Sync Sphinx templates with current docs

This commit is contained in:
Rémi Verschelde
2019-06-16 23:05:02 +02:00
parent 31c60fa436
commit 4f3021b72d
276 changed files with 1752 additions and 1379 deletions

2
docs

Submodule docs updated: 33091c9623...08b390fca7

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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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"
@@ -29,78 +29,90 @@ msgid "This page gives a broad presentation of the engine and of the contents of
msgstr ""
#: ../../docs/about/introduction.rst:21
msgid "About Godot Engine"
msgid "Before you start"
msgstr ""
#: ../../docs/about/introduction.rst:23
msgid "A game engine is a complex tool, and it is therefore difficult to present Godot in a few words. Here's a quick synopsis, which you are free to reuse if you need a quick writeup about Godot Engine."
msgid "The :ref:`Tutorials and resources <doc_community_tutorials>` page lists video tutorials contributed by the community. If you prefer video to text, those may be worth a look."
msgstr ""
#: ../../docs/about/introduction.rst:27
msgid "Godot Engine is a feature-packed, cross-platform game engine to create 2D and 3D games from a unified interface. It provides a comprehensive set of common tools, so users can focus on making games without having to reinvent the wheel. Games can be exported in one click to a number of platforms, including the major desktop platforms (Linux, macOS, Windows) as well as mobile (Android, iOS) and web-based (HTML5) platforms."
msgid "In case you have trouble with one of the tutorials or your project, you can find help on the various :ref:`Community channels <doc_community_channels>`, especially the Godot Discord community, Q&A, and IRC."
msgstr ""
#: ../../docs/about/introduction.rst:32
msgid "About Godot Engine"
msgstr ""
#: ../../docs/about/introduction.rst:34
msgid "A game engine is a complex tool, and it is therefore difficult to present Godot in a few words. Here's a quick synopsis, which you are free to reuse if you need a quick writeup about Godot Engine."
msgstr ""
#: ../../docs/about/introduction.rst:38
msgid "Godot Engine is a feature-packed, cross-platform game engine to create 2D and 3D games from a unified interface. It provides a comprehensive set of common tools, so users can focus on making games without having to reinvent the wheel. Games can be exported in one click to a number of platforms, including the major desktop platforms (Linux, macOS, Windows) as well as mobile (Android, iOS) and web-based (HTML5) platforms."
msgstr ""
#: ../../docs/about/introduction.rst:45
msgid "Godot is completely free and open source under the permissive MIT license. No strings attached, no royalties, nothing. Users' games are theirs, down to the last line of engine code. Godot's development is fully independent and community-driven, empowering users to help shape their engine to match their expectations. It is supported by the `Software Freedom Conservancy <https://sfconservancy.org>`_ not-for-profit."
msgstr ""
#: ../../docs/about/introduction.rst:41
#: ../../docs/about/introduction.rst:52
msgid "For a more in-depth view of the engine, you are encouraged to read this documentation further, especially the :ref:`Step by step <toc-learn-step_by_step>` tutorial."
msgstr ""
#: ../../docs/about/introduction.rst:46
#: ../../docs/about/introduction.rst:57
msgid "About the documentation"
msgstr ""
#: ../../docs/about/introduction.rst:48
#: ../../docs/about/introduction.rst:59
msgid "This documentation is continuously written, corrected, edited, and revamped by members of the Godot Engine community. It is edited via text files in the `reStructuredText <http://www.sphinx-doc.org/en/stable/rest.html>`_ markup language and then compiled into a static website/offline document using the open source `Sphinx <http://www.sphinx-doc.org>`_ and `ReadTheDocs <https://readthedocs.org/>`_ tools."
msgstr ""
#: ../../docs/about/introduction.rst:55
#: ../../docs/about/introduction.rst:66
msgid "You can contribute to Godot's documentation by opening issue tickets or sending patches via pull requests on its GitHub `source repository <https://github.com/godotengine/godot-docs>`_, or translating it into your language on `Hosted Weblate <https://hosted.weblate.org/projects/godot-engine/godot-docs/>`_."
msgstr ""
#: ../../docs/about/introduction.rst:61
#: ../../docs/about/introduction.rst:72
msgid "All the contents 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/introduction.rst:66
#: ../../docs/about/introduction.rst:77
msgid "Organization of the documentation"
msgstr ""
#: ../../docs/about/introduction.rst:68
#: ../../docs/about/introduction.rst:79
msgid "This documentation is organised in five sections with an impressively unbalanced distribution of contents but the way it is split up should be relatively intuitive:"
msgstr ""
#: ../../docs/about/introduction.rst:72
#: ../../docs/about/introduction.rst:83
msgid "The :ref:`sec-general` section contains this introduction as well as information about the engine, its history, its licensing, authors, etc. It also contains the :ref:`doc_faq`."
msgstr ""
#: ../../docs/about/introduction.rst:75
#: ../../docs/about/introduction.rst:86
msgid "The :ref:`sec-learn` section is the main *raison d'être* of this documentation, as it contains all the necessary information on using the engine to make games. It starts with the :ref:`Step by step <toc-learn-step_by_step>` tutorial which should be the entry point for all new users."
msgstr ""
#: ../../docs/about/introduction.rst:80
#: ../../docs/about/introduction.rst:91
msgid "The :ref:`sec-tutorials` section can be read as needed, in any order. It contains feature-specific tutorials and documentation."
msgstr ""
#: ../../docs/about/introduction.rst:82
#: ../../docs/about/introduction.rst:93
msgid "The :ref:`sec-devel` section is intended for advanced users and contributors to the engine development, with information on compiling the engine, developing C++ modules or editor plugins."
msgstr ""
#: ../../docs/about/introduction.rst:85
#: ../../docs/about/introduction.rst:96
msgid "The :ref:`sec-community` section gives information related to contributing to engine development and the life of its community, e.g. how to report bugs, help with the documentation, etc. It also points to various community channels like IRC and Discord and contains a list of recommended third-party tutorials outside of this documentation."
msgstr ""
#: ../../docs/about/introduction.rst:90
#: ../../docs/about/introduction.rst:101
msgid "Finally, the :ref:`sec-class-ref` is the documentation of the Godot API, which is also available directly within the engine's script editor. It is generated automatically from a file in the main source repository, therefore the generated files of the documentation are not meant to be modified. See :ref:`doc_updating_the_class_reference` for details."
msgstr ""
#: ../../docs/about/introduction.rst:96
#: ../../docs/about/introduction.rst:107
msgid "In addition to this documentation you may also want to take a look at the various `Godot demo projects <https://github.com/godotengine/godot-demo-projects>`_."
msgstr ""
#: ../../docs/about/introduction.rst:99
#: ../../docs/about/introduction.rst:110
msgid "Have fun reading and making games with Godot Engine!"
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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"
@@ -73,7 +73,7 @@ msgid "`Jeremy Bullock <https://www.youtube.com/channel/UCwJw2-V5S1TkBjLQ3_Ws54g
msgstr ""
#: ../../docs/community/tutorials.rst:28
msgid "`KidsCanCode <https://www.youtube.com/channel/UCNaPQ5uLX5iIEHUCLmfAgKg/playlists>`_"
msgid "`KidsCanCode <https://www.youtube.com/channel/UCNaPQ5uLX5iIEHUCLmfAgKg/playlists>`__"
msgstr ""
#: ../../docs/community/tutorials.rst:29
@@ -93,7 +93,7 @@ msgid "`Pigdev <https://www.youtube.com/playlist?list=PLPMN4vCRFdordS3E-3zi0Hdh7
msgstr ""
#: ../../docs/community/tutorials.rst:33
msgid "`Steincodes <https://www.youtube.com/c/steincodes/playlists>`_"
msgid "`Steincodes <https://www.youtube.com/c/steincodes/playlists>`__"
msgstr ""
#: ../../docs/community/tutorials.rst:36
@@ -101,34 +101,34 @@ msgid "Text tutorials"
msgstr ""
#: ../../docs/community/tutorials.rst:38
msgid "`KidsCanCode <http://kidscancode.org/blog/tags/godot/>`_"
msgid "`KidsCanCode <http://kidscancode.org/blog/tags/godot/>`__"
msgstr ""
#: ../../docs/community/tutorials.rst:39
msgid "`Steincodes <https://steincodes.tumblr.com>`_"
msgid "`Steincodes <https://steincodes.tumblr.com>`__"
msgstr ""
#: ../../docs/community/tutorials.rst:42
msgid "Devlogs"
msgstr ""
#: ../../docs/community/tutorials.rst:43
#: ../../docs/community/tutorials.rst:44
msgid "`Andrea Catania (Physics & AI) <https://www.youtube.com/channel/UCm4RuvYtgpgFDTCgaEUT5uQ/videos>`_"
msgstr ""
#: ../../docs/community/tutorials.rst:44
#: ../../docs/community/tutorials.rst:45
msgid "`Bastiaan Olij (AR & VR) <https://www.youtube.com/channel/UCrbLJYzJjDf2p-vJC011lYw/videos>`_"
msgstr ""
#: ../../docs/community/tutorials.rst:47
#: ../../docs/community/tutorials.rst:48
msgid "Resources"
msgstr ""
#: ../../docs/community/tutorials.rst:49
#: ../../docs/community/tutorials.rst:50
msgid "`awesome-godot: A curated list of resources by Calinou <https://github.com/Calinou/awesome-godot>`_"
msgstr ""
#: ../../docs/community/tutorials.rst:50
#: ../../docs/community/tutorials.rst:51
msgid "`Zeef Godot Engine: A curated directory of resources by Andre Schmitz <https://godot-engine.zeef.com/andre.antonio.schmitz>`_"
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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"
@@ -29,7 +29,7 @@ msgid "To compile export templates for the Web, the following is required:"
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:13
msgid "`Emscripten 1.38.22+ <http://kripken.github.io/emscripten-site>`__: If the version available per package manager is not recent enough, the best alternative is to install using the `Emscripten SDK <http://kripken.github.io/emscripten-site/docs/getting_started/downloads.html>`__"
msgid "`Emscripten 1.38.27+ <http://kripken.github.io/emscripten-site>`__: If the version available per package manager is not recent enough, the best alternative is to install using the `Emscripten SDK <http://kripken.github.io/emscripten-site/docs/getting_started/downloads.html>`__"
msgstr ""
#: ../../docs/development/compiling/compiling_for_web.rst:16

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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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"
@@ -45,233 +45,257 @@ msgstr ""
msgid "You may need to import necessary certificates for NuGet to perform HTTPS requests. You can do this with the following command (on Windows, you can run it from the Mono command line prompt):"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:24
#: ../../docs/development/compiling/compiling_with_mono.rst:25
msgid "Environment variables"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:26
msgid "By default, SCons will try to find Mono in the Windows Registry on Windows or via ``pkg-config`` on other platforms. You can specify a different installation directory by using the following environment variables for the respective ``bits`` option: ``MONO32_PREFIX`` and ``MONO64_PREFIX``."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:28
msgid "The specified directory must contain the subdirectories ``bin``, ``include``, and ``lib``."
#: ../../docs/development/compiling/compiling_with_mono.rst:27
msgid "By default, SCons will try to find Mono in the Windows Registry on Windows or via ``pkg-config`` on other platforms. You can specify a different installation directory by passing the ``mono_prefix`` command-line option to SCons; e.g.: ``scons [...] mono_prefix=%ProgramFiles%/Mono``."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:31
msgid "This is the directory that contains the subdirectories ``include`` and ``lib``."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:34
msgid "Enable the Mono module"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:33
#: ../../docs/development/compiling/compiling_with_mono.rst:36
msgid "By default, the mono module is disabled for builds. To enable it you can pass the option ``module_mono_enabled=yes`` to your SCons command."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:36
#: ../../docs/development/compiling/compiling_with_mono.rst:40
msgid "Generate the glue"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:38
#: ../../docs/development/compiling/compiling_with_mono.rst:42
msgid "The glue sources are the wrapper functions that will be called by managed methods. These source files must be generated before building your final binaries. In order to generate them, first, you must build a temporary Godot binary with the options ``tools=yes`` and ``mono_glue=no``:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:44
#: ../../docs/development/compiling/compiling_with_mono.rst:50
msgid "After the build finishes, you need to run the compiled executable with the parameter ``--generate-mono-glue`` followed by the path to an output directory. This path must be ``modules/mono/glue`` in the Godot directory."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:50
#: ../../docs/development/compiling/compiling_with_mono.rst:58
msgid "This command will tell Godot to generate the file ``modules/mono/glue/mono_glue.gen.cpp``. Once this file is generated, you can build Godot for all the desired targets without the need to repeat this process."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:53
#: ../../docs/development/compiling/compiling_with_mono.rst:61
msgid "``<godot_binary>`` refers to the tools binary you compiled above with the Mono module enabled. Its exact name will differ based on your system and configuration, but should be of the form ``bin/godot.<platform>.tools.<bits>.mono``, e.g. ``bin/godot.x11.tools.64.mono`` or ``bin/godot.windows.tools.64.exe``. Be especially aware of the **.mono** suffix! If you compiled Godot without Mono support previously, you might have similarly named binaries without this suffix which can't be used to generate the Mono glue."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:58
#: ../../docs/development/compiling/compiling_with_mono.rst:68
msgid "Notes"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:59
#: ../../docs/development/compiling/compiling_with_mono.rst:69
msgid "**Do not** build your final binaries with ``mono_glue=no``. This disables C# scripting. This option must be used only for the temporary binary that will generate the glue. Godot will print a warning at startup if it was built without the glue sources."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:60
msgid "The glue sources must be regenerated every time the ClassDB bindings changes. That is, for example, when a new method is added to ClassDB or one of the parameter of such a method changes. Godot will print an error at startup if there is an API mismatch between ClassDB and the glue sources."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:63
msgid "Rebuild with Mono glue"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:65
msgid "Once you have generated the Mono glue, you can build the final binary with ``mono_glue=yes``. It's the default value for ``mono_glue`` so you can also omit it. You can build the Mono-enabled editor:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:72
msgid "And Mono-enabled export templates:"
msgid "The glue sources must be regenerated every time the ClassDB registered API changes. That is, for example, when a new method is registered to the scripting API or one of the parameter of such a method changes. Godot will print an error at startup if there is an API mismatch between ClassDB and the glue sources."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:78
msgid "If everything went well, apart from the normal output SCons should have created the following files in the ``bin`` directory:"
msgid "Rebuild with Mono glue"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:80
msgid "If you're not static linking the Mono runtime, the build script will place the Mono runtime shared library next to the Godot binary."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:81
msgid "Unlike \"classical\" Godot builds, when building with the mono module enabled a data directory will be created both for the editor and for export templates. This directory is important for proper functioning and must be distributed together with Godot. More details about this directory in :ref:`Data directory<compiling_with_mono_data_directory>`."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:84
msgid "Examples"
msgid "Once you have generated the Mono glue, you can build the final binary with ``mono_glue=yes``. It's the default value for ``mono_glue`` so you can also omit it. You can build the Mono-enabled editor:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:87
msgid "And Mono-enabled export templates:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:93
msgid "If everything went well, apart from the normal output SCons should have created the following files in the ``bin`` directory:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:95
msgid "If you're not static linking the Mono runtime, the build script will place the Mono runtime shared library (``monosgen-2.0``) next next to the Godot binary in the output directory. Make sure to include this library when distributing Godot. When targeting Android, no extra steps are required, as this library is automatically copied ``#platform/android/java/libs`` and gradle takes care of the rest."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:98
msgid "Unlike \"classical\" Godot builds, when building with the mono module enabled and depending of the target platform a data directory may be created both for the editor and for export templates. This directory is important for proper functioning and must be distributed together with Godot. More details about this directory in :ref:`Data directory<compiling_with_mono_data_directory>`."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:104
msgid "Examples"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:107
msgid "Example (Windows)"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:103
#: ../../docs/development/compiling/compiling_with_mono.rst:123
msgid "Example (X11)"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:121
#: ../../docs/development/compiling/compiling_with_mono.rst:141
msgid "Data directory"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:123
msgid "The data directory is a dependency for Godot binaries built with the mono module enabled. It contains files that are important for the correct functioning of Godot. It must be distributed next to the Godot executable."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:126
msgid "Export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:128
msgid "The name of the data directory for a export template differs based on the configuration it was built with. The format is ``data.mono.<platform>.<bits>.<target>``, e.g. ``data.mono.x11.32.debug`` or ``data.mono.windows.64.release``."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:130
msgid "In the case of export templates the data directory only contains Mono framework assemblies and configuration files, as well as some shared library dependencies like ``MonoPosixHelper``."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:132
msgid "This directory must be placed with its original name next to the Godot export templates. When exporting a project, Godot will also copy this directory with the game executable but the name will be changed to ``data_<APPNAME>``, where ``<APPNAME>`` is the application name as specified in the project setting ``application/config/name``."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:134
msgid "In the case of macOS, where the export template is compressed as a zip file, the contents of the data directory can be placed in the following locations inside the zip:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:137
#: ../../docs/development/compiling/compiling_with_mono.rst:196
msgid "``bin/data.mono.<platform>.<bits>.<target>/Mono/lib``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:137
msgid "``/osx_template.app/Contents/Frameworks/GodotSharp/Mono/lib``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:139
#: ../../docs/development/compiling/compiling_with_mono.rst:198
msgid "``bin/data.mono.<platform>.<bits>.<target>/Mono/etc``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:139
msgid "``/osx_template.app/Contents/Resources/GodotSharp/Mono/etc``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:143
msgid "Editor"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:145
msgid "The name of the data directory for the Godot editor will always be ``GodotSharp``. The main structure of this directory has the following subdirectories:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:147
msgid "``Api`` (optional)"
msgid "The data directory is a dependency for Godot binaries built with the mono module enabled. It contains files that are important for the correct functioning of Godot. It must be distributed together with the Godot executable. There is no data directory when targeting ``Android`` so the following information does not apply to that platform."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:148
msgid "``Mono`` (optional)"
msgid "Export templates"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:149
msgid "``Tools`` (required)"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:151
msgid "The ``Tools`` subdirectory contains tools required by the editor, like the ``GodotSharpTools`` assembly."
#: ../../docs/development/compiling/compiling_with_mono.rst:150
msgid "The name of the data directory for a export template differs based on the configuration it was built with. The format is ``data.mono.<platform>.<bits>.<target>``, e.g. ``data.mono.x11.32.debug`` or ``data.mono.windows.64.release``."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:153
msgid "In the case of export templates the data directory only contains Mono framework assemblies and configuration files, as well as some shared library dependencies like ``MonoPosixHelper``."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:156
msgid "This directory must be placed with its original name next to the Godot export templates. When exporting a project, Godot will also copy this directory with the game executable but the name will be changed to ``data_<APPNAME>``, where ``<APPNAME>`` is the application name as specified in the project setting ``application/config/name``."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:161
msgid "In the case of macOS, where the export template is compressed as a zip file, the contents of the data directory can be placed in the following locations inside the zip:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:165
#: ../../docs/development/compiling/compiling_with_mono.rst:232
msgid "``bin/data.mono.<platform>.<bits>.<target>/Mono/lib``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:165
msgid "``/osx_template.app/Contents/Frameworks/GodotSharp/Mono/lib``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:167
#: ../../docs/development/compiling/compiling_with_mono.rst:234
msgid "``bin/data.mono.<platform>.<bits>.<target>/Mono/etc``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:167
msgid "``/osx_template.app/Contents/Resources/GodotSharp/Mono/etc``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:171
msgid "Editor"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:173
msgid "The name of the data directory for the Godot editor will always be ``GodotSharp``. The main structure of this directory has the following subdirectories:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:176
msgid "``Api`` (optional)"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:177
msgid "``Mono`` (optional)"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:178
msgid "``Tools`` (required)"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:180
msgid "The ``Tools`` subdirectory contains tools required by the editor, like the ``GodotSharpTools`` assembly."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:182
msgid "The ``Mono`` subdirectory is optional. It can be used to bundle the Mono framework assemblies and configuration files with the Godot editor, as well as some shared library dependencies like ``MonoPosixHelper``. This is important to avoid issues that might arise when the installed Mono version in the user's system may not be the same as the one the Godot editor was built with. You can make SCons copy these files to this subdirectory by passing the option ``copy_mono_root=yes`` when building the editor."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:155
#: ../../docs/development/compiling/compiling_with_mono.rst:188
msgid "The ``Api`` directory is also optional. Godot API assemblies are not bundled with the editor by default. Instead the Godot editor will generate and build them on the user's machine the first time they are required. This can be avoided by generating and building them manually and placing them in this subdirectory. If the editor can find them there, it will avoid the step of generating and building them again."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:157
#: ../../docs/development/compiling/compiling_with_mono.rst:193
msgid "The following is an example script for building and copying the Godot API assemblies:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:188
#: ../../docs/development/compiling/compiling_with_mono.rst:224
msgid "The script assumes it's being executed from the directory where SConstruct is located. ``<godot_binary>`` refers to the tools binary compiled with the Mono module enabled."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:191
#: ../../docs/development/compiling/compiling_with_mono.rst:227
msgid "In the case of macOS, if the Godot editor is distributed as a bundle, the contents of the data directory may be placed in the following locations:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:194
#: ../../docs/development/compiling/compiling_with_mono.rst:230
msgid "``bin/data.mono.<platform>.<bits>.<target>/Api``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:194
#: ../../docs/development/compiling/compiling_with_mono.rst:230
msgid "``<bundle_name>.app/Contents/Frameworks/GodotSharp/Api``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:196
#: ../../docs/development/compiling/compiling_with_mono.rst:232
msgid "``<bundle_name>.app/Contents/Frameworks/GodotSharp/Mono/lib``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:198
#: ../../docs/development/compiling/compiling_with_mono.rst:234
msgid "``<bundle_name>.app/Contents/Resources/GodotSharp/Mono/etc``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:200
#: ../../docs/development/compiling/compiling_with_mono.rst:236
msgid "``bin/data.mono.<platform>.<bits>.<target>/Tools``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:200
#: ../../docs/development/compiling/compiling_with_mono.rst:236
msgid "``<bundle_name>.app/Contents/Frameworks/GodotSharp/Tools``"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:204
#: ../../docs/development/compiling/compiling_with_mono.rst:240
msgid "Targeting Android"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:242
msgid "Compiling the Android export templates with Mono is a bit simpler than it is for the desktop platforms, as there are no additional steps required after building. There is no need to worry about any dependency like a data directory or the runtime shared library (when dynamically linking) as those are automatically added to the gradle project."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:247
msgid "**Important:** You need to manually specify the mono version with the ``MONO_VERSION`` environment variable."
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:249
msgid "Before building Godot you do need to cross compile the Mono runtime for the target architectures. The easiest way to do this is to use the sdk Makefiles from the Mono repository. The following is an example bash script:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:252
msgid "*Note: We plan to distribute prebuilt packages of the Mono runtime in the future so you don't have to build it yourself.*"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:314
msgid "Command-line options"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:206
#: ../../docs/development/compiling/compiling_with_mono.rst:316
msgid "The following is the list of command-line options available when building with the mono module:"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:208
#: ../../docs/development/compiling/compiling_with_mono.rst:318
msgid "**module_mono_enabled**: Build Godot with the mono module enabled ( yes | **no** )"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:210
#: ../../docs/development/compiling/compiling_with_mono.rst:320
msgid "**mono_glue**: Whether to include the glue source files in the build and define `MONO_GLUE_DISABLED` as a preprocessor macro ( **yes** | no )"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:212
#: ../../docs/development/compiling/compiling_with_mono.rst:322
msgid "**mono_prefix**: Path to the Mono installation directory for the target platform and architecture"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:324
msgid "**xbuild_fallback**: Whether to fallback to xbuild if MSBuild is not available ( yes | **no** )"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:214
#: ../../docs/development/compiling/compiling_with_mono.rst:326
msgid "**mono_static**: Whether to link the mono runtime statically ( yes | **no** )"
msgstr ""
#: ../../docs/development/compiling/compiling_with_mono.rst:216
#: ../../docs/development/compiling/compiling_with_mono.rst:328
msgid "**copy_mono_root**: Whether to copy the Mono framework assemblies and configuration files required by the Godot editor ( yes | **no** )"
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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"
@@ -21,15 +21,15 @@ msgid "TSCN file format"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:4
msgid "A :code:`.tscn` File format is the \"Text SCeNe\" file format and represents a single scene-tree inside Godot. TSCN files have the advantage of being nearly human-readable and easy for version control systems to manage. During import the TSCN files are compiled into binary :code:`.scn` files stored inside the .import folder. This reduces the data size and speed up loading."
msgid "The TSCN (text scene) file format represents a single scene tree inside Godot. TSCN files have the advantage of being mostly human-readable and easy for version control systems to manage. During import, TSCN files are compiled into binary ``.scn`` files stored inside the .import folder. This reduces the data size and speeds up loading."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:10
msgid "The :code:`.escn` file format is identical to the TSCN file format, but is used to indicate to Godot that the file has been exported from another program and should not be edited by the user from within Godot."
msgid "The ESCN (exported scene) file format is identical to the TSCN file format, but is used to indicate to Godot that the file has been exported from another program and should not be edited by the user from within Godot."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:14
msgid "For those looking for a complete description, the parsing is handled in the file `resource_format_text.cpp <https://github.com/godotengine/godot/blob/master/scene/resources/resource_format_text.cpp>`_ in the class :code:`ResourceFormatLoaderText`"
msgid "For those looking for a complete description, the parsing is handled in the file `resource_format_text.cpp <https://github.com/godotengine/godot/blob/master/scene/resources/resource_format_text.cpp>`_ in the ``ResourceFormatLoaderText`` class."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:19
@@ -37,7 +37,7 @@ msgid "File structure"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:21
msgid "There are five main sections inside the TSCN File:"
msgid "There are five main sections inside the TSCN file:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:23
@@ -45,12 +45,12 @@ msgid "File Descriptor"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:24
#: ../../docs/development/file_formats/tscn.rst:266
#: ../../docs/development/file_formats/tscn.rst:273
msgid "External resources"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:25
#: ../../docs/development/file_formats/tscn.rst:287
#: ../../docs/development/file_formats/tscn.rst:295
msgid "Internal resources"
msgstr ""
@@ -63,387 +63,371 @@ msgid "Connections"
msgstr ""
#: ../../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 its value seems not to matter."
msgid "The file descriptor looks like ``[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. However, in practice, its value seems not to matter."
msgstr ""
#: ../../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 .....]`"
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 ``[ext_resource .....]``."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:41
msgid "Entries inside the file"
#: ../../docs/development/file_formats/tscn.rst:39
msgid "A TSCN file may contain single-line comments starting with a semicolon (``;``). However, comments will be discarded when saving the file using the Godot editor."
msgstr ""
#: ../../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:"
msgid "Entries inside the file"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:47
msgid "ext_resource"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:48
msgid "sub_resource"
#: ../../docs/development/file_formats/tscn.rst:45
msgid "A heading looks like ``[<resource_type> key=value key=value key=value ...]`` where resource_type is one of:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:49
msgid "node"
msgid "``ext_resource``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:50
msgid "connection"
msgid "``sub_resource``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:51
msgid "``node``"
msgstr ""
#: ../../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:"
msgid "``connection``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:62
#: ../../docs/development/file_formats/tscn.rst:54
msgid "Below every heading comes zero or more ``key = value`` pairs. The values can be complex datatypes such as Arrays, Transforms, Colors, and so on. For example, a spatial node looks like:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:65
msgid "The scene tree"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:64
msgid "The scene tree is made up of... nodes! The heading of each node consists of its 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:68
msgid "Other valid keywords include:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:70
msgid "instance"
#: ../../docs/development/file_formats/tscn.rst:67
msgid "The scene tree is made up of nodes! The heading of each node consists of its name, parent and (most of the time) a type. For example ``[node type=\"Camera\" name=\"PlayerCamera\" parent=\"Player/Head\"]``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:71
msgid "instance_placeholder"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:72
msgid "owner"
msgid "Other valid keywords include:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:73
msgid "index (if two nodes have the same name)"
msgid "``instance``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:74
msgid "groups"
msgid "``instance_placeholder``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:75
msgid "``owner``"
msgstr ""
#: ../../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)."
msgid "``index`` (if two nodes have the same name)"
msgstr ""
#: ../../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:"
#: ../../docs/development/file_formats/tscn.rst:77
msgid "``groups``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:128
#: ../../docs/development/file_formats/tscn.rst:79
msgid "The first node in the file, which is also the scene root, must not have a ``parent=Path/To/Node`` entry in its heading. All scene files should have exactly *one* scene root. If it doesn't, Godot will fail to import the file. The parent path of other nodes should be absolute, but shouldn't contain the scene root's name. If the node is a direct child of the scene root, the path should be ``\".\"``. Here is an example scene tree (but without any node content):"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:95
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:134
msgid "NodePath"
msgstr ""
#: ../../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:153
msgid "Skeleton"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:155
msgid "Skeleton node inherits Spatial node, besides that it may have a list of bones described in key, value pair in the format :code:`bones/Id/Attribute=Value`, attributes of bone consists of"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:159
msgid "name"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:160
msgid "parent"
#: ../../docs/development/file_formats/tscn.rst:136
msgid "A tree structure is not enough to represent the whole scene. Godot uses a ``NodePath(Path/To/Node)`` structure to refer to another node or attribute of the node anywhere in the scene tree. For instance, MeshInstance uses ``NodePath()`` to point to its skeleton. Likewise, Animation tracks use ``NodePath()`` to point to node properties to animate."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:161
msgid "rest"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:162
msgid "pose"
msgid "Skeleton"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:163
#: ../../docs/development/file_formats/tscn.rst:385
msgid "enabled"
msgid "The Skeleton node inherits the Spatial node, but also may have a list of bones described in key-value pairs in the format ``bones/Id/Attribute=Value``. The bone attributes consist of:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:164
msgid "bound_children"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:166
msgid ":code:`name` must put as the first attribute of each bone"
#: ../../docs/development/file_formats/tscn.rst:167
msgid "``name``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:168
msgid ":code:`parent` is the index of parent bone in the bone list, with parent index, the bone list is built to a bone tree"
msgid "``parent``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:169
msgid "``rest``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:170
msgid "``pose``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:171
msgid ":code:`rest` is the transform matrix of bone in rest position"
#: ../../docs/development/file_formats/tscn.rst:391
msgid "``enabled``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:173
msgid ":code:`pose` is the pose matrix use :code:`rest` as basis"
#: ../../docs/development/file_formats/tscn.rst:172
msgid "``bound_children``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:174
msgid "``name`` must be the first attribute of each bone."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:175
msgid ":code:`bound_children` is a list of NodePath() points to BoneAttachments belong to this bone"
msgid "``parent`` is the index of parent bone in the bone list, with parent index, the bone list is built to a bone tree."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:177
msgid "``rest`` is the transform matrix of bone in its \"resting\" position."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:178
msgid "An example of a skeleton node with two bones:"
msgid "``pose`` is the pose matrix; use ``rest`` as the basis."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:198
#: ../../docs/development/file_formats/tscn.rst:179
msgid "``bound_children`` is a list of ``NodePath()`` which point to BoneAttachments belonging to this bone."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:182
msgid "Here's an example of a skeleton node with two bones:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:203
msgid "BoneAttachment"
msgstr ""
#: ../../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."
#: ../../docs/development/file_formats/tscn.rst:205
msgid "BoneAttachment node is an intermediate node to describe some node being parented to a single bone in a Skeleton node. The BoneAttachment has a ``bone_name=NameOfBone`` attribute, and the corresponding bone being the parent has the BoneAttachment node in its ``bound_children`` list."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:205
#: ../../docs/development/file_formats/tscn.rst:210
msgid "An example of one MeshInstance parented to a bone in Skeleton:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:229
#: ../../docs/development/file_formats/tscn.rst:235
msgid "AnimationPlayer"
msgstr ""
#: ../../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)`."
#: ../../docs/development/file_formats/tscn.rst:237
msgid "AnimationPlayer works as an animation library. It stores animations listed in the format ``anim/Name=SubResource(ResourceId)``; each line refers to an Animation resource. All the animation resources use the root node of AnimationPlayer. The root node is stored as ``root_node=NodePath(Path/To/Node)``."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:249
#: ../../docs/development/file_formats/tscn.rst:257
msgid "Resources"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:251
#: ../../docs/development/file_formats/tscn.rst:259
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: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."
#: ../../docs/development/file_formats/tscn.rst:263
msgid "References to the resources are handled by ``id`` numbers in the resource's heading. External resources and internal resources are referred to with ``ExtResource(id)`` and ``SubResource(id)``, respectively. Because there have different methods to refer to internal and external resources, you can have the same ID for both an internal and external resource."
msgstr ""
#: ../../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:268
msgid "External resources are links to resources not contained within the TSCN file itself. An external resource consists of:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:271
msgid "A path"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:272
msgid "A type"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:273
msgid "An ID"
#: ../../docs/development/file_formats/tscn.rst:269
msgid "For example, to refer to the resource ``[ext_resource id=3 type=\"PackedScene\" path=....]``, you would use ``ExtResource(3)``."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:275
msgid "Godot always generates absolute paths relative to the resource directory and thus prefixed with :code:`res://`, but paths relative to the TSCN file's location are also valid."
msgid "External resources are links to resources not contained within the TSCN file itself. An external resource consists of a path, a type and an ID."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:279
#: ../../docs/development/file_formats/tscn.rst:278
msgid "Godot always generates absolute paths relative to the resource directory and thus prefixed with ``res://``, but paths relative to the TSCN file's location are also valid."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:282
msgid "Some example external resources are:"
msgstr ""
#: ../../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:"
#: ../../docs/development/file_formats/tscn.rst:290
msgid "Like TSCN files, a TRES file may contain single-line comments starting with a semicolon (``;``). However, comments will be discarded when saving the resource using the Godot editor."
msgstr ""
#: ../../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."
#: ../../docs/development/file_formats/tscn.rst:297
msgid "A TSCN file can contain meshes, materials and other data. These are contained in the *internal resources* section of the file. The heading for an internal resource looks similar to those of external resources, except that it doesn't have a path. Internal resources also have ``key=value`` pairs under each heading. For example, a capsule collision shape looks like:"
msgstr ""
#: ../../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."
#: ../../docs/development/file_formats/tscn.rst:311
msgid "Some internal resources 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. This means that order matters in the file's internal resources section."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:312
msgid "ArrayMesh"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:314
msgid "ArrayMesh consists of several surfaces, each in the format :code:`surface\\Index={}`, each surface is a set of vertex and a material."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:317
msgid "TSCN support two format of surface,"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:319
msgid "for the old format, each surface has three essential keys:"
#: ../../docs/development/file_formats/tscn.rst:316
msgid "Unfortunately, documentation on the formats for these subresources isn't complete. Some examples can be found by inspecting saved resource files, but others can only be found by looking through Godot's source."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:321
msgid "primitive"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:322
msgid "arrays"
msgid "ArrayMesh"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:323
msgid "morph_arrays"
msgid "ArrayMesh consists of several surfaces, each in the format ``surface\\Index={}``. Each surface is a set of vertices and a material."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:325
msgid ":code:`primitive` is an enumerate variable, :code:`primitive=4` which is PRIMITIVE_TRIANGLES is frequently used."
#: ../../docs/development/file_formats/tscn.rst:326
msgid "TSCN files support two surface formats:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:328
msgid ":code:`arrays` as the name suggests is an array of array, it contains:"
msgid "For the old format, each surface has three essential keys:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:330
msgid "An array of vertex position"
msgid "``primitive``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:331
msgid "Tangents array"
msgid "``arrays``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:332
msgid "Vertex color array"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:333
msgid "UV array 1"
msgid "``morph_arrays``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:334
msgid "UV array 2"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:335
msgid "Bone index array"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:336
msgid "Bone weight array"
msgid "``primitive`` is an enumerate variable, ``primitive=4`` which is ``PRIMITIVE_TRIANGLES`` is frequently used."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:337
msgid "Vertex index array"
msgid "``arrays`` is a two-dimensional array, it contains:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:339
msgid ":code:`morph_arrays` is an array of morph, each morph is exactly an :code:`arrays` without vertex index array."
msgid "Vertex positions array"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:340
msgid "Tangents array"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:341
msgid "Vertex colors array"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:342
msgid "UV array 1"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:343
msgid "UV array 2"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:344
msgid "Bone indexes array"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:345
msgid "Bone weights array"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:346
msgid "Vertex indexes array"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:348
msgid "``morph_arrays`` is an array of morphs. Each morph is exactly an ``arrays`` without the vertex indexes array."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:351
msgid "An example of ArrayMesh:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:365
#: ../../docs/development/file_formats/tscn.rst:375
msgid "Animation"
msgstr ""
#: ../../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:370
msgid "length"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:371
msgid "loop"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:372
msgid "step"
msgstr ""
#: ../../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: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:379
msgid "type"
#: ../../docs/development/file_formats/tscn.rst:377
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:380
msgid "path"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:381
msgid "interp"
msgid "``length`` and ``step`` are both durations in seconds."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:382
msgid "keys"
msgid "Each track is described by a list of key-value pairs in the format ``tracks/Id/Attribute``. Each track includes:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:383
msgid "loop_wrap"
#: ../../docs/development/file_formats/tscn.rst:385
msgid "``type``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:384
msgid "imported"
#: ../../docs/development/file_formats/tscn.rst:386
msgid "``path``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:387
msgid "The :code:`type` must be put as the first attribute of each track. The value of :code:`type` can be:"
msgid "``interp``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:388
msgid "``keys``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:389
msgid "``loop_wrap``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:390
msgid "'transform'"
msgid "``imported``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:391
msgid "'value'"
#: ../../docs/development/file_formats/tscn.rst:393
msgid "The ``type`` must be the first attribute of each track. The value of ``type`` can be:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:392
msgid "'method'"
#: ../../docs/development/file_formats/tscn.rst:396
msgid "``transform``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:394
msgid "The :code:`path` has the format :code:`NodePath(Path/To/Node:Attribute)`. It is the path from animation root node (property of AnimationPlayer) to the animated node or attribute."
#: ../../docs/development/file_formats/tscn.rst:397
msgid "``value``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:398
msgid "The :code:`interp` is the method to interpolate frames from the keyframes. it is a enum variable and can has value:"
msgid "``method``"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:401
#: ../../docs/development/file_formats/tscn.rst:400
msgid "The ``path`` has the format ``NodePath(Path/To/Node:attribute)``. It's the path to the animated node or attribute, relative to the root node defined in the AnimationPlayer."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:404
msgid "The ``interp`` is the method to interpolate frames from the keyframes. it is a enum variable and can has value:"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:407
msgid "0 (constant)"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:402
#: ../../docs/development/file_formats/tscn.rst:408
msgid "1 (linear)"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:403
#: ../../docs/development/file_formats/tscn.rst:409
msgid "2 (cubic)"
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:405
msgid "The :code:`keys` is the keyframes, it appears as a PoolRealArray() but have different structure for track with different type"
#: ../../docs/development/file_formats/tscn.rst:411
msgid "The ``keys`` correspond to the keyframes. It appears as a ``PoolRealArray()``, but may have a different structure for tracks with different types."
msgstr ""
#: ../../docs/development/file_formats/tscn.rst:408
msgid "A transform track use every 12 real number in the :code:`keys` to describte a keyframe. The first number is the timestamp, the second number is the transition (default 1.0 in transform track), followed by a three number translation vector, followed by four number rotation quaternion (x,y,z,w) and finally a three number scale vector."
#: ../../docs/development/file_formats/tscn.rst:414
msgid "A Transform track uses every 12 real numbers in the ``keys`` to describe a keyframe. The first number is the timestamp. The second number is the transition followed by a 3-number translation vector, followed by a 4-number rotation quaternion (X, Y, Z, W) and finally a 3-number scale vector. The default transition in a Transform track is 1.0."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"
@@ -21,106 +21,106 @@ msgid "Using an external text editor"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:6
msgid "Godot can be used with an external text editor, such as Sublime Text or Visual Studio Code. To select an external text editor via the Godot editor menu: ``Editor -> Editor Settings -> Text Editor -> External``"
msgid "Godot can be used with an external text editor, such as Sublime Text or Visual Studio Code. To enable an external text editor, browse to the relevant editor settings via: ``Editor -> Editor Settings -> Text Editor -> External``"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:11
msgid "There are two fields: the executable path and command line flags. The flags allow you to better integrate the editor with Godot. Godot will replace the following inside the flags parameter:"
#: ../../docs/getting_started/editor/external_editor.rst:12
msgid "There are two fields: the executable path and command line flags. The flags allow you to integrate the editor with Godot, passing it the file path to open and other relevant arguments. Godot will replace the following placeholders in the flags string:"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:16
#: ../../docs/getting_started/editor/external_editor.rst:18
msgid "Field in Exec Flags"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:16
#: ../../docs/getting_started/editor/external_editor.rst:18
msgid "Is replaced with"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:18
msgid "{project}"
#: ../../docs/getting_started/editor/external_editor.rst:20
msgid "``{project}``"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:18
#: ../../docs/getting_started/editor/external_editor.rst:20
msgid "The absolute path to the project directory"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:20
msgid "{file}"
#: ../../docs/getting_started/editor/external_editor.rst:22
msgid "``{file}``"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:20
#: ../../docs/getting_started/editor/external_editor.rst:22
msgid "The absolute path to the file"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:22
msgid "{col}"
#: ../../docs/getting_started/editor/external_editor.rst:24
msgid "``{col}``"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:22
#: ../../docs/getting_started/editor/external_editor.rst:24
msgid "The column number of the error"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:24
msgid "{line}"
#: ../../docs/getting_started/editor/external_editor.rst:26
msgid "``{line}``"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:24
#: ../../docs/getting_started/editor/external_editor.rst:26
msgid "The line number of the error"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:27
#: ../../docs/getting_started/editor/external_editor.rst:29
msgid "Some example Exec Flags for various editors include:"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:30
#: ../../docs/getting_started/editor/external_editor.rst:32
msgid "Editor"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:30
#: ../../docs/getting_started/editor/external_editor.rst:32
msgid "Exec Flags"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:32
#: ../../docs/getting_started/editor/external_editor.rst:34
msgid "Geany/Kate"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:32
msgid "{file} -\\-line {line} -\\-column {col}"
#: ../../docs/getting_started/editor/external_editor.rst:34
msgid "``{file} --line {line} --column {col}``"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:34
#: ../../docs/getting_started/editor/external_editor.rst:36
msgid "Atom/Sublime Text"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:34
msgid "{file}:{line}"
#: ../../docs/getting_started/editor/external_editor.rst:36
msgid "``{file}:{line}``"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:36
#: ../../docs/getting_started/editor/external_editor.rst:38
msgid "JetBrains Rider"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:36
msgid "-\\-line {line} {file}"
#: ../../docs/getting_started/editor/external_editor.rst:38
msgid "``--line {line} {file}``"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:38
#: ../../docs/getting_started/editor/external_editor.rst:40
msgid "Visual Studio Code"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:38
msgid "{project} -\\-goto {file}:{line}:{col}"
#: ../../docs/getting_started/editor/external_editor.rst:40
msgid "``{project} --goto {file}:{line}:{col}``"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:40
#: ../../docs/getting_started/editor/external_editor.rst:42
msgid "Vim (gVim)"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:40
msgid "\"+call cursor({line}, {col})\" {file}"
#: ../../docs/getting_started/editor/external_editor.rst:42
msgid "``\"+call cursor({line}, {col})\" {file}``"
msgstr ""
#: ../../docs/getting_started/editor/external_editor.rst:43
msgid "For Visual Studio Code you will have to point to the \"code.cmd\" file."
#: ../../docs/getting_started/editor/external_editor.rst:45
msgid "For Visual Studio Code you will have to point to the ``code.cmd`` file."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"
@@ -343,7 +343,7 @@ msgid "``Array``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:263
msgid "``Godot.Array``"
msgid "``Godot.Collections.Array``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:264
@@ -403,7 +403,7 @@ msgid "``Vector3[]``"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:273
msgid "``Godot.Array<T>`` is a type-safe wrapper around ``Godot.Array``. Use the ``Godot.Array<T>(Godot.Array)`` constructor to create one."
msgid "``Godot.Collections.Array<T>`` is a type-safe wrapper around ``Godot.Collections.Array``. Use the ``Godot.Collections.Array<T>(Godot.Collections.Array)`` constructor to create one."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:277
@@ -411,11 +411,11 @@ msgid "Dictionary"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:279
msgid "Use ``Godot.Dictionary``."
msgid "Use ``Godot.Collections.Dictionary``."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:281
msgid "``Godot.Dictionary<T>`` is a type-safe wrapper around ``Godot.Dictionary``. Use the ``Godot.Dictionary<T>(Godot.Dictionary)`` constructor to create one."
msgid "``Godot.Collections.Dictionary<T>`` is a type-safe wrapper around ``Godot.Collections.Dictionary``. Use the ``Godot.Collections.Dictionary<T>(Godot.Collections.Dictionary)`` constructor to create one."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_differences.rst:285

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"
@@ -96,175 +96,183 @@ msgstr ""
msgid "Between method, properties, and inner type declarations."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:88
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:87
msgid "At the end of each file."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:89
msgid "Field and constant declarations can be grouped together according to relevance. In that case, consider inserting a blank line between the groups for easier reading."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:91
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:92
msgid "Avoid inserting a blank line:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:93
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:94
msgid "After ``{``, the opening brace."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:94
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:95
msgid "Before ``}``, the closing brace."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:95
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:96
msgid "After a comment block, or a single line comment."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:96
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:97
msgid "Adjacent to another blank line."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:133
msgid "Consider breaking a line when it's longer than 100 characters. And it's also a good practice to insert a line feed (LF) character at the end of a file because some utilities have trouble recognizing the last line without it (e.g. the *cat* command on Linux)."
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:134
msgid "Consider breaking a line when it's longer than 100 characters."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:138
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:136
msgid "Ensure that all lines use the Unix LF format, not CRLF."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:139
msgid "Using spaces"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:140
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:141
msgid "Insert a space:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:142
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:143
msgid "Around a binary and tertiary operator."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:143
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:144
msgid "Between an opening parenthesis and *if*, *for*, *foreach*, *catch*, *while*, *lock* or *using* keywords."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:144
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:145
msgid "Before and within a single line accessor block."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:145
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:146
msgid "Between accessors in a single line accessor block."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:146
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:147
msgid "After a comma."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:147
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:148
msgid "After a semi-colon in a *for* statement."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:148
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:149
msgid "After a colon in a single line *case* statement."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:149
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:150
msgid "Around a colon in a type declaration."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:150
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:151
msgid "Around a lambda arrow."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:151
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:152
msgid "After a single line comment symbol ('//'), and before it if used at the end of a line."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:153
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:154
msgid "Do not use a space:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:155
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:156
msgid "After type cast parentheses."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:156
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:157
msgid "Within single line initializer braces."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:158
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:159
msgid "The following example shows a proper use of spaces, according to some of the above mentioned conventions:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:193
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:194
msgid "Naming conventions"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:195
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:196
msgid "Use *PascalCase* for all namespaces, type names and member level identifiers (i.e. methods, properties, constants, events), except for private fields:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:216
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:217
msgid "Use *camelCase* for all other identifiers (i.e. local variables, method arguments), and use underscore('_') as a prefix for private fields (but not for methods or properties, as explained above):"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:230
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:231
msgid "There's an exception with acronyms which consist of two letters, like *'UI'*, which should be written in uppercase letters when used where Pascal case would be expected, and in lowercase letters otherwise."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:233
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:234
msgid "Note that *'id'* is **not** an acronym, so it should be treated as a normal identifier:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:244
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:245
msgid "It is generally discouraged to use a type name as a prefix of an identifier, like *'string strText'* or *'float fPower'*, for example. An exception is made, however, for interfaces, which **should**, in fact, have an uppercase letter *'I'* prefixed to their names, like *'IInventoryHolder'* or *'IDamageable'*."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:248
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:249
msgid "Lastly, consider choosing descriptive names and do not try to shorten them too much if it affects readability."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:251
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:252
msgid "For instance, if you want to write code to find a nearby enemy and hit it with a weapon, prefer"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:257
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:258
msgid "Rather than,"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:264
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:265
msgid "Implicitly typed local variables"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:266
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:267
msgid "Consider using implicitly typing (*'var'*) for declaration of a local variable, but do so **only when the type is evident** from the right side of the assignment:"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:296
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:297
msgid "Other considerations"
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:298
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:299
msgid "Use explicit access modifiers."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:299
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:300
msgid "Use properties instead of non-private fields."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:300
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:301
msgid "Use modifiers in this order: *'public/protected/private/internal virtual/override/abstract/new static readonly'*."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:301
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:302
msgid "Avoid using fully qualified names or *'this.'* prefix for members when it's not necessary."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:302
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:303
msgid "Remove unused *'using'* statements and unnecessary parentheses."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:303
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:304
msgid "Consider omitting default initial value for a type."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:304
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:305
msgid "Consider using null-conditional operators or type initializers to make the code more compact."
msgstr ""
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:305
#: ../../docs/getting_started/scripting/c_sharp/c_sharp_style_guide.rst:306
msgid "Use safe cast when there is a possibility of the value being a different type, and use direct cast otherwise."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"
@@ -1338,168 +1338,168 @@ msgstr ""
msgid "One of the fundamental benefits of exporting member variables is to have them visible and editable in the editor. This way, artists and game designers can modify values that later influence how the program runs. For this, a special export syntax is provided."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1299
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1302
msgid "It must be noted that even if the script is not being run while at the editor, the exported properties are still editable (see below for \"tool\")."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1304
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1307
msgid "Exporting bit flags"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1306
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1309
msgid "Integers used as bit flags can store multiple ``true``/``false`` (boolean) values in one property. By using the export hint ``int, FLAGS``, they can be set from the editor:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1315
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1318
msgid "Restricting the flags to a certain number of named flags is also possible. The syntax is similar to the enumeration syntax:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1323
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1326
msgid "In this example, ``Fire`` has value 1, ``Water`` has value 2, ``Earth`` has value 4 and ``Wind`` corresponds to value 8. Usually, constants should be defined accordingly (e.g. ``const ELEMENT_WIND = 8`` and so on)."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1328
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1331
msgid "Using bit flags requires some understanding of bitwise operations. If in doubt, boolean variables should be exported instead."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1332
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1335
msgid "Exporting arrays"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1334
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1337
msgid "Exporting arrays works, but with an important caveat: While regular arrays are created local to every class instance, exported arrays are *shared* between all instances. This means that editing them in one instance will cause them to change in all other instances. Exported arrays can have initializers, but they must be constant expressions."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1371
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1374
msgid "Setters/getters"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1373
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1376
msgid "It is often useful to know when a class' member variable changes for whatever reason. It may also be desired to encapsulate its access in some way."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1376
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1379
msgid "For this, GDScript provides a *setter/getter* syntax using the ``setget`` keyword. It is used directly after a variable definition:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1383
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1386
msgid "Whenever the value of ``variable`` is modified by an *external* source (i.e. not from local usage in the class), the *setter* function (``setterfunc`` above) will be called. This happens *before* the value is changed. The *setter* must decide what to do with the new value. Vice versa, when ``variable`` is accessed, the *getter* function (``getterfunc`` above) must ``return`` the desired value. Below is an example:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1400
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1403
msgid "Either of the *setter* or *getter* functions can be omitted:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1409
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1412
msgid "Get/Setters are especially useful when exporting variables to editor in tool scripts or plugins, for validating input."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1412
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1415
msgid "As said, *local* access will *not* trigger the setter and getter. Here is an illustration of this:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1427
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1430
msgid "Tool mode"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1429
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1432
msgid "Scripts, by default, don't run inside the editor and only the exported properties can be changed. In some cases, it is desired that they do run inside the editor (as long as they don't execute game code or manually avoid doing so). For this, the ``tool`` keyword exists and must be placed at the top of the file:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1444
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1447
msgid "Memory management"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1446
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1449
msgid "If a class inherits from :ref:`class_Reference`, then instances will be freed when no longer in use. No garbage collector exists, just reference counting. By default, all classes that don't define inheritance extend **Reference**. If this is not desired, then a class must inherit :ref:`class_Object` manually and must call instance.free(). To avoid reference cycles that can't be freed, a ``weakref`` function is provided for creating weak references."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1454
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1457
msgid "Alternatively, when not using references, the ``is_instance_valid(instance)`` can be used to check if an object has been freed."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1461
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1464
msgid "Signals"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1463
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1466
msgid "Signals are a way to send notification messages from an object that other objects can listen to in a generic way. Create custom signals for a class using the ``signal`` keyword."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1475
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1478
msgid "These signals may be connected to methods in the same manner as you connect built-in signals of nodes such as :ref:`class_Button` or :ref:`class_RigidBody`."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1478
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1481
msgid "Here's an example that creates a custom signal in one script and connects the custom signal to a method in a separate script, using the :ref:`Object.connect() <class_Object_method_connect>` method:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1507
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1510
msgid "GDScript can bind arguments to connections between a signal and a method. When the signal is emitted, calling the connected method, the bound argument is given to the method. These bound arguments are specific to the connection rather than the signal or the method, meaning that each connection has unique bindings."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1513
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1516
msgid "Here is an example that creates a connection between a button's ``pressed`` signal and a method, binding the button instance to the connection. The handler uses the bound argument to print which button instance was pressed."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1528
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1531
msgid "Signals are generated by the :ref:`Object.emit_signal() <class_Object_method_emit_signal>` method which broadcasts the signal and arguments."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1531
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1534
msgid "Extending a previous example to use all the features of GDScript signals:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1563
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1566
msgid "Coroutines with yield"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1565
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1568
msgid "GDScript offers support for `coroutines <https://en.wikipedia.org/wiki/Coroutine>`_ via the ``yield`` built-in function. Calling ``yield()`` will immediately return from the current function, with the current frozen state of the same function as the return value. Calling ``resume`` on this resulting object will continue execution and return whatever the function returns. Once resumed, the state object becomes invalid. Here is an example:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1587
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1611
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1590
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1614
msgid "Will print:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1595
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1598
msgid "It is also possible to pass values between yield() and resume(), for example:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1620
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1623
msgid "Coroutines & signals"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1622
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1625
msgid "The real strength of using ``yield`` is when combined with signals. ``yield`` can accept two arguments, an object and a signal. When the signal is received, execution will recommence. Here are some examples:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1637
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1640
msgid "Coroutines themselves use the ``completed`` signal when they transition into an invalid state, for example:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1650
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1653
msgid "``my_func`` will only continue execution once both buttons have been pressed."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1653
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1656
msgid "Onready keyword"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1655
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1658
msgid "When using nodes, it's common to desire to keep references to parts of the scene in a variable. As scenes are only warranted to be configured when entering the active scene tree, the sub-nodes can only be obtained when a call to Node._ready() is made."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1667
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1670
msgid "This can get a little cumbersome, especially when nodes and external references pile up. For this, GDScript has the ``onready`` keyword, that defers initialization of a member variable until _ready is called. It can replace the above code with a single line:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1677
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1680
msgid "Assert keyword"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1679
#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1682
msgid "The ``assert`` keyword can be used to check conditions in debug builds. These assertions are ignored in non-debug builds."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"
@@ -58,17 +58,19 @@ msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:33
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:53
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:83
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:107
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:127
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:96
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:120
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:140
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:222
msgid "**Good**:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:40
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:61
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:93
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:114
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:137
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:106
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:127
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:150
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:230
msgid "**Bad**:"
msgstr ""
@@ -81,86 +83,110 @@ msgid "Blank lines"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:72
msgid "Surround functions and class definitions with a blank line."
msgid "Surround functions and class definitions with two blank lines:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:74
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:87
msgid "Use one blank line inside functions to separate logical sections."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:77
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:90
msgid "One statement per line"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:79
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:92
msgid "Never combine multiple statements on a single line. No, C programmers, not with a single line conditional statement (except with the ternary operator)!"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:102
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:115
msgid "Avoid unnecessary parentheses"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:104
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:117
msgid "Avoid parentheses in expressions and conditional statements. Unless necessary for order of operations, they only reduce readability."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:122
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:135
msgid "Whitespace"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:124
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:137
msgid "Always use one space around operators and after commas. Avoid extra spaces in dictionary references and function calls, or to create \"columns.\""
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:147
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:160
msgid "**NEVER**:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:156
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:169
msgid "Naming conventions"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:158
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:171
msgid "These naming conventions follow the Godot Engine style. Breaking these will make your code clash with the built-in naming conventions, which is ugly."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:163
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:176
msgid "Classes and nodes"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:165
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:178
msgid "Use PascalCase: ``extends KinematicBody``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:167
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:180
msgid "Also when loading a class into a constant or variable:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:174
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:187
msgid "Functions and variables"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:176
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:189
msgid "Use snake\\_case: ``get_node()``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:178
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:191
msgid "Prepend a single underscore (\\_) to virtual methods (functions the user must override), private functions, and private variables: ``func _ready()``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:183
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:196
msgid "Signals"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:185
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:198
msgid "Use past tense:"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:193
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:206
msgid "Constants"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:195
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:208
msgid "Use CONSTANT\\_CASE, all caps, with an underscore (\\_) to separate words: ``const MAX_SPEED = 200``"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:212
msgid "Static typing"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:214
msgid "Since Godot 3.1, GDScript supports :ref:`optional static typing<doc_gdscript_static_typing>`."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:217
msgid "Type hints"
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:219
msgid "Place the colon right after the variable's name, without a space, and let the GDScript compiler infer the variable's type when possible."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:238
msgid "When you let the compiler infer the type hint, write the colon and equal signs together: ``:=``."
msgstr ""
#: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:244
msgid "Add a space on either sides of the return type arrow when defining functions."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"
@@ -409,126 +409,126 @@ msgid "Built-In"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:400
msgid "There is a list of built-in helpers. The list is almost identical to the one from GDScript (@TODO, link to gdscript methods?). Most of them are mathematical functions, but others can be useful helpers. Make sure to take a look at the list at some point."
msgid "There is a list of built-in helpers. The list is almost identical to the one from :ref:`GDScript<class_@GDScript>`. Most of them are mathematical functions, but others can be useful helpers. Make sure to take a look at the list at some point."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:406
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:404
msgid "By Type"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:408
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:406
msgid "Those are the methods available to basic types. For example, if you want a dot-product, you can search for \"dot\" instead of the Vector3 category. In most cases just search the list of nodes, it should be faster."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:413
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:411
msgid "Call"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:415
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:413
msgid "This is the generic calling node. It is rarely used directly but by dragging to empty space on an already configured node."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:419
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:417
msgid "Constructors"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:421
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:419
msgid "These are all the functions needed to create Godot basic datatypes. For example, If you need to create a Vector3 out of 3 floats, a constructor must be used."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:427
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:425
msgid "Destructor"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:429
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:427
msgid "This is the opposite to Constructor, it allows to separate any basic type (ie, Vector3) into its sub-elements."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:435
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:433
msgid "Emit Signal"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:437
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:435
msgid "Emits signals from any object. In general it's not that useful, as dragging a signal to the canvas works better."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:441
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:439
msgid "Get/Set"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:443
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:441
msgid "Generic Getter/Setter node. Dragging properties from the Inspector works better, as they appear properly configured on drop."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:447
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:445
msgid "Wait"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:449
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:447
msgid "The Wait nodes will suspend execution of the function until something happens (many frames can pass until resuming, in fact). Default nodes allow you to wait for a frame to pass, a fixed frame or a given amount of time until execution is resumed."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:454
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:452
msgid "Yield"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:456
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:454
msgid "This node completely suspends the execution of the script, and it will make the function return a value that can be used to resume execution."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:460
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:458
msgid "Yield Signal"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:462
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:460
msgid "Same as Yield, but will wait until a given signal is emitted."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:466
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:464
msgid "Index"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:468
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:466
msgid "Generic indexing operator, not often used but it's good that it exists just in case."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:472
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:470
msgid "Operators"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:474
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:472
msgid "These are mostly generic operators, such as addition, multiplication, comparison, etc. By default, these mostly accept any datatype (and will throw an error at run-time if the types fed do not match those expected by the operator). It is always recommended to set the right type for operators to catch errors faster and make the graph easier to read."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:483
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:481
msgid "Expression Node"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:485
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:483
msgid "Among the operators, the *Expression* node is the most powerful. If well used, it allows you to enormously simplify visual scripts that are math or logic heavy. Type any expression on it and it will be executed in real-time."
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:488
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:486
msgid "Expression nodes can:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:490
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:488
msgid "Perform math and logic expressions based on custom inputs (eg: \"a*5+b\", where a and b are custom inputs):"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:495
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:493
msgid "Access local variables or properties:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:500
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:498
msgid "Use most of the existing built-in functions that are available to GDScript, such as sin(),cos(),print(), as well as constructors, such as Vector3(x,y,z),Rect2(..), etc.:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:505
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:503
msgid "Call API functions:"
msgstr ""
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:510
#: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:508
msgid "Use sequenced mode, which makes more sense in case of respecting the processing order:"
msgstr ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
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@@ -8,7 +8,7 @@ msgid ""
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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"POT-Creation-Date: 2019-06-16 22:53+0200\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+0200\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+0200\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+0200\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+0200\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
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@@ -192,43 +192,47 @@ msgstr ""
msgid "Success!"
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:168
msgid "Configuring the project"
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:170
msgid "Ok, it's time to configure the project. Right now, the only way to run something is to execute the current scene. Projects, however, may have several scenes, so one of them must be set as the main scene. This is the scene that will be loaded any time the project is run."
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:167
msgid "If this doesn't immediately work and you have a hiDPI display on at least one of your monitors, go to **Project → Project Settings → Display → Window** then enable **Allow Hidpi** under **Dpi**."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:175
msgid "Configuring the project"
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:177
msgid "Ok, it's time to configure the project. Right now, the only way to run something is to execute the current scene. Projects, however, may have several scenes, so one of them must be set as the main scene. This is the scene that will be loaded any time the project is run."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:182
msgid "These settings are all stored in a project.godot file, which is a plaintext file in win.ini format (for easy editing). There are dozens of settings that you can change in this file to alter how a project executes. To simplify this process, Godot provides a project settings dialog, which acts as a sort of frontend to editing a project.godot file."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:181
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:188
msgid "To access that dialog, select Project -> Project Settings. Try it now."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:183
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:190
msgid "Once the window opens, let's select a main scene. Locate the `Application/Run/Main Scene` property and click on it to select 'Hello.tscn'."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:188
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:195
msgid "Now, with this change, when you press the regular Play button (or F5), this scene will run, no matter which scene is actively being edited."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:191
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:198
msgid "The project settings dialog provides a lot of options that can be saved to a project.godot file and shows their default values. If you change a value, a tick is marked to the left of its name. This means that the property will be saved to the project.godot file and remembered."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:196
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:203
msgid "As a side note, it is also possible to add custom configuration options and read them in at run-time using the :ref:`ProjectSettings <class_ProjectSettings>` singleton."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:200
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:207
msgid "To be continued..."
msgstr ""
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:202
#: ../../docs/getting_started/step_by_step/scenes_and_nodes.rst:209
msgid "This tutorial talked about \"scenes and nodes\", but so far there has been only *one* scene and *one* node! Don't worry, the next tutorial will expand on that..."
msgstr ""

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@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
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@@ -8,7 +8,7 @@ msgid ""
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@@ -8,7 +8,7 @@ msgid ""
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@@ -8,7 +8,7 @@ msgid ""
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@@ -8,7 +8,7 @@ msgid ""
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@@ -8,7 +8,7 @@ msgid ""
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@@ -8,7 +8,7 @@ msgid ""
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@@ -8,7 +8,7 @@ msgid ""
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@@ -8,7 +8,7 @@ msgid ""
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@@ -8,7 +8,7 @@ msgid ""
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@@ -8,7 +8,7 @@ msgid ""
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@@ -8,7 +8,7 @@ msgid ""
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@@ -8,7 +8,7 @@ msgid ""
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@@ -8,7 +8,7 @@ msgid ""
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@@ -8,7 +8,7 @@ msgid ""
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@@ -8,7 +8,7 @@ msgid ""
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@@ -8,7 +8,7 @@ msgid ""
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"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"
@@ -45,280 +45,280 @@ msgid "Import options are vast:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:28
msgid "Compression"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:30
msgid "Images are one of the largest assets in a game. To handle them efficiently, they need to be compressed. Godot offers several compression methods, depending on the use case."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:34
msgid "Compress Mode"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:36
msgid "VRAM Compression: This is the most common compression mode for 3D assets. File on disk is reduced and video memory usage is also reduced considerably. For 3D, it may present unwanted artifacts, though."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:38
msgid "Lossless Compression: This is the most common compression for 2D assets. It shows assets without any kind of artifacting, and disk compression is decent. It will use considerably more amount of video memory than VRAM, though."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:40
msgid "Lossy Compression: For games with lots of large 2D assets, lossy compression can be a great choice. It has some artifacting, but less than VRAM and the file size is almost a tenth of Lossless."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:42
msgid "Uncompressed: Only useful for formats that can't be compressed (like, raw float)."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:44
msgid "In this table, each of the four options are described together with their advantages and disadvantages ( |good| = Best, |bad| =Worst ):"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:48
msgid "Uncompressed"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:48
msgid "Compress Lossless (PNG)"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:48
msgid "Compress Lossy (WebP)"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:48
msgid "Compress VRAM"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:50
msgid "Description"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:50
msgid "Stored as raw pixels"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:50
msgid "Stored as PNG"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:50
msgid "Stored as WebP"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:50
msgid "Stored as S3TC/BC,PVRTC/ETC, depending on platform"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:52
msgid "Size on Disk"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:52
#: ../../docs/getting_started/workflow/assets/importing_images.rst:54
#: ../../docs/getting_started/workflow/assets/importing_images.rst:54
#: ../../docs/getting_started/workflow/assets/importing_images.rst:54
msgid "|bad| Large"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:52
#: ../../docs/getting_started/workflow/assets/importing_images.rst:52
msgid "|regular| Small"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:52
msgid "|good| Very Small"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:54
msgid "Memory Usage"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:54
msgid "|good| Small"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:56
msgid "Performance"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:56
#: ../../docs/getting_started/workflow/assets/importing_images.rst:56
#: ../../docs/getting_started/workflow/assets/importing_images.rst:56
#: ../../docs/getting_started/workflow/assets/importing_images.rst:60
msgid "|regular| Normal"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:56
#: ../../docs/getting_started/workflow/assets/importing_images.rst:60
msgid "|good| Fast"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:58
msgid "Quality Loss"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:58
#: ../../docs/getting_started/workflow/assets/importing_images.rst:58
msgid "|good| None"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:58
msgid "|regular| Slight"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:58
msgid "|bad| Moderate"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:60
msgid "Load Time"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:60
#: ../../docs/getting_started/workflow/assets/importing_images.rst:60
msgid "|bad| Slow"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:70
msgid "HDR Mode"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:72
msgid "Godot supports high dynamic range textures (as .HDR or .EXR). These are mostly useful as high dynamic range equirectangular panorama skies (the internet has plenty if you search for them), which replace Cubemaps in Godot 2.x. Modern PCs support the BC6H VRAM format, but there are still plenty that do not."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:75
msgid "If you want Godot to ensure full compatibility in terms of the kind of textures, enable the \"Force RGBE\" option."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:78
msgid "Normal Map"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:80
msgid "When using a texture as normal map, only the red and green channels are required. Given regular texture compression algorithms produce artifacts that don't look that nice in normal maps, the RGTC compression format is the best fit for this data. Forcing this option to \"Enabled\" will make Godot import the image as RGTC compressed. By default, it's set to \"Detect\", which means that if the texture is ever used as a normal map, it will be changed to \"Enabled\" and reimported automatically."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:86
msgid "Flags"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:88
msgid "There are plenty of settings that can be toggled when importing an image as a texture, depending on the use case."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:91
msgid "Repeat"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:93
msgid "This setting is most commonly used in 3D, and is therefore generally disabled in 2D. It sets UV coordinates going beyond the 0,0 - 1,1 range to \"loop\"."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:95
msgid "Repeating can optionally be set to mirrored mode."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:98
msgid "Filter"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:100
msgid "When pixels become larger than the screen pixels, this option enables linear interpolation for them. The result is a smoother (less blocky) texture. This setting can be commonly used in 2D and 3D, but it's usually disabled when making pixel perfect games."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:103
msgid "Mipmaps"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:105
msgid "When pixels become smaller than the screen, mipmaps kick in. This helps reduce the grainy effect when shrinking the textures. Keep in mind that, in older hardware (GLES2, mainly mobile), there are some requirements to use mipmaps:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:108
msgid "Texture width and height must be powers of 2"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:109
msgid "Repeat must be enabled"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:111
msgid "Keep in mind the above when making phone games and applications, want to aim for full compatibility, and need mipmaps."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:113
msgid "When doing 3D, mipmap should be turned on, as this also improves performance (smaller versions of the texture are used for objects further away)."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:116
msgid "Anisotropic"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:118
msgid "When textures are near parallel to the view (like floors), this option makes them have more detail by reducing blurriness."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:121
msgid "SRGB"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:123
msgid "Godot uses Linear colorspace when rendering 3D. Textures mapped to albedo or detail channels need to have this option turned on in order for colors to look correct. When set to \"Detect\" mode, the texture will be marked as SRGB when used in albedo channels."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:127
msgid "Process"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:129
msgid "Some special processes can be applied to images when imported as textures."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:132
msgid "Fix Alpha Border"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:134
msgid "This puts pixels of the same surrounding color in transition from transparency to non transparency. It helps mitigate the outline effect when exporting images from Photoshop and the like."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:139
msgid "It's a good idea to leave it on by default, unless specific values are needed."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:142
msgid "Premultiplied Alpha"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:144
msgid "An alternative to fix darkened borders is to use premultiplied alpha. By enabling this option, the texture will be converted to this format. Keep in mind that a material will need to be created that uses the PREMULT ALPHA blend mode on canvas items that need it."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:148
msgid "HDR as sRGB"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:150
msgid "A few HDR files are broken and contain sRGB color data. It is advised not to use them, but, in the worst-case scenario, toggling this option on will make them look right."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:153
msgid "Invert Color"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:155
msgid "Reverses the image's color. This is useful, for example, to convert a height map generated by external programs to depth map to use with :ref:`doc_spatial_material`."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:158
msgid "Detect 3D"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:160
#: ../../docs/getting_started/workflow/assets/importing_images.rst:30
msgid "This option makes Godot be aware of when a texture (which is imported for 2D as default) is used in 3D. If this happens, setting are changed so the texture flags are friendlier to 3D (mipmaps, filter and repeat become enabled and compression is changed to VRAM). Texture is also reimported automatically."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:34
msgid "Compression"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:36
msgid "Images are one of the largest assets in a game. To handle them efficiently, they need to be compressed. Godot offers several compression methods, depending on the use case."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:40
msgid "Compress Mode"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:42
msgid "VRAM Compression: This is the most common compression mode for 3D assets. File on disk is reduced and video memory usage is also reduced considerably. For 3D, it may present unwanted artifacts, though."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:44
msgid "Lossless Compression: This is the most common compression for 2D assets. It shows assets without any kind of artifacting, and disk compression is decent. It will use considerably more amount of video memory than VRAM, though."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:46
msgid "Lossy Compression: For games with lots of large 2D assets, lossy compression can be a great choice. It has some artifacting, but less than VRAM and the file size is almost a tenth of Lossless."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:48
msgid "Uncompressed: Only useful for formats that can't be compressed (like, raw float)."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:50
msgid "In this table, each of the four options are described together with their advantages and disadvantages ( |good| = Best, |bad| =Worst ):"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:54
msgid "Uncompressed"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:54
msgid "Compress Lossless (PNG)"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:54
msgid "Compress Lossy (WebP)"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:54
msgid "Compress VRAM"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:56
msgid "Description"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:56
msgid "Stored as raw pixels"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:56
msgid "Stored as PNG"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:56
msgid "Stored as WebP"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:56
msgid "Stored as S3TC/BC,PVRTC/ETC, depending on platform"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:58
msgid "Size on Disk"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:58
#: ../../docs/getting_started/workflow/assets/importing_images.rst:60
#: ../../docs/getting_started/workflow/assets/importing_images.rst:60
#: ../../docs/getting_started/workflow/assets/importing_images.rst:60
msgid "|bad| Large"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:58
#: ../../docs/getting_started/workflow/assets/importing_images.rst:58
msgid "|regular| Small"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:58
msgid "|good| Very Small"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:60
msgid "Memory Usage"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:60
msgid "|good| Small"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:62
msgid "Performance"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:62
#: ../../docs/getting_started/workflow/assets/importing_images.rst:62
#: ../../docs/getting_started/workflow/assets/importing_images.rst:62
#: ../../docs/getting_started/workflow/assets/importing_images.rst:66
msgid "|regular| Normal"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:62
#: ../../docs/getting_started/workflow/assets/importing_images.rst:66
msgid "|good| Fast"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:64
msgid "Quality Loss"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:64
#: ../../docs/getting_started/workflow/assets/importing_images.rst:64
msgid "|good| None"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:64
msgid "|regular| Slight"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:64
msgid "|bad| Moderate"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:66
msgid "Load Time"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:66
#: ../../docs/getting_started/workflow/assets/importing_images.rst:66
msgid "|bad| Slow"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:76
msgid "HDR Mode"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:78
msgid "Godot supports high dynamic range textures (as .HDR or .EXR). These are mostly useful as high dynamic range equirectangular panorama skies (the internet has plenty if you search for them), which replace Cubemaps in Godot 2.x. Modern PCs support the BC6H VRAM format, but there are still plenty that do not."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:81
msgid "If you want Godot to ensure full compatibility in terms of the kind of textures, enable the \"Force RGBE\" option."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:84
msgid "Normal Map"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:86
msgid "When using a texture as normal map, only the red and green channels are required. Given regular texture compression algorithms produce artifacts that don't look that nice in normal maps, the RGTC compression format is the best fit for this data. Forcing this option to \"Enabled\" will make Godot import the image as RGTC compressed. By default, it's set to \"Detect\", which means that if the texture is ever used as a normal map, it will be changed to \"Enabled\" and reimported automatically."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:92
msgid "Flags"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:94
msgid "There are plenty of settings that can be toggled when importing an image as a texture, depending on the use case."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:97
msgid "Repeat"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:99
msgid "This setting is most commonly used in 3D, and is therefore generally disabled in 2D. It sets UV coordinates going beyond the 0,0 - 1,1 range to \"loop\"."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:101
msgid "Repeating can optionally be set to mirrored mode."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:104
msgid "Filter"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:106
msgid "When pixels become larger than the screen pixels, this option enables linear interpolation for them. The result is a smoother (less blocky) texture. This setting can be commonly used in 2D and 3D, but it's usually disabled when making pixel perfect games."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:109
msgid "Mipmaps"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:111
msgid "When pixels become smaller than the screen, mipmaps kick in. This helps reduce the grainy effect when shrinking the textures. Keep in mind that, in older hardware (GLES2, mainly mobile), there are some requirements to use mipmaps:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:114
msgid "Texture width and height must be powers of 2"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:115
msgid "Repeat must be enabled"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:117
msgid "Keep in mind the above when making phone games and applications, want to aim for full compatibility, and need mipmaps."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:119
msgid "When doing 3D, mipmap should be turned on, as this also improves performance (smaller versions of the texture are used for objects further away)."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:122
msgid "Anisotropic"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:124
msgid "When textures are near parallel to the view (like floors), this option makes them have more detail by reducing blurriness."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:127
msgid "SRGB"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:129
msgid "Godot uses Linear colorspace when rendering 3D. Textures mapped to albedo or detail channels need to have this option turned on in order for colors to look correct. When set to \"Detect\" mode, the texture will be marked as SRGB when used in albedo channels."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:133
msgid "Process"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:135
msgid "Some special processes can be applied to images when imported as textures."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:138
msgid "Fix Alpha Border"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:140
msgid "This puts pixels of the same surrounding color in transition from transparency to non transparency. It helps mitigate the outline effect when exporting images from Photoshop and the like."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:145
msgid "It's a good idea to leave it on by default, unless specific values are needed."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:148
msgid "Premultiplied Alpha"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:150
msgid "An alternative to fix darkened borders is to use premultiplied alpha. By enabling this option, the texture will be converted to this format. Keep in mind that a material will need to be created that uses the PREMULT ALPHA blend mode on canvas items that need it."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:154
msgid "HDR as sRGB"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:156
msgid "A few HDR files are broken and contain sRGB color data. It is advised not to use them, but, in the worst-case scenario, toggling this option on will make them look right."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:159
msgid "Invert Color"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_images.rst:161
msgid "Reverses the image's color. This is useful, for example, to convert a height map generated by external programs to depth map to use with :ref:`doc_spatial_material`."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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"
@@ -41,130 +41,130 @@ msgid "In general, games use the second approach and a unique ID is used for eac
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:33
msgid "Translators also usually prefer to work with spreadsheets."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:36
msgid "Translation format"
msgid "If you need a more powerful file format, Godot also supports loading translations written in the gettext ``.po`` format. See :ref:`doc_localization_using_gettext` for details."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:38
msgid "Translation format"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:40
msgid "To complete the picture and allow efficient support for translations, Godot has a special importer that can read CSV files. All spreadsheet editors (be it Libreoffice, Microsoft Office, Google Docs, etc.) can export to this format, so the only requirement is that the files have a special arrangement. The CSV files must be saved in UTF-8 encoding and be formatted as follows:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:46
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:48
msgid "<lang1>"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:46
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:48
msgid "<lang2>"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:46
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:48
msgid "<langN>"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:48
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:50
msgid "KEY1"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:48
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:48
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:48
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:50
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:50
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:50
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:52
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:52
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:52
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:54
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:54
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:54
msgid "string"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:50
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:52
msgid "KEY2"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:52
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:54
msgid "KEYN"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:55
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:57
msgid "The \"lang\" tags must represent a language, which must be one of the :ref:`valid locales <doc_locales>` supported by the engine. The \"KEY\" tags must be unique and represent a string universally (they are usually in uppercase, to differentiate from other strings). Here's an example:"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:61
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:63
msgid "id"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:61
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:63
msgid "en"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:61
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:63
msgid "es"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:61
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:63
msgid "ja"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:63
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:65
msgid "GREET"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:63
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:65
msgid "Hello, friend!"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:63
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:65
msgid "Hola, Amigo!"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:63
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:65
msgid "こんにちは"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:65
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:67
msgid "ASK"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:65
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:67
msgid "How are you?"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:65
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:67
msgid "Cómo está?"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:65
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:67
msgid "元気ですか"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:67
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:69
msgid "BYE"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:67
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:69
msgid "Good Bye"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:67
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:69
msgid "Adiós"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:67
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:69
msgid "さようなら"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:71
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:73
msgid "CSV importer"
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:73
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:75
msgid "Godot will treat CSV files as translations by default. It will import them and generate one or more compressed translation resource files next to it."
msgstr ""
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:76
#: ../../docs/getting_started/workflow/assets/importing_translations.rst:78
msgid "Importing will also add the translation to the list of translations to load when the game runs, specified in project.godot (or the project settings). Godot allows loading and removing translations at runtime as well."
msgstr ""

View File

@@ -8,7 +8,7 @@ msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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: 2019-05-21 13:40+0200\n"
"POT-Creation-Date: 2019-06-16 22:53+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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