"
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -17,7 +17,7 @@ msgstr ""
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:4
msgid "Your First Game"
msgid "Your first game"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:7
@@ -41,7 +41,7 @@ msgid "**Why 2D?** 3D games are much more complex than 2D ones. You should stick
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:28
msgid "Project Setup"
msgid "Project setup"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:30
@@ -57,7 +57,7 @@ msgid "This game will use portrait mode, so we need to adjust the size of the ga
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:43
msgid "Organizing the Project"
msgid "Organizing the project"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:45
@@ -65,7 +65,7 @@ msgid "In this project, we will make 3 independent scenes: ``Player``, ``Mob``,
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:56
msgid "Player Scene"
msgid "Player scene"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:58
@@ -73,7 +73,7 @@ msgid "The first scene we will make defines the ``Player`` object. One of the be
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:63
msgid "Node Structure"
msgid "Node structure"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:65
@@ -97,7 +97,7 @@ msgid "For this project, we will be following the Godot naming conventions. Clas
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:88
msgid "Sprite Animation"
msgid "Sprite animation"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:90
@@ -125,7 +125,7 @@ msgid "When you're finished, your ``Player`` scene should look like this:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:132
msgid "Moving the Player"
msgid "Moving the player"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:134
@@ -225,560 +225,564 @@ msgid "If you get an error in the \"Debugger\" panel that refers to a \"null ins
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:319
msgid "Choosing Animations"
msgid "Choosing animations"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:321
msgid "Now that the player can move, we need to change which animation the AnimatedSprite is playing based on direction. We have a \"right\" animation, which should be flipped horizontally using the ``flip_h`` property for left movement, and an \"up\" animation, which should be flipped vertically with ``flip_v`` for downward movement. Let's place this code at the end of our ``_process()`` function:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:350
msgid "Play the scene again and check that the animations are correct in each of the directions. When you're sure the movement is working correctly, add this line to ``_ready()`` so the player will be hidden when the game starts:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:365
msgid "Preparing for Collisions"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:367
msgid "We want ``Player`` to detect when it's hit by an enemy, but we haven't made any enemies yet! That's OK, because we're going to use Godot's *signal* functionality to make it work."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:352
msgid "The boolean assignments in the code above are a common shorthand for programmers. Consider this code versus the shortened boolean assignment above:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:371
msgid "Play the scene again and check that the animations are correct in each of the directions. When you're sure the movement is working correctly, add this line to ``_ready()`` so the player will be hidden when the game starts:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:386
msgid "Preparing for collisions"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:388
msgid "We want ``Player`` to detect when it's hit by an enemy, but we haven't made any enemies yet! That's OK, because we're going to use Godot's *signal* functionality to make it work."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:392
msgid "Add the following at the top of the script, after ``extends Area2d``:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:383
#: ../../docs/getting_started/step_by_step/your_first_game.rst:404
msgid "This defines a custom signal called \"hit\" that we will have our player emit (send out) when it collides with an enemy. We will use ``Area2D`` to detect the collision. Select the ``Player`` node and click the \"Node\" tab next to the Inspector tab to see the list of signals the player can emit:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:390
#: ../../docs/getting_started/step_by_step/your_first_game.rst:411
msgid "Notice our custom \"hit\" signal is there as well! Since our enemies are going to be ``RigidBody2D`` nodes, we want the ``body_entered( Object body )`` signal; this will be emitted when a body contacts the player. Click \"Connect..\" and then \"Connect\" again on the \"Connecting Signal\" window. We don't need to change any of these settings - Godot will automatically create a function called ``_on_Player_body_entered`` in your player's script."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:398
#: ../../docs/getting_started/step_by_step/your_first_game.rst:419
msgid "When connecting a signal, instead of having Godot create a function for you, you can also give the name of an existing function that you want to link the signal to."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:402
#: ../../docs/getting_started/step_by_step/your_first_game.rst:423
msgid "Add this code to the function:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:425
#: ../../docs/getting_started/step_by_step/your_first_game.rst:446
msgid "Disabling the area's collision shape means it won't detect collisions. By turning it off, we make sure we don't trigger the ``hit`` signal more than once."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:430
#: ../../docs/getting_started/step_by_step/your_first_game.rst:451
msgid "The last piece for our player is to add a function we can call to reset the player when starting a new game."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:453
msgid "Enemy Scene"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:455
msgid "Now it's time to make the enemies our player will have to dodge. Their behavior will not be very complex: mobs will spawn randomly at the edges of the screen and move in a random direction in a straight line, then despawn when they go offscreen."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:460
msgid "We will build this into a ``Mob`` scene, which we can then *instance* to create any number of independent mobs in the game."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:464
msgid "Node Setup"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:466
msgid "Click Scene -> New Scene and we'll create the Mob."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:468
msgid "The Mob scene will use the following nodes:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:470
msgid ":ref:`RigidBody2D <class_RigidBody2D>` (named ``Mob``)"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:472
msgid ":ref:`AnimatedSprite <class_AnimatedSprite>`"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:473
msgid ":ref:`CollisionShape2D <class_CollisionShape2D>`"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:474
msgid ":ref:`VisibilityNotifier2D <class_VisibilityNotifier2D>` (named ``Visibility``)"
msgid "Enemy scene"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:476
msgid "Don't forget to set the children so they can't be selected, like you did with the Player scene."
msgid "Now it's time to make the enemies our player will have to dodge. Their behavior will not be very complex: mobs will spawn randomly at the edges of the screen and move in a random direction in a straight line, then despawn when they go offscreen."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:479
msgid "In the :ref:`RigidBody2D <class_RigidBody2D>` properties, set ``Gravity Scale`` to ``0``, so the mob will not fall downward. In addition, under the ``PhysicsBody2D`` section, click the ``Mask`` property and uncheck the first box. This will ensure the mobs do not collide with each other."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:481
msgid "We will build this into a ``Mob`` scene, which we can then *instance* to create any number of independent mobs in the game."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:486
msgid "Set up the :ref:`AnimatedSprite <class_AnimatedSprite>` like you did for the player. This time, we have 3 animations: ``fly``, ``swim``, and ``walk``. Set the ``Playing`` property in the Inspector to \"On\" and adjust the \"Speed (FPS)\" setting as shown below. We'll select one of these animations randomly so that the mobs will have some variety."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:485
msgid "Node setup"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:487
msgid "Click Scene -> New Scene and we'll create the Mob."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:489
msgid "The Mob scene will use the following nodes:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:491
msgid ":ref:`RigidBody2D <class_RigidBody2D>` (named ``Mob``)"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:493
msgid "``fly`` should be set to 3 FPS, with ``swim`` and ``walk`` set to 4 FPS."
msgid ":ref:`AnimatedSprite <class_AnimatedSprite>`"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:494
msgid ":ref:`CollisionShape2D <class_CollisionShape2D>`"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:495
msgid ":ref:`VisibilityNotifier2D <class_VisibilityNotifier2D>` (named ``Visibility``)"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:497
msgid "Don't forget to set the children so they can't be selected, like you did with the Player scene."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:500
msgid "In the :ref:`RigidBody2D <class_RigidBody2D>` properties, set ``Gravity Scale`` to ``0``, so the mob will not fall downward. In addition, under the ``PhysicsBody2D`` section, click the ``Mask`` property and uncheck the first box. This will ensure the mobs do not collide with each other."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:507
msgid "Set up the :ref:`AnimatedSprite <class_AnimatedSprite>` like you did for the player. This time, we have 3 animations: ``fly``, ``swim``, and ``walk``. Set the ``Playing`` property in the Inspector to \"On\" and adjust the \"Speed (FPS)\" setting as shown below. We'll select one of these animations randomly so that the mobs will have some variety."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:514
msgid "``fly`` should be set to 3 FPS, with ``swim`` and ``walk`` set to 4 FPS."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:516
msgid "Like the player images, these mob images need to be scaled down. Set the ``AnimatedSprite``'s ``Scale`` property to ``(0.75, 0.75)``."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:498
#: ../../docs/getting_started/step_by_step/your_first_game.rst:519
msgid "As in the ``Player`` scene, add a ``CapsuleShape2D`` for the collision. To align the shape with the image, you'll need to set the ``Rotation Degrees`` property to ``90`` under ``Node2D``."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:503
msgid "Enemy Script"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:524
msgid "Enemy script"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:505
#: ../../docs/getting_started/step_by_step/your_first_game.rst:526
msgid "Add a script to the ``Mob`` and add the following member variables:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:529
#: ../../docs/getting_started/step_by_step/your_first_game.rst:550
msgid "We'll pick a random value between ``min_speed`` and ``max_speed`` for how fast each mob will move (it would be boring if they were all moving at the same speed). Set them to ``150`` and ``250`` in the Inspector. We also have an array containing the names of the three animations, which we'll use to select a random one."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:535
#: ../../docs/getting_started/step_by_step/your_first_game.rst:556
msgid "Now let's look at the rest of the script. In ``_ready()`` we randomly choose one of the three animation types:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:559
#: ../../docs/getting_started/step_by_step/your_first_game.rst:580
msgid "You must use ``randomize()`` if you want your sequence of \"random\" numbers to be different every time you run the scene. We're going to use ``randomize()`` in our ``Main`` scene, so we won't need it here. ``randi() % n`` is the standard way to get a random integer between ``0`` and ``n-1``."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:565
#: ../../docs/getting_started/step_by_step/your_first_game.rst:586
msgid "The last piece is to make the mobs delete themselves when they leave the screen. Connect the ``screen_exited()`` signal of the ``Visibility`` node and add this code:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:582
#: ../../docs/getting_started/step_by_step/your_first_game.rst:603
msgid "This completes the `Mob` scene."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:585
msgid "Main Scene"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:587
msgid "Now it's time to bring it all together. Create a new scene and add a :ref:`Node <class_Node>` named ``Main``. Click the \"Instance\" button and select your saved ``Player.tscn``."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:593
msgid "See :ref:`doc_instancing` to learn more about instancing."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:595
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:598
msgid ":ref:`Timer <class_Timer>` (named ``MobTimer``) - to control how often mobs spawn"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:599
msgid ":ref:`Timer <class_Timer>` (named ``ScoreTimer``) - to increment the score every second"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:600
msgid ":ref:`Timer <class_Timer>` (named ``StartTimer``) - to give a delay before starting"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:601
msgid ":ref:`Position2D <class_Position2D>` (named ``StartPosition``) - to indicate the player's start position"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:603
msgid "Set the ``Wait Time`` property of each of the ``Timer`` nodes as follows:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:606
msgid "``MobTimer``: ``0.5``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:607
msgid "``ScoreTimer``: ``1``"
msgid "Main scene"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:608
msgid "``StartTimer``: ``2``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:610
msgid "In addition, set the ``One Shot`` property of ``StartTimer`` to \"On\" and set ``Position`` of the ``StartPosition`` node to ``(240, 450)``."
msgid "Now it's time to bring it all together. Create a new scene and add a :ref:`Node <class_Node>` named ``Main``. Click the \"Instance\" button and select your saved ``Player.tscn``."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:614
msgid "Spawning Mobs"
msgid "See :ref:`doc_instancing` to learn more about instancing."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:616
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 <class_Path2D>` node named ``MobPath`` as a child of ``Main``. When you select ``Path2D``, you will see some new buttons at the top of the editor:"
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:623
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 sure \"Snap to Grid\" is checked. This option can be found under the \"Snapping options\" button to the left of the \"Lock\" button, appearing as a series of three vertical dots."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:619
msgid ":ref:`Timer <class_Timer>` (named ``MobTimer``) - to control how often mobs spawn"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:620
msgid ":ref:`Timer <class_Timer>` (named ``ScoreTimer``) - to increment the score every second"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:621
msgid ":ref:`Timer <class_Timer>` (named ``StartTimer``) - to give a delay before starting"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:622
msgid ":ref:`Position2D <class_Position2D>` (named ``StartPosition``) - to indicate the player's start position"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:624
msgid "Set the ``Wait Time`` property of each of the ``Timer`` nodes as follows:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:627
msgid "``MobTimer``: ``0.5``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:628
msgid "``ScoreTimer``: ``1``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:629
msgid "``StartTimer``: ``2``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:631
msgid "Draw the path in *clockwise* order, or your mobs will spawn pointing *outwards* instead of *inwards*!"
msgid "In addition, set the ``One Shot`` property of ``StartTimer`` to \"On\" and set ``Position`` of the ``StartPosition`` node to ``(240, 450)``."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:634
msgid "After placing point ``4`` in the image, click the \"Close Curve\" button and your curve will be complete."
#: ../../docs/getting_started/step_by_step/your_first_game.rst:635
msgid "Spawning mobs"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:637
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 <class_Path2D>` node named ``MobPath`` as a child of ``Main``. When you select ``Path2D``, you will see some new buttons at the top of the editor:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:644
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 sure \"Snap to Grid\" is checked. This option can be found under the \"Snapping options\" button to the left of the \"Lock\" button, appearing as a series of three vertical dots."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:652
msgid "Draw the path in *clockwise* order, or your mobs will spawn pointing *outwards* instead of *inwards*!"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:655
msgid "After placing point ``4`` in the image, click the \"Close Curve\" button and your curve will be complete."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:658
msgid "Now that the path is defined, add a :ref:`PathFollow2D <class_PathFollow2D>` node as a child of ``MobPath`` and name it ``MobSpawnLocation``. This node will automatically rotate and follow the path as it moves, so we can use it to select a random position and direction along the path."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:643
msgid "Main Script"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:664
msgid "Main script"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:645
#: ../../docs/getting_started/step_by_step/your_first_game.rst:666
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."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:684
#: ../../docs/getting_started/step_by_step/your_first_game.rst:705
msgid "Drag ``Mob.tscn`` from the \"FileSystem\" panel and drop it in the ``Mob`` property under the Script Variables of the ``Main`` node."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:687
#: ../../docs/getting_started/step_by_step/your_first_game.rst:708
msgid "Next, click on the Player and connect the ``hit`` signal. We want to make a new function named ``game_over``, which will handle what needs to happen when a game ends. Type \"game_over\" in the \"Method In Node\" box at the bottom of the \"Connecting Signal\" window. Add the following code, as well as a ``new_game`` function to set everything up for a new game:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:729
#: ../../docs/getting_started/step_by_step/your_first_game.rst:750
msgid "Now connect the ``timeout()`` signal of each of the Timer nodes (``StartTimer``, ``ScoreTimer`` ,and ``MobTimer``). ``StartTimer`` will start the other two timers. ``ScoreTimer`` will increment the score by 1."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:760
#: ../../docs/getting_started/step_by_step/your_first_game.rst:781
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 ``PathFollow2D`` node will automatically rotate as it follows the path, so we will use that to select the mob's direction as well as its position."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:766
#: ../../docs/getting_started/step_by_step/your_first_game.rst:787
msgid "Note that a new instance must be added to the scene using ``add_child()``."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:769
#: ../../docs/getting_started/step_by_step/your_first_game.rst:790
msgid "Now click on ``MobTimer`` in the scene window then head to inspector window, switch to node view then click on ``timeout()`` and connect the signal."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:772
#: ../../docs/getting_started/step_by_step/your_first_game.rst:793
msgid "Add the following code:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:819
#: ../../docs/getting_started/step_by_step/your_first_game.rst:840
msgid "In functions requiring angles, GDScript uses *radians*, not degrees. If you're more comfortable working with degrees, you'll need to use the ``deg2rad()`` and ``rad2deg()`` functions to convert between the two."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:825
#: ../../docs/getting_started/step_by_step/your_first_game.rst:846
msgid "HUD"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:827
#: ../../docs/getting_started/step_by_step/your_first_game.rst:848
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, and add a :ref:`CanvasLayer <class_CanvasLayer>` node named ``HUD``. \"HUD\" stands for \"heads-up display\", an informational display that appears as an overlay on top of the game view."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:833
#: ../../docs/getting_started/step_by_step/your_first_game.rst:854
msgid "The :ref:`CanvasLayer <class_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:837
#: ../../docs/getting_started/step_by_step/your_first_game.rst:858
msgid "The HUD displays the following information:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:839
#: ../../docs/getting_started/step_by_step/your_first_game.rst:860
msgid "Score, changed by ``ScoreTimer``."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:840
#: ../../docs/getting_started/step_by_step/your_first_game.rst:861
msgid "A message, such as \"Game Over\" or \"Get Ready!\""
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:841
#: ../../docs/getting_started/step_by_step/your_first_game.rst:862
msgid "A \"Start\" button to begin the game."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:843
#: ../../docs/getting_started/step_by_step/your_first_game.rst:864
msgid "The basic node for UI elements is :ref:`Control <class_Control>`. To create our UI, we'll use two types of :ref:`Control <class_Control>` nodes: :ref:`Label <class_Label>` and :ref:`Button <class_Button>`."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:847
#: ../../docs/getting_started/step_by_step/your_first_game.rst:868
msgid "Create the following as children of the ``HUD`` node:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:849
#: ../../docs/getting_started/step_by_step/your_first_game.rst:870
msgid ":ref:`Label <class_Label>` named ``ScoreLabel``."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:850
#: ../../docs/getting_started/step_by_step/your_first_game.rst:871
msgid ":ref:`Label <class_Label>` named ``MessageLabel``."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:851
#: ../../docs/getting_started/step_by_step/your_first_game.rst:872
msgid ":ref:`Button <class_Button>` named ``StartButton``."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:852
#: ../../docs/getting_started/step_by_step/your_first_game.rst:873
msgid ":ref:`Timer <class_Timer>` named ``MessageTimer``."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:854
#: ../../docs/getting_started/step_by_step/your_first_game.rst:875
msgid "**Anchors and Margins:** ``Control`` nodes have a position and size, but they also have anchors and margins. Anchors define the origin - the reference point for the edges of the node. Margins update automatically when you move or resize a control node. They represent the distance from the control node's edges to its anchor. See :ref:`doc_design_interfaces_with_the_control_nodes` for more details."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:861
#: ../../docs/getting_started/step_by_step/your_first_game.rst:882
msgid "Arrange the nodes as shown below. Click the \"Anchor\" button to set a Control node's anchor:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:866
#: ../../docs/getting_started/step_by_step/your_first_game.rst:887
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:870
#: ../../docs/getting_started/step_by_step/your_first_game.rst:891
msgid "ScoreLabel"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:872
#: ../../docs/getting_started/step_by_step/your_first_game.rst:893
msgid "``Layout``: \"Center Top\""
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:873
#: ../../docs/getting_started/step_by_step/your_first_game.rst:886
#: ../../docs/getting_started/step_by_step/your_first_game.rst:899
#: ../../docs/getting_started/step_by_step/your_first_game.rst:894
#: ../../docs/getting_started/step_by_step/your_first_game.rst:907
#: ../../docs/getting_started/step_by_step/your_first_game.rst:920
msgid "``Margin``:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:875
#: ../../docs/getting_started/step_by_step/your_first_game.rst:896
msgid "Left: ``-25``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:876
#: ../../docs/getting_started/step_by_step/your_first_game.rst:897
msgid "Top: ``0``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:877
#: ../../docs/getting_started/step_by_step/your_first_game.rst:898
msgid "Right: ``25``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:878
#: ../../docs/getting_started/step_by_step/your_first_game.rst:899
msgid "Bottom: ``100``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:880
#: ../../docs/getting_started/step_by_step/your_first_game.rst:901
msgid "Text: ``0``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:883
#: ../../docs/getting_started/step_by_step/your_first_game.rst:904
msgid "MessageLabel"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:885
#: ../../docs/getting_started/step_by_step/your_first_game.rst:906
msgid "``Layout``: \"Center\""
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:888
#: ../../docs/getting_started/step_by_step/your_first_game.rst:909
msgid "Left: ``-200``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:889
#: ../../docs/getting_started/step_by_step/your_first_game.rst:910
msgid "Top: ``-150``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:890
#: ../../docs/getting_started/step_by_step/your_first_game.rst:911
msgid "Right: ``200``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:891
#: ../../docs/getting_started/step_by_step/your_first_game.rst:912
msgid "Bottom: ``0``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:893
#: ../../docs/getting_started/step_by_step/your_first_game.rst:914
msgid "Text: ``Dodge the Creeps!``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:896
#: ../../docs/getting_started/step_by_step/your_first_game.rst:917
msgid "StartButton"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:898
#: ../../docs/getting_started/step_by_step/your_first_game.rst:919
msgid "``Layout``: \"Center Bottom\""
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:901
#: ../../docs/getting_started/step_by_step/your_first_game.rst:922
msgid "Left: ``-100``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:902
#: ../../docs/getting_started/step_by_step/your_first_game.rst:923
msgid "Top: ``-200``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:903
#: ../../docs/getting_started/step_by_step/your_first_game.rst:924
msgid "Right: ``100``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:904
#: ../../docs/getting_started/step_by_step/your_first_game.rst:925
msgid "Bottom: ``-100``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:906
#: ../../docs/getting_started/step_by_step/your_first_game.rst:927
msgid "Text: ``Start``"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:908
#: ../../docs/getting_started/step_by_step/your_first_game.rst:929
msgid "The default font for ``Control`` nodes is small and doesn't scale well. There is a font file included in the game assets called \"Xolonium-Regular.ttf\". To use this font, do the following for each of the three ``Control`` nodes:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:913
#: ../../docs/getting_started/step_by_step/your_first_game.rst:934
msgid "Under \"Custom Fonts\", choose \"New DynamicFont\""
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:917
#: ../../docs/getting_started/step_by_step/your_first_game.rst:938
msgid "Click on the \"DynamicFont\" you added, and under \"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:923
#: ../../docs/getting_started/step_by_step/your_first_game.rst:944
msgid "Now add this script to ``HUD``:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:940
#: ../../docs/getting_started/step_by_step/your_first_game.rst:961
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:963
#: ../../docs/getting_started/step_by_step/your_first_game.rst:984
msgid "This function is called when we want to display a message temporarily, such as \"Get Ready\". 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:992
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1013
msgid "This function is called when the player loses. It will show \"Game Over\" for 2 seconds, then return to the title screen and show the \"Start\" button."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1010
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1031
msgid "This function is called in ``Main`` whenever the score changes."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1012
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1033
msgid "Connect the ``timeout()`` signal of ``MessageTimer`` and the ``pressed()`` signal of ``StartButton``."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1042
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1063
msgid "Connecting HUD to Main"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1044
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1065
msgid "Now that we're done creating the ``HUD`` scene, save it and go back to ``Main``. Instance the ``HUD`` scene in ``Main`` like you did the ``Player`` scene, and place it at the bottom of the tree. The full tree should look like this, so make sure you didn't miss anything:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1051
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1072
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:1054
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1075
msgid "In the Node tab, connect the HUD's ``start_game`` signal to the ``new_game()`` function."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1057
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1078
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:1072
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1093
msgid "In ``game_over()`` we need to call the corresponding ``HUD`` function:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1084
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1105
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:1097
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1118
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:1101
msgid "Finishing Up"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1122
msgid "Finishing up"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1103
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1124
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:1108
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1129
msgid "Background"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1110
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1131
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 <class_ColorRect>` node. Make it the first node under ``Main`` so that it will be drawn behind the other nodes. ``ColorRect`` only has one property: ``Color``. Choose a color you like and drag the size of the ``ColorRect`` so that it covers the screen."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1117
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1138
msgid "You can also add a background image, if you have one, by using a ``Sprite`` node."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1121
msgid "Sound Effects"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1142
msgid "Sound effects"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1123
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1144
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: \"House In a Forest Loop.ogg\" for background music, and \"gameover.wav\" for when the player loses."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1128
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1149
msgid "Add two :ref:`AudioStreamPlayer <class_AudioStreamPlayer>` nodes as children of ``Main``. Name one of them ``Music`` and the other ``DeathSound``. On each one, click on the ``Stream`` property, select \"Load\", and choose the corresponding audio file."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1133
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1154
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:1136
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1157
msgid "Finally, add ``$DeathSound.play()`` in the ``game_over()`` function."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1139
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1160
msgid "Particles"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1141
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1162
msgid "For one last bit of visual appeal, let's add a trail effect to the player's movement. Choose your ``Player`` scene and add a :ref:`Particles2D <class_Particles2D>` node named ``Trail``."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1145
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1166
msgid "There are a large number of properties to choose from when configuring particles. Feel free to experiment and create different effects. For the effect in this example, use the following settings:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1151
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1172
msgid "You also need to create a ``Material`` by clicking on ``<null>`` and then \"New ParticlesMaterial\". The settings for that are below:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1156
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1177
msgid "To make the gradient for the \"Color Ramp\" setting, we want a gradient taking the alpha (transparency) of the sprite from 0.5 (semi-transparent) to 0.0 (fully transparent)."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1160
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1181
msgid "Click \"New GradientTexture\", then under \"Gradient\", click \"New Gradient\". You'll see a window like this:"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1165
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1186
msgid "The left and right boxes represent the start and end colors. Click on each and then click the large square on the right to choose the color. For the first color, set the ``A`` (alpha) value to around halfway. For the second, set it all the way to ``0``."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1170
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1191
msgid "See :ref:`Particles2D <class_Particles2D>` for more details on using particle effects."
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1174
msgid "Project Files"
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1195
msgid "Project files"
msgstr ""
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1176
#: ../../docs/getting_started/step_by_step/your_first_game.rst:1197
msgid "You can find a completed version of this project here: https://github.com/kidscancode/Godot3_dodge/releases"
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -464,7 +464,7 @@ msgid "For better visibility in Blender's editor user can set \"X-Ray\" option o
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:322
msgid "Create navigatopm (-navmesh)"
msgid "Create navigation (-navmesh)"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_scenes.rst:324

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
@@ -17,90 +17,86 @@ msgstr ""
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:4
msgid "Changing application icon for windows"
msgid "Changing application icon for Windows"
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:6
msgid "By default, the exported game icon will be the Godot icon. Most likely you will want to change that for your game. There are two types of icons that can be changed: the file icon and the taskbar icon."
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:9
msgid "Changing the taskbar icon"
msgid "By default, the exported project's icon will be the Godot icon. You will most likely to change that for your project. There are two types of icons that can be changed on Windows: the file icon and the taskbar icon."
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:11
msgid "The taskbar icon is the icon that shows up on the taskbar when your game is running."
msgid "Changing the taskbar icon"
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:15
msgid "To change the taskbar icon, go to Project>Project Settings>Application>Config>Icon. Click on the folder icon and select your desired icon."
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:13
msgid "The taskbar icon is the icon that shows up on the taskbar when your project is running."
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:17
msgid "This is also the icon that gets displayed in the Godot project list."
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:18
msgid "To change the taskbar icon, go to **Project → Project Settings → Application → Config → Icon**. Click on the folder icon and select your desired icon."
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:22
msgid "This is also the icon that gets displayed in the Godot project list."
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:27
msgid "Changing the file icon"
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:24
msgid "The file icon is the icon of the executable that you click on to start the game."
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:28
msgid "Before selecting it in the export options, you will need to install an extra tool called **rcedit**. You can download it here: https://github.com/electron/rcedit/releases"
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:32
msgid "After downloading, you need to tell Godot the path to the **rcedit** executable on your computer. Go to Editor>Editor Settings>Export>Windows. Click on the folder icon for the **rcedit** entry. Navigate to and select the **rcedit** executable."
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:29
msgid "The file icon is the icon of the executable that you click on to start the project."
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:34
msgid "For Linux users, you will also need to install wine in order to use rcedit. For more information, check https://www.winehq.org/"
msgid "Before selecting it in the export options, you will need to install an extra tool called **rcedit**. You can download it `here <https://github.com/electron/rcedit/releases>`_."
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:38
msgid "Now you have everything ready for changing the file icon. To do that, you will need to specify the icon when exporting. Go to Project>Export. Assuming you have a windows desktop preset ready, in the options, under Application, you will find Icon, select your desired image in ICO format as your file icon."
msgid "After downloading, you need to tell Godot the path to the rcedit executable on your computer. Go to **Editor → Editor Settings → Export → Windows**. Click on the folder icon for the **rcedit** entry. Navigate to and select the rcedit executable."
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:40
msgid "To export an ICO image, you can use GIMP. For more details, please refer to this tutorial: http://skyboygames.com/easily-create-a-windows-app-icon-with-gimp/"
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:44
msgid "Linux and macOS users will also need to install `WINE <https://www.winehq.org/>`_ to use rcedit."
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:42
msgid "Check the documentation for more info about exporting."
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:49
msgid "You should now have everything in place to change the file icon. To do that, you will need to specify the icon when exporting. Go to **Project → Export**. Assuming you have already created a Windows Desktop preset, select your icon in ICO format in the **Application → Icon** field."
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:48
msgid "Testing the result"
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:50
msgid "You can now export the game and see whether you have change the icons successfully or not. If everything works fine, you will see this."
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:56
msgid "Icon (ICO) file requirements"
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:58
msgid "Regardless of which program you use to create your ICO file, there are some requirements to ensure the icon (and your executable) works on Windows."
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:60
msgid "This is a bit tricky, as can be seen in the following StackOverflow threads: `one <https://stackoverflow.com/questions/3236115/which-icon-sizes-should-my-windows-applications-icon-include>`__, `two <https://stackoverflow.com/questions/40749785/windows-10-all-icon-resolutions-on-all-dpi-settings-format-pixel-art-as-icon>`__."
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:55
msgid "You can use software such as GIMP to export an ICO image. For more information, please refer to `this tutorial <http://skyboygames.com/easily-create-a-windows-app-icon-with-gimp/>`_."
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:62
msgid "Your ICO file should at least contain icons in the following resolutions: 16x16, 48x48 and 256x256. They should also be uncompressed. The 256x256 icon *can* be compressed, but this breaks backwards compatibility with Windows XP."
msgid "Testing the result"
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:65
msgid "If you want to fully support high-DPI screens, this is the full list of supported icon sizes on Windows 10: 16, 20, 24, 28, 30, 31, 32, 40, 42, 47, 48, 56, 60, 63, 84 and one larger than 255px. (I.e. 256 or 512 or 1024)"
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:64
msgid "You can now export the project. If it worked correctly, you should see this:"
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:68
msgid "Note that for high-DPI compression may be used, also they should be using 24bpp mode in contrast to the lower resolutions."
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:69
msgid "ICO file requirements"
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:71
msgid "Regardless of which program you use to create your `ICO file <https://en.wikipedia.org/wiki/ICO_(file_format)>`_, there are some requirements to ensure the icon (and your executable) works on Windows."
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:75
msgid "This is a bit tricky, as can be seen in the following Stack Overflow threads: `one <https://stackoverflow.com/q/3236115/>`_, `two <https://stackoverflow.com/q/40749785/>`_."
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:79
msgid "Your ICO file should at least contain icons in the following resolutions: 16×16, 48×48 and 256×256."
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:82
msgid "If you want to fully support high-DPI screens, this is the full list of supported icon sizes on Windows 10: 16, 20, 24, 28, 30, 31, 32, 40, 42, 47, 48, 56, 60, 63, 84 and one larger than 255 pixels (such as 256, 512 or 1024)."
msgstr ""
#: ../../docs/getting_started/workflow/export/changing_application_icon_for_windows.rst:87
msgid "It is also possible to convert a PNG image to an hiDPI-friendly ICO file using this `ImageMagick <https://www.imagemagick.org/>`_ command:"
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2018-07-26 10:06+0200\n"
"POT-Creation-Date: 2018-08-23 11:04+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"

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