mirror of
https://github.com/godotengine/godot-docs-l10n.git
synced 2026-01-04 10:09:56 +03:00
Disable translations with less than 50% completion ratio
Since Weblate only tracks the 4.x branch, these translations can no longer be actively worked on by the community for 3.x. We assessed how complete they were and none of those had a good enough coverage for the Step by Step tutorial, or the other parts of Getting Started. The languages will keep their 4.x version online and contributors can work on improving the completion ratio there. Removed translations: `cs`, `fi`, `it`, `ko`, `pl`, `zh_TW` Adding script by @timothyqiu to check that ratio. Co-authored-by: Haoyu Qiu <timothyqiu32@gmail.com>
This commit is contained in:
@@ -1,14 +1,8 @@
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cs
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de
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es
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fi
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fr
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it
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ja
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ko
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pl
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pt_BR
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ru
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uk
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zh_CN
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zh_TW
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36
check-completion-ratio.py
Normal file
36
check-completion-ratio.py
Normal file
@@ -0,0 +1,36 @@
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# /usr/bin/env python3
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import polib
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def check(lang):
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pofile = polib.pofile("./weblate/{}.po".format(lang))
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if pofile.percent_translated() > 50:
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return
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print("==== {} - {}% translated ====".format(lang, pofile.percent_translated()))
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statistic = {} # section -> [complete, incomplete]
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for entry in pofile:
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for occ in entry.occurrences:
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if "<rst_epilog>" in occ[0]:
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continue
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path = occ[0].removeprefix("../../docs/")
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section = "/".join(path.split("/", maxsplit=2)[:-1])
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statistic.setdefault(section, [0, 0])
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if entry.translated():
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statistic[section][0] += 1
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else:
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statistic[section][1] += 1
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for k, v in sorted(statistic.items()):
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ratio = v[0] / (v[0] + v[1])
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if ratio > 0.5:
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print("{:5.1f}\t{}".format(100 * ratio, k or "<root>"))
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with open("build_langs.txt") as f:
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for lang in f.read().splitlines():
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check(lang)
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@@ -1,246 +0,0 @@
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# SOME DESCRIPTIVE TITLE.
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# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
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# This file is distributed under the same license as the Godot Engine package.
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# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
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#
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#, fuzzy
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msgid ""
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msgstr ""
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"Project-Id-Version: Godot Engine 3.6\n"
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"Report-Msgid-Bugs-To: \n"
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"POT-Creation-Date: 2023-09-18 14:02+0200\n"
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"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
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"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
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"Language-Team: LANGUAGE <LL@li.org>\n"
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"Language: cs\n"
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"MIME-Version: 1.0\n"
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"Content-Type: text/plain; charset=UTF-8\n"
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"Content-Transfer-Encoding: 8bit\n"
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msgid "Complying with licenses"
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msgstr "Dodržování licencí"
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msgid "What are licenses?"
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msgstr "Co jsou Licence?"
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msgid ""
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"Godot is created and distributed under the `MIT License <https://opensource."
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"org/licenses/MIT>`_. It doesn't have a sole owner either, as every "
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"contributor that submits code to the project does it under this same license "
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"and keeps ownership of the contribution."
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msgstr ""
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msgid ""
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"The license is the legal requirement for you (or your company) to use and "
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"distribute the software (and derivative projects, including games made with "
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"it). Your game or project can have a different license, but it still needs "
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"to comply with the original one."
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msgstr ""
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msgid ""
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"In your project's credits screen, remember to also list third-party notices "
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"for assets you're using, such as textures, models, sounds, music and fonts."
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msgstr ""
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msgid ""
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"Free assets in particular often come with licenses that require attribution. "
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"Double-check their license before using those assets in a project."
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msgstr ""
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#, fuzzy
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msgid "Requirements"
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msgstr "Nároky"
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msgid ""
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"In the case of the MIT license, the only requirement is to include the "
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"license text somewhere in your game or derivative project."
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msgstr ""
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msgid "This text reads as follows:"
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msgstr ""
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msgid "This game uses Godot Engine, available under the following license:"
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msgstr ""
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msgid ""
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"Copyright (c) 2014-present Godot Engine contributors. Copyright (c) "
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"2007-2014 Juan Linietsky, Ariel Manzur."
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msgstr ""
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msgid ""
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"Permission is hereby granted, free of charge, to any person obtaining a copy "
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"of this software and associated documentation files (the \"Software\"), to "
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"deal in the Software without restriction, including without limitation the "
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"rights to use, copy, modify, merge, publish, distribute, sublicense, and/or "
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"sell copies of the Software, and to permit persons to whom the Software is "
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"furnished to do so, subject to the following conditions:"
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msgstr ""
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msgid ""
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"The above copyright notice and this permission notice shall be included in "
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"all copies or substantial portions of the Software."
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msgstr ""
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msgid ""
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"THE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR "
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"IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, "
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"FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE "
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"AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER "
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"LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING "
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"FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS "
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"IN THE SOFTWARE."
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msgstr ""
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msgid ""
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"Your games do not need to be under the same license. You are free to release "
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"your Godot projects under any license and to create commercial games with "
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"the engine."
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msgstr ""
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msgid "Inclusion"
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msgstr ""
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msgid ""
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"The license does not specify how it has to be included, so anything is valid "
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"as long as it can be displayed under some condition. These are the most "
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"common approaches (only need to implement one of them, not all)."
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msgstr ""
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msgid "Credits screen"
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msgstr ""
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msgid ""
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"Include the above license text somewhere in the credits screen. It can be at "
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"the bottom after showing the rest of the credits. Most large studios use "
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"this approach with open source licenses."
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msgstr ""
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msgid "Licenses screen"
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msgstr "Obrazovka licencí"
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msgid ""
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"Some games have a special menu (often in the settings) to display licenses."
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msgstr ""
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"Některé hry mají speciální menu (často v nastavení) pro zobrazení licencí."
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msgid "Output log"
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msgstr ""
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msgid ""
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"Just printing the licensing text using the :ref:`print() "
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"<class_@GDScript_method_print>` function may be enough on platforms where a "
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"global output log is readable. This is the case on desktop platforms, "
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"Android and HTML5 (but not iOS and UWP)."
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msgstr ""
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msgid "Accompanying file"
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msgstr ""
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msgid ""
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"If the game is distributed on desktop platforms, a file containing the "
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"license can be added to the software that is installed to the user PC."
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msgstr ""
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msgid "Printed manual"
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msgstr ""
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msgid ""
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"If the game includes printed manuals, license text can be included there."
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msgstr ""
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msgid "Link to the license"
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msgstr "Odkaz na licenci"
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msgid ""
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"The Godot Engine developers consider that a link to ``godotengine.org/"
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"license`` in your game documentation or credits would be an acceptable way "
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"to satisfy the license terms."
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msgstr ""
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#, fuzzy
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msgid "Third-party licenses"
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msgstr "Licence třetích stran"
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msgid ""
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"Godot itself contains software written by `third parties <https://github.com/"
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"godotengine/godot/blob/master/COPYRIGHT.txt>`_. Most of it does not require "
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"license inclusion, but some do. Make sure to do it if these are compiled in "
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"your Godot export template. If you're using the official export templates, "
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"all libraries are enabled. This means you need to provide attribution for "
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"all the libraries listed below."
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msgstr ""
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msgid "Here's a list of libraries requiring attribution:"
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msgstr ""
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msgid "FreeType"
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msgstr "FreeType"
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msgid ""
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"Godot uses `FreeType <https://www.freetype.org/>`_ to render fonts. Its "
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"license requires attribution, so the following text must be included "
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"together with the Godot license:"
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msgstr ""
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msgid ""
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"Portions of this software are copyright © <year> The FreeType Project (www."
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"freetype.org). All rights reserved."
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msgstr ""
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msgid ""
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"<year> should correspond to the value from the FreeType version used in your "
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"build. This information can be found in the editor by opening the **Help > "
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"About** dialog and going to the **Third-party Licenses** tab."
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msgstr ""
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#, fuzzy
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msgid "ENet"
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msgstr "ENet"
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msgid ""
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"Godot includes the `ENet <http://enet.bespin.org/>`_ library to handle high-"
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"level multiplayer. ENet has similar licensing terms as Godot:"
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msgstr ""
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#, fuzzy
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msgid "Copyright (c) 2002-2020 Lee Salzman"
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msgstr "Copyright (c) 2002-2020 Lee Salzman"
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#, fuzzy
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msgid "mbed TLS"
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msgstr "mbed TLS"
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msgid ""
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"If the project is exported with Godot 3.1 or later, it includes `mbed TLS "
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"<https://tls.mbed.org>`_. The Apache license needs to be complied to by "
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"including the following text:"
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msgstr ""
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msgid "Copyright The Mbed TLS Contributors"
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msgstr ""
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msgid ""
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"Licensed under the Apache License, Version 2.0 (the \"License\"); you may "
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"not use this file except in compliance with the License. You may obtain a "
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"copy of the License at"
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msgstr ""
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msgid "http://www.apache.org/licenses/LICENSE-2.0"
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msgstr "http://www.apache.org/licenses/LICENSE-2.0"
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msgid ""
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"Unless required by applicable law or agreed to in writing, software "
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"distributed under the License is distributed on an \"AS IS\" BASIS, WITHOUT "
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"WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the "
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"License for the specific language governing permissions and limitations "
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"under the License."
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msgstr ""
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msgid ""
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"If you exported your project using a :ref:`custom build with specific "
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"modules disabled <doc_optimizing_for_size>`, you don't need to list the "
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"disabled modules' licenses in your exported project."
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msgstr ""
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msgid "Translation status"
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msgstr "Stav překladu"
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@@ -1,351 +0,0 @@
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# SOME DESCRIPTIVE TITLE.
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# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
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# This file is distributed under the same license as the Godot Engine package.
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# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
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#
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#, fuzzy
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msgid ""
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msgstr ""
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"Project-Id-Version: Godot Engine 3.6\n"
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"Report-Msgid-Bugs-To: \n"
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"POT-Creation-Date: 2023-09-18 14:02+0200\n"
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"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
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"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
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"Language-Team: LANGUAGE <LL@li.org>\n"
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"Language: cs\n"
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"MIME-Version: 1.0\n"
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"Content-Type: text/plain; charset=UTF-8\n"
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"Content-Transfer-Encoding: 8bit\n"
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msgid "Documentation changelog"
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msgstr "Seznam změn dokumentace"
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#, fuzzy
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msgid ""
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"The documentation is continually being improved. The release of version 3.2 "
|
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"includes many new tutorials, many fixes and updates for old tutorials, and "
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"many updates to the :ref:`class reference <doc_class_reference>`. Below is a "
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"list of new tutorials added since version 3.1."
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msgstr ""
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"Dokumentace se neustále vylepšuje. Vydání verze 3.2 obsahuje mnoho nových "
|
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"výukových programů, mnoho oprav a aktualizací starých výukových programů a "
|
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"mnoho aktualizací :ref:`reference třídy <toc-class-ref>`. Níže je uveden "
|
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"seznam nových tutoriálů přidaných od verze 3.1."
|
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|
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msgid ""
|
||||
"This document only contains new tutorials so not all changes are reflected, "
|
||||
"many tutorials have been substantially updated but are not reflected in this "
|
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"document."
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msgstr ""
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"Tento dokument obsahuje pouze nové návody, takže ne všechny změny se zde "
|
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"odrazí, mnoho výukových programů bylo podstatně aktualizováno, ale v tomto "
|
||||
"dokumentu se neprojevily."
|
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|
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msgid "New tutorials since version 3.1"
|
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msgstr "Nové výukové programy od verze 3.1"
|
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msgid "Project workflow"
|
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msgstr "Pracovní postup projektu"
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msgid ":ref:`doc_android_custom_build`"
|
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msgstr ":ref:`doc_android_custom_build`"
|
||||
|
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msgid "2D"
|
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msgstr "2D"
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msgid ":ref:`doc_2d_sprite_animation`"
|
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msgstr ":ref:`doc_2d_sprite_animation`"
|
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msgid "Audio"
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msgstr "Zvuk"
|
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msgid ":ref:`doc_recording_with_microphone`"
|
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msgstr ":ref:`doc_recording_with_microphone`"
|
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msgid ":ref:`doc_sync_with_audio`"
|
||||
msgstr ":ref:`doc_sync_with_audio`"
|
||||
|
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msgid "Math"
|
||||
msgstr "Matematika"
|
||||
|
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msgid ":ref:`doc_beziers_and_curves`"
|
||||
msgstr ":ref:`doc_beziers_and_curves`"
|
||||
|
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msgid ":ref:`doc_interpolation`"
|
||||
msgstr ":ref:`doc_interpolation`"
|
||||
|
||||
msgid "Inputs"
|
||||
msgstr "Vstupy"
|
||||
|
||||
msgid ":ref:`doc_input_examples`"
|
||||
msgstr ":ref:`doc_input_examples`"
|
||||
|
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msgid "Internationalization"
|
||||
msgstr "Internacionalizace"
|
||||
|
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msgid ":ref:`doc_localization_using_gettext`"
|
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msgstr ":ref:`doc_localization_using_gettext`"
|
||||
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msgid "Shading"
|
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msgstr "Stínování"
|
||||
|
||||
msgid "Your First Shader Series:"
|
||||
msgstr "Vaše první Shader série :"
|
||||
|
||||
msgid ":ref:`doc_introduction_to_shaders`"
|
||||
msgstr ":ref:`doc_introduction_to_shaders`"
|
||||
|
||||
msgid ":ref:`doc_your_first_canvasitem_shader`"
|
||||
msgstr ":ref:`doc_your_first_canvasitem_shader`"
|
||||
|
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msgid ":ref:`doc_your_first_spatial_shader`"
|
||||
msgstr ":ref:`doc_your_first_canvasitem_shader`"
|
||||
|
||||
msgid ":ref:`doc_your_second_spatial_shader`"
|
||||
msgstr ":ref:`doc_your_first_canvasitem_shader`"
|
||||
|
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msgid ":ref:`doc_visual_shaders`"
|
||||
msgstr ":ref:`doc_visual_shaders`"
|
||||
|
||||
msgid "Networking"
|
||||
msgstr "Sítě"
|
||||
|
||||
msgid ":ref:`doc_webrtc`"
|
||||
msgstr ":ref:`doc_webrtc`"
|
||||
|
||||
msgid "VR"
|
||||
msgstr "VR"
|
||||
|
||||
msgid ":ref:`doc_vr_starter_tutorial_part_one`"
|
||||
msgstr ":ref:`doc_vr_starter_tutorial_part_one`"
|
||||
|
||||
msgid ":ref:`doc_vr_starter_tutorial_part_two`"
|
||||
msgstr ":ref:`doc_vr_starter_tutorial_part_two`"
|
||||
|
||||
msgid "Plugins"
|
||||
msgstr "Pluginy"
|
||||
|
||||
msgid ":ref:`doc_android_plugin`"
|
||||
msgstr ":ref:`doc_android_plugin`"
|
||||
|
||||
msgid ":ref:`doc_inspector_plugins`"
|
||||
msgstr ":ref:`doc_inspector_plugins`"
|
||||
|
||||
msgid ":ref:`doc_visual_shader_plugins`"
|
||||
msgstr ":ref:`doc_visual_shader_plugins`"
|
||||
|
||||
msgid "Multi-threading"
|
||||
msgstr "Použití multi-threadingu"
|
||||
|
||||
msgid ":ref:`doc_using_multiple_threads`"
|
||||
msgstr ":ref:`doc_using_multiple_threads`"
|
||||
|
||||
msgid "Creating content"
|
||||
msgstr "Vytváření obsahu"
|
||||
|
||||
msgid "Procedural geometry series:"
|
||||
msgstr "Série procedurální geometrie:"
|
||||
|
||||
msgid ":ref:`Procedural geometry <toc-procedural_geometry>`"
|
||||
msgstr ":ref:`Procedural geometry <toc-procedural_geometry>`"
|
||||
|
||||
msgid ":ref:`doc_arraymesh`"
|
||||
msgstr ":ref:`doc_arraymesh`"
|
||||
|
||||
msgid ":ref:`doc_surfacetool`"
|
||||
msgstr ":ref:`doc_surfacetool`"
|
||||
|
||||
msgid ":ref:`doc_meshdatatool`"
|
||||
msgstr ":ref:`doc_meshdatatool`"
|
||||
|
||||
msgid ":ref:`doc_immediategeometry`"
|
||||
msgstr ":ref:`doc_immediategeometry`"
|
||||
|
||||
msgid "Optimization"
|
||||
msgstr "Optimalizace"
|
||||
|
||||
msgid ":ref:`doc_using_multimesh`"
|
||||
msgstr ":ref:`doc_using_multimesh`"
|
||||
|
||||
msgid ":ref:`doc_using_servers`"
|
||||
msgstr ":ref:`doc_using_servers`"
|
||||
|
||||
msgid "Legal"
|
||||
msgstr "Legislativa"
|
||||
|
||||
msgid ":ref:`doc_complying_with_licenses`"
|
||||
msgstr ":ref:`doc_complying_with_licenses`"
|
||||
|
||||
msgid "New tutorials since version 3.0"
|
||||
msgstr "Nové tutorialy od verze 3.0"
|
||||
|
||||
msgid "Step by step"
|
||||
msgstr "Krok za krokem"
|
||||
|
||||
msgid ":ref:`doc_signals`"
|
||||
msgstr ":ref:`doc_signals`"
|
||||
|
||||
msgid ":ref:`doc_exporting_basics`"
|
||||
msgstr ":ref:`doc_exporting_basics`"
|
||||
|
||||
msgid "Scripting"
|
||||
msgstr "Skriptování"
|
||||
|
||||
msgid ":ref:`doc_gdscript_static_typing`"
|
||||
msgstr ":ref:`doc_gdscript_static_typing`"
|
||||
|
||||
msgid "Best Practices:"
|
||||
msgstr "Nejlepší doporučené postupy:"
|
||||
|
||||
msgid ":ref:`doc_introduction_best_practices`"
|
||||
msgstr ":ref:`doc_introduction_best_practices`"
|
||||
|
||||
msgid ":ref:`doc_what_are_godot_classes`"
|
||||
msgstr ":ref:`doc_what_are_godot_classes`"
|
||||
|
||||
msgid ":ref:`doc_scene_organization`"
|
||||
msgstr ":ref:`doc_scene_organization`"
|
||||
|
||||
msgid ":ref:`doc_scenes_versus_scripts`"
|
||||
msgstr ":ref:`doc_scenes_versus_scripts`"
|
||||
|
||||
msgid ":ref:`doc_autoloads_versus_internal_nodes`"
|
||||
msgstr ":ref:`doc_autoloads_versus_internal_nodes`"
|
||||
|
||||
msgid ":ref:`doc_node_alternatives`"
|
||||
msgstr ":ref:`doc_node_alternatives`"
|
||||
|
||||
msgid ":ref:`doc_godot_interfaces`"
|
||||
msgstr ":ref:`doc_godot_interfaces`"
|
||||
|
||||
msgid ":ref:`doc_godot_notifications`"
|
||||
msgstr ":ref:`doc_godot_notifications`"
|
||||
|
||||
msgid ":ref:`doc_data_preferences`"
|
||||
msgstr ":ref:`doc_data_preferences`"
|
||||
|
||||
msgid ":ref:`doc_logic_preferences`"
|
||||
msgstr ":ref:`doc_data_preferences`"
|
||||
|
||||
msgid ":ref:`doc_2d_lights_and_shadows`"
|
||||
msgstr ":ref:`doc_2d_lights_and_shadows`"
|
||||
|
||||
msgid ":ref:`doc_2d_meshes`"
|
||||
msgstr ":ref:`doc_2d_meshes`"
|
||||
|
||||
msgid "3D"
|
||||
msgstr "3D"
|
||||
|
||||
msgid ":ref:`doc_csg_tools`"
|
||||
msgstr ":ref:`doc_csg_tools`"
|
||||
|
||||
msgid ":ref:`doc_animating_thousands_of_fish`"
|
||||
msgstr ":ref:`doc_animating_thousands_of_fish`"
|
||||
|
||||
msgid ":ref:`doc_controlling_thousands_of_fish`"
|
||||
msgstr ":ref:`doc_animating_thousands_of_fish`"
|
||||
|
||||
msgid "Physics"
|
||||
msgstr "Fyzika"
|
||||
|
||||
msgid ":ref:`doc_ragdoll_system`"
|
||||
msgstr ":ref:`doc_ragdoll_system`"
|
||||
|
||||
msgid ":ref:`doc_soft_body`"
|
||||
msgstr ":ref:`doc_soft_body`"
|
||||
|
||||
msgid "Animation"
|
||||
msgstr "Animace"
|
||||
|
||||
msgid ":ref:`doc_2d_skeletons`"
|
||||
msgstr ":ref:`doc_2d_skeletons`"
|
||||
|
||||
msgid ":ref:`doc_animation_tree`"
|
||||
msgstr ":ref:`doc_animation_tree`"
|
||||
|
||||
msgid "GUI"
|
||||
msgstr "GUI"
|
||||
|
||||
msgid ":ref:`doc_gui_containers`"
|
||||
msgstr ":ref:`doc_gui_containers`"
|
||||
|
||||
msgid "Viewports"
|
||||
msgstr "Viewporty"
|
||||
|
||||
msgid ":ref:`doc_viewport_as_texture`"
|
||||
msgstr ":ref:`doc_viewport_as_texture`"
|
||||
|
||||
msgid ":ref:`doc_custom_postprocessing`"
|
||||
msgstr ":ref:`doc_custom_postprocessing`"
|
||||
|
||||
msgid ":ref:`doc_converting_glsl_to_godot_shaders`"
|
||||
msgstr ":ref:`doc_converting_glsl_to_godot_shaders`"
|
||||
|
||||
msgid ":ref:`doc_advanced_postprocessing`"
|
||||
msgstr ":ref:`doc_custom_postprocessing`"
|
||||
|
||||
msgid "Shading Reference:"
|
||||
msgstr "Stínování Reference:"
|
||||
|
||||
msgid ":ref:`doc_shading_language`"
|
||||
msgstr ":ref:`doc_shading_language`"
|
||||
|
||||
msgid ":ref:`doc_spatial_shader`"
|
||||
msgstr ":ref:`doc_visual_shaders`"
|
||||
|
||||
msgid ":ref:`doc_canvas_item_shader`"
|
||||
msgstr ":ref:`doc_canvas_item_shader`"
|
||||
|
||||
msgid ":ref:`doc_particle_shader`"
|
||||
msgstr ":ref:`doc_particle_shader`"
|
||||
|
||||
msgid ":ref:`doc_making_main_screen_plugins`"
|
||||
msgstr ":ref:`doc_making_main_screen_plugins`"
|
||||
|
||||
msgid ":ref:`doc_spatial_gizmo_plugins`"
|
||||
msgstr ":ref:`doc_spatial_gizmo_plugins`"
|
||||
|
||||
msgid "Platform-specific"
|
||||
msgstr "Specifické pro platformu"
|
||||
|
||||
msgid ":ref:`doc_customizing_html5_shell`"
|
||||
msgstr ":ref:`doc_customizing_html5_shell`"
|
||||
|
||||
msgid ":ref:`doc_thread_safe_apis`"
|
||||
msgstr ":ref:`doc_thread_safe_apis`"
|
||||
|
||||
msgid ":ref:`doc_making_trees`"
|
||||
msgstr ":ref:`doc_making_trees`"
|
||||
|
||||
msgid "Miscellaneous"
|
||||
msgstr "Různé"
|
||||
|
||||
msgid ":ref:`doc_jitter_stutter`"
|
||||
msgstr ":ref:`doc_jitter_stutter`"
|
||||
|
||||
msgid ":ref:`doc_running_code_in_the_editor`"
|
||||
msgstr ":ref:`doc_running_code_in_the_editor`"
|
||||
|
||||
msgid ":ref:`doc_change_scenes_manually`"
|
||||
msgstr ":ref:`doc_change_scenes_manually`"
|
||||
|
||||
msgid ":ref:`doc_gles2_gles3_differences`"
|
||||
msgstr ":ref:`doc_gles2_gles3_differences`"
|
||||
|
||||
msgid "Compiling"
|
||||
msgstr "Kompilace"
|
||||
|
||||
msgid ":ref:`doc_optimizing_for_size`"
|
||||
msgstr ":ref:`doc_optimizing_for_size`"
|
||||
|
||||
msgid ":ref:`doc_compiling_with_script_encryption_key`"
|
||||
msgstr ":ref:`doc_compiling_with_script_encryption_key`"
|
||||
|
||||
msgid "Engine development"
|
||||
msgstr "Vývoj enginu"
|
||||
|
||||
msgid ":ref:`doc_binding_to_external_libraries`"
|
||||
msgstr ":ref:`doc_binding_to_external_libraries`"
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,242 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Introduction"
|
||||
msgstr "Úvod"
|
||||
|
||||
msgid ""
|
||||
"Welcome to the official documentation of Godot Engine, the free and open "
|
||||
"source community-driven 2D and 3D game engine! Behind this mouthful, you "
|
||||
"will find a powerful yet user-friendly tool that you can use to develop any "
|
||||
"kind of game, for any platform and with no usage restriction whatsoever."
|
||||
msgstr ""
|
||||
"Vítejte v oficiální dokumentaci Godot Engine, svobodném a open-source, "
|
||||
"komunitou řízeném, 2D a 3D herním enginu! Za tímto textem objevíte mocný, "
|
||||
"ale uživatelsky přívětivý nástroj, jež můžete použít k vývoji kterékoliv "
|
||||
"hry, pro jakoukoliv platformu bez zbytečných omezení."
|
||||
|
||||
msgid ""
|
||||
"This page gives a broad presentation of the engine and of the contents of "
|
||||
"this documentation, so that you know where to start if you are a beginner or "
|
||||
"where to look if you need info on a specific feature."
|
||||
msgstr ""
|
||||
"Tato stránka se zaměřuje na širší prezentaci enginu a na obsah této "
|
||||
"dokumentace, abyste věděli kde začít pokud jste začátečník, nebo kam se "
|
||||
"podívat, pokud potřebujete informace o konkrétní funkci."
|
||||
|
||||
msgid "Before you start"
|
||||
msgstr "Předtím než začnete"
|
||||
|
||||
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 ""
|
||||
"Stránka :ref:`Tutoriály a zdroje <doc_community_tutorials>` obsahuje video "
|
||||
"tutoriály vytvořené členy komunity. Preferujete-li právě video tutoriály "
|
||||
"namísto psaných, mohlo by stát za to se podívat právě tam."
|
||||
|
||||
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 ""
|
||||
"V případě, že máte problémy s nějakým tutoriálem nebo přímo s vaším "
|
||||
"projektem, najdete nápovědu na různých :ref:`Komunitních kanálech "
|
||||
"<doc_community_channels>`, zejména v komunitě Godot Discord, Q&A a IRC."
|
||||
|
||||
msgid "About Godot Engine"
|
||||
msgstr "O Godot Engine"
|
||||
|
||||
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 ""
|
||||
"Herní engine je komplexní nástroj, a proto je těžké představit Godot pár "
|
||||
"slovy. Zde je krátký přehled, který můžete volně použít , potřebujete-li "
|
||||
"rychlý zápis o Godot Engine."
|
||||
|
||||
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 ""
|
||||
"Godot Engine je mutiplatformní herní engine plný nástrojů pro tvorbu 2D a 3D "
|
||||
"her v jednotném prostředí. Obsahuje rozsáhlý balíček nástrojů, díky kterému "
|
||||
"se uživatel může soustředit na tvorbu her bez zbytečných věcí okolo. Hry lze "
|
||||
"exportovat jedním kliknutím na spoustu různých platforem, obsahující hlavní "
|
||||
"desktopové platformy (Linux, macOS, Windows), stejně jako mobilní (Android, "
|
||||
"iOS) a webové (HTML5) platformy."
|
||||
|
||||
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 ""
|
||||
"Godot je zcela zdarma a open source engine, který spadá pod permisivní MIT "
|
||||
"licenci. Žádné háčky, bez poplatků, nic. Hry patří těm co je vytvořili, a to "
|
||||
"včetně každého řádku kódu enginu. Vývoj Godot Enginu je plně nezávislý a "
|
||||
"komunitou řízený. Dává uživatelům možnost upravit si engine tak, aby splnil "
|
||||
"všechna jejich očekávání. Je podporován organizací `Software Freedom "
|
||||
"Conservancy <https://sfconservancy.org>`_ not-for-profit."
|
||||
|
||||
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 ""
|
||||
"Pro lepší porozumění Godotu doporučujeme prozkoumat tuto dokumentaci více do "
|
||||
"hloubky, především :ref:`Step by step <toc-learn-step_by_step>` tutoriál."
|
||||
|
||||
msgid "About the documentation"
|
||||
msgstr "O dokumentaci"
|
||||
|
||||
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 ""
|
||||
"Tato dokumentace je neustále psána, opravována, upravována a vylepšována "
|
||||
"členy komunity Godot Engine. Je upravována prostřednictvím textových souborů "
|
||||
"ve `reStructuredText <http://www.sphinx-doc.org/en/stable/rest.html>`_ "
|
||||
"značkovacím jazyku a poté zkompilována do statické webové stránky nebo "
|
||||
"offline dokumentu za pomocí open source nástrojů `Sphinx <http://www.sphinx-"
|
||||
"doc.org>`_ a `ReadTheDocs <https://readthedocs.org/>`_."
|
||||
|
||||
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 ""
|
||||
"K dokumentaci Godot Engine můžete přispět záplatami posílanými za pomocí "
|
||||
"pull-request(ů), vznesením Issue na zdrojovém úložišti `GitHub <https://"
|
||||
"github.com/godotengine/godot-docs>`_, nebo jejím přeložením do svého jazyka "
|
||||
"na `Hosted Weblate <https://hosted.weblate.org/projects/godot-engine/godot-"
|
||||
"docs/>`_ ."
|
||||
|
||||
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 ""
|
||||
"Veškerý obsah je pod tolerantní licencí Creative Commons Attribution 3.0 "
|
||||
"( `CC-BY 3.0 <https://creativecommons.org/licenses/by/3.0/>`_ ) s přiřazením "
|
||||
"k \"Juan Linietsky, Ariel Manzur a komunitě Godot Engine\"."
|
||||
|
||||
msgid "Organization of the documentation"
|
||||
msgstr "Organizace této dokumentace"
|
||||
|
||||
msgid ""
|
||||
"This documentation is organized in five sections with an impressively "
|
||||
"unbalanced distribution of contents – but the way it is split up should be "
|
||||
"relatively intuitive:"
|
||||
msgstr ""
|
||||
"Tato dokumentace je uspořádána v pěti sekcích s působivě nevyváženou "
|
||||
"distribucí jejího obsahu – ale způsobem jakým je rozdělena by měla být "
|
||||
"relativně intuitivní:"
|
||||
|
||||
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 ""
|
||||
"Sekce :ref:`sec-general` obsahuje tento úvod, stejně jako informace o "
|
||||
"engine, jeho historii, jeho licencích, autorech atd. Dále obsahuje také :ref:"
|
||||
"`doc_faq`."
|
||||
|
||||
msgid ""
|
||||
"The :ref:`sec-learn` section is the *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 ""
|
||||
"Sekce :ref:`sec-learn` je *raison d'être* této dokumentace, protože obsahuje "
|
||||
"všechny potřebné informace o použití engine k výrobě her. Začíná tutoriálem :"
|
||||
"ref:`Krok za krokem <toc-learn-step_by_step>` , který by měl být vstupním "
|
||||
"bodem pro všechny nové uživatele."
|
||||
|
||||
msgid ""
|
||||
"The :ref:`sec-tutorials` section can be read as needed, in any order. It "
|
||||
"contains feature-specific tutorials and documentation."
|
||||
msgstr ""
|
||||
"Sekci :ref:`sec-tutorials` lze číst podle potřeby v libovolném pořadí. "
|
||||
"Obsahuje návody, specifické pro jednotlivé funkce, a dokumentaci."
|
||||
|
||||
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 ""
|
||||
":ref:`sec-devel` sekce je určena pro pokročilé uživatele a přispívatele do "
|
||||
"Godot enginu. Obsahuje informace o kompilování enginu ze zdrojového kódu, "
|
||||
"vývoji modulů v C++, nebo pluginů editoru."
|
||||
|
||||
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 ""
|
||||
":ref:`sec-community` sekce poskytuje informace, týkající se přispívání na "
|
||||
"vývoj engine a ohledně jeho komunity. Jak nahlašovat bugy, pomoc s "
|
||||
"dokumentací atd. Také odkazuje na růzé komunikační kanály, umožňující "
|
||||
"spojení s komunitou, jako je IRC a Discord. Na těchto kanálech je možné "
|
||||
"najít také seznam doporučených zdrojů, vytvořených třetí stranou, které "
|
||||
"nejsou součástí dokumentace."
|
||||
|
||||
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 ""
|
||||
"A konečně :ref:`sec-class-ref` je dokumentace ke Godot API, která je také "
|
||||
"dostupná přímo v editoru skriptů v engine. Je automaticky generovaná ze "
|
||||
"souboru v hlavním zdrojovém repozitáři, takže generované soubory v "
|
||||
"dokumentaci by se nemeli modifikovat. Pro více informací viz zde :ref:"
|
||||
"`doc_updating_the_class_reference`."
|
||||
|
||||
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 ""
|
||||
"Kromě této dokumentace se můžete také podívat na různé `Godot demo projekty "
|
||||
"<https://github.com/godotengine/godot-demo-projects>`_ ."
|
||||
|
||||
msgid "Have fun reading and making games with Godot Engine!"
|
||||
msgstr "Bavte se čtením a tvorbou her v Godot Enginu!"
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,366 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Godot release policy"
|
||||
msgstr "Zásady uvolňování Godota"
|
||||
|
||||
msgid ""
|
||||
"Godot's release policy is in constant evolution. What is described below is "
|
||||
"intended to give a general idea of what to expect, but what will actually "
|
||||
"happen depends on the choices of core contributors, and the needs of the "
|
||||
"community at a given time."
|
||||
msgstr ""
|
||||
"Politika vydávání produktů Godot se neustále vyvíjí. To, co je popsáno níže, "
|
||||
"má poskytnout obecnou představu o tom, co lze očekávat, ale to, co se "
|
||||
"skutečně stane, závisí na rozhodnutích hlavních přispěvatelů a na potřebách "
|
||||
"komunity v daném okamžiku."
|
||||
|
||||
msgid "Godot versioning"
|
||||
msgstr "Godot verze"
|
||||
|
||||
msgid ""
|
||||
"Godot loosely follows `Semantic Versioning <https://semver.org/>`__ with a "
|
||||
"``major.minor.patch`` versioning system, albeit with an interpretation of "
|
||||
"each term adapted to the complexity of a game engine:"
|
||||
msgstr ""
|
||||
"Godot volně navazuje na `Sémantické verzování <https://semver.org/>`__ se "
|
||||
"systémem verzování ``major.minor.patch``, i když s výkladem jednotlivých "
|
||||
"termínů přizpůsobeným složitosti herního enginu:"
|
||||
|
||||
msgid ""
|
||||
"The ``major`` version is incremented when major compatibility breakages "
|
||||
"happen which imply significant porting work to move projects from one major "
|
||||
"version to another."
|
||||
msgstr ""
|
||||
"Verze ``major`` se zvyšuje, když dojde k závažným poruchám kompatibility, "
|
||||
"které by znamenaly značnou práci při převádění projektů z jedné verze major "
|
||||
"do druhé."
|
||||
|
||||
msgid ""
|
||||
"For example, porting Godot projects from Godot 2.1 to Godot 3.0 required "
|
||||
"running the project through a conversion tool, and then performing a number "
|
||||
"of further adjustments manually for what the tool could not do automatically."
|
||||
msgstr ""
|
||||
"Například při převádění projektů Godot z verze Godot 2.1 na Godot 3.0 bylo "
|
||||
"nutné projekt prohnat konverzním nástrojem a poté ručně provést řadu dalších "
|
||||
"úprav, které nástroj nedokázal provést automaticky."
|
||||
|
||||
msgid ""
|
||||
"The ``minor`` version is incremented for feature releases which do not break "
|
||||
"compatibility in a major way. Minor compatibility breakage in very specific "
|
||||
"areas *may* happen in minor versions, but the vast majority of projects "
|
||||
"should not be affected or require significant porting work."
|
||||
msgstr ""
|
||||
"Verze ``minor`` se zvyšuje pro verze funkcí, které zásadním způsobem "
|
||||
"nenarušují kompatibilitu. V nižších verzích může dojít k drobným narušením "
|
||||
"kompatibility ve velmi specifických oblastech, ale naprostá většina projektů "
|
||||
"by neměla být ovlivněna nebo vyžadovat významnou práci při převodu."
|
||||
|
||||
msgid ""
|
||||
"The reason for this is that as a game engine, Godot covers many areas such "
|
||||
"as rendering, physics, scripting, etc., and fixing bugs or implementing new "
|
||||
"features in a given area may sometimes require changing the behavior of a "
|
||||
"feature, or modifying the interface of a given class, even if the rest of "
|
||||
"the engine API remains backwards compatible."
|
||||
msgstr ""
|
||||
"Důvodem je to, že Godot jako herní engine pokrývá mnoho oblastí, jako je "
|
||||
"vykreslování, fyzika, skriptování atd., a oprava chyb nebo implementace "
|
||||
"nových funkcí v dané oblasti může někdy vyžadovat změnu chování funkce nebo "
|
||||
"úpravu rozhraní dané třídy, i když zbytek API enginu zůstává zpětně "
|
||||
"kompatibilní."
|
||||
|
||||
msgid ""
|
||||
"Upgrading to a new minor version is therefore recommended for all users, but "
|
||||
"some testing is necessary to ensure that your project still behaves as "
|
||||
"expected in a new minor version."
|
||||
msgstr ""
|
||||
"Upgrade na novou minoritní verzi se proto doporučuje všem uživatelům, ale je "
|
||||
"nutné provést určité testování, abyste se ujistili, že se váš projekt bude i "
|
||||
"v nové minoritní verzi chovat podle očekávání."
|
||||
|
||||
msgid ""
|
||||
"The ``patch`` version is incremented for maintenance releases which focus on "
|
||||
"fixing bugs and security issues, implementing new requirements for platform "
|
||||
"support, and backporting safe usability enhancements. Patch releases are "
|
||||
"backwards compatible."
|
||||
msgstr ""
|
||||
"Verze ``patch(záplata)`` je zvyšována u údržbových verzí, které se zaměřují "
|
||||
"na opravy chyb a bezpečnostních problémů, implementaci nových požadavků na "
|
||||
"podporu platformy a zpětnou podporu bezpečných vylepšení použitelnosti. "
|
||||
"Vydání se záplatami jsou zpětně kompatibilní."
|
||||
|
||||
msgid ""
|
||||
"Patch versions may include minor new features which do not impact the "
|
||||
"existing API, and thus have no risk of impacting existing projects."
|
||||
msgstr ""
|
||||
"Patch verze mohou obsahovat drobné nové funkce, které nemají vliv na "
|
||||
"stávající rozhraní API, a tudíž nehrozí, že by ovlivnily stávající projekty."
|
||||
|
||||
msgid ""
|
||||
"Updating to new patch versions is therefore considered safe and strongly "
|
||||
"recommended to all users of a given stable branch."
|
||||
msgstr ""
|
||||
"Aktualizace na nové verze záplat je proto považována za bezpečnou a důrazně "
|
||||
"doporučována všem uživatelům dané stabilní větve."
|
||||
|
||||
msgid ""
|
||||
"We call ``major.minor`` combinations *stable branches*. Each stable branch "
|
||||
"starts with a ``major.minor`` release (without the ``0`` for ``patch``) and "
|
||||
"is further developed for maintenance releases in a Git branch of the same "
|
||||
"name (for example patch updates for the 3.3 stable branch are developed in "
|
||||
"the ``3.3`` Git branch)."
|
||||
msgstr ""
|
||||
"Kombinace ``major.minor`` nazýváme *stabilní větve*. Každá stabilní větev "
|
||||
"začíná vydáním ``major.minor`` (bez ``0`` pro ``patch``) a je dále vyvíjena "
|
||||
"udržovacími verzemi ve stejnojmenné větvi Git (například aktualizace patchů "
|
||||
"pro stabilní větev 3.3 jsou vyvíjeny ve větvi Git ``3.3``)."
|
||||
|
||||
msgid ""
|
||||
"As mentioned in the introduction, Godot's release policy is evolving, and "
|
||||
"earlier Godot releases may not have followed the above rules to the letter. "
|
||||
"In particular, the 3.2 stable branch received a number of new features in "
|
||||
"3.2.2 which would have warranted a ``minor`` version increment."
|
||||
msgstr ""
|
||||
"Jak bylo zmíněno v úvodu, politika vydávání Godotu se vyvíjí a dřívější "
|
||||
"verze Godotu nemusely výše uvedená pravidla dodržovat do puntíku. Zejména "
|
||||
"stabilní větev 3.2 obdržela ve verzi 3.2.2 řadu nových funkcí, které by si "
|
||||
"zasloužily ``minor (menší)`` zvýšení verze."
|
||||
|
||||
msgid "Release support timeline"
|
||||
msgstr "Podpora jednotlivých vydání"
|
||||
|
||||
msgid ""
|
||||
"Stable branches are supported *at minimum* until the next stable branch is "
|
||||
"released and has received its first patch update. In practice, we support "
|
||||
"stable branches on a *best effort* basis for as long as they have active "
|
||||
"users who need maintenance updates."
|
||||
msgstr ""
|
||||
"Stabilní větve jsou podporovány *minimálně* do doby, než je vydána další "
|
||||
"stabilní větev a než obdrží první opravnou aktualizaci. V praxi podporujeme "
|
||||
"stabilní větve na základě *nejlepšího úsilí* tak dlouho, dokud mají aktivní "
|
||||
"uživatele, kteří potřebují udržovací aktualizace."
|
||||
|
||||
msgid ""
|
||||
"Whenever a new major version is released, we make the previous stable branch "
|
||||
"a long-term supported release, and do our best to provide fixes for issues "
|
||||
"encountered by users of that branch who cannot port complex projects to the "
|
||||
"new major version. This was the case for the 2.1 branch, and will be the "
|
||||
"case for the latest 3.x stable branch by the time Godot 4.0 is released."
|
||||
msgstr ""
|
||||
"Kdykoli je vydána nová hlavní verze, převedeme předchozí stabilní větev na "
|
||||
"dlouhodobě podporovanou verzi a snažíme se jak nejlépe umíme poskytnout "
|
||||
"opravy problémů, se kterými se setkali uživatelé této větve, kteří nemohou "
|
||||
"převést složité projekty do nové hlavní verze. Tak tomu bylo v případě větve "
|
||||
"2.1 a bude tomu tak i v případě nejnovější stabilní větve 3.x v době vydání "
|
||||
"Godotu 4.0."
|
||||
|
||||
msgid ""
|
||||
"In a given minor release series, only the latest patch release receives "
|
||||
"support. If you experience an issue using an older patch release, please "
|
||||
"upgrade to the latest patch release of that series and test again before "
|
||||
"reporting an issue on GitHub."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Version**"
|
||||
msgstr "**Verze**"
|
||||
|
||||
msgid "**Release date**"
|
||||
msgstr "**Datum vydání**"
|
||||
|
||||
msgid "**Support level**"
|
||||
msgstr "**Úroveň podpory**"
|
||||
|
||||
msgid "Godot 4.0"
|
||||
msgstr "Godot 4.0"
|
||||
|
||||
msgid "Q1 2023 (estimate)"
|
||||
msgstr ""
|
||||
|
||||
msgid "|unstable| *Beta.* Current focus of development (unstable)."
|
||||
msgstr "|unstable| *Beta.* Aktuální zaměření vývoje (nestabilní)."
|
||||
|
||||
msgid "unstable"
|
||||
msgstr "nestabilní"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Godot 3.6 (LTS)"
|
||||
msgstr "Godot 3.5"
|
||||
|
||||
msgid "Q1-Q2 2023 (estimate)"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"|supported| *Beta.* Receives new features as well as bug fixes while under "
|
||||
"development. Will be released *after* 4.0."
|
||||
msgstr "|Podporováno| *Beta.* Během vývoje získává nové funkce i opravy chyb."
|
||||
|
||||
msgid "supported"
|
||||
msgstr "podporováno"
|
||||
|
||||
msgid "Godot 3.5"
|
||||
msgstr "Godot 3.5"
|
||||
|
||||
msgid "August 2022"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"|supported| Receives fixes for bugs, security and platform support issues, "
|
||||
"as well as backwards-compatible usability enhancements."
|
||||
msgstr ""
|
||||
"|podporováno| Obdrží opravy chyb, zabezpečení a problémů s podporou "
|
||||
"platforem, jakož i zpětně kompatibilní vylepšení použitelnosti."
|
||||
|
||||
msgid "Godot 3.4"
|
||||
msgstr "Godot 3.4"
|
||||
|
||||
msgid "November 2021"
|
||||
msgstr "Prosinec 2021"
|
||||
|
||||
msgid "|partial| Receives fixes for security and platform support issues only."
|
||||
msgstr ""
|
||||
"|částečné| Obdrží pouze opravy týkající se zabezpečení a podpory platformy."
|
||||
|
||||
msgid "partial"
|
||||
msgstr "částečné"
|
||||
|
||||
msgid "Godot 3.3"
|
||||
msgstr "Godot 3.3"
|
||||
|
||||
msgid "April 2021"
|
||||
msgstr "Duben 2021"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"|eol| No longer supported as fully superseded by the compatible 3.4 release "
|
||||
"(last update: 3.3.4)."
|
||||
msgstr ""
|
||||
"|eol| Již není podporována, protože byla plně nahrazena kompatibilní verzí "
|
||||
"3.3 (poslední aktualizace: 3.2.3)."
|
||||
|
||||
#, fuzzy
|
||||
msgid "eol"
|
||||
msgstr "eol"
|
||||
|
||||
msgid "Godot 3.2"
|
||||
msgstr "Godot 3.2"
|
||||
|
||||
msgid "January 2020"
|
||||
msgstr "Leden 2020"
|
||||
|
||||
#, fuzzy
|
||||
msgid "|eol| No longer supported (last update: 3.2.3)."
|
||||
msgstr "|eol| Již není podporována (poslední update: 3.1.2)."
|
||||
|
||||
msgid "Godot 3.1"
|
||||
msgstr "Godot 3.1"
|
||||
|
||||
msgid "March 2019"
|
||||
msgstr "Březen 2019"
|
||||
|
||||
msgid "|eol| No longer supported (last update: 3.1.2)."
|
||||
msgstr "|eol| Již není podporována (poslední update: 3.1.2)."
|
||||
|
||||
msgid "Godot 3.0"
|
||||
msgstr "Godot 3.0"
|
||||
|
||||
msgid "January 2018"
|
||||
msgstr "Leden 2018"
|
||||
|
||||
msgid "|eol| No longer supported (last update: 3.0.6)."
|
||||
msgstr "|eol| Již není podporována (poslední update: 3.0.6)."
|
||||
|
||||
msgid "Godot 2.1"
|
||||
msgstr "Godot 2.1"
|
||||
|
||||
msgid "July 2016"
|
||||
msgstr "Červenec 2016"
|
||||
|
||||
msgid "|eol| No longer supported (last update: 2.1.6)."
|
||||
msgstr "|eol| Již není podporována (poslední update: 2.1.6)."
|
||||
|
||||
msgid "Godot 2.0"
|
||||
msgstr "Godot 2.0"
|
||||
|
||||
msgid "February 2016"
|
||||
msgstr "Únor 2016"
|
||||
|
||||
msgid "|eol| No longer supported (last update: 2.0.4.1)."
|
||||
msgstr "|eol| Již není podporována (poslední update:2.0.4.1)."
|
||||
|
||||
msgid "Godot 1.1"
|
||||
msgstr "Godot 1.1"
|
||||
|
||||
msgid "May 2015"
|
||||
msgstr "Květen 2015"
|
||||
|
||||
msgid "|eol| No longer supported."
|
||||
msgstr "|eol| Již není podporována."
|
||||
|
||||
msgid "Godot 1.0"
|
||||
msgstr "Godot 1.0"
|
||||
|
||||
msgid "December 2014"
|
||||
msgstr "Prosinec 2014"
|
||||
|
||||
msgid ""
|
||||
"**Legend:** |supported| Full support – |partial| Partial support – |eol| No "
|
||||
"support (end of life) – |unstable| Development version"
|
||||
msgstr ""
|
||||
"**Legenda:** |supported| Plná podpora - |partial| Částečná podpora - |eol| "
|
||||
"Žádná podpora (konec životnosti) - |unstable| Vývojová verze"
|
||||
|
||||
msgid ""
|
||||
"Pre-release Godot versions aren't intended to be used in production and are "
|
||||
"provided for testing purposes only."
|
||||
msgstr ""
|
||||
"Vývojové verze Godota nejsou určeny k použití v produkčním prostředí a jsou "
|
||||
"poskytovány pouze pro testovací účely."
|
||||
|
||||
msgid "When is the next release out?"
|
||||
msgstr "Kdy vyjde další verze?"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"While Godot contributors aren't working under any deadlines, we strive to "
|
||||
"publish minor releases relatively frequently, with an average of two 3.x "
|
||||
"minor releases per year since Godot 3.3."
|
||||
msgstr ""
|
||||
"Přestože vývojáři Godota nefungují v žádných termínech, obvykle je "
|
||||
"každoročně k dispozici hlavní nebo menší vydání Godota s několika "
|
||||
"udržovacími vydáními mezi nimi."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Maintenance (patch) releases are released as needed with potentially very "
|
||||
"short development cycles, to provide users of the current stable branch with "
|
||||
"the latest bug fixes for their production needs."
|
||||
msgstr ""
|
||||
"Udržovací (záplaty) verze budou vydávány podle potřeby s potenciálně velmi "
|
||||
"krátkými vývojovými cykly, aby uživatelé aktuální stabilní větve měli k "
|
||||
"dispozici nejnovější opravy chyb pro své produkční potřeby."
|
||||
|
||||
msgid ""
|
||||
"As for the upcoming Godot 4.0, as of December 2022, we are well into the "
|
||||
"*beta* phase, and are aiming for a stable release in Q1 2023. `Follow the "
|
||||
"Godot blog <https://godotengine.org/news>`__ for the latest updates."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,285 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Troubleshooting"
|
||||
msgstr "Odstraňování problémů"
|
||||
|
||||
msgid ""
|
||||
"This page lists common issues encountered when using Godot and possible "
|
||||
"solutions."
|
||||
msgstr ""
|
||||
"Tato stránka obsahuje seznam běžných problémů, které se vyskytly při "
|
||||
"používání Godotu, a možná řešení."
|
||||
|
||||
msgid ""
|
||||
"See :ref:`doc_using_the_web_editor` for caveats specific to the HTML5 "
|
||||
"version of the Godot editor."
|
||||
msgstr ""
|
||||
"Viz :ref:`doc_using_the_web_editor`, kde jsou uvedena upozornění specifická "
|
||||
"pro verzi HTML5 editoru Godot."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Everything I do in the editor or project manager appears delayed by one frame"
|
||||
msgstr ""
|
||||
"Všechno, co dělám v editoru nebo projektovém manažerovi, se zdá být zpožděno "
|
||||
"o jeden snímek."
|
||||
|
||||
msgid ""
|
||||
"This is a `known bug <https://github.com/godotengine/godot/issues/23069>`__ "
|
||||
"on Intel graphics drivers on Windows. Updating to the latest graphics driver "
|
||||
"version *provided by Intel* should fix the issue."
|
||||
msgstr ""
|
||||
"Toto je `známá chyba <https://github.com/godotengine/godot/issues/23069>`_ v "
|
||||
"grafických ovladačích Intel pro Windows. Problém by měla vyřešit aktualizace "
|
||||
"na nejnovější verzi grafického ovladače *poskytovanou společností Intel*."
|
||||
|
||||
msgid ""
|
||||
"You should use the graphics driver provided by Intel rather than the one "
|
||||
"provided by your desktop or laptop's manufacturer because their version is "
|
||||
"often outdated."
|
||||
msgstr ""
|
||||
"Měli byste použít grafický ovladač dodaný společností Intel, místo ovladače "
|
||||
"od dodavatele vašeho stolního počítače nebo notebooku, protože jejich verze "
|
||||
"je často zastaralá."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"The grid disappears and meshes turn black when I rotate the 3D camera in the "
|
||||
"editor"
|
||||
msgstr "Mřížka zmizí a oka zčernají, když otočím 3D kameru v editoru."
|
||||
|
||||
msgid ""
|
||||
"This is a `known bug <https://github.com/godotengine/godot/issues/30330>`__ "
|
||||
"on Intel graphics drivers on Windows."
|
||||
msgstr ""
|
||||
"Toto je `známá chyba <https://github.com/godotengine/godot/issues/30330>`_ v "
|
||||
"grafických ovladačích Intel pro Windows."
|
||||
|
||||
msgid ""
|
||||
"The only workaround, for now, is to switch to the GLES2 renderer. You can "
|
||||
"switch the renderer in the top-right corner of the editor or the Project "
|
||||
"Settings."
|
||||
msgstr ""
|
||||
"Jediným řešením je prozatím přepnout na vykreslovač GLES2. Vykreslovací "
|
||||
"modul můžete přepnout v pravém horním rohu editoru nebo v nastavení projektu."
|
||||
|
||||
msgid ""
|
||||
"If you use a computer allowing you to switch your graphics card, like NVIDIA "
|
||||
"Optimus, you can use the dedicated graphics card to run Godot."
|
||||
msgstr ""
|
||||
"Pokud používáte počítač, který vám umožňuje přepínat grafickou kartu, "
|
||||
"například NVIDIA Optimus, můžete ke spuštění Godotu použít vyhrazenou "
|
||||
"grafickou kartu."
|
||||
|
||||
#, fuzzy
|
||||
msgid "The editor or project takes a very long time to start"
|
||||
msgstr "Spuštění editoru nebo projektu trvá velmi dlouho."
|
||||
|
||||
msgid ""
|
||||
"This is a `known bug <https://github.com/godotengine/godot/issues/20566>`__ "
|
||||
"on Windows when you have specific USB peripherals connected. In particular, "
|
||||
"Corsair's iCUE software seems to cause the bug. Try updating your USB "
|
||||
"peripherals' drivers to their latest version. If the bug persists, you need "
|
||||
"to disconnect the faulty peripherals before opening the editor. You can then "
|
||||
"connect the peripheral again."
|
||||
msgstr ""
|
||||
"Toto je `známá chyba <https://github.com/godotengine/godot/issues/20566>`__ "
|
||||
"v systému Windows, pokud máte připojena konkrétní periferní zařízení USB. "
|
||||
"Zdá se, že chybu způsobil zejména software iCUE společnosti Corsair. Zkuste "
|
||||
"aktualizovat ovladače periferních zařízení USB na nejnovější verzi. Pokud "
|
||||
"chyba přetrvává, musíte před otevřením editoru odpojit vadné periferie. "
|
||||
"Potom můžete periferní zařízení znovu připojit."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Editor tooltips in the Inspector and Node docks blink when they're displayed"
|
||||
msgstr ""
|
||||
"Popisky nástrojů editoru v docích Inspektor a Uzel při zobrazení blikají."
|
||||
|
||||
msgid ""
|
||||
"This is a `known issue <https://github.com/godotengine/godot/"
|
||||
"issues/32990>`__ caused by the third-party Stardock Fences application on "
|
||||
"Windows. The only known workaround is to disable Stardock Fences while using "
|
||||
"Godot."
|
||||
msgstr ""
|
||||
"Jedná se o `známý problém <https://github.com/godotengine/godot/"
|
||||
"issues/32990>`__ způsobený aplikací třetí strany Stardock Fences v systému "
|
||||
"Windows. Jediným známým řešením je vypnutí aplikace Stardock Fences při "
|
||||
"používání Godotu."
|
||||
|
||||
#, fuzzy
|
||||
msgid "The Godot editor appears frozen after clicking the system console"
|
||||
msgstr "Po kliknutí na konzolu systému se editor Godot zamrzne."
|
||||
|
||||
msgid ""
|
||||
"When running Godot on Windows with the system console enabled, you can "
|
||||
"accidentally enable *selection mode* by clicking inside the command window. "
|
||||
"This Windows-specific behavior pauses the application to let you select text "
|
||||
"inside the system console. Godot cannot override this system-specific "
|
||||
"behavior."
|
||||
msgstr ""
|
||||
"Pokud používáte Godot ve Windows se zapnutou systémovou konzolou, můžete "
|
||||
"omylem aktivovat *režim výběru* kliknutím do příkazového okna. Toto chování "
|
||||
"specifické pro Windows pozastaví aplikaci, aby vám umožnila vybrat text "
|
||||
"uvnitř konzoly systému. Godot nemůže potlačit toto specifické chování "
|
||||
"systému."
|
||||
|
||||
msgid ""
|
||||
"To solve this, select the system console window and press Enter to leave "
|
||||
"selection mode."
|
||||
msgstr ""
|
||||
"Chcete-li to vyřešit, vyberte okno konzoly systému a stiskněte klávesu Enter "
|
||||
"pro opuštění režimu výběru."
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Some text such as \"NO DC\" appears in the top-left corner of the project "
|
||||
"manager and editor window"
|
||||
msgstr ""
|
||||
"V levém horním rohu okna správce projektu a editoru se zobrazí text, "
|
||||
"například \"NO DC\"."
|
||||
|
||||
msgid ""
|
||||
"This is caused by the NVIDIA graphics driver injecting an overlay to display "
|
||||
"information."
|
||||
msgstr ""
|
||||
"Je to způsobeno tím, že grafický ovladač NVIDIA vkládá překryvnou vrstvu pro "
|
||||
"zobrazení informací."
|
||||
|
||||
msgid ""
|
||||
"To disable this overlay on Windows, restore your graphics driver settings to "
|
||||
"the default values in the NVIDIA Control Panel."
|
||||
msgstr ""
|
||||
"Chcete-li toto překrytí v systému Windows zakázat, obnovte nastavení "
|
||||
"grafického ovladače na výchozí hodnoty v ovládacím panelu NVIDIA."
|
||||
|
||||
msgid ""
|
||||
"To disable this overlay on Linux, open ``nvidia-settings``, go to **X Screen "
|
||||
"0 > OpenGL Settings** then uncheck **Enable Graphics API Visual Indicator**."
|
||||
msgstr ""
|
||||
"Chcete-li toto překrytí v Linuxu zakázat, otevřete ``nvidia-settings``, "
|
||||
"přejděte na **X Screen 0 > OpenGL Settings** a zrušte zaškrtnutí **Enable "
|
||||
"Graphics API Visual Indicator**."
|
||||
|
||||
#, fuzzy
|
||||
msgid "The project window appears blurry, unlike the editor"
|
||||
msgstr "Na rozdíl od editoru se okno projektu jeví rozmazané."
|
||||
|
||||
msgid ""
|
||||
"Unlike the editor, the project isn't marked as DPI-aware by default. This is "
|
||||
"done to improve performance, especially on integrated graphics, where "
|
||||
"rendering 3D scenes in hiDPI is slow."
|
||||
msgstr ""
|
||||
"Na rozdíl od editoru si není projekt ve výchozím nastavení vědom DPI. Toto "
|
||||
"se provádí za účelem zlepšení výkonu, zejména u integrované grafiky, kde je "
|
||||
"vykreslování 3D scén v hiDPI pomalé."
|
||||
|
||||
msgid ""
|
||||
"To resolve this, open **Project > Project Settings** and enable **Display > "
|
||||
"Window > Dpi > Allow Hidpi**. On top of that, make sure your project is "
|
||||
"configured to support :ref:`multiple resolutions <doc_multiple_resolutions>`."
|
||||
msgstr ""
|
||||
"Chcete-li to vyřešit, otevřete **Project> Project Settings** and enable "
|
||||
"**Display> Window> Dpi> Allow Hidpi**. Kromě toho se ujistěte, že je váš "
|
||||
"projekt nakonfigurován tak, aby podporoval :ref:`multiple resolutions "
|
||||
"<doc_multiple_resolutions>`."
|
||||
|
||||
#, fuzzy
|
||||
msgid "The project window doesn't appear centered when I run the project"
|
||||
msgstr "Když spustím projekt, okno projektu se neobjeví na středu."
|
||||
|
||||
msgid ""
|
||||
"This is a `known bug <https://github.com/godotengine/godot/issues/13017>`__. "
|
||||
"To resolve this, open **Project > Project Settings** and enable **Display > "
|
||||
"Window > Dpi > Allow Hidpi**. On top of that, make sure your project is "
|
||||
"configured to support :ref:`multiple resolutions <doc_multiple_resolutions>`."
|
||||
msgstr ""
|
||||
"Toto je `známá chyba <https://github.com/godotengine/godot/issues/13017>`__. "
|
||||
"Chcete-li to vyřešit, otevřete **Project > Project Settings** and enable "
|
||||
"**Display > Window > Dpi > Allow Hidpi**. Kromě toho se ujistěte, že je váš "
|
||||
"projekt nakonfigurován tak, aby podporoval :ref:`multiple resolutions "
|
||||
"<doc_multiple_resolutions>`."
|
||||
|
||||
msgid ""
|
||||
"The editor/project freezes or displays glitched visuals after resuming the "
|
||||
"PC from suspend"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This is a known issue on Linux with NVIDIA graphics when using the "
|
||||
"proprietary driver. There is no definitive fix yet, as suspend on Linux + "
|
||||
"NVIDIA is often buggy when OpenGL is involved."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The NVIDIA driver offers an *experimental* `option to preserve video memory "
|
||||
"after suspend <https://wiki.archlinux.org/title/NVIDIA/"
|
||||
"Tips_and_tricks#Preserve_video_memory_after_suspend>`__ which may resolve "
|
||||
"this issue. This option has been reported to work better with more recent "
|
||||
"NVIDIA driver versions."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To avoid losing work, save scenes in the editor before putting the PC to "
|
||||
"sleep."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"The project works when run from the editor, but fails to load some files "
|
||||
"when running from an exported copy"
|
||||
msgstr ""
|
||||
"Projekt funguje při spuštění z editoru, ale při spuštění z exportované kopie "
|
||||
"se mu nepodaří načíst některé soubory."
|
||||
|
||||
msgid ""
|
||||
"This is usually caused by forgetting to specify a filter for non-resource "
|
||||
"files in the Export dialog. By default, Godot will only include actual "
|
||||
"*resources* into the PCK file. Some files commonly used, such as JSON files, "
|
||||
"are not considered resources. For example, if you load ``test.json`` in the "
|
||||
"exported project, you need to specify ``*.json`` in the non-resource export "
|
||||
"filter. See :ref:`doc_exporting_projects_export_mode` for more information."
|
||||
msgstr ""
|
||||
"To je obvykle způsobeno opomenutím určit filtr souborů, které nejsou zdroji, "
|
||||
"v dialogovém okně Export. Ve výchozím nastavení Godot zahrne do souboru PCK "
|
||||
"pouze skutečné *zdroje* . Některé soubory, které se běžně používají, "
|
||||
"například soubory JSON, se za zdroje nepovažují. Například pokud načítáte "
|
||||
"soubor ``test.json`` v exportovaném projektu, musíte ve filtru exportu "
|
||||
"souborů nepovažovaných za zdroje, zadat ``* .json``. Viz :ref:"
|
||||
"`doc_exporting_projects_export_mode` pro více informací."
|
||||
|
||||
msgid ""
|
||||
"On Windows, this can also be due to :ref:`case sensitivity "
|
||||
"<doc_project_organization_case_sensitivity>` issues. If you reference a "
|
||||
"resource in your script with a different case than on the filesystem, "
|
||||
"loading will fail once you export the project. This is because the virtual "
|
||||
"PCK filesystem is case-sensitive, while Windows's filesystem is case-"
|
||||
"insensitive by default."
|
||||
msgstr ""
|
||||
"V systému Windows to může být také způsobeno :ref:`problémy s rozlišením "
|
||||
"malých a velkých písmen <doc_project_organization_case_sensitivity>` . Pokud "
|
||||
"ve svém skriptu uvedete odkaz na zdroj jinou velikostí písma, než je v "
|
||||
"souborovém systému, načítání se po exportu projektu nezdaří. Je tomu tak "
|
||||
"proto, že ve virtuálním souborovém systému PCK se rozlišují velká a malá "
|
||||
"písmena, zatímco v systému souborů Windows se ve výchozím nastavení velká a "
|
||||
"malá písmena nerozlišují."
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,24 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Asset Library"
|
||||
msgstr "Knihovna zdrojů (AssetLib)"
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,339 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Submitting to the Asset Library"
|
||||
msgstr ""
|
||||
|
||||
msgid "Introduction"
|
||||
msgstr "Úvod"
|
||||
|
||||
msgid ""
|
||||
"This tutorial aims to serve as a guide on how you can submit your own assets "
|
||||
"to the `Godot Asset Library <https://godotengine.org/asset-library/asset>`_ "
|
||||
"and share them with the Godot community."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"As mentioned in the :ref:`doc_using_assetlib` document, in order to be able "
|
||||
"to submit assets to the AssetLib, you need to have a registered account, and "
|
||||
"be logged in."
|
||||
msgstr ""
|
||||
|
||||
msgid "Submission guidelines"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Before submitting your asset, please ensure it follows all of the "
|
||||
"requirements, and also consider following the recommendations."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Requirements"
|
||||
msgstr "Nároky"
|
||||
|
||||
msgid ""
|
||||
"Generally speaking, most assets people submit to the asset library are "
|
||||
"accepted. However, in order for your asset to be accepted, there are a few "
|
||||
"requirements your asset needs to meet to be approved."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The asset must **work**. If the asset doesn't run or otherwise doesn't work "
|
||||
"in the specified Godot version, then it will be rejected."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The asset must have a proper **.gitignore** file. It's important to keep "
|
||||
"redundant data out of the repository. `Here's a template. <https://raw."
|
||||
"githubusercontent.com/aaronfranke/gitignore/godot/Godot.gitignore>`_"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"No **submodules**, or any submodules must be non-essential. GitHub does not "
|
||||
"include submodules in the downloaded ZIP file, so if the asset needs the "
|
||||
"contents of the submodule, your asset won't work."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The **license** needs to be correct. The license listed on the asset library "
|
||||
"must match the license in the repository. The repo MUST have a license file, "
|
||||
"called either \"LICENSE\" or \"LICENSE.md\". This file must contain the "
|
||||
"license text itself and a copyright statement that includes the year(s) and "
|
||||
"copyright holder."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Use proper **English** for the name and description of your asset. This "
|
||||
"includes using correct capitalization, and using full sentences in the "
|
||||
"description. You can also include other languages, but there should at least "
|
||||
"be an English version."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The icon link must be a **direct link**. For icons hosted on GitHub, the "
|
||||
"link must start with \"raw.githubusercontent.com\", not \"github.com\"."
|
||||
msgstr ""
|
||||
|
||||
msgid "Recommendations"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"These things are not required for your asset to be approved, but if you "
|
||||
"follow these recommendations, you can help make the asset library a better "
|
||||
"place for all users."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Fix or suppress all script **warnings**. The warning system is there to help "
|
||||
"identify issues with your code, but people using your asset don't need to "
|
||||
"see them."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Make your code conform to the official **style guides**. Having a consistent "
|
||||
"style helps other people read your code, and it also helps if other people "
|
||||
"wish to contribute to your asset. See: the :ref:`doc_gdscript_styleguide` or "
|
||||
"the :ref:`doc_c_sharp_styleguide`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you have screenshots in your repo, place them in their own subfolder and "
|
||||
"add an empty **.gdignore** file in the same folder (note: **gd**, not "
|
||||
"**git**). This prevents Godot from importing your screenshots. On Windows, "
|
||||
"open a command prompt in the project folder and run ``type nul > .gdignore`` "
|
||||
"to create a file whose name starts with a period."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If your asset is a library for working with other files, consider including "
|
||||
"**example files** in the asset."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Consider adding a **.gitattributes** file to your repo. This file allows "
|
||||
"giving extra instructions to Git, such as specifying line endings and "
|
||||
"listing files not required for your asset to function with the ``export-"
|
||||
"ignore`` directive. This directive removes such files from the resulting ZIP "
|
||||
"file, preventing them from being downloaded by the asset library users. "
|
||||
"These are common examples of **.gitattributes**:"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Projects / Templates"
|
||||
msgstr "Vyhledání šablon"
|
||||
|
||||
msgid "Addons / Asset Packs"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you are submitting a plugin, add a **copy** of your license and readme to "
|
||||
"the plugin folder itself. This is the folder that users are guaranteed to "
|
||||
"keep with their project, so a copy ensures they always have those files "
|
||||
"handy (and helps them fulfill your licensing terms)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The **icon** should be a square, its aspect ratio should be 1:1. It should "
|
||||
"also ideally have a minimum resolution of 64x64 pixels."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"While the asset library allows more than just GitHub, consider hosting your "
|
||||
"asset's source code on **GitHub**. Other services may not work reliably, and "
|
||||
"a lack of familiarity can be a barrier to contributors."
|
||||
msgstr ""
|
||||
|
||||
msgid "Submitting"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Once you are logged in, you will be able to head over to the \"Submit "
|
||||
"Assets\" page of the AssetLib, which will look like this:"
|
||||
msgstr ""
|
||||
|
||||
msgid "|image0|"
|
||||
msgstr "| image0 |"
|
||||
|
||||
msgid "image0"
|
||||
msgstr "| image0 |"
|
||||
|
||||
msgid ""
|
||||
"While it may look like a lot (and there is more as you scroll down), each "
|
||||
"field is described in terms of what you should put in. We will nonetheless "
|
||||
"go over what is required in the submission form here as well."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Asset Name**:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The name of your asset. Should be a unique, descriptive title of what your "
|
||||
"asset is."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Category**:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The category that your asset belongs to, and will be shown in search "
|
||||
"results. The category is split into **Addons** and **Projects**. In-editor, "
|
||||
"assets of the Project type (Templates, Demos, Projects) only show up when "
|
||||
"viewing the AssetLib from the Project Manager, while assets of the Addon "
|
||||
"type will only be visible from inside a project."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Godot version**:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The version of the engine that the asset works with. Currently, it's not "
|
||||
"possible to have a single asset entry contain downloads for multiple engine "
|
||||
"versions, so you may need to re-submit the asset multiple times, with an "
|
||||
"entry for each Godot version it supports. This is particularly important "
|
||||
"when dealing with major versions of the engine, such as Godot 2.x and Godot "
|
||||
"3.x."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Version**:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The version number of the asset. While you are free to choose and use any "
|
||||
"versioning scheme that you like, you may want to look into something such as "
|
||||
"`SemVer <https://semver.org>`_ if you want your asset's versioning scheme to "
|
||||
"be clear and consistent. Note that there is also an internal version number, "
|
||||
"incremented every time the asset download URL is changed or updated."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Repository host**:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Assets uploaded to the AssetLib are not hosted on it directly. Instead, they "
|
||||
"point to repositories hosted on third-party Git providers, such as GitHub, "
|
||||
"GitLab or Bitbucket. This is where you choose which provider your asset "
|
||||
"uses, so the site can compute the final download link."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Repository URL**:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The URL to your asset's files/webpage. This will vary based on your choice "
|
||||
"of provider, but it should look similar to `https://github.com/<user>/"
|
||||
"<project>`."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Issues URL**:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The URL to your asset's issue tracker. Again, this will differ from "
|
||||
"repository host to repository host, but will likely look similar to `https://"
|
||||
"github.com/<user>/<project>/issues`. You may leave this field empty if you "
|
||||
"use your provider's issue tracker, and it's part of the same repository."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Download Commit**:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The commit of the asset. For example, "
|
||||
"`b1d3172f89b86e52465a74f63a74ac84c491d3e1`. The site computes the actual "
|
||||
"download URL from this."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Icon URL**:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The URL to your asset's icon (which will be used as a thumbnail in the "
|
||||
"AssetLib search results and on the asset's page). Should be an image in "
|
||||
"either the PNG or JPG format."
|
||||
msgstr ""
|
||||
|
||||
msgid "**License**:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The license under which you are distributing the asset. The list includes a "
|
||||
"variety of free and open-source software licenses, such as GPL (v2 and v3), "
|
||||
"MIT, BSD and Boost Software License. You can visit `OpenSource.org <https://"
|
||||
"opensource.org>`_ for a detailed description of each of the listed licenses."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Description**:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Finally, you can use the Description field for a textual overview of your "
|
||||
"asset, its features and behavior, a changelog, et cetera. In the future, "
|
||||
"formatting with Markdown will be supported, but currently, your only option "
|
||||
"is plain text."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You may also include up to three video and/or image previews, which will be "
|
||||
"shown at the bottom of the asset page. Use the \"Enable\" checkbox on each "
|
||||
"of the preview submission boxes to enable them."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Type**:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Either an image, or a video."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Image/YouTube URL**:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Either a link to the image, or to a video, hosted on YouTube."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Thumbnail URL**:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"A URL to an image that will be used as a thumbnail for the preview. This "
|
||||
"option will be removed eventually, and thumbnails will be automatically "
|
||||
"computed instead."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Once you are done, press \"Submit\". Your asset will be entered into the "
|
||||
"review queue. You can check all assets currently pending a review `here "
|
||||
"<https://godotengine.org/asset-library/asset/edit?&asset=-1>`_ . The "
|
||||
"approval process is manual and may take up to a few days for your asset to "
|
||||
"be accepted (or rejected), so please be patient!"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You may have some luck accelerating the approval process by messaging the "
|
||||
"moderators and AssetLib reviewers on the `Godot Contributors Chat <https://"
|
||||
"chat.godotengine.org/>`_, or the official Discord server."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You will be informed when your asset is reviewed. If it was rejected, you "
|
||||
"will be told why that may have been, and you will be able to submit it again "
|
||||
"with the appropriate changes."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,349 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Using the Asset Library"
|
||||
msgstr "Použití knihovny zdrojů (Asset Library)"
|
||||
|
||||
msgid "On the website"
|
||||
msgstr ""
|
||||
|
||||
msgid "Overview"
|
||||
msgstr "Přehled"
|
||||
|
||||
msgid ""
|
||||
"As mentioned before, you can access the web frontend of the Asset Library on "
|
||||
"`Godot's official website <https://godotengine.org/asset-library/asset>`_. "
|
||||
"This is what it looks like when you first visit it:"
|
||||
msgstr ""
|
||||
|
||||
msgid "|image0|"
|
||||
msgstr "| image0 |"
|
||||
|
||||
msgid "image0"
|
||||
msgstr "| image0 |"
|
||||
|
||||
msgid ""
|
||||
"At the top, you see the **header**, which takes you to various other parts "
|
||||
"of the AssetLib - at the moment, it's empty, as we are not logged in."
|
||||
msgstr ""
|
||||
|
||||
msgid "Searching"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In the center is the **search bar + settings** section, and the **assets** "
|
||||
"section below it - this lets you filter out certain kinds of assets based on "
|
||||
"a host of criteria. These include the asset **category** (such as 2D tools, "
|
||||
"scripts and demos), **engine version** they are intended for, **sorting "
|
||||
"order** (by update date, by name, etc.) and **support level**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"While most other filter settings should be fairly self-explanatory, it's "
|
||||
"worth going over what \"support level\" means in the Asset Library. "
|
||||
"Currently there are three support levels, and each asset can belong to only "
|
||||
"one."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**Official** assets are created and maintained by the official Godot Engine "
|
||||
"developers. Currently, these include the official engine demos, which "
|
||||
"showcase how various areas of the engine work."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**Community** assets are submitted and maintained by the members of the "
|
||||
"Godot community."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**Testing** assets are works-in-progress, and may contain bugs and usability "
|
||||
"issues. They are not recommended for use in serious projects, but you are "
|
||||
"encouraged to download, test them, and submit issues to the original authors."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can mix and match any of the search filters and criteria, and upon "
|
||||
"clicking the Search button, receive the list of all assets in the Library "
|
||||
"that match them."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image1|"
|
||||
msgstr "| image1 |"
|
||||
|
||||
msgid "image1"
|
||||
msgstr "image1"
|
||||
|
||||
msgid ""
|
||||
"Note that the search results are not updated in real-time, so you will have "
|
||||
"to re-submit the search query each time you change the query settings."
|
||||
msgstr ""
|
||||
|
||||
msgid "Breakdown of an asset"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Now let's take a look at what an asset's page looks like and what it "
|
||||
"contains."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image2|"
|
||||
msgstr "| image2 |"
|
||||
|
||||
msgid "image2"
|
||||
msgstr "image2"
|
||||
|
||||
msgid "Asset's thumbnail/icon."
|
||||
msgstr ""
|
||||
|
||||
msgid "Asset's name."
|
||||
msgstr ""
|
||||
|
||||
msgid "Current version number of the asset."
|
||||
msgstr ""
|
||||
|
||||
msgid "Asset's category, Godot version, and support status."
|
||||
msgstr ""
|
||||
|
||||
msgid "Asset's original author/submitter."
|
||||
msgstr ""
|
||||
|
||||
msgid "The license the asset is distributed under."
|
||||
msgstr ""
|
||||
|
||||
msgid "The date of the asset's latest edit/update."
|
||||
msgstr ""
|
||||
|
||||
msgid "A textual description of the asset."
|
||||
msgstr ""
|
||||
|
||||
msgid "Links related to the asset (download link, file list, issue tracker)."
|
||||
msgstr ""
|
||||
|
||||
msgid "Images and videos showcasing the asset."
|
||||
msgstr ""
|
||||
|
||||
msgid "Registering and logging in"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In order to upload assets to the AssetLib, you need to be logged in, and to "
|
||||
"do that, you need a registered user account. In the future, this may also "
|
||||
"give you access to other features, such as commenting on or rating the "
|
||||
"existing assets. You do *not* need to be logged in to browse and download "
|
||||
"the assets."
|
||||
msgstr ""
|
||||
|
||||
msgid "The login/registration page can be accessed from the AssetLib header."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image3|"
|
||||
msgstr "| image3 |"
|
||||
|
||||
msgid "image3"
|
||||
msgstr "image3"
|
||||
|
||||
msgid ""
|
||||
"From here, you can register your account, which requires a valid email "
|
||||
"address, a username, and a (preferably strong) password."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image4|"
|
||||
msgstr "| image4 |"
|
||||
|
||||
msgid "image4"
|
||||
msgstr "image4"
|
||||
|
||||
msgid "Then, you can use your username and password to log in."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image5|"
|
||||
msgstr "| image5 |"
|
||||
|
||||
msgid "image5"
|
||||
msgstr "image5"
|
||||
|
||||
msgid ""
|
||||
"This will change the look of the AssetLib header. Now you get access to a "
|
||||
"handful of new functions:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The feed, which shows a list of status updates on your submitted assets (and "
|
||||
"possibly more in the future)."
|
||||
msgstr ""
|
||||
|
||||
msgid "A list of your uploaded assets."
|
||||
msgstr ""
|
||||
|
||||
msgid "The ability to submit new assets."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image6|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image6"
|
||||
msgstr "image6"
|
||||
|
||||
msgid ""
|
||||
"You can learn how to submit assets to the Library, and what the asset "
|
||||
"submission guidelines are, in the next part of this tutorial, :ref:"
|
||||
"`doc_submitting_to_assetlib`."
|
||||
msgstr ""
|
||||
|
||||
msgid "In the editor"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The editor will display different categories of assets depending on whether "
|
||||
"you're browsing the project manager's **Templates** tab or the editor's "
|
||||
"**AssetLib** tab."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The project manager's **Templates** tab will only display assets that are "
|
||||
"standalone projects by themselves. This is denoted on the asset library with "
|
||||
"the *Templates*, *Demos* and *Projects* categories."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The editor's **AssetLib** tab will only display assets that are *not* "
|
||||
"standalone projects by themselves. In other words, it will display assets "
|
||||
"from all categories except *Templates*, *Demos* and *Projects*."
|
||||
msgstr ""
|
||||
|
||||
msgid "You can also access the AssetLib directly from Godot:"
|
||||
msgstr ""
|
||||
|
||||
msgid "|image7|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image7"
|
||||
msgstr "image7"
|
||||
|
||||
msgid "|image14|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image14"
|
||||
msgstr "image14"
|
||||
|
||||
msgid ""
|
||||
"Click on it, and Godot will fetch info about the assets from the AssetLib. "
|
||||
"Once it's finished, you will see a window similar to what the AssetLib "
|
||||
"website looks like, with some differences:"
|
||||
msgstr ""
|
||||
|
||||
msgid "|image8|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image8"
|
||||
msgstr "image8"
|
||||
|
||||
msgid ""
|
||||
"Similarly to the web version of the AssetLib, here you can search for assets "
|
||||
"by category, name, and sort them by factors such as name or edit date."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Notably, you can only fetch assets for the current version of Godot you are "
|
||||
"running. Projects, Demos and Templates can be downloaded from the Project "
|
||||
"Manager view of the AssetLib. Addons (tools, scripts, materials etc.) can be "
|
||||
"downloaded from the in-project AssetLib and added to the current project. In "
|
||||
"addition, unlike when using the web frontend, the search results are updated "
|
||||
"in real-time (you do not have to press Search after every change to your "
|
||||
"search query for the changes to take place)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In the future, you will be able to choose a different AssetLib provider to "
|
||||
"fetch assets from (using the Site dropdown menu), however currently only the "
|
||||
"official `Godot website <https://godotengine.org>`_ version of the AssetLib "
|
||||
"is supported, as well as the version that may be running on your local "
|
||||
"machine's web server (the localhost option)."
|
||||
msgstr ""
|
||||
|
||||
msgid "When you click on an asset, you will see more information about it."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image9|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image9"
|
||||
msgstr "image9"
|
||||
|
||||
msgid ""
|
||||
"If you click on the Install button, Godot will fetch an archive of the "
|
||||
"asset, and will track download progress of it at the bottom of the editor "
|
||||
"window. If the download fails, you can retry it using the Retry button."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image10|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image10"
|
||||
msgstr "image10"
|
||||
|
||||
msgid ""
|
||||
"When it finishes, you can proceed to install it using the Install button. "
|
||||
"This will bring up the Package Installer window."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image11|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image11"
|
||||
msgstr "image11"
|
||||
|
||||
msgid ""
|
||||
"Here you can see a list of all the files that will be installed. You can "
|
||||
"tick off any of the files that you do not wish to install, and Godot will "
|
||||
"also inform you about any problems with files that it cannot install. These "
|
||||
"files will be shown in red, and hovering over them will show you a message "
|
||||
"stating why it cannot be installed."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image12|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image12"
|
||||
msgstr "image12"
|
||||
|
||||
msgid ""
|
||||
"Once you are done, you can press the Install button, which will unzip all "
|
||||
"the files in the archive, and import any assets contained therein, such as "
|
||||
"images or 3D models. Once this is done, you should see a message stating "
|
||||
"that the Package installation is complete."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image13|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image13"
|
||||
msgstr "image13"
|
||||
|
||||
msgid ""
|
||||
"You may also use the Import button to import asset archives obtained "
|
||||
"elsewhere (such as downloading them directly from the AssetLib web "
|
||||
"frontend), which will take you through the same package installation "
|
||||
"procedure as with the assets downloaded directly via Godot that we just "
|
||||
"covered."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,93 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "About the Asset Library"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The Godot Asset Library, otherwise known as the AssetLib, is a repository of "
|
||||
"user-submitted Godot addons, scripts, tools, and other resources, "
|
||||
"collectively referred to as assets. They're available to all Godot users for "
|
||||
"download directly from within the engine, but it can also be accessed at "
|
||||
"Godot's `official website <https://godotengine.org/asset-library/asset>`_."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"On the surface, the Asset Library might look and function similar to asset "
|
||||
"stores available for other engines, such as Unity's Asset Store, or Unreal "
|
||||
"Engine's Marketplace, where you can submit both freely-available assets, as "
|
||||
"well as paid, commercial ones. In addition, often times such assets are "
|
||||
"distributed under non-free, proprietary licenses, limiting what you can do "
|
||||
"with them."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The Asset Library is different - all assets are distributed free of charge, "
|
||||
"and under a host of open-source licenses (such as the MIT license, the GPL, "
|
||||
"and the Boost Software License). This makes the AssetLib more similar to the "
|
||||
"software repositories of a Linux distribution."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This set of pages will cover how to use the AssetLib (both from inside "
|
||||
"Godot, and on the website), how you can submit your own assets, and what the "
|
||||
"guidelines for submission are."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Please note that the AssetLib is relatively young - it may have various pain "
|
||||
"points, bugs, and usability issues. As with all Godot projects, the code "
|
||||
"repository is available on `GitHub <https://github.com/godotengine/godot-"
|
||||
"asset-library>`_, where you can submit pull requests and issues, so please "
|
||||
"do not hesitate to visit it!"
|
||||
msgstr ""
|
||||
|
||||
msgid "Types of assets"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Be aware that there are, broadly, two different types of assets you can post."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Assets labeled as \"Templates\", \"Projects\", or \"Demos\" appear under the "
|
||||
"\"Templates\" tab in the Godot project manager. These assets are standalone "
|
||||
"Godot projects that can run by themselves."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Other assets show up inside of the Godot editor under the \"AssetLib\" main "
|
||||
"screen tab, next to \"2D\", \"3D\", and \"Script\". These assets are meant "
|
||||
"to be downloaded and placed into an existing Godot project."
|
||||
msgstr ""
|
||||
|
||||
msgid "Frequently asked questions"
|
||||
msgstr "Často kladené otázky"
|
||||
|
||||
msgid "Can paid assets be uploaded to the asset library?"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Not to the official one, though in the future, there might be other asset "
|
||||
"libraries which allow it. That said, you are allowed to monetize and sell "
|
||||
"Godot assets outside the Asset Library."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,115 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Community channels"
|
||||
msgstr "Komunitní kanály"
|
||||
|
||||
msgid ""
|
||||
"So, where is the Godot community and where can you ask questions and get "
|
||||
"help?"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Note that some of these channels are run and moderated by members of the "
|
||||
"Godot community or third parties."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"A brief overview over these and other channels is also available on the "
|
||||
"`Godot website <https://godotengine.org/community>`_."
|
||||
msgstr ""
|
||||
|
||||
msgid "Q&A"
|
||||
msgstr "Otázky a odpovědi"
|
||||
|
||||
msgid "`Official Godot Questions & Answers <https://godotengine.org/qa/>`_"
|
||||
msgstr "`Oficiální Godot Otázky a odpovědi <https://godotengine.org/qa/>`_"
|
||||
|
||||
msgid "Rocket.Chat"
|
||||
msgstr ""
|
||||
|
||||
msgid "`Godot Contributors Chat <https://chat.godotengine.org/>`_"
|
||||
msgstr "`Přispěvatelský chat Godot <https://chat.godotengine.org/>`_"
|
||||
|
||||
msgid "IRC on Libera.Chat"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"As of January 2021, core developer chat has moved to the Godot Contributors "
|
||||
"Chat platform listed above."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`General: #godotengine <https://web.libera.chat/?channels=#godotengine>`_"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"IRC is less active than Discord. Please stick around to get an answer, as it "
|
||||
"may take several hours for someone to see and answer your questions."
|
||||
msgstr ""
|
||||
|
||||
msgid "Other chats"
|
||||
msgstr ""
|
||||
|
||||
msgid "`Discord <https://discord.gg/4JBkykG>`_"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Matrix (IRC compatible) <https://matrix.to/#/#godotengine:matrix.org>`_"
|
||||
msgstr ""
|
||||
|
||||
msgid "Language-based communities"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"See the `User groups <https://godotengine.org/community/user-groups>`_ page "
|
||||
"of the website for a list of local communities."
|
||||
msgstr ""
|
||||
|
||||
msgid "Social networks"
|
||||
msgstr ""
|
||||
|
||||
msgid "`GitHub <https://github.com/godotengine/>`_"
|
||||
msgstr ""
|
||||
|
||||
msgid "`Facebook group <https://www.facebook.com/groups/godotengine/>`_"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Twitter <https://twitter.com/godotengine>`_ (see also the `#GodotEngine "
|
||||
"<https://twitter.com/hashtag/GodotEngine>`_ hashtag)"
|
||||
msgstr ""
|
||||
|
||||
msgid "`Reddit <https://www.reddit.com/r/godot>`_"
|
||||
msgstr ""
|
||||
|
||||
msgid "`YouTube <https://www.youtube.com/c/GodotEngineOfficial>`_"
|
||||
msgstr ""
|
||||
|
||||
msgid "`Steam <https://steamcommunity.com/app/404790>`_"
|
||||
msgstr ""
|
||||
|
||||
msgid "Forum"
|
||||
msgstr ""
|
||||
|
||||
msgid "`Godot Forums <https://godotforums.org/>`_"
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,340 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Best practices for engine contributors"
|
||||
msgstr ""
|
||||
|
||||
msgid "Introduction"
|
||||
msgstr "Úvod"
|
||||
|
||||
msgid ""
|
||||
"Godot has a large amount of users who have the ability to contribute, given "
|
||||
"the project itself is aimed mainly at users with the ability to do "
|
||||
"programming. Despite this, not all of them have the same level of experience "
|
||||
"working in large projects or in software engineering, which can lead to "
|
||||
"common misunderstandings and bad practices during the process of "
|
||||
"contributing code to the project."
|
||||
msgstr ""
|
||||
|
||||
msgid "Language"
|
||||
msgstr "Jazyk"
|
||||
|
||||
msgid ""
|
||||
"The scope of this document is to be a list of best practices for "
|
||||
"contributors to follow, as well as to create a language they can use to "
|
||||
"refer to common situations that arise in the process of submitting their "
|
||||
"contributions."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"While some may find it useful to extend this to general software "
|
||||
"development, our intention is to just restrict to situations that are most "
|
||||
"common in our project."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Contributions are most of the time categorized as bug fixes, enhancements or "
|
||||
"new features. To abstract this idea, we will call them *Solutions*, because "
|
||||
"they always seek to solve something that can be described as a *Problem*."
|
||||
msgstr ""
|
||||
|
||||
msgid "Best Practices"
|
||||
msgstr ""
|
||||
|
||||
msgid "#1: The problem always comes first"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Many contributors are extremely creative and just enjoy the process of "
|
||||
"designing abstract data structures, creating nice user interfaces, or simply "
|
||||
"love programming. Whatever the case may be, they come up with cool ideas, "
|
||||
"which may or may not be solving any real problems."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"These are usually called *Solutions in search of a problem*. In an ideal "
|
||||
"world, they would not be harmful but, in reality, code takes time to write, "
|
||||
"takes space as source and binary and requires maintenance once it exists. "
|
||||
"Avoiding the addition of anything unnecessary is always considered a good "
|
||||
"practice in software development."
|
||||
msgstr ""
|
||||
|
||||
msgid "#2: To solve the problem, it has to exist in the first place"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This is a variation of the previous practice. Adding anything unnecessary is "
|
||||
"not a good idea, but what constitutes what is necessary and what isn't?"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The answer to this question is that the problem needs to *exist* before it "
|
||||
"can be actually solved. It must not be speculation or a belief. The user "
|
||||
"must be using the software as intended to create something they *need*. In "
|
||||
"this process, the user may stumble into a problem that requires a solution "
|
||||
"to proceed, or in order to achieve greater productivity. In this case, *a "
|
||||
"solution is needed*."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Believing that problems may arise in the future and that the software needs "
|
||||
"to be ready to solve them by the time they appear is called *\"Future "
|
||||
"proofing\"* and its characterized by lines of thought such as:"
|
||||
msgstr ""
|
||||
|
||||
msgid "I think it would be useful for users to..."
|
||||
msgstr ""
|
||||
|
||||
msgid "I think users will eventually need to..."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This is generally considered a bad habit because trying to solve problems "
|
||||
"that *don't actually exist* in the present will often lead to code that will "
|
||||
"be written but never used, or that is considerably more complex to use and "
|
||||
"maintain than it needs to be."
|
||||
msgstr ""
|
||||
|
||||
msgid "#3: The problem has to be complex or frequent"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Software is designed to solve problems, but we can't expect it to solve "
|
||||
"*every problem that exists under the sun*. As a game engine, Godot will "
|
||||
"solve problems for you, so it helps you to make games better and faster, but "
|
||||
"it won't make the *entire game* for you. A line must be drawn somewhere."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Whether a problem is worth solving is determined by the difficulty the user "
|
||||
"has to work around it. This difficulty can be expressed as:"
|
||||
msgstr ""
|
||||
|
||||
msgid "The complexity of the problem"
|
||||
msgstr ""
|
||||
|
||||
msgid "The frequency the problem"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If the problem is *too complex* for most users to solve, the software must "
|
||||
"offer a ready-made solution for it. Likewise, if the problem is easy for the "
|
||||
"user to work around, offering such a solution is unnecessary and it's up to "
|
||||
"the user to do it."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The exception, however, is when the user stumbles into this problem "
|
||||
"*frequently enough* that having to do the simple solution every time becomes "
|
||||
"an annoyance. In this case, the software must offer a solution to simplify "
|
||||
"this use case."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In our experience, in most cases it's usually obvious to tell when a problem "
|
||||
"is complex or frequent, but cases may arise where drawing this line is "
|
||||
"difficult. This is why discussing with other developers (next point) is "
|
||||
"always advised."
|
||||
msgstr ""
|
||||
|
||||
msgid "#4: The solution must be discussed with others"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"It is often the case that when users stumble upon problems, they are only "
|
||||
"immersed in their project, so they will naturally try to solve the problem "
|
||||
"from their perspective, thinking only about their use case."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Because of this, user proposed solutions don't always contemplate other use "
|
||||
"cases that developers are often aware of, so they are often biased towards "
|
||||
"their own requirements."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For developers, the perspective is different. They may find the user's "
|
||||
"problem too unique to justify a solution (instead of a user workaround), or "
|
||||
"maybe they will suggest a partial (usually simpler or lower level) solution "
|
||||
"that applies to a wider range of known problems, and leave the rest of the "
|
||||
"solution up to the user."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In any case, before attempting a contribution, it is important to discuss "
|
||||
"the actual problems with the other developers or contributors, so a better "
|
||||
"agreement on implementation can be reached."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The only exception, in this case, is when an area of code has a clear owner "
|
||||
"(agreed by the other contributors), who talks to users directly and has the "
|
||||
"most knowledge to implement a solution directly."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Also, Godot's philosophy is to favor ease of use and maintenance over "
|
||||
"absolute performance. Performance optimizations will be considered, but they "
|
||||
"may not be accepted if they make something too difficult to use or if they "
|
||||
"add too much complexity to the codebase."
|
||||
msgstr ""
|
||||
|
||||
msgid "#5: To each problem, its own solution"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For programmers, it is always a most enjoyable challenge to find the most "
|
||||
"optimal solutions to problems. Things, however, may go overboard sometimes "
|
||||
"and programmers will try to come up with solutions that solve as many "
|
||||
"problems as possible."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The situation will often take a turn for the worse when, in order to make "
|
||||
"this solution appear even more fantastic and flexible, the pure speculation-"
|
||||
"based problems (as described in #2) also make their appearance on stage."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The main problem is that, in reality, it rarely works this way. Most of the "
|
||||
"time, writing an individual solution to each problem results in code that is "
|
||||
"simpler and more maintainable."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Additionally, solutions that target individual problems are better for the "
|
||||
"users, as they find something that does exactly what they need, without "
|
||||
"having to learn and remember a more complex system they will only need for "
|
||||
"simple tasks."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Big and flexible solutions also have an additional drawback which is that, "
|
||||
"over time, they are rarely flexible enough for all users, who keep "
|
||||
"requesting more functions added (and making the API and codebase more and "
|
||||
"more complex)."
|
||||
msgstr ""
|
||||
|
||||
msgid "#6: Cater to common use cases, leave the door open for the rare ones"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This is a continuation of the previous point, which further explains why "
|
||||
"this way of thinking and designing software is preferred."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"As mentioned before (in point #2), it is very difficult for us (as human "
|
||||
"beings who design software) to actually understand all future user needs. "
|
||||
"Trying to write very flexible structures that cater to many use cases at "
|
||||
"once is often a mistake."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We may come up with something we believe is brilliant, but when it's "
|
||||
"actually used, we will find that users will never even use half of it, or "
|
||||
"that they will require features that don't quite accommodate our original "
|
||||
"design, forcing us to either throw it away or make it even more complex."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The question is then, how to design software that gives users what *we know "
|
||||
"they need*, but that is flexible enough to allow them to do *what we don't "
|
||||
"know they might need* in the future?"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The answer to this question is that, to ensure users still can do what they "
|
||||
"want to do, we need to give them access to a *low level API* that they can "
|
||||
"use to achieve what they want, even if it's more work for them because it "
|
||||
"means reimplementing some logic that already exists."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In real-life scenarios, these use cases will be at most rare and uncommon "
|
||||
"anyway, so it makes sense a custom solution needs to be written. This is why "
|
||||
"it's important to still provide users the basic building blocks to do it."
|
||||
msgstr ""
|
||||
|
||||
msgid "#7: Prefer local solutions"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When looking for a solution to a problem, be it implementing a new feature "
|
||||
"or fixing a bug, sometimes the easiest path is to add data or a new function "
|
||||
"in the core layers of code."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The main problem here is, adding something to the core layers that will only "
|
||||
"be used from a single location far away will not only make the code more "
|
||||
"difficult to follow (split in two), but also make the core API larger, more "
|
||||
"complex, more difficult to understand in general."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This is bad, because readability and cleanness of core APIs is always of "
|
||||
"extreme importance given how much code relies on it, and because it's key "
|
||||
"for new contributors as a starting point to learning the codebase."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The common reasoning for wanting to do this is that it's usually less code "
|
||||
"to simply add a hack in the core layers."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Despite this, this practice is not advised. Generally, the code for a "
|
||||
"solution should be closer to where the problem originates, even if it "
|
||||
"involves more code, duplicated, more complex or is less efficient. More "
|
||||
"creativity might be needed, but this path is always the advised one."
|
||||
msgstr ""
|
||||
|
||||
msgid "#8: Don't use complex canned solutions for simple problems"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Not every problem has a simple solution and, many times, the right choice is "
|
||||
"to use a third party library to solve the problem."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"As Godot requires to be shipped in a large amount of platforms, we can't "
|
||||
"link libraries dynamically. Instead, we bundle them in our source tree."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"As a result, we are very picky with what goes in, and we tend to prefer "
|
||||
"smaller libraries (in fact, single header ones are our favorite). Only in "
|
||||
"cases where there is no other choice we end up bundling something larger."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Also, libraries must use a permissive enough license to be included into "
|
||||
"Godot. Some examples of acceptable licenses are Apache 2.0, BSD, MIT, ISC, "
|
||||
"and MPL 2.0. In particular, we cannot accept libraries licensed under the "
|
||||
"GPL or LGPL since these licenses effectively disallow static linking in "
|
||||
"proprietary software (which Godot is distributed as in most exported "
|
||||
"projects). This requirement also applies to the editor, since we may want to "
|
||||
"run it on iOS in the long term. Since iOS doesn't support dynamic linking, "
|
||||
"static linking the only option on that platform."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,170 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Bisecting regressions"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Bisecting is a way to find regressions in software. After reporting a bug on "
|
||||
"the `Godot repository on GitHub <https://github.com/godotengine/godot>`__, "
|
||||
"you may be asked by a contributor to *bisect* the issue. Bisecting makes it "
|
||||
"possible for contributors to fix bugs faster, as they can know in advance "
|
||||
"which commit caused the regression. Your effort will be widely appreciated :)"
|
||||
msgstr ""
|
||||
|
||||
msgid "The guide below explains how to find a regression by bisecting."
|
||||
msgstr ""
|
||||
|
||||
msgid "What is bisecting?"
|
||||
msgstr "Co je to protínání?"
|
||||
|
||||
msgid ""
|
||||
"Godot developers use the `Git <https://git-scm.com/>`__ version control "
|
||||
"system. In the context of Git, bisecting is the process of performing a "
|
||||
"manual `binary search <https://en.wikipedia.org/wiki/"
|
||||
"Binary_search_algorithm>`__ to determine when a regression appeared. While "
|
||||
"it's typically used for bugs, it can also be used to find other kinds of "
|
||||
"unexpected changes such as performance regressions."
|
||||
msgstr ""
|
||||
|
||||
msgid "Using official builds to speed up bisecting"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Before using Git's ``bisect`` command, we strongly recommend trying to "
|
||||
"reproduce the bug with an older (or newer) official release. This greatly "
|
||||
"reduces the range of commits that potentially need to be built from source "
|
||||
"and tested. You can find binaries of official releases, as well as alphas, "
|
||||
"betas, and release candidates `here <https://downloads.tuxfamily.org/"
|
||||
"godotengine/>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For example, if you've reported a bug against Godot 3.2, you should first "
|
||||
"try to reproduce the bug in Godot 3.1 (not a patch release, see below for "
|
||||
"the reason). If the bug doesn't occur there, try to reproduce it in Godot "
|
||||
"3.2 *beta 1* (which is roughly in the middle of all test builds available). "
|
||||
"If you can't reproduce the bug with Godot 3.2 beta 1, then try newer betas "
|
||||
"and RC builds. If you do manage to reproduce the bug with Godot 3.2 beta 1, "
|
||||
"then try older alpha builds."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For bisecting regressions, don't use patch releases such as Godot 3.1.2. "
|
||||
"Instead, use the minor version's first release like Godot 3.1. This is "
|
||||
"because patch releases are built from a separate *stable branch*. This kind "
|
||||
"of branch doesn't follow the rest of Godot's development, which is done in "
|
||||
"the ``master`` branch."
|
||||
msgstr ""
|
||||
|
||||
msgid "The Git bisect command"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you've found a build that didn't exhibit the bug in the above testing "
|
||||
"process, you can now start bisecting the regression. The Git version control "
|
||||
"system offers a built-in command for this: ``git bisect``. This makes the "
|
||||
"process semi-automated as you only have to build the engine, run it and try "
|
||||
"to reproduce the bug."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Before bisecting a regression, you need to set up a build environment to "
|
||||
"compile Godot from source. To do so, read the :ref:`Compiling <toc-devel-"
|
||||
"compiling>` page for your target platform. (Compiling Godot from source "
|
||||
"doesn't require C++ programming knowledge.)"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Note that compiling Godot can take a while on slow hardware (up an hour for "
|
||||
"each full rebuild on a slow dual-core CPU). This means the full process can "
|
||||
"take up to several hours. If your hardware is too slow, you may want to stop "
|
||||
"there and report the results of your \"pre-bisecting\" on the GitHub issue "
|
||||
"so another contributor can continue bisecting from there."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To start bisecting, you must first determine the commit hashes (identifiers) "
|
||||
"of the \"bad\" and \"good\" build. \"bad\" refers to the build that exhibits "
|
||||
"the bug, whereas \"good\" refers to the version that doesn't exhibit the "
|
||||
"bug. If you're using a pre-release build as the \"good\" or \"bad\" build, "
|
||||
"browse the `download mirror <https://downloads.tuxfamily.org/godotengine/"
|
||||
">`__, go to the folder that contains the pre-release you downloaded and look "
|
||||
"for the ``README.txt`` file. The commit hash is written inside that file."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you're using a stable release as the \"good\" or \"bad\" build, use one "
|
||||
"of the following commit hashes depending on the version:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To refer to the latest state of the master branch, you can use ``master`` "
|
||||
"instead of a commit hash."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
":ref:`Get Godot's source code using Git <doc_getting_source>`. Once this is "
|
||||
"done, in the terminal window, use ``cd`` to reach the Godot repository "
|
||||
"folder and enter the following command:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Compile Godot. This assumes you've set up a build environment:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Since building Godot takes a while, you want to dedicate as many CPU threads "
|
||||
"as possible to the task. This is what the ``-j`` parameter does. Here, the "
|
||||
"command assigns 4 CPU threads to compiling Godot."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Run the binary located in the ``bin/`` folder and try to reproduce the bug."
|
||||
msgstr ""
|
||||
|
||||
msgid "If the build **still** exhibits the bug, run the following command:"
|
||||
msgstr ""
|
||||
|
||||
msgid "If the build **does not** exhibit the bug, run the following command:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"After entering one of the commands above, Git will switch to a different "
|
||||
"commit. You should now build Godot again, try to reproduce the bug, then "
|
||||
"enter ``git bisect good`` or ``git bisect bad`` depending on the result. "
|
||||
"You'll have to repeat this several times. The longer the commit range, the "
|
||||
"more steps will be required. 5 to 10 steps are usually sufficient to find "
|
||||
"most regressions; Git will remind you of the number of steps remaining (in "
|
||||
"the worst case scenario)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Once you've completed enough steps, Git will display the commit hash where "
|
||||
"the regression appeared. Write this commit hash as a comment to the GitHub "
|
||||
"issue you've bisected. This will help in solving the issue. Thanks again for "
|
||||
"contributing to Godot :)"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can read the full documentation on ``git bisect`` `here <https://git-scm."
|
||||
"com/docs/git-bisect>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,383 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Bug triage guidelines"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This page describes the typical workflow of the bug triage team aka bugsquad "
|
||||
"when handling issues and pull requests on Godot's `GitHub repository "
|
||||
"<https://github.com/godotengine/godot>`__. It is bound to evolve together "
|
||||
"with the bugsquad, so do not hesitate to propose modifications to the "
|
||||
"following guidelines."
|
||||
msgstr ""
|
||||
|
||||
msgid "Issues management"
|
||||
msgstr ""
|
||||
|
||||
msgid "GitHub proposes various features to manage issues:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Set one or several labels from a predefined list"
|
||||
msgstr ""
|
||||
|
||||
msgid "Set one milestone from a predefined list"
|
||||
msgstr ""
|
||||
|
||||
msgid "Keep track of the issue in the project dashboard"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Define one contributor as \"assignee\" among the Godot engine organization "
|
||||
"members"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"As the Godot engine organization on GitHub currently has a restricted number "
|
||||
"of contributors, we do not use assignees extensively for now. All "
|
||||
"contributors are welcome to take on any issue, if relevant after mentioning "
|
||||
"it on the issue ticket and/or discussing the best way to resolve it with "
|
||||
"other developers."
|
||||
msgstr ""
|
||||
|
||||
msgid "For the time being, we do not use the project dashboard feature either."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"As far as possible, we try to assign labels (and milestones, when relevant) "
|
||||
"to both issues and pull requests."
|
||||
msgstr ""
|
||||
|
||||
msgid "Labels"
|
||||
msgstr ""
|
||||
|
||||
msgid "The following labels are currently defined in the Godot repository:"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Categories:**"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Archived*: either a duplicate of another issue, or invalid. Such an issue "
|
||||
"would also be closed."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Breaks compat*: describes something that can only be fixed by breaking "
|
||||
"compatibility with existing projects."
|
||||
msgstr ""
|
||||
|
||||
msgid "*Bug*: describes something that is not working properly."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Cherrypick*: describes something that can be backported to a stable branch "
|
||||
"after being merged in the ``master`` branch."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Crash:* describes a bug that causes the engine to crash. This label is only "
|
||||
"used for \"hard\" crashes, not freezes."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Confirmed*: has been confirmed by at least one other contributor than the "
|
||||
"bug reporter (typically for *Bug* reports). The purpose of this label is to "
|
||||
"let developers know which issues are still reproducible when they want to "
|
||||
"select what to work on. It is therefore a good practice to add in a comment "
|
||||
"on what platform and what version or commit of Godot the issue could be "
|
||||
"reproduced; if a developer looks at the issue one year later, the "
|
||||
"*Confirmed* label may not be relevant anymore."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Discussion*: the issue is not consensual and needs further discussion to "
|
||||
"define what exactly should be done to address the topic."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Documentation*: issue related to the documentation. Mainly to request "
|
||||
"enhancements in the API documentation. Issues related to the ReadTheDocs "
|
||||
"documentation should be filed on the `godot-docs <https://github.com/"
|
||||
"godotengine/godot-docs>`_ repository."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Enhancement*: describes a proposed enhancement to an existing functionality."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Feature proposal*: describes a wish for a new feature to be implemented. "
|
||||
"Note that the main Godot repository no longer accepts feature requests. "
|
||||
"Please use `godot-proposals <https://github.com/godotengine/godot-"
|
||||
"proposals>`__ instead."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*For PR meeting*: the issue needs to be discussed in a pull request meeting. "
|
||||
"These meetings are public and are held on the `Godot Contributors Chat "
|
||||
"<https://chat.godotengine.org/>`_."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Good first issue*: the issue is *assumed* to be an easy one to fix, which "
|
||||
"makes it a great fit for new contributors who need to become familiar with "
|
||||
"the code base."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*High priority:* the issue is particularly important as it can prevent "
|
||||
"people from releasing their projects or cause data loss."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Needs work*: the pull request needs additional work before it can be merged."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Needs testing*: the issue/pull request could not be completely tested and "
|
||||
"thus need further testing. This can mean that it needs to be tested on "
|
||||
"different hardware/software configurations or even that the steps to "
|
||||
"reproduce are not certain."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Performance*: issues that directly impact engine or editor performance. Can "
|
||||
"also be used for pull requests that improve performance or add low-end-"
|
||||
"friendly options. Should not be coupled with *Usability*."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*PR welcome / Hero wanted!*: Contributions for issues with these labels are "
|
||||
"especially welcome. Note that this **doesn't** mean you can't work on issues "
|
||||
"without these labels."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Regression*: the bug appeared after a stable release not exhibiting the bug "
|
||||
"was released."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Salvageable*: the pull request can't be merged due to design issues or "
|
||||
"merge conflicts and its author is not active anymore. However, it can still "
|
||||
"be picked up by an external contributor to bring it to a mergeable state. To "
|
||||
"do so, you need to open a new pull request based on the original pull "
|
||||
"request."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Tracker*: issue used to track other issues (like all issues related to the "
|
||||
"plugin system)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Usability*: issues that directly impact user usability. Should not be "
|
||||
"coupled with *Performance*."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The categories are used for general triage of the issues. They can be "
|
||||
"combined in some way when relevant, e.g. an issue can be labelled "
|
||||
"*Enhancement* and *Usability* at the same time if it's an issue to improve "
|
||||
"usability. Or *Feature proposal* and *Discussion* if it's a non-consensual "
|
||||
"feature request, or one that is not precise enough to be worked on."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Topics:**"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*2D*: relates to 2D-specific issues. Should be coupled with one of the "
|
||||
"labels below, and should not be coupled with *3D*."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*3D*: relates to 3D-specific issues. Should be coupled with one of the "
|
||||
"labels below, and should not be coupled with *2D*."
|
||||
msgstr ""
|
||||
|
||||
msgid "*Assetlib*: relates to issues with the asset library."
|
||||
msgstr ""
|
||||
|
||||
msgid "*Audio*: relates to the audio features (low and high level)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Buildsystem*: relates to building issues, either linked to the SCons "
|
||||
"buildsystem or to compiler peculiarities."
|
||||
msgstr ""
|
||||
|
||||
msgid "*Codestyle*: relates to the programming style used within the codebase."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Core*: anything related to the core engine. It might be further split later "
|
||||
"on as it's a pretty big topic."
|
||||
msgstr ""
|
||||
|
||||
msgid "*Editor*: relates to issues in the editor (mainly UI)."
|
||||
msgstr ""
|
||||
|
||||
msgid "*GDNative*: relates to the GDNative module."
|
||||
msgstr ""
|
||||
|
||||
msgid "*GDScript*: relates to GDScript."
|
||||
msgstr ""
|
||||
|
||||
msgid "*GUI*: relates to GUI (Control) nodes."
|
||||
msgstr ""
|
||||
|
||||
msgid "*Import*: relates to the resource import system."
|
||||
msgstr ""
|
||||
|
||||
msgid "*Input*: relates to input system."
|
||||
msgstr ""
|
||||
|
||||
msgid "*Mono*: relates to the C# / Mono bindings."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Navigation*: relates to the navigation system (including A* and navmeshes)."
|
||||
msgstr ""
|
||||
|
||||
msgid "*Network*: relates to networking."
|
||||
msgstr ""
|
||||
|
||||
msgid "*Physics*: relates to the physics engine (2D/3D)."
|
||||
msgstr ""
|
||||
|
||||
msgid "*Plugin*: relates to problems encountered while writing plugins."
|
||||
msgstr ""
|
||||
|
||||
msgid "*Porting*: relates to some specific platforms or exporting projects."
|
||||
msgstr ""
|
||||
|
||||
msgid "*Rendering*: relates to the 2D and 3D rendering engines."
|
||||
msgstr ""
|
||||
|
||||
msgid "*Shaders*: relates to the Godot shader language or visual shaders."
|
||||
msgstr ""
|
||||
|
||||
msgid "*Tests*: relates to unit tests."
|
||||
msgstr ""
|
||||
|
||||
msgid "*Thirdparty*: relates to third-party libraries used in Godot."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*VisualScript*: relates to issues with the visual scripting language (*not* "
|
||||
"visual shaders)."
|
||||
msgstr ""
|
||||
|
||||
msgid "*XR*: relates to Augmented Reality or Virtual Reality."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Issues would typically correspond to only one topic, though it's not "
|
||||
"unthinkable to see issues that fit two bills. The general idea is that there "
|
||||
"will be specialized contributors teams behind all topics, so they can focus "
|
||||
"on the issues labelled with their team's topic."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Platforms:**"
|
||||
msgstr ""
|
||||
|
||||
msgid "*Android*, *HTML5*, *iOS*, *Linux*, *macOS*, *Windows*, *UWP*"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"By default, it is assumed that a given issue applies to all platforms. If "
|
||||
"one of the platform labels is used, it is then exclusive and the previous "
|
||||
"assumption doesn't stand anymore (so if it's a bug on e.g. Android and Linux "
|
||||
"exclusively, select those two platforms)."
|
||||
msgstr ""
|
||||
|
||||
msgid "Documentation labels"
|
||||
msgstr "Dokumentační štítky"
|
||||
|
||||
msgid ""
|
||||
"In the `documentation repository <https://github.com/godotengine/godot-"
|
||||
"docs>`__, we use the following labels:"
|
||||
msgstr ""
|
||||
"V úložišti `dokumentace <https://github.com/godotengine/godot-docs>`__ "
|
||||
"používáme následující značky:"
|
||||
|
||||
msgid ""
|
||||
"*Bug*: Incorrect information in an existing page. Not to be used for "
|
||||
"*missing* information."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Class reference*: the issue is about the class reference, not a "
|
||||
"documentation page."
|
||||
msgstr ""
|
||||
|
||||
msgid "*Enhancememnt*: new information to be added in an existing page."
|
||||
msgstr ""
|
||||
|
||||
msgid "*New page*: a new page to be created."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Hero wanted!*: contributions for issues with these labels are especially "
|
||||
"welcome. Note that this **doesn't** mean you can't work on issues without "
|
||||
"these labels."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Organization*: The issue involves moving pages around or reorganizing "
|
||||
"content."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Redirect*: a redirection needs to be created in the Read the Docs backend. "
|
||||
"Only administrators can do this."
|
||||
msgstr ""
|
||||
|
||||
msgid "*Topic:Mono*: the issue is about C# support in Godot."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Topic:Website*: the issue relates to the Sphinx/Read the Docs frontend or "
|
||||
"backend, not the documentation contents."
|
||||
msgstr ""
|
||||
|
||||
msgid "Milestones"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Milestones <https://github.com/godotengine/godot/milestones>`_ correspond "
|
||||
"to planned future versions of Godot for which there is an existing roadmap. "
|
||||
"Issues that fit in the said roadmap should be filed under the corresponding "
|
||||
"milestone; if they don't correspond to any current roadmap, they should be "
|
||||
"left without milestone. As a rule of thumb, an issue corresponds to a given "
|
||||
"milestone if it concerns a feature that is new in the milestone, or a "
|
||||
"critical bug that can't be accepted in any future stable release, or "
|
||||
"anything that Juan wants to work on right now. :)"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Contributors are free to pick issues regardless of their assigned milestone; "
|
||||
"if a fix is proposed for a bug that was not deemed urgent and thus without "
|
||||
"milestone, it would likely still be very welcome."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,125 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Building the manual with Sphinx"
|
||||
msgstr "Sestavení příručky pomocí Sphinx"
|
||||
|
||||
msgid ""
|
||||
"This page explains how to build a local copy of the Godot manual using the "
|
||||
"Sphinx docs engine. This allows you to have local HTML files and build the "
|
||||
"documentation as a PDF, EPUB, or LaTeX file, for example."
|
||||
msgstr ""
|
||||
|
||||
msgid "To get started, you need to:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Clone the `godot-docs repository <https://github.com/godotengine/godot-docs/"
|
||||
">`__."
|
||||
msgstr ""
|
||||
"Klonování úložiště `godot-docs <https://github.com/godotengine/godot-docs/"
|
||||
">`__."
|
||||
|
||||
msgid "Install `Sphinx <https://www.sphinx-doc.org/>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To build the docs as HTML files, install the `readthedocs.org theme <https://"
|
||||
"github.com/snide/sphinx_rtd_theme>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Install the Sphinx extensions defined in the `godot-docs repository <https://"
|
||||
"github.com/godotengine/godot-docs/>`__ ``requirements.txt`` file."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We recommend using `pip <https://pip.pypa.io>`__, Python’s package manager "
|
||||
"to install all these tools. It comes pre-installed with `Python <https://www."
|
||||
"python.org/>`__. Ensure that you install and use Python 3. Here are the "
|
||||
"commands to clone the repository and then install all requirements."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You may need to write ``python3 -m pip`` (Unix) or ``py -m pip`` (Windows) "
|
||||
"instead of ``pip3``. If both approaches fail, `check that you have pip3 "
|
||||
"installed <https://pip.pypa.io/en/stable/installation/>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"With the programs installed, you can build the HTML documentation from the "
|
||||
"root folder of this repository with the following command:"
|
||||
msgstr ""
|
||||
|
||||
msgid "If you run into errors, you may try the following command:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Building the documentation requires at least 8 GB of RAM to run without disk "
|
||||
"swapping, which slows it down. If you have at least 16 GB of RAM, you can "
|
||||
"speed up compilation by running:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The compilation will take some time as the ``classes/`` folder contains "
|
||||
"hundreds of files."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can then browse the documentation by opening ``_build/html/index.html`` "
|
||||
"in your web browser."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In case you of a ``MemoryError`` or ``EOFError``, you can remove the "
|
||||
"``classes/`` folder and run ``make`` again. This will drop the class "
|
||||
"references from the final HTML documentation but will keep the rest intact."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you delete the ``classes/`` folder, do not use ``git add .`` when working "
|
||||
"on a pull request or the whole ``classes/`` folder will be removed when you "
|
||||
"commit. See `#3157 <https://github.com/godotengine/godot-docs/"
|
||||
"issues/3157>`__ for more detail."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Alternatively, you can build the documentation by running the sphinx-build "
|
||||
"program manually:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can also specify a list of files to build, which can greatly speed up "
|
||||
"compilation:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Building with Sphinx and virtualenv"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you want your Sphinx installation scoped to the project, you can install "
|
||||
"sphinx-build using virtualenv. To do so, run this command from this "
|
||||
"repository's root folder:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Then, run ``make html`` as shown above."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,350 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Class reference writing guidelines"
|
||||
msgstr "Pokyny pro psaní reference tříd"
|
||||
|
||||
msgid ""
|
||||
"This page explains how to write the class reference. You will learn where to "
|
||||
"write new descriptions for the classes, methods, and properties for Godot's "
|
||||
"built-in node types."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To learn to submit your changes to the Godot project using the Git version "
|
||||
"control system, see :ref:`doc_updating_the_class_reference`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The reference for each class is contained in an XML file like the one below:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"It starts with brief and long descriptions. In the generated docs, the brief "
|
||||
"description is always at the top of the page, while the long description "
|
||||
"lies below the list of methods, variables, and constants. You can find "
|
||||
"methods, member variables, constants, and signals in separate XML nodes."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For each, you want to learn how they work in Godot's source code. Then, fill "
|
||||
"their documentation by completing or improving the text in these tags:"
|
||||
msgstr ""
|
||||
|
||||
msgid "`<brief_description>`"
|
||||
msgstr "`<brief_description>`"
|
||||
|
||||
msgid "`<description>`"
|
||||
msgstr "`<description>`"
|
||||
|
||||
msgid "`<constant>`"
|
||||
msgstr "`<constant>`"
|
||||
|
||||
msgid ""
|
||||
"`<method>` (in its `<description>` tag; return types and arguments don't "
|
||||
"take separate documentation strings)"
|
||||
msgstr ""
|
||||
|
||||
msgid "`<member>`"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`<signal>` (in its `<description>` tag; arguments don't take separate "
|
||||
"documentation strings)"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Write in a clear and simple language. Always follow the :ref:`writing "
|
||||
"guidelines <doc_docs_writing_guidelines>` to keep your descriptions short "
|
||||
"and easy to read. **Do not leave empty lines** in the descriptions: each "
|
||||
"line in the XML file will result in a new paragraph, even if it is empty."
|
||||
msgstr ""
|
||||
|
||||
msgid "How to edit class XML"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Edit the file for your chosen class in ``doc/classes/`` to update the class "
|
||||
"reference. The folder contains an XML file for each class. The XML lists the "
|
||||
"constants and methods you will find in the class reference. Godot generates "
|
||||
"and updates the XML automatically."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For some modules in the engine's source code, you'll find the XML files in "
|
||||
"the ``modules/<module_name>/doc_classes/`` directory instead."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Edit it using your favorite text editor. If you use a code editor, make sure "
|
||||
"that it doesn't change the indent style: you should use tabs for the XML and "
|
||||
"four spaces inside BBCode-style blocks. More on that below."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To check that the modifications you've made are correct in the generated "
|
||||
"documentation, navigate to the ``doc/`` folder and run the command ``make "
|
||||
"rst``. This will convert the XML files to the online documentation's format "
|
||||
"and output errors if anything's wrong."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Alternatively, you can build Godot and open the modified page in the built-"
|
||||
"in code reference. To learn how to compile the engine, read the :ref:"
|
||||
"`compilation guide <toc-devel-compiling>`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We recommend using a code editor that supports XML files like Vim, Atom, "
|
||||
"Visual Studio Code, Notepad++, or another to comfortably edit the file. You "
|
||||
"can also use their search feature to find classes and properties quickly."
|
||||
msgstr ""
|
||||
|
||||
msgid "Improve formatting with BBCode style tags"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot's class reference supports BBCode-like tags. They add nice formatting "
|
||||
"to the text. Here's the list of available tags:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Tag"
|
||||
msgstr ""
|
||||
|
||||
msgid "Effect"
|
||||
msgstr ""
|
||||
|
||||
msgid "Usage"
|
||||
msgstr "Používání"
|
||||
|
||||
msgid "Result"
|
||||
msgstr ""
|
||||
|
||||
msgid "[Class]"
|
||||
msgstr ""
|
||||
|
||||
msgid "Link a class"
|
||||
msgstr ""
|
||||
|
||||
msgid "Move the [Sprite]."
|
||||
msgstr "Přesuňte [Sprite]."
|
||||
|
||||
msgid "Move the :ref:`class_Sprite`."
|
||||
msgstr "Přesun :ref:`class_Sprite`."
|
||||
|
||||
msgid "[method methodname]"
|
||||
msgstr ""
|
||||
|
||||
msgid "Link to a method in this class"
|
||||
msgstr ""
|
||||
|
||||
msgid "Call [method hide]."
|
||||
msgstr ""
|
||||
|
||||
msgid "Call :ref:`hide <class_Spatial_method_hide>`."
|
||||
msgstr ""
|
||||
|
||||
msgid "[method Class.methodname]"
|
||||
msgstr ""
|
||||
|
||||
msgid "Link to another class's method"
|
||||
msgstr ""
|
||||
|
||||
msgid "Call [method Spatial.hide]."
|
||||
msgstr ""
|
||||
|
||||
msgid "[member membername]"
|
||||
msgstr ""
|
||||
|
||||
msgid "Link to a member in this class"
|
||||
msgstr ""
|
||||
|
||||
msgid "Get [member scale]."
|
||||
msgstr ""
|
||||
|
||||
msgid "Get :ref:`scale <class_Node2D_property_scale>`."
|
||||
msgstr ""
|
||||
|
||||
msgid "[member Class.membername]"
|
||||
msgstr ""
|
||||
|
||||
msgid "Link to another class's member"
|
||||
msgstr ""
|
||||
|
||||
msgid "Get [member Node2D.scale]."
|
||||
msgstr ""
|
||||
|
||||
msgid "[signal signalname]"
|
||||
msgstr ""
|
||||
|
||||
msgid "Link to a signal in this class"
|
||||
msgstr ""
|
||||
|
||||
msgid "Emit [signal renamed]."
|
||||
msgstr ""
|
||||
|
||||
msgid "Emit :ref:`renamed <class_Node_signal_renamed>`."
|
||||
msgstr ""
|
||||
|
||||
msgid "[signal Class.signalname]"
|
||||
msgstr ""
|
||||
|
||||
msgid "Link to another class's signal"
|
||||
msgstr ""
|
||||
|
||||
msgid "Emit [signal Node.renamed]."
|
||||
msgstr ""
|
||||
|
||||
msgid "[b] [/b]"
|
||||
msgstr ""
|
||||
|
||||
msgid "Bold"
|
||||
msgstr ""
|
||||
|
||||
msgid "Some [b]bold[/b] text."
|
||||
msgstr ""
|
||||
|
||||
msgid "Some **bold** text."
|
||||
msgstr ""
|
||||
|
||||
msgid "[i] [/i]"
|
||||
msgstr ""
|
||||
|
||||
msgid "Italic"
|
||||
msgstr ""
|
||||
|
||||
msgid "Some [i]italic[/i] text."
|
||||
msgstr ""
|
||||
|
||||
msgid "Some *italic* text."
|
||||
msgstr ""
|
||||
|
||||
msgid "[code] [/code]"
|
||||
msgstr ""
|
||||
|
||||
msgid "Monospace"
|
||||
msgstr ""
|
||||
|
||||
msgid "Some [code]monospace[/code] text."
|
||||
msgstr ""
|
||||
|
||||
msgid "Some ``monospace`` text."
|
||||
msgstr ""
|
||||
|
||||
msgid "[kbd] [/kbd]"
|
||||
msgstr ""
|
||||
|
||||
msgid "Keyboard/mouse shortcut"
|
||||
msgstr ""
|
||||
|
||||
msgid "Some [kbd]Ctrl + C[/kbd] key."
|
||||
msgstr ""
|
||||
|
||||
msgid "Some :kbd:`Ctrl + C` key."
|
||||
msgstr ""
|
||||
|
||||
msgid "[codeblock] [/codeblock]"
|
||||
msgstr ""
|
||||
|
||||
msgid "Multiline preformatted block"
|
||||
msgstr ""
|
||||
|
||||
msgid "*See below.*"
|
||||
msgstr ""
|
||||
|
||||
msgid "[codeblocks] [/codeblocks]"
|
||||
msgstr ""
|
||||
|
||||
msgid "[codeblock] for multiple languages"
|
||||
msgstr ""
|
||||
|
||||
msgid "[gdscript] [/gdscript]"
|
||||
msgstr ""
|
||||
|
||||
msgid "GDScript codeblock tab in codeblocks"
|
||||
msgstr ""
|
||||
|
||||
msgid "[csharp] [/csharp]"
|
||||
msgstr ""
|
||||
|
||||
msgid "C# codeblock tab in codeblocks"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Use ``[codeblock]`` for pre-formatted code blocks. Inside ``[codeblock]``, "
|
||||
"always use **four spaces** for indentation. The parser will delete tabs. For "
|
||||
"example:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Will display as:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you need to have different code version in GDScript and C#, use "
|
||||
"``[codeblocks]`` instead. If you use ``[codeblocks]``, you also need to have "
|
||||
"at least one of the language-specific tags, ``[gdscript]`` and ``[csharp]``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Always write GDScript code examples first! You can use this `experimental "
|
||||
"code translation tool <https://github.com/HaSa1002/codetranslator>`_ to "
|
||||
"speed up your workflow."
|
||||
msgstr ""
|
||||
|
||||
msgid "The above will display as:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To denote important information, add a paragraph starting with \"[b]Note:[/"
|
||||
"b]\" at the end of the description:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To denote crucial information that could cause security issues or loss of "
|
||||
"data if not followed carefully, add a paragraph starting with \"[b]Warning:[/"
|
||||
"b]\" at the end of the description:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For deprecated properties, add a paragraph starting with \"[i]Deprecated.[/"
|
||||
"i]\". Notice the use of italics instead of bold:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In all the paragraphs described above, make sure the punctuation is part of "
|
||||
"the BBCode tags for consistency."
|
||||
msgstr ""
|
||||
|
||||
msgid "I don't know what this method does!"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"No problem. Leave it behind, and list the methods you skipped when you "
|
||||
"request a pull of your changes. Another writer will take care of it."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can still look at the methods' implementation in Godot's source code on "
|
||||
"GitHub. If you have doubts, feel free to ask on the `Q&A website <https://"
|
||||
"godotengine.org/qa/>`__ and `Godot Contributors Chat <https://chat."
|
||||
"godotengine.org/>`_."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,380 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Code style guidelines"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When contributing to Godot's source code, you will be expected to follow the "
|
||||
"style guidelines outlined below. Some of them are checked via the Continuous "
|
||||
"Integration process and reviewers will ask you to fix potential issues, so "
|
||||
"best setup your system as outlined below to ensure all your commits follow "
|
||||
"the guidelines."
|
||||
msgstr ""
|
||||
|
||||
msgid "C++ and Objective-C"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"There are no written guidelines, but the code style agreed upon by the "
|
||||
"developers is enforced via the `clang-format <http://clang.llvm.org/docs/"
|
||||
"ClangFormat.html>`__ code beautifier, which takes care for you of all our "
|
||||
"conventions. To name a few:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Indentation and alignment are both tab based (respectively one and two tabs)"
|
||||
msgstr ""
|
||||
|
||||
msgid "One space around math and assignments operators as well as after commas"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Pointer and reference operators are affixed to the variable identifier, not "
|
||||
"to the type name"
|
||||
msgstr ""
|
||||
|
||||
msgid "See further down regarding header includes"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The rules used by clang-format are outlined in the `.clang-format <https://"
|
||||
"github.com/godotengine/godot/blob/master/.clang-format>`__ file of the Godot "
|
||||
"repository."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"As long as you ensure that your style matches the surrounding code and that "
|
||||
"you not introducing trailing whitespace or space-based indentation, you "
|
||||
"should be fine. If you plan to contribute regularly however, we strongly "
|
||||
"advise that you setup clang-format locally to check and automatically fix "
|
||||
"all your commits."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot's code style should *not* be applied to third-party code, i.e. that is "
|
||||
"included in Godot's source tree but was not written specifically for our "
|
||||
"project. Such code usually come from different upstream projects with their "
|
||||
"own style guides (or lack thereof), and don't want to introduce differences "
|
||||
"that would make syncing with upstream repositories harder."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Third-party code is usually included in the ``thirdparty/`` folder and can "
|
||||
"thus easily be excluded from formatting scripts. For the rare cases where a "
|
||||
"third-party code snippet needs to be included directly within a Godot file, "
|
||||
"you can use ``/* clang-format off */`` and ``/* clang-format on */`` to tell "
|
||||
"clang-format to ignore a chunk of code."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"These guidelines only cover code formatting. See :ref:"
|
||||
"`doc_cpp_usage_guidelines` for a list of language features that are "
|
||||
"permitted in pull requests."
|
||||
msgstr ""
|
||||
|
||||
msgid "Using clang-format locally"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"First of all, you will need to install clang-format. As of now, you need to "
|
||||
"use **clang-format 13** to be compatible with Godot's format. Later versions "
|
||||
"might be suitable, but previous versions may not support all used options, "
|
||||
"or format some things differently, leading to style issues in pull requests."
|
||||
msgstr ""
|
||||
|
||||
msgid "Installation"
|
||||
msgstr ""
|
||||
|
||||
msgid "Here's how to install clang-format:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Linux: It will usually be available out-of-the-box with the clang toolchain "
|
||||
"packaged by your distribution. If your distro version is not the required "
|
||||
"one, you can download a pre-compiled version from the `LLVM website <http://"
|
||||
"releases.llvm.org/download.html>`__, or if you are on a Debian derivative, "
|
||||
"use the `upstream repos <http://apt.llvm.org/>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"macOS and Windows: You can download precompiled binaries from the `LLVM "
|
||||
"website <http://releases.llvm.org/download.html>`__. You may need to add the "
|
||||
"path to the binary's folder to your system's ``PATH`` environment variable "
|
||||
"to be able to call ``clang-format`` out of the box."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You then have different possibilities to apply clang-format to your changes:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Manual usage"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can apply clang-format manually one or more files with the following "
|
||||
"command:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``-i`` means that the changes should be written directly to the file (by "
|
||||
"default clang-format would only output the fixed version to the terminal)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The path can point to several files, either one after the other or using "
|
||||
"wildcards like in a typical Unix shell. Be careful when globbing so that you "
|
||||
"don't run clang-format on compiled objects (.o and .a files) that are in "
|
||||
"Godot's tree. So better use ``core/*.{cpp,h}`` than ``core/*``."
|
||||
msgstr ""
|
||||
|
||||
msgid "Pre-commit hook"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For ease of use, we provide a pre-commit hook for Git that will run clang-"
|
||||
"format automatically on all your commits to check them, and let you apply "
|
||||
"its changes in the final commit."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This \"hook\" is a script which can be found in ``misc/hooks``, refer to "
|
||||
"that folder's README.md for installation instructions."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If your clang-format is not in the ``PATH``, you may have to edit the ``pre-"
|
||||
"commit-clang-format`` to point to the correct binary for it to work. The "
|
||||
"hook was tested on Linux and macOS, but should also work in the Git Shell on "
|
||||
"Windows."
|
||||
msgstr ""
|
||||
|
||||
msgid "IDE plugin"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Most IDEs or code editors have beautifier plugins that can be configured to "
|
||||
"run clang-format automatically, for example each time you save a file."
|
||||
msgstr ""
|
||||
|
||||
msgid "Here is a non-exhaustive list of beautifier plugins for some IDEs:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Qt Creator: `Beautifier plugin <http://doc.qt.io/qtcreator/creator-"
|
||||
"beautifier.html>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Visual Studio Code: `Clang-Format <https://marketplace.visualstudio.com/"
|
||||
"items?itemName=xaver.clang-format>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Visual Studio: `ClangFormat <https://marketplace.visualstudio.com/items?"
|
||||
"itemName=LLVMExtensions.ClangFormat>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid "vim: `vim-clang-format <https://github.com/rhysd/vim-clang-format>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"CLion: Starting from version ``2019.1``, no plugin is required. Instead, "
|
||||
"enable `ClangFormat <https://www.jetbrains.com/help/clion/clangformat-as-"
|
||||
"alternative-formatter.html#clion-support>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid "(Pull requests welcome to extend this list with tested plugins.)"
|
||||
msgstr ""
|
||||
|
||||
msgid "Header includes"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When adding new C++ or Objective-C files or including new headers in "
|
||||
"existing ones, the following rules should be followed:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The first lines in the file should be Godot's copyright header and MIT "
|
||||
"license, copy-pasted from another file. Make sure to adjust the filename."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In a ``.h`` header, include guards should be used with the form "
|
||||
"``FILENAME_H``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In a ``.cpp`` file (e.g. ``filename.cpp``), the first include should be the "
|
||||
"one where the class is declared (e.g. ``#include \"filename.h\"``), followed "
|
||||
"by an empty line for separation."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Then come headers from Godot's own code base, included in alphabetical order "
|
||||
"(enforced by ``clang-format``) with paths relative to the root folder. Those "
|
||||
"includes should be done with quotes, e.g. ``#include \"core/object.h\"``. "
|
||||
"The block of Godot header includes should then be followed by an empty line "
|
||||
"for separation."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Finally, third-party headers (either from ``thirdparty`` or from the "
|
||||
"system's include paths) come next and should be included with the < and > "
|
||||
"symbols, e.g. ``#include <png.h>``. The block of third-party headers should "
|
||||
"also be followed by an empty line for separation."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot and third-party headers should be included in the file that requires "
|
||||
"them, i.e. in the `.h` header if used in the declarative code or in the `."
|
||||
"cpp` if used only in the imperative code."
|
||||
msgstr ""
|
||||
|
||||
msgid "Example:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Java"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot's Java code (mostly in ``platform/android``) is also enforced via "
|
||||
"``clang-format``, so see the instructions above to set it up. Keep in mind "
|
||||
"that this style guide only applies to code written and maintained by Godot, "
|
||||
"not third-party code such as the ``java/src/com/google`` subfolder."
|
||||
msgstr ""
|
||||
|
||||
msgid "Python"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot's SCons buildsystem is written in Python, and various scripts included "
|
||||
"in the source tree are also using Python."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For those, we follow the `Black style guide <https://github.com/psf/"
|
||||
"black#the-black-code-style>`__. Blacken your Python changes using `Black "
|
||||
"<https://pypi.org/project/black/>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid "Using black locally"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"First of all, you will need to install black. Black requires Python 3.6.0+ "
|
||||
"to run."
|
||||
msgstr ""
|
||||
|
||||
msgid "Here's how to install black:"
|
||||
msgstr ""
|
||||
|
||||
msgid "You then have different possibilities to apply black to your changes:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can apply ``black`` manually to one or more files with the following "
|
||||
"command:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``-l 120`` means that the allowed number of characters per line is 120. This "
|
||||
"number was agreed upon by the developers."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The path can point to several files, either one after the other or using "
|
||||
"wildcards like in a typical Unix shell."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For ease of use, we provide a pre-commit hook for Git that will run black "
|
||||
"automatically on all your commits to check them, and let you apply its "
|
||||
"changes in the final commit."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This \"hook\" is a script which can be found in ``misc/hooks``. Refer to "
|
||||
"that folder's ``README.md`` for installation instructions."
|
||||
msgstr ""
|
||||
|
||||
msgid "Editor integration"
|
||||
msgstr "Integrace editoru"
|
||||
|
||||
msgid ""
|
||||
"Many IDEs or code editors have beautifier plugins that can be configured to "
|
||||
"run black automatically, for example each time you save a file. For details "
|
||||
"you can check `Black editor integration <https://github.com/psf/black#editor-"
|
||||
"integration>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid "Comment style guide"
|
||||
msgstr "Průvodce stylem komentářů"
|
||||
|
||||
msgid ""
|
||||
"This comment style guide applies to all programming languages used within "
|
||||
"Godot's codebase."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Begin comments with a space character to distinguish them from disabled code."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Use sentence case for comments. Begin comments with an uppercase character "
|
||||
"and always end them with a period."
|
||||
msgstr ""
|
||||
|
||||
msgid "Reference variable/function names and values using backticks."
|
||||
msgstr ""
|
||||
|
||||
msgid "Wrap comments to ~100 characters."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can use ``TODO:``, ``FIXME:``, ``NOTE:``, or ``HACK:`` as adominitions "
|
||||
"when needed."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Example:**"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Don't repeat what the code says in a comment. Explain the *why* rather than "
|
||||
"*how*."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Bad:**"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can use Javadoc-style comments above function or macro definitions. It's "
|
||||
"recommended to use Javadoc-style comments *only* for methods which are not "
|
||||
"exposed to scripting. This is because exposed methods should be documented "
|
||||
"in the :ref:`class reference XML <doc_updating_the_class_reference>` instead."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For member variables, don't use Javadoc-style comments but use single-line "
|
||||
"comments instead:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,153 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Content guidelines"
|
||||
msgstr "Pokyny pro obsah"
|
||||
|
||||
msgid ""
|
||||
"This document is here to help us assess what we should include in the "
|
||||
"official documentation. Below, you will find a couple of principles and "
|
||||
"recommendations to write accessible content."
|
||||
msgstr ""
|
||||
|
||||
msgid "We want to achieve two goals:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**Empathize with our users.** We should write in a way that makes it easy "
|
||||
"for them to learn from the docs."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**Write a complete reference manual**. Our goal here is not to teach "
|
||||
"programming foundations. Instead, we should provide a reference for how "
|
||||
"Godot's features work."
|
||||
msgstr ""
|
||||
|
||||
msgid "Guidelines and principles"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Below are the guidelines we should strive to follow. They are not hard "
|
||||
"rules, though: exceptionally, a topic will require breaking one or more of "
|
||||
"these. Still, we should strive to achieve the two goals listed above."
|
||||
msgstr ""
|
||||
|
||||
msgid "Writing complete and accessible documentation"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**A feature doesn't exist unless it is documented**. If a user can't find "
|
||||
"information about a feature and how it works, it doesn't exist to them. We "
|
||||
"should ensure that we cover everything Godot does."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When adding or updating an engine feature, the documentation team needs to "
|
||||
"know about it. Contributors should open an issue on the `godot-docs` "
|
||||
"repository when their work gets merged and requires documentation."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Do your best to keep documents **under 1000 words in length**. If a page "
|
||||
"goes past that threshold, consider splitting it into two parts if possible. "
|
||||
"Limiting page size forces us to write concisely and to break large documents "
|
||||
"so they each focus on a particular problem."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Make it clear what **problem** each page or section of a page tackles and "
|
||||
"what the user will learn from it. Users need to know if they're reading the "
|
||||
"correct guide to solving problems they encounter. For example, instead of "
|
||||
"writing the heading \"Signals\", consider writing \"Reacting to changes with "
|
||||
"signals\". The second title makes it clear what the purpose of signals is."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Long section titles lead to long entries in the side menu, which can make "
|
||||
"navigation cumbersome. Try to keep headings five words long or less."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If the page assumes specific knowledge of other Godot features, mention it "
|
||||
"and link it to the corresponding documentation. For instance, a page about "
|
||||
"physics may use signals, in which case we could note that the page that "
|
||||
"introduces signals is a pre-requisite."
|
||||
msgstr ""
|
||||
|
||||
msgid "Limiting cognitive load"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Limit the cognitive load required to read the documentation. The simpler and "
|
||||
"more explicit language we use, the more efficient it becomes for people to "
|
||||
"learn. You can do so by:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Introducing only one new concept at a time whenever possible."
|
||||
msgstr ""
|
||||
|
||||
msgid "Using simple English, as we recommend in our writing guidelines."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Including one or more **concrete usage examples**. Prefer a real-world "
|
||||
"example to abstract code like ``foobar``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"While many people may understand more complex language and abstract "
|
||||
"examples, you will lose others. Also, understandable writing and practical "
|
||||
"examples benefit everyone."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Always make an effort to **put yourself in the user's shoes**. When we "
|
||||
"understand something thoroughly, it becomes evident to us. We may fail to "
|
||||
"think about details relevant to a newcomer, but **good documentation meets "
|
||||
"users where they are**. We should strive to explain each feature's "
|
||||
"capabilities or intended uses with the most straightforward language "
|
||||
"possible."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Try to remember what you first needed to know when learning about the "
|
||||
"feature or concept. What new terms did you need to learn? What confused you? "
|
||||
"What was the hardest to grasp? You will want users to review your work, and "
|
||||
"we recommend you practice explaining the feature before writing about it."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Having programming foundations is a pre-requisite to use a complex engine "
|
||||
"like Godot. Talking about variables, functions, or classes is acceptable. "
|
||||
"But we should favor plain language over specific terminology like "
|
||||
"\"metaprogramming\". If you need to use precise terms, be sure to define "
|
||||
"them."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When a page assumes knowledge of another engine feature, declare it at the "
|
||||
"beginning and link to resources that cover what users need. You may also "
|
||||
"link to other websites for pre-requisites beyond the documentation's scope. "
|
||||
"For example, you could link to an introduction to programming in the getting "
|
||||
"started guide, or a website that teaches math theory in the math section."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,266 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Contributing to the documentation"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This guide explains how to contribute to Godot's documentation, be it by "
|
||||
"writing or reviewing pages."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you want to translate pages or the class reference from English to other "
|
||||
"languages, read :ref:`doc_editor_and_docs_localization`."
|
||||
msgstr ""
|
||||
|
||||
msgid "Getting started"
|
||||
msgstr "Začínáme"
|
||||
|
||||
msgid ""
|
||||
"To modify or create pages in the reference manual, you need to edit ``.rst`` "
|
||||
"files in the `godot-docs GitHub repository <https://github.com/godotengine/"
|
||||
"godot-docs>`_. Modifying those pages in a pull request triggers a rebuild of "
|
||||
"the online documentation upon merging."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For details on Git usage and the pull request workflow, please refer to the :"
|
||||
"ref:`doc_pr_workflow` page. Most of what it describes regarding the main "
|
||||
"godotengine/godot repository is also valid for the docs repository."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The class reference's source files are in the `Godot engine repository "
|
||||
"<https://github.com/godotengine/godot>`_. We generate the :ref:`Godot API "
|
||||
"<doc_class_reference>` section of this documentation from them. If you want "
|
||||
"to update the description of a class, its methods, or properties, read :ref:"
|
||||
"`doc_updating_the_class_reference`."
|
||||
msgstr ""
|
||||
|
||||
msgid "What is the Godot documentation"
|
||||
msgstr "Co je dokumentace Godot"
|
||||
|
||||
msgid ""
|
||||
"The Godot documentation is intended as a comprehensive reference manual for "
|
||||
"the Godot game engine. It is not meant to contain step-by-step tutorials, "
|
||||
"except for two game creation tutorials in the Getting Started section."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We strive to write factual content in an accessible and well-written "
|
||||
"language. To contribute, you should also read:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The :ref:`doc_docs_writing_guidelines`. There, you will find rules and "
|
||||
"recommendations to write in a way that everyone understands."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The content guidelines. They explain the principles we follow to write the "
|
||||
"documentation and the kind of content we accept."
|
||||
msgstr ""
|
||||
|
||||
msgid "Contributing changes"
|
||||
msgstr "Přispívání změnami"
|
||||
|
||||
msgid ""
|
||||
"**Pull Requests should use the** ``master`` **branch by default.** Only make "
|
||||
"Pull Requests against other branches (e.g. ``2.1`` or ``3.0``) if your "
|
||||
"changes only apply to that specific version of Godot."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Though less convenient to edit than a wiki, this Git repository is where we "
|
||||
"write the documentation. Having direct access to the source files in a "
|
||||
"revision control system is a plus to ensure our documentation quality."
|
||||
msgstr ""
|
||||
|
||||
msgid "Editing existing pages"
|
||||
msgstr "Úprava stávajících stránek"
|
||||
|
||||
msgid ""
|
||||
"To edit an existing page, locate its ``.rst`` source file and open it in "
|
||||
"your favorite text editor. You can then commit the changes, push them to "
|
||||
"your fork, and make a pull request. **Note that the pages in** ``classes/`` "
|
||||
"**should not be edited here.** They are automatically generated from Godot’s "
|
||||
"`XML class reference <https://github.com/godotengine/godot/tree/master/doc/"
|
||||
"classes>`__. See :ref:`doc_updating_the_class_reference` for details."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To build the manual and test changes on your computer, see :ref:"
|
||||
"`doc_building_the_manual`."
|
||||
msgstr ""
|
||||
|
||||
msgid "Editing pages online"
|
||||
msgstr "Úpravy stránek online"
|
||||
|
||||
msgid ""
|
||||
"You can edit the documentation online by clicking the **Edit on GitHub** "
|
||||
"link in the top-right of every page."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Doing so takes you to the GitHub text editor. You need to have a GitHub "
|
||||
"account and to log in to use it. Once logged in, you can propose change like "
|
||||
"so:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Click the **Edit on GitHub** button."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"On the GitHub page you're taken to, click the pencil icon in the top-right "
|
||||
"corner near the **Raw**, **Blame**, and **Delete** buttons. It has the "
|
||||
"tooltip \"Fork this project and edit the file\"."
|
||||
msgstr ""
|
||||
|
||||
msgid "Edit the text in the text editor."
|
||||
msgstr "Upravte text v textovém editoru."
|
||||
|
||||
msgid ""
|
||||
"At the bottom of the web page, summarize the changes you made and click the "
|
||||
"button **Propose file change**. Make sure to replace the placeholder "
|
||||
"\"Update file.rst\" by a short but clear one-line description, as this is "
|
||||
"the commit title."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"On the following screens, click the **Create pull request** button until you "
|
||||
"see a message like *Username wants to merge 1 commit into godotengine:master "
|
||||
"from Username:patch-1*."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Another contributor will review your changes and merge them into the docs if "
|
||||
"they're good. They may also make changes or ask you to do so before merging."
|
||||
msgstr ""
|
||||
|
||||
msgid "Adding new pages"
|
||||
msgstr "Přidávání nových stránek"
|
||||
|
||||
msgid ""
|
||||
"Before adding a new page, please ensure that it fits in the documentation:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Look for `existing issues <https://github.com/godotengine/godot-docs/"
|
||||
"issues>`_ or open a new one to see if the page is necessary."
|
||||
msgstr ""
|
||||
|
||||
msgid "Ensure there isn't a page that already covers the topic."
|
||||
msgstr ""
|
||||
|
||||
msgid "Read our :ref:`doc_content_guidelines`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To add a new page, create a ``.rst`` file with a meaningful name in the "
|
||||
"section you want to add a file to, e.g. ``tutorials/3d/light_baking.rst``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You should then add your page to the relevant \"toctree\" (table of "
|
||||
"contents, e.g. ``tutorials/3d/index.rst``). Add your new filename to the "
|
||||
"list on a new line, using a relative path and no extension, e.g. here "
|
||||
"``light_baking``."
|
||||
msgstr ""
|
||||
|
||||
msgid "Titles"
|
||||
msgstr ""
|
||||
|
||||
msgid "Always begin pages with their title and a Sphinx reference name:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The reference ``_doc_insert_your_title_here`` and the title should match."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The reference allows linking to this page using the ``:ref:`` format, e.g. "
|
||||
"``:ref:`doc_insert_your_title_here``` would link to the above example page "
|
||||
"(note the lack of leading underscore in the reference)."
|
||||
msgstr ""
|
||||
|
||||
msgid "Write your titles like plain sentences, without capitalizing each word:"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Good:** Understanding signals in Godot"
|
||||
msgstr "**Dobrý:** Pochopení signálů v Godotovi"
|
||||
|
||||
msgid "**Bad:** Understanding Signals In Godot"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Only propers nouns, projects, people, and node class names should have their "
|
||||
"first letter capitalized."
|
||||
msgstr ""
|
||||
|
||||
msgid "Sphinx and reStructuredText syntax"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Check Sphinx’s `reST Primer <https://www.sphinx-doc.org/en/stable/rest."
|
||||
"html>`__ and the `official reference <http://docutils.sourceforge.net/rst."
|
||||
"html>`__ for details on the syntax."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Sphinx uses specific reST comments to do specific operations, like defining "
|
||||
"the table of contents (``.. toctree::``) or cross-referencing pages. Check "
|
||||
"the `official Sphinx documentation <https://www.sphinx-doc.org/en/stable/"
|
||||
"index.html>`__ for more details. To learn how to use Sphinx directives like "
|
||||
"``.. note::`` or ``.. seealso::``, check out the `Sphinx directives "
|
||||
"documentation <https://www.sphinx-doc.org/en/master/usage/restructuredtext/"
|
||||
"directives.html>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid "Adding images and attachments"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To add images, please put them in an ``img/`` folder next to the ``.rst`` "
|
||||
"file with a meaningful name and include them in your page with:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Similarly, you can include attachments, like assets as support material for "
|
||||
"a tutorial, by placing them into a ``files/`` folder next to the ``.rst`` "
|
||||
"file, and using this inline markup:"
|
||||
msgstr ""
|
||||
|
||||
msgid "License"
|
||||
msgstr "Licence"
|
||||
|
||||
msgid ""
|
||||
"This documentation and every page it contains is published under the terms "
|
||||
"of the `Creative Commons Attribution 3.0 license (CC-BY-3.0) <https://"
|
||||
"tldrlegal.com/license/creative-commons-attribution-(cc)>`_, with attribution "
|
||||
"to \"Juan Linietsky, Ariel Manzur and the Godot community\"."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"By contributing to the documentation on the GitHub repository, you agree "
|
||||
"that your changes are distributed under this license."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,152 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "C++ usage guidelines"
|
||||
msgstr ""
|
||||
|
||||
msgid "Rationale"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Since Godot 4.0, the C++ standard used throughout the codebase is a subset "
|
||||
"of **C++17**. While modern C++ brings a lot of opportunities to write "
|
||||
"faster, more readable code, we chose to restrict our usage of C++ to a "
|
||||
"subset for a few reasons:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"It makes it easier to review code in online editors. This is because engine "
|
||||
"contributors don't always have access to a full-featured IDE while reviewing "
|
||||
"code."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"It makes the code easier to grasp for beginner contributors (who may not be "
|
||||
"professional C++ programmers). Godot's codebase is known to be easy to learn "
|
||||
"from, and we'd like to keep it that way."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To get your pull request merged, it needs to follow the C++ usage guidelines "
|
||||
"outlined here. Of course, you can use features not allowed here in your own "
|
||||
"C++ modules or GDNative scripts."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Prior to Godot 4.0, the C++ standard used throughout the codebase was C++03, "
|
||||
"with a handful of C++14 extensions. If you are contributing a pull request "
|
||||
"to the `3.x` branch rather than `master`, your code can't use C++17 "
|
||||
"features. Instead, your code must be able to be built with a C++14 compiler."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The guidelines below don't apply to third-party dependencies, although we "
|
||||
"generally favor small libraries instead of larger solutions. See also :ref:"
|
||||
"`doc_best_practices_for_engine_contributors`."
|
||||
msgstr ""
|
||||
|
||||
msgid "See :ref:`doc_code_style_guidelines` for formatting guidelines."
|
||||
msgstr "Pokyny pro formátování viz :ref:`doc_code_style_guidelines`."
|
||||
|
||||
msgid "Disallowed features"
|
||||
msgstr "Zakázané funkce"
|
||||
|
||||
msgid ""
|
||||
"**Any feature not listed below is allowed.** Using features like "
|
||||
"``constexpr`` variables and ``nullptr`` is encouraged when possible. Still, "
|
||||
"try to keep your use of modern C++ features conservative. Their use needs to "
|
||||
"serve a real purpose, such as improving code readability or performance."
|
||||
msgstr ""
|
||||
|
||||
msgid "Standard Template Library"
|
||||
msgstr "Standardní knihovna šablon (STL)"
|
||||
|
||||
msgid ""
|
||||
"We don't allow using the `STL <https://en.wikipedia.org/wiki/"
|
||||
"Standard_Template_Library>`__ as Godot provides its own data types (among "
|
||||
"other things). See :ref:`doc_faq_why_not_stl` for more information."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This means that pull requests should **not** use ``std::string``, ``std::"
|
||||
"vector`` and the like. Instead, use Godot's datatypes as described below:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Use ``String`` instead of ``std::string``."
|
||||
msgstr "Použijte ``String`` místo ``std::string``."
|
||||
|
||||
msgid ""
|
||||
"Use ``Vector`` instead of ``std::vector``. In some cases, ``LocalVector`` "
|
||||
"can be used as an alternative (ask core developers first)."
|
||||
msgstr ""
|
||||
|
||||
msgid "Use ``Array`` instead of ``std::array``."
|
||||
msgstr "Použijte ``Array`` místo ``std::array``."
|
||||
|
||||
msgid ""
|
||||
"Godot also has a List datatype (which is a linked list). While List is "
|
||||
"already used in the codebase, it typically performs worse than other "
|
||||
"datatypes like Vector and Array. Therefore, List should be avoided in new "
|
||||
"code unless necessary."
|
||||
msgstr ""
|
||||
|
||||
msgid "``auto`` keyword"
|
||||
msgstr "``auto`` klíčové slovo"
|
||||
|
||||
msgid ""
|
||||
"Please don't use the ``auto`` keyword for type inference. While it can avoid "
|
||||
"repetition, it can also lead to confusing code:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Keep in mind hover documentation often isn't readily available for pull "
|
||||
"request reviewers. Most of the time, reviewers will use GitHub's online "
|
||||
"viewer to review pull requests."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We chose to forbid ``auto`` instead of allowing it on a case-by-case basis "
|
||||
"to avoid having to decide on difficult edge cases. Thank you for your "
|
||||
"understanding."
|
||||
msgstr ""
|
||||
|
||||
msgid "Lambdas"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Lambdas should be used conservatively when they make code effectively faster "
|
||||
"or simpler, and do not impede readability. Please ask before using lambdas "
|
||||
"in a pull request."
|
||||
msgstr ""
|
||||
|
||||
msgid "``#pragma once`` directive"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To follow the existing style, please use standard ``#ifdef``-based include "
|
||||
"guards instead of ``#pragma once`` in new files."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"See :ref:`doc_code_style_guidelines_header_includes` for guidelines on "
|
||||
"sorting includes in C++ and Objective-C files."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,521 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Docs writing guidelines"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The Godot community is rich and international. Users come from all around "
|
||||
"the world. Some of them are young, and many aren't native English speakers. "
|
||||
"That's why we must all write using a clear and a common language. For the "
|
||||
"class reference, the goal is to make it easy to read for everyone and "
|
||||
"precise."
|
||||
msgstr ""
|
||||
|
||||
msgid "In summary, always try to:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Use the active voice"
|
||||
msgstr ""
|
||||
|
||||
msgid "Use precise action verbs"
|
||||
msgstr ""
|
||||
|
||||
msgid "Avoid verbs that end in -ing"
|
||||
msgstr ""
|
||||
|
||||
msgid "Remove unnecessary adverbs and adjectives."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Ban these 8 words: obvious, simple, basic, easy, actual, just, clear, and "
|
||||
"however"
|
||||
msgstr ""
|
||||
|
||||
msgid "Use explicit references"
|
||||
msgstr ""
|
||||
|
||||
msgid "Use 's to show possession"
|
||||
msgstr ""
|
||||
|
||||
msgid "Use the Oxford comma"
|
||||
msgstr ""
|
||||
|
||||
msgid "There are 3 rules to describe classes:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Give an overview of the node in the brief description"
|
||||
msgstr ""
|
||||
|
||||
msgid "Mention what methods return if it's useful"
|
||||
msgstr ""
|
||||
|
||||
msgid "Use \"if true\" to describe booleans"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"A technical writer's job is to pack as much information as possible into the "
|
||||
"smallest and clearest sentences possible. These guidelines will help you "
|
||||
"work towards that goal."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"See the :ref:`content guidelines <doc_content_guidelines>` for information "
|
||||
"on the types of documentation you can write in the official documentation."
|
||||
msgstr ""
|
||||
|
||||
msgid "7 rules for clear English"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Use the active voice when possible. Take the classes, methods, and constants "
|
||||
"you describe as the subject. It's natural to write using the passive voice, "
|
||||
"but it's harder to read and produces longer sentences."
|
||||
msgstr ""
|
||||
|
||||
msgid "Passive:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Active:"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Don't** use the passive voice:"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Do** use the node's name as a noun:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Favor precise yet common verbs over generic ones like ``make``, ``set``, and "
|
||||
"any expression you can replace with a single word."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**Don't** repeat the method's name. It already states it sets the pivot "
|
||||
"value to a new one:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**Do** explain what's the consequence of this \"set\": use precise verbs "
|
||||
"like ``place``, ``position``, ``rotate``, ``fade``, etc."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The progressive forms describe continuous actions. E.g. \"is calling\", \"is "
|
||||
"moving\"."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Don't** use the progressive form for instant changes."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Do** use simple present, past, or future."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Exception: If the subject is not clear, replacing \"ing\" verbs is not an "
|
||||
"improvement. For example, in the previous sentence, \"it replaces\" would "
|
||||
"not make much sense where \"replacing\" currently is."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You may use the progressive tense to describe actions that are continuous in "
|
||||
"time. Anything like animation or coroutines."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Verbs can turn into adjectival nouns with -ing. This is not a conjugation, "
|
||||
"so you may use them: ``the remaining movement``, ``the missing file``, etc."
|
||||
msgstr ""
|
||||
|
||||
msgid "Remove unnecessary adverbs and adjectives"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Write as few adjectives and adverbs as possible. Only use them if they add "
|
||||
"key information to the description."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**Don't** use redundant or meaningless adverbs. Words that lengthen the "
|
||||
"documentation but don't add any information:"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Do** write short sentences in a simple, descriptive language:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Ban these 8 words"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Don't** ever use these 8 banned words:"
|
||||
msgstr ""
|
||||
|
||||
msgid "obvious"
|
||||
msgstr ""
|
||||
|
||||
msgid "simple"
|
||||
msgstr ""
|
||||
|
||||
msgid "basic"
|
||||
msgstr ""
|
||||
|
||||
msgid "easy"
|
||||
msgstr ""
|
||||
|
||||
msgid "actual"
|
||||
msgstr ""
|
||||
|
||||
msgid "just"
|
||||
msgstr ""
|
||||
|
||||
msgid "clear"
|
||||
msgstr ""
|
||||
|
||||
msgid "however (some uses)"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Game creation and programming aren't simple, and nothing's easy to someone "
|
||||
"learning to use the API for the first time. Other words in the list, like "
|
||||
"``just`` or ``actual`` won't add any info to the sentence. Don't use "
|
||||
"corresponding adverbs either: obviously, simply, basically, easily, "
|
||||
"actually, clearly."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**Don't** example. The banned words lengthen the description and take "
|
||||
"attention away from the most important info:"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Do** remove them:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"\"Simple\" never helps. Remember, for other users, anything could be complex "
|
||||
"or frustrate them. There's nothing like a good old *it's simple* to make you "
|
||||
"cringe. Here's the old brief description, the first sentence on the Timer "
|
||||
"node's page:"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Do** explain what the node does instead:"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Don't** use \"basic\", it is too vague:"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Do** use the brief description to offer an overview of the node:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Favor explicit references over implicit ones."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**Don't** use words like \"the former\", \"the latter\", etc. They're not "
|
||||
"the most common in English, and they require you to check the reference."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Do** repeat words. They remove all ambiguity:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you need to repeat the same variable name 3 or 4 times, you probably need "
|
||||
"to rephrase your description."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Avoid \"The milk **of** the cow\". It feels unnatural in English. Write "
|
||||
"\"The cow's milk\" instead."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Don't** write \"of the X\":"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**Do** use ``'s``. It lets you put the main subject at the start of the "
|
||||
"sentence, and keep it short:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Use the Oxford comma to enumerate anything"
|
||||
msgstr ""
|
||||
|
||||
msgid "From the Oxford dictionary:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The 'Oxford comma' is an optional comma before the word 'and' at the end of "
|
||||
"a list: *We sell books, videos, and magazines.*"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"[...] Not all writers and publishers use it, but it can clarify the meaning "
|
||||
"of a sentence when the items in a list are not single words: *These items "
|
||||
"are available in black and white, red and yellow, and blue and green.*"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Don't** leave the last element of a list without a comma:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**Do** add a comma before `and` or `or`, for the last element of a list with "
|
||||
"more than two elements."
|
||||
msgstr ""
|
||||
|
||||
msgid "How to write methods and classes"
|
||||
msgstr ""
|
||||
|
||||
msgid "Dynamic vs static typing"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The code examples in the documentation should follow a consistent style not "
|
||||
"to confuse users. As static type hints are an optional feature of GDScript, "
|
||||
"we chose to stick to writing dynamic code. This leads to writing GDScript "
|
||||
"that is concise and accessible."
|
||||
msgstr ""
|
||||
|
||||
msgid "The exception is topics that explain static typing concepts to users."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Don't** add a type hint with a colon or by casting:"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Do** write constants and variables with dynamic typing:"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Don't** write functions with inferred arguments or return types:"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Do** write functions using dynamic typing:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Use real-world code examples where appropriate"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Real-world examples are more accessible to beginners than abstract ``foos`` "
|
||||
"and ``bars``. You can also copy them directly from your game projects, "
|
||||
"ensuring that any code snippet compiles without errors."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Writing ``var speed = 10`` rather than ``var my_var = 10`` allows beginners "
|
||||
"to understand code better. It gives them a frame of reference as to where "
|
||||
"they could use the code snippets in a live project."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Don't** write made-up examples:"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Do** write concrete examples:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Of course, there are times when using real-world examples is impractical. In "
|
||||
"those situations, you should still avoid using names such as ``my_var``, "
|
||||
"``foo()`` or ``my_func()`` and consider more meaningful names for your "
|
||||
"examples."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The brief description is the reference's most important sentence. It's the "
|
||||
"user's first contact with a node:"
|
||||
msgstr ""
|
||||
|
||||
msgid "It's the only description in the \"Create New Node\" dialog."
|
||||
msgstr ""
|
||||
|
||||
msgid "It's at the top of every page in the reference"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The brief description should explain the node's role and its functionality, "
|
||||
"in up to 200 characters."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Don't** write tiny and vague summaries:"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Do** give an overview of the node's functionality:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Use the node's full description to provide more information, and a code "
|
||||
"example, if possible."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Some methods return important values. Describe them at the end of the "
|
||||
"description, ideally on a new line. No need to mention the return values for "
|
||||
"any method whose name starts with ``set`` or ``get``."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Do** always use \"Returns\"."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Notice the exception to the \"direct voice\" rule: with the move method, an "
|
||||
"external collider can influence the method and the body that calls ``move``. "
|
||||
"In this case, you can use the passive voice."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For boolean member variables, always use ``if true`` and/or ``if false``, to "
|
||||
"stay explicit. ``Controls whether or not`` may be ambiguous and won't work "
|
||||
"for every member variable."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Also, surround boolean values, variable names and methods with ``[code][/"
|
||||
"code]``."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Do** start with \"if true\":"
|
||||
msgstr ""
|
||||
|
||||
msgid "Use ``[code]`` around arguments"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In the class reference, always surround arguments with ``[code][/code]``. In "
|
||||
"the documentation and in Godot, it will display like ``this``. When you edit "
|
||||
"XML files in the Godot repository, replace existing arguments written like "
|
||||
"'this' or \\`this\\` with ``[code]this[/code]``."
|
||||
msgstr ""
|
||||
|
||||
msgid "Common vocabulary to use in Godot's documentation"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The developers chose some specific words to refer to areas of the interface. "
|
||||
"They're used in the sources, in the documentation, and you should always use "
|
||||
"them instead of synonyms, so the users know what you're talking about."
|
||||
msgstr ""
|
||||
|
||||
msgid "Overview of the interface and common vocabulary"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In the top left corner of the editor lie the ``main menus``. In the center, "
|
||||
"the buttons change the ``workspace``. And together the buttons in the top "
|
||||
"right are the ``playtest buttons``. The area in the center, that displays "
|
||||
"the 2D or the 3D space, is the ``viewport``. At its top, you find a list of "
|
||||
"``tools`` inside the ``toolbar``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The tabs or dockable panels on either side of the viewport are ``docks``. "
|
||||
"You have the ``FileSystem dock``, the ``Scene dock`` that contains your "
|
||||
"scene tree, the ``Import dock``, the ``Node dock``, and the ``Inspector`` or "
|
||||
"``Inspector dock``. With the default layout you may call the tabbed docks "
|
||||
"``tabs``: the ``Scene tab``, the ``Node tab``..."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The Animation, Debugger, etc. at the bottom of the viewport are ``panels``. "
|
||||
"Together they make up the ``bottom panels``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Foldable areas of the Inspector are ``sections``. The node's parent class "
|
||||
"names, which you can't fold, are ``Classes`` e.g. the ``KinematicBody2D "
|
||||
"class``. And individual lines with key-value pairs are ``properties``. E.g. "
|
||||
"``position`` or ``modulate color`` are both ``properties``."
|
||||
msgstr ""
|
||||
|
||||
msgid "Keyboard shortcut guidelines"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Keyboard and mouse shortcuts should make use of the ``:kbd:`` tag, which "
|
||||
"allows shortcuts to stand out from the rest of the text and inline code. Use "
|
||||
"the compact form for modifier keys (:kbd:`Ctrl`/:kbd:`Cmd`) instead of their "
|
||||
"spelled out form (:kbd:`Control`/:kbd:`Command`). For combinations, use the "
|
||||
"``+`` symbol with a space on either side of the symbol."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Make sure to mention shortcuts that differ on macOS compared to other "
|
||||
"platforms. On macOS, ``Cmd`` often replaces ``Ctrl`` in keyboard shortcuts."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Try to integrate the shortcut into sentences the best you can. Here are some "
|
||||
"examples with the ``:kbd:`` tag left as-is for better visibility:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Press ``:kbd:`Ctrl + Alt + T``` to toggle the panel (``:kbd:`Cmd + Alt + "
|
||||
"T``` on macOS)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Press ``:kbd:`Space``` and hold the left mouse button to pan in the 2D "
|
||||
"editor."
|
||||
msgstr ""
|
||||
|
||||
msgid "Press ``:kbd:`Shift + Up Arrow``` to move the node upwards by 8 pixels."
|
||||
msgstr ""
|
||||
|
||||
msgid "Image contribution guidelines"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"A significant part of the documentation is images, and there are several "
|
||||
"important guidelines to follow."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"First, you should always be using the default editor theme and text when "
|
||||
"taking screenshots."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To improve the appearance of 3D screenshots, use 4× MSAA, enable anisotropic "
|
||||
"filtering on the project's textures, and set the anisotropic filter quality "
|
||||
"to 16× in Project Settings."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Screenshot sizes should not exceed 1920×1080 to ensure fast loading on "
|
||||
"slower connections."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When you need to highlight an area of the editor to show something, like a "
|
||||
"button or option, use a 2 pixel-thick yellow outline without a bevel. If the "
|
||||
"outline is on a dark background, the outline should be yellow so it can be "
|
||||
"easily seen by colorblind people. Please do not use red as it won't be "
|
||||
"visible for some users."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Before you add or replace any images in the documentation, they should be "
|
||||
"run through a PNG compressor to save size. You can use the lossless OxiPNG "
|
||||
"compressor included in `Squoosh <https://squoosh.app/>`__ for this purpose. "
|
||||
"For heavier images, consider using a lossy compressor like `pngquant "
|
||||
"<https://pngquant.org/>`_. With it, almost no image quality is lost during "
|
||||
"compression."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The program pngquant must be installed locally as it's not available in "
|
||||
"Squoosh."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,202 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Documentation guidelines"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This page describes the rules to follow if you want to contribute to Godot "
|
||||
"Engine by writing or reviewing documentation, or by translating existing "
|
||||
"documentation. Also, have a look at README of the `godot-docs GitHub "
|
||||
"repository <https://github.com/godotengine/godot-docs>`_ and the `docs front "
|
||||
"page <https://docs.godotengine.org>`_ on what steps to follow and how to "
|
||||
"contact the docs team."
|
||||
msgstr ""
|
||||
|
||||
msgid "How to contribute"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Creating or modifying documentation pages is mainly done via the `godot-docs "
|
||||
"GitHub repository <https://github.com/godotengine/godot-docs>`_. The HTML "
|
||||
"(or PDF and EPUB) documentation is generated from the .rst files "
|
||||
"(reStructuredText markup language) in that repository. Modifying those pages "
|
||||
"in a pull request and getting it merged will trigger a rebuild of the online "
|
||||
"documentation."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For details on Git usage and the pull request workflow, please refer to the :"
|
||||
"ref:`doc_pr_workflow` page. Most of what it describes regarding the main "
|
||||
"godotengine/godot repository is also valid for the docs repository."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The class reference's source files are in the `Godot engine repository "
|
||||
"<https://github.com/godotengine/godot>`_. We generate the :ref:`Godot API "
|
||||
"<doc_class_reference>` section of this documentation from them. If you want "
|
||||
"to update the description of a class, its methods, or properties, read :ref:"
|
||||
"`doc_updating_the_class_reference`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you want to edit the **API reference**, please note that it should *not* "
|
||||
"be done in the godot-docs repository. Instead, you should edit the ``doc/"
|
||||
"classes/*`` XML files of Godot's main repository. These files are then later "
|
||||
"used to generate the in-editor documentation as well as the API reference of "
|
||||
"the online docs. Read more here: :ref:`doc_updating_the_class_reference`."
|
||||
msgstr ""
|
||||
|
||||
msgid "The 'Edit on GitHub' link"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you're reading documentation on `docs.godotengine.org <https://docs."
|
||||
"godotengine.org>`_, you'll see an **Edit on GitHub** hyperlink at the top "
|
||||
"right of the page. Once you've created a GitHub account, you can propose "
|
||||
"changes to a page you're reading as follows:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Click the **Edit on GitHub** button."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"On the GitHub page you're taken to, click the pencil icon in the top-right "
|
||||
"corner near the **Raw**, **Blame** and **History** buttons. It has the "
|
||||
"tooltip \"Edit the file in a fork of this project\"."
|
||||
msgstr ""
|
||||
|
||||
msgid "Complete all the edits you want to make for that page."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Summarize the changes you made in the form at the bottom of the page and "
|
||||
"click the button labelled **Propose file change** when done."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"On the following screens, click the **Create pull request** button until you "
|
||||
"see a message like *Username wants to merge 1 commit into godotengine:master "
|
||||
"from Username:patch-6*."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"A reviewer will evaluate your changes and incorporate them into the docs if "
|
||||
"they're acceptable. You might also be asked to make modifications to your "
|
||||
"changes before they're included."
|
||||
msgstr ""
|
||||
|
||||
msgid "What makes good documentation?"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Documentation should be well written in plain English, using well-formed "
|
||||
"sentences and various levels of sections and subsections. It should be clear "
|
||||
"and objective. Also, have a look at the :ref:`doc_docs_writing_guidelines`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We differentiate tutorial pages from other documentation pages by these "
|
||||
"definitions:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Tutorial: a page aiming at explaining how to use one or more concepts in the "
|
||||
"editor or scripts in order to achieve a specific goal with a learning "
|
||||
"purpose (e.g. \"Making a simple 2d Pong game\", \"Applying forces to an "
|
||||
"object\")."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Documentation: a page describing precisely one and only one concept at a "
|
||||
"time, if possible exhaustively (e.g. the list of methods of the Sprite "
|
||||
"class, or an overview of the input management in Godot)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You are free to write the kind of documentation you wish, as long as you "
|
||||
"respect the following rules (and the ones on the repo)."
|
||||
msgstr ""
|
||||
|
||||
msgid "Titles"
|
||||
msgstr ""
|
||||
|
||||
msgid "Always begin pages with their title and a Sphinx reference name:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The reference allows linking to this page using the ``:ref:`` format, e.g. "
|
||||
"``:ref:`doc_insert_your_title_here``` would link to the above example page "
|
||||
"(note the lack of leading underscore in the reference)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Also, avoid American CamelCase titles: title's first word should begin with "
|
||||
"a capitalized letter, and every following word should not. Thus, this is a "
|
||||
"good example:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Insert your title here"
|
||||
msgstr ""
|
||||
|
||||
msgid "And this is a bad example:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Insert Your Title Here"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Only project, people and node class names should have capitalized first "
|
||||
"letter."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translating existing pages"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can help to translate the official Godot documentation on our `Hosted "
|
||||
"Weblate <https://hosted.weblate.org/engage/godot-engine/>`_."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation state"
|
||||
msgstr "Stav překladu"
|
||||
|
||||
msgid ""
|
||||
"There also is the official `Godot i18n repository <https://github.com/"
|
||||
"godotengine/godot-docs-l10n>`_ where you can see when the data was last "
|
||||
"synchronized."
|
||||
msgstr ""
|
||||
|
||||
msgid "License"
|
||||
msgstr "Licence"
|
||||
|
||||
msgid ""
|
||||
"This documentation and every page it contains is published under the terms "
|
||||
"of the `Creative Commons Attribution 3.0 license (CC-BY-3.0) <https://"
|
||||
"tldrlegal.com/license/creative-commons-attribution-(cc)>`_, with attribution "
|
||||
"to \"Juan Linietsky, Ariel Manzur and the Godot community\"."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"By contributing to the documentation on the GitHub repository, you agree "
|
||||
"that your changes are distributed under this license."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,473 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Editor and docs localization"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot aims to make game development available to everyone, including people "
|
||||
"who may not know or be comfortable with English. Therefore, we do our best "
|
||||
"to make the most important resources available in many languages, thanks to "
|
||||
"the translation effort of the community."
|
||||
msgstr ""
|
||||
|
||||
msgid "These resources include:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The `Godot editor's interface <https://hosted.weblate.org/projects/godot-"
|
||||
"engine/godot/>`__ (ca. 15,000 words)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The `online documentation <https://hosted.weblate.org/projects/godot-engine/"
|
||||
"godot-docs/>`__ (editor manual and tutorials, ca. 300,000 words)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The `class reference <https://hosted.weblate.org/projects/godot-engine/godot-"
|
||||
"class-reference/>`__, available both online and in the editor (ca. 200,000 "
|
||||
"words)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To manage translations, we use the GNU gettext file format (``PO`` files), "
|
||||
"and the open source `Weblate <https://weblate.org>`__ web-based localization "
|
||||
"platform, which allows easy collaboration of many contributors to complete "
|
||||
"the translation for the various components, and keep them up to date. Click "
|
||||
"the bold links above to access each resource on Weblate."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This page gives an overview of the general translation workflow on Weblate, "
|
||||
"and some resource-specific instructions on e.g. how to handle some keywords "
|
||||
"or the localization of images."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Translating all the official Godot content is a massive undertaking, so we "
|
||||
"advise prioritizing the resources as they are listed above: first the editor "
|
||||
"interface, then the online documentation, and eventually the class reference "
|
||||
"if there are enough translators to keep up with updates."
|
||||
msgstr ""
|
||||
|
||||
msgid "Using Weblate for translations"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"While our translations eventually reside in the Git repositories of the "
|
||||
"Godot engine and its documentation, all translation updates are handled "
|
||||
"through Weblate, and thus direct pull requests to the Git repositories are "
|
||||
"not accepted. Translations are synced manually between Weblate and the Godot "
|
||||
"repositories by maintainers."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You should therefore `register on Weblate <https://hosted.weblate.org/"
|
||||
"accounts/register/>`__ to contribute to Godot's translations."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Once signed in, browse to the Godot resource which you want to contribute to "
|
||||
"(in this page we will use the `editor translation <https://hosted.weblate."
|
||||
"org/projects/godot-engine/godot/>`__ as an example) to find the list of all "
|
||||
"languages:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Feel free to consult Weblate's own documentation on the `translation "
|
||||
"workflow <https://docs.weblate.org/en/latest/user/translating.html>`__ for "
|
||||
"more details."
|
||||
msgstr ""
|
||||
|
||||
msgid "Adding a new language"
|
||||
msgstr "Přidání nového jazyka"
|
||||
|
||||
msgid ""
|
||||
"If your language is already listed, click on its name to access the "
|
||||
"overview, and skip the rest of this section."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If your language is not listed, scroll to the bottom of the list of "
|
||||
"languages and click the \"Start new translation\" button, and select the "
|
||||
"language you want to translate to:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If your language is spoken in several countries with only limited regional "
|
||||
"variations, please consider adding it with its generic variant (e.g. ``fr`` "
|
||||
"for French) instead of a regional variant (e.g. ``fr_FR`` for French "
|
||||
"(France), ``fr_CA`` for French (Canada), or ``fr_DZ`` for French (Algeria))."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot has a huge amount of content to translate, so duplicating the work for "
|
||||
"regional variants should only be done if the language variations are "
|
||||
"significant enough. Additionally, if a translation is done with for a "
|
||||
"regional variant, it will only be available automatically for users located "
|
||||
"in this region (or having their system language configured for this region)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When regional variations are significant enough to warrant separate "
|
||||
"translations, we advise to focus on completing a generic variant first if "
|
||||
"possible, then duplicate the fully completed translation for regional "
|
||||
"variants and do the relevant edits. This is typically a good strategy for e."
|
||||
"g. Spanish (work on ``es`` first, then duplicate it to ``es_AR``, ``es_ES``, "
|
||||
"``es_MX``, etc. if necessary) or Portuguese (``pt_BR`` vs ``pt_PT``)."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation interface"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Once a language has been selected, you will see an overview of the "
|
||||
"translation status, including how many strings are left to translate or "
|
||||
"review. Each item can be clicked and used to browse through the "
|
||||
"corresponding list. You can also click the \"Translate\" button to get "
|
||||
"started on the list of strings needing action."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"After selecting a list of clicking \"Translate\", you will see the main "
|
||||
"translation interface where all the work happens:"
|
||||
msgstr ""
|
||||
|
||||
msgid "On that page, you have:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"A toolbar which lets you cycle through strings of the current list, change "
|
||||
"to another predefined list or do a custom search, etc. There is also a "
|
||||
"\"Zen\" editing mode with a simplified interface."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The actual string you are working on in the \"Translation\" panel. By "
|
||||
"default, there should be the English source string and an edit box for your "
|
||||
"language. If you are familiar with other languages, you can add them in your "
|
||||
"user settings to give you more context for translation. Once you are done "
|
||||
"editing the current string, press \"Save\" to confirm changes and move to "
|
||||
"the next entry. Alternatively, use the \"Skip\" button to skip it. The "
|
||||
"\"Needs editing\" checkbox means that the original string was updated, and "
|
||||
"the translation therefore needs review to take those changes into account "
|
||||
"(in PO jargon, these are so-called \"fuzzy\" strings). Such strings won't be "
|
||||
"used in the translation until fixed."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The bottom panel has various tools which can help with the translation "
|
||||
"effort, such as context from nearby strings (usually from the same editor "
|
||||
"tool or documentation page, so they might use similar terms), comments from "
|
||||
"other translators, machine translations, and a list of all other existing "
|
||||
"translations for that string."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"On the top right, the glossary shows terms for which an entry has been added "
|
||||
"previously, and which are included in the current string. For example, if "
|
||||
"you decided with fellow translators to use a specific translation for the "
|
||||
"\"node\" term in Godot, you can add it to the glossary to ensure that other "
|
||||
"translators use the same convention."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The bottom right panel includes information on the source string. The most "
|
||||
"relevant item is the \"source string location\", which links you to the "
|
||||
"original string on GitHub. You may need to search for the string in the page "
|
||||
"to locate it and its surrounding context."
|
||||
msgstr ""
|
||||
|
||||
msgid "Locating original content"
|
||||
msgstr "Vyhledání původního obsahu"
|
||||
|
||||
msgid ""
|
||||
"PO files are an ordered list of source strings (``msgid``) and their "
|
||||
"translation (``msgstr``), and by default, Weblate will present the strings "
|
||||
"in that order. It can therefore be useful to understand how the content is "
|
||||
"organized in the PO files to help you locate the original content and use it "
|
||||
"as a reference when translating."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"It is primordial to use the original context as reference when translating, "
|
||||
"as many words have several possible translations depending on the context. "
|
||||
"Using the wrong translation can actually be detrimental to the user and make "
|
||||
"things harder to understand than if they stayed in English. Using the "
|
||||
"context also makes the translation effort much easier and more enjoyable, as "
|
||||
"you can see directly if the translation you wrote will make sense in context."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The editor interface's translation template is generated by parsing all the "
|
||||
"C++ source code in **alphabetical order**, so all the strings defined in a "
|
||||
"given file will be grouped together. For example, if the \"source string "
|
||||
"location\" indicates ``editor/code_editor.cpp``, the current string (and the "
|
||||
"nearby ones) is defined in the ``editor/code_editor.cpp`` code file, and is "
|
||||
"thereby related to the code editors in Godot (GDScript, shaders)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The online documentation's translation template is generated from the source "
|
||||
"RST files in the same order as seen in the **table of contents**, so for "
|
||||
"example the first strings are from the front page of the documentation. The "
|
||||
"recommended workflow is therefore to find a unique string corresponding to a "
|
||||
"page that you want to translate, and then translate all the strings with the "
|
||||
"same source string location while comparing with the online version of that "
|
||||
"page in English. An example of source string location could be "
|
||||
"``getting_started/step_by_step/nodes_and_scenes.rst`` for the page :ref:"
|
||||
"`doc_nodes_and_scenes`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The class reference's translation template is generated from the source XML "
|
||||
"files in **alphabetical order**, which is also the same as the order of the "
|
||||
"table of contents for the online version. You can therefore locate the "
|
||||
"source string corresponding to the brief description of a given class to "
|
||||
"find the first string to translate and all other descriptions from that "
|
||||
"class should be in the subsequent strings on Weblate. For example, the "
|
||||
"descriptions for the :ref:`class_Node2D` class would have the source string "
|
||||
"location ``doc/classes/Node2D.xml``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"A handy tool to locate specific pages/classes is to use Weblate's advanced "
|
||||
"search feature, and especially the \"Location strings\" query (which can "
|
||||
"also be used with the ``location:`` token, e.g. ``location:nodes_and_scenes."
|
||||
"rst``):"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When a given source string is used in multiple source locations, they will "
|
||||
"all be concatenated into one. For example, the above ``location:"
|
||||
"nodes_and_scenes.rst`` query would land first on the \"Introduction\" source "
|
||||
"string which is used in dozens of pages, including some that come before "
|
||||
"``nodes_and_scenes.rst`` in the template. Clicking the \"Next\" button then "
|
||||
"brings us to the \"Scene and nodes\" title string displayed above. So it may "
|
||||
"happen that a given paragraph or section title is not at the location you'd "
|
||||
"expect it when reading the online version of a page."
|
||||
msgstr ""
|
||||
|
||||
msgid "Respecting the markup syntax"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Each translation resource originates from a different source code format, "
|
||||
"and having some notions on the markup language used for each resource is "
|
||||
"important to avoid creating syntax errors in your translations."
|
||||
msgstr ""
|
||||
|
||||
msgid "Editor interface (C++)"
|
||||
msgstr "Rozhraní editoru (C ++)"
|
||||
|
||||
msgid "The editor translations originate from C++ strings, and may use:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**C format specifiers** such as ``%s`` (a string) or ``%d`` (a number). "
|
||||
"These specifiers are replaced by content at runtime, and should be preserved "
|
||||
"and placed in your translation where necessary for it to be meaningful after "
|
||||
"substitution. You may need to refer to the source string location to "
|
||||
"understand what kind of content will be substituted if it's not clear from "
|
||||
"the sentence. Example (``%s`` will be substituted with a file name or "
|
||||
"path)::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**C escape characters** such as ``\\n`` (line break) or ``\\t`` "
|
||||
"(tabulation). In the Weblate editor, the ``\\n`` characters are replaced by "
|
||||
"``↵`` (return) and ``\\t`` by ``↹``. Tabs are not used much, but you should "
|
||||
"make sure to use line breaks in the same way as the original English string "
|
||||
"(Weblate will issue a warning if you don't). Line breaks might sometimes be "
|
||||
"used for vertical spacing, or manual wrapping of long lines which would "
|
||||
"otherwise be too long especially in the editor translation). Example::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Only logical order of the characters matters, in the right-to-left text, "
|
||||
"format specifiers may be displayed as ``s%``."
|
||||
msgstr ""
|
||||
|
||||
msgid "Online documentation (RST)"
|
||||
msgstr "Online dokumentace (RST)"
|
||||
|
||||
msgid ""
|
||||
"The documentation translations originate from reStructuredText (RST) files, "
|
||||
"which also use their own markup syntax to style text, create internal and "
|
||||
"external links, etc. Here are some examples::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"See Sphinx's `reStructured Text primer <https://www.sphinx-doc.org/en/master/"
|
||||
"usage/restructuredtext/basics.html>`__ for a quick overview of the markup "
|
||||
"language you may find in source strings. You may encounter especially the "
|
||||
"inline markup (bold, italics, inline code) and the internal and external "
|
||||
"hyperlink markup."
|
||||
msgstr ""
|
||||
|
||||
msgid "Class reference (BBCode)"
|
||||
msgstr "Dokumentace tříd (BBCode)"
|
||||
|
||||
msgid ""
|
||||
"The class reference is documented in the main Godot repository using XML "
|
||||
"files, and with BBCode-like markup for styling and internal references."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Some of the tags used are from the original BBCode (e.g. ``[b]Bold[/b]`` and "
|
||||
"``[i]Italics[/i]``), while others are Godot-specific and used for advanced "
|
||||
"features such as inline code (e.g. ``[code]true[/code]``), linking to "
|
||||
"another class (e.g. ``[Node2D]``) or to a property in a given class (e.g. "
|
||||
"``[member Node2D.position]``), or for multiline code blocks. Example::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In the above example, ``[code]name[/code]``, ``[code]alpha[/code]``, and "
|
||||
"``[Color]`` should *not* be translated, as they refer respectively to "
|
||||
"argument names and a class of the Godot API. Similarly, the contents of the "
|
||||
"``[codeblock]`` should not be translated, as ``ColorN`` is a function of the "
|
||||
"Godot API and ``\"red\"`` is one of the named colors it supports. At most, "
|
||||
"you can translate the name of the variable which holds the result (``red "
|
||||
"= ...``)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Note also that in the XML, each line is a paragraph, so you should not add "
|
||||
"line breaks if they are not part of the original translation."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"See our documentation for class reference writers for the :ref:`list of "
|
||||
"BBCode-like tags <doc_class_reference_writing_guidelines_bbcode>` which are "
|
||||
"used throughout the class reference."
|
||||
msgstr ""
|
||||
|
||||
msgid "Offline translation and testing"
|
||||
msgstr "Offline překlad a testování"
|
||||
|
||||
msgid ""
|
||||
"While we advise using the Weblate interface to write translations, you also "
|
||||
"have the possibility to download the PO file locally to translate it with "
|
||||
"your preferred PO editing application, such as `Poedit <https://poedit.net/"
|
||||
">`__ or `Lokalize <https://userbase.kde.org/Lokalize>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To download the PO file locally, browse to the translation overview for your "
|
||||
"language, and select the first item in the \"Files\" menu:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Once you are done with a series of edits, use the \"Upload translation\" "
|
||||
"item in that same menu and select your file. Choose \"Add as translation\" "
|
||||
"for the file upload mode."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If a significant amount of time has passed between your download of the PO "
|
||||
"file and the upload of the edited version, there is a risk to overwrite the "
|
||||
"translations authored by other contributors in the meantime. This is why we "
|
||||
"advise to use the online interface so that you always work on the latest "
|
||||
"version."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you want to test changes locally (especially for the editor translation), "
|
||||
"you can use the downloaded PO file and :ref:`compile Godot from source <toc-"
|
||||
"devel-compiling>`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Rename the editor translation PO file to ``<lang>.po`` (e.g. ``eo.po`` for "
|
||||
"Esperanto) and place it in the ``editor/translations/`` folder (`GitHub "
|
||||
"<https://github.com/godotengine/godot/tree/master/editor/translations>`__)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can also test class reference changes the same way by renaming the PO "
|
||||
"file similarly and placing it in the ``doc/translations/`` folder (`GitHub "
|
||||
"<https://github.com/godotengine/godot/tree/master/doc/translations>`__)."
|
||||
msgstr ""
|
||||
|
||||
msgid "Localizing documentation images"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The online documentation includes many images, which can be screenshots of "
|
||||
"the Godot editor, custom-made graphs, of any other kind of visual content. "
|
||||
"Some of it includes text and might thus be relevant to localize in your "
|
||||
"language."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This part is not handled via Weblate, but directly on the `godot-docs-l10n "
|
||||
"<https://github.com/godotengine/godot-docs-l10n>`_ Git repository where the "
|
||||
"documentation translations are synced from Weblate."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The workflow is not the most straightforward and requires some knowledge of "
|
||||
"Git. We plan to work on a simplified Web tool which could be used to manage "
|
||||
"image localization in a convenient way, abstracting away these steps."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To translate an image, you should first locate it in the original English "
|
||||
"documentation. To do so, browse the relevant page in the docs, e.g. :ref:"
|
||||
"`doc_intro_to_the_editor_interface`. Click the \"Edit on GitHub\" link in "
|
||||
"the top right corner:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"On GitHub, click on the image you want to translate. If relevant, click on "
|
||||
"\"Download\" to download it locally and edit it with an image edition tool. "
|
||||
"Note the full path to the image as it will be needed further down (here "
|
||||
"``getting_started/step_by_step/img/project_manager_first_open.png``)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Create your localized version of the image, either by editing the English "
|
||||
"one, or by taking a screenshot of the editor with your language, if it's an "
|
||||
"editor screenshot. Some images may also have source files available in SVG "
|
||||
"format, so you can browse the ``img/`` folder which contains them to check "
|
||||
"for that."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Name your localized image like the original one, but with the language code "
|
||||
"added before the extension, e.g. ``project_manager_first_open.png`` would "
|
||||
"become ``project_manager_first_open.fr.png`` for the French localization."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Finally, on godot-docs-l10n_, recreate the same folder structure as for the "
|
||||
"original image in the ``images`` subfolder (`GitHub <https://github.com/"
|
||||
"godotengine/godot-docs-l10n/tree/master/images>`_), and place your "
|
||||
"translated image there. In our example, the end result should be ``images/"
|
||||
"getting_started/step_by_step/img/project_manager_first_open.fr.png``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Repeat this for other images and :ref:`make a Pull Request "
|
||||
"<doc_pr_workflow>`."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,108 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Contributing"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Everyone is most welcome to contribute to Godot. Here are some ways in which "
|
||||
"you can contribute to the project:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Improving the engine by fixing bugs, coding new features, or refining "
|
||||
"existing ones."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Writing or proofreading documentation. You can contribute both to this "
|
||||
"reference manual or the code reference."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Translating the editor or documentation from English to other languages."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Reporting issues or `writing detailed proposals <https://github.com/"
|
||||
"godotengine/godot-proposals/>`__."
|
||||
msgstr ""
|
||||
"Nahlášení problémů nebo `psaní podrobných návrhů <https://github.com/"
|
||||
"godotengine/godot-proposals/>`__."
|
||||
|
||||
msgid "Getting started"
|
||||
msgstr "Začínáme"
|
||||
|
||||
msgid ""
|
||||
"You would like to contribute but you don't know how or what to do? You can "
|
||||
"get answers below."
|
||||
msgstr ""
|
||||
|
||||
msgid "Contributing to the engine"
|
||||
msgstr "Přispívání do enginu"
|
||||
|
||||
msgid ""
|
||||
"The guides below explain how to contribute to the engine's core. You will "
|
||||
"learn about the code style, the contribution workflow, and more."
|
||||
msgstr ""
|
||||
|
||||
msgid "Writing documentation"
|
||||
msgstr "Psaní dokumentace"
|
||||
|
||||
msgid ""
|
||||
"We always need help to improve the documentation, be it the class reference "
|
||||
"or the manual. Below, you can find our content and writing guidelines and "
|
||||
"concrete guides to make changes to the documentation."
|
||||
msgstr ""
|
||||
|
||||
msgid "Guidelines"
|
||||
msgstr "Pokyny"
|
||||
|
||||
msgid ""
|
||||
"Here are the principles and guidelines we strive to follow to write "
|
||||
"accessible documentation."
|
||||
msgstr ""
|
||||
|
||||
msgid "Writing the manual"
|
||||
msgstr "Psaní návodu"
|
||||
|
||||
msgid "Class reference guides"
|
||||
msgstr "Referenční příručky tříd"
|
||||
|
||||
msgid "The pages below focus on the class reference."
|
||||
msgstr "Níže uvedené stránky se zaměřují na referenci třídy."
|
||||
|
||||
msgid ""
|
||||
"As the reference is included in the Godot editor, its source files are part "
|
||||
"of the `godot repository <https://github.com/godotengine/godot>`_. We use "
|
||||
"XML files to write it, so the process to contribute to the class reference "
|
||||
"differs from writing the online manual."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translating the documentation"
|
||||
msgstr "Překlad dokumentace"
|
||||
|
||||
msgid ""
|
||||
"The community is always working hard on making Godot and its documentation "
|
||||
"available to more people. Localizing the documentation is a colossal and "
|
||||
"ongoing effort you can be part of."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,584 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Pull request workflow"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The so-called \"PR workflow\" used by Godot is common to many projects using "
|
||||
"Git, and should be familiar to veteran free software contributors. The idea "
|
||||
"is that only a small number (if any) commit directly to the *master* branch. "
|
||||
"Instead, contributors *fork* the project (i.e. create a copy of it, which "
|
||||
"they can modify as they wish), and then use the GitHub interface to request "
|
||||
"a *pull* from one of their fork's branches to one branch of the original "
|
||||
"(often named *upstream*) repository."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The resulting *pull request* (PR) can then be reviewed by other "
|
||||
"contributors, which might approve it, reject it, or most often request that "
|
||||
"modifications be done. Once approved, the PR can then be merged by one of "
|
||||
"the core developers, and its commit(s) will become part of the target branch "
|
||||
"(usually the *master* branch)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We will go together through an example to show the typical workflow and "
|
||||
"associated Git commands. But first, let's have a quick look at the "
|
||||
"organization of Godot's Git repository."
|
||||
msgstr ""
|
||||
|
||||
msgid "Git source repository"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The `repository on GitHub <https://github.com/godotengine/godot>`_ is a `Git "
|
||||
"<https://git-scm.com>`_ code repository together with an embedded issue "
|
||||
"tracker and PR system."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you are contributing to the documentation, its repository can be found "
|
||||
"`here <https://github.com/godotengine/godot-docs>`_."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The Git version control system is the tool used to keep track of successive "
|
||||
"edits to the source code - to contribute efficiently to Godot, learning the "
|
||||
"basics of the Git command line is *highly* recommended. There exist some "
|
||||
"graphical interfaces for Git, but they usually encourage users to take bad "
|
||||
"habits regarding the Git and PR workflow, and we therefore recommend not to "
|
||||
"use them. In particular, we advise not to use GitHub's online editor for "
|
||||
"code contributions (although it's tolerated for small fixes or documentation "
|
||||
"changes) as it enforces one commit per file and per modification, which "
|
||||
"quickly leads to PRs with an unreadable Git history (especially after peer "
|
||||
"review)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The first sections of Git's \"Book\" are a good introduction to the tool's "
|
||||
"philosophy and the various commands you need to master in your daily "
|
||||
"workflow. You can read them online on the `Git SCM <https://git-scm.com/book/"
|
||||
"en/v2>`_ website. You can also try out `GitHub's interactive guide <https://"
|
||||
"try.github.io/>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid "The branches on the Git repository are organized as follows:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The ``master`` branch is where the development of the next major version "
|
||||
"occurs. As a development branch, it can be unstable and is not meant for use "
|
||||
"in production. This is where PRs should be done in priority."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The stable branches are named after their version, e.g. ``3.1`` and ``2.1``. "
|
||||
"They are used to backport bugfixes and enhancements from the ``master`` "
|
||||
"branch to the currently maintained stable release (e.g. 3.1.2 or 2.1.6). As "
|
||||
"a rule of thumb, the last stable branch is maintained until the next minor "
|
||||
"version (e.g. the ``3.0`` branch was maintained until the release of Godot "
|
||||
"3.1). If you want to make PRs against a maintained stable branch, please "
|
||||
"check first if your changes are also relevant for the ``master`` branch, and "
|
||||
"if so make the PR for the ``master`` branch in priority. Release managers "
|
||||
"can then cherry-pick the fix to a stable branch if relevant."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"There might occasionally be feature branches, usually meant to be merged "
|
||||
"into the ``master`` branch at some time."
|
||||
msgstr ""
|
||||
|
||||
msgid "Forking and cloning"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The first step is to *fork* the `godotengine/godot <https://github.com/"
|
||||
"godotengine/godot>`_ repository on GitHub. To do so, you will need to have a "
|
||||
"GitHub account and to be logged in. In the top right corner of the "
|
||||
"repository's GitHub page, you should see the \"Fork\" button as shown below:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Click it, and after a while you should be redirected to your own fork of the "
|
||||
"Godot repo, with your GitHub username as namespace:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can then *clone* your fork, i.e. create a local copy of the online "
|
||||
"repository (in Git speak, the *origin remote*). If you haven't already, "
|
||||
"download Git from `its website <https://git-scm.com>`_ if you're using "
|
||||
"Windows or macOS, or install it through your package manager if you're using "
|
||||
"Linux."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you are on Windows, open Git Bash to type commands. macOS and Linux users "
|
||||
"can use their respective terminals."
|
||||
msgstr ""
|
||||
|
||||
msgid "To clone your fork from GitHub, use the following command:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In our examples, the \"$\" character denotes the command line prompt on "
|
||||
"typical UNIX shells. It is not part of the command and should not be typed."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"After a little while, you should have a ``godot`` directory in your current "
|
||||
"working directory. Move into it using the ``cd`` command:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We will start by setting up a reference to the original repository that we "
|
||||
"forked:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This will create a reference named ``upstream`` pointing to the original "
|
||||
"``godotengine/godot`` repository. This will be useful when you want to pull "
|
||||
"new commits from its ``master`` branch to update your fork. You have another "
|
||||
"remote reference named ``origin``, which points to your fork (``USERNAME/"
|
||||
"godot``)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You only need to do the above steps once, as long as you keep that local "
|
||||
"``godot`` folder (which you can move around if you want, the relevant "
|
||||
"metadata is hidden in its ``.git`` subfolder)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Branch it, pull it, code it, stage it, commit, push it, rebase it... "
|
||||
"technologic.*"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This bad take on Daft Punk's *Technologic* shows the general conception Git "
|
||||
"beginners have of its workflow: lots of strange commands to learn by copy "
|
||||
"and paste, hoping they will work as expected. And that's actually not a bad "
|
||||
"way to learn, as long as you're curious and don't hesitate to question your "
|
||||
"search engine when lost, so we will give you the basic commands to know when "
|
||||
"working in Git."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In the following, we will assume as an example that you want to implement a "
|
||||
"feature in Godot's project manager, which is coded in the ``editor/"
|
||||
"project_manager.cpp`` file."
|
||||
msgstr ""
|
||||
|
||||
msgid "Branching"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"By default, the ``git clone`` should have put you on the ``master`` branch "
|
||||
"of your fork (``origin``). To start your own feature development, we will "
|
||||
"create a feature branch:"
|
||||
msgstr ""
|
||||
|
||||
msgid "This command is equivalent:"
|
||||
msgstr ""
|
||||
|
||||
msgid "If you want to go back to the ``master`` branch, you'd use:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can see which branch you are currently on with the ``git branch`` "
|
||||
"command:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Be sure to always go back to the ``master`` branch before creating a new "
|
||||
"branch, as your current branch will be used as the base for the new one. "
|
||||
"Alternatively, you can specify a custom base branch after the new branch's "
|
||||
"name:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Updating your branch"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This would not be needed the first time (just after you forked the upstream "
|
||||
"repository). However, the next time you want to work on something, you will "
|
||||
"notice that your fork's ``master`` is several commits behind the upstream "
|
||||
"``master`` branch: pull requests from other contributors would have been "
|
||||
"merged in the meantime."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To ensure there won't be conflicts between the feature you develop and the "
|
||||
"current upstream ``master`` branch, you will have to update your branch by "
|
||||
"*pulling* the upstream branch."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The ``--rebase`` argument will ensure that any local changes that you "
|
||||
"committed will be re-applied *on top* of the pulled branch, which is usually "
|
||||
"what we want in our PR workflow. This way, when you open a pull request, "
|
||||
"your own commits will be the only difference with the upstream ``master`` "
|
||||
"branch."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"While rebasing, conflicts may arise if your commits modified code that has "
|
||||
"been changed in the upstream branch in the meantime. If that happens, Git "
|
||||
"will stop at the conflicting commit and will ask you to resolve the "
|
||||
"conflicts. You can do so with any text editor, then stage the changes (more "
|
||||
"on that later), and proceed with ``git rebase --continue``. Repeat the "
|
||||
"operation if later commits have conflicts too, until the rebase operation "
|
||||
"completes."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you're unsure about what is going on during a rebase and you panic (no "
|
||||
"worry, we all do the first few times), you can abort the rebase with ``git "
|
||||
"rebase --abort``. You will then be back to the original state of your branch "
|
||||
"before calling ``git pull --rebase``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you omit the ``--rebase`` argument, you will instead create a merge "
|
||||
"commit which tells Git what to make of the two distinct branches. If any "
|
||||
"conflicts arise, they would be resolved all at once via this merge commit."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"While this is a valid workflow and the default behavior of ``git pull``, "
|
||||
"merge commits within PRs are frowned upon in our PR workflow. We only use "
|
||||
"them when merging PRs into the upstream branch."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The philosophy is that a PR should represent the final stage of the changes "
|
||||
"made to the codebase, and we are not interested in mistakes and fixes that "
|
||||
"would have been done in intermediate stages before merging. Git gives us "
|
||||
"great tools to \"rewrite the history\" and make it as if we got things right "
|
||||
"the first time, and we're happy to use it to ensure that changes are easy to "
|
||||
"review and understand long after they have been merged."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you have already created a merge commit without using ``rebase``, or have "
|
||||
"made any other changes that have resulted in undesired history, the best "
|
||||
"option is to use an *interactive rebase* on the upstream branch. See the :"
|
||||
"ref:`dedicated section <doc_pr_workflow_rebase>` for instructions."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If at any time you want to *reset* a local branch to a given commit or "
|
||||
"branch, you can do so with ``git reset --hard <commit ID>`` or ``git reset --"
|
||||
"hard <remote>/<branch>`` (e.g. ``git reset --hard upstream/master``)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Be warned that this will remove any changes that you might have committed in "
|
||||
"this branch. If you ever lose commits by mistake, use the ``git reflog`` "
|
||||
"command to find the commit ID of the previous state that you would like to "
|
||||
"restore, and use it as argument of ``git reset --hard`` to go back to that "
|
||||
"state."
|
||||
msgstr ""
|
||||
|
||||
msgid "Making changes"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You would then do your changes to our example's ``editor/project_manager."
|
||||
"cpp`` file with your usual development environment (text editor, IDE, etc.)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"By default, those changes are *unstaged*. The staging area is a layer "
|
||||
"between your working directory (where you make your modifications) and the "
|
||||
"local Git repository (the commits and all the metadata in the ``.git`` "
|
||||
"folder). To bring changes from the working directory to the Git repository, "
|
||||
"you need to *stage* them with the ``git add`` command, and then to commit "
|
||||
"them with the ``git commit`` command."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"There are various commands you should know to review your current work, "
|
||||
"before staging it, while it is staged, and after it has been committed."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``git diff`` will show you the current unstaged changes, i.e. the "
|
||||
"differences between your working directory and the staging area."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``git checkout -- <files>`` will undo the unstaged changes to the given "
|
||||
"files."
|
||||
msgstr ""
|
||||
|
||||
msgid "``git add <files>`` will *stage* the changes on the listed files."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``git diff --staged`` will show the current staged changes, i.e. the "
|
||||
"differences between the staging area and the last commit."
|
||||
msgstr ""
|
||||
|
||||
msgid "``git reset HEAD <files>`` will *unstage* changes to the listed files."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``git status`` will show you what are the currently staged and unstaged "
|
||||
"modifications."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``git commit`` will commit the staged files. It will open a text editor (you "
|
||||
"can define the one you want to use with the ``GIT_EDITOR`` environment "
|
||||
"variable or the ``core.editor`` setting in your Git configuration) to let "
|
||||
"you write a commit log. You can use ``git commit -m \"Cool commit log\"`` to "
|
||||
"write the log directly."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``git commit --amend`` lets you amend the last commit with your currently "
|
||||
"staged changes (added with ``git add``). This is the best option if you want "
|
||||
"to fix a mistake in the last commit (bug, typo, style issue, etc.)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``git log`` will show you the last commits of your current branch. If you "
|
||||
"did local commits, they should be shown at the top."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``git show`` will show you the changes of the last commit. You can also "
|
||||
"specify a commit hash to see the changes for that commit."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"That's a lot to memorize! Don't worry, just check this cheat sheet when you "
|
||||
"need to make changes, and learn by doing."
|
||||
msgstr ""
|
||||
|
||||
msgid "Here's how the shell history could look like on our example:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"With this, we should have two new commits in our ``better-project-manager`` "
|
||||
"branch which were not in the ``master`` branch. They are still only local "
|
||||
"though, the remote fork does not know about them, nor does the upstream repo."
|
||||
msgstr ""
|
||||
|
||||
msgid "Pushing changes to a remote"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"That's where ``git push`` will come into play. In Git, a commit is always "
|
||||
"done in the local repository (unlike Subversion where a commit will modify "
|
||||
"the remote repository directly). You need to *push* the new commits to a "
|
||||
"remote branch to share them with the world. The syntax for this is:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The part about the remote branch can be omitted if you want it to have the "
|
||||
"same name as the local branch, which is our case in this example, so we will "
|
||||
"do:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Git will ask you for your username and password, and the changes will be "
|
||||
"sent to your remote. If you check the fork's page on GitHub, you should see "
|
||||
"a new branch with your added commits."
|
||||
msgstr ""
|
||||
|
||||
msgid "Issuing a pull request"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When you load your fork's branch on GitHub, you should see a line saying "
|
||||
"*\"This branch is 2 commits ahead of godotengine:master.\"* (and potentially "
|
||||
"some commits behind, if your ``master`` branch was out of sync with the "
|
||||
"upstream ``master`` branch)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"On that line, there is a \"Pull request\" link. Clicking it will open a form "
|
||||
"that will let you issue a pull request on the ``godotengine/godot`` upstream "
|
||||
"repository. It should show you your two commits, and state \"Able to "
|
||||
"merge\". If not (e.g. it has way more commits, or says there are merge "
|
||||
"conflicts), don't create the PR yet, something went wrong. Go to our `Godot "
|
||||
"Contributors Chat <https://chat.godotengine.org/>`_ and ask for support :)"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Use an explicit title for the PR and put the necessary details in the "
|
||||
"comment area. You can drag and drop screenshots, GIFs or zipped projects if "
|
||||
"relevant, to showcase what your work implements. Click \"Create a pull "
|
||||
"request\", and tadaa!"
|
||||
msgstr ""
|
||||
|
||||
msgid "Modifying a pull request"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"While it is reviewed by other contributors, you will often need to make "
|
||||
"changes to your yet-unmerged PR, either because contributors requested them, "
|
||||
"or because you found issues yourself while testing."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The good news is that you can modify a pull request simply by acting on the "
|
||||
"branch you made the pull request from. You can e.g. make a new commit on "
|
||||
"that branch, push it to your fork, and the PR will be updated automatically:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"However, be aware that in our PR workflow, we favor commits that bring the "
|
||||
"codebase from one functional state to another functional state, without "
|
||||
"having intermediate commits fixing up bugs in your own code or style issues. "
|
||||
"Most of the time, we will prefer a single commit in a given PR (unless "
|
||||
"there's a good reason to keep the changes separate). Instead of authoring a "
|
||||
"new commit, consider using ``git commit --amend`` to amend the previous "
|
||||
"commit with your fixes. The above example would then become:"
|
||||
msgstr ""
|
||||
|
||||
msgid "The interactive rebase"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you didn't follow the above steps closely to *amend* changes into a "
|
||||
"commit instead of creating fixup commits, or if you authored your changes "
|
||||
"without being aware of our workflow and Git usage tips, reviewers might "
|
||||
"request of your to *rebase* your branch to *squash* some or all of the "
|
||||
"commits into one."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Indeed, if some commits have been made following reviews to fix bugs, typos, "
|
||||
"etc. in the original commit, they are not relevant to a future changelog "
|
||||
"reader who would want to know what happened in the Godot codebase, or when "
|
||||
"and how a given file was last modified."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To squash those extraneous commits into the main one, we will have to "
|
||||
"*rewrite history*. Right, we have that power. You may read that it's a bad "
|
||||
"practice, and it's true when it comes to branches of the upstream repo. But "
|
||||
"in your fork, you can do whatever you want, and everything is allowed to get "
|
||||
"neat PRs :)"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We will use the *interactive rebase* ``git rebase -i`` to do this. This "
|
||||
"command takes a commit ID or a branch name as argument, and will let you "
|
||||
"modify all commits between that commit/branch and the last one in your "
|
||||
"working branch, the so-called ``HEAD``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"While you can give any commit ID to ``git rebase -i`` and review everything "
|
||||
"in between, the most common and convenient workflow involves rebasing on the "
|
||||
"upstream ``master`` branch, which you can do with:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Referencing branches in Git is a bit tricky due to the distinction between "
|
||||
"remote and local branches. Here, ``upstream/master`` (with a `/`) is a local "
|
||||
"branch which has been pulled from the ``upstream`` remote's ``master`` "
|
||||
"branch."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Interactive rebases can only be done on local branches, so the `/` is "
|
||||
"important here. As the upstream remote changes frequently, your local "
|
||||
"``upstream/master`` branch may become outdated, so you can update it with "
|
||||
"``git fetch upstream master``. Contrarily to ``git pull --rebase upstream "
|
||||
"master`` which would update your currently checked out branch, ``fetch`` "
|
||||
"will only update the ``upstream/master`` reference (which is distinct from "
|
||||
"your local ``master`` branch... yes it's confusing, but you'll become "
|
||||
"familiar with this little by little)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This will open a text editor (``vi`` by default, see `Git docs <https://git-"
|
||||
"scm.com/book/en/v2/Customizing-Git-Git-Configuration#_core_editor>`_ to "
|
||||
"configure your favorite one) with something which may look like this:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The editor will also show instructions regarding how you can act on those "
|
||||
"commits. In particular, it should tell you that \"pick\" means to use that "
|
||||
"commit (do nothing), and that \"squash\" and \"fixup\" can be used to *meld* "
|
||||
"the commit in its parent commit. The difference between \"squash\" and "
|
||||
"\"fixup\" is that \"fixup\" will discard the commit log from the squashed "
|
||||
"commit. In our example, we are not interested in keeping the log of the "
|
||||
"\"Fix a typo\" commit, so we use:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Upon saving and quitting the editor, the rebase will occur. The second "
|
||||
"commit will be melded into the first one, and ``git log`` and ``git show`` "
|
||||
"should now confirm that you have only one commit with the changes from both "
|
||||
"previous commits."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"But! You rewrote the history, and now your local and remote branches have "
|
||||
"diverged. Indeed, commit 1b4aad7 in the above example will have changed, and "
|
||||
"therefore got a new commit hash. If you try to push to your remote branch, "
|
||||
"it will raise an error:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This is a sane behavior, Git will not let you push changes that would "
|
||||
"override remote content. But that's actually what we want to do here, so we "
|
||||
"will have to *force* it:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"And tadaa! Git will happily *replace* your remote branch with what you had "
|
||||
"locally (so make sure that's what you wanted, using ``git log``). This will "
|
||||
"also update the PR accordingly."
|
||||
msgstr ""
|
||||
|
||||
msgid "Deleting a Git branch"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"After your pull request gets merged, there's one last thing you should do: "
|
||||
"delete your Git branch for the PR. There won't be issues if you don't delete "
|
||||
"your branch, but it's good practice to do so. You'll need to do this twice, "
|
||||
"once for the local branch and another for the remote branch on GitHub."
|
||||
msgstr ""
|
||||
|
||||
msgid "To delete our better project manager branch locally, use this command:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Alternatively, if the branch hadn't been merged yet and we wanted to delete "
|
||||
"it anyway, instead of ``-d`` you would use ``-D``."
|
||||
msgstr ""
|
||||
|
||||
msgid "Next, to delete the remote branch on GitHub use this command:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can also delete the remote branch from the GitHub PR itself, a button "
|
||||
"should appear once it has been merged or closed."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,131 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Testing pull requests"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Many people are developing new features or fixing bugs on GitHub. To help "
|
||||
"with engine development, you may be asked to test those pull requests with a "
|
||||
"Godot build that includes code from the pull request in question."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Thanks to GitHub Actions, all `pull requests <https://github.com/godotengine/"
|
||||
"godot/pulls>`__ have continuous builds available. These builds let you try "
|
||||
"out pull requests without having to compile anything from source."
|
||||
msgstr ""
|
||||
|
||||
msgid "Downloading a compiled build"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can download pull request builds from GitHub Actions. Since only signed "
|
||||
"in users may download builds directly from GitHub Actions, the procedure "
|
||||
"varies depending on whether you have a GitHub account or not."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Due to a GitHub Actions limitation, builds are only available for 90 days "
|
||||
"after the pull request was last updated. If you still wish to try a pull "
|
||||
"request locally, you can :ref:`compile the pull request branch from source "
|
||||
"<doc_testing_pull_requests_compile>` instead."
|
||||
msgstr ""
|
||||
|
||||
msgid "If you have a GitHub account"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Open the pull request page. Click the **Checks** tab near the top of the "
|
||||
"page:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In the list of platforms that appears on the left, select your platform by "
|
||||
"clicking it then choose the type of build you need (editor or export "
|
||||
"template). If in doubt, select an editor build:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Click the **Artifacts** dropdown on the right of the page then click the "
|
||||
"artifact's name to download it:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Extract the ZIP archive then run the executable. Note that Windows and macOS "
|
||||
"binaries are not code signed. This means you may have to bypass a security "
|
||||
"warning before you can run the executable. If you frequently test pull "
|
||||
"request builds, it may be better to disable Windows SmartScreen or `disable "
|
||||
"macOS Gatekeeper <https://disable-gatekeeper.github.io/>`__ permanently."
|
||||
msgstr ""
|
||||
|
||||
msgid "If you don't have a GitHub account"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you don't have a GitHub account and can't sign up for one, you can use "
|
||||
"the third-party `nightly.link <https://nightly.link>`__ service to generate "
|
||||
"a universal download link."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Open the pull request page. Click the *fork*'s branch name near the top of "
|
||||
"the page:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Now that you are on the fork's branch page, click the ``.github`` folder at "
|
||||
"the top of the file list. Then, click on the ``workflows`` folder (whicb is "
|
||||
"inside the ``.github`` folder). Click the workflow file for the platform you "
|
||||
"wish to download artifacts for. *After* clicking on the file (which opens "
|
||||
"the file view), copy the page URL from your browser's address bar."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Open the `nightly.link <https://nightly.link>`__ website and paste the URL "
|
||||
"you just copied into the text field located below the heading **Paste a "
|
||||
"GitHub link, get a nightly.link!**. After pasting the URL, click **Get "
|
||||
"links** on the right. If the the format of the URL you pasted is correct, "
|
||||
"you should be presented with a page like this:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Click the URL of the artifact you wish to download."
|
||||
msgstr ""
|
||||
|
||||
msgid "Compiling a pull request branch from source"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This approach may be needed for pull requests that were last updated more "
|
||||
"than 90 days ago, or to test on platforms and configurations that are not "
|
||||
"supported by Godot's GitHub Actions setup."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Now that you are on the fork's branch page, click the green **Code** button "
|
||||
"on the right of the page then choose **Download ZIP** in the dropdown:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Extract the ZIP archive and follow the :ref:`compiling <toc-devel-"
|
||||
"compiling>` instructions for your operating system."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,130 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Contributing to the class reference"
|
||||
msgstr "Přispějte k dokumentaci tříd"
|
||||
|
||||
msgid ""
|
||||
"The class reference is available online in the :ref:`classes "
|
||||
"<doc_class_reference>` section of the documentation and in the Godot editor, "
|
||||
"from the help menu."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In the class reference, some methods, variables, and signals lack "
|
||||
"descriptions. Others changed with recent releases and need updates. The "
|
||||
"developers can't write the entire reference on their own. Godot needs you, "
|
||||
"and all of us, to contribute."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**Important:** If you plan to make large changes, you should create an issue "
|
||||
"on the `godot-docs repository <https://github.com/godotengine/godot-docs/>`_ "
|
||||
"or comment on an existing issue. Doing so lets others know you're already "
|
||||
"taking care of a given class."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can find the writing guidelines for the class reference :ref:`here "
|
||||
"<doc_class_reference_writing_guidelines>`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For details on Git usage and the pull request workflow, please refer to the :"
|
||||
"ref:`doc_pr_workflow` page."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you want to translate the class reference from English to another "
|
||||
"language, see :ref:`doc_editor_and_docs_localization`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This guide is also available as a `video tutorial on YouTube <https://www."
|
||||
"youtube.com/watch?v=5jeHXxeX-JY>`_."
|
||||
msgstr ""
|
||||
"Tento průvodce je k dispozici také jako `video tutoriál na YouTube <https://"
|
||||
"www.youtube.com/watch?v=5jeHXxeX-JY>`_."
|
||||
|
||||
msgid ""
|
||||
"Not sure which class to contribute to? Take a look at the class reference's "
|
||||
"completion status `here <https://godotengine.github.io/doc-status/>`_."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can find the source files for the class reference in Godot's GitHub "
|
||||
"repository: `doc/classes/ <https://github.com/godotengine/godot/tree/master/"
|
||||
"doc/classes>`_."
|
||||
msgstr ""
|
||||
"Zdrojové soubory pro referenci tříd najdete v repozitáři Godot'GitHub: `doc/"
|
||||
"classes/ <https://github.com/godotengine/godot/tree/master/doc/classes>`_."
|
||||
|
||||
msgid ""
|
||||
"For some modules in the engine's source code, you'll find the XML files in "
|
||||
"the ``modules/<module_name>/doc_classes/`` directory instead."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Always edit the API reference through these source XML files. Do not edit "
|
||||
"the generated ``.rst`` files :ref:`in the online documentation "
|
||||
"<doc_class_reference>`, hosted in the `godot-docs <https://github.com/"
|
||||
"godotengine/godot-docs>`_ repository."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Unless you make minor changes, like fixing a typo, we do not recommend using "
|
||||
"the GitHub web editor to edit the class reference's XML."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"It lacks features to edit XML well, like keeping indentations consistent, "
|
||||
"and it does not allow amending commits based on reviews."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Also, it doesn't allow you to test your changes in the engine or with "
|
||||
"validation scripts as described in :ref:"
|
||||
"`doc_class_reference_writing_guidelines_editing_xml`."
|
||||
msgstr ""
|
||||
|
||||
msgid "Updating the documentation template"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When you create a new class or modify the engine's API, you need to re-"
|
||||
"generate the XML files in ``doc/classes/``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To do so, you first need to compile Godot. See the :ref:"
|
||||
"`doc_introduction_to_the_buildsystem` page to learn how. Then, execute the "
|
||||
"compiled Godot binary from the Godot root directory with the ``--doctool`` "
|
||||
"option. For example, if you're on 64-bit Linux, the command is::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The XML files in doc/classes should then be up-to-date with current Godot "
|
||||
"Engine features. You can then check what changed using the ``git diff`` "
|
||||
"command. Please only include changes that are relevant to your work on the "
|
||||
"API in your commits. You can discard changes in other XML files using ``git "
|
||||
"checkout``."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,315 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Ways to contribute"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot Engine is a non-profit, community-driven free and open source project. "
|
||||
"Almost all (but our lead dev Juan, more on that below) developers are "
|
||||
"working *pro bono* on their free time, out of personal interest and for the "
|
||||
"love of creating a libre engine of exceptional quality."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This means that to thrive, Godot needs as many users as possible to get "
|
||||
"involved by contributing to the engine. There are many ways to contribute to "
|
||||
"such a big project, making it possible for everybody to bring something "
|
||||
"positive to the engine, regardless of their skill set:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**Be part of the community.** The best way to contribute to Godot and help "
|
||||
"it become ever better is simply to use the engine and promote it by word-of-"
|
||||
"mouth, in the credits or splash screen of your games, blog posts, tutorials, "
|
||||
"videos, demos, gamedev or free software events, support on the Q&A, forums, "
|
||||
"Contributors Chat, Discord, etc. Participate! Being a user and advocate "
|
||||
"helps spread the word about our great engine, which has no marketing budget "
|
||||
"and can therefore only rely on its community to become more mainstream."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**Make games.** It's no secret that, to convince new users and especially "
|
||||
"the industry at large that Godot is a relevant market player, we need great "
|
||||
"games made with Godot. We know that the engine has a lot of potential, both "
|
||||
"for 2D and 3D games, but given its young age we still lack big releases that "
|
||||
"will draw attention to Godot. So keep working on your awesome projects, each "
|
||||
"new game increases our credibility on the gamedev market!"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**Get involved in the engine's development.** This can be by contributing "
|
||||
"code via pull requests, testing the development snapshots or directly the "
|
||||
"git *master* branch, report bugs or suggest enhancements on the issue "
|
||||
"tracker, improve the official documentation (both the class reference and "
|
||||
"tutorials) and its translations. The following sections will cover each of "
|
||||
"those \"direct\" ways of contributing to the engine."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**Donate.** Godot is a non-profit project, but it can still benefit from "
|
||||
"user donations for many things. Apart from usual expenses such as hosting "
|
||||
"costs or promotional material on events, we also use donation money to "
|
||||
"acquire hardware when necessary (e.g. we used donation money to buy a "
|
||||
"MacBook Pro to implement Retina/HiDPI support and various other macOS-"
|
||||
"related features). Most importantly, we also used donation money to hire "
|
||||
"core developers so they can work full-time on the engine. Even with a low "
|
||||
"monthly wage, we need a steady donation income to continue doing this, which "
|
||||
"has been very beneficial to the project so far. So if you want to donate "
|
||||
"some money to the project, check `our website <https://godotengine.org/"
|
||||
"donate>`_ for details."
|
||||
msgstr ""
|
||||
|
||||
msgid "Contributing code"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The possibility to study, use, modify and redistribute modifications of the "
|
||||
"engine's source code are the fundamental rights that Godot's `MIT <https://"
|
||||
"tldrlegal.com/license/mit-license>`_ license grants you, making it `free and "
|
||||
"open source software <https://en.wikipedia.org/wiki/Free_and_open-"
|
||||
"source_software>`_."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"As such, everyone is entitled to modify `Godot's source code <https://github."
|
||||
"com/godotengine/godot>`_, and send those modifications back to the upstream "
|
||||
"project in the form of a patch (a text file describing the changes in a "
|
||||
"ready-to-apply manner) or - in the modern workflow that we use - via a so-"
|
||||
"called \"pull request\" (PR), i.e. a proposal to directly merge one or more "
|
||||
"Git commits (patches) into the main development branch."
|
||||
msgstr ""
|
||||
|
||||
msgid "Contributing code changes upstream has two big advantages:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Your own code will be reviewed and improved by other developers, and will be "
|
||||
"further maintained directly in the upstream project, so you won't have to "
|
||||
"reapply your own changes every time you move to a newer version. On the "
|
||||
"other hand it comes with a responsibility, as your changes have to be "
|
||||
"generic enough to be beneficial to all users, and not just your project; so "
|
||||
"in some cases it might still be relevant to keep your changes only for your "
|
||||
"own project, if they are too specific."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The whole community will benefit from your work, and other contributors will "
|
||||
"behave the same way, contributing code that will be beneficial to you. At "
|
||||
"the time of this writing, more than 1000 developers have contributed code "
|
||||
"changes to the engine!"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To ensure good collaboration and overall quality, the Godot developers "
|
||||
"enforce some rules for code contributions, for example regarding the style "
|
||||
"to use in the C++ code (indentation, brackets, etc.) or the Git and PR "
|
||||
"workflow."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"A good place to start is by searching for issues tagged as `good first issue "
|
||||
"<https://github.com/godotengine/godot/issues?"
|
||||
"q=is%3Aissue+is%3Aopen+label%3A%22good+first+issue%22>`_ on GitHub."
|
||||
msgstr ""
|
||||
"Dobrým začátkem je vyhledání problémů označených jako `dobrý první problém "
|
||||
"<https://github.com/godotengine/godot/issues?"
|
||||
"q=is%3Aissue+is%3Aopen+label%3A%22good+first+issue%22>`_ na GitHubu."
|
||||
|
||||
msgid ""
|
||||
"Technical details about the PR workflow are outlined in a specific section, :"
|
||||
"ref:`doc_pr_workflow`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Details about the code style guidelines and the ``clang-format`` tool used "
|
||||
"to enforce them are outlined in :ref:`doc_code_style_guidelines`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"All pull requests must go through a review process before being accepted. "
|
||||
"Depending on the scope of the changes, it may take some time for a "
|
||||
"maintainer responsible for the modified part of the engine to provide their "
|
||||
"review. We value all of our contributors and ask them to be patient in the "
|
||||
"meantime, as it is expected that in an open source project like Godot, there "
|
||||
"is going to be way more contributions than people validating them."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To make sure that your time and efforts aren't wasted, it is recommended to "
|
||||
"vet the idea first before implementing it and putting it for a review as a "
|
||||
"PR. To that end, Godot has a `proposal system <https://github.com/"
|
||||
"godotengine/godot-proposals>`_. Its usage is encouraged to plan changes and "
|
||||
"discuss them with the community. Implementation details can also be "
|
||||
"discussed with other contributors on the `Godot Contributors Chat <https://"
|
||||
"chat.godotengine.org/>`_."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Proposals are only required when working on an enhancement or a new feature. "
|
||||
"Bug reports are sufficient for fixing issues."
|
||||
msgstr ""
|
||||
|
||||
msgid "Testing and reporting issues"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Another great way of contributing to the engine is to test development "
|
||||
"releases or the development branch and to report issues. It is also helpful "
|
||||
"to report issues discovered in stable releases, so that they can be fixed in "
|
||||
"the development branch and in future maintenance releases."
|
||||
msgstr ""
|
||||
|
||||
msgid "Testing development versions"
|
||||
msgstr ""
|
||||
|
||||
msgid "To help with the testing, you have several possibilities:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Compile the engine from source yourself, following the instructions of the :"
|
||||
"ref:`Compiling <toc-devel-compiling>` page for your platform."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Test official pre-release binaries when they are announced (usually on the "
|
||||
"blog and other community platforms), such as alpha, beta and release "
|
||||
"candidate (RC) builds."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Test \"trusted\" unofficial builds of the development branch; just ask "
|
||||
"community members for reliable providers. Whenever possible, it's best to "
|
||||
"use official binaries or to compile yourself though, to be sure about the "
|
||||
"provenance of your binaries."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"As mentioned previously, it is also helpful to keep your eyes peeled for "
|
||||
"potential bugs that might still be present in the stable releases, "
|
||||
"especially when using some niche features of the engine which might get less "
|
||||
"testing by the developers."
|
||||
msgstr ""
|
||||
|
||||
msgid "Filing an issue on GitHub"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot uses `GitHub's issue tracker <https://github.com/godotengine/godot/"
|
||||
"issues>`_ for bug reports and enhancement suggestions. You will need a "
|
||||
"GitHub account to be able to open a new issue there, and click on the **New "
|
||||
"issue** button."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When you report a bug, you should keep in mind that the process is similar "
|
||||
"to an appointment with your doctor. You noticed *symptoms* that make you "
|
||||
"think that something might be wrong (the engine crashes, some features don't "
|
||||
"work as expected, etc.). It's the role of the bug triaging team and the "
|
||||
"developers to then help make the diagnosis of the issue you met, so that the "
|
||||
"actual cause of the bug can be identified and addressed."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You should therefore always ask yourself: what is relevant information to "
|
||||
"give so that other Godot contributors can understand the bug, identify it "
|
||||
"and hopefully fix it. Here are some of the most important infos that you "
|
||||
"should always provide:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**Operating system.** Sometimes bugs are system-specific, i.e. they happen "
|
||||
"only on Windows, or only on Linux, etc. That's particularly relevant for all "
|
||||
"bugs related to OS interfaces, such as file management, input, window "
|
||||
"management, audio, etc."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**Hardware.** Sometimes bugs are hardware-specific, i.e. they happen only on "
|
||||
"certain processors, graphic cards, etc. If you are able to, it can be "
|
||||
"helpful to include information on your hardware."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**Godot version.** This is a must-have. Some issues might be relevant in the "
|
||||
"current stable release, but fixed in the development branch, or the other "
|
||||
"way around. You might also be using an obsolete version of Godot and "
|
||||
"experiencing a known issue fixed in a later version, so knowing this from "
|
||||
"the start helps to speed up the diagnosis."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**How to reproduce the bug.** In the majority of cases, bugs are "
|
||||
"reproducible, i.e. it is possible to trigger them reliably by following some "
|
||||
"steps. Please always describe those steps as clearly as possible, so that "
|
||||
"everyone can try to reproduce the issue and confirm it. Ideally, make a demo "
|
||||
"project that reproduces this issue out of the box, zip it and attach it to "
|
||||
"the issue (you can do this by drag and drop). Even if you think that the "
|
||||
"issue is trivial to reproduce, adding a minimal project that lets everyone "
|
||||
"reproduce it is a big added value. You have to keep in mind that there are "
|
||||
"thousands of issues in the tracker, and developers can only dedicate little "
|
||||
"time to each issue."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When you click the **New issue** button, you should be presented with a text "
|
||||
"area prefilled with our issue template. Please try to follow it so that all "
|
||||
"issues are consistent and provide the required information."
|
||||
msgstr ""
|
||||
|
||||
msgid "Contributing to the documentation"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"There are two separate resources referred to as \"documentation\" in Godot:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**The class reference.** This is the documentation for the complete Godot "
|
||||
"API as exposed to GDScript and the other scripting languages. It can be "
|
||||
"consulted offline, directly in Godot's code editor, or online at :ref:`Godot "
|
||||
"API <doc_class_reference>`. To contribute to the class reference, you have "
|
||||
"to edit the XML file corresponding to the class and make a pull request. "
|
||||
"See :ref:`doc_updating_the_class_reference` and :ref:"
|
||||
"`doc_class_reference_writing_guidelines` for more details."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**The tutorials and engine documentation and its translations.** This is the "
|
||||
"part you are reading now, which is distributed in the HTML format. Its "
|
||||
"contents are generated from plain text files in the reStructured Text (rst) "
|
||||
"format, to which you can contribute via pull requests on the `godot-docs "
|
||||
"<https://github.com/godotengine/godot-docs>`_ GitHub repository. See :ref:"
|
||||
"`doc_contributing_to_the_documentation` for more details."
|
||||
msgstr ""
|
||||
|
||||
msgid "Contributing translations"
|
||||
msgstr "Přispějte k překladu"
|
||||
|
||||
msgid ""
|
||||
"To make Godot accessible to everyone, including users who may prefer "
|
||||
"resources in their native language instead of English, our community helps "
|
||||
"translate both the Godot editor and its documentation in many languages."
|
||||
msgstr ""
|
||||
|
||||
msgid "See :ref:`doc_editor_and_docs_localization` for more details."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,227 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Tutorials and resources"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This is a list of third-party tutorials and resources created by the Godot "
|
||||
"community. For resources, remember that there is the official `Godot Asset "
|
||||
"Library <https://godotengine.org/asset-library/asset>`_ full of official and "
|
||||
"community resources too! Also, have a look at this `huge list over at Reddit "
|
||||
"<https://www.reddit.com/r/godot/comments/an0iq5/"
|
||||
"godot_tutorials_list_of_video_and_written/>`_."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Think there is something missing here? Feel free to submit a `Pull Request "
|
||||
"<https://github.com/godotengine/godot-docs/blob/master/community/tutorials."
|
||||
"rst>`_ as always."
|
||||
msgstr ""
|
||||
|
||||
msgid "Where to start"
|
||||
msgstr "Kde začít"
|
||||
|
||||
msgid ""
|
||||
"The Godot video tutorials by `GDQuest <https://www.youtube.com/channel/"
|
||||
"UCxboW7x0jZqFdvMdCFKTMsQ/playlists>`_, `Game from Scratch <https://www."
|
||||
"youtube.com/watch?v=iDEcP8Mc-7s&list=PLS9MbmO_ssyDk79j9ewONxV88fD5e_o5d>`_ "
|
||||
"and `KidsCanCode <https://www.youtube.com/channel/UCNaPQ5uLX5iIEHUCLmfAgKg/"
|
||||
"playlists>`_ are well-regarded in the community and often recommended as a "
|
||||
"gentle introduction to beginners."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you're interested in Visual Scripting, `Emilio's tutorials <https://www."
|
||||
"youtube.com/channel/UC9DR22-qohBDtZ74R3FxOZg>`_ may be worth a look."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you're interested in a complete introduction to programming using Godot "
|
||||
"and GDScript, the unofficial `Godot Tutorials <https://www.youtube.com/"
|
||||
"channel/UCnr9ojBEQGgwbcKsZC-2rIg>`_ YouTube channel is a good place to start."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"GDQuest's *Learn GDScript From Zero* is a free and open source interactive "
|
||||
"tutorial for absolute beginners to learn to program with Godot's GDScript "
|
||||
"language. It is available as a `desktop application <https://gdquest.itch.io/"
|
||||
"learn-godot-gdscript>`_ or `in the browser <https://gdquest.github.io/learn-"
|
||||
"gdscript>`_."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Some tutorials mentioned below provide more advanced tutorials, e.g. on 3D "
|
||||
"or shaders."
|
||||
msgstr ""
|
||||
|
||||
msgid "Video tutorials"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Godot Tutorials <https://www.youtube.com/channel/"
|
||||
"UCnr9ojBEQGgwbcKsZC-2rIg>`_ (2D, GDScript, Programming Basics)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Emilio <https://www.youtube.com/channel/UC9DR22-qohBDtZ74R3FxOZg>`_ (2D, "
|
||||
"GDScript and VisualScript)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`FinePointCGI <https://www.youtube.com/channel/UCSojAWUnEUTUcdA9iJ6bryQ>`_ "
|
||||
"(2D, 3D, GDScript and C#)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`GDQuest <https://www.youtube.com/channel/UCxboW7x0jZqFdvMdCFKTMsQ/"
|
||||
"playlists>`_ (2D and 3D, GDScript, VisualScript and C#)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Game Development Center <https://www.youtube.com/c/GameDevelopmentCenter>`_ "
|
||||
"(2D, networked multiplayer, GDScript)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Game Endeavor <https://www.youtube.com/channel/UCLweX1UtQjRjj7rs_0XQ2Eg/"
|
||||
"videos>`_ (2D, GDScript)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Game from Scratch <https://www.youtube.com/watch?"
|
||||
"v=iDEcP8Mc-7s&list=PLS9MbmO_ssyDk79j9ewONxV88fD5e_o5d>`_ (2D and 3D, "
|
||||
"GDScript and C#)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`HeartBeast <https://www.youtube.com/watch?v=wETY5_9kFtA&list=PL9FzW-"
|
||||
"m48fn2jlBu_0DRh7PvAt-GULEmd>`_ (2D, GDScript)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`KidsCanCode <https://www.youtube.com/channel/UCNaPQ5uLX5iIEHUCLmfAgKg/"
|
||||
"playlists>`__ (2D and 3D, GDScript and VisualScript)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Mister Taft Creates <https://www.youtube.com/playlist?"
|
||||
"list=PL4vbr3u7UKWqwQlvwvgNcgDL1p_3hcNn2>`_ (2D, GDScript)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Miziziziz <https://www.youtube.com/playlist?"
|
||||
"list=PLmugv6_kd0qN6AyjG245_Pdak4MXKUx88>`_ (2D and 3D, GDScript)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`P1X / Krzysztof Jankowski <https://www.youtube.com/playlist?"
|
||||
"list=PLvDk7UKhld4xGPovdB4IFtAHYMYjx_-3K>`_ (3D)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Pigdev <https://www.youtube.com/playlist?"
|
||||
"list=PLPMN4vCRFdordS3E-3zi0Hdh7pAsbWQ6a>`_ (2D, GDScript)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Steincodes <https://www.youtube.com/c/steincodes/playlists>`__ (2D, "
|
||||
"GDScript and VisualScript)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`TheBuffED <https://www.youtube.com/watch?"
|
||||
"v=ygGaN1EOQEA&list=PLvN5Z3tTxXEDfQkt4Frg6ALirespSwZd7>`_ (2D, GDScript)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Code with Tom <https://www.youtube.com/playlist?"
|
||||
"list=PLiUQR4U_J9ec0k91iHPme_qtfS1nrWF3W>`_ (2D and 3D, GDScript)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`BornCG <https://www.youtube.com/playlist?"
|
||||
"list=PLda3VoSoc_TSBBOBYwcmlamF1UrjVtccZ>`_ (2D and 3D, GDScript)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Gonkee <https://www.youtube.com/channel/UCJqCPFHdbc6443G3Sz6VYDw>`_ (2D and "
|
||||
"3D, GDScript, Shaders)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`TheGuideKnight <https://www.youtube.com/playlist?"
|
||||
"list=PLYcTJBw32KtX2fvOdtO_fS3Nd6sxM71tn>`_ (2D, GDScript)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`GDScript Dude <https://www.youtube.com/channel/UCQs0i6vKISElM6mh7OzLouQ>`_ "
|
||||
"(GDScript)."
|
||||
msgstr ""
|
||||
|
||||
msgid "`Garbaj <https://www.youtube.com/c/Garbaj/>`_ (3D, GDScript)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Kasper Frandsen <https://www.youtube.com/c/KasperFrandsen/>`_ (3D, Shaders)."
|
||||
msgstr ""
|
||||
|
||||
msgid "Text tutorials"
|
||||
msgstr "Textové tutoriály"
|
||||
|
||||
msgid "`FinepointCGI website by Mitch <http://finepointcgi.io/>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid "`GDScript website by Andrew Wilkes <https://gdscript.com>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid "`Godot Recipes by KidsCanCode <http://godotrecipes.com/>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid "`Steincodes <https://steincodes.tumblr.com>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid "Devlogs"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Andrea Catania (Physics & AI) <https://www.youtube.com/channel/"
|
||||
"UCm4RuvYtgpgFDTCgaEUT5uQ/videos>`_"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Bastiaan Olij (AR & VR) <https://www.youtube.com/channel/UCrbLJYzJjDf2p-"
|
||||
"vJC011lYw/videos>`_"
|
||||
msgstr ""
|
||||
|
||||
msgid "Resources"
|
||||
msgstr "Zdroje"
|
||||
|
||||
msgid ""
|
||||
"`awesome-godot: A curated list of free/libre plugins, scripts and add-ons "
|
||||
"<https://github.com/godotengine/awesome-godot>`_"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Zeef Godot Engine: A curated directory of resources by Andre Schmitz "
|
||||
"<https://godot-engine.zeef.com/andre.antonio.schmitz>`_"
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,293 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Compiling for Android"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This page describes how to compile Android export template binaries from "
|
||||
"source. If you're looking to export your project to Android instead, read :"
|
||||
"ref:`doc_exporting_for_android`."
|
||||
msgstr ""
|
||||
|
||||
msgid "Note"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In most cases, using the built-in deployer and export templates is good "
|
||||
"enough. Compiling the Android APK manually is mostly useful for custom "
|
||||
"builds or custom packages for the deployer."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Also, you still need to follow the steps mentioned in the :ref:"
|
||||
"`doc_exporting_for_android` tutorial before attempting to build a custom "
|
||||
"export template."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Requirements"
|
||||
msgstr "Nároky"
|
||||
|
||||
msgid "For compiling under Windows, Linux or macOS, the following is required:"
|
||||
msgstr ""
|
||||
|
||||
msgid "`Python 3.5+ <https://www.python.org/downloads/>`_."
|
||||
msgstr ""
|
||||
|
||||
msgid "`SCons 3.0+ <https://scons.org/pages/download.html>`_ build system."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Android SDK <https://developer.android.com/studio/#command-tools>`_ "
|
||||
"(command-line tools are sufficient)."
|
||||
msgstr ""
|
||||
|
||||
msgid "Required SDK components will be automatically installed."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"On Linux, **do not use an Android SDK provided by your distribution's "
|
||||
"repositories as it will often be outdated**."
|
||||
msgstr ""
|
||||
|
||||
msgid "Gradle (will be downloaded and installed automatically if missing)."
|
||||
msgstr ""
|
||||
|
||||
msgid "JDK 11 (either OpenJDK or Oracle JDK)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can download a build from `ojdkbuild <https://github.com/ojdkbuild/"
|
||||
"ojdkbuild>`_."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To get the Godot source code for compiling, see :ref:`doc_getting_source`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For a general overview of SCons usage for Godot, see :ref:"
|
||||
"`doc_introduction_to_the_buildsystem`."
|
||||
msgstr ""
|
||||
|
||||
msgid "Setting up the buildsystem"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Set the environment variable ``ANDROID_SDK_ROOT`` to point to the Android "
|
||||
"SDK. If you downloaded the Android command-line tools, this would be the "
|
||||
"folder where you extracted the contents of the ZIP archive."
|
||||
msgstr ""
|
||||
|
||||
msgid "Install the necessary SDK components in this folder:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Accept the SDK component licenses by running the following command where "
|
||||
"``android_sdk_path`` is the path to the Android SDK, then answering all the "
|
||||
"prompts with ``y``:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Complete setup by running the following command where ``android_sdk_path`` "
|
||||
"is the path to the Android SDK."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To set the environment variable on Windows, press :kbd:`Windows + R`, type "
|
||||
"\"control system\", then click on **Advanced system settings** in the left "
|
||||
"pane, then click on **Environment variables** on the window that appears."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To set the environment variable on Linux or macOS, use ``export "
|
||||
"ANDROID_SDK_ROOT=/path/to/android-sdk`` where ``/path/to/android-sdk`` "
|
||||
"points to the root of the SDK directories."
|
||||
msgstr ""
|
||||
|
||||
msgid "Building the export templates"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot needs two export templates for Android: the optimized \"release\" "
|
||||
"template (``android_release.apk``) and the debug template (``android_debug."
|
||||
"apk``). As Google will require all APKs to include ARMv8 (64-bit) libraries "
|
||||
"starting from August 2019, the commands below will build an APK containing "
|
||||
"both ARMv7 and ARMv8 libraries."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Compiling the standard export templates is done by calling SCons from the "
|
||||
"Godot root directory with the following arguments:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Release template (used when exporting with **Debugging Enabled** unchecked)"
|
||||
msgstr ""
|
||||
|
||||
msgid "The resulting APK will be located at ``bin/android_release.apk``."
|
||||
msgstr ""
|
||||
|
||||
msgid "Debug template (used when exporting with **Debugging Enabled** checked)"
|
||||
msgstr ""
|
||||
|
||||
msgid "The resulting APK will be located at ``bin/android_debug.apk``."
|
||||
msgstr ""
|
||||
|
||||
msgid "Adding support for x86 devices"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you also want to include support for x86 and x86-64 devices, run the "
|
||||
"SCons command a third and fourth time with the ``android_arch=x86``, and "
|
||||
"``android_arch=x86_64`` arguments before building the APK with Gradle. For "
|
||||
"example, for the release template:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This will create a fat binary that works on all platforms. The final APK "
|
||||
"size of exported projects will depend on the platforms you choose to support "
|
||||
"when exporting; in other words, unused platforms will be removed from the "
|
||||
"APK."
|
||||
msgstr ""
|
||||
|
||||
msgid "Cleaning the generated export templates"
|
||||
msgstr "Čištění vygenerovaných šablon exportu"
|
||||
|
||||
msgid ""
|
||||
"You can use the following commands to remove the generated export templates:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Using the export templates"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot needs release and debug APKs that were compiled against the same "
|
||||
"version/commit as the editor. If you are using official binaries for the "
|
||||
"editor, make sure to install the matching export templates, or build your "
|
||||
"own from the same version."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When exporting your game, Godot opens the APK, changes a few things inside "
|
||||
"and adds your files."
|
||||
msgstr ""
|
||||
|
||||
msgid "Installing the templates"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The newly-compiled templates (``android_debug.apk`` and ``android_release."
|
||||
"apk``) must be copied to Godot's templates folder with their respective "
|
||||
"names. The templates folder can be located in:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Windows: ``%APPDATA%\\Godot\\templates\\<version>\\``"
|
||||
msgstr ""
|
||||
|
||||
msgid "Linux: ``$HOME/.local/share/godot/templates/<version>/``"
|
||||
msgstr ""
|
||||
|
||||
msgid "macOS: ``$HOME/Library/Application Support/Godot/templates/<version>/``"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``<version>`` is of the form ``major.minor[.patch].status`` using values "
|
||||
"from ``version.py`` in your Godot source repository (e.g. ``3.0.5.stable`` "
|
||||
"or ``3.1.dev``). You also need to write this same version string to a "
|
||||
"``version.txt`` file located next to your export templates."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"However, if you are writing your custom modules or custom C++ code, you "
|
||||
"might instead want to configure your APKs as custom export templates here:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You don't even need to copy them, you can just reference the resulting file "
|
||||
"in the ``bin\\`` directory of your Godot source folder, so that the next "
|
||||
"time you build you will automatically have the custom templates referenced."
|
||||
msgstr ""
|
||||
|
||||
msgid "Troubleshooting"
|
||||
msgstr "Odstraňování problémů"
|
||||
|
||||
msgid "Platform doesn't appear in SCons"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Double-check that you've set the ``ANDROID_SDK_ROOT`` environment variable. "
|
||||
"This is required for the platform to appear in SCons' list of detected "
|
||||
"platforms. See :ref:`Setting up the buildsystem "
|
||||
"<doc_android_setting_up_the_buildsystem>` for more information."
|
||||
msgstr ""
|
||||
|
||||
msgid "Application not installed"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Android might complain the application is not correctly installed. If so:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Check that the debug keystore is properly generated."
|
||||
msgstr ""
|
||||
|
||||
msgid "Check that the jarsigner executable is from JDK 8."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If it still fails, open a command line and run `logcat <https://developer."
|
||||
"android.com/studio/command-line/logcat>`_:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Then check the output while the application is installed; the error message "
|
||||
"should be presented there. Seek assistance if you can't figure it out."
|
||||
msgstr ""
|
||||
|
||||
msgid "Application exits immediately"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If the application runs but exits immediately, this might be due to one of "
|
||||
"the following reasons:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Make sure to use export templates that match your editor version; if you use "
|
||||
"a new Godot version, you *have* to update the templates too."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``libgodot_android.so`` is not in ``libs/<android_arch>/`` where "
|
||||
"``<android_arch>`` is the device's architecture."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The device's architecture does not match the exported one(s). Make sure your "
|
||||
"templates were built for that device's architecture, and that the export "
|
||||
"settings included support for that architecture."
|
||||
msgstr ""
|
||||
|
||||
msgid "In any case, ``adb logcat`` should also show the cause of the error."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,107 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Compiling for iOS"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This page describes how to compile iOS export template binaries from source. "
|
||||
"If you're looking to export your project to iOS instead, read :ref:"
|
||||
"`doc_exporting_for_ios`."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Requirements"
|
||||
msgstr "Nároky"
|
||||
|
||||
msgid ""
|
||||
"SCons 3.0+ (you can install it via `Homebrew <https://brew.sh/>`_ or "
|
||||
"`MacPorts <https://www.macports.org/>`_, you should be able to run ``scons`` "
|
||||
"in a terminal when installed)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Xcode 10.0 (or later) with the iOS (10.0) SDK and the command line tools."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To get the Godot source code for compiling, see :ref:`doc_getting_source`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For a general overview of SCons usage for Godot, see :ref:"
|
||||
"`doc_introduction_to_the_buildsystem`."
|
||||
msgstr ""
|
||||
|
||||
msgid "Compiling"
|
||||
msgstr "Kompilace"
|
||||
|
||||
msgid "Open a Terminal, go to the root dir of the engine source code and type:"
|
||||
msgstr ""
|
||||
|
||||
msgid "for a debug build, or:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"for a release build (check ``platform/iphone/detect.py`` for the compiler "
|
||||
"flags used for each configuration)."
|
||||
msgstr ""
|
||||
|
||||
msgid "Alternatively, you can run"
|
||||
msgstr ""
|
||||
|
||||
msgid "for a Simulator executable."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For recent devices, Apple requires 64-bit versions of application binaries "
|
||||
"when you are uploading to the Apple Store. The best way to provide these is "
|
||||
"to create a bundle in which there are both 32-bit and 64-bit binaries, so "
|
||||
"every device will be able to run the game."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"It can be done in three steps: first compile the 32-bit version, then "
|
||||
"compile the 64-bit version and then use ``lipo`` to bundle them into one "
|
||||
"\"universal\" binary. All those steps can be performed with following "
|
||||
"commands:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you also want to provide a simulator build (reduces the chance of any "
|
||||
"linker errors with dependencies), you'll need to build and lipo the "
|
||||
"``x86_64`` architecture as well."
|
||||
msgstr ""
|
||||
|
||||
msgid "Run"
|
||||
msgstr "Spustit"
|
||||
|
||||
msgid ""
|
||||
"To run on a device or simulator, follow these instructions: :ref:"
|
||||
"`doc_exporting_for_ios`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Replace or add your executable to the Xcode project, and change the "
|
||||
"\"executable name\" property on Info.plist accordingly if you use an "
|
||||
"alternative build."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,213 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Compiling for macOS"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This page describes how to compile macOS editor and export template binaries "
|
||||
"from source. If you're looking to export your project to macOS instead, "
|
||||
"read :ref:`doc_exporting_for_macos`."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Requirements"
|
||||
msgstr "Nároky"
|
||||
|
||||
msgid "For compiling under macOS, the following is required:"
|
||||
msgstr ""
|
||||
|
||||
msgid "`Python 3.5+ <https://www.python.org>`_."
|
||||
msgstr ""
|
||||
|
||||
msgid "`SCons 3.0+ <https://www.scons.org>`_ build system."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Xcode <https://apps.apple.com/us/app/xcode/id497799835>`_ (or the more "
|
||||
"lightweight Command Line Tools for Xcode)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"*Optional* - `yasm <https://yasm.tortall.net/>`_ (for WebM SIMD "
|
||||
"optimizations)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you have `Homebrew <https://brew.sh/>`_ installed, you can easily install "
|
||||
"SCons and yasm using the following command::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Installing Homebrew will also fetch the Command Line Tools for Xcode "
|
||||
"automatically if you don't have them already."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Similarly, if you have `MacPorts <https://www.macports.org/>`_ installed, "
|
||||
"you can easily install SCons and yasm using the following command::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To get the Godot source code for compiling, see :ref:`doc_getting_source`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For a general overview of SCons usage for Godot, see :ref:"
|
||||
"`doc_introduction_to_the_buildsystem`."
|
||||
msgstr ""
|
||||
|
||||
msgid "Compiling"
|
||||
msgstr "Kompilace"
|
||||
|
||||
msgid "Start a terminal, go to the root directory of the engine source code."
|
||||
msgstr ""
|
||||
|
||||
msgid "To compile for Intel (x86-64) powered Macs, use::"
|
||||
msgstr ""
|
||||
|
||||
msgid "To compile for Apple Silicon (ARM64) powered Macs, use::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To support both architectures in a single \"Universal 2\" binary, run the "
|
||||
"above two commands and then use ``lipo`` to bundle them together::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If all goes well, the resulting binary executable will be placed in the "
|
||||
"``bin/`` subdirectory. This executable file contains the whole engine and "
|
||||
"runs without any dependencies. Executing it will bring up the project "
|
||||
"manager."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you want to use separate editor settings for your own Godot builds and "
|
||||
"official releases, you can enable :ref:`doc_data_paths_self_contained_mode` "
|
||||
"by creating a file called ``._sc_`` or ``_sc_`` in the ``bin/`` folder."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To create an ``.app`` bundle like in the official builds, you need to use "
|
||||
"the template located in ``misc/dist/osx_tools.app``. Typically, for an "
|
||||
"optimized editor binary built with ``target=release_debug``::"
|
||||
msgstr ""
|
||||
|
||||
msgid "Compiling a headless/server build"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To compile a *headless* build which provides editor functionality to export "
|
||||
"projects in an automated manner, use::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To compile a debug *server* build which can be used with :ref:`remote "
|
||||
"debugging tools <doc_command_line_tutorial>`, use::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To compile a release *server* build which is optimized to run dedicated game "
|
||||
"servers, use::"
|
||||
msgstr ""
|
||||
|
||||
msgid "Building export templates"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To build macOS export templates, you have to compile with ``tools=no`` (no "
|
||||
"editor) and respectively for ``target=release`` (release template) and "
|
||||
"``target=release_debug``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Official templates are universal binaries which support both Intel x86_64 "
|
||||
"and ARM64 architectures. You can also create export templates that support "
|
||||
"only one of those two architectures by leaving out the ``lipo`` step below."
|
||||
msgstr ""
|
||||
|
||||
msgid "For Intel x86_64::"
|
||||
msgstr ""
|
||||
|
||||
msgid "For ARM64 (Apple M1)::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To support both architectures in a single \"Universal 2\" binary, run the "
|
||||
"above two commands blocks and then use ``lipo`` to bundle them together::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To create an ``.app`` bundle like in the official builds, you need to use "
|
||||
"the template located in ``misc/dist/osx_template.app``. The release and "
|
||||
"debug builds should be placed in ``osx_template.app/Contents/MacOS`` with "
|
||||
"the names ``godot_osx_release.64`` and ``godot_osx_debug.64`` respectively. "
|
||||
"You can do so with the following commands (assuming a universal build, "
|
||||
"otherwise replace the ``.universal`` extension with the one of your arch-"
|
||||
"specific binaries)::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can then zip the ``osx_template.app`` folder to reproduce the ``osx."
|
||||
"zip`` template from the official Godot distribution::"
|
||||
msgstr ""
|
||||
|
||||
msgid "Cross-compiling for macOS from Linux"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"It is possible to compile for macOS in a Linux environment (and maybe also "
|
||||
"in Windows using the Windows Subsystem for Linux). For that, you'll need to "
|
||||
"install `OSXCross <https://github.com/tpoechtrager/osxcross>`__ to be able "
|
||||
"to use macOS as a target. First, follow the instructions to install it:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Clone the `OSXCross repository <https://github.com/tpoechtrager/osxcross>`__ "
|
||||
"somewhere on your machine (or download a ZIP file and extract it somewhere), "
|
||||
"e.g.::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Follow the instructions to package the SDK: https://github.com/tpoechtrager/"
|
||||
"osxcross#packaging-the-sdk"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Follow the instructions to install OSXCross: https://github.com/tpoechtrager/"
|
||||
"osxcross#installation"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"After that, you will need to define the ``OSXCROSS_ROOT`` as the path to the "
|
||||
"OSXCross installation (the same place where you cloned the repository/"
|
||||
"extracted the zip), e.g.::"
|
||||
msgstr ""
|
||||
|
||||
msgid "Now you can compile with SCons like you normally would::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you have an OSXCross SDK version different from the one expected by the "
|
||||
"SCons buildsystem, you can specify a custom one with the ``osxcross_sdk`` "
|
||||
"argument::"
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,218 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Compiling for Universal Windows Platform"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This page describes how to compile UWP export template binaries from source. "
|
||||
"If you're looking to export your project to UWP instead, read :ref:"
|
||||
"`doc_exporting_for_uwp`."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Requirements"
|
||||
msgstr "Nároky"
|
||||
|
||||
msgid "SCons 3.0+ (see :ref:`doc_compiling_for_windows` for more details)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Visual Studio 2017 or later. See :ref:`doc_compiling_for_windows` about the "
|
||||
"caveats of installing it and the various prompts."
|
||||
msgstr ""
|
||||
|
||||
msgid "Windows 10 SDK (can be selected in Visual Studio installation)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`ANGLE source <https://github.com/Microsoft/angle>`__. Use the ``ms_master`` "
|
||||
"(default) branch. Keep it in a path without spaces to avoid problems."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The ANGLE repo by Microsoft has been discontinued and the ``ms_master`` "
|
||||
"branch has been cleared out."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"As a temporary workaround however, it is still possible to download an older "
|
||||
"state of the source code via commit `c61d048 <https://github.com/microsoft/"
|
||||
"angle/tree/c61d0488abd9663e0d4d2450db7345baa2c0dfb6>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This page will eventually be updated in the future to reflect the new build "
|
||||
"instructions."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To get the Godot source code for compiling, see :ref:`doc_getting_source`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For a general overview of SCons usage for Godot, see :ref:"
|
||||
"`doc_introduction_to_the_buildsystem`."
|
||||
msgstr ""
|
||||
|
||||
msgid "Compiling"
|
||||
msgstr "Kompilace"
|
||||
|
||||
msgid ""
|
||||
"You need to open a proper Visual Studio prompt for the target architecture "
|
||||
"you want to build. Check :ref:`doc_compiling_for_windows` to see how these "
|
||||
"prompts work."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"There are three target architectures for UWP: x86 (32-bits), x64 (64-bits) "
|
||||
"and ARM (32-bits). For the latter, you can run ``vcvarsall.bat`` with "
|
||||
"``x86_arm`` or ``amd64_arm`` as argument to set the environment."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Set the ``ANGLE_SRC_PATH`` to the directory where you downloaded the ANGLE "
|
||||
"source code. The build process will also build ANGLE to produce the required "
|
||||
"DLLs for the selected architecture."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Once you're set, run the SCons command similarly to the other platforms::"
|
||||
msgstr ""
|
||||
|
||||
msgid "Creating UWP export templates"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To export using the editor you need to properly build package the templates. "
|
||||
"You need all three architectures with ``debug`` and ``release`` templates to "
|
||||
"be able to export."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Open the command prompt for one architecture and run SCons twice (once for "
|
||||
"each target)::"
|
||||
msgstr ""
|
||||
|
||||
msgid "Repeat for the other architectures."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In the end your ``bin`` folder will have the ``.exe`` binaries with a name "
|
||||
"like ``godot.uwp.opt.debug.32.x86.exe`` (with variations for each target/"
|
||||
"arch)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Copy one of these to ``misc/dist/uwp_template`` inside the Godot source "
|
||||
"folder and rename the binary to ``godot.uwp.exe``. From the ANGLE source, "
|
||||
"under ``winrt/10/src/Release_%arch%`` (where ``%arch%`` can be ``Win32``, "
|
||||
"``x64`` or ``ARM``), get the ``libEGL.dll`` and the ``libGLESv2.dll``, "
|
||||
"putting them along with the executable."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Add the files in the ``uwp_template`` folder to a ZIP. Rename the resulting "
|
||||
"Zip according to the target/architecture of the template::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Move those templates to the ``[versionstring]\\templates`` folder in Godot "
|
||||
"settings path, where `versionstring` is the version of Godot you have "
|
||||
"compiled the export templates for - e.g. `3.0.alpha` for the alpha version "
|
||||
"of Godot 3. If you don't want to replace the templates, you can set the "
|
||||
"\"Custom Package\" property in the export window."
|
||||
msgstr ""
|
||||
|
||||
msgid "Running UWP apps with Visual Studio"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you want to debug the UWP port or simply run your apps without packaging "
|
||||
"and signing, you can deploy and launch them using Visual Studio. It might be "
|
||||
"the easiest way if you are testing on a device such as a Windows Phone or an "
|
||||
"Xbox One."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Within the ANGLE source folder, open ``templates`` and double-click the "
|
||||
"``install.bat`` script file. This will install the Visual Studio project "
|
||||
"templates for ANGLE apps."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you have not built Godot yet, open the ``winrt/10/src/angle.sln`` "
|
||||
"solution from the ANGLE source and build it to Release/Win32 target. You may "
|
||||
"also need to build it for ARM if you plan to run on a device. You can also "
|
||||
"use MSBuild if you're comfortable with the command line."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Create a new Windows App project using the \"App for OpenGL ES (Windows "
|
||||
"Universal)\" project template, which can be found under the ``Visual C++/"
|
||||
"Windows/Universal`` category."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This is a base project with the ANGLE dependencies already set up. However, "
|
||||
"by default it picks the debug version of the DLLs which usually have poor "
|
||||
"performance. So in the \"Binaries\" filter, click in each of the DLLs there "
|
||||
"and in the \"Properties\" window and change the relative path from "
|
||||
"``Debug_Win32`` to ``Release_Win32`` (or ``Release_ARM`` for devices)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In the same \"Binaries\" filter, select \"Add > Existing Item\" and point to "
|
||||
"the Godot executable for UWP you have. In the \"Properties\" window, set "
|
||||
"\"Content\" to ``True`` so it's included in the project."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Right-click the ``Package.appxmanifest`` file and select \"Open With... > "
|
||||
"XML (Text) Editor\". In the ``Package/Applications/Application`` element, "
|
||||
"replace the ``Executable`` attribute from ``$targetnametoken$.exe`` to "
|
||||
"``godot.uwp.exe`` (or whatever your Godot executable is called). Also change "
|
||||
"the ``EntryPoint`` attribute to ``GodotUWP.App``. This will ensure that the "
|
||||
"Godot executable is correctly called when the app starts."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Create a folder (*not* a filter) called ``game`` in your Visual Studio "
|
||||
"project folder and there you can put either a ``data.pck`` file or your "
|
||||
"Godot project files. After that, make sure to include it all with the \"Add "
|
||||
"> Existing Item\" command and set their \"Content\" property to ``True`` so "
|
||||
"they're copied to the app."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To ease the workflow, you can open the \"Solution Properties\" and in the "
|
||||
"\"Configuration\" section untick the \"Build\" option for the app. You still "
|
||||
"have to build it at least once to generate some needed files, you can do so "
|
||||
"by right-clicking the project (*not* the solution) in the \"Solution "
|
||||
"Explorer\" and selecting \"Build\"."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Now you can just run the project and your app should open. You can also use "
|
||||
"the \"Start Without Debugging\" option from the \"Debug\" menu (or press :"
|
||||
"kbd:`Ctrl + F5`) to make it launch faster."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,144 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Compiling for the Web"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This page describes how to compile HTML5 editor and export template binaries "
|
||||
"from source. If you're looking to export your project to HTML5 instead, "
|
||||
"read :ref:`doc_exporting_for_web`."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Requirements"
|
||||
msgstr "Nároky"
|
||||
|
||||
msgid "To compile export templates for the Web, the following is required:"
|
||||
msgstr ""
|
||||
|
||||
msgid "`Emscripten 1.39.9+ <https://emscripten.org>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid "`Python 3.5+ <https://www.python.org/>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid "`SCons 3.0+ <https://www.scons.org>`__ build system."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To get the Godot source code for compiling, see :ref:`doc_getting_source`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For a general overview of SCons usage for Godot, see :ref:"
|
||||
"`doc_introduction_to_the_buildsystem`."
|
||||
msgstr ""
|
||||
|
||||
msgid "Building export templates"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Before starting, confirm that ``emcc`` is available in your PATH. This is "
|
||||
"usually configured by the Emscripten SDK, e.g. when invoking ``emsdk "
|
||||
"activate`` and ``source ./emsdk_env.sh``/``emsdk_env.bat``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Open a terminal and navigate to the root directory of the engine source "
|
||||
"code. Then instruct SCons to build the JavaScript platform. Specify "
|
||||
"``target`` as either ``release`` for a release build or ``release_debug`` "
|
||||
"for a debug build::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"By default, the :ref:`JavaScript singleton <doc_javascript_eval>` will be "
|
||||
"built into the engine. Official export templates also have the JavaScript "
|
||||
"singleton enabled. Since ``eval()`` calls can be a security concern, the "
|
||||
"``javascript_eval`` option can be used to build without the singleton::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The engine will now be compiled to WebAssembly by Emscripten. Once finished, "
|
||||
"the resulting file will be placed in the ``bin`` subdirectory. Its name is "
|
||||
"``godot.javascript.opt.zip`` for release or ``godot.javascript.opt.debug."
|
||||
"zip`` for debug."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Finally, rename the zip archive to ``webassembly_release.zip`` for the "
|
||||
"release template::"
|
||||
msgstr ""
|
||||
|
||||
msgid "And ``webassembly_debug.zip`` for the debug template::"
|
||||
msgstr ""
|
||||
|
||||
msgid "Threads and GDNative"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The default export templates do not include threads and GDNative support for "
|
||||
"performance and compatibility reasons. See the :ref:`export page "
|
||||
"<doc_javascript_export_options>` for more info."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can build the export templates using the option ``threads_enabled=yes`` "
|
||||
"or ``gdnative_enabled=yes`` to enable threads or GDNative support::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Once finished, the resulting file will be placed in the ``bin`` "
|
||||
"subdirectory. Its name will have either the ``.threads`` or ``.gdnative`` "
|
||||
"suffix."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Finally, rename the zip archives to ``webassembly_release_threads.zip`` and "
|
||||
"``webassembly_release_gdnative.zip`` for the release template::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"And ``webassembly_debug_threads.zip`` and ``webassembly_debug_gdnative.zip`` "
|
||||
"for the debug template::"
|
||||
msgstr ""
|
||||
|
||||
msgid "Building the Editor"
|
||||
msgstr "Vestavěný editor motivů"
|
||||
|
||||
msgid ""
|
||||
"It is also possible to build a version of the Godot editor that can run in "
|
||||
"the browser. The editor version requires threads support and is not "
|
||||
"recommended over the native build. You can build the editor with::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Once finished, the resulting file will be placed in the ``bin`` "
|
||||
"subdirectory. Its name will be ``godot.javascript.opt.tools.threads.zip``. "
|
||||
"You can upload the zip content to your web server and visit it with your "
|
||||
"browser to use the editor."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Refer to the :ref:`export page <doc_javascript_export_options>` for the web "
|
||||
"server requirements."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,349 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Compiling for Windows"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This page describes how to compile Windows editor and export template "
|
||||
"binaries from source. If you're looking to export your project to Windows "
|
||||
"instead, read :ref:`doc_exporting_for_windows`."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Requirements"
|
||||
msgstr "Nároky"
|
||||
|
||||
msgid "For compiling under Windows, the following is required:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Visual Studio Community <https://www.visualstudio.com/vs/community/>`_, "
|
||||
"version 2017 or later. VS 2019 is recommended. **Make sure to read "
|
||||
"\"Installing Visual Studio caveats\" below or you will have to run/download "
|
||||
"the installer again.**"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`MinGW-w64 <http://mingw-w64.org/>`__ with GCC can be used as an alternative "
|
||||
"to Visual Studio. Be sure to install/configure it to use the ``posix`` "
|
||||
"thread model."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Python 3.5+ <https://www.python.org/downloads/windows/>`_. **Make sure to "
|
||||
"enable the option to add Python to the ``PATH`` in the installer.**"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`SCons <https://www.scons.org/>`_ build system. Using the latest release is "
|
||||
"recommended, especially for proper support of recent Visual Studio releases."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you have `Scoop <https://scoop.sh/>`_ installed, you can easily install "
|
||||
"MinGW and other dependencies using the following command::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you have `MSYS2 <https://www.msys2.org/>`_ installed, you can easily "
|
||||
"install MinGW and other dependencies using the following command::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For each MSYS2 MinGW subsystem, you should then run `pip3 install scons` in "
|
||||
"its shell."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To get the Godot source code for compiling, see :ref:`doc_getting_source`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For a general overview of SCons usage for Godot, see :ref:"
|
||||
"`doc_introduction_to_the_buildsystem`."
|
||||
msgstr ""
|
||||
|
||||
msgid "Setting up SCons"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To install SCons, open the command prompt and run the following command::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you are prompted with the message ``Defaulting to user installation "
|
||||
"because normal site-packages is not writeable``, you may have to run that "
|
||||
"command again using elevated permissions. Open a new command prompt as an "
|
||||
"Administrator then run the command again to ensure that SCons is available "
|
||||
"from the ``PATH``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To check whether you have installed Python and SCons correctly, you can type "
|
||||
"``python --version`` and ``scons --version`` into a command prompt (``cmd."
|
||||
"exe``)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If the commands above don't work, make sure to add Python to your ``PATH`` "
|
||||
"environment variable after installing it, then check again. You can do so by "
|
||||
"running the Python installer again and enabling the option to add Python to "
|
||||
"the ``PATH``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If SCons cannot detect your Visual Studio installation, it might be that "
|
||||
"your SCons version is too old. Update it to the latest version with ``python "
|
||||
"-m pip install --upgrade scons``."
|
||||
msgstr ""
|
||||
|
||||
msgid "Installing Visual Studio caveats"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If installing Visual Studio 2017 or 2019, make sure to enable **C++** in the "
|
||||
"list of workflows to install."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If installing Visual Studio 2015, make sure to run a **Custom** installation "
|
||||
"instead of **Typical** and select **C++** as a language there."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you've already made the mistake of installing Visual Studio without C++ "
|
||||
"support, run the installer again; it should present you a **Modify** button. "
|
||||
"Running the installer from *Add/Remove Programs* will only give you a "
|
||||
"**Repair** option, which won't let you install C++ tools."
|
||||
msgstr ""
|
||||
|
||||
msgid "Downloading Godot's source"
|
||||
msgstr ""
|
||||
|
||||
msgid "Refer to :ref:`doc_getting_source` for detailed instructions."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The tutorial will assume from now on that you placed the source code in ``C:"
|
||||
"\\godot``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To prevent slowdowns caused by continuous virus scanning during compilation, "
|
||||
"add the Godot source folder to the list of exceptions in your antivirus "
|
||||
"software."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For Windows Defender, hit the :kbd:`Windows` key, type \"Windows Defender "
|
||||
"Settings\" then hit :kbd:`Enter`. Under **Virus & threat protection**, go to "
|
||||
"**Virus & threat protection setting** and scroll down to **Exclusions**. "
|
||||
"Click **Add or remove exclusions** then add the Godot source folder."
|
||||
msgstr ""
|
||||
|
||||
msgid "Compiling"
|
||||
msgstr "Kompilace"
|
||||
|
||||
msgid "Selecting a compiler"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"SCons will automatically find and use an existing Visual Studio "
|
||||
"installation. If you do not have Visual Studio installed, it will attempt to "
|
||||
"use MinGW instead. If you already have Visual Studio installed and want to "
|
||||
"use MinGW, pass ``use_mingw=yes`` to the SCons command line. Note that MSVC "
|
||||
"builds cannot be performed from the MSYS2 or MinGW shells. Use either ``cmd."
|
||||
"exe`` or PowerShell instead."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"During development, using the Visual Studio compiler is usually a better "
|
||||
"idea, as it links the Godot binary much faster than MinGW. However, MinGW "
|
||||
"can produce more optimized binaries using link-time optimization (see "
|
||||
"below), making it a better choice for production use."
|
||||
msgstr ""
|
||||
|
||||
msgid "Running SCons"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"After opening a command prompt, change to the root directory of the engine "
|
||||
"source code (using ``cd``) and type::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When compiling with multiple CPU threads, SCons may warn about pywin32 being "
|
||||
"missing. You can safely ignore this warning."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If all goes well, the resulting binary executable will be placed in ``C:"
|
||||
"\\godot\\bin\\`` with the name ``godot.windows.tools.32.exe`` or ``godot."
|
||||
"windows.tools.64.exe``. By default, SCons will build a binary matching your "
|
||||
"CPU architecture, but this can be overridden using ``bits=64`` or "
|
||||
"``bits=32``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This executable file contains the whole engine and runs without any "
|
||||
"dependencies. Running it will bring up the Project Manager."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you are compiling Godot for production use, then you can make the final "
|
||||
"executable smaller and faster by adding the SCons option "
|
||||
"``target=release_debug``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you are compiling Godot with MinGW, you can make the binary even smaller "
|
||||
"and faster by adding the SCons option ``lto=full``. As link-time "
|
||||
"optimization is a memory-intensive process, this will require about 7 GB of "
|
||||
"available RAM while compiling."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you want to use separate editor settings for your own Godot builds and "
|
||||
"official releases, you can enable :ref:`doc_data_paths_self_contained_mode` "
|
||||
"by creating a file called ``._sc_`` or ``_sc_`` in the ``bin/`` folder."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Development in Visual Studio"
|
||||
msgstr "Tipy pro vývoj"
|
||||
|
||||
msgid ""
|
||||
"Using an IDE is not required to compile Godot, as SCons takes care of "
|
||||
"everything. But if you intend to do engine development or debugging of the "
|
||||
"engine's C++ code, you may be interested in configuring a code editor or an "
|
||||
"IDE."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Folder-based editors don't require any particular setup to start working "
|
||||
"with Godot's codebase. To edit projects with Visual Studio they need to be "
|
||||
"set up as a solution."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can create a Visual Studio solution via SCons by running SCons with the "
|
||||
"``vsproj=yes`` parameter, like this::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You will be able to open Godot's source in a Visual Studio solution now, and "
|
||||
"able to build Godot using Visual Studio's **Build** button."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "See :ref:`doc_configuring_an_ide_vs` for further details."
|
||||
msgstr "Pokyny pro formátování viz :ref:`doc_code_style_guidelines`."
|
||||
|
||||
msgid "Cross-compiling for Windows from other operating systems"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you are a Linux or macOS user, you need to install `MinGW-w64 <https://"
|
||||
"mingw-w64.org/doku.php>`__, which typically comes in 32-bit and 64-bit "
|
||||
"variants. The package names may differ based on your distribution, here are "
|
||||
"some known ones:"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Arch Linux**"
|
||||
msgstr ""
|
||||
|
||||
msgid "Install `mingw-w64-gcc from the AUR`_."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Debian** / **Ubuntu**"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Fedora**"
|
||||
msgstr ""
|
||||
|
||||
msgid "**macOS**"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Mageia**"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Before attempting the compilation, SCons will check for the following "
|
||||
"binaries in your ``PATH`` environment variable::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can "
|
||||
"define the following environment variables to give a hint to the build "
|
||||
"system::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To make sure you are doing things correctly, executing the following in the "
|
||||
"shell should result in a working compiler (the version output may differ "
|
||||
"based on your system)::"
|
||||
msgstr ""
|
||||
|
||||
msgid "Troubleshooting"
|
||||
msgstr "Odstraňování problémů"
|
||||
|
||||
msgid ""
|
||||
"Cross-compiling from some Ubuntu versions may lead to `this bug <https://"
|
||||
"github.com/godotengine/godot/issues/9258>`_, due to a default configuration "
|
||||
"lacking support for POSIX threading."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can change that configuration following those instructions, for 64-bit::"
|
||||
msgstr ""
|
||||
|
||||
msgid "And for 32-bit::"
|
||||
msgstr ""
|
||||
|
||||
msgid "Creating Windows export templates"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Windows export templates are created by compiling Godot without the editor, "
|
||||
"with the following flags::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you plan on replacing the standard export templates, copy these to the "
|
||||
"following location, replacing ``<version>`` with the version identifier "
|
||||
"(such as ``3.1.1.stable`` or ``3.2.dev``)::"
|
||||
msgstr ""
|
||||
|
||||
msgid "With the following names::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"However, if you are using custom modules or custom engine code, you may "
|
||||
"instead want to configure your binaries as custom export templates here:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You don't need to copy them in this case, just reference the resulting files "
|
||||
"in the ``bin\\`` directory of your Godot source folder, so the next time you "
|
||||
"build, you will automatically have the custom templates referenced."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,302 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Compiling for X11 (Linux, \\*BSD)"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This page describes how to compile Linux editor and export template binaries "
|
||||
"from source. If you're looking to export your project to Linux instead, "
|
||||
"read :ref:`doc_exporting_for_linux`."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Requirements"
|
||||
msgstr "Nároky"
|
||||
|
||||
msgid ""
|
||||
"For compiling under Linux or other Unix variants, the following is required:"
|
||||
msgstr ""
|
||||
|
||||
msgid "GCC 7+ or Clang 6+."
|
||||
msgstr ""
|
||||
|
||||
msgid "Python 3.5+."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"SCons 3.0+ build system. If your distribution uses Python 2 by default, or "
|
||||
"you are using a version of SCons prior to 3.1.2, you will need to change the "
|
||||
"version of Python that SCons uses by changing the shebang (the first line) "
|
||||
"of the SCons script file to ``#! /usr/bin/python3``. Use the command ``which "
|
||||
"scons`` to find the location of the SCons script file."
|
||||
msgstr ""
|
||||
|
||||
msgid "pkg-config (used to detect the dependencies below)."
|
||||
msgstr ""
|
||||
|
||||
msgid "X11, Xcursor, Xinerama, Xi and XRandR development libraries."
|
||||
msgstr ""
|
||||
|
||||
msgid "MesaGL development libraries."
|
||||
msgstr ""
|
||||
|
||||
msgid "ALSA development libraries."
|
||||
msgstr ""
|
||||
|
||||
msgid "PulseAudio development libraries."
|
||||
msgstr ""
|
||||
|
||||
msgid "*Optional* - libudev (build with ``udev=yes``)."
|
||||
msgstr ""
|
||||
|
||||
msgid "*Optional* - yasm (for WebM SIMD optimizations)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To get the Godot source code for compiling, see :ref:`doc_getting_source`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For a general overview of SCons usage for Godot, see :ref:"
|
||||
"`doc_introduction_to_the_buildsystem`."
|
||||
msgstr ""
|
||||
|
||||
msgid "Distro-specific one-liners"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Alpine Linux**"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Arch Linux**"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Debian** / **Ubuntu**"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Fedora**"
|
||||
msgstr ""
|
||||
|
||||
msgid "**FreeBSD**"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Gentoo**"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Mageia**"
|
||||
msgstr ""
|
||||
|
||||
msgid "**OpenBSD**"
|
||||
msgstr ""
|
||||
|
||||
msgid "**openSUSE**"
|
||||
msgstr ""
|
||||
|
||||
msgid "**NetBSD**"
|
||||
msgstr ""
|
||||
|
||||
msgid "For audio support, you can optionally install ``pulseaudio``."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Solus**"
|
||||
msgstr ""
|
||||
|
||||
msgid "Compiling"
|
||||
msgstr "Kompilace"
|
||||
|
||||
msgid ""
|
||||
"Start a terminal, go to the root dir of the engine source code and type:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If all goes well, the resulting binary executable will be placed in the "
|
||||
"\"bin\" subdirectory. This executable file contains the whole engine and "
|
||||
"runs without any dependencies. Executing it will bring up the project "
|
||||
"manager."
|
||||
msgstr ""
|
||||
|
||||
msgid "If you wish to compile using Clang rather than GCC, use this command:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Using Clang appears to be a requirement for OpenBSD, otherwise fonts would "
|
||||
"not build."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you are compiling Godot for production use, then you can make the final "
|
||||
"executable smaller and faster by adding the SCons option "
|
||||
"``target=release_debug``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you are compiling Godot with GCC, you can make the binary even smaller "
|
||||
"and faster by adding the SCons option ``lto=full``. As link-time "
|
||||
"optimization is a memory-intensive process, this will require about 7 GB of "
|
||||
"available RAM while compiling."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you want to use separate editor settings for your own Godot builds and "
|
||||
"official releases, you can enable :ref:`doc_data_paths_self_contained_mode` "
|
||||
"by creating a file called ``._sc_`` or ``_sc_`` in the ``bin/`` folder."
|
||||
msgstr ""
|
||||
|
||||
msgid "Compiling a headless/server build"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To compile a *headless* build which provides editor functionality to export "
|
||||
"projects in an automated manner, use::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To compile a debug *server* build which can be used with :ref:`remote "
|
||||
"debugging tools <doc_command_line_tutorial>`, use::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To compile a *server* build which is optimized to run dedicated game "
|
||||
"servers, use::"
|
||||
msgstr ""
|
||||
|
||||
msgid "Building export templates"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Linux binaries usually won't run on distributions that are older than the "
|
||||
"distribution they were built on. If you wish to distribute binaries that "
|
||||
"work on most distributions, you should build them on an old distribution "
|
||||
"such as Ubuntu 16.04. You can use a virtual machine or a container to set up "
|
||||
"a suitable build environment."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To build X11 (Linux, \\*BSD) export templates, run the build system with the "
|
||||
"following parameters:"
|
||||
msgstr ""
|
||||
|
||||
msgid "(32 bits)"
|
||||
msgstr ""
|
||||
|
||||
msgid "(64 bits)"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Note that cross-compiling for the opposite bits (64/32) as your host "
|
||||
"platform is not always straight-forward and might need a chroot environment."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To create standard export templates, the resulting files must be copied to:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"and named like this (even for \\*BSD which is seen as \"Linux X11\" by "
|
||||
"Godot):"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"However, if you are writing your custom modules or custom C++ code, you "
|
||||
"might instead want to configure your binaries as custom export templates "
|
||||
"here:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You don't even need to copy them, you can just reference the resulting files "
|
||||
"in the ``bin/`` directory of your Godot source folder, so the next time you "
|
||||
"build, you automatically have the custom templates referenced."
|
||||
msgstr ""
|
||||
|
||||
msgid "Using Clang and LLD for faster development"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can also use Clang and LLD to build Godot. This has two upsides compared "
|
||||
"to the default GCC + GNU ld setup:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"LLD links Godot significantly faster compared to GNU ld or gold. This leads "
|
||||
"to faster iteration times."
|
||||
msgstr ""
|
||||
|
||||
msgid "Clang tends to give more useful error messages compared to GCC."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To do so, install Clang and the ``lld`` package from your distribution's "
|
||||
"package manager then use the following SCons command::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"After the build is completed, a new binary with a ``.llvm`` suffix will be "
|
||||
"created in the ``bin/`` folder."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"It's still recommended to use GCC for production builds as they can be "
|
||||
"compiled using link-time optimization, making the resulting binaries smaller "
|
||||
"and faster."
|
||||
msgstr ""
|
||||
|
||||
msgid "Using Pyston for faster development"
|
||||
msgstr "Použití Pystonu pro rychlejší vývoj"
|
||||
|
||||
msgid ""
|
||||
"You can use `Pyston <https://www.pyston.org/>`__ to run SCons. Pyston is a "
|
||||
"JIT-enabled implementation of the Python language (which SCons is written "
|
||||
"in). It is currently only compatible with Linux. Pyston can speed up "
|
||||
"incremental builds significantly, often by a factor between 1.5× and 2×. "
|
||||
"Pyston can be combined with Clang and LLD to get even faster builds."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Download the `latest portable Pyston release <https://github.com/pyston/"
|
||||
"pyston/releases/latest>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Extract the portable ``.tar.gz`` to a set location, such as ``$HOME/.local/"
|
||||
"opt/pyston/`` (create folders as needed)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Use ``cd`` to reach the extracted Pyston folder from a terminal, then run "
|
||||
"``./pyston -m pip install scons`` to install SCons within Pyston."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To make SCons via Pyston easier to run, create a symbolic link of its "
|
||||
"wrapper script to a location in your ``PATH`` environment variable::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Instead of running ``scons <build arguments>``, run ``pyston-scons <build "
|
||||
"arguments>`` to compile Godot."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you can't run ``pyston-scons`` after creating the symbolic link, make "
|
||||
"sure ``$HOME/.local/bin/`` is part of your user's ``PATH`` environment "
|
||||
"variable."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,508 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Compiling with Mono"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Requirements"
|
||||
msgstr "Nároky"
|
||||
|
||||
msgid "Mono 6.12.0 or greater"
|
||||
msgstr ""
|
||||
|
||||
msgid "MSBuild"
|
||||
msgstr ""
|
||||
|
||||
msgid "NuGet"
|
||||
msgstr ""
|
||||
|
||||
msgid "**On Linux/macOS only:** pkg-config"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You may need to import necessary certificates for NuGet to perform HTTPS "
|
||||
"requests."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The recommended method is to use **curl**'s CA (Certificate Authorities) "
|
||||
"certificate bundle."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Run the following commands to download and import it. On Windows, you can "
|
||||
"run it from the Mono command line prompt (or the regular prompt if you added "
|
||||
"Mono's ``bin`` directory to your ``PATH`` environment variable)::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Alternatively, you can use the following command, though it's deprecated and "
|
||||
"may not work correctly::"
|
||||
msgstr ""
|
||||
|
||||
msgid "Environment variables"
|
||||
msgstr ""
|
||||
|
||||
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 ""
|
||||
|
||||
msgid ""
|
||||
"This is the directory that contains the subdirectories ``include`` and "
|
||||
"``lib``."
|
||||
msgstr ""
|
||||
|
||||
msgid "Enable the Mono module"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"By default, the Mono module is disabled when building. To enable it, add the "
|
||||
"option ``module_mono_enabled=yes`` to the SCons command line."
|
||||
msgstr ""
|
||||
|
||||
msgid "Generate the glue"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Glue sources are the wrapper functions that will be called by managed "
|
||||
"methods. These source files must be generated before building your final "
|
||||
"binaries. In order to generate them, first, you must build a temporary Godot "
|
||||
"binary with the options ``tools=yes`` and ``mono_glue=no``::"
|
||||
msgstr ""
|
||||
|
||||
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 ""
|
||||
|
||||
msgid ""
|
||||
"This command will tell Godot to generate the file ``modules/mono/glue/"
|
||||
"mono_glue.gen.cpp``, the C# solution for the Godot API at ``modules/mono/"
|
||||
"glue/GodotSharp/GodotSharp/Generated``, and the C# solution for the editor "
|
||||
"tools at ``modules/mono/glue/GodotSharp/GodotSharpEditor/Generated``. Once "
|
||||
"these files are generated, you can build Godot for all the desired targets "
|
||||
"without having to repeat this process."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``<godot_binary>`` refers to the tools binary you compiled above with the "
|
||||
"Mono module enabled. Its exact name will differ based on your system and "
|
||||
"configuration, but should be of the form ``bin/godot.<platform>.tools.<bits>."
|
||||
"mono``, e.g. ``bin/godot.x11.tools.64.mono`` or ``bin/godot.windows.tools.64."
|
||||
"mono.exe``. Be especially aware of the **.mono** suffix! If you've "
|
||||
"previously compiled Godot without Mono support, you might have similarly "
|
||||
"named binaries without this suffix. These binaries can't be used to generate "
|
||||
"the Mono glue."
|
||||
msgstr ""
|
||||
|
||||
msgid "Notes"
|
||||
msgstr ""
|
||||
|
||||
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 ""
|
||||
|
||||
msgid ""
|
||||
"The glue sources must be regenerated every time the ClassDB-registered API "
|
||||
"changes. That is, for example, when a new method is registered to the "
|
||||
"scripting API or one of the parameters of such a method changes. Godot will "
|
||||
"print an error at startup if there is an API mismatch between ClassDB and "
|
||||
"the glue sources."
|
||||
msgstr ""
|
||||
|
||||
msgid "Rebuild with Mono glue"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Once you have generated the Mono glue, you can build the final binary with "
|
||||
"``mono_glue=yes``. This is the default value for ``mono_glue``, so you can "
|
||||
"also omit it. To build a Mono-enabled editor::"
|
||||
msgstr ""
|
||||
|
||||
msgid "And Mono-enabled export templates::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If everything went well, apart from the normal output, SCons should have "
|
||||
"created the following files in the ``bin`` directory:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you're not linking the Mono runtime statically, the build script will "
|
||||
"place the Mono runtime shared library (``monosgen-2.0``) next to the Godot "
|
||||
"binary in the output directory. Make sure to include this library when "
|
||||
"distributing Godot. When targeting Android, no extra steps are required as "
|
||||
"this library is automatically copied to ``#platform/android/java/libs`` and "
|
||||
"Gradle takes care of the rest."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Unlike \"classical\" Godot builds, when building with the Mono module "
|
||||
"enabled (and depending on the target platform), a data directory may be "
|
||||
"created both for the editor and for export templates. This directory is "
|
||||
"important for proper functioning and must be distributed together with "
|
||||
"Godot. More details about this directory in :ref:`Data "
|
||||
"directory<compiling_with_mono_data_directory>`."
|
||||
msgstr ""
|
||||
|
||||
msgid "Examples"
|
||||
msgstr "Příklady"
|
||||
|
||||
msgid "Example (Windows)"
|
||||
msgstr ""
|
||||
|
||||
msgid "Example (X11)"
|
||||
msgstr ""
|
||||
|
||||
msgid "Data directory"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The data directory is a dependency for Godot binaries built with the Mono "
|
||||
"module enabled. It contains important files for the correct functioning of "
|
||||
"Godot. It must be distributed together with the Godot executable."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The information below doesn't apply for Android, iOS and WASM, as there is "
|
||||
"no data directory for these platforms."
|
||||
msgstr ""
|
||||
|
||||
msgid "Export templates"
|
||||
msgstr "Šablony pro export"
|
||||
|
||||
msgid ""
|
||||
"The name of the data directory for an export template differs based on the "
|
||||
"configuration it was built with. The format is ``data.mono.<platform>.<bits>."
|
||||
"<target>``, e.g. ``data.mono.x11.32.release_debug`` or ``data.mono."
|
||||
"windows.64.release``."
|
||||
msgstr ""
|
||||
|
||||
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 ""
|
||||
|
||||
msgid ""
|
||||
"In the case of macOS, where the export template is compressed as a ZIP "
|
||||
"archive, the contents of the data directory can be placed in the following "
|
||||
"locations inside the ZIP archive:"
|
||||
msgstr ""
|
||||
|
||||
msgid "``bin/data.mono.<platform>.<bits>.<target>/Mono/lib``"
|
||||
msgstr ""
|
||||
|
||||
msgid "``/osx_template.app/Contents/Frameworks/GodotSharp/Mono/lib``"
|
||||
msgstr ""
|
||||
|
||||
msgid "``bin/data.mono.<platform>.<bits>.<target>/Mono/etc``"
|
||||
msgstr ""
|
||||
|
||||
msgid "``/osx_template.app/Contents/Resources/GodotSharp/Mono/etc``"
|
||||
msgstr ""
|
||||
|
||||
msgid "Editor"
|
||||
msgstr "Editor"
|
||||
|
||||
msgid ""
|
||||
"The name of the data directory for the Godot editor will always be "
|
||||
"``GodotSharp``. The contents of this directory are the following:"
|
||||
msgstr ""
|
||||
|
||||
msgid "``Api``"
|
||||
msgstr ""
|
||||
|
||||
msgid "``Mono`` (optional)"
|
||||
msgstr ""
|
||||
|
||||
msgid "``Tools``"
|
||||
msgstr "``Nástroje``"
|
||||
|
||||
msgid ""
|
||||
"The ``Api`` subdirectory contains the Godot API assemblies. On macOS, if the "
|
||||
"Godot editor is distributed as a bundle, the contents of the data directory "
|
||||
"may be placed in the following locations:"
|
||||
msgstr ""
|
||||
|
||||
msgid "``bin/data.mono.<platform>.<bits>.<target>/Api``"
|
||||
msgstr ""
|
||||
|
||||
msgid "``<bundle_name>.app/Contents/Frameworks/GodotSharp/Api``"
|
||||
msgstr ""
|
||||
|
||||
msgid "``<bundle_name>.app/Contents/Frameworks/GodotSharp/Mono/lib``"
|
||||
msgstr ""
|
||||
|
||||
msgid "``<bundle_name>.app/Contents/Resources/GodotSharp/Mono/etc``"
|
||||
msgstr ""
|
||||
|
||||
msgid "``bin/data.mono.<platform>.<bits>.<target>/Tools``"
|
||||
msgstr ""
|
||||
|
||||
msgid "``<bundle_name>.app/Contents/Frameworks/GodotSharp/Tools``"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The ``Mono`` subdirectory is optional. It will be needed when distributing "
|
||||
"the editor, as issues can arise when the user-installed Mono version isn't "
|
||||
"identical to the one the Godot editor was built with. Pass "
|
||||
"``copy_mono_root=yes`` to SCons when building the editor in order to create "
|
||||
"this folder and its contents."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The ``Tools`` subdirectory contains tools required by the editor, like the "
|
||||
"``GodotTools`` assemblies and its dependencies."
|
||||
msgstr ""
|
||||
|
||||
msgid "Building the Mono runtime"
|
||||
msgstr "Sestavení runtime modulu Mono"
|
||||
|
||||
msgid ""
|
||||
"When building Godot for the desktop, you will likely use the pre-built Mono "
|
||||
"runtime that is installed on your system. This likely won't be the case when "
|
||||
"targeting other platforms like Android, iOS and WebAssembly. You will have "
|
||||
"to build the Mono runtime yourself for those platforms."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We recommend using these `build scripts <https://github.com/godotengine/"
|
||||
"godot-mono-builds>`_. They simplify this process but also include some "
|
||||
"patches needed for proper functioning with Godot. See the README on the link "
|
||||
"above for instructions on how to use the scripts."
|
||||
msgstr ""
|
||||
|
||||
msgid "Targeting Android"
|
||||
msgstr "Zaměření Android"
|
||||
|
||||
msgid ""
|
||||
"Compiling the Android export templates with Mono is a bit simpler than it is "
|
||||
"for the desktop platforms, as there are no additional steps required after "
|
||||
"building. There is no need to worry about run-time dependencies like a data "
|
||||
"directory or the shared library (when dynamically linking) as those are "
|
||||
"automatically added to the Gradle project."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Once you've built Mono, you can proceed to build Godot with the instructions "
|
||||
"described in this page and the :ref:`Compiling for "
|
||||
"Android<doc_compiling_for_android>` page. Make sure to let SCons know about "
|
||||
"the location of the Mono runtime you've just built, e.g.: ``scons [...] "
|
||||
"mono_prefix=\"$HOME/mono-installs/android-armeabi-v7a-release\"`` (This path "
|
||||
"may be different on your system)."
|
||||
msgstr ""
|
||||
|
||||
msgid "Targeting iOS"
|
||||
msgstr "Zaměření iOS"
|
||||
|
||||
msgid ""
|
||||
"Once you've built Mono, you can proceed to build Godot with the instructions "
|
||||
"described in this page and the :ref:`Compiling for "
|
||||
"iOS<doc_compiling_for_ios>` page. Make sure to let SCons know about the "
|
||||
"location of the Mono runtime you've just built, e.g.: ``scons [...] "
|
||||
"mono_prefix=\"$HOME/mono-installs/ios-arm64-release\"`` (This path may be "
|
||||
"different on your system)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"After building Godot for each architecture, you will notice SCons has copied "
|
||||
"the Mono libraries for each of them to the output directory:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The last three are only for iOS devices and are not available for the iOS "
|
||||
"simulator."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"These libraries must be put in universal (multi-architecture) \"fat\" files "
|
||||
"to be distributed with the export templates."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The following bash script will create the \"fat\" libraries in the directory "
|
||||
"``#bin/ios/iphone-mono-libs``:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The ``iphone-mono-libs`` folder must be distributed with the export "
|
||||
"templates. The Godot editor will look for the libraries in ``<templates>/"
|
||||
"iphone-mono-libs/lib<name>.iphone.fat.a``."
|
||||
msgstr ""
|
||||
|
||||
msgid "Targeting WebAssembly"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Building for WebAssembly currently involves the same process regardless of "
|
||||
"whether the Mono module is enabled."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Once you've built Mono, you can proceed to build Godot with the instructions "
|
||||
"described in this page and the :ref:`Compiling for the "
|
||||
"Web<doc_compiling_for_web>` page. Make sure to let SCons know about the "
|
||||
"location of the Mono runtime you've just built, e.g.: ``scons [...] "
|
||||
"mono_prefix=\"$HOME/mono-installs/wasm-runtime-release\"`` (This path may be "
|
||||
"different on your system)."
|
||||
msgstr ""
|
||||
|
||||
msgid "Base Class Library"
|
||||
msgstr "Knihovna základní třídy"
|
||||
|
||||
msgid ""
|
||||
"The export templates must also include the BCL (Base Class Library) for each "
|
||||
"target platform. Godot looks for the BCL folder at ``<templates>/bcl/"
|
||||
"<target_platform>``, where ``<target_platform>`` is the same name passed to "
|
||||
"the SCons ``platform`` option, e.g.: ``<templates>/bcl/windows``, "
|
||||
"``<templates>/bcl/javascript``."
|
||||
msgstr ""
|
||||
|
||||
msgid "Alternatively, Godot will look for them in the following locations:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Android"
|
||||
msgstr "Android"
|
||||
|
||||
msgid "``<templates>/bcl/monodroid``"
|
||||
msgstr ""
|
||||
|
||||
msgid "iOS"
|
||||
msgstr "Ios"
|
||||
|
||||
msgid "``<templates>/bcl/monotouch``"
|
||||
msgstr ""
|
||||
|
||||
msgid "WebAssembly"
|
||||
msgstr ""
|
||||
|
||||
msgid "``<templates>/bcl/wasm``"
|
||||
msgstr ""
|
||||
|
||||
msgid "Linux and macOS"
|
||||
msgstr ""
|
||||
|
||||
msgid "``<templates>/bcl/net_4_x``"
|
||||
msgstr ""
|
||||
|
||||
msgid "Windows"
|
||||
msgstr "Windows"
|
||||
|
||||
msgid "``<templates>/bcl/net_4_x_win``"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"As of now, we're assuming the same BCL profile can be used for both Linux "
|
||||
"and macOS, but this may change in the future as they're not guaranteed to be "
|
||||
"the same (as is the case with the Windows BCL)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If the target platform is the same as the platform of the Godot editor, then "
|
||||
"the editor will use the BCL it's running on (``<data_folder>/Mono/lib/"
|
||||
"mono/4.5``) if it cannot find the BCL in the export templates."
|
||||
msgstr ""
|
||||
|
||||
msgid "AOT cross-compilers"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To perform ahead-of-time (AOT) compilation for other platforms, Godot needs "
|
||||
"to have access to the Mono cross-compilers for that platform and "
|
||||
"architecture."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot will look for the cross-compiler executable in the AOT compilers "
|
||||
"folder. The location of this folder is ``<data_folder>/Tools/aot-compilers/"
|
||||
"``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In order to build the cross-compilers we recommend using these `build "
|
||||
"scripts <https://github.com/godotengine/godot-mono-builds>`_."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"After building them, copy the executable to the Godot AOT compilers "
|
||||
"directory. The executable name is ``<triple>-mono-sgen``, e.g.: ``aarch64-"
|
||||
"apple-darwin-mono-sgen``."
|
||||
msgstr ""
|
||||
|
||||
msgid "Command-line options"
|
||||
msgstr "Možnosti příkazového řádku"
|
||||
|
||||
msgid ""
|
||||
"The following is the list of command-line options available when building "
|
||||
"with the Mono module:"
|
||||
msgstr ""
|
||||
|
||||
msgid "**module_mono_enabled**\\ =yes | **no**"
|
||||
msgstr ""
|
||||
|
||||
msgid "Build Godot with the Mono module enabled."
|
||||
msgstr ""
|
||||
|
||||
msgid "**mono_glue**\\ =\\ **yes** | no"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Whether to include the glue source files in the build and define "
|
||||
"``MONO_GLUE_DISABLED`` as a preprocessor macro."
|
||||
msgstr ""
|
||||
|
||||
msgid "**mono_prefix**\\ =path"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Path to the Mono installation directory for the target platform and "
|
||||
"architecture."
|
||||
msgstr ""
|
||||
|
||||
msgid "**mono_static**\\ =yes | no"
|
||||
msgstr ""
|
||||
|
||||
msgid "Whether to link the Mono runtime statically."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The default is **yes** for iOS and WASM, and **no** for other platforms."
|
||||
msgstr ""
|
||||
|
||||
msgid "**copy_mono_root**\\ =yes | **no**"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Whether to copy the Mono framework assemblies and configuration files "
|
||||
"required by the Godot editor."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,94 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Compiling with script encryption key"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The export dialog gives you the option to encrypt your scripts with a 256-"
|
||||
"bit AES key when releasing your project. This will make sure your scripts "
|
||||
"are not stored in plain text and can not easily be ripped by some script "
|
||||
"kiddie."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Of course, the key needs to be stored in the binary, but if it's compiled, "
|
||||
"optimized and without symbols, it would take some effort to find it."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For this to work, you need to build the export templates from source, with "
|
||||
"that same key."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This will **not** work if you use official, precompiled export templates. It "
|
||||
"is absolutely **required** to compile your own export templates to use PCK "
|
||||
"encryption."
|
||||
msgstr ""
|
||||
|
||||
msgid "Step by step"
|
||||
msgstr "Krok za krokem"
|
||||
|
||||
msgid ""
|
||||
"Generate a 256-bit AES key in hexadecimal format. You can use the aes-256-"
|
||||
"cbc variant from `this service <https://asecuritysite.com/encryption/"
|
||||
"keygen>`_."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Alternatively, you can generate it yourself using `OpenSSL <https://www."
|
||||
"openssl.org/>`__ command-line tools:"
|
||||
msgstr ""
|
||||
|
||||
msgid "The output in ``godot.gdkey`` should be similar to:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can generate the key without redirecting the output to a file, but that "
|
||||
"way you can minimize the risk of exposing the key."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Set this key as environment variable in the console that you will use to "
|
||||
"compile Godot, like this:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Compile Godot export templates and set them as custom export templates in "
|
||||
"the export preset options."
|
||||
msgstr ""
|
||||
|
||||
msgid "Set the encryption key in the **Script** tab of the export preset:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Export the project. The game should run with encrypted scripts now."
|
||||
msgstr ""
|
||||
|
||||
msgid "Troubleshooting"
|
||||
msgstr "Odstraňování problémů"
|
||||
|
||||
msgid ""
|
||||
"If you get an error like below, it means the key wasn't properly included in "
|
||||
"your Godot build. Godot is encrypting the scripts during export, but can't "
|
||||
"read them at runtime."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,160 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Cross-compiling for iOS on Linux"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The procedure for this is somewhat complex and requires a lot of steps, but "
|
||||
"once you have the environment properly configured it will be easy to compile "
|
||||
"Godot for iOS anytime you want."
|
||||
msgstr ""
|
||||
|
||||
msgid "Disclaimer"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"While it is possible to compile for iOS on a Linux environment, Apple is "
|
||||
"very restrictive about the tools to be used (especially hardware-wise), "
|
||||
"allowing pretty much only their products to be used for development. So this "
|
||||
"is **not official**. However, a `statement from Apple in 2010 <http://www."
|
||||
"apple.com/pr/library/2010/09/09Statement-by-Apple-on-App-Store-Review-"
|
||||
"Guidelines.html>`__ says they relaxed some of the `App Store review "
|
||||
"guidelines <https://developer.apple.com/app-store/review/guidelines/>`__ to "
|
||||
"allow any tool to be used, as long as the resulting binary does not download "
|
||||
"any code, which means it should be OK to use the procedure described here "
|
||||
"and cross-compiling the binary."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Requirements"
|
||||
msgstr "Nároky"
|
||||
|
||||
msgid ""
|
||||
"`XCode with the iOS SDK <https://developer.apple.com/xcode/download>`__ (a "
|
||||
"dmg image)"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Clang >= 3.5 <http://clang.llvm.org>`__ for your development machine "
|
||||
"installed and in the ``PATH``. It has to be version >= 3.5 to target "
|
||||
"``arm64`` architecture."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Fuse <https://github.com/libfuse/libfuse>`__ for mounting and umounting the "
|
||||
"dmg image."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`darling-dmg <https://github.com/darlinghq/darling-dmg>`__, which needs to "
|
||||
"be built from source. The procedure for that is explained below."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For building darling-dmg, you'll need the development packages of the "
|
||||
"following libraries: fuse, icu, openssl, zlib, bzip2."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`cctools-port <https://github.com/tpoechtrager/cctools-port>`__ for the "
|
||||
"needed build tools. The procedure for building is quite peculiar and is "
|
||||
"described below."
|
||||
msgstr ""
|
||||
|
||||
msgid "This also has some extra dependencies: automake, autogen, libtool."
|
||||
msgstr ""
|
||||
|
||||
msgid "Configuring the environment"
|
||||
msgstr ""
|
||||
|
||||
msgid "darling-dmg"
|
||||
msgstr ""
|
||||
|
||||
msgid "Clone the repository on your machine:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Build it:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Preparing the SDK"
|
||||
msgstr ""
|
||||
|
||||
msgid "Mount the XCode image:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Extract the iOS SDK:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Pack the SDK:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Toolchain"
|
||||
msgstr ""
|
||||
|
||||
msgid "Build cctools:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Copy the tools to a nicer place. Note that the SCons scripts for building "
|
||||
"will look under ``usr/bin`` inside the directory you provide for the "
|
||||
"toolchain binaries, so you must copy to such subdirectory, akin to the "
|
||||
"following commands:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Now you should have the iOS toolchain binaries in ``/home/user/iostoolchain/"
|
||||
"usr/bin``."
|
||||
msgstr ""
|
||||
|
||||
msgid "Compiling Godot for iPhone"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Once you've done the above steps, you should keep two things in your "
|
||||
"environment: the built toolchain and the iPhoneOS SDK directory. Those can "
|
||||
"stay anywhere you want since you have to provide their paths to the SCons "
|
||||
"build command."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For the iPhone platform to be detected, you need the ``OSXCROSS_IOS`` "
|
||||
"environment variable defined to anything."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Now you can compile for iPhone using SCons like the standard Godot way, with "
|
||||
"some additional arguments to provide the correct paths:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Producing fat binaries"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Apple requires a fat binary with both architectures (``armv7`` and "
|
||||
"``arm64``) in a single file. To do this, use the ``arm-apple-darwin11-lipo`` "
|
||||
"executable. The following example assumes you are in the root Godot source "
|
||||
"directory:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Then you will have iOS fat binaries in ``bin`` directory."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,86 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Getting the source"
|
||||
msgstr ""
|
||||
|
||||
msgid "Downloading the Godot source code"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Before :ref:`getting into the SCons build system "
|
||||
"<doc_introduction_to_the_buildsystem>` and compiling Godot, you need to "
|
||||
"actually download the Godot source code."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The source code is available on `GitHub <https://github.com/godotengine/"
|
||||
"godot>`__ and while you can manually download it via the website, in general "
|
||||
"you want to do it via the ``git`` version control system."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you are compiling in order to make contributions or pull requests, you "
|
||||
"should follow the instructions from the :ref:`Pull Request workflow "
|
||||
"<doc_pr_workflow>`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you don't know much about ``git`` yet, there are a great number of "
|
||||
"`tutorials <https://git-scm.com/book>`__ available on various websites."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In general, you need to install ``git`` and/or one of the various GUI "
|
||||
"clients."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Afterwards, to get the latest development version of the Godot source code "
|
||||
"(the unstable ``master`` branch), you can use ``git clone``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you are using the ``git`` command line client, this is done by entering "
|
||||
"the following in a terminal:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For any stable release, visit the `release page <https://github.com/"
|
||||
"godotengine/godot/releases>`__ and click on the link for the release you "
|
||||
"want. You can then download and extract the source from the download link on "
|
||||
"the page."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"With ``git``, you can also clone a stable release by specifying its branch "
|
||||
"or tag after the ``--branch`` (or just ``-b``) argument::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"There are also generally branches besides ``master`` for each major version."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"After downloading the Godot source code, you can :ref:`continue to compiling "
|
||||
"Godot <doc_introduction_to_the_buildsystem>`."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,24 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Compiling"
|
||||
msgstr "Kompilace"
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,369 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Introduction to the buildsystem"
|
||||
msgstr ""
|
||||
|
||||
msgid "SCons"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot uses `SCons <https://www.scons.org/>`__ to build. We love it, we are "
|
||||
"not changing it for anything else. We are not even sure other build systems "
|
||||
"are up to the task of building Godot. We constantly get requests to move the "
|
||||
"build system to CMake, or Visual Studio, but this is not going to happen. "
|
||||
"There are many reasons why we have chosen SCons over other alternatives, for "
|
||||
"example:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot can be compiled for a dozen different platforms: all PC platforms, all "
|
||||
"mobile platforms, many consoles, and WebAssembly."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Developers often need to compile for several of the platforms **at the same "
|
||||
"time**, or even different targets of the same platform. They can't afford "
|
||||
"reconfiguring and rebuilding the project each time. SCons can do this with "
|
||||
"no sweat, without breaking the builds."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"SCons will *never* break a build no matter how many changes, configurations, "
|
||||
"additions, removals etc. You have more chances to die struck by lightning "
|
||||
"than needing to clean and rebuild in SCons."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot build process is not simple. Several files are generated by code "
|
||||
"(binders), others are parsed (shaders), and others need to offer "
|
||||
"customization (plugins). This requires complex logic which is easier to "
|
||||
"write in an actual programming language (like Python) rather than using a "
|
||||
"mostly macro-based language only meant for building."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot build process makes heavy use of cross-compiling tools. Each platform "
|
||||
"has a specific detection process, and all these must be handled as specific "
|
||||
"cases with special code written for each."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"So, please try to keep an open mind and get at least a little familiar with "
|
||||
"it if you are planning to build Godot yourself."
|
||||
msgstr ""
|
||||
|
||||
msgid "Setup"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Please refer to the documentation for :ref:`doc_compiling_for_android`, :ref:"
|
||||
"`doc_compiling_for_ios`, :ref:`doc_compiling_for_osx`, :ref:"
|
||||
"`doc_compiling_for_uwp`, :ref:`doc_compiling_for_web`, :ref:"
|
||||
"`doc_compiling_for_windows` and :ref:`doc_compiling_for_x11`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Note that for **Windows/Visual Studio**, you need to use ``x86_x64 Cross "
|
||||
"Tools Command Prompt for VS 2017`` or similar, depending on your install, "
|
||||
"instead of the standard Windows command prompt to enter the commands below."
|
||||
msgstr ""
|
||||
|
||||
msgid "Platform selection"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot's build system will begin by detecting the platforms it can build for. "
|
||||
"If not detected, the platform will simply not appear on the list of "
|
||||
"available platforms. The build requirements for each platform are described "
|
||||
"in the rest of this tutorial section."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"SCons is invoked by just calling ``scons``. If no platform is specified, "
|
||||
"SCons will detect the target platform automatically based on the host "
|
||||
"platform. It will then start building for the target platform right away."
|
||||
msgstr ""
|
||||
|
||||
msgid "To list the available target platforms, use ``scons platform=list``::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To build for a platform (for example, x11), run with the ``platform=`` (or "
|
||||
"``p=`` to make it short) argument:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This will start the build process, which will take a while. By default, "
|
||||
"Godot's SCons setup is configured to use all CPU threads but one (to keep "
|
||||
"the system responsive during compilation). If you want to adjust how many "
|
||||
"CPU threads SCons will use, use the ``-j <threads>`` parameter to specify "
|
||||
"how many threads will be used for the build."
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Example for using 4 threads:"
|
||||
msgstr "Příklad hodnotové animační stopy"
|
||||
|
||||
msgid "Resulting binary"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The resulting binaries will be placed in the ``bin/`` subdirectory, "
|
||||
"generally with this naming convention::"
|
||||
msgstr ""
|
||||
|
||||
msgid "For the previous build attempt, the result would look like this::"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This means that the binary is for X11, is not optimized, has tools (the "
|
||||
"whole editor) compiled in, and is meant for 64 bits."
|
||||
msgstr ""
|
||||
|
||||
msgid "A Windows binary with the same configuration will look like this:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Copy that binary to any location you like, as it contains the project "
|
||||
"manager, editor and all means to execute the game. However, it lacks the "
|
||||
"data to export it to the different platforms. For that the export templates "
|
||||
"are needed (which can be either downloaded from `godotengine.org <https://"
|
||||
"godotengine.org/>`__, or you can build them yourself)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Aside from that, there are a few standard options that can be set in all "
|
||||
"build targets, and which will be explained below."
|
||||
msgstr ""
|
||||
|
||||
msgid "Tools"
|
||||
msgstr "Nástroje"
|
||||
|
||||
msgid ""
|
||||
"Tools are enabled by default in all PC targets (Linux, Windows, macOS), "
|
||||
"disabled for everything else. Disabling tools produces a binary that can run "
|
||||
"projects but that does not include the editor or the project manager."
|
||||
msgstr ""
|
||||
|
||||
msgid "Target"
|
||||
msgstr "Cíl"
|
||||
|
||||
msgid "Target controls optimization and debug flags. Each mode means:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**debug**: Build with C++ debugging symbols, runtime checks (performs checks "
|
||||
"and reports error) and none to little optimization."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**release_debug**: Build without C++ debugging symbols and optimization, but "
|
||||
"keep the runtime checks (performs checks and reports errors). Official "
|
||||
"editor binaries use this configuration."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**release**: Build without symbols, with optimization and with little to no "
|
||||
"runtime checks. This target can't be used together with ``tools=yes``, as "
|
||||
"the editor requires some debug functionality and run-time checks to run."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This flag appends the ``.debug`` suffix (for debug), or ``.tools`` (for "
|
||||
"debug with tools enabled). When optimization is enabled (release), it "
|
||||
"appends the ``.opt`` suffix."
|
||||
msgstr ""
|
||||
|
||||
msgid "Bits"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Bits is meant to control the CPU or OS version intended to run the binaries. "
|
||||
"It is focused mostly on desktop platforms and ignored everywhere else."
|
||||
msgstr ""
|
||||
|
||||
msgid "**32**: Build binaries for 32-bit platforms."
|
||||
msgstr ""
|
||||
|
||||
msgid "**64**: Build binaries for 64-bit platforms."
|
||||
msgstr ""
|
||||
|
||||
msgid "**default**: Build for the architecture that matches the host platform."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This flag appends ``.32`` or ``.64`` suffixes to resulting binaries when "
|
||||
"relevant. If ``bits=default`` is used, the suffix will match the detected "
|
||||
"architecture."
|
||||
msgstr ""
|
||||
|
||||
msgid "Custom modules"
|
||||
msgstr "Vlastní moduly"
|
||||
|
||||
msgid ""
|
||||
"It's possible to compile modules residing outside of Godot's directory tree, "
|
||||
"along with the built-in modules."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"A ``custom_modules`` build option can be passed to the command line before "
|
||||
"compiling. The option represents a comma-separated list of directory paths "
|
||||
"containing a collection of independent C++ modules that can be seen as C++ "
|
||||
"packages, just like the built-in ``modules/`` directory."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For instance, it's possible to provide both relative, absolute, and user "
|
||||
"directory paths containing such modules:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If there's any custom module with the exact directory name as a built-in "
|
||||
"module, the engine will only compile the custom one. This logic can be used "
|
||||
"to override built-in module implementations."
|
||||
msgstr ""
|
||||
|
||||
msgid ":ref:`doc_custom_modules_in_c++`"
|
||||
msgstr ":ref:`doc_custom_modules_in_c++`"
|
||||
|
||||
msgid "Cleaning generated files"
|
||||
msgstr "Čištění generovaných souborů"
|
||||
|
||||
msgid ""
|
||||
"Sometimes, you may encounter an error due to generated files being present. "
|
||||
"You can remove them by using ``scons --clean <options>``, where "
|
||||
"``<options>`` is the list of build options you've used to build Godot "
|
||||
"previously."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Alternatively, you can use ``git clean -fixd`` which will clean build "
|
||||
"artifacts for all platforms and configurations. Beware, as this will remove "
|
||||
"all untracked and ignored files in the repository. Don't run this command if "
|
||||
"you have uncommitted work!"
|
||||
msgstr ""
|
||||
|
||||
msgid "Other build options"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"There are several other build options that you can use to configure the way "
|
||||
"Godot should be built (compiler, debug options, etc.) as well as the "
|
||||
"features to include/disable."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Check the output of ``scons --help`` for details about each option for the "
|
||||
"version you are willing to compile."
|
||||
msgstr ""
|
||||
|
||||
msgid "Overriding the build options"
|
||||
msgstr ""
|
||||
|
||||
msgid "Using a file"
|
||||
msgstr "Použití souboru"
|
||||
|
||||
msgid ""
|
||||
"The default ``custom.py`` file can be created at the root of the Godot "
|
||||
"Engine source to initialize any SCons build options passed via the command "
|
||||
"line:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can also disable some of the builtin modules before compiling, saving "
|
||||
"some time it takes to build the engine. See :ref:`doc_optimizing_for_size` "
|
||||
"page for more details."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can use the online `Godot build options generator <https://godot-build-"
|
||||
"options-generator.github.io/>`__ to generate a ``custom.py`` file containing "
|
||||
"SCons options. You can then save this file and place it at the root of your "
|
||||
"Godot source directory."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Another custom file can be specified explicitly with the ``profile`` command "
|
||||
"line option, both overriding the default build configuration:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Build options set from the file can be overridden by the command line "
|
||||
"options."
|
||||
msgstr ""
|
||||
|
||||
msgid "It's also possible to override the options conditionally:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Using the SCONSFLAGS"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``SCONSFLAGS`` is an environment variable which is used by the SCons to set "
|
||||
"the options automatically without having to supply them via the command line."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For instance, you may want to force a number of CPU threads with the "
|
||||
"aforementioned ``-j`` option for all future builds:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Export templates"
|
||||
msgstr "Šablony pro export"
|
||||
|
||||
msgid ""
|
||||
"Official export templates are downloaded from the Godot Engine site: "
|
||||
"`godotengine.org <https://godotengine.org/>`__. However, you might want to "
|
||||
"build them yourself (in case you want newer ones, you are using custom "
|
||||
"modules, or simply don't trust your own shadow)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you download the official export templates package and unzip it, you will "
|
||||
"notice that most files are optimized binaries or packages for each platform:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To create those yourself, follow the instructions detailed for each platform "
|
||||
"in this same tutorial section. Each platform explains how to create its own "
|
||||
"template."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The ``version.txt`` file should contain the corresponding Godot version "
|
||||
"identifier. This file is used to install export templates in a version-"
|
||||
"specific directory to avoid conflicts. For instance, if you are building "
|
||||
"export templates for Godot 3.1.1, ``version.txt`` should contain ``3.1.1."
|
||||
"stable`` on the first line (and nothing else). This version identifier is "
|
||||
"based on the ``major``, ``minor``, ``patch`` (if present) and ``status`` "
|
||||
"lines of the `version.py file in the Godot Git repository <https://github."
|
||||
"com/godotengine/godot/blob/master/version.py>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you are developing for multiple platforms, macOS is definitely the most "
|
||||
"convenient host platform for cross-compilation, since you can cross-compile "
|
||||
"for almost every target (except for UWP). Linux and Windows come in second "
|
||||
"place, but Linux has the advantage of being the easier platform to set this "
|
||||
"up."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,255 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Optimizing a build for size"
|
||||
msgstr ""
|
||||
|
||||
msgid "Rationale"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Sometimes, it is desired to optimize a build for size rather than speed. "
|
||||
"This means not compiling unused functions from the engine, as well as using "
|
||||
"specific compiler flags to aid on decreasing build size. Common situations "
|
||||
"include creating builds for mobile and Web platforms."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This tutorial aims to give an overview on different methods to create a "
|
||||
"smaller binary. Before continuing, it is recommended to read the previous "
|
||||
"tutorials on compiling Godot for each platform."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The options below are listed from the most important (greatest size savings) "
|
||||
"to the least important (lowest size savings)."
|
||||
msgstr ""
|
||||
|
||||
msgid "Stripping binaries"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Space savings:** Very high"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Difficulty:** Easy"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Performed in official builds:** Yes"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you build Windows (MinGW), Linux or macOS binaries from source, remember "
|
||||
"to strip debug symbols from binaries by installing the ``strip`` package "
|
||||
"from your distribution then running:"
|
||||
msgstr ""
|
||||
|
||||
msgid "On Windows, ``strip.exe`` is included in most MinGW toolchain setups."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This will reduce the size of compiled binaries by a factor between 5× and "
|
||||
"10×. The downside is that crash backtraces will no longer provide accurate "
|
||||
"information (which is useful for troubleshooting the cause of a crash). :ref:"
|
||||
"`C++ profilers <doc_using_cpp_profilers>` will also no longer be able to "
|
||||
"display function names (this does not affect the built-in GDScript profiler)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The above command will not work on Windows binaries compiled with MSVC and "
|
||||
"platforms such as Android and HTML5. Instead, pass ``debug_symbols=no`` on "
|
||||
"the SCons command line when compiling."
|
||||
msgstr ""
|
||||
|
||||
msgid "Optimizing for size instead of speed"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Space savings:** High"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Performed in official builds:** Yes, but only for HTML5"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot 3.1 onwards allows compiling using size optimizations (instead of "
|
||||
"speed). To enable this, set the ``optimize`` flag to ``size``:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Some platforms such as WebAssembly already use this mode by default."
|
||||
msgstr ""
|
||||
|
||||
msgid "Compiling with link-time optimization"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Enabling link-time optimization produces more efficient binaries, both in "
|
||||
"terms of performance and file size. It works by eliminating duplicate "
|
||||
"template functions and unused code. It can currently be used with the GCC "
|
||||
"and MSVC compilers:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Linking becomes much slower and more RAM-consuming with this option, so it "
|
||||
"should be used only for release builds:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When compiling the ``master`` branch, you need to have at least 8 GB of RAM "
|
||||
"available for successful linking with LTO enabled."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When compiling the ``3.x`` branch, you need to have at least 6 GB of RAM "
|
||||
"available for successful linking with LTO enabled."
|
||||
msgstr ""
|
||||
|
||||
msgid "Disabling 3D"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Space savings:** Moderate"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Performed in official builds:** No"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For 2D games, having the whole 3D engine available usually makes no sense. "
|
||||
"Because of this, there is a build flag to disable it:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Tools must be disabled in order to use this flag, as the editor is not "
|
||||
"designed to operate without 3D support. Without it, the binary size can be "
|
||||
"reduced by about 15%."
|
||||
msgstr ""
|
||||
|
||||
msgid "Disabling advanced GUI objects"
|
||||
msgstr "Zakázání pokročilých objektů grafického uživatelského rozhraní"
|
||||
|
||||
msgid ""
|
||||
"Most small games don't require complex GUI controls such as Tree, ItemList, "
|
||||
"TextEdit or GraphEdit. They can be disabled using a build flag:"
|
||||
msgstr ""
|
||||
|
||||
msgid "This is everything that will be disabled:"
|
||||
msgstr ""
|
||||
|
||||
msgid "FileDialog"
|
||||
msgstr "FileDialog"
|
||||
|
||||
msgid "PopupMenu"
|
||||
msgstr ""
|
||||
|
||||
msgid "Tree"
|
||||
msgstr "Strom"
|
||||
|
||||
msgid "TextEdit"
|
||||
msgstr "TextEdit"
|
||||
|
||||
msgid "TreeItem"
|
||||
msgstr ""
|
||||
|
||||
msgid "OptionButton"
|
||||
msgstr "OptionButton"
|
||||
|
||||
msgid "SpinBox"
|
||||
msgstr ""
|
||||
|
||||
msgid "ColorPicker"
|
||||
msgstr "ColorPicker"
|
||||
|
||||
msgid "ColorPickerButton"
|
||||
msgstr ""
|
||||
|
||||
msgid "RichTextLabel"
|
||||
msgstr "RichTextLabel"
|
||||
|
||||
msgid "RichTextEffect"
|
||||
msgstr ""
|
||||
|
||||
msgid "CharFXTransform"
|
||||
msgstr "CharFXTransform"
|
||||
|
||||
msgid "PopupDialog"
|
||||
msgstr ""
|
||||
|
||||
msgid "WindowDialog"
|
||||
msgstr "WindowDialog"
|
||||
|
||||
msgid "AcceptDialog"
|
||||
msgstr "AcceptDialog"
|
||||
|
||||
msgid "ConfirmationDialog"
|
||||
msgstr ""
|
||||
|
||||
msgid "MarginContainer"
|
||||
msgstr "Kontejner pro okraje"
|
||||
|
||||
msgid "ViewportContainer"
|
||||
msgstr "Kontejner pro výřez"
|
||||
|
||||
msgid "SplitContainer"
|
||||
msgstr "Rozdělovací kontejner"
|
||||
|
||||
msgid "HSplitContainer"
|
||||
msgstr "Rozdělovací kontejner"
|
||||
|
||||
msgid "GraphNode"
|
||||
msgstr ""
|
||||
|
||||
msgid "GraphEdit"
|
||||
msgstr ""
|
||||
|
||||
msgid "Disabling unwanted modules"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Space savings:** Very low to moderate depending on modules"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Difficulty:** Medium to hard depending on modules"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"A lot of Godot's functions are offered as modules. You can see a list of "
|
||||
"modules with the following command:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The list of modules that can be disabled will appear, together with all "
|
||||
"build options. If you are working on a simple 2D game, you could disable a "
|
||||
"lot of them:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If this proves not to work for your use case, you should review the list of "
|
||||
"modules and see which ones you actually still need for your game (e.g. you "
|
||||
"might want to keep networking-related modules, regex support, or theora/webm "
|
||||
"to play videos)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Alternatively, you can supply a list of disabled modules by creating "
|
||||
"``custom.py`` at the root of the source, with the contents similar to the "
|
||||
"following:"
|
||||
msgstr ""
|
||||
|
||||
msgid ":ref:`doc_overriding_build_options`."
|
||||
msgstr ":ref:`doc_overriding_build_options`."
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,122 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Binding to external libraries"
|
||||
msgstr ""
|
||||
|
||||
msgid "Modules"
|
||||
msgstr "Moduly"
|
||||
|
||||
msgid ""
|
||||
"The Summator example in :ref:`doc_custom_modules_in_c++` is great for small, "
|
||||
"custom modules, but what if you want to use a larger, external library? "
|
||||
"Let's look at an example using `Festival <http://www.cstr.ed.ac.uk/projects/"
|
||||
"festival/>`_, a speech synthesis (text-to-speech) library written in C++."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To bind to an external library, set up a module directory similar to the "
|
||||
"Summator example:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Next, you will create a header file with a simple TTS class:"
|
||||
msgstr ""
|
||||
|
||||
msgid "And then you'll add the cpp file."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Just as before, the new class needs to be registered somehow, so two more "
|
||||
"files need to be created:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"These files must be in the top-level folder of your module (next to your "
|
||||
"``SCsub`` and ``config.py`` files) for the module to be registered properly."
|
||||
msgstr ""
|
||||
|
||||
msgid "These files should contain the following:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Next, you need to create a ``SCsub`` file so the build system compiles this "
|
||||
"module:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You'll need to install the external library on your machine to get the .a "
|
||||
"library files. See the library's official documentation for specific "
|
||||
"instructions on how to do this for your operation system. We've included the "
|
||||
"installation commands for Linux below, for reference."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The voices that Festival uses (and any other potential external/3rd-party "
|
||||
"resource) all have varying licenses and terms of use; some (if not most) of "
|
||||
"them may be be problematic with Godot, even if the Festival Library itself "
|
||||
"is MIT License compatible. Please be sure to check the licenses and terms of "
|
||||
"use."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The external library will also need to be installed inside your module to "
|
||||
"make the source files accessible to the compiler, while also keeping the "
|
||||
"module code self-contained. The festival and speech_tools libraries can be "
|
||||
"installed from the modules/tts/ directory via git using the following "
|
||||
"commands:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you don't want the external repository source files committed to your "
|
||||
"repository, you can link to them instead by adding them as submodules (from "
|
||||
"within the modules/tts/ directory), as seen below:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Please note that Git submodules are not used in the Godot repository. If you "
|
||||
"are developing a module to be merged into the main Godot repository, you "
|
||||
"should not use submodules. If your module doesn't get merged in, you can "
|
||||
"always try to implement the external library as a GDNative C++ plugin."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To add include directories for the compiler to look at you can append it to "
|
||||
"the environment's paths:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you want to add custom compiler flags when building your module, you need "
|
||||
"to clone `env` first, so it won't add those flags to whole Godot build "
|
||||
"(which can cause errors). Example `SCsub` with custom flags:"
|
||||
msgstr ""
|
||||
|
||||
msgid "The final module should look like this:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Using the module"
|
||||
msgstr ""
|
||||
|
||||
msgid "You can now use your newly created module from any script:"
|
||||
msgstr ""
|
||||
|
||||
msgid "And the output will be ``is_spoken: True`` if the text is spoken."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,185 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Common engine methods and macros"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot's C++ codebase makes use of dozens of custom methods and macros which "
|
||||
"are used in almost every file. This page is geared towards beginner "
|
||||
"contributors, but it can also be useful for those writing custom C++ modules."
|
||||
msgstr ""
|
||||
|
||||
msgid "Print text"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you need to add placeholders in your messages, use format strings as "
|
||||
"described below."
|
||||
msgstr ""
|
||||
|
||||
msgid "Format a string"
|
||||
msgstr "Formátování řetězce"
|
||||
|
||||
msgid ""
|
||||
"The ``vformat()`` function returns a formatted :ref:`class_String`. It "
|
||||
"behaves in a way similar to C's ``sprintf()``:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In most cases, try to use ``vformat()`` instead of string concatenation as "
|
||||
"it makes for more readable code."
|
||||
msgstr ""
|
||||
|
||||
msgid "Convert an integer or float to a string"
|
||||
msgstr ""
|
||||
|
||||
msgid "This is mainly useful when printing numbers directly."
|
||||
msgstr ""
|
||||
|
||||
msgid "Internationalize a string"
|
||||
msgstr "Internacionalizace řetězce"
|
||||
|
||||
msgid "There are two types of internationalization in Godot's codebase:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``TTR()``: **Editor (\"tools\") translations** will only be processed in the "
|
||||
"editor. If a user uses the same text in one of their projects, it won't be "
|
||||
"translated if they provide a translation for it. When contributing to the "
|
||||
"engine, this is generally the macro you should use for localizable strings."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``RTR()``: **Run-time translations** will be automatically localized in "
|
||||
"projects if they provide a translation for the given string. This kind of "
|
||||
"translation shouldn't be used in editor-only code."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To insert placeholders in localizable strings, wrap the localization macro "
|
||||
"in a ``vformat()`` call as follows:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When using ``vformat()`` and a translation macro together, always wrap the "
|
||||
"translation macro in ``vformat()``, not the other way around. Otherwise, the "
|
||||
"string will never match the translation as it will have the placeholder "
|
||||
"already replaced when it's passed to TranslationServer."
|
||||
msgstr ""
|
||||
|
||||
msgid "Clamp a value"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot provides macros for clamping a value with a lower bound (``MAX``), an "
|
||||
"upper bound (``MIN``) or both (``CLAMP``):"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This works with any type that can be compared to other values (like ``int`` "
|
||||
"and ``float``)."
|
||||
msgstr ""
|
||||
|
||||
msgid "Microbenchmarking"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you want to benchmark a piece of code but don't know how to use a "
|
||||
"profiler, use this snippet:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This will print the time spent between the ``begin`` declaration and the "
|
||||
"``end`` declaration."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You may have to ``#include \"core/os/os.h\"`` if it's not present already."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When opening a pull request, make sure to remove this snippet as well as the "
|
||||
"include if it wasn't there previously."
|
||||
msgstr ""
|
||||
|
||||
msgid "Get project/editor settings"
|
||||
msgstr "Získejte nastavení projektu / editoru"
|
||||
|
||||
msgid "There are four macros available for this:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If a default value has been specified elsewhere, don't specify it again to "
|
||||
"avoid repetition:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"It's recommended to use ``GLOBAL_DEF``/``EDITOR_DEF`` only once per setting "
|
||||
"and use ``GLOBAL_GET``/``EDITOR_GET`` in all other places where it's "
|
||||
"referenced."
|
||||
msgstr ""
|
||||
|
||||
msgid "Error macros"
|
||||
msgstr "Chybová makra"
|
||||
|
||||
msgid ""
|
||||
"Godot features many error macros to make error reporting more convenient."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Conditions in error macros work in the **opposite** way of GDScript's built-"
|
||||
"in ``assert()`` function. An error is reached if the condition inside "
|
||||
"evaluates to ``true``, not ``false``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Only variants with custom messages are documented here, as these should "
|
||||
"always be used in new contributions. Make sure the custom message provided "
|
||||
"includes enough information for people to diagnose the issue, even if they "
|
||||
"don't know C++. In case a method was passed invalid arguments, you can print "
|
||||
"the invalid value in question to ease debugging."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For internal error checking where displaying a human-readable message isn't "
|
||||
"necessary, remove ``_MSG`` at the end of the macro name and don't supply a "
|
||||
"message argument."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Also, always try to return processable data so the engine can keep running "
|
||||
"well."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"See `core/error_macros.h <https://github.com/godotengine/godot/blob/3.x/core/"
|
||||
"error_macros.h>`__ in Godot's codebase for more information about each error "
|
||||
"macro."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Some functions return an error code (materialized by a return type of "
|
||||
"``Error``). This value can be returned directly from an error macro. See the "
|
||||
"list of available error codes in `core/error_list.h <https://github.com/"
|
||||
"godotengine/godot/blob/3.x/core/error_list.h>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,60 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Android Studio"
|
||||
msgstr "Android Studio"
|
||||
|
||||
msgid ""
|
||||
"`Android Studio <https://developer.android.com/studio>`_ is a free "
|
||||
"`JetBrains <https://www.jetbrains.com/>`_ IDE for Android development. It "
|
||||
"has a feature-rich editor which supports Java and C/C++. It can be used to "
|
||||
"work on Godot's core engine as well as the Android platform codebase."
|
||||
msgstr ""
|
||||
|
||||
msgid "Importing the project"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"From the Android Studio's welcome window select **Open an existing Android "
|
||||
"Studio project**."
|
||||
msgstr ""
|
||||
|
||||
msgid "Android Studio's welcome window."
|
||||
msgstr "Uvítací okno Android studia."
|
||||
|
||||
msgid ""
|
||||
"Navigate to ``<Godot root directory>/platform/android/java`` and select the "
|
||||
"``settings.gradle`` file."
|
||||
msgstr ""
|
||||
|
||||
msgid "Android Studio will import and index the project."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To build the project, follow the :ref:`compiling instructions <toc-devel-"
|
||||
"compiling>`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you run into any issues, ask for help in one of `Godot's community "
|
||||
"channels <https://godotengine.org/community>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,111 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "CLion"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`CLion <https://www.jetbrains.com/clion/>`_ is a commercial `JetBrains "
|
||||
"<https://www.jetbrains.com/>`_ IDE for C++."
|
||||
msgstr ""
|
||||
|
||||
msgid "Importing the project"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"CLion requires a ``CMakeLists.txt`` file as a project file, which is "
|
||||
"problematic for Godot because it uses the SCons buildsystem instead of "
|
||||
"CMake. However, there is a ``CMakeLists.txt`` configuration for :ref:"
|
||||
"`Android Studio <doc_configuring_an_ide_android_studio>` which can also be "
|
||||
"used by CLion."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"From the CLion's welcome window choose the option to import an existing "
|
||||
"project. If you've already opened another project, choose **File > Open** "
|
||||
"from the top menu."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Navigate to ``<Godot root directory>/platform/android/java/"
|
||||
"nativeSrcsConfigs`` (the ``CMakeLists.txt`` file is located there) and "
|
||||
"select it (but *not* the ``CMakeLists.txt`` file itself), then click **OK**."
|
||||
msgstr ""
|
||||
|
||||
msgid "The folder containing the ``CMakeLists.txt`` file."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If this popup window appears, select **This Window** to open the project:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Choose **Tools > CMake > Change Project Root** from the top menu and select "
|
||||
"the Godot root folder."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You should be now be able to see all the project files. Autocomplete should "
|
||||
"work once the project has finished indexing."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you run into any issues, ask for help in one of `Godot's community "
|
||||
"channels <https://godotengine.org/community>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid "Debugging the project"
|
||||
msgstr "Ladění projektu"
|
||||
|
||||
msgid ""
|
||||
"Since CLion does not support SCons, you won't be able to compile, launch, "
|
||||
"and debug Godot from CLion in one step. You will first need to `compile "
|
||||
"godot yourself <https://docs.godotengine.org/en/stable/development/compiling/"
|
||||
"index.html>`__ and run the binary without CLion. You will then be able to "
|
||||
"debug Godot by using the `Attach to process <https://www.jetbrains.com/help/"
|
||||
"clion/attaching-to-local-process.html>`__ feature."
|
||||
msgstr ""
|
||||
|
||||
msgid "Run the compilation in debug mode by entering ``scons``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Run the binary you have created (in the bin directory). If you want to debug "
|
||||
"a specific project, run the binary with the following arguments : ``--editor "
|
||||
"--path path/to/your/godot/project``. To run the project instead of editing "
|
||||
"it, remove the ``--editor`` argument."
|
||||
msgstr ""
|
||||
|
||||
msgid "In CLion, go to **Run > Attach to Process...**"
|
||||
msgstr ""
|
||||
|
||||
msgid "Find and Select godot in the list (or type the binary name/Process ID)"
|
||||
msgstr ""
|
||||
|
||||
msgid "You can now use the debugging tools from CLion."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you run the binary without any arguments, you will only debug the project "
|
||||
"manager window. Don't forget to add the ``--path path/to/your/godot/"
|
||||
"project`` argument to debug a project."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,171 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Code::Blocks"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Code::Blocks <https://codeblocks.org/>`_ is a free, open source, cross "
|
||||
"platform IDE."
|
||||
msgstr ""
|
||||
|
||||
msgid "Creating a new project"
|
||||
msgstr "Vytvoření nového projektu"
|
||||
|
||||
msgid ""
|
||||
"From Code::Blocks' main screen, click **Create a new project** or select "
|
||||
"**File > New > Project...**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In the **New from template** window, from **Projects**, select **Empty "
|
||||
"project**, and click **Go**."
|
||||
msgstr ""
|
||||
|
||||
msgid "Click Next, to pass the welcome to the new empty project wizard."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The project file should be created in the root of the cloned project folder. "
|
||||
"To achieve this, first, ensure that the **Project title** is the same as the "
|
||||
"folder name that Godot was cloned into. Unless you cloned the project into a "
|
||||
"folder with a different name, this will be ``godot``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Second, ensure that the **Folder to create project in** is the folder you "
|
||||
"ran the Git clone command from, not the ``godot`` project folder. Confirm "
|
||||
"that the **Resulting filename** field will create the project file in the "
|
||||
"root of the cloned project folder."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The compiler and configuration settings are managed through **SCons** and "
|
||||
"will be configured later. However, it's worth deselecting the **Create "
|
||||
"\"Release\" configuration** option; so only a single build target is created "
|
||||
"before clicking **Finish**."
|
||||
msgstr ""
|
||||
|
||||
msgid "Configuring the build"
|
||||
msgstr "Konfigurace sestavení"
|
||||
|
||||
msgid ""
|
||||
"The first step is to change the project properties. Right-click on the new "
|
||||
"project and select **Properties...**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Check the **This is a custom Makefile** property. Click OK to save the "
|
||||
"changes."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The next step is to change the build options. Right-click on the new project "
|
||||
"and select **Build Options...**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Select the **\"Make\" commands** tab and remove all the existing commands "
|
||||
"for all the build targets. For each build target enter the **SCons** command "
|
||||
"for creating the desired build in the **Build project/target** field. The "
|
||||
"minimum is ``scons``. For details on the **SCons** build options, see :ref:"
|
||||
"`doc_introduction_to_the_buildsystem`. It's also useful to add the ``scons --"
|
||||
"clean`` command in the **Clean project/target** field to the project's "
|
||||
"default commmands."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you're using Windows, all the commands need to be preceded with ``cmd /"
|
||||
"c`` to iniitalize the command interpreter."
|
||||
msgstr ""
|
||||
|
||||
msgid "Windows example:"
|
||||
msgstr "Příklad pro Windows:"
|
||||
|
||||
msgid ""
|
||||
"Code::Blocks should now be configured to build Godot; so either select "
|
||||
"**Build > Build**, click the gear button, or press :kbd:`Ctrl + F9`."
|
||||
msgstr ""
|
||||
|
||||
msgid "Configuring the run"
|
||||
msgstr "Konfigurace běhu"
|
||||
|
||||
msgid ""
|
||||
"Once **SCons** has successfully built the desired target, reopen the project "
|
||||
"**Properties...** and select the **Build targets** tab. In the **Output "
|
||||
"filename** field, browse to the ``bin`` folder and select the compiled file."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Deselect the **Auto-generate filename prefix** and **Auto-generate filename "
|
||||
"extension** options."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Code::Blocks should now be configured to run your compiled Godot executable; "
|
||||
"so either select **Build > Run**, click the green arrow button, or press :"
|
||||
"kbd:`Ctrl + F10`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"There are two additional points worth noting. First, if required, the "
|
||||
"**Execution working dir** field can be used to test specific projects, by "
|
||||
"setting it to the folder containing the ``project.godot`` file. Second, the "
|
||||
"**Build targets** tab can be used to add and remove build targets for "
|
||||
"working with and creating different builds."
|
||||
msgstr ""
|
||||
|
||||
msgid "Adding files to the project"
|
||||
msgstr "Přidávání souborů do projektu"
|
||||
|
||||
msgid ""
|
||||
"To add all the Godot code files to the project, right-click on the new "
|
||||
"project and select **Add files recursively...**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"It should automatically select the project folder; so simply click **Open**. "
|
||||
"By default, all code files are included, so simply click **OK**."
|
||||
msgstr ""
|
||||
|
||||
msgid "Code style configuration"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Before editing any files, remember that all code needs to comply with the :"
|
||||
"ref:`doc_code_style_guidelines`. One important difference with Godot is the "
|
||||
"use of tabs for indents. Therefore, the key default editor setting that "
|
||||
"needs to be changed in Code::Blocks is to enable tabs for indents. This "
|
||||
"setting can be found by selecting **Settings > Editor**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Under **General Settings**, on the **Editor Settings** tab, under **Tab "
|
||||
"Options** check **Use TAB character**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"That's it. You're ready to start contributing to Godot using the Code::"
|
||||
"Blocks IDE. Remember to save the project file and the **Workspace**. If you "
|
||||
"run into any issues, ask for help in one of `Godot's community channels "
|
||||
"<https://godotengine.org/community>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,39 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Configuring an IDE"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We assume that you have already `cloned <https://github.com/godotengine/"
|
||||
"godot>`_ and :ref:`compiled <toc-devel-compiling>` Godot."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can easily develop Godot with any text editor and by invoking ``scons`` "
|
||||
"on the command line, but if you want to work with an IDE (Integrated "
|
||||
"Development Environment), here are setup instructions for some popular ones:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"It is possible to use other IDEs, but their setup is not documented yet."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,114 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "KDevelop"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`KDevelop <https://www.kdevelop.org>`_ is a free, open source IDE for all "
|
||||
"desktop platforms."
|
||||
msgstr ""
|
||||
|
||||
msgid "Importing the project"
|
||||
msgstr ""
|
||||
|
||||
msgid "From the KDevelop's main screen select **Open Project**."
|
||||
msgstr ""
|
||||
|
||||
msgid "KDevelop's main screen."
|
||||
msgstr ""
|
||||
|
||||
msgid "Navigate to the Godot root folder and select it."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"On the next screen, choose **Custom Build System** for the **Project "
|
||||
"Manager**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"After the project has been imported, open the project configuration by right-"
|
||||
"clicking on it in the **Projects** panel and selecting **Open Configuration.."
|
||||
"** option."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Under **Language Support** open the **Includes/Imports** tab and add the "
|
||||
"following paths:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Apply the changes."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Under **Custom Build System** add a new build configuration with the "
|
||||
"following settings:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Build Directory"
|
||||
msgstr ""
|
||||
|
||||
msgid "*blank*"
|
||||
msgstr ""
|
||||
|
||||
msgid "Enable"
|
||||
msgstr "Povolit"
|
||||
|
||||
msgid "**True**"
|
||||
msgstr ""
|
||||
|
||||
msgid "Executable"
|
||||
msgstr ""
|
||||
|
||||
msgid "**scons**"
|
||||
msgstr ""
|
||||
|
||||
msgid "Arguments"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"See :ref:`doc_introduction_to_the_buildsystem` for a full list of arguments."
|
||||
msgstr ""
|
||||
|
||||
msgid "Apply the changes and close the configuration window."
|
||||
msgstr ""
|
||||
|
||||
msgid "Debugging the project"
|
||||
msgstr "Ladění projektu"
|
||||
|
||||
msgid "Select **Run > Configure Launches...** from the top menu."
|
||||
msgstr ""
|
||||
|
||||
msgid "Click **Add** to create a new launch configuration."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Select **Executable** option and specify the path to your executable located "
|
||||
"in the ``<Godot root directory>/bin`` folder. The name depends on your build "
|
||||
"configuration, e.g. ``godot.x11.tools.64`` for 64-bit X11 platform with "
|
||||
"``tools`` enabled."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you run into any issues, ask for help in one of `Godot's community "
|
||||
"channels <https://godotengine.org/community>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,143 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Qt Creator"
|
||||
msgstr "Qt Creator"
|
||||
|
||||
msgid ""
|
||||
"`Qt Creator <https://doc.qt.io/qtcreator/index.html>`_ is a free, open "
|
||||
"source IDE for all desktop platforms."
|
||||
msgstr ""
|
||||
|
||||
msgid "Importing the project"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"From the Qt Creator's main screen select **New Project > Import Project > "
|
||||
"Import Existing Project**."
|
||||
msgstr ""
|
||||
|
||||
msgid "Under **Location** select the Godot root folder."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Next, you can choose which folders and files will be visible to the project. "
|
||||
"While C/C++ files are added automatically, other extensions can be "
|
||||
"potentially useful: ``*.glsl`` for shader files, ``*.py`` for buildsystem "
|
||||
"files, ``*.java`` for Android platform development, ``*.mm`` for macOS "
|
||||
"platform development."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can change this configuration later by right-clicking on your project "
|
||||
"and selecting the **Edit Files...** option."
|
||||
msgstr ""
|
||||
|
||||
msgid "Finish the import."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Open the ``project_name.includes`` file and add a line containing ``.`` to "
|
||||
"it to correctly enable the code completion."
|
||||
msgstr ""
|
||||
|
||||
msgid "From the left-side menu select **Projects** and open the **Build** tab."
|
||||
msgstr ""
|
||||
|
||||
msgid "Delete the predefined ``make`` build step."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Click **Add Build Step > Custom Process Step** to add a new build step with "
|
||||
"the following settings:"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Command"
|
||||
msgstr "Příkaz"
|
||||
|
||||
msgid "**scons**"
|
||||
msgstr ""
|
||||
|
||||
msgid "Arguments"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"See :ref:`doc_introduction_to_the_buildsystem` for a full list of arguments."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If the build fails with ``Could not start process \"scons\"``, it can mean "
|
||||
"that ``scons`` is not in your ``PATH`` environment variable. In this case, "
|
||||
"you'll have to specify the full path to the SCons binary."
|
||||
msgstr ""
|
||||
|
||||
msgid "Debugging the project"
|
||||
msgstr "Ladění projektu"
|
||||
|
||||
msgid "From the left-side menu select **Projects** and open the **Run** tab."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Under **Executable** specify the path to your executable located in the "
|
||||
"``<Godot root directory>/bin`` folder. The name depends on your build "
|
||||
"configuration, e.g. ``godot.x11.tools.64`` for 64-bit X11 platform with "
|
||||
"``tools`` enabled. You can use ``%{buildDir}`` to reference the project "
|
||||
"root, e.g: ``%{buildDir}/bin/godot.x11.opt.tools.64``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you want to run a specific project, specify its root folder under "
|
||||
"**Working directory**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you want to run the editor, add ``-e`` to the **Command line arguments** "
|
||||
"field."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To learn more about command line arguments, refer to the :ref:`command line "
|
||||
"tutorial <doc_command_line_tutorial>`."
|
||||
msgstr ""
|
||||
|
||||
msgid "Code style configuration"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Developers must follow the project's :ref:`code style "
|
||||
"<doc_code_style_guidelines>` and the IDE should help them follow it. By "
|
||||
"default, Qt Creator uses spaces for indentation which doesn't match the "
|
||||
"Godot code style guidelines. You can change this behavior by changing the "
|
||||
"**Code Style** in **Tools > Options > C++**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Click on **Edit** to change the current settings, then click on **Copy Built-"
|
||||
"in Code Style** button to set a new code style. Set a name for it (e.g. "
|
||||
"Godot) and change the Tab policy to be **Tabs Only**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you run into any issues, ask for help in one of `Godot's community "
|
||||
"channels <https://godotengine.org/community>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,113 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Visual Studio"
|
||||
msgstr "Visual Studio"
|
||||
|
||||
msgid ""
|
||||
"`Visual Studio Community <https://visualstudio.microsoft.com>`__ is a "
|
||||
"Windows-only IDE by `Microsoft <https://microsoft.com>`_ that's free for "
|
||||
"individual use or non-commercial use within organizations. It has many "
|
||||
"useful features, such as memory view, performance view, source control and "
|
||||
"more."
|
||||
msgstr ""
|
||||
|
||||
msgid "Importing the project"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Visual Studio requires a solution file to work on a project. While Godot "
|
||||
"does not come with the solution file, it can be generated using SCons."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Navigate to the Godot root folder and open a Command Prompt or PowerShell "
|
||||
"window."
|
||||
msgstr ""
|
||||
|
||||
msgid "Run ``scons platform=windows vsproj=yes`` to generate the solution."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can now open the project by double-clicking on the ``godot.sln`` in the "
|
||||
"project root or by using the **Open a project or solution** option inside of "
|
||||
"the Visual Studio."
|
||||
msgstr ""
|
||||
|
||||
msgid "Use the **Build** top menu to build the project."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Visual Studio must be configured with the C++ package. It can be selected in "
|
||||
"the intaller:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Debugging the project"
|
||||
msgstr "Ladění projektu"
|
||||
|
||||
msgid ""
|
||||
"Visual Studio features a powerful debugger. This allows the user to examine "
|
||||
"Godot's source code, stop at specific points in the code, inspect the "
|
||||
"current execution context, and make live changes to the codebase."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can launch the project with the debugger attached using the **Debug > "
|
||||
"Start Debugging** option from the top menu. However, unless you want to "
|
||||
"debug the project manager specifically, you'd need to configure debugging "
|
||||
"options first. This is due to the fact that when the Godot project manager "
|
||||
"opens a project, the initial process is terminated and the debugger gets "
|
||||
"detached."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To configure the launch options to use with the debugger use **Project > "
|
||||
"Properties** from the top menu:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Open the **Debugging** section and under **Command Arguments** add two new "
|
||||
"arguments: the ``-e`` flag opens the editor instead of the project manager, "
|
||||
"and the ``--path`` argument tells the executable to open the specified "
|
||||
"project (must be provided as an *absolute* path to the project root, not the "
|
||||
"``project.godot`` file)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To learn more about command line arguments, refer to the :ref:`command line "
|
||||
"tutorial <doc_command_line_tutorial>`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Even if you start the project without a debugger attached it can still be "
|
||||
"connected to the running process using **Debug > Attach to Process...** menu."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To check that everything is working, put a breakpoint in ``main.cpp`` and "
|
||||
"press :kbd:`F5` to start debugging."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you run into any issues, ask for help in one of `Godot's community "
|
||||
"channels <https://godotengine.org/community>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,127 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Visual Studio Code"
|
||||
msgstr "Visual Studio Code"
|
||||
|
||||
msgid ""
|
||||
"`Visual Studio Code <https://code.visualstudio.com>`_ is a free cross-"
|
||||
"platform code editor by `Microsoft <https://microsoft.com>`_ (not to be "
|
||||
"confused with :ref:`doc_configuring_an_ide_vs`)."
|
||||
msgstr ""
|
||||
|
||||
msgid "Importing the project"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Make sure the C/C++ extension is installed. You can find instructions in the "
|
||||
"`official documentation <https://code.visualstudio.com/docs/languages/"
|
||||
"cpp>`_. Alternatively, `clangd <https://open-vsx.org/extension/llvm-vs-code-"
|
||||
"extensions/vscode-clangd>`_ can be used instead."
|
||||
msgstr ""
|
||||
|
||||
msgid "When using the clangd extension, run ``scons compiledb=yes``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"From the Visual Studio Code's main screen open the Godot root folder with "
|
||||
"**File > Open Folder...**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Press :kbd:`Ctrl + Shift + P` to open the command prompt window and enter "
|
||||
"*Configure Task*."
|
||||
msgstr ""
|
||||
|
||||
msgid "Select the **Create tasks.json file from template** option."
|
||||
msgstr ""
|
||||
|
||||
msgid "Then select **Others**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Within the ``tasks.json`` file find the ``\"tasks\"`` array and add a new "
|
||||
"section to it:"
|
||||
msgstr ""
|
||||
|
||||
msgid "An example of a filled out ``tasks.json``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Arguments can be different based on your own setup and needs. See :ref:"
|
||||
"`doc_introduction_to_the_buildsystem` for a full list of arguments."
|
||||
msgstr ""
|
||||
|
||||
msgid "Debugging the project"
|
||||
msgstr "Ladění projektu"
|
||||
|
||||
msgid ""
|
||||
"To run and debug the project you need to create a new configuration in the "
|
||||
"``launch.json`` file."
|
||||
msgstr ""
|
||||
|
||||
msgid "Press :kbd:`Ctrl + Shift + D` to open the Run panel."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If ``launch.json`` file is missing you will be prompted to create a new one."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Select **C++ (GDB/LLDB)**. There may be another platform specific option "
|
||||
"here. If selected, adjust the configuration example provided accordingly."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Within the ``launch.json`` file find the ``\"configurations\"`` array and "
|
||||
"add a new section to it:"
|
||||
msgstr ""
|
||||
|
||||
msgid "An example of a filled out ``launch.json``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Due to sporadic performance issues, it is recommended to use LLDB over GDB "
|
||||
"on Unix-based systems. Make sure that the `CodeLLDB extension <https://"
|
||||
"marketplace.visualstudio.com/items?itemName=vadimcn.vscode-lldb>`_ is "
|
||||
"installed."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you encounter issues with lldb, you may consider using gdb (see the "
|
||||
"X11_gdb configuration)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Do note that lldb may work better with llvm-based builds. See :ref:"
|
||||
"`doc_compiling_for_x11` for further information."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The name under ``program`` depends on your build configuration, e.g. ``godot."
|
||||
"x11.tools.64`` for 64-bit X11 platform with ``tools`` enabled."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you run into any issues, ask for help in one of `Godot's community "
|
||||
"channels <https://godotengine.org/community>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,168 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Xcode"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Xcode <https://developer.apple.com/xcode>`_ is a free macOS-only IDE. You "
|
||||
"can download it from the Mac App Store."
|
||||
msgstr ""
|
||||
|
||||
msgid "Importing the project"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"From Xcode's main screen create a new project using the **Other > External "
|
||||
"Build System** template."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Open your build targets from the **Targets** section and select the **Info** "
|
||||
"tab."
|
||||
msgstr ""
|
||||
|
||||
msgid "Fill out the form with the following settings:"
|
||||
msgstr "Vyplňte formulář s následujícím nastavením:"
|
||||
|
||||
msgid "Build Tool"
|
||||
msgstr ""
|
||||
|
||||
msgid "A full path to the **scons** executable, e.g. **/usr/local/bin/scons**"
|
||||
msgstr ""
|
||||
|
||||
msgid "Arguments"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"See :ref:`doc_introduction_to_the_buildsystem` for a full list of arguments."
|
||||
msgstr ""
|
||||
|
||||
msgid "Directory"
|
||||
msgstr "Adresář"
|
||||
|
||||
msgid "A full path to the Godot root folder"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Add a Command Line Tool target which will be used for indexing the project "
|
||||
"by choosing **File > New > Target...**."
|
||||
msgstr ""
|
||||
|
||||
msgid "Select **OS X > Application > Command Line Tool**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Name it something so you know not to compile with this target (e.g. "
|
||||
"``GodotXcodeIndex``)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For this target open the **Build Settings** tab and look for **Header Search "
|
||||
"Paths**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Set **Header Search Paths** to the absolute path to the Godot root folder. "
|
||||
"You need to include subdirectories as well. To achieve that, add two two "
|
||||
"asterisks (``**``) to the end of the path, e.g. ``/Users/me/repos/godot-"
|
||||
"source/**``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Add the Godot source to the project by dragging and dropping it into the "
|
||||
"project file browser."
|
||||
msgstr ""
|
||||
|
||||
msgid "Uncheck **Create external build system project**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Next select **Create groups** for the **Added folders** option and check "
|
||||
"*only* your command line indexing target in the **Add to targets** section."
|
||||
msgstr ""
|
||||
|
||||
msgid "Xcode will now index the files. This may take a few minutes."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Once Xcode is done indexing, you should have jump-to-definition, "
|
||||
"autocompletion, and full syntax highlighting."
|
||||
msgstr ""
|
||||
|
||||
msgid "Debugging the project"
|
||||
msgstr "Ladění projektu"
|
||||
|
||||
msgid ""
|
||||
"To enable debugging support you need to edit the external build target's "
|
||||
"build and run schemes."
|
||||
msgstr ""
|
||||
|
||||
msgid "Open the scheme editor of the external build target."
|
||||
msgstr ""
|
||||
|
||||
msgid "Locate the **Build > Post Actions** section."
|
||||
msgstr ""
|
||||
|
||||
msgid "Add a new script run action"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Under **Provide build settings from** select your project. This allows to "
|
||||
"reference the project directory within the script."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Create a script that will give the binary a name that Xcode can recognize, e."
|
||||
"g.:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Build the external build target."
|
||||
msgstr ""
|
||||
|
||||
msgid "Open the scheme editor again and select **Run**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Set the **Executable** to the file you linked in your post-build action "
|
||||
"script."
|
||||
msgstr ""
|
||||
|
||||
msgid "Check **Debug executable**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can add two arguments on the **Arguments** tab: the ``-e`` flag opens "
|
||||
"the editor instead of the project manager, and the ``--path`` argument tells "
|
||||
"the executable to open the specified project (must be provided as an "
|
||||
"*absolute* path to the project root, not the ``project.godot`` file)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To check that everything is working, put a breakpoint in ``platform/osx/"
|
||||
"godot_main_osx.mm`` and run the project."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you run into any issues, ask for help in one of `Godot's community "
|
||||
"channels <https://godotengine.org/community>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,310 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Core types"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot has a rich set of classes and templates that compose its core, and "
|
||||
"everything is built upon them."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This reference will try to list them in order for their better understanding."
|
||||
msgstr ""
|
||||
|
||||
msgid "Definitions"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot uses the standard C99 datatypes, such as ``uint8_t``, ``uint32_t``, "
|
||||
"``int64_t``, etc. which are nowadays supported by every compiler. "
|
||||
"Reinventing the wheel for those is not fun, as it makes code more difficult "
|
||||
"to read."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In general, care is not taken to use the most efficient datatype for a given "
|
||||
"task unless using large structures or arrays. ``int`` is used through most "
|
||||
"of the code unless necessary. This is done because nowadays every device has "
|
||||
"at least a 32 bits bus and can do such operations in one cycle. It makes "
|
||||
"code more readable too."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For files or memory sizes, ``size_t`` is used, which is warranted to be 64 "
|
||||
"bits."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For Unicode characters, CharType instead of wchar_t is used, because many "
|
||||
"architectures have 4 bytes long wchar_t, where 2 bytes might be desired. "
|
||||
"However, by default, this has not been forced and CharType maps directly to "
|
||||
"wchar_t."
|
||||
msgstr ""
|
||||
|
||||
msgid "References:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`core/typedefs.h <https://github.com/godotengine/godot/blob/3.x/core/"
|
||||
"typedefs.h>`__"
|
||||
msgstr ""
|
||||
"`core/typedefs.h <https://github.com/godotengine/godot/blob/3.x/core/"
|
||||
"typedefs.h>`__"
|
||||
|
||||
msgid "Memory model"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"PC is a wonderful architecture. Computers often have gigabytes of RAM, "
|
||||
"terabytes of storage and gigahertz of CPU, and when an application needs "
|
||||
"more resources the OS will swap out the inactive ones. Other architectures "
|
||||
"(like mobile or consoles) are in general more limited."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The most common memory model is the heap, where an application will request "
|
||||
"a region of memory, and the underlying OS will try to fit it somewhere and "
|
||||
"return it. This often works best and is flexible, but over time and with "
|
||||
"abuse, this can lead to segmentation."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Segmentation slowly creates holes that are too small for most common "
|
||||
"allocations, so that memory is wasted. There is a lot of literature about "
|
||||
"heap and segmentation, so this topic will not be developed further here. "
|
||||
"Modern operating systems use paged memory, which helps mitigate the problem "
|
||||
"of segmentation but doesn't solve it."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"However, in many studies and tests, it is shown that given enough memory, if "
|
||||
"the maximum allocation size is below a given threshold in proportion to the "
|
||||
"maximum heap size and proportion of memory intended to be unused, "
|
||||
"segmentation will not be a problem over time as it will remain constant. In "
|
||||
"other words, leave 10-20% of your memory free and perform all small "
|
||||
"allocations and you are fine."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot ensures that all objects that can be allocated dynamically are small "
|
||||
"(less than a few kb at most). But what happens if an allocation is too large "
|
||||
"(like an image or mesh geometry or large array)? In this case Godot has the "
|
||||
"option to use a dynamic memory pool. This memory needs to be locked to be "
|
||||
"accessed, and if an allocation runs out of memory, the pool will be "
|
||||
"rearranged and compacted on demand. Depending on the need of the game, the "
|
||||
"programmer can configure the dynamic memory pool size."
|
||||
msgstr ""
|
||||
|
||||
msgid "Allocating memory"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot has many tools for tracking memory usage in a game, especially during "
|
||||
"debug. Because of this, the regular C and C++ library calls should not be "
|
||||
"used. Instead, a few other ones are provided."
|
||||
msgstr ""
|
||||
|
||||
msgid "For C-style allocation, Godot provides a few macros:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"These are equivalent to the usual malloc, realloc, free of the standard C "
|
||||
"library."
|
||||
msgstr ""
|
||||
|
||||
msgid "For C++-style allocation, special macros are provided:"
|
||||
msgstr ""
|
||||
|
||||
msgid "which are equivalent to new, delete, new[] and delete[]."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"memnew/memdelete also use a little C++ magic and notify Objects right after "
|
||||
"they are created, and right before they are deleted."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For dynamic memory, the PoolVector<> template is provided. PoolVector is a "
|
||||
"standard vector class, and is very similar to vector in the C++ standard "
|
||||
"library. To create a PoolVector buffer, use this:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"PoolVector can be accessed using the [] operator and a few helpers exist for "
|
||||
"this:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"These operations allow fast read/write from PoolVectors and keep it locked "
|
||||
"until they go out of scope. However, PoolVectors should be used for small, "
|
||||
"dynamic memory operations, as read() and write() are too slow for a large "
|
||||
"amount of accesses."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`core/os/memory.h <https://github.com/godotengine/godot/blob/3.x/core/os/"
|
||||
"memory.h>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`core/pool_vector.h <https://github.com/godotengine/godot/blob/3.x/core/"
|
||||
"pool_vector.cpp>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid "Containers"
|
||||
msgstr "Kontejnery"
|
||||
|
||||
msgid "Godot provides also a set of common containers:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Vector"
|
||||
msgstr "Vektor"
|
||||
|
||||
msgid "List"
|
||||
msgstr ""
|
||||
|
||||
msgid "Set"
|
||||
msgstr "Nastavit"
|
||||
|
||||
msgid "Map"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"They are simple and aim to be as minimal as possible, as templates in C++ "
|
||||
"are often inlined and make the binary size much fatter, both in debug "
|
||||
"symbols and code. List, Set and Map can be iterated using pointers, like "
|
||||
"this:"
|
||||
msgstr ""
|
||||
|
||||
msgid "The Vector<> class also has a few nice features:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"It does copy on write, so making copies of it is cheap as long as they are "
|
||||
"not modified."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"It supports multi-threading, by using atomic operations on the reference "
|
||||
"counter."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`core/vector.h <https://github.com/godotengine/godot/blob/3.x/core/vector."
|
||||
"h>`__"
|
||||
msgstr ""
|
||||
"`core/vector.h <https://github.com/godotengine/godot/blob/3.x/core/vector."
|
||||
"h>`__"
|
||||
|
||||
msgid ""
|
||||
"`core/list.h <https://github.com/godotengine/godot/blob/3.x/core/list.h>`__"
|
||||
msgstr ""
|
||||
"`core/list.h <https://github.com/godotengine/godot/blob/3.x/core/list.h>`__"
|
||||
|
||||
msgid ""
|
||||
"`core/set.h <https://github.com/godotengine/godot/blob/3.x/core/set.h>`__"
|
||||
msgstr ""
|
||||
"`core/set.h <https://github.com/godotengine/godot/blob/3.x/core/set.h>`__"
|
||||
|
||||
msgid ""
|
||||
"`core/map.h <https://github.com/godotengine/godot/blob/3.x/core/map.h>`__"
|
||||
msgstr ""
|
||||
"`core/map.h <https://github.com/godotengine/godot/blob/3.x/core/map.h>`__"
|
||||
|
||||
msgid "String"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot also provides a String class. This class has a huge amount of "
|
||||
"features, full Unicode support in all the functions (like case operations) "
|
||||
"and utf8 parsing/extracting, as well as helpers for conversion and "
|
||||
"visualization."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`core/ustring.h <https://github.com/godotengine/godot/blob/3.x/core/ustring."
|
||||
"h>`__"
|
||||
msgstr ""
|
||||
"`core/ustring.h <https://github.com/godotengine/godot/blob/3.x/core/ustring."
|
||||
"h>`__"
|
||||
|
||||
msgid "StringName"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"StringNames are like a String, but they are unique. Creating a StringName "
|
||||
"from a string results in a unique internal pointer for all equal strings. "
|
||||
"StringNames are useful for using strings as identifier, as comparing them is "
|
||||
"basically comparing a pointer."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Creation of a StringName (especially a new one) is slow, but comparison is "
|
||||
"fast."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`core/string_name.h <https://github.com/godotengine/godot/blob/3.x/core/"
|
||||
"string_name.h>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid "Math types"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"There are several linear math types available in the core/math directory."
|
||||
msgstr ""
|
||||
|
||||
msgid "`core/math <https://github.com/godotengine/godot/tree/3.x/core/math>`__"
|
||||
msgstr ""
|
||||
"`core/math <https://github.com/godotengine/godot/tree/3.x/core/math>`__"
|
||||
|
||||
msgid "NodePath"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This is a special datatype used for storing paths in a scene tree and "
|
||||
"referencing them fast."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`core/node_path.h <https://github.com/godotengine/godot/blob/3.x/core/"
|
||||
"node_path.h>`__"
|
||||
msgstr ""
|
||||
"`core/node_path.h <https://github.com/godotengine/godot/blob/3.x/core/"
|
||||
"node_path.h>`__"
|
||||
|
||||
msgid "RID"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"RIDs are resource IDs. Servers use these to reference data stored in them. "
|
||||
"RIDs are opaque, meaning that the data they reference can't be accessed "
|
||||
"directly. RIDs are unique, even for different types of referenced data."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`core/rid.h <https://github.com/godotengine/godot/blob/3.x/core/rid.h>`__"
|
||||
msgstr ""
|
||||
"`core/rid.h <https://github.com/godotengine/godot/blob/3.x/core/rid.h>`__"
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,121 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Custom AudioStreams"
|
||||
msgstr ""
|
||||
|
||||
msgid "Introduction"
|
||||
msgstr "Úvod"
|
||||
|
||||
msgid ""
|
||||
"AudioStream is the base class of all audio emitting objects. "
|
||||
"AudioStreamPlayer binds onto an AudioStream to emit PCM data into an "
|
||||
"AudioServer which manages audio drivers."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"All audio resources require two audio based classes: AudioStream and "
|
||||
"AudioStreamPlayback. As a data container, AudioStream contains the resource "
|
||||
"and exposes itself to GDScript. AudioStream references its own internal "
|
||||
"custom AudioStreamPlayback which translates AudioStream into PCM data."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This guide assumes the reader knows how to create C++ modules. If not, refer "
|
||||
"to this guide :ref:`doc_custom_modules_in_c++`."
|
||||
msgstr ""
|
||||
|
||||
msgid "References:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`servers/audio/audio_stream.h <https://github.com/godotengine/godot/blob/"
|
||||
"master/servers/audio/audio_stream.h>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`scene/audio/audioplayer.cpp <https://github.com/godotengine/godot/blob/"
|
||||
"master/scene/audio/audio_player.cpp>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid "What for?"
|
||||
msgstr ""
|
||||
|
||||
msgid "Binding external libraries (like Wwise, FMOD, etc)."
|
||||
msgstr ""
|
||||
|
||||
msgid "Adding custom audio queues"
|
||||
msgstr ""
|
||||
|
||||
msgid "Adding support for more audio formats"
|
||||
msgstr ""
|
||||
|
||||
msgid "Create an AudioStream"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"An AudioStream consists of three components: data container, stream name, "
|
||||
"and an AudioStreamPlayback friend class generator. Audio data can be loaded "
|
||||
"in a number of ways such as with an internal counter for a tone generator, "
|
||||
"internal/external buffer, or a file reference."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Some AudioStreams need to be stateless such as objects loaded from "
|
||||
"ResourceLoader. ResourceLoader loads once and references the same object "
|
||||
"regardless how many times ``load`` is called on a specific resource. "
|
||||
"Therefore, playback state must be self-contained in AudioStreamPlayback."
|
||||
msgstr ""
|
||||
|
||||
msgid "Create an AudioStreamPlayback"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"AudioStreamPlayer uses ``mix`` callback to obtain PCM data. The callback "
|
||||
"must match sample rate and fill the buffer."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Since AudioStreamPlayback is controlled by the audio thread, i/o and dynamic "
|
||||
"memory allocation are forbidden."
|
||||
msgstr ""
|
||||
|
||||
msgid "Resampling"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot's AudioServer currently uses 44100 Hz sample rate. When other sample "
|
||||
"rates are needed such as 48000, either provide one or use "
|
||||
"AudioStreamPlaybackResampled. Godot provides cubic interpolation for audio "
|
||||
"resampling."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Instead of overloading ``mix``, AudioStreamPlaybackResampled uses "
|
||||
"``_mix_internal`` to query AudioFrames and ``get_stream_sampling_rate`` to "
|
||||
"query current mix rate."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`core/math/audio_frame.h <https://github.com/godotengine/godot/blob/master/"
|
||||
"core/math/audio_frame.h>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,180 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Custom Godot servers"
|
||||
msgstr ""
|
||||
|
||||
msgid "Introduction"
|
||||
msgstr "Úvod"
|
||||
|
||||
msgid ""
|
||||
"Godot implements multi-threading as servers. Servers are daemons which "
|
||||
"manage data, process it, and push the result. Servers implement the mediator "
|
||||
"pattern which interprets resource ID and process data for the engine and "
|
||||
"other modules. In addition, the server claims ownership for its RID "
|
||||
"allocations."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This guide assumes the reader knows how to create C++ modules and Godot data "
|
||||
"types. If not, refer to :ref:`doc_custom_modules_in_c++`."
|
||||
msgstr ""
|
||||
|
||||
msgid "References"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`Why does Godot use servers and RIDs? <https://godotengine.org/article/why-"
|
||||
"does-godot-use-servers-and-rids>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid "`Singleton pattern <https://en.wikipedia.org/wiki/Singleton_pattern>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid "`Mediator pattern <https://en.wikipedia.org/wiki/Mediator_pattern>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid "What for?"
|
||||
msgstr ""
|
||||
|
||||
msgid "Adding artificial intelligence."
|
||||
msgstr ""
|
||||
|
||||
msgid "Adding custom asynchronous threads."
|
||||
msgstr ""
|
||||
|
||||
msgid "Adding support for a new input device."
|
||||
msgstr ""
|
||||
|
||||
msgid "Adding writing threads."
|
||||
msgstr ""
|
||||
|
||||
msgid "Adding a custom VoIP protocol."
|
||||
msgstr ""
|
||||
|
||||
msgid "And more..."
|
||||
msgstr ""
|
||||
|
||||
msgid "Creating a Godot server"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"At minimum, a server must have a static instance, a sleep timer, a thread "
|
||||
"loop, an initialization state and a cleanup procedure."
|
||||
msgstr ""
|
||||
|
||||
msgid "Custom managed resource data"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot servers implement a mediator pattern. All data types inherit "
|
||||
"``RID_Data``. ``RID_Owner<MyRID_Data>`` owns the object when ``make_rid`` is "
|
||||
"called. During debug mode only, RID_Owner maintains a list of RIDs. In "
|
||||
"practice, RIDs are similar to writing object-oriented C code."
|
||||
msgstr ""
|
||||
|
||||
msgid ":ref:`RID<class_rid>`"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`core/rid.h <https://github.com/godotengine/godot/blob/3.x/core/rid.h>`__"
|
||||
msgstr ""
|
||||
"`core/rid.h <https://github.com/godotengine/godot/blob/3.x/core/rid.h>`__"
|
||||
|
||||
msgid "Registering the class in GDScript"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Servers are allocated in ``register_types.cpp``. The constructor sets the "
|
||||
"static instance and ``init()`` creates the managed thread; "
|
||||
"``unregister_types.cpp`` cleans up the server."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Since a Godot server class creates an instance and binds it to a static "
|
||||
"singleton, binding the class might not reference the correct instance. "
|
||||
"Therefore, a dummy class must be created to reference the proper Godot "
|
||||
"server."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In ``register_server_types()``, ``Engine::get_singleton()->add_singleton`` "
|
||||
"is used to register the dummy class in GDScript."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`servers/register_server_types.cpp <https://github.com/godotengine/godot/"
|
||||
"blob/master/servers/register_server_types.cpp>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid "Bind methods"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The dummy class binds singleton methods to GDScript. In most cases, the "
|
||||
"dummy class methods wraps around."
|
||||
msgstr ""
|
||||
|
||||
msgid "Binding Signals"
|
||||
msgstr "Vázané signály"
|
||||
|
||||
msgid ""
|
||||
"It is possible to emit signals to GDScript by calling the GDScript dummy "
|
||||
"object."
|
||||
msgstr ""
|
||||
|
||||
msgid "MessageQueue"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In order to send commands into SceneTree, MessageQueue is a thread-safe "
|
||||
"buffer to queue set and call methods for other threads. To queue a command, "
|
||||
"obtain the target object RID and use either ``push_call``, ``push_set``, or "
|
||||
"``push_notification`` to execute the desired behavior. The queue will be "
|
||||
"flushed whenever either ``SceneTree::idle`` or ``SceneTree::iteration`` is "
|
||||
"executed."
|
||||
msgstr ""
|
||||
|
||||
msgid "References:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`core/message_queue.cpp <https://github.com/godotengine/godot/blob/3.x/core/"
|
||||
"message_queue.cpp>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid "Summing it up"
|
||||
msgstr ""
|
||||
|
||||
msgid "Here is the GDScript sample code:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Notes"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The actual `Hilbert Hotel <https://en.wikipedia.org/wiki/"
|
||||
"Hilbert%27s_paradox_of_the_Grand_Hotel>`__ is impossible."
|
||||
msgstr ""
|
||||
|
||||
msgid "Connecting signal example code is pretty hacky."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,462 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Custom modules in C++"
|
||||
msgstr ""
|
||||
|
||||
msgid "Modules"
|
||||
msgstr "Moduly"
|
||||
|
||||
msgid ""
|
||||
"Godot allows extending the engine in a modular way. New modules can be "
|
||||
"created and then enabled/disabled. This allows for adding new engine "
|
||||
"functionality at every level without modifying the core, which can be split "
|
||||
"for use and reuse in different modules."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Modules are located in the ``modules/`` subdirectory of the build system. By "
|
||||
"default, dozens of modules are enabled, such as GDScript (which, yes, is not "
|
||||
"part of the base engine), the Mono runtime, a regular expressions module, "
|
||||
"and others. As many new modules as desired can be created and combined. The "
|
||||
"SCons build system will take care of it transparently."
|
||||
msgstr ""
|
||||
|
||||
msgid "What for?"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"While it's recommended that most of a game be written in scripting (as it is "
|
||||
"an enormous time saver), it's perfectly possible to use C++ instead. Adding "
|
||||
"C++ modules can be useful in the following scenarios:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Binding an external library to Godot (like PhysX, FMOD, etc)."
|
||||
msgstr ""
|
||||
|
||||
msgid "Optimize critical parts of a game."
|
||||
msgstr ""
|
||||
|
||||
msgid "Adding new functionality to the engine and/or editor."
|
||||
msgstr ""
|
||||
|
||||
msgid "Porting an existing game."
|
||||
msgstr ""
|
||||
|
||||
msgid "Write a whole, new game in C++ because you can't live without C++."
|
||||
msgstr ""
|
||||
|
||||
msgid "Creating a new module"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Before creating a module, make sure to :ref:`download the source code of "
|
||||
"Godot and compile it <toc-devel-compiling>`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To create a new module, the first step is creating a directory inside "
|
||||
"``modules/``. If you want to maintain the module separately, you can "
|
||||
"checkout a different VCS into modules and use it."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The example module will be called \"summator\" (``godot/modules/summator``). "
|
||||
"Inside we will create a simple summator class:"
|
||||
msgstr ""
|
||||
|
||||
msgid "And then the cpp file."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Then, the new class needs to be registered somehow, so two more files need "
|
||||
"to be created:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"These files must be in the top-level folder of your module (next to your "
|
||||
"``SCsub`` and ``config.py`` files) for the module to be registered properly."
|
||||
msgstr ""
|
||||
|
||||
msgid "These files should contain the following:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Next, we need to create a ``SCsub`` file so the build system compiles this "
|
||||
"module:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"With multiple sources, you can also add each file individually to a Python "
|
||||
"string list:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This allows for powerful possibilities using Python to construct the file "
|
||||
"list using loops and logic statements. Look at some modules that ship with "
|
||||
"Godot by default for examples."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To add include directories for the compiler to look at you can append it to "
|
||||
"the environment's paths:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you want to add custom compiler flags when building your module, you need "
|
||||
"to clone ``env`` first, so it won't add those flags to whole Godot build "
|
||||
"(which can cause errors). Example ``SCsub`` with custom flags:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"And finally, the configuration file for the module, this is a simple python "
|
||||
"script that must be named ``config.py``:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The module is asked if it's OK to build for the specific platform (in this "
|
||||
"case, ``True`` means it will build for every platform)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"And that's it. Hope it was not too complex! Your module should look like "
|
||||
"this:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can then zip it and share the module with everyone else. When building "
|
||||
"for every platform (instructions in the previous sections), your module will "
|
||||
"be included."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"There is a parameter limit of 5 in C++ modules for things such as "
|
||||
"subclasses. This can be raised to 13 by including the header file ``core/"
|
||||
"method_bind_ext.gen.inc``."
|
||||
msgstr ""
|
||||
|
||||
msgid "Using the module"
|
||||
msgstr ""
|
||||
|
||||
msgid "You can now use your newly created module from any script:"
|
||||
msgstr ""
|
||||
|
||||
msgid "The output will be ``60``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The previous Summator example is great for small, custom modules, but what "
|
||||
"if you want to use a larger, external library? Refer to :ref:"
|
||||
"`doc_binding_to_external_libraries` for details about binding to external "
|
||||
"libraries."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If your module is meant to be accessed from the running project (not just "
|
||||
"from the editor), you must also recompile every export template you plan to "
|
||||
"use, then specify the path to the custom template in each export preset. "
|
||||
"Otherwise, you'll get errors when running the project as the module isn't "
|
||||
"compiled in the export template. See the :ref:`Compiling <toc-devel-"
|
||||
"compiling>` pages for more information."
|
||||
msgstr ""
|
||||
|
||||
msgid "Compiling a module externally"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Compiling a module involves moving the module's sources directly under the "
|
||||
"engine's ``modules/`` directory. While this is the most straightforward way "
|
||||
"to compile a module, there are a couple of reasons as to why this might not "
|
||||
"be a practical thing to do:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Having to manually copy modules sources every time you want to compile the "
|
||||
"engine with or without the module, or taking additional steps needed to "
|
||||
"manually disable a module during compilation with a build option similar to "
|
||||
"``module_summator_enabled=no``. Creating symbolic links may also be a "
|
||||
"solution, but you may additionally need to overcome OS restrictions like "
|
||||
"needing the symbolic link privilege if doing this via script."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Depending on whether you have to work with the engine's source code, the "
|
||||
"module files added directly to ``modules/`` changes the working tree to the "
|
||||
"point where using a VCS (like ``git``) proves to be cumbersome as you need "
|
||||
"to make sure that only the engine-related code is committed by filtering "
|
||||
"changes."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"So if you feel like the independent structure of custom modules is needed, "
|
||||
"lets take our \"summator\" module and move it to the engine's parent "
|
||||
"directory:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Compile the engine with our module by providing ``custom_modules`` build "
|
||||
"option which accepts a comma-separated list of directory paths containing "
|
||||
"custom C++ modules, similar to the following:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The build system shall detect all modules under the ``../modules`` directory "
|
||||
"and compile them accordingly, including our \"summator\" module."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Any path passed to ``custom_modules`` will be converted to an absolute path "
|
||||
"internally as a way to distinguish between custom and built-in modules. It "
|
||||
"means that things like generating module documentation may rely on a "
|
||||
"specific path structure on your machine."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
":ref:`Introduction to the buildsystem - Custom modules build option "
|
||||
"<doc_buildsystem_custom_modules>`."
|
||||
msgstr ""
|
||||
|
||||
msgid "Improving the build system for development"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This shared library support is not designed to support distributing a module "
|
||||
"to other users without recompiling the engine. For that purpose, use :ref:"
|
||||
"`GDNative <doc_what_is_gdnative>` instead."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"So far, we defined a clean SCsub that allows us to add the sources of our "
|
||||
"new module as part of the Godot binary."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This static approach is fine when we want to build a release version of our "
|
||||
"game, given we want all the modules in a single binary."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"However, the trade-off is that every single change requires a full "
|
||||
"recompilation of the game. Even though SCons is able to detect and recompile "
|
||||
"only the file that was changed, finding such files and eventually linking "
|
||||
"the final binary takes a long time."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The solution to avoid such a cost is to build our own module as a shared "
|
||||
"library that will be dynamically loaded when starting our game's binary."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Once compiled, we should end up with a ``bin`` directory containing both the "
|
||||
"``godot*`` binary and our ``libsummator*.so``. However given the .so is not "
|
||||
"in a standard directory (like ``/usr/lib``), we have to help our binary find "
|
||||
"it during runtime with the ``LD_LIBRARY_PATH`` environment variable:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You have to ``export`` the environment variable. Otherwise, you won't be "
|
||||
"able to run your project from the editor."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"On top of that, it would be nice to be able to select whether to compile our "
|
||||
"module as shared library (for development) or as a part of the Godot binary "
|
||||
"(for release). To do that we can define a custom flag to be passed to SCons "
|
||||
"using the ``ARGUMENT`` command:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Now by default ``scons`` command will build our module as part of Godot's "
|
||||
"binary and as a shared library when passing ``summator_shared=yes``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Finally, you can even speed up the build further by explicitly specifying "
|
||||
"your shared module as target in the SCons command:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Writing custom documentation"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Writing documentation may seem like a boring task, but it is highly "
|
||||
"recommended to document your newly created module in order to make it easier "
|
||||
"for users to benefit from it. Not to mention that the code you've written "
|
||||
"one year ago may become indistinguishable from the code that was written by "
|
||||
"someone else, so be kind to your future self!"
|
||||
msgstr ""
|
||||
|
||||
msgid "There are several steps in order to setup custom docs for the module:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Make a new directory in the root of the module. The directory name can be "
|
||||
"anything, but we'll be using the ``doc_classes`` name throughout this "
|
||||
"section."
|
||||
msgstr ""
|
||||
|
||||
msgid "Now, we need to edit ``config.py``, add the following snippet:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The ``get_doc_path()`` function is used by the build system to determine the "
|
||||
"location of the docs. In this case, they will be located in the ``modules/"
|
||||
"summator/doc_classes`` directory. If you don't define this, the doc path for "
|
||||
"your module will fall back to the main ``doc/classes`` directory."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The ``get_doc_classes()`` method is necessary for the build system to know "
|
||||
"which registered classes belong to the module. You need to list all of your "
|
||||
"classes here. The classes that you don't list will end up in the main ``doc/"
|
||||
"classes`` directory."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can use Git to check if you have missed some of your classes by checking "
|
||||
"the untracked files with ``git status``. For example::"
|
||||
msgstr ""
|
||||
|
||||
msgid "Example output::"
|
||||
msgstr ""
|
||||
|
||||
msgid "Now we can generate the documentation:"
|
||||
msgstr "Nyní můžeme generovat dokumentaci:"
|
||||
|
||||
msgid ""
|
||||
"We can do this via running Godot's doctool i.e. ``godot --doctool <path>``, "
|
||||
"which will dump the engine API reference to the given ``<path>`` in XML "
|
||||
"format."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In our case we'll point it to the root of the cloned repository. You can "
|
||||
"point it to an another folder, and just copy over the files that you need."
|
||||
msgstr ""
|
||||
|
||||
msgid "Run command:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Now if you go to the ``godot/modules/summator/doc_classes`` folder, you will "
|
||||
"see that it contains a ``Summator.xml`` file, or any other classes, that you "
|
||||
"referenced in your ``get_doc_classes`` function."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Edit the file(s) following :ref:`doc_updating_the_class_reference` and "
|
||||
"recompile the engine."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Once the compilation process is finished, the docs will become accessible "
|
||||
"within the engine's built-in documentation system."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In order to keep documentation up-to-date, all you'll have to do is simply "
|
||||
"modify one of the XML files and recompile the engine from now on."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you change your module's API, you can also re-extract the docs, they will "
|
||||
"contain the things that you previously added. Of course if you point it to "
|
||||
"your godot folder, make sure you don't lose work by extracting older docs "
|
||||
"from an older engine build on top of the newer ones."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Note that if you don't have write access rights to your supplied ``<path>``, "
|
||||
"you might encounter an error similar to the following:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Adding custom editor icons"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Similarly to how you can write self-contained documentation within a module, "
|
||||
"you can also create your own custom icons for classes to appear in the "
|
||||
"editor."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For the actual process of creating editor icons to be integrated within the "
|
||||
"engine, please refer to :ref:`doc_editor_icons` first."
|
||||
msgstr ""
|
||||
|
||||
msgid "Once you've created your icon(s), proceed with the following steps:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Make a new directory in the root of the module named ``icons``. This is the "
|
||||
"default path for the engine to look for module's editor icons."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Move your newly created ``svg`` icons (optimized or not) into that folder."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Recompile the engine and run the editor. Now the icon(s) will appear in "
|
||||
"editor's interface where appropriate."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you'd like to store your icons somewhere else within your module, add the "
|
||||
"following code snippet to ``config.py`` to override the default path:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Summing up"
|
||||
msgstr ""
|
||||
|
||||
msgid "Remember to:"
|
||||
msgstr ""
|
||||
|
||||
msgid "use ``GDCLASS`` macro for inheritance, so Godot can wrap it"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"use ``_bind_methods`` to bind your functions to scripting, and to allow them "
|
||||
"to work as callbacks for signals."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"But this is not all, depending what you do, you will be greeted with some "
|
||||
"(hopefully positive) surprises."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you inherit from :ref:`class_Node` (or any derived node type, such as "
|
||||
"Sprite), your new class will appear in the editor, in the inheritance tree "
|
||||
"in the \"Add Node\" dialog."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you inherit from :ref:`class_Resource`, it will appear in the resource "
|
||||
"list, and all the exposed properties can be serialized when saved/loaded."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"By this same logic, you can extend the Editor and almost any area of the "
|
||||
"engine."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,163 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Custom resource format loaders"
|
||||
msgstr ""
|
||||
|
||||
msgid "Introduction"
|
||||
msgstr "Úvod"
|
||||
|
||||
msgid ""
|
||||
"ResourceFormatLoader is a factory interface for loading file assets. "
|
||||
"Resources are primary containers. When load is called on the same file path "
|
||||
"again, the previous loaded Resource will be referenced. Naturally, loaded "
|
||||
"resources must be stateless."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This guide assumes the reader knows how to create C++ modules and Godot data "
|
||||
"types. If not, refer to this guide :ref:`doc_custom_modules_in_c++`."
|
||||
msgstr ""
|
||||
|
||||
msgid "References"
|
||||
msgstr ""
|
||||
|
||||
msgid ":ref:`ResourceLoader<class_resourceloader>`"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`core/io/resource_loader.cpp <https://github.com/godotengine/godot/blob/"
|
||||
"master/core/io/resource_loader.cpp>`_"
|
||||
msgstr ""
|
||||
|
||||
msgid "What for?"
|
||||
msgstr ""
|
||||
|
||||
msgid "Adding new support for many file formats"
|
||||
msgstr ""
|
||||
|
||||
msgid "Audio formats"
|
||||
msgstr ""
|
||||
|
||||
msgid "Video formats"
|
||||
msgstr ""
|
||||
|
||||
msgid "Machine learning models"
|
||||
msgstr ""
|
||||
|
||||
msgid "What not?"
|
||||
msgstr ""
|
||||
|
||||
msgid "Raster images"
|
||||
msgstr ""
|
||||
|
||||
msgid "ImageFormatLoader should be used to load images."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`core/io/image_loader.h <https://github.com/godotengine/godot/blob/master/"
|
||||
"core/io/image_loader.h>`_"
|
||||
msgstr ""
|
||||
|
||||
msgid "Creating a ResourceFormatLoader"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Each file format consist of a data container and a ``ResourceFormatLoader``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"ResourceFormatLoaders are usually simple classes which return all the "
|
||||
"necessary metadata for supporting new extensions in Godot. The class must "
|
||||
"return the format name and the extension string."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In addition, ResourceFormatLoaders must convert file paths into resources "
|
||||
"with the ``load`` function. To load a resource, ``load`` must read and "
|
||||
"handle data serialization."
|
||||
msgstr ""
|
||||
|
||||
msgid "Creating a ResourceFormatSaver"
|
||||
msgstr "Vytvoření ResourceFormatSaver"
|
||||
|
||||
msgid ""
|
||||
"If you'd like to be able to edit and save a resource, you can implement a "
|
||||
"``ResourceFormatSaver``:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Creating custom data types"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot may not have a proper substitute within its :ref:`doc_core_types` or "
|
||||
"managed resources. Godot needs a new registered data type to understand "
|
||||
"additional binary formats such as machine learning models."
|
||||
msgstr ""
|
||||
|
||||
msgid "Here is an example of creating a custom datatype:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Considerations"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Some libraries may not define certain common routines such as IO handling. "
|
||||
"Therefore, Godot call translations are required."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For example, here is the code for translating ``FileAccess`` calls into "
|
||||
"``std::istream``."
|
||||
msgstr ""
|
||||
|
||||
msgid "`istream <http://www.cplusplus.com/reference/istream/istream/>`_"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`streambuf <http://www.cplusplus.com/reference/streambuf/streambuf/?"
|
||||
"kw=streambuf>`_"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`core/io/fileaccess.h <https://github.com/godotengine/godot/blob/master/core/"
|
||||
"os/file_access.h>`_"
|
||||
msgstr ""
|
||||
|
||||
msgid "Registering the new file format"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot registers ``ResourcesFormatLoader`` with a ``ResourceLoader`` handler. "
|
||||
"The handler selects the proper loader automatically when ``load`` is called."
|
||||
msgstr ""
|
||||
|
||||
msgid "Loading it on GDScript"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Save a file called ``demo.json`` with the following contents and place it in "
|
||||
"the project's root folder:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Then attach the following script to any node::"
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,55 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Engine development"
|
||||
msgstr "Vývoj enginu"
|
||||
|
||||
msgid "Setting up a development environment"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To modify Godot's source code, you need to set up a development environment. "
|
||||
"Start here."
|
||||
msgstr ""
|
||||
|
||||
msgid "Getting started with Godot's source code"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This section covers the basics that you will encounter in (almost) every "
|
||||
"source file."
|
||||
msgstr ""
|
||||
|
||||
msgid "Extending Godot by modifying its source code"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This section covers what you can do by modifying Godot's C++ source code."
|
||||
msgstr ""
|
||||
|
||||
msgid "Debugging and profiling"
|
||||
msgstr "Ladění a profilování"
|
||||
|
||||
msgid ""
|
||||
"This section is about finding spots to optimize in the engine code when you "
|
||||
"need it in your project."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,42 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Inheritance class tree"
|
||||
msgstr ""
|
||||
|
||||
msgid "Object"
|
||||
msgstr ""
|
||||
|
||||
msgid "Reference"
|
||||
msgstr ""
|
||||
|
||||
msgid "Control"
|
||||
msgstr ""
|
||||
|
||||
msgid "Node2D"
|
||||
msgstr ""
|
||||
|
||||
msgid "Spatial"
|
||||
msgstr ""
|
||||
|
||||
msgid "Source files: :download:`class_tree.zip <files/class_tree.zip>`."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,54 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Introduction to Godot development"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This page is meant to introduce the global organization of Godot Engine's "
|
||||
"source code, and give useful tips for extending/fixing the engine on the C++ "
|
||||
"side."
|
||||
msgstr ""
|
||||
|
||||
msgid "Architecture diagram"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The following diagram describes the architecture used by Godot, from the "
|
||||
"core components down to the abstracted drivers, via the scene structure and "
|
||||
"the servers."
|
||||
msgstr ""
|
||||
|
||||
msgid "Debugging the editor with gdb"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you are writing or correcting bugs affecting Godot Engine's editor, "
|
||||
"remember that the binary will by default run the project manager first, and "
|
||||
"then only run the editor in another process once you've selected a project. "
|
||||
"To launch a project directly, you need to run the editor by passing the ``-"
|
||||
"e`` argument to Godot Engine's binary from within your project's folder. "
|
||||
"Typically:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Or:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,51 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Debugging on macOS"
|
||||
msgstr "Ladění na macOS"
|
||||
|
||||
msgid "Debugging Godot editor"
|
||||
msgstr "Ladění editoru Godot"
|
||||
|
||||
msgid ""
|
||||
"Attaching a debugger to the signed macOS process requires the \"com.apple."
|
||||
"security.get-task-allow\" entitlement, which is not enabled by default, "
|
||||
"since apps can't be notarized as long as it is enabled. If you want to debug "
|
||||
"an official build of the editor it should be re-signed with the proper "
|
||||
"entitlements."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Create an ``editor.entitlements`` text file with the following contents:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Then use the following command to re-sign the editor::"
|
||||
msgstr ""
|
||||
|
||||
msgid "Debugging exported project"
|
||||
msgstr "Ladění exportovaného projektu"
|
||||
|
||||
msgid ""
|
||||
"To allow debugging, select the ``codesign\\debugging`` (``com.apple.security."
|
||||
"get-task-allow``) entitlement during the export. When it is selected, "
|
||||
"notarization is not supported and should be disabled."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,320 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Object class"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This page describes the C++ implementation of objects in Godot. Looking for "
|
||||
"the Object class reference? :ref:`Have a look here. <class_Object>`"
|
||||
msgstr ""
|
||||
|
||||
msgid "General definition"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
":ref:`Object <class_object>` is the base class for almost everything. Most "
|
||||
"classes in Godot inherit directly or indirectly from it. Objects provide "
|
||||
"reflection and editable properties, and declaring them is a matter of using "
|
||||
"a single macro like this."
|
||||
msgstr ""
|
||||
|
||||
msgid "This makes Objects gain a lot of functionality, like for example"
|
||||
msgstr ""
|
||||
|
||||
msgid "References:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`core/object.h <https://github.com/godotengine/godot/blob/3.x/core/object."
|
||||
"h>`__"
|
||||
msgstr ""
|
||||
"`core/object.h <https://github.com/godotengine/godot/blob/3.x/core/object."
|
||||
"h>`__"
|
||||
|
||||
msgid "Registering an Object"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"ClassDB is a static class that holds the entire list of registered classes "
|
||||
"that inherit from Object, as well as dynamic bindings to all their methods "
|
||||
"properties and integer constants."
|
||||
msgstr ""
|
||||
|
||||
msgid "Classes are registered by calling:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Registering it will allow the class to be instanced by scripts, code, or "
|
||||
"creating them again when deserializing."
|
||||
msgstr ""
|
||||
|
||||
msgid "Registering as virtual is the same but it can't be instanced."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Object-derived classes can override the static function ``static void "
|
||||
"_bind_methods()``. When one class is registered, this static function is "
|
||||
"called to register all the object methods, properties, constants, etc. It's "
|
||||
"only called once. If an Object derived class is instanced but has not been "
|
||||
"registered, it will be registered as virtual automatically."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Inside ``_bind_methods``, there are a couple of things that can be done. "
|
||||
"Registering functions is one:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Default values for arguments can be passed in reverse order:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``D_METHOD`` is a macro that converts \"methodname\" to a StringName for "
|
||||
"more efficiency. Argument names are used for introspection, but when "
|
||||
"compiling on release, the macro ignores them, so the strings are unused and "
|
||||
"optimized away."
|
||||
msgstr ""
|
||||
|
||||
msgid "Check ``_bind_methods`` of Control or Object for more examples."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If just adding modules and functionality that is not expected to be "
|
||||
"documented as thoroughly, the ``D_METHOD()`` macro can safely be ignored and "
|
||||
"a string passing the name can be passed for brevity."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`core/class_db.h <https://github.com/godotengine/godot/blob/3.x/core/"
|
||||
"class_db.h>`__"
|
||||
msgstr ""
|
||||
"`core/class_db.h <https://github.com/godotengine/godot/blob/3.x/core/"
|
||||
"class_db.h>`__"
|
||||
|
||||
msgid "Constants"
|
||||
msgstr "Konstanty"
|
||||
|
||||
msgid "Classes often have enums such as:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For these to work when binding to methods, the enum must be declared "
|
||||
"convertible to int, for this a macro is provided:"
|
||||
msgstr ""
|
||||
|
||||
msgid "The constants can also be bound inside ``_bind_methods``, by using:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Properties (set/get)"
|
||||
msgstr ""
|
||||
|
||||
msgid "Objects export properties, properties are useful for the following:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Serializing and deserializing the object."
|
||||
msgstr ""
|
||||
|
||||
msgid "Creating a list of editable values for the Object derived class."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Properties are usually defined by the PropertyInfo() class. Usually "
|
||||
"constructed as:"
|
||||
msgstr ""
|
||||
|
||||
msgid "For example:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This is an integer property, named \"amount\", hint is a range, range goes "
|
||||
"from 0 to 49 in steps of 1 (integers). It is only usable for the editor "
|
||||
"(edit value visually) but won't be serialized."
|
||||
msgstr ""
|
||||
|
||||
msgid "Another example:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This is a string property, can take any string but the editor will only "
|
||||
"allow the defined hint ones. Since no usage flags were specified, the "
|
||||
"default ones are PROPERTY_USAGE_STORAGE and PROPERTY_USAGE_EDITOR."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"There are plenty of hints and usage flags available in object.h, give them a "
|
||||
"check."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Properties can also work like C# properties and be accessed from script "
|
||||
"using indexing, but this usage is generally discouraged, as using functions "
|
||||
"is preferred for legibility. Many properties are also bound with categories, "
|
||||
"such as \"animation/frame\" which also make indexing impossible unless using "
|
||||
"operator []."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"From ``_bind_methods()``, properties can be created and bound as long as set/"
|
||||
"get functions exist. Example:"
|
||||
msgstr ""
|
||||
|
||||
msgid "This creates the property using the setter and the getter."
|
||||
msgstr ""
|
||||
|
||||
msgid "Binding properties using ``_set``/``_get``/``_get_property_list``"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"An additional method of creating properties exists when more flexibility is "
|
||||
"desired (i.e. adding or removing properties on context)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The following functions can be overridden in an Object derived class, they "
|
||||
"are NOT virtual, DO NOT make them virtual, they are called for every "
|
||||
"override and the previous ones are not invalidated (multilevel call)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This is also a little less efficient since ``p_property`` must be compared "
|
||||
"against the desired names in serial order."
|
||||
msgstr ""
|
||||
|
||||
msgid "Dynamic casting"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot provides dynamic casting between Object-derived classes, for example:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If cast fails, NULL is returned. This system uses RTTI, but it also works "
|
||||
"fine (although a bit slower) when RTTI is disabled. This is useful on "
|
||||
"platforms where a small binary size is ideal, such as HTML5 or consoles "
|
||||
"(with low memory footprint)."
|
||||
msgstr ""
|
||||
|
||||
msgid "Signals"
|
||||
msgstr "Signály"
|
||||
|
||||
msgid ""
|
||||
"Objects can have a set of signals defined (similar to Delegates in other "
|
||||
"languages). Connecting to them is rather easy:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The method ``_node_entered_tree`` must be registered to the class using "
|
||||
"``ClassDB::bind_method`` (explained before)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Adding signals to a class is done in ``_bind_methods``, using the "
|
||||
"``ADD_SIGNAL`` macro, for example:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Notifications"
|
||||
msgstr "Oznámení"
|
||||
|
||||
msgid ""
|
||||
"All objects in Godot have a :ref:`_notification "
|
||||
"<class_Object_method__notification>` method that allows it to respond to "
|
||||
"engine level callbacks that may relate to it. More information can be found "
|
||||
"on the :ref:`doc_godot_notifications` page."
|
||||
msgstr ""
|
||||
|
||||
msgid "References"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
":ref:`Reference <class_reference>` inherits from Object and holds a "
|
||||
"reference count. It is the base for reference counted object types. "
|
||||
"Declaring them must be done using Ref<> template. For example:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``myref`` is reference counted. It will be freed when no more Ref<> "
|
||||
"templates point to it."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`core/reference.h <https://github.com/godotengine/godot/blob/3.x/core/"
|
||||
"reference.h>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid "Resources:"
|
||||
msgstr "Zdroje:"
|
||||
|
||||
msgid ""
|
||||
":ref:`Resource <class_resource>` inherits from Reference, so all resources "
|
||||
"are reference counted. Resources can optionally contain a path, which "
|
||||
"reference a file on disk. This can be set with ``resource.set_path(path)``. "
|
||||
"This is normally done by the resource loader though. No two different "
|
||||
"resources can have the same path, attempt to do so will result in an error."
|
||||
msgstr ""
|
||||
|
||||
msgid "Resources without a path are fine too."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`core/resource.h <https://github.com/godotengine/godot/blob/3.x/core/"
|
||||
"resource.h>`__"
|
||||
msgstr ""
|
||||
"`core/resource.h <https://github.com/godotengine/godot/blob/3.x/core/"
|
||||
"resource.h>`__"
|
||||
|
||||
msgid "Resource loading"
|
||||
msgstr ""
|
||||
|
||||
msgid "Resources can be loaded with the ResourceLoader API, like this:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If a reference to that resource has been loaded previously and is in memory, "
|
||||
"the resource loader will return that reference. This means that there can be "
|
||||
"only one resource loaded from a file referenced on disk at the same time."
|
||||
msgstr ""
|
||||
|
||||
msgid "resourceinteractiveloader (TODO)"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`core/io/resource_loader.h <https://github.com/godotengine/godot/blob/3.x/"
|
||||
"core/io/resource_loader.h>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid "Resource saving"
|
||||
msgstr ""
|
||||
|
||||
msgid "Saving a resource can be done with the resource saver API:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Instance will be saved. Sub resources that have a path to a file will be "
|
||||
"saved as a reference to that resource. Sub resources without a path will be "
|
||||
"bundled with the saved resource and assigned sub-IDs, like ``res://"
|
||||
"someresource.res::1``. This also helps to cache them when loaded."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`core/io/resource_saver.h <https://github.com/godotengine/godot/blob/3.x/"
|
||||
"core/io/resource_saver.h>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,260 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Using C++ profilers"
|
||||
msgstr "Používání profilerů jazyka C++"
|
||||
|
||||
msgid ""
|
||||
"To optimize Godot's performance, you need to know what to optimize first. To "
|
||||
"this end, profilers are useful tools."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"There is a built-in GDScript profiler in the editor, but using C++ profiler "
|
||||
"may be useful in cases where the GDScript profiler is not accurate enough or "
|
||||
"is missing information due to bugs in the profiler."
|
||||
msgstr ""
|
||||
|
||||
msgid "Recommended profilers"
|
||||
msgstr ""
|
||||
|
||||
msgid "`VerySleepy <http://www.codersnotes.com/sleepy/>`__ (Windows only)"
|
||||
msgstr ""
|
||||
|
||||
msgid "`HotSpot <https://github.com/KDAB/hotspot>`__ (Linux only)"
|
||||
msgstr ""
|
||||
|
||||
msgid "`Xcode Instruments <https://developer.apple.com/xcode/>`__ (macOS only)"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"These profilers may not be the most powerful or flexible options, but their "
|
||||
"standalone operation and limited feature set tends to make them easier to "
|
||||
"use."
|
||||
msgstr ""
|
||||
|
||||
msgid "Setting up Godot"
|
||||
msgstr "Nastavení Godot"
|
||||
|
||||
msgid ""
|
||||
"To get useful profiling information, it is **absolutely required** to use a "
|
||||
"Godot build that includes debugging symbols. Official binaries do not "
|
||||
"include debugging symbols, since these would make the download size "
|
||||
"significantly larger."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To get profiling data that best matches the production environment (but with "
|
||||
"debugging symbols), you should compile binaries with the ``production=yes "
|
||||
"debug_symbols=yes`` SCons options."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"It is possible to run a profiler on less optimized builds (e.g. "
|
||||
"``target=debug`` without LTO), but results will naturally be less "
|
||||
"representative of real world conditions."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Do *not* strip debugging symbols on the binaries using the ``strip`` command "
|
||||
"after compiling the binaries. Otherwise, you will no longer get useful "
|
||||
"profiling information when running a profiler."
|
||||
msgstr ""
|
||||
|
||||
msgid "Benchmarking startup/shutdown times"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you're looking into optimizing Godot's startup/shutdown performance, you "
|
||||
"can tell the profiler to use the ``--quit`` command line option on the Godot "
|
||||
"binary. This will exit Godot just after it finished starting. The ``--quit`` "
|
||||
"option works with ``--editor``, ``--project-manager`` or ``--path <path to "
|
||||
"project directory>`` (which runs a project directly)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"See :ref:`doc_command_line_tutorial` for more command line arguments "
|
||||
"supported by Godot."
|
||||
msgstr ""
|
||||
|
||||
msgid "Profiler-specific instructions"
|
||||
msgstr ""
|
||||
|
||||
msgid "VerySleepy"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Start the Godot editor or your project first. If you start the project "
|
||||
"manager, make sure to edit or run a project first. Otherwise, the profiler "
|
||||
"will not track the child process since the project manager will spawn a "
|
||||
"child process for every project edited or run."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Open VerySleepy and select the Godot executable in the list of processes on "
|
||||
"the left:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Click the **Profile All** button on the right to start profiling."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Perform the actions you wish to profile in the editor or project. When "
|
||||
"you're done, click **Stop** (*not* Abort)."
|
||||
msgstr ""
|
||||
|
||||
msgid "Wait for the results window to appear."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Once the results window appears, filter the view to remove external modules "
|
||||
"(such as the graphics driver). You can filter by module by finding a line "
|
||||
"whose **Module** matches the Godot executable name, right-clicking that line "
|
||||
"then choosing **Filter Module to <Godot executable name>** in the dropdown "
|
||||
"that appears."
|
||||
msgstr ""
|
||||
|
||||
msgid "Your results window should now look something like this:"
|
||||
msgstr "Okno s výsledky by nyní mělo vypadat takto:"
|
||||
|
||||
msgid "HotSpot"
|
||||
msgstr ""
|
||||
|
||||
msgid "Open HotSpot. Click **Record Data**:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In the next window, specify the path to the Godot binary that includes debug "
|
||||
"symbols."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Specify command line arguments to run a specific project, with or without "
|
||||
"the editor."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The path to the working directory can be anything if an absolute path is "
|
||||
"used for the ``--path`` command line argument. Otherwise, it must be set to "
|
||||
"that the relative path to the project is valid."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Make sure **Elevate Privileges** is checked if you have administrative "
|
||||
"privileges. While not essential for profiling Godot, this will ensure all "
|
||||
"events can be captured. Otherwise, some events may be missing in the "
|
||||
"capture. Your settings should now look something like this:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Click **Start Recording** and perform the actions you wish to profile in the "
|
||||
"editor/project."
|
||||
msgstr ""
|
||||
"Klikněte na tlačítko **Spustit nahrávání** a proveďte akce, které chcete v "
|
||||
"editoru/projektu profilovat."
|
||||
|
||||
msgid ""
|
||||
"Quit the editor/project normally or use the **Stop Profiling** button in "
|
||||
"HotSpot to stop profiling early. Stopping profiling early can result in "
|
||||
"cleaner profiles if you're not interested in the engine's quit procedure."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Click **View Results** and wait for the profiling visualization to be "
|
||||
"generated:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Use the tabs at the top to navigate between the different views. These views "
|
||||
"show the same data, but in different ways. The **Flame Graph** tab is a good "
|
||||
"way to see which functions take up the most time at a glance. These "
|
||||
"functions are therefore the most important ones to optimize, since "
|
||||
"optimizing them will improve performance the most."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"At the bottom of all tabs except **Summary**, you will also see a list of "
|
||||
"CPU threads started by the engine among with the CPU utilization for each "
|
||||
"thread. This lets you see threads that can be a bottleneck at a given point "
|
||||
"in time."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you don't want the startup procedure to be included in the profile, you "
|
||||
"can also attach HotSpot to a running process by clicking **Record Data** "
|
||||
"then setting the **Launch Application** dropdown option to **Attach To "
|
||||
"Process(es)**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This process attachment-based workflow is similar to the one used by "
|
||||
"VerySleepy."
|
||||
msgstr ""
|
||||
|
||||
msgid "Xcode Instruments"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Open Xcode. Select **Open Developer Tool** - **Instruments** from the "
|
||||
"**Xcode** app menu:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Double-click on **Time Profiler** in the **Instruments** window:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In the Time Profiler window, click on the **Target** menu, select **Choose "
|
||||
"target...** and specify the path to the Godot binary, command line arguments "
|
||||
"and environment variables in the next window."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can also attach the Time Profiler to a running process by selecting it "
|
||||
"from the **Target** menu."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Click the **Start an immediate mode recording** button to start profiling."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Perform the actions you wish to profile in the editor or project. When "
|
||||
"you're done, click the **Stop** button."
|
||||
msgstr ""
|
||||
|
||||
msgid "Wait for the results to appear."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"At the bottom of the window you will see a call tree for all CPU threads "
|
||||
"started, and the **Heaviest Stack Trace** overview."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Select **Hide system libraries** in the **Call Tree** menu (at the bottom of "
|
||||
"window) to remove external modules."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can use the timeline at the top of the window to display details for the "
|
||||
"specific time period."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,118 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Variant class"
|
||||
msgstr ""
|
||||
|
||||
msgid "About"
|
||||
msgstr "O aplikaci"
|
||||
|
||||
msgid ""
|
||||
"Variant is the most important datatype of Godot, it's the most important "
|
||||
"class in the engine. A Variant takes up only 20 bytes and can store almost "
|
||||
"any engine datatype inside of it. Variants are rarely used to hold "
|
||||
"information for long periods of time, instead they are used mainly for "
|
||||
"communication, editing, serialization and generally moving data around."
|
||||
msgstr ""
|
||||
|
||||
msgid "A Variant can:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Store almost any datatype"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Perform operations between many variants (GDScript uses Variant as its "
|
||||
"atomic/native datatype)."
|
||||
msgstr ""
|
||||
|
||||
msgid "Be hashed, so it can be compared quickly to other variants"
|
||||
msgstr ""
|
||||
|
||||
msgid "Be used to convert safely between datatypes"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Be used to abstract calling methods and their arguments (Godot exports all "
|
||||
"its functions through variants)"
|
||||
msgstr ""
|
||||
|
||||
msgid "Be used to defer calls or move data between threads."
|
||||
msgstr ""
|
||||
|
||||
msgid "Be serialized as binary and stored to disk, or transferred via network."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Be serialized to text and use it for printing values and editable settings."
|
||||
msgstr ""
|
||||
|
||||
msgid "Work as an exported property, so the editor can edit it universally."
|
||||
msgstr ""
|
||||
|
||||
msgid "Be used for dictionaries, arrays, parsers, etc."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Basically, thanks to the Variant class, writing Godot itself was a much, "
|
||||
"much easier task, as it allows for highly dynamic constructs not common of C+"
|
||||
"+ with little effort. Become a friend of Variant today."
|
||||
msgstr ""
|
||||
|
||||
msgid "References:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`core/variant.h <https://github.com/godotengine/godot/blob/3.x/core/variant."
|
||||
"h>`__"
|
||||
msgstr ""
|
||||
"`core/variant.h <https://github.com/godotengine/godot/blob/3.x/core/variant."
|
||||
"h>`__"
|
||||
|
||||
msgid "Containers: Dictionary and Array"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Both are implemented using variants. A Dictionary can match any datatype "
|
||||
"used as key to any other datatype. An Array just holds an array of Variants. "
|
||||
"Of course, a Variant can also hold a Dictionary and an Array inside, making "
|
||||
"it even more flexible."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Modifications to a container will modify all references to it. A Mutex "
|
||||
"should be created to lock it if multi threaded access is desired."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Copy-on-write (COW) mode support for containers was dropped with Godot 3.0."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`core/dictionary.h <https://github.com/godotengine/godot/blob/3.x/core/"
|
||||
"dictionary.h>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`core/array.h <https://github.com/godotengine/godot/blob/3.x/core/array.h>`__"
|
||||
msgstr ""
|
||||
"`core/array.h <https://github.com/godotengine/godot/blob/3.x/core/array.h>`__"
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,157 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Editor icons"
|
||||
msgstr "Editor ikon"
|
||||
|
||||
msgid ""
|
||||
"When a new class is created and exposed to scripting, the editor's interface "
|
||||
"will display it with a default icon representing the base class it inherits "
|
||||
"from. In most cases, it's still recommended to create icons for new classes "
|
||||
"to improve the user experience."
|
||||
msgstr ""
|
||||
|
||||
msgid "Creating icons"
|
||||
msgstr "Vytváření ikon"
|
||||
|
||||
msgid ""
|
||||
"To create new icons, you first need a vector graphics editor installed. For "
|
||||
"instance, you can use the open source `Inkscape <https://inkscape.org/>`_ "
|
||||
"editor."
|
||||
msgstr ""
|
||||
|
||||
msgid "Clone the ``godot`` repository containing all the editor icons:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The icons must be created in a vector graphics editor in SVG format. There "
|
||||
"are two main requirements to follow:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Icons must be 16×16. In Inkscape, you can configure the document size in "
|
||||
"**File > Document Properties**."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Lines should be snapped to pixels whenever possible to remain crisp at lower "
|
||||
"DPI. You can create a 16×16 grid in Inkscape to make this easier."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Once you're satisfied with the icon's design, save the icon in the cloned "
|
||||
"repository's ``editor/icons`` folder. The icon name should match the "
|
||||
"intended name in a case-sensitive manner. For example, to create an icon for "
|
||||
"CPUParticles2D, name the file ``CPUParticles2D.svg``."
|
||||
msgstr ""
|
||||
|
||||
msgid "Color conversion for light editor themes"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If the user has configured their editor to use a light theme, Godot will "
|
||||
"convert the icon's colors based on a `set of predefined color mappings "
|
||||
"<https://github.com/godotengine/godot/blob/"
|
||||
"b9f2e57d6240346f1833fd0390de195c956299e7/editor/editor_themes.cpp#L122-"
|
||||
"L184>`__. This is to ensure the icon always displays with a sufficient "
|
||||
"contrast rate. Try to restrict your icon's color palette to colors found in "
|
||||
"the list above. Otherwise, your icon may become difficult to read on a light "
|
||||
"background."
|
||||
msgstr ""
|
||||
|
||||
msgid "Icon optimization"
|
||||
msgstr "Optimalizace ikon"
|
||||
|
||||
msgid ""
|
||||
"Because the editor renders SVGs once at load time, they need to be small in "
|
||||
"size so they can be efficiently parsed. Editor icons must be first optimized "
|
||||
"before being added to the engine, to do so:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Install `svgcleaner <https://github.com/RazrFalcon/svgcleaner>`__ by "
|
||||
"downloading a binary from its `Releases tab <https://github.com/RazrFalcon/"
|
||||
"svgcleaner/releases/latest>`__ and placing it into a location in your "
|
||||
"``PATH`` environment variable."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Run the command below, replacing ``svg_source.svg`` with the path to your "
|
||||
"SVG file (which can be a relative or absolute path):"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The ``--multipass`` switch improves compression, so make sure to include it. "
|
||||
"The optimized icon will be saved to ``svg_optimized.svg``. You can also "
|
||||
"change the destination parameter to any relative or absolute path you'd like."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"While this optimization step won't impact the icon's quality noticeably, it "
|
||||
"will still remove editor-only information such as guides. Therefore, it's "
|
||||
"recommended to keep the source SVG around if you need to make further "
|
||||
"changes."
|
||||
msgstr ""
|
||||
|
||||
msgid "Integrating and sharing the icons"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you're contributing to the engine itself, you should make a pull request "
|
||||
"to add optimized icons to ``editor/icons`` in the main repository. Recompile "
|
||||
"the engine to make it pick up new icons for classes."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"It's also possible to create custom icons within a module. If you're "
|
||||
"creating your own module and don't plan to integrate it with Godot, you "
|
||||
"don't need to make a separate pull request for your icons to be available "
|
||||
"within the editor as they can be self-contained."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For specific instructions on how to create module icons, refer to :ref:"
|
||||
"`Creating custom module icons<doc_custom_module_icons>`."
|
||||
msgstr ""
|
||||
|
||||
msgid "Troubleshooting"
|
||||
msgstr "Odstraňování problémů"
|
||||
|
||||
msgid "If icons don't appear in the editor, make sure that:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Each icon's filename matches the naming requirement as described previously."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``modules/svg`` is enabled (it should be enabled by default). Without it, "
|
||||
"icons won't appear in the editor at all."
|
||||
msgstr ""
|
||||
|
||||
msgid "References"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`editor/icons <https://github.com/godotengine/godot/tree/master/editor/"
|
||||
"icons>`__"
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,172 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Editor style guide"
|
||||
msgstr "Průvodce stylem editoru"
|
||||
|
||||
msgid "Introduction"
|
||||
msgstr "Úvod"
|
||||
|
||||
msgid "Thanks for your interest in contributing to the Godot editor!"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This page describes the grammar and writing style used throughout the Godot "
|
||||
"editor. Following this style guide will help your contribution get merged "
|
||||
"faster since there will be fewer review steps required."
|
||||
msgstr ""
|
||||
|
||||
msgid "Writing style"
|
||||
msgstr "Styl psaní"
|
||||
|
||||
msgid ""
|
||||
"**Write messages (errors, warnings, ...) as full sentences.** They should "
|
||||
"start with an uppercase letter and end with a period."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**Try to keep sentences short.** This makes it more likely that their "
|
||||
"translations will be short as well, which is a good thing to avoid UI bugs."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**Use contractions.** For example, use \"isn't\" instead of \"is not\". An "
|
||||
"exception to this rule can be made when you specifically want to emphasize "
|
||||
"one of the contraction's words."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**Use double quotes in messages** (``\"\"``) instead of single quotes "
|
||||
"(``''``). Double quotes should be used to quote user input, file paths and "
|
||||
"possibly other things depending on the context."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Try to follow the :ref:`doc_docs_writing_guidelines` in addition to the "
|
||||
"guidelines outlined above."
|
||||
msgstr ""
|
||||
|
||||
msgid "Button and menu texts"
|
||||
msgstr ""
|
||||
|
||||
msgid "Capitalize text in buttons and menu actions:"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Good:** *Open Editor Data Folder*"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Bad:** *Open editor data folder*"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If a menu action opens a modal dialog, suffix it with an ellipsis (``...``)."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Good:** *Editor Settings...*"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Bad:** *Editor Settings*"
|
||||
msgstr "**Špatné:** *Nastavení editoru*"
|
||||
|
||||
msgid "Inspector sections"
|
||||
msgstr "Sekce inspektorů"
|
||||
|
||||
msgid ""
|
||||
"In general, don't create sections that contain less than 3 items. Sections "
|
||||
"that contain few items make it difficult to navigate the inspector, while "
|
||||
"missing the benefits of using sections such as folding."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"There are some valid exceptions for this, such as material features in :ref:"
|
||||
"`class_SpatialMaterial`."
|
||||
msgstr ""
|
||||
|
||||
msgid "This advice also applies to the Project Settings and Editor Settings."
|
||||
msgstr ""
|
||||
|
||||
msgid "Inspector performance hints"
|
||||
msgstr "Pokyny inspektora pro výkon"
|
||||
|
||||
msgid ""
|
||||
"Enum properties that noticeably impact performance should have a performance "
|
||||
"hint associated. The hint should refer to the *absolute* performance impact, "
|
||||
"rather than being relative to the other options provided in the enum. Here "
|
||||
"are some examples taken from the Godot editor:"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Screen-space antialiasing:** *Disabled (Fastest), FXAA (Fast)*"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**MSAA quality:** *Disabled (Fastest), 2x (Fast), 4x (Average), 8x (Slow), "
|
||||
"16x (Slower)*"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"**DirectionalLight mode:** *Orthogonal (Fast), PSSM 2 Splits (Average), PSSM "
|
||||
"4 Splits (Slow)*"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For consistency, try to stick to the terms below (from fastest to slowest):"
|
||||
msgstr ""
|
||||
|
||||
msgid "*Fastest, Faster, Fast, Average, Slow, Slower, Slowest*"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Their usage doesn't have to be contiguous. For example, you can use only "
|
||||
"\"Fast\" and \"Slow\" from the list above."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you're adding a new enum, its values should be ordered from the fastest "
|
||||
"option to the slowest option."
|
||||
msgstr ""
|
||||
|
||||
msgid "Tooltips"
|
||||
msgstr "Tipy"
|
||||
|
||||
msgid ""
|
||||
"Consider adding tooltips whenever the action performed by a button or menu "
|
||||
"action isn't obvious. You can also provide additional context or highlight "
|
||||
"caveats in the tooltip."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can do this by calling ``set_tooltip(TTR(\"Text here.\"))`` on the "
|
||||
"Control-based node in question. If the tooltip is particularly long (more "
|
||||
"than ~80 characters), wrap it over several lines by adding line breaks using "
|
||||
"``\\n``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Tooltips should follow the writing style described above. In addition to "
|
||||
"this, use indicative mood instead of imperative mood:"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Good:** *Computes global illumination for the selected GIProbe.*"
|
||||
msgstr ""
|
||||
|
||||
msgid "**Bad:** *Compute global illumination for the selected GIProbe.*"
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,24 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Editor development"
|
||||
msgstr "Vývoj editoru"
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,158 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Introduction to editor development"
|
||||
msgstr "Úvod do vývoje editoru"
|
||||
|
||||
msgid "On this page, you will learn:"
|
||||
msgstr "Na této stránce se dozvíte:"
|
||||
|
||||
msgid "The **design decisions** behind the Godot editor."
|
||||
msgstr ""
|
||||
|
||||
msgid "How to work efficiently on the Godot editor's C++ code."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This guide is aimed at current or future engine contributors. To create "
|
||||
"editor plugins in GDScript, see :ref:`doc_making_plugins` instead."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you are new to Godot, we recommended you to read :ref:"
|
||||
"`doc_godot_design_philosophy` before continuing. Since the Godot editor is a "
|
||||
"Godot project written in C++, much of the engine's philosophy applies to the "
|
||||
"editor."
|
||||
msgstr ""
|
||||
|
||||
msgid "Technical choices"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The Godot editor is drawn using Godot's renderer and :ref:`UI system <toc-"
|
||||
"gui-basics>`. It does *not* rely on a toolkit such as GTK or Qt. This is "
|
||||
"similar in spirit to software like Blender. While using toolkits makes it "
|
||||
"easier to achieve a \"native\" appearance, they are also quite heavy and "
|
||||
"their licensing is not compatible with Godot's."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The editor is fully written in C++. It can't contain any GDScript or C# code."
|
||||
msgstr ""
|
||||
|
||||
msgid "Directory structure"
|
||||
msgstr "Struktura adresářů"
|
||||
|
||||
msgid ""
|
||||
"The editor's code is fully self-contained in the `editor/ <https://github."
|
||||
"com/godotengine/godot/tree/master/editor>`__ folder of the Godot source "
|
||||
"repository."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Some editor functionality is also implemented via :ref:`modules "
|
||||
"<doc_custom_modules_in_c++>`. Some of these are only enabled in editor "
|
||||
"builds to decrease the binary size of export templates. See the `modules/ "
|
||||
"<https://github.com/godotengine/godot/tree/master/modules>`__ folder in the "
|
||||
"Godot source repository."
|
||||
msgstr ""
|
||||
|
||||
msgid "Some important files in the editor are:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`editor/editor_node.cpp <https://github.com/godotengine/godot/blob/3.x/"
|
||||
"editor/editor_node.cpp>`__: Main editor initialization file. Effectively the "
|
||||
"\"main scene\" of the editor."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`editor/project_manager.cpp <https://github.com/godotengine/godot/blob/3.x/"
|
||||
"editor/project_manager.cpp>`__: Main project manager initialization file. "
|
||||
"Effectively the \"main scene\" of the project manager."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`editor/plugins/canvas_item_editor_plugin.cpp <https://github.com/"
|
||||
"godotengine/godot/blob/3.x/editor/plugins/canvas_item_editor_plugin.cpp>`__: "
|
||||
"The 2D editor viewport and related functionality (toolbar at the top, "
|
||||
"editing modes, overlaid helpers/panels, …)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`editor/plugins/spatial_editor_plugin.cpp <https://github.com/godotengine/"
|
||||
"godot/blob/3.x/editor/plugins/spatial_editor_plugin.cpp>`__: The 3D editor "
|
||||
"viewport and related functionality (toolbar at the top, editing modes, "
|
||||
"overlaid panels, …)."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"`editor/spatial_editor_gizmos.cpp <https://github.com/godotengine/godot/"
|
||||
"blob/3.x/editor/spatial_editor_gizmos.cpp>`__: Where the 3D editor gizmos "
|
||||
"are defined and drawn. This file doesn't have a 2D counterpart as 2D gizmos "
|
||||
"are drawn by the nodes themselves."
|
||||
msgstr ""
|
||||
|
||||
msgid "Editor dependencies in ``scene/`` files"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When working on an editor feature, you may have to modify files in Godot's "
|
||||
"GUI nodes, which you can find in the ``scene/`` folder."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"One rule to keep in mind is that you must **not** introduce new dependencies "
|
||||
"to ``editor/`` includes in other folders such as ``scene/``. This applies "
|
||||
"even if you use ``#ifdef TOOLS_ENABLED``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To make the codebase easier to follow and more self-contained, the allowed "
|
||||
"dependency order is:"
|
||||
msgstr ""
|
||||
|
||||
msgid "``editor/`` -> ``scene/`` -> ``servers/`` -> ``core/``"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This means that files in ``editor/`` can depend on includes from ``scene/``, "
|
||||
"``servers/``, and ``core/``. But, for example, while ``scene/`` can depend "
|
||||
"on includes from ``servers/`` and ``core/``, it cannot depend on includes "
|
||||
"from ``editor/``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Currently, there are some dependencies to ``editor/`` includes in ``scene/`` "
|
||||
"files, but `they are in the process of being removed <https://github.com/"
|
||||
"godotengine/godot/issues/29730>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid "Development tips"
|
||||
msgstr "Tipy pro vývoj"
|
||||
|
||||
msgid ""
|
||||
"To iterate quickly on the editor, we recommend to set up a test project and :"
|
||||
"ref:`open it from the command line <doc_command_line_tutorial>` after "
|
||||
"compiling the editor. This way, you don't have to go through the project "
|
||||
"manager every time you start Godot."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,37 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "GDScript grammar"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This is the formal grammar of GDScript written in `EBNF <https://en."
|
||||
"wikipedia.org/wiki/Extended_Backus%E2%80%93Naur_form>`_, for reference "
|
||||
"purposes."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This grammar is descriptive only, derived from the reference documentation "
|
||||
"and current implementation. The GDScript parser is **not** generated from a "
|
||||
"grammar definition. Inconsistencies here likely mean an error in this "
|
||||
"grammar, not a bug in GDScript."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,24 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Godot file formats"
|
||||
msgstr "Godot formáty souborů"
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,458 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "TSCN file format"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The TSCN (text scene) file format represents a single scene tree inside "
|
||||
"Godot. Unlike binary SCN files, TSCN files have the advantage of being "
|
||||
"mostly human-readable and easy for version control systems to manage."
|
||||
msgstr ""
|
||||
|
||||
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. "
|
||||
"Unlike SCN and TSCN files, during import, ESCN files are compiled to binary "
|
||||
"SCN files stored inside the ``.import/`` folder. This reduces the data size "
|
||||
"and speeds up loading, as binary formats are faster to load compared to text-"
|
||||
"based formats."
|
||||
msgstr ""
|
||||
|
||||
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 ""
|
||||
|
||||
msgid "File structure"
|
||||
msgstr "Struktura souborů"
|
||||
|
||||
msgid "There are five main sections inside the TSCN file:"
|
||||
msgstr ""
|
||||
|
||||
msgid "File Descriptor"
|
||||
msgstr ""
|
||||
|
||||
msgid "External resources"
|
||||
msgstr ""
|
||||
|
||||
msgid "Internal resources"
|
||||
msgstr ""
|
||||
|
||||
msgid "Nodes"
|
||||
msgstr "Uzly"
|
||||
|
||||
msgid "Connections"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The file descriptor looks like ``[gd_scene load_steps=3 format=2]`` and "
|
||||
"should be the first entry in the file. The ``load_steps`` parameter is equal "
|
||||
"to the total amount of resources (internal and external) plus one (for the "
|
||||
"file itself). If the file has no resources, ``load_steps`` is omitted. The "
|
||||
"engine will still load the file correctly if ``load_steps`` is incorrect, "
|
||||
"but this will affect loading bars and any other piece of code relying on "
|
||||
"that value."
|
||||
msgstr ""
|
||||
|
||||
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 ""
|
||||
|
||||
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 ""
|
||||
|
||||
msgid "Entries inside the file"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"A heading looks like ``[<resource_type> key=value key=value key=value ...]`` "
|
||||
"where resource_type is one of:"
|
||||
msgstr ""
|
||||
|
||||
msgid "``ext_resource``"
|
||||
msgstr ""
|
||||
|
||||
msgid "``sub_resource``"
|
||||
msgstr ""
|
||||
|
||||
msgid "``node``"
|
||||
msgstr ""
|
||||
|
||||
msgid "``connection``"
|
||||
msgstr "``připojení``"
|
||||
|
||||
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 ""
|
||||
|
||||
msgid "The scene tree"
|
||||
msgstr "Stromová struktura scén"
|
||||
|
||||
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 ""
|
||||
|
||||
msgid "Other valid keywords include:"
|
||||
msgstr ""
|
||||
|
||||
msgid "``instance``"
|
||||
msgstr ""
|
||||
|
||||
msgid "``instance_placeholder``"
|
||||
msgstr ""
|
||||
|
||||
msgid "``owner``"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``index`` (sets the order of appearance in the tree. If absent, inherited "
|
||||
"nodes will take precedence over plain ones)"
|
||||
msgstr ""
|
||||
|
||||
msgid "``groups``"
|
||||
msgstr "``skupiny``"
|
||||
|
||||
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 ""
|
||||
|
||||
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 ""
|
||||
|
||||
msgid "NodePath"
|
||||
msgstr ""
|
||||
|
||||
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 ""
|
||||
|
||||
msgid "Skeleton"
|
||||
msgstr "Kostra"
|
||||
|
||||
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 ""
|
||||
|
||||
msgid "``name``"
|
||||
msgstr ""
|
||||
|
||||
msgid "``parent``"
|
||||
msgstr ""
|
||||
|
||||
msgid "``rest``"
|
||||
msgstr ""
|
||||
|
||||
msgid "``pose``"
|
||||
msgstr ""
|
||||
|
||||
msgid "``enabled``"
|
||||
msgstr ""
|
||||
|
||||
msgid "``bound_children``"
|
||||
msgstr ""
|
||||
|
||||
msgid "``name`` must be the first attribute of each bone."
|
||||
msgstr ""
|
||||
|
||||
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 ""
|
||||
|
||||
msgid "``rest`` is the transform matrix of bone in its \"resting\" position."
|
||||
msgstr ""
|
||||
|
||||
msgid "``pose`` is the pose matrix; use ``rest`` as the basis."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``bound_children`` is a list of ``NodePath()`` which point to "
|
||||
"BoneAttachments belonging to this bone."
|
||||
msgstr ""
|
||||
|
||||
msgid "Here's an example of a skeleton node with two bones:"
|
||||
msgstr ""
|
||||
|
||||
msgid "BoneAttachment"
|
||||
msgstr ""
|
||||
|
||||
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 ""
|
||||
|
||||
msgid "An example of one MeshInstance parented to a bone in Skeleton:"
|
||||
msgstr ""
|
||||
|
||||
msgid "AnimationPlayer"
|
||||
msgstr "AnimationPlayer"
|
||||
|
||||
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 ""
|
||||
|
||||
msgid "Resources"
|
||||
msgstr "Zdroje"
|
||||
|
||||
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 ""
|
||||
|
||||
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 ""
|
||||
|
||||
msgid ""
|
||||
"For example, to refer to the resource ``[ext_resource id=3 "
|
||||
"type=\"PackedScene\" path=....]``, you would use ``ExtResource(3)``."
|
||||
msgstr ""
|
||||
|
||||
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 ""
|
||||
|
||||
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 ""
|
||||
|
||||
msgid "Some example external resources are:"
|
||||
msgstr ""
|
||||
|
||||
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 ""
|
||||
|
||||
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 ""
|
||||
|
||||
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 ""
|
||||
|
||||
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 ""
|
||||
|
||||
msgid "ArrayMesh"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"ArrayMesh consists of several surfaces, each in the format "
|
||||
"``surface\\Index={}``. Each surface is a set of vertices and a material."
|
||||
msgstr ""
|
||||
|
||||
msgid "TSCN files support two surface formats:"
|
||||
msgstr ""
|
||||
|
||||
msgid "For the old format, each surface has three essential keys:"
|
||||
msgstr ""
|
||||
|
||||
msgid "``primitive``"
|
||||
msgstr ""
|
||||
|
||||
msgid "``arrays``"
|
||||
msgstr ""
|
||||
|
||||
msgid "``morph_arrays``"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``primitive`` is an enumerate variable, ``primitive=4`` which is "
|
||||
"``PRIMITIVE_TRIANGLES`` is frequently used."
|
||||
msgstr ""
|
||||
|
||||
msgid "``arrays`` is a two-dimensional array, it contains:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Vertex positions array"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "Normals array"
|
||||
msgstr "Místní pole"
|
||||
|
||||
msgid "Tangents array"
|
||||
msgstr ""
|
||||
|
||||
msgid "Vertex colors array"
|
||||
msgstr ""
|
||||
|
||||
msgid "UV array 1"
|
||||
msgstr ""
|
||||
|
||||
msgid "UV array 2"
|
||||
msgstr ""
|
||||
|
||||
msgid "Bone indexes array"
|
||||
msgstr ""
|
||||
|
||||
msgid "Bone weights array"
|
||||
msgstr ""
|
||||
|
||||
msgid "Vertex indexes array"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``morph_arrays`` is an array of morphs. Each morph is exactly an ``arrays`` "
|
||||
"without the vertex indexes array."
|
||||
msgstr ""
|
||||
|
||||
msgid "An example of ArrayMesh:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Animation"
|
||||
msgstr "Animace"
|
||||
|
||||
msgid ""
|
||||
"An animation resource consists of tracks. Besides, it has ``length``, "
|
||||
"``loop`` and ``step`` applied to all the tracks."
|
||||
msgstr ""
|
||||
|
||||
msgid "``length`` and ``step`` are both durations in seconds."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Each track is described by a list of key-value pairs in the format ``tracks/"
|
||||
"Id/Attribute``. Each track includes:"
|
||||
msgstr ""
|
||||
|
||||
msgid "``type``"
|
||||
msgstr ""
|
||||
|
||||
msgid "``path``"
|
||||
msgstr "``cesta``"
|
||||
|
||||
msgid "``interp``"
|
||||
msgstr ""
|
||||
|
||||
msgid "``keys``"
|
||||
msgstr ""
|
||||
|
||||
msgid "``loop_wrap``"
|
||||
msgstr ""
|
||||
|
||||
msgid "``imported``"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The ``type`` must be the first attribute of each track. The value of "
|
||||
"``type`` can be:"
|
||||
msgstr ""
|
||||
|
||||
msgid "``transform``"
|
||||
msgstr ""
|
||||
|
||||
msgid "``value``"
|
||||
msgstr "``hodnota``"
|
||||
|
||||
msgid "``method``"
|
||||
msgstr ""
|
||||
|
||||
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 ""
|
||||
|
||||
msgid ""
|
||||
"The ``interp`` is the method to interpolate frames from the keyframes. It is "
|
||||
"an enum variable with one of the following values:"
|
||||
msgstr ""
|
||||
|
||||
msgid "``0`` (constant)"
|
||||
msgstr "``0`` (konstanta)"
|
||||
|
||||
msgid "``1`` (linear)"
|
||||
msgstr ""
|
||||
|
||||
msgid "``2`` (cubic)"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The ``keys`` correspond to the keyframes. It appears as a "
|
||||
"``PoolRealArray()``, but may have a different structure for tracks with "
|
||||
"different types."
|
||||
msgstr ""
|
||||
|
||||
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 ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,122 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Setting up the project"
|
||||
msgstr ""
|
||||
|
||||
msgid "In this short first part, we'll set up and organize the project."
|
||||
msgstr ""
|
||||
|
||||
msgid "Launch Godot and create a new project."
|
||||
msgstr "Spusťte Godot a vytvořte nový projekt."
|
||||
|
||||
msgid "GDScript"
|
||||
msgstr "GDSkript"
|
||||
|
||||
msgid ""
|
||||
"Download :download:`dodge_assets.zip <files/dodge_assets.zip>`. The archive "
|
||||
"contains the images and sounds you'll be using to make the game. Extract the "
|
||||
"archive and move the ``art/`` and ``fonts/`` directories to your project's "
|
||||
"directory."
|
||||
msgstr ""
|
||||
"Pak stáhněte :download:`dodge_assets.zip <files / dodge_assets.zip>`. "
|
||||
"Obsahuje obrázky a zvuky, které budete používat při tvorbě hry. Rozbalte "
|
||||
"tyto soubory ve složce projektu."
|
||||
|
||||
msgid "C#"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Ensure that you have the required dependencies to use C# in Godot. You need "
|
||||
"the .NET Core 3.1 SDK, and an editor such as VS Code. See :ref:"
|
||||
"`doc_c_sharp_setup`."
|
||||
msgstr ""
|
||||
|
||||
msgid "GDNative C++"
|
||||
msgstr "GDNative / C ++"
|
||||
|
||||
msgid ""
|
||||
"Download :download:`dodge_assets_with_gdnative.zip <files/"
|
||||
"dodge_assets_with_gdnative.zip>`. The archive contains the images and sounds "
|
||||
"you'll be using to make the game. It also contains a starter GDNative "
|
||||
"project including a ``SConstruct`` file, a ``dodge_the_creeps.gdnlib`` file, "
|
||||
"a ``player.gdns`` file, and an ``entry.cpp`` file."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Ensure that you have the required dependencies to use GDNative C++. You need "
|
||||
"a C++ compiler such as GCC or Clang or MSVC that supports C++14. On Windows "
|
||||
"you can download Visual Studio 2019 and select the C++ workload. You also "
|
||||
"need SCons to use the build system (the SConstruct file). Then you need to "
|
||||
"`download the Godot C++ bindings <https://github.com/godotengine/godot-"
|
||||
"cpp>`_ and place them in your project."
|
||||
msgstr ""
|
||||
|
||||
msgid "Your project folder should look like this."
|
||||
msgstr "Vaše složka projektu by měla vypadat takto."
|
||||
|
||||
msgid ""
|
||||
"This game is designed for portrait mode, so we need to adjust the size of "
|
||||
"the game window. Click on *Project -> Project Settings* to open the project "
|
||||
"settings window and in the left column, open the *Display -> Window* tab. "
|
||||
"There, set \"Width\" to ``480`` and \"Height\" to ``720``."
|
||||
msgstr ""
|
||||
"Tato hra je navržena pro režim na výšku, takže musíme upravit velikost okna "
|
||||
"hry. Klikněte na Projekt -> Nastavení projektu -> Displej -> Okno a nastavte "
|
||||
"\"Šířka\" na ``480`` a \"Výška\" na ``720``."
|
||||
|
||||
msgid ""
|
||||
"Also, scroll down to the bottom of the section and, under the \"Stretch\" "
|
||||
"options, set ``Mode`` to \"2d\" and ``Aspect`` to \"keep\". This ensures "
|
||||
"that the game scales consistently on different sized screens."
|
||||
msgstr ""
|
||||
"Dále zde nastavte v sekci \"Roztáhnout\" položku ``Režim`` na \"2d\" a "
|
||||
"položku ``Aspekt`` na \"keep\". Tím je zajištěno, že hra nemění svoje "
|
||||
"měřítko na obrazovkách různých velikostí."
|
||||
|
||||
msgid "Organizing the project"
|
||||
msgstr "Uspořádání projektu"
|
||||
|
||||
msgid ""
|
||||
"In this project, we will make 3 independent scenes: ``Player``, ``Mob``, and "
|
||||
"``HUD``, which we will combine into the game's ``Main`` scene."
|
||||
msgstr ""
|
||||
"V tomto projektu vytvoříme 3 nezávislé scény: ``Player``, ``Mob`` a ``HUD``, "
|
||||
"které zkombinujeme do hlavní scény hry:``Main`` ."
|
||||
|
||||
msgid ""
|
||||
"In a larger project, it might be useful to create folders to hold the "
|
||||
"various scenes and their scripts, but for this relatively small game, you "
|
||||
"can save your scenes and scripts in the project's root folder, identified by "
|
||||
"``res://``. You can see your project folders in the FileSystem dock in the "
|
||||
"lower left corner:"
|
||||
msgstr ""
|
||||
"Ve větším projektu může být užitečné vytvořit složky, pro každkou scénu a "
|
||||
"její skript zvlášť, ale pro tuto relativně malou hru můžete ukládat své "
|
||||
"scény a skripty do kořenového adresáře projektu identifikovaného pomocí "
|
||||
"``res: //``. Složky projektu můžete vidět v doku Souborový systém v levém "
|
||||
"dolním rohu:"
|
||||
|
||||
msgid ""
|
||||
"With the project in place, we're ready to design the player scene in the "
|
||||
"next lesson."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,185 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Creating the player scene"
|
||||
msgstr "Vytvoření scény hráče"
|
||||
|
||||
msgid ""
|
||||
"With the project settings in place, we can start working on the player-"
|
||||
"controlled character."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The first scene will define the ``Player`` object. One of the benefits of "
|
||||
"creating a separate Player scene is that we can test it separately, even "
|
||||
"before we've created other parts of the game."
|
||||
msgstr ""
|
||||
"První scéna, kterou vytvoříme, definuje objekt ``Player``. Jednou z výhod "
|
||||
"vytvoření samostatné hráčské scény je to, že ji můžeme testovat samostatně, "
|
||||
"dokonce ještě předtím, než vytvoříme další části hry."
|
||||
|
||||
msgid "Node structure"
|
||||
msgstr "Struktura uzlu"
|
||||
|
||||
msgid ""
|
||||
"To begin, we need to choose a root node for the player object. As a general "
|
||||
"rule, a scene's root node should reflect the object's desired functionality "
|
||||
"- what the object *is*. Click the \"Other Node\" button and add an :ref:"
|
||||
"`Area2D <class_Area2D>` node to the scene."
|
||||
msgstr ""
|
||||
"Nejprve musíme vybrat kořenový uzel pro objekt hráče. Obecně by kořen scény "
|
||||
"měl odrážet požadovanou funkčnost objektu - to čím objekt *je*. Klikněte na "
|
||||
"tlačítko \"Jiný uzel\" a do scény přidejte uzel :ref:`Area2D <class_Area2D>`."
|
||||
|
||||
msgid ""
|
||||
"Godot will display a warning icon next to the node in the scene tree. You "
|
||||
"can ignore it for now. We will address it later."
|
||||
msgstr ""
|
||||
"Godot zobrazí varovnou ikonu vedle uzlu ve stromu scény. Prozatím to můžete "
|
||||
"ignorovat. Vyřešíme to později."
|
||||
|
||||
msgid ""
|
||||
"With ``Area2D`` we can detect objects that overlap or run into the player. "
|
||||
"Change the node's name to ``Player`` by double-clicking on it. Now that "
|
||||
"we've set the scene's root node, we can add additional nodes to give it more "
|
||||
"functionality."
|
||||
msgstr ""
|
||||
"Pomocí ``Area2D`` můžeme detekovat objekty, které se překrývají nebo naráží "
|
||||
"do hráče. Změňte název uzlu na ``Player`` poklepáním na něj. Nyní, když jsme "
|
||||
"nastavili kořen scény hráče, můžeme do něho přidat další podřízené uzly, "
|
||||
"abychom mu rozšířili funkčnost a poskytli více vlastností."
|
||||
|
||||
msgid ""
|
||||
"Before we add any children to the ``Player`` node, we want to make sure we "
|
||||
"don't accidentally move or resize them by clicking on them. Select the node "
|
||||
"and click the icon to the right of the lock; its tooltip says \"Makes sure "
|
||||
"the object's children are not selectable.\""
|
||||
msgstr ""
|
||||
"Než přidáme děti do uzlu ''Player'', chceme si být jisti, že je omylem "
|
||||
"nepřesuneme nebo nezměníme jejich velikost. Vyberte uzel a klepněte na ikonu "
|
||||
"vpravo od zámku; jeho popis říká: \"Zajišťuje, že podřízené objektu nelze "
|
||||
"vybrat.\""
|
||||
|
||||
msgid ""
|
||||
"Save the scene. Click Scene -> Save, or press :kbd:`Ctrl + S` on Windows/"
|
||||
"Linux or :kbd:`Cmd + S` on macOS."
|
||||
msgstr ""
|
||||
"Uložte scénu. Klikněte na Scéna -> Uložit nebo stiskněte :kbd:`Ctrl + S` v "
|
||||
"systému Windows / Linux nebo :kbd:`Cmd + S` v systému MacOS."
|
||||
|
||||
msgid "For this project, we will be following the Godot naming conventions."
|
||||
msgstr ""
|
||||
"V tomto projektu budeme dodržovat Godot pravidla pro názvy identifikátorů."
|
||||
|
||||
msgid ""
|
||||
"**GDScript**: Classes (nodes) use PascalCase, variables and functions use "
|
||||
"snake_case, and constants use ALL_CAPS (See :ref:`doc_gdscript_styleguide`)."
|
||||
msgstr ""
|
||||
"**GDScript**: Třídy (uzly) používají PascalCase, proměnné a funkce používají "
|
||||
"snake_case a konstanty používají ALL_CAPS (viz :ref:"
|
||||
"`doc_gdscript_styleguide`)."
|
||||
|
||||
msgid ""
|
||||
"**C#**: Classes, export variables and methods use PascalCase, private fields "
|
||||
"use _camelCase, local variables and parameters use camelCase (See :ref:"
|
||||
"`doc_c_sharp_styleguide`). Be careful to type the method names precisely "
|
||||
"when connecting signals."
|
||||
msgstr ""
|
||||
"**C #**: Třídy, exportované proměnné a metody používají PascalCase, soukromá "
|
||||
"pole používají _camelCase, lokální proměnné a parametry používají camelCase "
|
||||
"(viz :ref:`doc_c_sharp_styleguide`). Při připojování signálů buďte opatrní, "
|
||||
"abyste přesně zadali názvy metod."
|
||||
|
||||
msgid "Sprite animation"
|
||||
msgstr "Animace spritu"
|
||||
|
||||
msgid ""
|
||||
"Click on the ``Player`` node and add an :ref:`AnimatedSprite "
|
||||
"<class_AnimatedSprite>` node as a child. The ``AnimatedSprite`` will handle "
|
||||
"the appearance and animations for our player. Notice that there is a warning "
|
||||
"symbol next to the node. An ``AnimatedSprite`` requires a :ref:`SpriteFrames "
|
||||
"<class_SpriteFrames>` resource, which is a list of the animations it can "
|
||||
"display. To create one, find the ``Frames`` property in the Inspector and "
|
||||
"click \"[empty]\" -> \"New SpriteFrames\". Click again to open the "
|
||||
"\"SpriteFrames\" panel:"
|
||||
msgstr ""
|
||||
"Klikněte na uzel ``Player`` a jako podřízený uzel přidejte :ref:"
|
||||
"`AnimatedSprite <class_AnimatedSprite>`. ``AnimatedSprite`` bude "
|
||||
"zabezpečovat vzhled a animace našeho hráče. Všimněte si, že vedle uzlu je "
|
||||
"varovný symbol. ``AnimatedSprite`` vyžaduje zdroj :ref:`SpriteFrames "
|
||||
"<class_SpriteFrames>`, což je seznam animací, které je schopen zobrazit. "
|
||||
"Chcete-li jej vytvořit, najděte v inspektoru vlastnost ``Frames`` a klikněte "
|
||||
"na \"[empty]\" -> \"New SpriteFrames\". Opětovným kliknutím otevřete panel "
|
||||
"„SpriteFrames“:"
|
||||
|
||||
msgid ""
|
||||
"On the left is a list of animations. Click the \"default\" one and rename it "
|
||||
"to \"walk\". Then click the \"New Animation\" button to create a second "
|
||||
"animation named \"up\". Find the player images in the \"FileSystem\" tab - "
|
||||
"they're in the ``art`` folder you unzipped earlier. Drag the two images for "
|
||||
"each animation, named ``playerGrey_up[1/2]`` and ``playerGrey_walk[1/2]``, "
|
||||
"into the \"Animation Frames\" side of the panel for the corresponding "
|
||||
"animation:"
|
||||
msgstr ""
|
||||
"Vlevo je seznam animací. Klikněte na „výchozí“ a přejmenujte jej na "
|
||||
"\"walk\". Poté klikněte na tlačítko „Nová animace“ a vytvořte druhou animaci "
|
||||
"s názvem \"up\". Vyhledejte obrázky přehrávače na kartě \"Souborový systém\" "
|
||||
"- jsou ve složce ``art`` kterou jste dříve rozbalili. Přetáhněte dva obrázky "
|
||||
"pro každou animaci, pojmenované ``playerGrey_up [1/2]`` a ``playerGrey_walk "
|
||||
"[1/2]``, na stranu \"Animation Frames\" na panelu pro příslušnou animaci:"
|
||||
|
||||
msgid ""
|
||||
"The player images are a bit too large for the game window, so we need to "
|
||||
"scale them down. Click on the ``AnimatedSprite`` node and set the ``Scale`` "
|
||||
"property to ``(0.5, 0.5)``. You can find it in the Inspector under the "
|
||||
"``Node2D`` heading."
|
||||
msgstr ""
|
||||
"Obrázky hráče jsou pro okno hry příliš velké, takže je musíme zmenšit. "
|
||||
"Klikněte na uzel ``AnimatedSprite`` a nastavte vlastnost ``Scale`` na "
|
||||
"``(0.5, 0.5)``. Najdete ji v Inspektoru pod hlavičkou ``Node2D``."
|
||||
|
||||
msgid ""
|
||||
"Finally, add a :ref:`CollisionShape2D <class_CollisionShape2D>` as a child "
|
||||
"of ``Player``. This will determine the player's \"hitbox\", or the bounds of "
|
||||
"its collision area. For this character, a ``CapsuleShape2D`` node gives the "
|
||||
"best fit, so next to \"Shape\" in the Inspector, click \"[empty]\"\" -> "
|
||||
"\"New CapsuleShape2D\". Using the two size handles, resize the shape to "
|
||||
"cover the sprite:"
|
||||
msgstr ""
|
||||
"Nakonec přidejte :ref:`CollisionShape2D <class_CollisionShape2D>` jako "
|
||||
"potomka ``Player``. Tím se určí hráčův \"hitbox\" neboli hranice jeho "
|
||||
"kolizní oblasti. Pro tuto postavu je uzel ``CapsuleShape2D`` nejvhodnější, "
|
||||
"takže v Inspektoru vedle \"Shape\" klikněte na „[empty]“ -> „New "
|
||||
"CapsuleShape2D“. Pomocí dvou úchytů velikosti změňte tvar tak, aby pokryl "
|
||||
"celý sprite:"
|
||||
|
||||
msgid "When you're finished, your ``Player`` scene should look like this:"
|
||||
msgstr "Až skončíte, měla by vaše ``Player`` scéna vypadat takto:"
|
||||
|
||||
msgid "Make sure to save the scene again after these changes."
|
||||
msgstr "Po těchto změnách nezapomeňte scénu znovu uložit."
|
||||
|
||||
msgid ""
|
||||
"In the next part, we'll add a script to the player node to move and animate "
|
||||
"it. Then, we'll set up collision detection to know when the player got hit "
|
||||
"by something."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,408 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Coding the player"
|
||||
msgstr "Programování pohybu hráčem"
|
||||
|
||||
msgid ""
|
||||
"In this lesson, we'll add player movement, animation, and set it up to "
|
||||
"detect collisions."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To do so, we need to add some functionality that we can't get from a built-"
|
||||
"in node, so we'll add a script. Click the ``Player`` node and click the "
|
||||
"\"Attach Script\" button:"
|
||||
msgstr ""
|
||||
"Nyní musíme přidat některé funkce, které nám připravený uzel neposkytuje, "
|
||||
"proto je naprogramujeme pomocí skriptu. Klikněte na uzel ``Player`` a dále "
|
||||
"na tlačítko \"Připojit skript\":"
|
||||
|
||||
msgid ""
|
||||
"In the script settings window, you can leave the default settings alone. "
|
||||
"Just click \"Create\":"
|
||||
msgstr ""
|
||||
"V okně nastavení skriptu můžete ponechat výchozí nastavení. Stačí kliknout "
|
||||
"na „Vytvořit“:"
|
||||
|
||||
msgid ""
|
||||
"If you're creating a C# script or other languages, select the language from "
|
||||
"the `language` drop down menu before hitting create."
|
||||
msgstr ""
|
||||
"Pokud vytváříte skript v C# nebo v jiném jazyku, vyberte požadovaný jazyk z "
|
||||
"rozbalovací nabídky `jazyk` před tím, než kliknete vytvořit."
|
||||
|
||||
msgid ""
|
||||
"If this is your first time encountering GDScript, please read :ref:"
|
||||
"`doc_scripting` before continuing."
|
||||
msgstr ""
|
||||
|
||||
msgid "Start by declaring the member variables this object will need:"
|
||||
msgstr ""
|
||||
"Začněte deklarováním členských proměnných, které bude tento objekt "
|
||||
"potřebovat:"
|
||||
|
||||
msgid ""
|
||||
"Using the ``export`` keyword on the first variable ``speed`` allows us to "
|
||||
"set its value in the Inspector. This can be handy for values that you want "
|
||||
"to be able to adjust just like a node's built-in properties. Click on the "
|
||||
"``Player`` node and you'll see the property now appears in the \"Script "
|
||||
"Variables\" section of the Inspector. Remember, if you change the value "
|
||||
"here, it will override the value written in the script."
|
||||
msgstr ""
|
||||
"Pomocí klíčového slova „export“ pro první proměnnou „speed“ nám umožní "
|
||||
"nastavit její hodnotu v Inspektoru. To může být šikovné pro hodnoty, které "
|
||||
"chcete upravovat stejně jako vlastnosti věstavěných uzlu. Klikněte na uzel "
|
||||
"``Player`` a uvidíte vlastnost, která se nyní bude objevovat v inspektoru v "
|
||||
"sekci \"Proměnné skriptu\". Pamatujte, že pokud zde změníte hodnotu, "
|
||||
"přepíšete tak hodnotu zapsanou ve skriptu."
|
||||
|
||||
msgid ""
|
||||
"If you're using C#, you need to (re)build the project assemblies whenever "
|
||||
"you want to see new export variables or signals. This build can be manually "
|
||||
"triggered by clicking the word \"Mono\" at the bottom of the editor window "
|
||||
"to reveal the Mono Panel, then clicking the \"Build Project\" button."
|
||||
msgstr ""
|
||||
"Pokud používáte C#, musíte (znovu) sestavit projekt, kdykoli chcete vidět "
|
||||
"nově exportované proměnné nebo signály. Toto sestavení lze spustit ručně "
|
||||
"kliknutím na slovo „Mono“ v dolní části okna editoru, čímž se odhalí panel "
|
||||
"Mono, a poté kliknutím na tlačítko „Build Project“."
|
||||
|
||||
msgid ""
|
||||
"The ``_ready()`` function is called when a node enters the scene tree, which "
|
||||
"is a good time to find the size of the game window:"
|
||||
msgstr ""
|
||||
"Funkce ``_ready ()`` se volá, když uzel vstoupuje do stromu scény, a to je "
|
||||
"dobrý čas k nalezení velikosti okna hry:"
|
||||
|
||||
msgid ""
|
||||
"Now we can use the ``_process()`` function to define what the player will "
|
||||
"do. ``_process()`` is called every frame, so we'll use it to update elements "
|
||||
"of our game, which we expect will change often. For the player, we need to "
|
||||
"do the following:"
|
||||
msgstr ""
|
||||
"Nyní můžeme pomocí funkce ``_process ()`` definovat, co bude hráč dělat. "
|
||||
"``_process ()`` se volá v každém framu(snímku) takže tuto funkci použijeme k "
|
||||
"aktualizaci takových prvků naší hry, které se často změní. Pro hráče musíme "
|
||||
"udělat následující:"
|
||||
|
||||
msgid "Check for input."
|
||||
msgstr "Zkontrolovat vstup."
|
||||
|
||||
msgid "Move in the given direction."
|
||||
msgstr "Pohnout se v požadovaném směru."
|
||||
|
||||
msgid "Play the appropriate animation."
|
||||
msgstr "Přehrát příslušnou animaci."
|
||||
|
||||
msgid ""
|
||||
"First, we need to check for input - is the player pressing a key? For this "
|
||||
"game, we have 4 direction inputs to check. Input actions are defined in the "
|
||||
"Project Settings under \"Input Map\". Here, you can define custom events and "
|
||||
"assign different keys, mouse events, or other inputs to them. For this game, "
|
||||
"we will map the arrow keys to the four directions."
|
||||
msgstr ""
|
||||
"Nejprve musíme zkontrolovat vstup - tiskne hráč klávesu? Pro tuto hru máme k "
|
||||
"dispozici 4 vstupy pro směr. Vstupní akce jsou definovány v Nastavení "
|
||||
"projektu v části „Mapa vstupů“. Zde můžete definovat vlastní události a "
|
||||
"přiřadit jim různé klávesy, události myši nebo jiné vstupy. Pro toto demo "
|
||||
"použijeme výchozí události, které jsou přiřazeny kurzorovým klávesám "
|
||||
"klávesnice."
|
||||
|
||||
msgid ""
|
||||
"Click on *Project -> Project Settings* to open the project settings window "
|
||||
"and click on the *Input Map* tab at the top. Type \"move_right\" in the top "
|
||||
"bar and click the \"Add\" button to add the ``move_right`` action."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We need to assign a key to this action. Click the \"+\" icon on the right, "
|
||||
"then click the \"Key\" option in the drop-down menu. A dialog asks you to "
|
||||
"type in the desired key. Press the right arrow on your keyboard and click "
|
||||
"\"Ok\"."
|
||||
msgstr ""
|
||||
|
||||
msgid "Repeat these steps to add three more mappings:"
|
||||
msgstr ""
|
||||
|
||||
msgid "``move_left`` mapped to the left arrow key."
|
||||
msgstr ""
|
||||
|
||||
msgid "``move_up`` mapped to the up arrow key."
|
||||
msgstr ""
|
||||
|
||||
msgid "And ``move_down`` mapped to the down arrow key."
|
||||
msgstr ""
|
||||
|
||||
msgid "Your input map tab should look like this:"
|
||||
msgstr "Karta vstupní mapy by měla vypadat takto:"
|
||||
|
||||
msgid "Click the \"Close\" button to close the project settings."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We only mapped one key to each input action, but you can map multiple keys, "
|
||||
"joystick buttons, or mouse buttons to the same input action."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can detect whether a key is pressed using ``Input.is_action_pressed()``, "
|
||||
"which returns ``true`` if it's pressed or ``false`` if it isn't."
|
||||
msgstr ""
|
||||
"Zda je klávesa stisknuta můžete zjistit pomocí funkce ``Input."
|
||||
"is_action_pressed()``, která vrací ``true``, pokud je stisknuta, nebo "
|
||||
"``false``, pokud není."
|
||||
|
||||
msgid ""
|
||||
"We start by setting the ``velocity`` to ``(0, 0)`` - by default, the player "
|
||||
"should not be moving. Then we check each input and add/subtract from the "
|
||||
"``velocity`` to obtain a total direction. For example, if you hold ``right`` "
|
||||
"and ``down`` at the same time, the resulting ``velocity`` vector will be "
|
||||
"``(1, 1)``. In this case, since we're adding a horizontal and a vertical "
|
||||
"movement, the player would move *faster* diagonally than if it just moved "
|
||||
"horizontally."
|
||||
msgstr ""
|
||||
"Začneme nastavením ``velocity`` na ``(0, 0)`` - ve výchozím nastavení by se "
|
||||
"hráč neměl pohybovat. Pak zkontrolujeme každý vstup a přidáme / odečteme z "
|
||||
"``velocity``, abychom získali celkový směr. Například pokud podržíte "
|
||||
"``right`` a ``down`` současně, bude výsledný vektor ``velocity`` ``(1, 1)``. "
|
||||
"V tomto případě, protože přidáváme vodorovný a svislý pohyb, by se hráč "
|
||||
"pohyboval *rychleji* diagonálně, než kdyby se pohyboval vodorovně."
|
||||
|
||||
msgid ""
|
||||
"We can prevent that if we *normalize* the velocity, which means we set its "
|
||||
"*length* to ``1``, then multiply by the desired speed. This means no more "
|
||||
"fast diagonal movement."
|
||||
msgstr ""
|
||||
"Můžeme tomu zabránit, pokud *normalizujeme* vektor rychlosti, což znamená, "
|
||||
"že nastavíme jeho *velikost* na ``1``, a vynásobíme jej velikostí požadované "
|
||||
"rychlostí. To znamená, už žádné rychlé diagonální pohyby."
|
||||
|
||||
msgid ""
|
||||
"If you've never used vector math before, or need a refresher, you can see an "
|
||||
"explanation of vector usage in Godot at :ref:`doc_vector_math`. It's good to "
|
||||
"know but won't be necessary for the rest of this tutorial."
|
||||
msgstr ""
|
||||
"Pokud jste nikdy předtím nepoužívali vektorovou matematiku, nebo potřebujete "
|
||||
"málé opáčko, používání vektorů v Godotu najdete na :ref:`doc_vector_math`. "
|
||||
"Je dobré vektory znát, ale po zbytek tohoto tutoriálu to nebude nutné."
|
||||
|
||||
msgid ""
|
||||
"We also check whether the player is moving so we can call ``play()`` or "
|
||||
"``stop()`` on the AnimatedSprite."
|
||||
msgstr ""
|
||||
"Také ověříme zda se hráč pohybuje, takže na můžeme volat metody ``play ()`` "
|
||||
"nebo ``stop ()`` uzlu AnimatedSprite."
|
||||
|
||||
msgid ""
|
||||
"``$`` is shorthand for ``get_node()``. So in the code above, "
|
||||
"``$AnimatedSprite.play()`` is the same as ``get_node(\"AnimatedSprite\")."
|
||||
"play()``."
|
||||
msgstr ""
|
||||
"``$`` je zkratka pro ``get_node()``. Takže ve výše uvedeném kódu je "
|
||||
"``$AnimatedSprite.play()`` stejný jako ``get_node(\"AnimatedSprite\")."
|
||||
"Play()``."
|
||||
|
||||
msgid ""
|
||||
"In GDScript, ``$`` returns the node at the relative path from the current "
|
||||
"node, or returns ``null`` if the node is not found. Since AnimatedSprite is "
|
||||
"a child of the current node, we can use ``$AnimatedSprite``."
|
||||
msgstr ""
|
||||
"V GDScript, ``$`` vrací relativní cestu uzlu vzhledem k uzlu aktuálnímu, "
|
||||
"anebo ``null``, pokud uzel nebyl nalezen. Protože AnimatedSprite je potomkem "
|
||||
"aktuálního uzlu, můžeme použít ``$AnimatedSprite``."
|
||||
|
||||
msgid ""
|
||||
"Now that we have a movement direction, we can update the player's position. "
|
||||
"We can also use ``clamp()`` to prevent it from leaving the screen. "
|
||||
"*Clamping* a value means restricting it to a given range. Add the following "
|
||||
"to the bottom of the ``_process`` function (make sure it's not indented "
|
||||
"under the `else`):"
|
||||
msgstr ""
|
||||
"Nyní, když máme směr pohybu, můžeme aktualizovat pozici hráče. Můžeme také "
|
||||
"použít ``clamp()``, abychom zabránili opuštění obrazovky. *Clamp* hodnotu "
|
||||
"znamená omezit ji na určitý rozsah. Na konec funkce ``_process`` přidejte "
|
||||
"následující (ujistěte se, že není odsazeno jako pokračování větve `else`):"
|
||||
|
||||
msgid ""
|
||||
"The `delta` parameter in the `_process()` function refers to the *frame "
|
||||
"length* - the amount of time that the previous frame took to complete. Using "
|
||||
"this value ensures that your movement will remain consistent even if the "
|
||||
"frame rate changes."
|
||||
msgstr ""
|
||||
"Parametr ``delta`` ve funkci ``_process()`` označuje délku *snímku* - dobu, "
|
||||
"kterou předchozí snímek potřeboval k dokončení. Použitím této hodnoty "
|
||||
"zajistíte, že pohyb zůstane konzistentní, i když se změní snímková frekvence."
|
||||
|
||||
msgid ""
|
||||
"Click \"Play Scene\" (:kbd:`F6`, :kbd:`Cmd + R` on macOS) and confirm you "
|
||||
"can move the player around the screen in all directions."
|
||||
msgstr ""
|
||||
"Klikněte na \"Přehrát scénu\" (:kbd:`F6`, :kbd:`Cmd + R` v systému MacOS) a "
|
||||
"ujistěte se, že můžete hráčem posunovat po obrazovce ve všech směrech."
|
||||
|
||||
msgid "If you get an error in the \"Debugger\" panel that says"
|
||||
msgstr "Pokud se zobrazí následující chyba v panelu \"Debugger\""
|
||||
|
||||
msgid ""
|
||||
"``Attempt to call function 'play' in base 'null instance' on a null "
|
||||
"instance``"
|
||||
msgstr ""
|
||||
"``Pokus o volání funkce 'play' v základní 'null instance' na null instance``"
|
||||
|
||||
msgid ""
|
||||
"this likely means you spelled the name of the AnimatedSprite node wrong. "
|
||||
"Node names are case-sensitive and ``$NodeName`` must match the name you see "
|
||||
"in the scene tree."
|
||||
msgstr ""
|
||||
"to pravděpodobně znamená, že jste špatně zadali název uzlu AnimatedSprite. "
|
||||
"Názvy uzlů rozlišují velká a malá písmena a ``$NodeName`` musí odpovídat "
|
||||
"jménu, které vidíte ve stromu scény."
|
||||
|
||||
msgid "Choosing animations"
|
||||
msgstr "Výběr animací"
|
||||
|
||||
msgid ""
|
||||
"Now that the player can move, we need to change which animation the "
|
||||
"AnimatedSprite is playing based on its direction. We have the \"walk\" "
|
||||
"animation, which shows the player walking to the right. This animation "
|
||||
"should be flipped horizontally using the ``flip_h`` property for left "
|
||||
"movement. We also have the \"up\" animation, which should be flipped "
|
||||
"vertically with ``flip_v`` for downward movement. Let's place this code at "
|
||||
"the end of the ``_process()`` function:"
|
||||
msgstr ""
|
||||
"Nyní, když se hráč může pohybovat, musíme změnit podle směru jeho pohybu "
|
||||
"animaci, kterou AnimatedSprite přehrává. Máme animaci „chůze“, která ukazuje "
|
||||
"pohyb hráče doprava, Tato animace by se měla vodorovně převrátit pomocí "
|
||||
"vlastnosti ``flip_h`` pro pohyb doleva. Máme také animaci \"nahoru\", která "
|
||||
"by měla být svisle převrácená s ``flip_v`` pro pohyb dolů. Umístíme tento "
|
||||
"kód na konec funkce ``_process()``:"
|
||||
|
||||
msgid ""
|
||||
"The boolean assignments in the code above are a common shorthand for "
|
||||
"programmers. Since we're doing a comparison test (boolean) and also "
|
||||
"*assigning* a boolean value, we can do both at the same time. Consider this "
|
||||
"code versus the one-line boolean assignment above:"
|
||||
msgstr ""
|
||||
"Booleovská přiřazení ve výše uvedeném kódu jsou běžnými zkratkami při "
|
||||
"programování. Protože provádíme porovnání (booleovsky) a pak *přiřazujeme* "
|
||||
"booleovskou hodnotu, můžeme oba kroky provést současně. Porovnejte tento kód "
|
||||
"s jednořádkovým přiřazením výše:"
|
||||
|
||||
msgid ""
|
||||
"Play the scene again and check that the animations are correct in each of "
|
||||
"the directions."
|
||||
msgstr ""
|
||||
"Zahrajte si scénu znovu a zkontrolujte, zda jsou animace ve všech směrech "
|
||||
"odpovídající."
|
||||
|
||||
msgid ""
|
||||
"A common mistake here is to type the names of the animations wrong. The "
|
||||
"animation names in the SpriteFrames panel must match what you type in the "
|
||||
"code. If you named the animation ``\"Walk\"``, you must also use a capital "
|
||||
"\"W\" in the code."
|
||||
msgstr ""
|
||||
"Častou chybou je nesprávné zadání názvů animací. Názvy animací v panelu "
|
||||
"SpriteFrames se musí shodovat s tím, co zadáte v kódu. Pokud jste animaci "
|
||||
"pojmenovali ``\"Walk\"``, musíte v kódu také použít velké písmeno \"W\"."
|
||||
|
||||
msgid ""
|
||||
"When you're sure the movement is working correctly, add this line to "
|
||||
"``_ready()``, so the player will be hidden when the game starts:"
|
||||
msgstr ""
|
||||
"Pokud jste si jisti, že pohyb funguje správně, přidejte tento řádek do "
|
||||
"``_ready () ``, takže hráč bude při spuštění hry skrytý:"
|
||||
|
||||
msgid "Preparing for collisions"
|
||||
msgstr "Příprava na kolize"
|
||||
|
||||
msgid ""
|
||||
"We want ``Player`` to detect when it's hit by an enemy, but we haven't made "
|
||||
"any enemies yet! That's OK, because we're going to use Godot's *signal* "
|
||||
"functionality to make it work."
|
||||
msgstr ""
|
||||
"Chceme, aby ``Player`` detekoval, když je zasažen nepřítelem, ale zatím jsme "
|
||||
"žádného nepřítele nevytvořili! To je v pořádku, protože zde použijeme Gotovi "
|
||||
"*signály*."
|
||||
|
||||
msgid "Add the following at the top of the script, after ``extends Area2D``:"
|
||||
msgstr "Po ``extends Area2D`` přidejte na začátek skriptu následující kód:"
|
||||
|
||||
msgid ""
|
||||
"This defines a custom signal called \"hit\" that we will have our player "
|
||||
"emit (send out) when it collides with an enemy. We will use ``Area2D`` to "
|
||||
"detect the collision. Select the ``Player`` node and click the \"Node\" tab "
|
||||
"next to the Inspector tab to see the list of signals the player can emit:"
|
||||
msgstr ""
|
||||
"Toto definuje vlastní signál zvaný \"hit\", který bude hráč vysílat při "
|
||||
"srážce s nepřítelem. K detekci kolize použijeme ``Area2D``. Vyberte uzel "
|
||||
"``Player`` a klikněte na záložku \"Uzel\" vedle záložky Inspektor, aby se "
|
||||
"zobrazil seznam signálů, které může hráč vyslat:"
|
||||
|
||||
msgid ""
|
||||
"Notice our custom \"hit\" signal is there as well! Since our enemies are "
|
||||
"going to be ``RigidBody2D`` nodes, we want the ``body_entered(body: Node)`` "
|
||||
"signal. This signal will be emitted when a body contacts the player. Click "
|
||||
"\"Connect..\" and the \"Connect a Signal\" window appears. We don't need to "
|
||||
"change any of these settings so click \"Connect\" again. Godot will "
|
||||
"automatically create a function in your player's script."
|
||||
msgstr ""
|
||||
"Všimněte si, že je k dispozici i náš vlastní signál \"hit\"! Protože naši "
|
||||
"nepřátelé budou uzly ``RigidBody2D``, chceme signál ``body_entered(body:"
|
||||
"Node)``. Tento signál bude vydán, když se body dotkne hráče. Klikněte na "
|
||||
"„Připojit ...“ a objeví se okno „Připojit signál“. Nemusíme měnit žádné z "
|
||||
"těchto nastavení, takže znovu klikněte na Připojit. Godot automaticky "
|
||||
"vytvoří funkci ve skriptu vašeho hráče."
|
||||
|
||||
msgid ""
|
||||
"Note the green icon indicating that a signal is connected to this function. "
|
||||
"Add this code to the function:"
|
||||
msgstr ""
|
||||
"Všimněte si zelené ikony označující, že signál je připojen k této funkci. "
|
||||
"Přidejte následující kód do funkce:"
|
||||
|
||||
msgid ""
|
||||
"Each time an enemy hits the player, the signal is going to be emitted. We "
|
||||
"need to disable the player's collision so that we don't trigger the ``hit`` "
|
||||
"signal more than once."
|
||||
msgstr ""
|
||||
"Pokaždé, když hráče zasáhne nepřítel, bude vyslán signál. Musíme pak vypnout "
|
||||
"kolizi hráče, abychom nespustili signál „hit“ více než jednou."
|
||||
|
||||
msgid ""
|
||||
"Disabling the area's collision shape can cause an error if it happens in the "
|
||||
"middle of the engine's collision processing. Using ``set_deferred()`` tells "
|
||||
"Godot to wait to disable the shape until it's safe to do so."
|
||||
msgstr ""
|
||||
"Zakázání kolizního tvaru uzlu může způsobit chybu, pokud k tomu dojde "
|
||||
"uprostřed zpracovávání kolize enginem. Pomocí ``set_deferred()`` řekneme "
|
||||
"Godotovi, aby počkal, s vypnutím kolizního tvaru, dokud to nebude bezpečné."
|
||||
|
||||
msgid ""
|
||||
"The last piece is to add a function we can call to reset the player when "
|
||||
"starting a new game."
|
||||
msgstr ""
|
||||
"Posledním kusem je přidání funkce, kterou můžeme nazvat resetem hráče při "
|
||||
"spuštění nové hry."
|
||||
|
||||
msgid "With the player working, we'll work on the enemy in the next lesson."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,176 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Creating the enemy"
|
||||
msgstr "Vytvoření nepřítele"
|
||||
|
||||
msgid ""
|
||||
"Now it's time to make the enemies our player will have to dodge. Their "
|
||||
"behavior will not be very complex: mobs will spawn randomly at the edges of "
|
||||
"the screen, choose a random direction, and move in a straight line."
|
||||
msgstr ""
|
||||
"Nyní je čas, vytvořit nepřátele, kterým se náš hráč bude muset vyhnout. "
|
||||
"Jejich chování nebude příliš složité: náhodně se vynoří na okrajích "
|
||||
"obrazovky, vyberou náhodný směr a budou se dál pohybovat po přímce."
|
||||
|
||||
msgid ""
|
||||
"We'll create a ``Mob`` scene, which we can then *instance* to create any "
|
||||
"number of independent mobs in the game."
|
||||
msgstr ""
|
||||
"Vytvoříme scénu ``Mob``, pomocí jejích *instancí* pak stvoříme ve hře "
|
||||
"libovolný počet nezávislých nepřátel."
|
||||
|
||||
msgid "Node setup"
|
||||
msgstr "Nastavení uzlu"
|
||||
|
||||
msgid "Click Scene -> New Scene and add the following nodes:"
|
||||
msgstr "Klikněte na Scéna -> Nová scéna a přidejte následující uzly:"
|
||||
|
||||
msgid ":ref:`RigidBody2D <class_RigidBody2D>` (named ``Mob``)"
|
||||
msgstr ":ref:`RigidBody2D <class_RigidBody2D>` (pojmenovaný ``Mob``)"
|
||||
|
||||
msgid ":ref:`AnimatedSprite <class_AnimatedSprite>`"
|
||||
msgstr ":ref:`AnimatedSprite <class_AnimatedSprite>`"
|
||||
|
||||
msgid ":ref:`CollisionShape2D <class_CollisionShape2D>`"
|
||||
msgstr ":ref:`CollisionShape2D <class_CollisionShape2D>`"
|
||||
|
||||
msgid ":ref:`VisibilityNotifier2D <class_VisibilityNotifier2D>`"
|
||||
msgstr ":ref:`VisibilityNotifier2D <class_VisibilityNotifier2D>`"
|
||||
|
||||
msgid ""
|
||||
"Don't forget to set the children so they can't be selected, like you did "
|
||||
"with the Player scene."
|
||||
msgstr ""
|
||||
"Nezapomeňte nastavit podřízené uzly tak, aby nemohly být vybrány, jako jste "
|
||||
"to udělali na scéně Player."
|
||||
|
||||
msgid ""
|
||||
"In the :ref:`RigidBody2D <class_RigidBody2D>` properties, set ``Gravity "
|
||||
"Scale`` to ``0``, so the mob will not fall downward. In addition, under the :"
|
||||
"ref:`CollisionObject2D <class_CollisionObject2D>` section, click the "
|
||||
"``Mask`` property and uncheck the first box. This will ensure the mobs do "
|
||||
"not collide with each other."
|
||||
msgstr ""
|
||||
"Ve vlastnostech :ref:`RigidBody2D <class_RigidBody2D>` nastavte ``Gravity "
|
||||
"Scale`` na ``0``, takže nepřítel nebude klesat dolů. Kromě toho v sekci "
|
||||
"``CollisionObject2D`` klikněte na vlastnost ``Maska`` a zrušte zaškrtnutí "
|
||||
"prvního políčka. Tím bude zajištěno, že nepřátelé nebudou navzájem kolidovat."
|
||||
|
||||
msgid ""
|
||||
"Set up the :ref:`AnimatedSprite <class_AnimatedSprite>` like you did for the "
|
||||
"player. This time, we have 3 animations: ``fly``, ``swim``, and ``walk``. "
|
||||
"There are two images for each animation in the art folder."
|
||||
msgstr ""
|
||||
"Nastavte :ref:`AnimatedSprite <class_AnimatedSprite>` tak jako pro hráče. "
|
||||
"Tentokrát máme 3 animace: ``fly``, ``swim`` a ``walk``. Pro každou "
|
||||
"animacijsou ve složce art dva obrázky."
|
||||
|
||||
msgid "Adjust the \"Speed (FPS)\" to ``3`` for all animations."
|
||||
msgstr "Nastavte \"Speed(FPS)\" na ``3`` pro všechny animace."
|
||||
|
||||
msgid "Set the ``Playing`` property in the Inspector to \"On\"."
|
||||
msgstr "V inspektoru nastavte vlastnost ``Playing`` na „On“."
|
||||
|
||||
msgid ""
|
||||
"We'll select one of these animations randomly so that the mobs will have "
|
||||
"some variety."
|
||||
msgstr ""
|
||||
"Jednu z těchto animací vybereme náhodně, aby nepřátelé měly určitou "
|
||||
"rozmanitost."
|
||||
|
||||
msgid ""
|
||||
"Like the player images, these mob images need to be scaled down. Set the "
|
||||
"``AnimatedSprite``'s ``Scale`` property to ``(0.75, 0.75)``."
|
||||
msgstr ""
|
||||
"Stejně jako u obrázků hráčů musí být tyto obrázky zmenšeny. Nastavte "
|
||||
"vlastnost ``Měřítko`` uzlu ``AnimatedSprite`` na ``(0.75, 0.75)``."
|
||||
|
||||
msgid ""
|
||||
"As in the ``Player`` scene, add a ``CapsuleShape2D`` for the collision. To "
|
||||
"align the shape with the image, you'll need to set the ``Rotation Degrees`` "
|
||||
"property to ``90`` (under \"Transform\" in the Inspector)."
|
||||
msgstr ""
|
||||
"Stejně jako tak jako ve scéně ``Player`` přidejte pro kolizi "
|
||||
"``CapsuleShape2D``. Chcete-li zarovnat tvar s obrázkem, musíte nastavit "
|
||||
"vlastnost ``Rotation Degrees`` na ``90`` (v Inspektoru pod \"Transform\")."
|
||||
|
||||
msgid "Save the scene."
|
||||
msgstr "Ulož scénu."
|
||||
|
||||
msgid "Enemy script"
|
||||
msgstr "Skript nepřítele"
|
||||
|
||||
msgid "Add a script to the ``Mob`` like this:"
|
||||
msgstr "Ke scéně ``Mob`` přidej skript a vytvoř následující členské proměnné:"
|
||||
|
||||
msgid ""
|
||||
"Now let's look at the rest of the script. In ``_ready()`` we play the "
|
||||
"animation and randomly choose one of the three animation types:"
|
||||
msgstr ""
|
||||
"Nyní se podívejme na zbytek skriptu. V ``_ready()`` přehráváme animaci "
|
||||
"náhodně pro ní vybereme jeden ze tří typů animací:"
|
||||
|
||||
msgid ""
|
||||
"First, we get the list of animation names from the AnimatedSprite's "
|
||||
"``frames`` property. This returns an Array containing all three animation "
|
||||
"names: ``[\"walk\", \"swim\", \"fly\"]``."
|
||||
msgstr ""
|
||||
"Zaprvé dostaneme seznam jmen animací z ``frames`` vlastnosti uzlu "
|
||||
"AnimatedSprite. Ta vrací pole obsahující všechny tři názvy animací: "
|
||||
"``[\"walk\", \"swim\", \"fly\"]``."
|
||||
|
||||
msgid ""
|
||||
"We then need to pick a random number between ``0`` and ``2`` to select one "
|
||||
"of these names from the list (array indices start at ``0``). ``randi() % n`` "
|
||||
"selects a random integer between ``0`` and ``n-1``."
|
||||
msgstr ""
|
||||
"Potom musíme vybrat náhodné číslo mezi ``0`` a ``2``, abychom vybrali jedno "
|
||||
"z těchto jmen ze seznamu (indexy pole začínají ``0``). ``randi() % n`` "
|
||||
"vybere náhodné celé číslo mezi ``0`` a ``n-1``."
|
||||
|
||||
msgid ""
|
||||
"You must use ``randomize()`` if you want your sequence of \"random\" numbers "
|
||||
"to be different every time you run the scene. We're going to use "
|
||||
"``randomize()`` in our ``Main`` scene, so we won't need it here."
|
||||
msgstr ""
|
||||
"Musíte použít ``randomize()``, pokud chcete, aby se vaše sekvence "
|
||||
"\"náhodných\" čísel lišila pokaždé, když spustíte scénu. Budeme používat "
|
||||
"``randomize()`` v naší ``Main`` scéně, takže to zde nebudeme potřebovat."
|
||||
|
||||
msgid ""
|
||||
"The last piece is to make the mobs delete themselves when they leave the "
|
||||
"screen. Connect the ``screen_exited()`` signal of the "
|
||||
"``VisibilityNotifier2D`` node and add this code:"
|
||||
msgstr ""
|
||||
"Posledním kouskem kódu je,smazat nepřítele, když opustí obrazovku. Připojte "
|
||||
"signál ``screen_exited()`` uzlu ``VisibilityNotifier2D`` a přidejte tento "
|
||||
"kód:"
|
||||
|
||||
msgid "This completes the `Mob` scene."
|
||||
msgstr "Tím je dokončena scéna `Mob`."
|
||||
|
||||
msgid ""
|
||||
"With the player and enemies ready, in the next part, we'll bring them "
|
||||
"together in a new scene. We'll make enemies spawn randomly around the game "
|
||||
"board and move forward, turning our project into a playable game."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,310 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "The main game scene"
|
||||
msgstr "Hlavní scéna hry"
|
||||
|
||||
msgid ""
|
||||
"Now it's time to bring everything we did together into a playable game scene."
|
||||
msgstr ""
|
||||
"Nyní je čas všechno co jsme dosud udělali spojit do jedné hratelné scény."
|
||||
|
||||
msgid ""
|
||||
"Create a new scene and add a :ref:`Node <class_Node>` named ``Main``. (The "
|
||||
"reason we are using Node instead of Node2D is because this node will be a "
|
||||
"container for handling game logic. It does not require 2D functionality "
|
||||
"itself.)"
|
||||
msgstr ""
|
||||
"Vytvořte novou scénu a přidejte :ref:`Node <class_Node>` s názvem ``Main``. "
|
||||
"(Důvod, proč používáme Node místo Node2D, je ten, že tento uzel bude "
|
||||
"kontejnerem pro zpracování herní logiky. Sám o sobě 2D funkcionalitu "
|
||||
"nevyžaduje.)"
|
||||
|
||||
msgid ""
|
||||
"Click the **Instance** button (represented by a chain link icon) and select "
|
||||
"your saved ``Player.tscn``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Now, add the following nodes as children of ``Main``, and name them as shown "
|
||||
"(values are in seconds):"
|
||||
msgstr ""
|
||||
"Nyní přidejte následující uzly jako potomky ``Main`` a pojmenujte je podle "
|
||||
"obrázku (hodnoty jsou v sekundách):"
|
||||
|
||||
msgid ""
|
||||
":ref:`Timer <class_Timer>` (named ``MobTimer``) - to control how often mobs "
|
||||
"spawn"
|
||||
msgstr ""
|
||||
":ref:`Timer <class_Timer>` (pojmenovaný ``MobTimer``) - pro ovládání času "
|
||||
"generování nepřátel"
|
||||
|
||||
msgid ""
|
||||
":ref:`Timer <class_Timer>` (named ``ScoreTimer``) - to increment the score "
|
||||
"every second"
|
||||
msgstr ""
|
||||
":ref:`Timer <class_Timer>` (pojmenovaný ``ScoreTimer``) - pro zvýšení skóre "
|
||||
"za každou sekundu bez srážky"
|
||||
|
||||
msgid ""
|
||||
":ref:`Timer <class_Timer>` (named ``StartTimer``) - to give a delay before "
|
||||
"starting"
|
||||
msgstr ""
|
||||
":ref:`Timer <class_Timer>` (pojmenovaný ``StartTimer``) - pro zpoždění před "
|
||||
"spuštěním"
|
||||
|
||||
msgid ""
|
||||
":ref:`Position2D <class_Position2D>` (named ``StartPosition``) - to indicate "
|
||||
"the player's start position"
|
||||
msgstr ""
|
||||
":ref:`Position2D <class_Position2D>` (pojmenovaný ``StartPosition``) - pro "
|
||||
"označení počáteční pozice hráče"
|
||||
|
||||
msgid ""
|
||||
"Set the ``Wait Time`` property of each of the ``Timer`` nodes as follows:"
|
||||
msgstr "Nastavte vlastnost ``Wait Time`` každého z uzlů ``Timer`` takto:"
|
||||
|
||||
msgid "``MobTimer``: ``0.5``"
|
||||
msgstr "``MobTimer``: ``0.5``"
|
||||
|
||||
msgid "``ScoreTimer``: ``1``"
|
||||
msgstr "``ScoreTimer``: ``1``"
|
||||
|
||||
msgid "``StartTimer``: ``2``"
|
||||
msgstr "``StartTimer``: ``2``"
|
||||
|
||||
msgid ""
|
||||
"In addition, set the ``One Shot`` property of ``StartTimer`` to \"On\" and "
|
||||
"set ``Position`` of the ``StartPosition`` node to ``(240, 450)``."
|
||||
msgstr ""
|
||||
"Dále nastavte vlastnost ``One Shot`` uzlu ``StartTimer`` na \" On \"a "
|
||||
"nastavte ``Position`` v uzlu ``StartPosition`` na ``(240, 450)``."
|
||||
|
||||
msgid "Spawning mobs"
|
||||
msgstr "Zrození nepřátel"
|
||||
|
||||
msgid ""
|
||||
"The Main node will be spawning new mobs, and we want them to appear at a "
|
||||
"random location on the edge of the screen. Add a :ref:`Path2D "
|
||||
"<class_Path2D>` node named ``MobPath`` as a child of ``Main``. When you "
|
||||
"select ``Path2D``, you will see some new buttons at the top of the editor:"
|
||||
msgstr ""
|
||||
"Main uzel bude vytvářet nové nepřátele a chceme, aby se objevili na náhodné "
|
||||
"místě při okraji obrazovky. Přidejte a :ref:`Path2D <class_Path2D>` uzel s "
|
||||
"názvem ``MobPath`` jako potomka ``Main``. Když vyberete ``Path2D``, uvidíte "
|
||||
"v horní části editoru některá nová tlačítka:"
|
||||
|
||||
msgid ""
|
||||
"Select the middle one (\"Add Point\") and draw the path by clicking to add "
|
||||
"the points at the corners shown. To have the points snap to the grid, make "
|
||||
"sure \"Use Grid Snap\" and \"Use Snap\" are both selected. These options can "
|
||||
"be found to the left of the \"Lock\" button, appearing as a magnet next to "
|
||||
"some dots and intersecting lines, respectively."
|
||||
msgstr ""
|
||||
"Vyberte prostřední (\"Add point\") a nakreslete křivku přidáním bodů "
|
||||
"klepnutím v zobrazených rozích. Chcete-li, aby se body přichytíly k mřížce, "
|
||||
"ujistěte se, že je vybraná možnost \"Use Grid Snap\" mřížky. Tuto možnost "
|
||||
"lze nalézt nalevo od tlačítka \"Lock\", které se zobrazí jako magnet vedle "
|
||||
"některých protínajících se čar."
|
||||
|
||||
msgid ""
|
||||
"Draw the path in *clockwise* order, or your mobs will spawn pointing "
|
||||
"*outwards* instead of *inwards*!"
|
||||
msgstr ""
|
||||
"Nakreslete cestu *ve směru hodinových ručiček*, jinak budou vaši nepřátelé "
|
||||
"natočení *směrem ven* místo *dovnitř*!"
|
||||
|
||||
msgid ""
|
||||
"After placing point ``4`` in the image, click the \"Close Curve\" button and "
|
||||
"your curve will be complete."
|
||||
msgstr ""
|
||||
"Po umístění bodu ``4`` do obrázku klikněte na tlačítko „Zavřít křivku“ a "
|
||||
"vaše cesta bude úplná."
|
||||
|
||||
msgid ""
|
||||
"Now that the path is defined, add a :ref:`PathFollow2D <class_PathFollow2D>` "
|
||||
"node as a child of ``MobPath`` and name it ``MobSpawnLocation``. This node "
|
||||
"will automatically rotate and follow the path as it moves, so we can use it "
|
||||
"to select a random position and direction along the path."
|
||||
msgstr ""
|
||||
"Nyní, když je cesta definována, přidejte uzel :ref:`PathFollow2D "
|
||||
"<class_PathFollow2D>` jako podřízený uzel ``MobPath`` a pojmenujte jej "
|
||||
"``MobSpawnLocation``. Tento uzel se bude automaticky otáčet a sledovat "
|
||||
"cestu, jak se pohybuje, takže ji můžeme použít k výběru náhodné polohy a "
|
||||
"směru podél cesty."
|
||||
|
||||
msgid "Your scene should look like this:"
|
||||
msgstr "Vaše scéna by měla vypadat takto:"
|
||||
|
||||
msgid "Main script"
|
||||
msgstr "Hlavní skript"
|
||||
|
||||
msgid ""
|
||||
"Add a script to ``Main``. At the top of the script, we use ``export "
|
||||
"(PackedScene)`` to allow us to choose the Mob scene we want to instance."
|
||||
msgstr ""
|
||||
"Přidejte do ``Main`` skript. V horní části skriptu používáme ``export "
|
||||
"(PackedScene)``, abychom nám mohli vybrat scénu Mob, pro kterou chceme "
|
||||
"vytvořit instanci."
|
||||
|
||||
msgid ""
|
||||
"We also add a call to ``randomize()`` here so that the random number "
|
||||
"generator generates different random numbers each time the game is run:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Click the ``Main`` node and you will see the ``Mob Scene`` property in the "
|
||||
"Inspector under \"Script Variables\"."
|
||||
msgstr ""
|
||||
"Klikněte na uzel ``Main`` a uvidíte vlastnost ``MobScene`` v Inspektoru pod "
|
||||
"\"Proměnné skriptu\"."
|
||||
|
||||
msgid "You can assign this property's value in two ways:"
|
||||
msgstr "Hodnotu této vlastnosti můžete přiřadit dvěma způsoby:"
|
||||
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
"Drag ``Mob.tscn`` from the \"FileSystem\" dock and drop it in the **Mob "
|
||||
"Scene** property."
|
||||
msgstr "Přetáhněte ``Mob.tscn`` z panelu \"FileSystem\" do vlastnosti ``Mob``."
|
||||
|
||||
msgid ""
|
||||
"Click the down arrow next to \"[empty]\" and choose \"Load\". Select ``Mob."
|
||||
"tscn``."
|
||||
msgstr ""
|
||||
"Klikněte na šipku dolů vedle „[prázdné]“ a vyberte „Načíst“. Vyberte `` Mob."
|
||||
"tscn``."
|
||||
|
||||
msgid ""
|
||||
"Next, select the ``Player`` node in the Scene dock, and access the Node dock "
|
||||
"on the sidebar. Make sure to have the Signals tab selected in the Node dock."
|
||||
msgstr ""
|
||||
"Vyberte uzel ``Player`` ve stromové struktuře scény a poté zvolte kartu "
|
||||
"„Uzel“. Dále se ujistěte, že máte vybranou možnost „Signály“."
|
||||
|
||||
msgid ""
|
||||
"You should see a list of the signals for the ``Player`` node. Find and "
|
||||
"double-click the ``hit`` signal in the list (or right-click it and select "
|
||||
"\"Connect...\"). This will open the signal connection dialog. We want to "
|
||||
"make a new function named ``game_over``, which will handle what needs to "
|
||||
"happen when a game ends. Type \"game_over\" in the \"Receiver Method\" box "
|
||||
"at the bottom of the signal connection dialog and click \"Connect\". Add the "
|
||||
"following code to the new function, as well as a ``new_game`` function that "
|
||||
"will set everything up for a new game:"
|
||||
msgstr ""
|
||||
"Měli byste vidět seznam signálů pro uzel ``Player``. Vyhledejte a poklepejte "
|
||||
"na signál ``hit`` v seznamu (nebo na něj klikněte pravým tlačítkem a vyberte "
|
||||
"\"Připojit ...\"). Otevře se dialogové okno pro připojení signálu. Chceme "
|
||||
"vytvořit novou funkci s názvem ``game_over``, která se postará o to, co se "
|
||||
"musí stát, až hra skončí. Do pole „Metoda příjemce“ ve spodní části "
|
||||
"dialogového okna pro připojení signálu zadejte „game_over“ a klikněte na "
|
||||
"„Připojit“. K nové funkci přidejte následující kód a také funkci "
|
||||
"``new_game``, která nastaví vše pro novou hru:"
|
||||
|
||||
msgid ""
|
||||
"Now connect the ``timeout()`` signal of each of the Timer nodes "
|
||||
"(``StartTimer``, ``ScoreTimer`` , and ``MobTimer``) to the main script. "
|
||||
"``StartTimer`` will start the other two timers. ``ScoreTimer`` will "
|
||||
"increment the score by 1."
|
||||
msgstr ""
|
||||
"Nyní připojte signál ``timeout()`` každého z uzlů časovače ( ``StartTimer``, "
|
||||
"``ScoreTimer`` a ``MobTimer``) do hlavního skriptu. ``StartTimer`` spustí "
|
||||
"další dva časovače. ``ScoreTimer`` zvýší skóre o 1."
|
||||
|
||||
msgid ""
|
||||
"In ``_on_MobTimer_timeout()``, we will create a mob instance, pick a random "
|
||||
"starting location along the ``Path2D``, and set the mob in motion. The "
|
||||
"``PathFollow2D`` node will automatically rotate as it follows the path, so "
|
||||
"we will use that to select the mob's direction as well as its position. When "
|
||||
"we spawn a mob, we'll pick a random value between ``150.0`` and ``250.0`` "
|
||||
"for how fast each mob will move (it would be boring if they were all moving "
|
||||
"at the same speed)."
|
||||
msgstr ""
|
||||
"V ``_on_MobTimer_timeout ()`` vytvoříme instanci nepřítele, vybereme náhodné "
|
||||
"počáteční místo podél ``Path2D`` a dáme nepřítele do pohybu. Uzel "
|
||||
"``PathFollow2D`` se bude automaticky otáčet, jak následuje cestu, takže ji "
|
||||
"použijeme k výběru směru a polohy nepřátel. Při vynoření nepřítele "
|
||||
"vybereme'náhodnou hodnotu mezi ``150.0`` a ``250.0`` pro to, jak rychle se "
|
||||
"budou jednotliví nepřátelé pohybovat (byla by nuda, kdyby se všichni "
|
||||
"pohybovali stejnou rychlostí)."
|
||||
|
||||
msgid ""
|
||||
"Note that a new instance must be added to the scene using ``add_child()``."
|
||||
msgstr ""
|
||||
"Všimněte si, že do scény musí být přidána nová instance pomocí "
|
||||
"``add_child()``."
|
||||
|
||||
msgid ""
|
||||
"Why ``PI``? In functions requiring angles, Godot uses *radians*, not "
|
||||
"degrees. Pi represents a half turn in radians, about ``3.1415`` (there is "
|
||||
"also ``TAU`` which is equal to ``2 * PI``). If you're more comfortable "
|
||||
"working with degrees, you'll need to use the ``deg2rad()`` and ``rad2deg()`` "
|
||||
"functions to convert between the two."
|
||||
msgstr ""
|
||||
"Proč ``PI``? Ve funkcích vyžadujících úhly používá GDScript *radiany*, "
|
||||
"nikoli stupně. Pí představuje půl otáčky v radiánech, přibližně ``3.1415`` "
|
||||
"(existuje také ``TAU``, který je roven ``2 * PI``).Pokud se vám pracuje "
|
||||
"pohodlněji se stupni, budete muset použít převodní funkce ``deg2rad()`` a "
|
||||
"``rad2deg()``."
|
||||
|
||||
msgid "Testing the scene"
|
||||
msgstr "Testování scény"
|
||||
|
||||
msgid ""
|
||||
"Let's test the scene to make sure everything is working. Add this "
|
||||
"``new_game`` call to ``_ready()``:"
|
||||
msgstr ""
|
||||
"Vyzkoušejte scénu, abychom se ujistili, že vše funguje. Přidejte volání "
|
||||
"``new_game`` do ``_ready()``:"
|
||||
|
||||
msgid ""
|
||||
"Let's also assign ``Main`` as our \"Main Scene\" - the one that runs "
|
||||
"automatically when the game launches. Press the \"Play\" button and select "
|
||||
"``Main.tscn`` when prompted."
|
||||
msgstr ""
|
||||
"Pojďme také přiřadit ``Main`` jako „Hlavní scénu“ - ta, která se spustí "
|
||||
"automaticky při spuštění hry. Stiskněte tlačítko \"Play\" a po zobrazení "
|
||||
"výzvy vyberte ``Main.tscn``."
|
||||
|
||||
msgid ""
|
||||
"If you had already set another scene as the \"Main Scene\", you can right "
|
||||
"click ``Main.tscn`` in the FileSystem dock and select \"Set As Main Scene\"."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You should be able to move the player around, see mobs spawning, and see the "
|
||||
"player disappear when hit by a mob."
|
||||
msgstr ""
|
||||
"Měli byste být schopni pohybovat hráčem do všech směrů, vidět rozmnožování "
|
||||
"nepřátek a sledovat, jak hráč zmizí, když je zasažen nepřítelem."
|
||||
|
||||
msgid ""
|
||||
"When you're sure everything is working, remove the call to ``new_game()`` "
|
||||
"from ``_ready()``."
|
||||
msgstr ""
|
||||
"Pokud jste si jisti, že vše funguje, odeberte volání ``new_game()`` z "
|
||||
"``_ready()``."
|
||||
|
||||
msgid ""
|
||||
"What's our game lacking? Some user interface. In the next lesson, we'll add "
|
||||
"a title screen and display the player's score."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,350 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Heads up display"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The final piece our game needs is a User Interface (UI) to display things "
|
||||
"like score, a \"game over\" message, and a restart button."
|
||||
msgstr ""
|
||||
"Posledním kouskem, který naše hra potřebuje, je UI: rozhraní pro zobrazování "
|
||||
"věcí, jako je skóre, zpráva „konec hry“ a tlačítko restartu."
|
||||
|
||||
msgid ""
|
||||
"Create a new scene, and add a :ref:`CanvasLayer <class_CanvasLayer>` node "
|
||||
"named ``HUD``. \"HUD\" stands for \"heads-up display\", an informational "
|
||||
"display that appears as an overlay on top of the game view."
|
||||
msgstr ""
|
||||
"Vytvořte novou scénu a přidejte uzel s názvem ``HUD`` :ref:`CanvasLayer "
|
||||
"<class_CanvasLayer>`. „HUD“ znamená „heads-up display“, informační displej, "
|
||||
"který se zobrazuje jako překryv v horní části herní obrazovky."
|
||||
|
||||
msgid ""
|
||||
"The :ref:`CanvasLayer <class_CanvasLayer>` node lets us draw our UI elements "
|
||||
"on a layer above the rest of the game, so that the information it displays "
|
||||
"isn't covered up by any game elements like the player or mobs."
|
||||
msgstr ""
|
||||
"Uzel :ref:`CanvasLayer <class_CanvasLayer>` umožňuje nakreslit naše prvky "
|
||||
"uživatelského rozhraní do vrstvy nad zbytkem hry, takže informace, které "
|
||||
"zobrazuje, nejsou zakryty žádnými herními prvky, jako je hráč nebo nepřátelé."
|
||||
|
||||
msgid "The HUD needs to display the following information:"
|
||||
msgstr "HUD musí zobrazit následující informace:"
|
||||
|
||||
msgid "Score, changed by ``ScoreTimer``."
|
||||
msgstr "Skóre, změněno uzlem ``ScoreTimer``."
|
||||
|
||||
msgid "A message, such as \"Game Over\" or \"Get Ready!\""
|
||||
msgstr "Zprávu, například „Game Over“ nebo „Připravte se!“"
|
||||
|
||||
msgid "A \"Start\" button to begin the game."
|
||||
msgstr "Tlačítko \"Start\" pro zahájení hry."
|
||||
|
||||
msgid ""
|
||||
"The basic node for UI elements is :ref:`Control <class_Control>`. To create "
|
||||
"our UI, we'll use two types of :ref:`Control <class_Control>` nodes: :ref:"
|
||||
"`Label <class_Label>` and :ref:`Button <class_Button>`."
|
||||
msgstr ""
|
||||
"Základní uzel pro prvky uživatelského rozhraní je :ref:`Control "
|
||||
"<class_Control>`. K vytvoření našeho uživatelského rozhraní použijeme dva "
|
||||
"typy :ref:`Control <class_Control>` nodes: :ref:`Label <class_Label>` a :ref:"
|
||||
"`Button <class_Button>`."
|
||||
|
||||
msgid "Create the following as children of the ``HUD`` node:"
|
||||
msgstr "Jako podřízené uzlu ``HUD`` vytvořte následující:"
|
||||
|
||||
msgid ":ref:`Label <class_Label>` named ``ScoreLabel``."
|
||||
msgstr ":ref:`Label <class_Label>` s názvem ``ScoreLabel``."
|
||||
|
||||
msgid ":ref:`Label <class_Label>` named ``Message``."
|
||||
msgstr ":ref:`Label <class_Label>` pojmenovaný ``Message``."
|
||||
|
||||
msgid ":ref:`Button <class_Button>` named ``StartButton``."
|
||||
msgstr ":ref:`Button <class_Button>` s názvem ``StartButton``."
|
||||
|
||||
msgid ":ref:`Timer <class_Timer>` named ``MessageTimer``."
|
||||
msgstr ":ref:`Timer <class_Timer>` s názvem ``MessageTimer``."
|
||||
|
||||
msgid ""
|
||||
"Click on the ``ScoreLabel`` and type a number into the ``Text`` field in the "
|
||||
"Inspector. The default font for ``Control`` nodes is small and doesn't scale "
|
||||
"well. There is a font file included in the game assets called \"Xolonium-"
|
||||
"Regular.ttf\". To use this font, do the following:"
|
||||
msgstr ""
|
||||
"Klikněte na ``ScoreLabel`` a zadejte číslo do pole ``Text`` v Inspektoru. "
|
||||
"Výchozí písmo pro uzly ``Control`` je malé a neškáluje se dobře. Ve "
|
||||
"herníchzdrojích je obsažen soubor s názvem „Xolonium-Regular.ttf“. Chcete-li "
|
||||
"použít toto písmo, proveďte následující:"
|
||||
|
||||
msgid ""
|
||||
"Under **Theme overrides > Fonts** click on the empty box and select \"New "
|
||||
"DynamicFont\""
|
||||
msgstr ""
|
||||
"V části \"Přepsání motivu/Písma/Písmo\" klikněte na prázdné pole a zvolte "
|
||||
"\"Nový DynamicFont\""
|
||||
|
||||
msgid ""
|
||||
"Click on the \"DynamicFont\" you added, and under **Font > FontData**, "
|
||||
"choose \"Load\" and select the \"Xolonium-Regular.ttf\" file."
|
||||
msgstr ""
|
||||
"Klikněte na přidaný \"DynamicFont\" a v části \"Font > FontData\" zvolte "
|
||||
"\"Load\" a vyberte soubor \"Xolonium-Regular.ttf\"."
|
||||
|
||||
msgid "Set the \"Size\" property under ``Settings``, ``64`` works well."
|
||||
msgstr ""
|
||||
"Nastavte \"Velikost\" vlastnost \"DynamicFont\" pod \"Nastavení/Velikost\" . "
|
||||
"Dobře funguje nastavení ``64``."
|
||||
|
||||
msgid ""
|
||||
"Once you've done this on the ``ScoreLabel``, you can click the down arrow "
|
||||
"next to the Font property and choose \"Copy\", then \"Paste\" it in the same "
|
||||
"place on the other two Control nodes."
|
||||
msgstr ""
|
||||
"Jakmile to uděláte v ``ScoreLabel``, můžete kliknout na šipku dolů vedle "
|
||||
"vlastnosti Font a zvolit \"Kopírovat\", pak \"Vložit\" na stejné místo na "
|
||||
"ostatních dvou řídících uzlech."
|
||||
|
||||
msgid ""
|
||||
"**Anchors and Margins:** ``Control`` nodes have a position and size, but "
|
||||
"they also have anchors and margins. Anchors define the origin - the "
|
||||
"reference point for the edges of the node. Margins update automatically when "
|
||||
"you move or resize a control node. They represent the distance from the "
|
||||
"control node's edges to its anchor."
|
||||
msgstr ""
|
||||
"**Kotvy (Anchors) a okraje(Margins):** Uzly ``Control`` mají polohu a "
|
||||
"velikost, ale mají také kotvy a okraje. Kotvy definují počátek - referenční "
|
||||
"bod pro okraje uzlu. Okraje se aktualizují automaticky, když přesunete nebo "
|
||||
"změníte velikost řídicího uzlu. Představují vzdálenost od okrajů řídicího "
|
||||
"uzlu k jeho kotvě. Viz :ref:`doc_design_interfaces_with_the_control_nodes` "
|
||||
"pro více informací."
|
||||
|
||||
msgid ""
|
||||
"Arrange the nodes as shown below. Click the \"Layout\" button to set a "
|
||||
"Control node's layout:"
|
||||
msgstr ""
|
||||
"Uspořádejte uzly podle obrázku níže. Kliknutím na tlačítko \"Rozložení\" "
|
||||
"nastavíte rozvržení řídicího uzlu:"
|
||||
|
||||
msgid ""
|
||||
"You can drag the nodes to place them manually, or for more precise "
|
||||
"placement, use the following settings:"
|
||||
msgstr ""
|
||||
"Uzly můžete přetáhnout a umístit je ručně, nebo pro přesnější umístění "
|
||||
"použijte následující nastavení:"
|
||||
|
||||
msgid "ScoreLabel"
|
||||
msgstr "ScoreLabel"
|
||||
|
||||
msgid "*Layout* : \"Top Wide\""
|
||||
msgstr "*Layout*: \"Top Wide\""
|
||||
|
||||
msgid "*Text* : ``0``"
|
||||
msgstr "*Text*: ``0``"
|
||||
|
||||
msgid "*Align* : \"Center\""
|
||||
msgstr "*Align* : \"Center\""
|
||||
|
||||
msgid "Message"
|
||||
msgstr "Zpráva"
|
||||
|
||||
msgid "*Layout* : \"HCenter Wide\""
|
||||
msgstr "*Rozložení*: \"HCenter Wide\""
|
||||
|
||||
msgid "*Text* : ``Dodge the Creeps!``"
|
||||
msgstr "*Text*: ``Dodge the Creeps!``"
|
||||
|
||||
msgid "*Autowrap* : \"On\""
|
||||
msgstr "*Autowrap* : \"On\""
|
||||
|
||||
msgid "StartButton"
|
||||
msgstr "StartButton"
|
||||
|
||||
msgid "*Text* : ``Start``"
|
||||
msgstr "*Text*: ``Start``"
|
||||
|
||||
msgid "*Layout* : \"Center Bottom\""
|
||||
msgstr "*Layout*: \"Center Bottom\""
|
||||
|
||||
msgid "*Margin* :"
|
||||
msgstr "*Margin* :"
|
||||
|
||||
msgid "Top: ``-200``"
|
||||
msgstr "Top: ``-200``"
|
||||
|
||||
msgid "Bottom: ``-100``"
|
||||
msgstr "Bottom: ``-100``"
|
||||
|
||||
msgid ""
|
||||
"On the ``MessageTimer``, set the ``Wait Time`` to ``2`` and set the ``One "
|
||||
"Shot`` property to \"On\"."
|
||||
msgstr ""
|
||||
"V ``MessageTimer`` nastavte ``Wait Time`` na ``2`` a nastavte vlastnost "
|
||||
"``One Shot`` na ``On``."
|
||||
|
||||
msgid "Now add this script to ``HUD``:"
|
||||
msgstr "Nyní přidejte tento skript do ``HUD``:"
|
||||
|
||||
msgid ""
|
||||
"The ``start_game`` signal tells the ``Main`` node that the button has been "
|
||||
"pressed."
|
||||
msgstr ""
|
||||
"Signál ``start_game`` oznamuje uzlu ``Main``, že bylo tlačítko stisknuto."
|
||||
|
||||
msgid ""
|
||||
"This function is called when we want to display a message temporarily, such "
|
||||
"as \"Get Ready\"."
|
||||
msgstr ""
|
||||
"Tato funkce se volá, když chceme dočasně zobrazit zprávu, například "
|
||||
"„Připravte se“."
|
||||
|
||||
msgid ""
|
||||
"This function is called when the player loses. It will show \"Game Over\" "
|
||||
"for 2 seconds, then return to the title screen and, after a brief pause, "
|
||||
"show the \"Start\" button."
|
||||
msgstr ""
|
||||
"Tato funkce se volá, když hráč prohraje. Na 2 sekundy se zobrazí „Game "
|
||||
"Over“, poté se vratíme na titulní obrazovku a po krátké pauze se zobrazí "
|
||||
"tlačítko „Start“."
|
||||
|
||||
msgid ""
|
||||
"When you need to pause for a brief time, an alternative to using a Timer "
|
||||
"node is to use the SceneTree's ``create_timer()`` function. This can be very "
|
||||
"useful to add delays such as in the above code, where we want to wait some "
|
||||
"time before showing the \"Start\" button."
|
||||
msgstr ""
|
||||
"Pokud potřebujete pozastavit na krátkou dobu, alternativou k použití uzlu "
|
||||
"Timer je použití funkce ``create_timer()`` třídy SceneTree. To může být "
|
||||
"velmi užitečné pro přidání zpoždění, jako například ve výše uvedeném kódu, "
|
||||
"kdy chceme počkat, než se zobrazí tlačítko „Start“."
|
||||
|
||||
msgid "This function is called by ``Main`` whenever the score changes."
|
||||
msgstr "Tatu funkci volá uzel ``Main``, kdykoli se skóre změní."
|
||||
|
||||
msgid ""
|
||||
"Connect the ``timeout()`` signal of ``MessageTimer`` and the ``pressed()`` "
|
||||
"signal of ``StartButton`` and add the following code to the new functions:"
|
||||
msgstr ""
|
||||
"Připojte signál ``timeout()`` uzlu ``MessageTimer`` a ``pressed()`` signál "
|
||||
"uzlu ``StartButton`` a k novým funkcím přidejte následující kód:"
|
||||
|
||||
msgid "Connecting HUD to Main"
|
||||
msgstr "Připojení HUD k Main"
|
||||
|
||||
msgid ""
|
||||
"Now that we're done creating the ``HUD`` scene, go back to ``Main``. "
|
||||
"Instance the ``HUD`` scene in ``Main`` like you did the ``Player`` scene. "
|
||||
"The scene tree should look like this, so make sure you didn't miss anything:"
|
||||
msgstr ""
|
||||
"Nyní, když jsme dokončili scénu ``HUD``, vraťte se ke scéně ``Main``. "
|
||||
"Vytvořte instanci scény ``HUD`` ve ``Main``, jak jste to udělali se scénou "
|
||||
"``Player``. Strom scény by měl vypadat takto, takže se ujistětě, že vám něco "
|
||||
"neuniklo:"
|
||||
|
||||
msgid ""
|
||||
"Now we need to connect the ``HUD`` functionality to our ``Main`` script. "
|
||||
"This requires a few additions to the ``Main`` scene:"
|
||||
msgstr ""
|
||||
"Nyní musíme propojit funkcionalitu ``HUD`` se skriptem ``Main``. To vyžaduje "
|
||||
"několik přídavků ke scéně ``Main``:"
|
||||
|
||||
msgid ""
|
||||
"In the Node tab, connect the HUD's ``start_game`` signal to the "
|
||||
"``new_game()`` function of the Main node by typing \"new_game\" in the "
|
||||
"\"Receiver Method\" in the \"Connect a Signal\" window. Verify that the "
|
||||
"green connection icon now appears next to ``func new_game()`` in the script."
|
||||
msgstr ""
|
||||
"Na kartě Uzel připojte signál ``start_game`` scény HUD k funkci "
|
||||
"``new_game()`` Main uzlu zadáním \"new_game\" v \"Metoda příjemce\" v okně "
|
||||
"\"Připojit signál\". Ověřte, že zelená ikonka připojení se nyní objeví ve "
|
||||
"skriptu vedle ``func new_game()``."
|
||||
|
||||
msgid ""
|
||||
"In ``new_game()``, update the score display and show the \"Get Ready\" "
|
||||
"message:"
|
||||
msgstr ""
|
||||
"V ``new_game()`` aktualizujte zobrazení skóre a zobrazte zprávu „Připravte "
|
||||
"se“:"
|
||||
|
||||
msgid "In ``game_over()`` we need to call the corresponding ``HUD`` function:"
|
||||
msgstr "V ``game_over()`` musíme zavolat odpovídající `HUD`` funkci:"
|
||||
|
||||
msgid ""
|
||||
"Finally, add this to ``_on_ScoreTimer_timeout()`` to keep the display in "
|
||||
"sync with the changing score:"
|
||||
msgstr ""
|
||||
"Nakonec přidejte toto do ``_on_ScoreTimer_timeout()``, aby byl displej "
|
||||
"synchronizován s měnícím se skóre:"
|
||||
|
||||
msgid ""
|
||||
"Now you're ready to play! Click the \"Play the Project\" button. You will be "
|
||||
"asked to select a main scene, so choose ``Main.tscn``."
|
||||
msgstr ""
|
||||
"Nyní jste připraveni hrát! Klikněte na tlačítko „Přehrát projekt“. Budete "
|
||||
"vyzváni k výběru hlavní scény, takže zvolte ``Main.tscn``."
|
||||
|
||||
msgid "Removing old creeps"
|
||||
msgstr "Odstranění starých nepřátel"
|
||||
|
||||
msgid ""
|
||||
"If you play until \"Game Over\" and then start a new game right away, the "
|
||||
"creeps from the previous game may still be on the screen. It would be better "
|
||||
"if they all disappeared at the start of a new game. We just need a way to "
|
||||
"tell *all* the mobs to remove themselves. We can do this with the \"group\" "
|
||||
"feature."
|
||||
msgstr ""
|
||||
"Pokud budete hrát až do „Game Over“ a ihned poté zahájíte novou hru, můžou "
|
||||
"se na obrazovce stále zobrazovat nepřátelé z předchozí hry. Bylo by lepší, "
|
||||
"kdyby všichni zmizeli na začátku hry nové. Potřebujeme jen způsob, jak říct "
|
||||
"všem nepřátelům, aby zmizeli. Můžeme to udělat pomocí funkcionality "
|
||||
"„skupina“."
|
||||
|
||||
msgid ""
|
||||
"In the ``Mob`` scene, select the root node and click the \"Node\" tab next "
|
||||
"to the Inspector (the same place where you find the node's signals). Next to "
|
||||
"\"Signals\", click \"Groups\" and you can type a new group name and click "
|
||||
"\"Add\"."
|
||||
msgstr ""
|
||||
"Ve scéně ``Mob`` vyberte kořenový uzel a klikněte na kartu \"Uzel\" vedle "
|
||||
"Inspektoru (na stejném místě, kde najdete signály uzlu). Vedle položky "
|
||||
"\"Signály\" klikněte na \"Skupiny\" a můžete zadat nový název skupiny a "
|
||||
"kliknout na tlačítko \"Přidat\"."
|
||||
|
||||
msgid ""
|
||||
"Now all mobs will be in the \"mobs\" group. We can then add the following "
|
||||
"line to the ``new_game()`` function in ``Main``:"
|
||||
msgstr ""
|
||||
"Nyní budou všechny nepřátelé ve skupině „mobs“. K funkci ``game_over()`` v "
|
||||
"``Main`` pak můžeme přidat následující řádek:"
|
||||
|
||||
msgid ""
|
||||
"The ``call_group()`` function calls the named function on every node in a "
|
||||
"group - in this case we are telling every mob to delete itself."
|
||||
msgstr ""
|
||||
"Funkce ``call_group()`` volá pojmenovanou funkci na každém uzlu ve skupině - "
|
||||
"v tomto případě říkáme každému nepříteli, aby se sám odstranil."
|
||||
|
||||
msgid ""
|
||||
"The game's mostly done at this point. In the next and last part, we'll "
|
||||
"polish it a bit by adding a background, looping music, and some keyboard "
|
||||
"shortcuts."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,157 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Finishing up"
|
||||
msgstr "Dokončení"
|
||||
|
||||
msgid ""
|
||||
"We have now completed all the functionality for our game. Below are some "
|
||||
"remaining steps to add a bit more \"juice\" to improve the game experience."
|
||||
msgstr ""
|
||||
"Nyní jsme dokončili všechny funkce pro naši hru. Níže uvádíme několik "
|
||||
"zbývajících kroků pro přidání trochu více „šťávy“ pro zlepšení herního "
|
||||
"zážitku. Nebojte se rozšířit hru o své vlastní nápady."
|
||||
|
||||
msgid "Feel free to expand the gameplay with your own ideas."
|
||||
msgstr ""
|
||||
|
||||
msgid "Background"
|
||||
msgstr "Pozadí"
|
||||
|
||||
msgid ""
|
||||
"The default gray background is not very appealing, so let's change its "
|
||||
"color. One way to do this is to use a :ref:`ColorRect <class_ColorRect>` "
|
||||
"node. Make it the first node under ``Main`` so that it will be drawn behind "
|
||||
"the other nodes. ``ColorRect`` only has one property: ``Color``. Choose a "
|
||||
"color you like and select \"Layout\" -> \"Full Rect\" so that it covers the "
|
||||
"screen."
|
||||
msgstr ""
|
||||
"Výchozí šedé pozadí není příliš přitažlivé, změňte tedy jeho barvu. Jedním "
|
||||
"ze způsobů, jak toho dosáhnout, je použít uzel :ref:`ColorRect "
|
||||
"<class_ColorRect>`. Je to první uzel pod ``Main`` , takže bude nakreslen za "
|
||||
"ostatními uzly. ``ColorRect`` má pouze jednu vlastnost: ``Color``. Vyberte "
|
||||
"barvu, která se vám líbí, a vyberte \"Rozložení\" -> \"Úplný obdélník\" tak, "
|
||||
"aby pokrýval celou obrazovku."
|
||||
|
||||
msgid ""
|
||||
"You could also add a background image, if you have one, by using a "
|
||||
"``TextureRect`` node instead."
|
||||
msgstr ""
|
||||
"Můžete také, pokud jej máte, místo změny barvy přidat pomocí uzlu "
|
||||
"``TextureRect`` na pozadí obrázek."
|
||||
|
||||
msgid "Sound effects"
|
||||
msgstr "Zvukové efekty"
|
||||
|
||||
msgid ""
|
||||
"Sound and music can be the single most effective way to add appeal to the "
|
||||
"game experience. In your game assets folder, you have two sound files: "
|
||||
"\"House In a Forest Loop.ogg\" for background music, and \"gameover.wav\" "
|
||||
"for when the player loses."
|
||||
msgstr ""
|
||||
"Zvuk a hudba mohou být jediným efektivním způsobem, jak zvýšit přitažlivost "
|
||||
"hry. Ve složce herních zdrojů máte dva zvukové soubory: „House in a Forest "
|
||||
"Loop.ogg“ pro hudbu na pozadí a „gameover.wav“, kdy hráč prohraje."
|
||||
|
||||
msgid ""
|
||||
"Add two :ref:`AudioStreamPlayer <class_AudioStreamPlayer>` nodes as children "
|
||||
"of ``Main``. Name one of them ``Music`` and the other ``DeathSound``. On "
|
||||
"each one, click on the ``Stream`` property, select \"Load\", and choose the "
|
||||
"corresponding audio file."
|
||||
msgstr ""
|
||||
"Přidejte dva :ref:`AudioStreamPlayer <class_AudioStreamPlayer>` uzly jako "
|
||||
"podřízené uzlu ``Main``. Pojmenujte jednoho z nich ``Music`` a druhého "
|
||||
"``DeathSound``. U každého z nich, klikněte na ``Stream`` vlastnost, vyberte "
|
||||
"možnost \"Načíst\", a vyberte odpovídající zvukový soubor."
|
||||
|
||||
msgid ""
|
||||
"To play the music, add ``$Music.play()`` in the ``new_game()`` function and "
|
||||
"``$Music.stop()`` in the ``game_over()`` function."
|
||||
msgstr ""
|
||||
"Chcete-li přehrát hudbu, přidejte ``$Music.play()`` do funkce ``new_game()`` "
|
||||
"a ``$Music.stop()`` do funkce ``game_over()``."
|
||||
|
||||
msgid "Finally, add ``$DeathSound.play()`` in the ``game_over()`` function."
|
||||
msgstr "Nakonec přidejte do funkce ``game_over()`` ``$ DeathSound.play()``."
|
||||
|
||||
msgid "Keyboard shortcut"
|
||||
msgstr "Klávesová zkratka"
|
||||
|
||||
msgid ""
|
||||
"Since the game is played with keyboard controls, it would be convenient if "
|
||||
"we could also start the game by pressing a key on the keyboard. We can do "
|
||||
"this with the \"Shortcut\" property of the ``Button`` node."
|
||||
msgstr ""
|
||||
"Protože se hra ovládá pomocí klávesnice, bylo by vhodné, kdybychom ji mohli "
|
||||
"také spustit stisknutím klávesy na klávesnici. Můžeme to udělat pomocí "
|
||||
"vlastnosti \"Shortcut\" v uzlu ``Button``."
|
||||
|
||||
msgid ""
|
||||
"In a previous lesson, we created four input actions to move the character. "
|
||||
"We will create a similar input action to map to the start button."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Select \"Project\" -> \"Project Settings\" and then click on the \"Input "
|
||||
"Map\" tab. In the same way you created the movement input actions, create a "
|
||||
"new input action called ``start_game`` and add a key mapping for the :kbd:"
|
||||
"`Enter` key."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In the ``HUD`` scene, select the ``StartButton`` and find its *Shortcut* "
|
||||
"property in the Inspector. Select \"New Shortcut\" and click on the "
|
||||
"\"Shortcut\" item. A second *Shortcut* property will appear. Select \"New "
|
||||
"InputEventAction\" and click the new \"InputEventAction\". Finally, in the "
|
||||
"*Action* property, type the name ``start_game``."
|
||||
msgstr ""
|
||||
"Ve scéně ``HUD`` vyberte ``StartButton`` a najděte jeho vlastnost *Shortcut* "
|
||||
"v Inspektoru. Vyberte „New shortcut“ a klikněte na položku „Shortcut“. "
|
||||
"Zobrazí se druhá vlastnost *Shortcut*. Vyberte „Nový InputEventAction“ a "
|
||||
"klikněte na nový „InputEventAction“. Nakonec do vlastnosti *Action* zadejte "
|
||||
"název Nakonec do vlastnosti *Action* zadejte název ``start_game``."
|
||||
|
||||
msgid ""
|
||||
"Now when the start button appears, you can either click it or press :kbd:"
|
||||
"`Enter` to start the game."
|
||||
msgstr ""
|
||||
"Nyní, když se objeví tlačítko Start, můžete na něj buď kliknout, nebo "
|
||||
"stisknout :kbd:`Enter` pro spuštění hry."
|
||||
|
||||
msgid "And with that, you completed your first 2D game in Godot."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You got to make a player-controlled character, enemies that spawn randomly "
|
||||
"around the game board, count the score, implement a game over and replay, "
|
||||
"user interface, sounds, and more. Congratulations!"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"There's still much to learn, but you can take a moment to appreciate what "
|
||||
"you achieved."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"And when you're ready, you can move on to :ref:`doc_your_first_3d_game` to "
|
||||
"learn to create a complete 3D game from scratch, in Godot."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,138 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Your first 2D game"
|
||||
msgstr "Vaše první 2D hra"
|
||||
|
||||
msgid ""
|
||||
"In this step-by-step tutorial series, you will create your first complete 2D "
|
||||
"game with Godot. By the end of the series, you will have a simple yet "
|
||||
"complete game of your own, like the image below."
|
||||
msgstr ""
|
||||
"V této sérii krok za krokem tutoriálů si vytvoříte vaši první kompletní 2D "
|
||||
"hru pomocí Godot. Na konci série budete mít jednoduchou, ale kompletní "
|
||||
"vlastní hru, jako je na obrázku níže."
|
||||
|
||||
msgid "|image0|"
|
||||
msgstr "| image0 |"
|
||||
|
||||
msgid "image0"
|
||||
msgstr "| image0 |"
|
||||
|
||||
msgid ""
|
||||
"You will learn how the Godot editor works, how to structure a project, and "
|
||||
"build a 2D game."
|
||||
msgstr ""
|
||||
"Tento tutorialvás provede vytvořením vašeho prvního projektu v Godotu. "
|
||||
"Dozvíte se, jak funguje editor Godotu, jak strukturovat projekt a jak "
|
||||
"vytvořit 2D hru."
|
||||
|
||||
msgid ""
|
||||
"This project is an introduction to the Godot engine. It assumes that you "
|
||||
"have some programming experience already. If you're new to programming "
|
||||
"entirely, you should start here: :ref:`doc_scripting`."
|
||||
msgstr ""
|
||||
"Tento projekt je úvodem k enginu Godot. Předpokládá se, že už máte nějaké "
|
||||
"zkušenosti s programováním. Pokud je pro vás programování \"španělská "
|
||||
"vesnice\", měli byste začít zde: :ref:`doc_scripting`. Pokud chcete v Godotu "
|
||||
"používat jazyk C#, přečtěte si před pokračováním také :ref:`doc_c_sharp`."
|
||||
|
||||
msgid ""
|
||||
"The game is called \"Dodge the Creeps!\". Your character must move and avoid "
|
||||
"the enemies for as long as possible."
|
||||
msgstr ""
|
||||
"Hra se jmenuje „Dodge the Creeps!“. Vaše postava se musí pohybovat a vyhýbat "
|
||||
"se nepřátelům tak dlouho, jak je to možné."
|
||||
|
||||
msgid "You will learn to:"
|
||||
msgstr "Naučíte se:"
|
||||
|
||||
msgid "Create a complete 2D game with the Godot editor."
|
||||
msgstr ""
|
||||
|
||||
msgid "Structure a simple game project."
|
||||
msgstr "Struktura jednoduchého herního projektu."
|
||||
|
||||
msgid "Move the player character and change its sprite."
|
||||
msgstr ""
|
||||
|
||||
msgid "Spawn random enemies."
|
||||
msgstr ""
|
||||
|
||||
msgid "Count the score."
|
||||
msgstr ""
|
||||
|
||||
msgid "And more."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You'll find another series where you'll create a similar game but in 3D. We "
|
||||
"recommend you to start with this one, though."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Why start with 2D?**"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"3D games are much more complex than 2D ones. It would be best if you stuck "
|
||||
"to 2D until you understood the game development process and how to use Godot "
|
||||
"well."
|
||||
msgstr ""
|
||||
"**Proč 2D?** 3D hry jsou mnohem složitější než hry 2D. Měli byste se držet "
|
||||
"2D, dokud nebudete dobře rozumět procesu vývoje hry a tomu jak používat "
|
||||
"Godot."
|
||||
|
||||
msgid "You can find a completed version of this project at this location:"
|
||||
msgstr "Dokončenou verzi tohoto projektu najdete na této adrese:"
|
||||
|
||||
msgid "https://github.com/godotengine/godot-demo-projects"
|
||||
msgstr "https://github.com/godotengine/godot-demo-projects"
|
||||
|
||||
msgid "Prerequisites"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This step-by-step tutorial is intended for beginners who followed the "
|
||||
"complete :ref:`Getting Started <toc-learn-step_by_step>`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you're an experienced programmer, you can find the complete demo's source "
|
||||
"code here: `Godot demo projects <https://github.com/godotengine/godot-demo-"
|
||||
"projects>`__."
|
||||
msgstr ""
|
||||
"Pokud jste zkušení programátoři, kompletní zdrojový kód dema najdete zde: "
|
||||
"`Demo projekty Godot <https://github.com/godotengine/godot-demo-projects>`__."
|
||||
|
||||
msgid ""
|
||||
"We prepared some game assets you'll need to download so we can jump straight "
|
||||
"to the code."
|
||||
msgstr ""
|
||||
|
||||
msgid "You can download them by clicking the link below."
|
||||
msgstr ""
|
||||
|
||||
msgid ":download:`dodge_assets.zip <files/dodge_assets.zip>`."
|
||||
msgstr ":download:`dodge_assets.zip <files/dodge_assets.zip>`."
|
||||
|
||||
msgid "Contents"
|
||||
msgstr "Obsah"
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,286 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Setting up the game area"
|
||||
msgstr "Nastavení herního prostoru"
|
||||
|
||||
msgid ""
|
||||
"In this first part, we're going to set up the game area. Let's get started "
|
||||
"by importing the start assets and setting up the game scene."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We've prepared a Godot project with the 3D models and sounds we'll use for "
|
||||
"this tutorial, linked in the index page. If you haven't done so yet, you can "
|
||||
"download the archive here: `Squash the Creeps assets <https://github.com/"
|
||||
"GDQuest/godot-3d-dodge-the-creeps/releases/tag/1.0.0>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Once you downloaded it, extract the .zip archive on your computer. Open the "
|
||||
"Godot project manager and click the *Import* button."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image1|"
|
||||
msgstr "| image1 |"
|
||||
|
||||
msgid "image1"
|
||||
msgstr "image1"
|
||||
|
||||
msgid ""
|
||||
"In the import popup, enter the full path to the freshly created directory "
|
||||
"``squash_the_creeps_start/``. You can click the *Browse* button on the right "
|
||||
"to open a file browser and navigate to the ``project.godot`` file the folder "
|
||||
"contains."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image2|"
|
||||
msgstr "| image2 |"
|
||||
|
||||
msgid "image2"
|
||||
msgstr "image2"
|
||||
|
||||
msgid "Click *Import & Edit* to open the project in the editor."
|
||||
msgstr "Kliknutím na tlačítko *Import &; Edit* otevřete projekt v editoru."
|
||||
|
||||
msgid "|image3|"
|
||||
msgstr "| image3 |"
|
||||
|
||||
msgid "image3"
|
||||
msgstr "image3"
|
||||
|
||||
msgid ""
|
||||
"The start project contains an icon and two folders: ``art/`` and ``fonts/``. "
|
||||
"There, you will find the art assets and music we'll use in the game."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image4|"
|
||||
msgstr "| image4 |"
|
||||
|
||||
msgid "image4"
|
||||
msgstr "image4"
|
||||
|
||||
msgid ""
|
||||
"There are two 3D models, ``player.glb`` and ``mob.glb``, some materials that "
|
||||
"belong to these models, and a music track."
|
||||
msgstr ""
|
||||
|
||||
msgid "Setting up the playable area"
|
||||
msgstr "Nastavení hratelné oblasti"
|
||||
|
||||
msgid ""
|
||||
"We're going to create our main scene with a plain *Node* as its root. In the "
|
||||
"*Scene* dock, click the *Add Node* button represented by a \"+\" icon in the "
|
||||
"top-left and double-click on *Node*. Name the node \"Main\". Alternatively, "
|
||||
"to add a node to the scene, you can press :kbd:`Ctrl + a` (or :kbd:`Cmd + a` "
|
||||
"on macOS)."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image5|"
|
||||
msgstr "| image5 |"
|
||||
|
||||
msgid "image5"
|
||||
msgstr "image5"
|
||||
|
||||
msgid ""
|
||||
"Save the scene as ``Main.tscn`` by pressing :kbd:`Ctrl + s` (:kbd:`Cmd + s` "
|
||||
"on macOS)."
|
||||
msgstr ""
|
||||
"Uložte scénu jako ``Main.tscn`` stisknutím :kbd:`Ctrl + s` (:kbd:`Cmd + s` v "
|
||||
"systému macOS)."
|
||||
|
||||
msgid ""
|
||||
"We'll start by adding a floor that'll prevent the characters from falling. "
|
||||
"To create static colliders like the floor, walls, or ceilings, you can use "
|
||||
"*StaticBody* nodes. They require *CollisionShape* child nodes to define the "
|
||||
"collision area. With the *Main* node selected, add a *StaticBody* node, then "
|
||||
"a *CollisionShape*. Rename the *StaticBody* as *Ground*."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image6|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image6"
|
||||
msgstr "image6"
|
||||
|
||||
msgid ""
|
||||
"A warning sign next to the *CollisionShape* appears because we haven't "
|
||||
"defined its shape. If you click the icon, a popup appears to give you more "
|
||||
"information."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image7|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image7"
|
||||
msgstr "image7"
|
||||
|
||||
msgid ""
|
||||
"To create a shape, with the *CollisionShape* selected, head to the "
|
||||
"*Inspector* and click the *[empty]* field next to the *Shape* property. "
|
||||
"Create a new *Box Shape*."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image8|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image8"
|
||||
msgstr "image8"
|
||||
|
||||
msgid ""
|
||||
"The box shape is perfect for flat ground and walls. Its thickness makes it "
|
||||
"reliable to block even fast-moving objects."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"A box's wireframe appears in the viewport with three orange dots. You can "
|
||||
"click and drag these to edit the shape's extents interactively. We can also "
|
||||
"precisely set the size in the inspector. Click on the *BoxShape* to expand "
|
||||
"the resource. Set its *Extents* to ``30`` on the X axis, ``1`` for the Y "
|
||||
"axis, and ``30`` for the Z axis."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image9|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image9"
|
||||
msgstr "image9"
|
||||
|
||||
msgid ""
|
||||
"In 3D, translation and size units are in meters. The box's total size is "
|
||||
"twice its extents: ``60`` by ``60`` meters on the ground plane and ``2`` "
|
||||
"units tall. The ground plane is defined by the X and Z axes, while the Y "
|
||||
"axis represents the height."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Collision shapes are invisible. We need to add a visual floor that goes "
|
||||
"along with it. Select the *Ground* node and add a *MeshInstance* as its "
|
||||
"child."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image10|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image10"
|
||||
msgstr "image10"
|
||||
|
||||
msgid ""
|
||||
"In the *Inspector*, click on the field next to *Mesh* and create a "
|
||||
"*CubeMesh* resource to create a visible cube."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image11|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image11"
|
||||
msgstr "image11"
|
||||
|
||||
msgid ""
|
||||
"Once again, it's too small by default. Click the cube icon to expand the "
|
||||
"resource and set its *Size* to ``60``, ``2``, and ``60``. As the cube "
|
||||
"resource works with a size rather than extents, we need to use these values "
|
||||
"so it matches our collision shape."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image12|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image12"
|
||||
msgstr "image12"
|
||||
|
||||
msgid ""
|
||||
"You should see a wide grey slab that covers the grid and blue and red axes "
|
||||
"in the viewport."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We're going to move the ground down so we can see the floor grid. Select the "
|
||||
"*Ground* node, hold the :kbd:`Ctrl` key down to turn on grid snapping (:kbd:"
|
||||
"`Cmd` on macOS), and click and drag down on the Y axis. It's the green arrow "
|
||||
"in the move gizmo."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image13|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image13"
|
||||
msgstr "image13"
|
||||
|
||||
msgid ""
|
||||
"If you can't see the 3D object manipulator like on the image above, ensure "
|
||||
"the *Select Mode* is active in the toolbar above the view."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image14|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image14"
|
||||
msgstr "image14"
|
||||
|
||||
msgid ""
|
||||
"Move the ground down ``1`` meter. A label in the bottom-left corner of the "
|
||||
"viewport tells you how much you're translating the node."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image15|"
|
||||
msgstr "| image15 |"
|
||||
|
||||
msgid "image15"
|
||||
msgstr "image15"
|
||||
|
||||
msgid ""
|
||||
"Moving the *Ground* node down moves both children along with it. Ensure you "
|
||||
"move the *Ground* node, **not** the *MeshInstance* or the *CollisionShape*."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Let's add a directional light so our scene isn't all grey. Select the *Main* "
|
||||
"node and add a *DirectionalLight* as a child of it. We need to move it and "
|
||||
"rotate it. Move it up by clicking and dragging on the manipulator's green "
|
||||
"arrow and click and drag on the red arc to rotate it around the X axis, "
|
||||
"until the ground is lit."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In the *Inspector*, turn on *Shadow -> Enabled* by clicking the checkbox."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image16|"
|
||||
msgstr "| image16 |"
|
||||
|
||||
msgid "image16"
|
||||
msgstr "image16"
|
||||
|
||||
msgid "At this point, your project should look like this."
|
||||
msgstr "V tomto okamžiku by váš projekt měl vypadat takto."
|
||||
|
||||
msgid "|image17|"
|
||||
msgstr "| image17 |"
|
||||
|
||||
msgid "image17"
|
||||
msgstr "image17"
|
||||
|
||||
msgid ""
|
||||
"That's our starting point. In the next part, we will work on the player "
|
||||
"scene and base movement."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,310 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Player scene and input actions"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In the next two lessons, we will design the player scene, register custom "
|
||||
"input actions, and code player movement. By the end, you'll have a playable "
|
||||
"character that moves in eight directions."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Create a new scene by going to the Scene menu in the top-left and clicking "
|
||||
"*New Scene*. Create a *KinematicBody* node as the root and name it *Player*."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image0|"
|
||||
msgstr "| image0 |"
|
||||
|
||||
msgid "image0"
|
||||
msgstr "| image0 |"
|
||||
|
||||
msgid ""
|
||||
"Kinematic bodies are complementary to the area and rigid bodies used in the "
|
||||
"2D game tutorial. Like rigid bodies, they can move and collide with the "
|
||||
"environment, but instead of being controlled by the physics engine, you "
|
||||
"dictate their movement. You will see how we use the node's unique features "
|
||||
"when we code the jump and squash mechanics."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To learn more about the different physics node types, see the :ref:"
|
||||
"`doc_physics_introduction`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For now, we're going to create a basic rig for our character's 3D model. "
|
||||
"This will allow us to rotate the model later via code while it plays an "
|
||||
"animation."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Add a *Spatial* node as a child of *Player* and name it *Pivot*. Then, in "
|
||||
"the FileSystem dock, expand the ``art/`` folder by double-clicking it and "
|
||||
"drag and drop ``player.glb`` onto the *Pivot* node."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image1|"
|
||||
msgstr "| image1 |"
|
||||
|
||||
msgid "image1"
|
||||
msgstr "image1"
|
||||
|
||||
msgid ""
|
||||
"This should instantiate the model as a child of *Pivot*. You can rename it "
|
||||
"to *Character*."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image2|"
|
||||
msgstr "| image2 |"
|
||||
|
||||
msgid "image2"
|
||||
msgstr "image2"
|
||||
|
||||
msgid ""
|
||||
"The ``.glb`` files contain 3D scene data based on the open-source GLTF 2.0 "
|
||||
"specification. They're a modern and powerful alternative to a proprietary "
|
||||
"format like FBX, which Godot also supports. To produce these files, we "
|
||||
"designed the model in `Blender 3D <https://www.blender.org/>`__ and exported "
|
||||
"it to GLTF."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"As with all kinds of physics nodes, we need a collision shape for our "
|
||||
"character to collide with the environment. Select the *Player* node again "
|
||||
"and add a *CollisionShape*. In the *Inspector*, assign a *SphereShape* to "
|
||||
"the *Shape* property. The sphere's wireframe appears below the character."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image3|"
|
||||
msgstr "| image3 |"
|
||||
|
||||
msgid "image3"
|
||||
msgstr "image3"
|
||||
|
||||
msgid ""
|
||||
"It will be the shape the physics engine uses to collide with the "
|
||||
"environment, so we want it to better fit the 3D model. Shrink it a bit by "
|
||||
"dragging the orange dot in the viewport. My sphere has a radius of about "
|
||||
"``0.8`` meters."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Then, move the shape up so its bottom roughly aligns with the grid's plane."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image4|"
|
||||
msgstr "| image4 |"
|
||||
|
||||
msgid "image4"
|
||||
msgstr "image4"
|
||||
|
||||
msgid ""
|
||||
"You can toggle the model's visibility by clicking the eye icon next to the "
|
||||
"*Character* or the *Pivot* nodes."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image5|"
|
||||
msgstr "| image5 |"
|
||||
|
||||
msgid "image5"
|
||||
msgstr "image5"
|
||||
|
||||
msgid "Save the scene as ``Player.tscn``."
|
||||
msgstr "Uložte scénu jako ``Player.tscn``."
|
||||
|
||||
msgid ""
|
||||
"With the nodes ready, we can almost get coding. But first, we need to define "
|
||||
"some input actions."
|
||||
msgstr ""
|
||||
|
||||
msgid "Creating input actions"
|
||||
msgstr "Vytváření vstupních akcí"
|
||||
|
||||
msgid ""
|
||||
"To move the character, we will listen to the player's input, like pressing "
|
||||
"the arrow keys. In Godot, while we could write all the key bindings in code, "
|
||||
"there's a powerful system that allows you to assign a label to a set of keys "
|
||||
"and buttons. This simplifies our scripts and makes them more readable."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This system is the Input Map. To access its editor, head to the *Project* "
|
||||
"menu and select *Project Settings…*."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image6|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image6"
|
||||
msgstr "image6"
|
||||
|
||||
msgid ""
|
||||
"At the top, there are multiple tabs. Click on *Input Map*. This window "
|
||||
"allows you to add new actions at the top; they are your labels. In the "
|
||||
"bottom part, you can bind keys to these actions."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image7|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image7"
|
||||
msgstr "image7"
|
||||
|
||||
msgid ""
|
||||
"Godot projects come with some predefined actions designed for user interface "
|
||||
"design, which we could use here. But we're defining our own to support "
|
||||
"gamepads."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We're going to name our actions ``move_left``, ``move_right``, "
|
||||
"``move_forward``, ``move_back``, and ``jump``."
|
||||
msgstr ""
|
||||
|
||||
msgid "To add an action, write its name in the bar at the top and press Enter."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image8|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image8"
|
||||
msgstr "image8"
|
||||
|
||||
msgid ""
|
||||
"Create the five actions. Your window should have them all listed at the "
|
||||
"bottom."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image9|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image9"
|
||||
msgstr "image9"
|
||||
|
||||
msgid ""
|
||||
"To bind a key or button to an action, click the \"+\" button to its right. "
|
||||
"Do this for ``move_left`` and in the drop-down menu, click *Key*."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image10|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image10"
|
||||
msgstr "image10"
|
||||
|
||||
msgid ""
|
||||
"This option allows you to add a keyboard input. A popup appears and waits "
|
||||
"for you to press a key. Press the left arrow key and click *OK*."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image11|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image11"
|
||||
msgstr "image11"
|
||||
|
||||
msgid "Do the same for the A key."
|
||||
msgstr "Udělejte totéž pro klávesu A."
|
||||
|
||||
msgid "|image12|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image12"
|
||||
msgstr "image12"
|
||||
|
||||
msgid ""
|
||||
"Let's now add support for a gamepad's left joystick. Click the \"+\" button "
|
||||
"again but this time, select *Joy Axis*."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image13|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image13"
|
||||
msgstr "image13"
|
||||
|
||||
msgid ""
|
||||
"The popup gives you two drop-down menus. On the left, you can select a "
|
||||
"gamepad by index. *Device 0* corresponds to the first plugged gamepad, "
|
||||
"*Device 1* corresponds to the second, and so on. You can select the joystick "
|
||||
"and direction you want to bind to the input action on the right. Leave the "
|
||||
"default values and press the *Add* button."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image14|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image14"
|
||||
msgstr "image14"
|
||||
|
||||
msgid ""
|
||||
"Do the same for the other input actions. For example, bind the right arrow, "
|
||||
"D, and the left joystick's right axis to ``move_right``. After binding all "
|
||||
"keys, your interface should look like this."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image15|"
|
||||
msgstr "| image15 |"
|
||||
|
||||
msgid "image15"
|
||||
msgstr "image15"
|
||||
|
||||
msgid ""
|
||||
"We have the ``jump`` action left to set up. Bind the Space key and the "
|
||||
"gamepad's A button. To bind a gamepad's button, select the *Joy Button* "
|
||||
"option in the menu."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image16|"
|
||||
msgstr "| image16 |"
|
||||
|
||||
msgid "image16"
|
||||
msgstr "image16"
|
||||
|
||||
msgid "Leave the default values and click the *Add* button."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image17|"
|
||||
msgstr "| image17 |"
|
||||
|
||||
msgid "image17"
|
||||
msgstr "image17"
|
||||
|
||||
msgid "Your jump input action should look like this."
|
||||
msgstr "Vstupní akce skoku by měla vypadat takto."
|
||||
|
||||
msgid "|image18|"
|
||||
msgstr "| image18 |"
|
||||
|
||||
msgid "image18"
|
||||
msgstr "image18"
|
||||
|
||||
msgid ""
|
||||
"That's all the actions we need for this game. You can use this menu to label "
|
||||
"any groups of keys and buttons in your projects."
|
||||
msgstr ""
|
||||
|
||||
msgid "In the next part, we'll code and test the player's movement."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,323 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Moving the player with code"
|
||||
msgstr "Přesunutí přehrávače pomocí kódu"
|
||||
|
||||
msgid ""
|
||||
"It's time to code! We're going to use the input actions we created in the "
|
||||
"last part to move the character."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Right-click the *Player* node and select *Attach Script* to add a new script "
|
||||
"to it. In the popup, set the *Template* to *Empty* before pressing the "
|
||||
"*Create* button."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image0|"
|
||||
msgstr "| image0 |"
|
||||
|
||||
msgid "image0"
|
||||
msgstr "| image0 |"
|
||||
|
||||
msgid ""
|
||||
"Let's start with the class's properties. We're going to define a movement "
|
||||
"speed, a fall acceleration representing gravity, and a velocity we'll use to "
|
||||
"move the character."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"These are common properties for a moving body. The ``velocity`` is a 3D "
|
||||
"vector combining a speed with a direction. Here, we define it as a property "
|
||||
"because we want to update and reuse its value across frames."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The values are quite different from 2D code because distances are in meters. "
|
||||
"While in 2D, a thousand units (pixels) may only correspond to half of your "
|
||||
"screen's width, in 3D, it's a kilometer."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Let's code the movement now. We start by calculating the input direction "
|
||||
"vector using the global ``Input`` object, in ``_physics_process()``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Here, we're going to make all calculations using the ``_physics_process()`` "
|
||||
"virtual function. Like ``_process()``, it allows you to update the node "
|
||||
"every frame, but it's designed specifically for physics-related code like "
|
||||
"moving a kinematic or rigid body."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To learn more about the difference between ``_process()`` and "
|
||||
"``_physics_process()``, see :ref:`doc_idle_and_physics_processing`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We start by initializing a ``direction`` variable to ``Vector3.ZERO``. Then, "
|
||||
"we check if the player is pressing one or more of the ``move_*`` inputs and "
|
||||
"update the vector's ``x`` and ``z`` components accordingly. These correspond "
|
||||
"to the ground plane's axes."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"These four conditions give us eight possibilities and eight possible "
|
||||
"directions."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In case the player presses, say, both W and D simultaneously, the vector "
|
||||
"will have a length of about ``1.4``. But if they press a single key, it will "
|
||||
"have a length of ``1``. We want the vector's length to be consistent. To do "
|
||||
"so, we can call its ``normalize()`` method."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Here, we only normalize the vector if the direction has a length greater "
|
||||
"than zero, which means the player is pressing a direction key."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In this case, we also get the *Pivot* node and call its ``look_at()`` "
|
||||
"method. This method takes a position in space to look at in global "
|
||||
"coordinates and the up direction. In this case, we can use the ``Vector3."
|
||||
"UP`` constant."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"A node's local coordinates, like ``translation``, are relative to their "
|
||||
"parent. Global coordinates are relative to the world's main axes you can see "
|
||||
"in the viewport instead."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In 3D, the property that contains a node's position is ``translation``. By "
|
||||
"adding the ``direction`` to it, we get a position to look at that's one "
|
||||
"meter away from the *Player*."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Then, we update the velocity. We have to calculate the ground velocity and "
|
||||
"the fall speed separately. Be sure to go back one tab so the lines are "
|
||||
"inside the ``_physics_process()`` function but outside the condition we just "
|
||||
"wrote."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For the vertical velocity, we subtract the fall acceleration multiplied by "
|
||||
"the delta time every frame. Notice the use of the ``-=`` operator, which is "
|
||||
"a shorthand for ``variable = variable - ...``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This line of code will cause our character to fall in every frame. This may "
|
||||
"seem strange if it's already on the floor. But we have to do this for the "
|
||||
"character to collide with the ground every frame."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The physics engine can only detect interactions with walls, the floor, or "
|
||||
"other bodies during a given frame if movement and collisions happen. We will "
|
||||
"use this property later to code the jump."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"On the last line, we call ``KinematicBody.move_and_slide()``. It's a "
|
||||
"powerful method of the ``KinematicBody`` class that allows you to move a "
|
||||
"character smoothly. If it hits a wall midway through a motion, the engine "
|
||||
"will try to smooth it out for you."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The function takes two parameters: our velocity and the up direction. It "
|
||||
"moves the character and returns a leftover velocity after applying "
|
||||
"collisions. When hitting the floor or a wall, the function will reduce or "
|
||||
"reset the speed in that direction from you. In our case, storing the "
|
||||
"function's returned value prevents the character from accumulating vertical "
|
||||
"momentum, which could otherwise get so big the character would move through "
|
||||
"the ground slab after a while."
|
||||
msgstr ""
|
||||
|
||||
msgid "And that's all the code you need to move the character on the floor."
|
||||
msgstr ""
|
||||
|
||||
msgid "Here is the complete ``Player.gd`` code for reference."
|
||||
msgstr ""
|
||||
|
||||
msgid "Testing our player's movement"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We're going to put our player in the *Main* scene to test it. To do so, we "
|
||||
"need to instantiate the player and then add a camera. Unlike in 2D, in 3D, "
|
||||
"you won't see anything if your viewport doesn't have a camera pointing at "
|
||||
"something."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Save your *Player* scene and open the *Main* scene. You can click on the "
|
||||
"*Main* tab at the top of the editor to do so."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image1|"
|
||||
msgstr "| image1 |"
|
||||
|
||||
msgid "image1"
|
||||
msgstr "image1"
|
||||
|
||||
msgid ""
|
||||
"If you closed the scene before, head to the *FileSystem* dock and double-"
|
||||
"click ``Main.tscn`` to re-open it."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To instantiate the *Player*, right-click on the *Main* node and select "
|
||||
"*Instance Child Scene*."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image2|"
|
||||
msgstr "| image2 |"
|
||||
|
||||
msgid "image2"
|
||||
msgstr "image2"
|
||||
|
||||
msgid ""
|
||||
"In the popup, double-click *Player.tscn*. The character should appear in the "
|
||||
"center of the viewport."
|
||||
msgstr ""
|
||||
|
||||
msgid "Adding a camera"
|
||||
msgstr "Přidání kamery"
|
||||
|
||||
msgid ""
|
||||
"Let's add the camera next. Like we did with our *Player*\\ 's *Pivot*, we're "
|
||||
"going to create a basic rig. Right-click on the *Main* node again and select "
|
||||
"*Add Child Node* this time. Create a new *Position3D*, name it "
|
||||
"*CameraPivot*, and add a *Camera* node as a child of it. Your scene tree "
|
||||
"should look like this."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image3|"
|
||||
msgstr "| image3 |"
|
||||
|
||||
msgid "image3"
|
||||
msgstr "image3"
|
||||
|
||||
msgid ""
|
||||
"Notice the *Preview* checkbox that appears in the top-left when you have the "
|
||||
"*Camera* selected. You can click it to preview the in-game camera projection."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image4|"
|
||||
msgstr "| image4 |"
|
||||
|
||||
msgid "image4"
|
||||
msgstr "image4"
|
||||
|
||||
msgid ""
|
||||
"We're going to use the *Pivot* to rotate the camera as if it was on a crane. "
|
||||
"Let's first split the 3D view to be able to freely navigate the scene and "
|
||||
"see what the camera sees."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In the toolbar right above the viewport, click on *View*, then *2 "
|
||||
"Viewports*. You can also press :kbd:`Ctrl + 2` (:kbd:`Cmd + 2` on macOS)."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image5|"
|
||||
msgstr "| image5 |"
|
||||
|
||||
msgid "image5"
|
||||
msgstr "image5"
|
||||
|
||||
msgid ""
|
||||
"On the bottom view, select the *Camera* and turn on camera preview by "
|
||||
"clicking the checkbox."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image6|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image6"
|
||||
msgstr "image6"
|
||||
|
||||
msgid ""
|
||||
"In the top view, move the camera about ``19`` units on the Z axis (the blue "
|
||||
"one)."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image7|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image7"
|
||||
msgstr "image7"
|
||||
|
||||
msgid ""
|
||||
"Here's where the magic happens. Select the *CameraPivot* and rotate it "
|
||||
"``-45`` degrees around the X axis (using the red circle). You'll see the "
|
||||
"camera move as if it was attached to a crane."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image8|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image8"
|
||||
msgstr "image8"
|
||||
|
||||
msgid ""
|
||||
"You can run the scene by pressing :kbd:`F6` and press the arrow keys to move "
|
||||
"the character."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image9|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image9"
|
||||
msgstr "image9"
|
||||
|
||||
msgid ""
|
||||
"We can see some empty space around the character due to the perspective "
|
||||
"projection. In this game, we're going to use an orthographic projection "
|
||||
"instead to better frame the gameplay area and make it easier for the player "
|
||||
"to read distances."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Select the *Camera* again and in the *Inspector*, set the *Projection* to "
|
||||
"*Orthogonal* and the *Size* to ``19``. The character should now look flatter "
|
||||
"and the ground should fill the background."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image10|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image10"
|
||||
msgstr "image10"
|
||||
|
||||
msgid ""
|
||||
"With that, we have both player movement and the view in place. Next, we will "
|
||||
"work on the monsters."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,280 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Designing the mob scene"
|
||||
msgstr "Navrhování scény nepřítele"
|
||||
|
||||
msgid ""
|
||||
"In this part, you're going to code the monsters, which we'll call mobs. In "
|
||||
"the next lesson, we'll spawn them randomly around the playable area."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Let's design the monsters themselves in a new scene. The node structure is "
|
||||
"going to be similar to the *Player* scene."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Create a scene with, once again, a *KinematicBody* node as its root. Name it "
|
||||
"*Mob*. Add a *Spatial* node as a child of it, name it *Pivot*. And drag and "
|
||||
"drop the file ``mob.glb`` from the *FileSystem* dock onto the *Pivot* to add "
|
||||
"the monster's 3D model to the scene. You can rename the newly created *mob* "
|
||||
"node into *Character*."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image0|"
|
||||
msgstr "| image0 |"
|
||||
|
||||
msgid "image0"
|
||||
msgstr "| image0 |"
|
||||
|
||||
msgid ""
|
||||
"We need a collision shape for our body to work. Right-click on the *Mob* "
|
||||
"node, the scene's root, and click *Add Child Node*."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image1|"
|
||||
msgstr "| image1 |"
|
||||
|
||||
msgid "image1"
|
||||
msgstr "image1"
|
||||
|
||||
msgid "Add a *CollisionShape*."
|
||||
msgstr "Přidání tvaru *CollisionShape*."
|
||||
|
||||
msgid "|image2|"
|
||||
msgstr "| image2 |"
|
||||
|
||||
msgid "image2"
|
||||
msgstr "image2"
|
||||
|
||||
msgid "In the *Inspector*, assign a *BoxShape* to the *Shape* property."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image3|"
|
||||
msgstr "| image3 |"
|
||||
|
||||
msgid "image3"
|
||||
msgstr "image3"
|
||||
|
||||
msgid ""
|
||||
"We should change its size to fit the 3D model better. You can do so "
|
||||
"interactively by clicking and dragging on the orange dots."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The box should touch the floor and be a little thinner than the model. "
|
||||
"Physics engines work in such a way that if the player's sphere touches even "
|
||||
"the box's corner, a collision will occur. If the box is a little too big "
|
||||
"compared to the 3D model, you may die at a distance from the monster, and "
|
||||
"the game will feel unfair to the players."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image4|"
|
||||
msgstr "| image4 |"
|
||||
|
||||
msgid "image4"
|
||||
msgstr "image4"
|
||||
|
||||
msgid ""
|
||||
"Notice that my box is taller than the monster. It is okay in this game "
|
||||
"because we're looking at the scene from above and using a fixed perspective. "
|
||||
"Collision shapes don't have to match the model exactly. It's the way the "
|
||||
"game feels when you test it that should dictate their form and size."
|
||||
msgstr ""
|
||||
|
||||
msgid "Removing monsters off-screen"
|
||||
msgstr "Odstranění příšer mimo obrazovku"
|
||||
|
||||
msgid ""
|
||||
"We're going to spawn monsters at regular time intervals in the game level. "
|
||||
"If we're not careful, their count could increase to infinity, and we don't "
|
||||
"want that. Each mob instance has both a memory and a processing cost, and we "
|
||||
"don't want to pay for it when the mob's outside the screen."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Once a monster leaves the screen, we don't need it anymore, so we can delete "
|
||||
"it. Godot has a node that detects when objects leave the screen, "
|
||||
"*VisibilityNotifier*, and we're going to use it to destroy our mobs."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When you keep instancing an object in games, there's a technique you can use "
|
||||
"to avoid the cost of creating and destroying instances all the time called "
|
||||
"pooling. It consists of pre-creating an array of objects and reusing them "
|
||||
"over and over."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"When working with GDScript, you don't need to worry about this. The main "
|
||||
"reason to use pools is to avoid freezes with garbage-collected languages "
|
||||
"like C# or Lua. GDScript uses a different technique to manage memory, "
|
||||
"reference counting, which doesn't have that caveat. You can learn more about "
|
||||
"that here :ref:`doc_gdscript_basics_memory_management`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Select the *Mob* node and add a *VisibilityNotifier* as a child of it. "
|
||||
"Another box, pink this time, appears. When this box completely leaves the "
|
||||
"screen, the node will emit a signal."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image5|"
|
||||
msgstr "| image5 |"
|
||||
|
||||
msgid "image5"
|
||||
msgstr "image5"
|
||||
|
||||
msgid "Resize it using the orange dots until it covers the entire 3D model."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image6|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image6"
|
||||
msgstr "image6"
|
||||
|
||||
msgid "Coding the mob's movement"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Let's implement the monster's motion. We're going to do this in two steps. "
|
||||
"First, we'll write a script on the *Mob* that defines a function to "
|
||||
"initialize the monster. We'll then code the randomized spawn mechanism in "
|
||||
"the *Main* scene and call the function from there."
|
||||
msgstr ""
|
||||
|
||||
msgid "Attach a script to the *Mob*."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image7|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image7"
|
||||
msgstr "image7"
|
||||
|
||||
msgid ""
|
||||
"Here's the movement code to start with. We define two properties, "
|
||||
"``min_speed`` and ``max_speed``, to define a random speed range. We then "
|
||||
"define and initialize the ``velocity``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Similarly to the player, we move the mob every frame by calling "
|
||||
"``KinematicBody``\\ 's ``move_and_slide()`` method. This time, we don't "
|
||||
"update the ``velocity`` every frame: we want the monster to move at a "
|
||||
"constant speed and leave the screen, even if it were to hit an obstacle."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You may see a warning in GDScript that the return value from "
|
||||
"``move_and_slide()`` is unused. This is expected. You can simply ignore the "
|
||||
"warning or, if you want to hide it entirely, add the comment ``# warning-"
|
||||
"ignore:return_value_discarded`` just above the ``move_and_slide(velocity)`` "
|
||||
"line. To read more about the GDScript warning system, see :ref:"
|
||||
"`doc_gdscript_warning_system`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We need to define another function to calculate the start velocity. This "
|
||||
"function will turn the monster towards the player and randomize both its "
|
||||
"angle of motion and its velocity."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The function will take a ``start_position``, the mob's spawn position, and "
|
||||
"the ``player_position`` as its arguments."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We position the mob at ``start_position`` and turn it towards the player "
|
||||
"using the ``look_at_from_position()`` method, and randomize the angle by "
|
||||
"rotating a random amount around the Y axis. Below, ``rand_range()`` outputs "
|
||||
"a random value between ``-PI / 4`` radians and ``PI / 4`` radians."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We then calculate a random speed using ``rand_range()`` once again and we "
|
||||
"use it to calculate the velocity."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We start by creating a 3D vector pointing forward, multiply it by our "
|
||||
"``random_speed``, and finally rotate it using the ``Vector3`` class's "
|
||||
"``rotated()`` method."
|
||||
msgstr ""
|
||||
|
||||
msgid "Leaving the screen"
|
||||
msgstr "Opuštění obrazovky"
|
||||
|
||||
msgid ""
|
||||
"We still have to destroy the mobs when they leave the screen. To do so, "
|
||||
"we'll connect our *VisibilityNotifier* node's ``screen_exited`` signal to "
|
||||
"the *Mob*."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Head back to the 3D viewport by clicking on the *3D* label at the top of the "
|
||||
"editor. You can also press :kbd:`Ctrl + F2` (:kbd:`Alt + 2` on macOS)."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image8|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image8"
|
||||
msgstr "image8"
|
||||
|
||||
msgid ""
|
||||
"Select the *VisibilityNotifier* node and on the right side of the interface, "
|
||||
"navigate to the *Node* dock. Double-click the *screen_exited()* signal."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image9|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image9"
|
||||
msgstr "image9"
|
||||
|
||||
msgid "Connect the signal to the *Mob*."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image10|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image10"
|
||||
msgstr "image10"
|
||||
|
||||
msgid ""
|
||||
"This will take you back to the script editor and add a new function for you, "
|
||||
"``_on_VisibilityNotifier_screen_exited()``. From it, call the "
|
||||
"``queue_free()`` method. This will destroy the mob instance when the "
|
||||
"*VisibilityNotifier* \\'s box leaves the screen."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Our monster is ready to enter the game! In the next part, you will spawn "
|
||||
"monsters in the game level."
|
||||
msgstr ""
|
||||
|
||||
msgid "Here is the complete ``Mob.gd`` script for reference."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,435 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Spawning monsters"
|
||||
msgstr "Zrození nepřátel"
|
||||
|
||||
msgid ""
|
||||
"In this part, we're going to spawn monsters along a path randomly. By the "
|
||||
"end, you will have monsters roaming the game board."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image0|"
|
||||
msgstr "| image0 |"
|
||||
|
||||
msgid "image0"
|
||||
msgstr "| image0 |"
|
||||
|
||||
msgid ""
|
||||
"Double-click on ``Main.tscn`` in the *FileSystem* dock to open the *Main* "
|
||||
"scene."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Before drawing the path, we're going to change the game resolution. Our game "
|
||||
"has a default window size of ``1024x600``. We're going to set it to "
|
||||
"``720x540``, a nice little box."
|
||||
msgstr ""
|
||||
|
||||
msgid "Go to *Project -> Project Settings*."
|
||||
msgstr "Přejděte na *Project -> Project Settings*."
|
||||
|
||||
msgid "|image1|"
|
||||
msgstr "| image1 |"
|
||||
|
||||
msgid "image1"
|
||||
msgstr "image1"
|
||||
|
||||
msgid ""
|
||||
"In the left menu, navigate down to *Display -> Window*. On the right, set "
|
||||
"the *Width* to ``720`` and the *Height* to ``540``."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image2|"
|
||||
msgstr "| image2 |"
|
||||
|
||||
msgid "image2"
|
||||
msgstr "image2"
|
||||
|
||||
msgid "Creating the spawn path"
|
||||
msgstr "Vytvoření cesty pro zrození"
|
||||
|
||||
msgid ""
|
||||
"Like you did in the 2D game tutorial, you're going to design a path and use "
|
||||
"a *PathFollow* node to sample random locations on it."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In 3D though, it's a bit more complicated to draw the path. We want it to be "
|
||||
"around the game view so monsters appear right outside the screen. But if we "
|
||||
"draw a path, we won't see it from the camera preview."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To find the view's limits, we can use some placeholder meshes. Your viewport "
|
||||
"should still be split into two parts, with the camera preview at the bottom. "
|
||||
"If that isn't the case, press :kbd:`Ctrl + 2` (:kbd:`Cmd + 2` on macOS) to "
|
||||
"split the view into two. Select the *Camera* node and click the *Preview* "
|
||||
"checkbox in the bottom viewport."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image3|"
|
||||
msgstr "| image3 |"
|
||||
|
||||
msgid "image3"
|
||||
msgstr "image3"
|
||||
|
||||
msgid "Adding placeholder cylinders"
|
||||
msgstr "Přidávání zástupných válců"
|
||||
|
||||
msgid ""
|
||||
"Let's add the placeholder meshes. Add a new *Spatial* node as a child of the "
|
||||
"*Main* node and name it *Cylinders*. We'll use it to group the cylinders. As "
|
||||
"a child of it, add a *MeshInstance* node."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image4|"
|
||||
msgstr "| image4 |"
|
||||
|
||||
msgid "image4"
|
||||
msgstr "image4"
|
||||
|
||||
msgid "In the *Inspector*, assign a *CylinderMesh* to the *Mesh* property."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image5|"
|
||||
msgstr "| image5 |"
|
||||
|
||||
msgid "image5"
|
||||
msgstr "image5"
|
||||
|
||||
msgid ""
|
||||
"Set the top viewport to the top orthogonal view using the menu in the "
|
||||
"viewport's top-left corner. Alternatively, you can press the keypad's 7 key."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image6|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image6"
|
||||
msgstr "image6"
|
||||
|
||||
msgid ""
|
||||
"The grid is a bit distracting for me. You can toggle it by going to the "
|
||||
"*View* menu in the toolbar and clicking *View Grid*."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image7|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image7"
|
||||
msgstr "image7"
|
||||
|
||||
msgid ""
|
||||
"You now want to move the cylinder along the ground plane, looking at the "
|
||||
"camera preview in the bottom viewport. I recommend using grid snap to do so. "
|
||||
"You can toggle it by clicking the magnet icon in the toolbar or pressing Y."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image8|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image8"
|
||||
msgstr "image8"
|
||||
|
||||
msgid ""
|
||||
"Place the cylinder so it's right outside the camera's view in the top-left "
|
||||
"corner."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image9|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image9"
|
||||
msgstr "image9"
|
||||
|
||||
msgid ""
|
||||
"We're going to create copies of the mesh and place them around the game "
|
||||
"area. Press :kbd:`Ctrl + D` (:kbd:`Cmd + D` on macOS) to duplicate the node. "
|
||||
"You can also right-click the node in the *Scene* dock and select "
|
||||
"*Duplicate*. Move the copy down along the blue Z axis until it's right "
|
||||
"outside the camera's preview."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Select both cylinders by pressing the :kbd:`Shift` key and clicking on the "
|
||||
"unselected one and duplicate them."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image10|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image10"
|
||||
msgstr "image10"
|
||||
|
||||
msgid "Move them to the right by dragging the red X axis."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image11|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image11"
|
||||
msgstr "image11"
|
||||
|
||||
msgid ""
|
||||
"They're a bit hard to see in white, aren't they? Let's make them stand out "
|
||||
"by giving them a new material."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In 3D, materials define a surface's visual properties like its color, how it "
|
||||
"reflects light, and more. We can use them to change the color of a mesh."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We can update all four cylinders at once. Select all the mesh instances in "
|
||||
"the *Scene* dock. To do so, you can click on the first one and Shift click "
|
||||
"on the last one."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image12|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image12"
|
||||
msgstr "image12"
|
||||
|
||||
msgid ""
|
||||
"In the *Inspector*, expand the *Material* section and assign a "
|
||||
"*SpatialMaterial* to slot *0*."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image13|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image13"
|
||||
msgstr "image13"
|
||||
|
||||
msgid ""
|
||||
"Click the sphere icon to open the material resource. You get a preview of "
|
||||
"the material and a long list of sections filled with properties. You can use "
|
||||
"these to create all sorts of surfaces, from metal to rock or water."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Expand the *Albedo* section and set the color to something that contrasts "
|
||||
"with the background, like a bright orange."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image14|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image14"
|
||||
msgstr "image14"
|
||||
|
||||
msgid ""
|
||||
"We can now use the cylinders as guides. Fold them in the *Scene* dock by "
|
||||
"clicking the grey arrow next to them. Moving forward, you can also toggle "
|
||||
"their visibility by clicking the eye icon next to *Cylinders*."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image15|"
|
||||
msgstr "| image15 |"
|
||||
|
||||
msgid "image15"
|
||||
msgstr "image15"
|
||||
|
||||
msgid ""
|
||||
"Add a *Path* node as a child of *Main*. In the toolbar, four icons appear. "
|
||||
"Click the *Add Point* tool, the icon with the green \"+\" sign."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image16|"
|
||||
msgstr "| image16 |"
|
||||
|
||||
msgid "image16"
|
||||
msgstr "image16"
|
||||
|
||||
msgid "You can hover any icon to see a tooltip describing the tool."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Click in the center of each cylinder to create a point. Then, click the "
|
||||
"*Close Curve* icon in the toolbar to close the path. If any point is a bit "
|
||||
"off, you can click and drag on it to reposition it."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image17|"
|
||||
msgstr "| image17 |"
|
||||
|
||||
msgid "image17"
|
||||
msgstr "image17"
|
||||
|
||||
msgid "Your path should look like this."
|
||||
msgstr "Vaše cesta by měla vypadat takto."
|
||||
|
||||
msgid "|image18|"
|
||||
msgstr "| image18 |"
|
||||
|
||||
msgid "image18"
|
||||
msgstr "image18"
|
||||
|
||||
msgid ""
|
||||
"To sample random positions on it, we need a *PathFollow* node. Add a "
|
||||
"*PathFollow* as a child of the *Path*. Rename the two nodes to *SpawnPath* "
|
||||
"and *SpawnLocation*, respectively. It's more descriptive of what we'll use "
|
||||
"them for."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image19|"
|
||||
msgstr "| image19|"
|
||||
|
||||
msgid "image19"
|
||||
msgstr "image19"
|
||||
|
||||
msgid "With that, we're ready to code the spawn mechanism."
|
||||
msgstr ""
|
||||
|
||||
msgid "Spawning monsters randomly"
|
||||
msgstr "Náhodné rození nepřátel"
|
||||
|
||||
msgid "Right-click on the *Main* node and attach a new script to it."
|
||||
msgstr ""
|
||||
"Klikněte pravým tlačítkem na uzel *Main* a připojte k němu nový skript."
|
||||
|
||||
msgid ""
|
||||
"We first export a variable to the *Inspector* so that we can assign ``Mob."
|
||||
"tscn`` or any other monster to it."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Then, as we're going to spawn the monsters procedurally, we want to "
|
||||
"randomize numbers every time we play the game. If we don't do that, the "
|
||||
"monsters will always spawn following the same sequence."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We want to spawn mobs at regular time intervals. To do this, we need to go "
|
||||
"back to the scene and add a timer. Before that, though, we need to assign "
|
||||
"the ``Mob.tscn`` file to the ``mob_scene`` property."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Head back to the 3D screen and select the *Main* node. Drag ``Mob.tscn`` "
|
||||
"from the *FileSystem* dock to the *Mob Scene* slot in the *Inspector*."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image20|"
|
||||
msgstr "| image20 |"
|
||||
|
||||
msgid "image20"
|
||||
msgstr "image20"
|
||||
|
||||
msgid "Add a new *Timer* node as a child of *Main*. Name it *MobTimer*."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image21|"
|
||||
msgstr "| image21 |"
|
||||
|
||||
msgid "image21"
|
||||
msgstr "image21"
|
||||
|
||||
msgid ""
|
||||
"In the *Inspector*, set its *Wait Time* to ``0.5`` seconds and turn on "
|
||||
"*Autostart* so it automatically starts when we run the game."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image22|"
|
||||
msgstr "| image22 |"
|
||||
|
||||
msgid "image22"
|
||||
msgstr "image22"
|
||||
|
||||
msgid ""
|
||||
"Timers emit a ``timeout`` signal every time they reach the end of their "
|
||||
"*Wait Time*. By default, they restart automatically, emitting the signal in "
|
||||
"a cycle. We can connect to this signal from the *Main* node to spawn "
|
||||
"monsters every ``0.5`` seconds."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"With the *MobTimer* still selected, head to the *Node* dock on the right and "
|
||||
"double-click the ``timeout`` signal."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image23|"
|
||||
msgstr "| image23 |"
|
||||
|
||||
msgid "image23"
|
||||
msgstr "image23"
|
||||
|
||||
msgid "Connect it to the *Main* node."
|
||||
msgstr "Připojte jej k uzlu *Main*."
|
||||
|
||||
msgid "|image24|"
|
||||
msgstr "| image24 |"
|
||||
|
||||
msgid "image24"
|
||||
msgstr "image24"
|
||||
|
||||
msgid ""
|
||||
"This will take you back to the script, with a new empty "
|
||||
"``_on_MobTimer_timeout()`` function."
|
||||
msgstr ""
|
||||
|
||||
msgid "Let's code the mob spawning logic. We're going to:"
|
||||
msgstr ""
|
||||
|
||||
msgid "Instantiate the mob scene."
|
||||
msgstr "Vytvořte instance scény nepřítele."
|
||||
|
||||
msgid "Sample a random position on the spawn path."
|
||||
msgstr ""
|
||||
|
||||
msgid "Get the player's position."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Call the mob's ``initialize()`` method, passing it the random position and "
|
||||
"the player's position."
|
||||
msgstr ""
|
||||
|
||||
msgid "Add the mob as a child of the *Main* node."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Above, ``randf()`` produces a random value between ``0`` and ``1``, which is "
|
||||
"what the *PathFollow* node's ``unit_offset`` expects."
|
||||
msgstr ""
|
||||
|
||||
msgid "Here is the complete ``Main.gd`` script so far, for reference."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can test the scene by pressing :kbd:`F6`. You should see the monsters "
|
||||
"spawn and move in a straight line."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image25|"
|
||||
msgstr "| image25 |"
|
||||
|
||||
msgid "image25"
|
||||
msgstr "image25"
|
||||
|
||||
msgid ""
|
||||
"For now, they bump and slide against one another when their paths cross. "
|
||||
"We'll address this in the next part."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,366 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Jumping and squashing monsters"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In this part, we'll add the ability to jump, to squash the monsters. In the "
|
||||
"next lesson, we'll make the player die when a monster hits them on the "
|
||||
"ground."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"First, we have to change a few settings related to physics interactions. "
|
||||
"Enter the world of :ref:`physics layers "
|
||||
"<doc_physics_introduction_collision_layers_and_masks>`."
|
||||
msgstr ""
|
||||
"Nejprve musíme změnit několik nastavení pro fyzikální interakce. Vstupte do "
|
||||
"světa :ref:`fyzikálních zákonů "
|
||||
"<doc_physics_introduction_collision_layers_and_masks>`."
|
||||
|
||||
msgid "Controlling physics interactions"
|
||||
msgstr "Řízení fyzikálních interakcí"
|
||||
|
||||
msgid ""
|
||||
"Physics bodies have access to two complementary properties: layers and "
|
||||
"masks. Layers define on which physics layer(s) an object is."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Masks control the layers that a body will listen to and detect. This affects "
|
||||
"collision detection. When you want two bodies to interact, you need at least "
|
||||
"one to have a mask corresponding to the other."
|
||||
msgstr ""
|
||||
|
||||
msgid "If that's confusing, don't worry, we'll see three examples in a second."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The important point is that you can use layers and masks to filter physics "
|
||||
"interactions, control performance, and remove the need for extra conditions "
|
||||
"in your code."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"By default, all physics bodies and areas are set to both layer and mask "
|
||||
"``0``. This means they all collide with each other."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Physics layers are represented by numbers, but we can give them names to "
|
||||
"keep track of what's what."
|
||||
msgstr ""
|
||||
|
||||
msgid "Setting layer names"
|
||||
msgstr "Nastavení názvů vrstev"
|
||||
|
||||
msgid ""
|
||||
"Let's give our physics layers a name. Go to *Project -> Project Settings*."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image0|"
|
||||
msgstr "| image0 |"
|
||||
|
||||
msgid "image0"
|
||||
msgstr "| image0 |"
|
||||
|
||||
msgid ""
|
||||
"In the left menu, navigate down to *Layer Names -> 3D Physics*. You can see "
|
||||
"a list of layers with a field next to each of them on the right. You can set "
|
||||
"their names there. Name the first three layers *player*, *enemies*, and "
|
||||
"*world*, respectively."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image1|"
|
||||
msgstr "| image1 |"
|
||||
|
||||
msgid "image1"
|
||||
msgstr "image1"
|
||||
|
||||
msgid "Now, we can assign them to our physics nodes."
|
||||
msgstr ""
|
||||
|
||||
msgid "Assigning layers and masks"
|
||||
msgstr "Přiřazení vrstev a masek"
|
||||
|
||||
msgid ""
|
||||
"In the *Main* scene, select the *Ground* node. In the *Inspector*, expand "
|
||||
"the *Collision* section. There, you can see the node's layers and masks as a "
|
||||
"grid of buttons."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image2|"
|
||||
msgstr "| image2 |"
|
||||
|
||||
msgid "image2"
|
||||
msgstr "image2"
|
||||
|
||||
msgid ""
|
||||
"The ground is part of the world, so we want it to be part of the third "
|
||||
"layer. Click the lit button to toggle off the first *Layer* and toggle on "
|
||||
"the third one. Then, toggle off the *Mask* by clicking on it."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image3|"
|
||||
msgstr "| image3 |"
|
||||
|
||||
msgid "image3"
|
||||
msgstr "image3"
|
||||
|
||||
msgid ""
|
||||
"As I mentioned above, the *Mask* property allows a node to listen to "
|
||||
"interaction with other physics objects, but we don't need it to have "
|
||||
"collisions. The *Ground* doesn't need to listen to anything; it's just there "
|
||||
"to prevent creatures from falling."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Note that you can click the \"...\" button on the right side of the "
|
||||
"properties to see a list of named checkboxes."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image4|"
|
||||
msgstr "| image4 |"
|
||||
|
||||
msgid "image4"
|
||||
msgstr "image4"
|
||||
|
||||
msgid ""
|
||||
"Next up are the *Player* and the *Mob*. Open ``Player.tscn`` by double-"
|
||||
"clicking the file in the *FileSystem* dock."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Select the *Player* node and set its *Collision -> Mask* to both \"enemies\" "
|
||||
"and \"world\". You can leave the default *Layer* property as the first layer "
|
||||
"is the \"player\" one."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image5|"
|
||||
msgstr "| image5 |"
|
||||
|
||||
msgid "image5"
|
||||
msgstr "image5"
|
||||
|
||||
msgid ""
|
||||
"Then, open the *Mob* scene by double-clicking on ``Mob.tscn`` and select the "
|
||||
"*Mob* node."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Set its *Collision -> Layer* to \"enemies\" and unset its *Collision -> "
|
||||
"Mask*, leaving the mask empty."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image6|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image6"
|
||||
msgstr "image6"
|
||||
|
||||
msgid ""
|
||||
"These settings mean the monsters will move through one another. If you want "
|
||||
"the monsters to collide with and slide against each other, turn on the "
|
||||
"\"enemies\" mask."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The mobs don't need to mask the \"world\" layer because they only move on "
|
||||
"the XZ plane. We don't apply any gravity to them by design."
|
||||
msgstr ""
|
||||
|
||||
msgid "Jumping"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The jumping mechanic itself requires only two lines of code. Open the "
|
||||
"*Player* script. We need a value to control the jump's strength and update "
|
||||
"``_physics_process()`` to code the jump."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"After the line that defines ``fall_acceleration``, at the top of the script, "
|
||||
"add the ``jump_impulse``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Inside ``_physics_process()``, add the following code before the line where "
|
||||
"we called ``move_and_slide()``."
|
||||
msgstr ""
|
||||
|
||||
msgid "That's all you need to jump!"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The ``is_on_floor()`` method is a tool from the ``KinematicBody`` class. It "
|
||||
"returns ``true`` if the body collided with the floor in this frame. That's "
|
||||
"why we apply gravity to the *Player*: so we collide with the floor instead "
|
||||
"of floating over it like the monsters."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If the character is on the floor and the player presses \"jump\", we "
|
||||
"instantly give them a lot of vertical speed. In games, you really want "
|
||||
"controls to be responsive and giving instant speed boosts like these, while "
|
||||
"unrealistic, feel great."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Notice that the Y axis is positive upwards. That's unlike 2D, where the Y "
|
||||
"axis is positive downward."
|
||||
msgstr ""
|
||||
|
||||
msgid "Squashing monsters"
|
||||
msgstr "Mačkání příšer"
|
||||
|
||||
msgid ""
|
||||
"Let's add the squash mechanic next. We're going to make the character bounce "
|
||||
"over monsters and kill them at the same time."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We need to detect collisions with a monster and to differentiate them from "
|
||||
"collisions with the floor. To do so, we can use Godot's :ref:`group "
|
||||
"<doc_groups>` tagging feature."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Open the scene ``Mob.tscn`` again and select the *Mob* node. Go to the "
|
||||
"*Node* dock on the right to see a list of signals. The *Node* dock has two "
|
||||
"tabs: *Signals*, which you've already used, and *Groups*, which allows you "
|
||||
"to assign tags to nodes."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Click on it to reveal a field where you can write a tag name. Enter \"mob\" "
|
||||
"in the field and click the *Add* button."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image7|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image7"
|
||||
msgstr "image7"
|
||||
|
||||
msgid ""
|
||||
"An icon appears in the *Scene* dock to indicate the node is part of at least "
|
||||
"one group."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image8|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image8"
|
||||
msgstr "image8"
|
||||
|
||||
msgid ""
|
||||
"We can now use the group from the code to distinguish collisions with "
|
||||
"monsters from collisions with the floor."
|
||||
msgstr ""
|
||||
|
||||
msgid "Coding the squash mechanic"
|
||||
msgstr ""
|
||||
|
||||
msgid "Head back to the *Player* script to code the squash and bounce."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"At the top of the script, we need another property, ``bounce_impulse``. When "
|
||||
"squashing an enemy, we don't necessarily want the character to go as high up "
|
||||
"as when jumping."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Then, at the bottom of ``_physics_process()``, add the following loop. With "
|
||||
"``move_and_slide()``, Godot makes the body move sometimes multiple times in "
|
||||
"a row to smooth out the character's motion. So we have to loop over all "
|
||||
"collisions that may have happened."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In every iteration of the loop, we check if we landed on a mob. If so, we "
|
||||
"kill it and bounce."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"With this code, if no collisions occurred on a given frame, the loop won't "
|
||||
"run."
|
||||
msgstr ""
|
||||
|
||||
msgid "That's a lot of new functions. Here's some more information about them."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The functions ``get_slide_count()`` and ``get_slide_collision()`` both come "
|
||||
"from the :ref:`KinematicBody<class_KinematicBody>` class and are related to "
|
||||
"``move_and_slide()``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"``get_slide_collision()`` returns a :ref:"
|
||||
"`KinematicCollision<class_KinematicCollision>` object that holds information "
|
||||
"about where and how the collision occurred. For example, we use its "
|
||||
"``collider`` property to check if we collided with a \"mob\" by calling "
|
||||
"``is_in_group()`` on it: ``collision.collider.is_in_group(\"mob\")``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The method ``is_in_group()`` is available on every :ref:`Node<class_Node>`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To check that we are landing on the monster, we use the vector dot product: "
|
||||
"``Vector3.UP.dot(collision.normal) > 0.1``. The collision normal is a 3D "
|
||||
"vector that is perpendicular to the plane where the collision occurred. The "
|
||||
"dot product allows us to compare it to the up direction."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"With dot products, when the result is greater than ``0``, the two vectors "
|
||||
"are at an angle of fewer than 90 degrees. A value higher than ``0.1`` tells "
|
||||
"us that we are roughly above the monster."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We are calling one undefined function, ``mob.squash()``. We have to add it "
|
||||
"to the Mob class."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Open the script ``Mob.gd`` by double-clicking on it in the *FileSystem* "
|
||||
"dock. At the top of the script, we want to define a new signal named "
|
||||
"``squashed``. And at the bottom, you can add the squash function, where we "
|
||||
"emit the signal and destroy the mob."
|
||||
msgstr ""
|
||||
|
||||
msgid "We will use the signal to add points to the score in the next lesson."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"With that, you should be able to kill monsters by jumping on them. You can "
|
||||
"press :kbd:`F5` to try the game and set ``Main.tscn`` as your project's main "
|
||||
"scene."
|
||||
msgstr ""
|
||||
|
||||
msgid "However, the player won't die yet. We'll work on that in the next part."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,188 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Killing the player"
|
||||
msgstr "Zabití hráče"
|
||||
|
||||
msgid ""
|
||||
"We can kill enemies by jumping on them, but the player still can't die. "
|
||||
"Let's fix this."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We want to detect being hit by an enemy differently from squashing them. We "
|
||||
"want the player to die when they're moving on the floor, but not if they're "
|
||||
"in the air. We could use vector math to distinguish the two kinds of "
|
||||
"collisions. Instead, though, we will use an *Area* node, which works well "
|
||||
"for hitboxes."
|
||||
msgstr ""
|
||||
|
||||
msgid "Hitbox with the Area node"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Head back to the *Player* scene and add a new *Area* node. Name it "
|
||||
"*MobDetector*. Add a *CollisionShape* node as a child of it."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image0|"
|
||||
msgstr "| image0 |"
|
||||
|
||||
msgid "image0"
|
||||
msgstr "| image0 |"
|
||||
|
||||
msgid "In the *Inspector*, assign a cylinder shape to it."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image1|"
|
||||
msgstr "| image1 |"
|
||||
|
||||
msgid "image1"
|
||||
msgstr "image1"
|
||||
|
||||
msgid ""
|
||||
"Here is a trick you can use to make the collisions only happen when the "
|
||||
"player is on the ground or close to it. You can reduce the cylinder's height "
|
||||
"and move it up to the top of the character. This way, when the player jumps, "
|
||||
"the shape will be too high up for the enemies to collide with it."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image2|"
|
||||
msgstr "| image2 |"
|
||||
|
||||
msgid "image2"
|
||||
msgstr "image2"
|
||||
|
||||
msgid ""
|
||||
"You also want the cylinder to be wider than the sphere. This way, the player "
|
||||
"gets hit before colliding and being pushed on top of the monster's collision "
|
||||
"box."
|
||||
msgstr ""
|
||||
|
||||
msgid "The wider the cylinder, the more easily the player will get killed."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Next, select the *MobDetector* node again, and in the *Inspector*, turn off "
|
||||
"its *Monitorable* property. This makes it so other physics nodes cannot "
|
||||
"detect the area. The complementary *Monitoring* property allows it to detect "
|
||||
"collisions. Then, remove the *Collision -> Layer* and set the mask to the "
|
||||
"\"enemies\" layer."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image3|"
|
||||
msgstr "| image3 |"
|
||||
|
||||
msgid "image3"
|
||||
msgstr "image3"
|
||||
|
||||
msgid ""
|
||||
"When areas detect a collision, they emit signals. We're going to connect one "
|
||||
"to the *Player* node. In the *Node* tab, double-click the ``body_entered`` "
|
||||
"signal and connect it to the *Player*."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image4|"
|
||||
msgstr "| image4 |"
|
||||
|
||||
msgid "image4"
|
||||
msgstr "image4"
|
||||
|
||||
msgid ""
|
||||
"The *MobDetector* will emit ``body_entered`` when a *KinematicBody* or a "
|
||||
"*RigidBody* node enters it. As it only masks the \"enemies\" physics layers, "
|
||||
"it will only detect the *Mob* nodes."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Code-wise, we're going to do two things: emit a signal we'll later use to "
|
||||
"end the game and destroy the player. We can wrap these operations in a "
|
||||
"``die()`` function that helps us put a descriptive label on the code."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Try the game again by pressing :kbd:`F5`. If everything is set up correctly, "
|
||||
"the character should die when an enemy runs into it."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"However, note that this depends entirely on the size and position of the "
|
||||
"*Player* and the *Mob*\\ 's collision shapes. You may need to move them and "
|
||||
"resize them to achieve a tight game feel."
|
||||
msgstr ""
|
||||
|
||||
msgid "Ending the game"
|
||||
msgstr "Ukončení hry"
|
||||
|
||||
msgid ""
|
||||
"We can use the *Player*\\ 's ``hit`` signal to end the game. All we need to "
|
||||
"do is connect it to the *Main* node and stop the *MobTimer* in reaction."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Open ``Main.tscn``, select the *Player* node, and in the *Node* dock, "
|
||||
"connect its ``hit`` signal to the *Main* node."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image5|"
|
||||
msgstr "| image5 |"
|
||||
|
||||
msgid "image5"
|
||||
msgstr "image5"
|
||||
|
||||
msgid "Get and stop the timer in the ``_on_Player_hit()`` function."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If you try the game now, the monsters will stop spawning when you die, and "
|
||||
"the remaining ones will leave the screen."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can pat yourself in the back: you prototyped a complete 3D game, even if "
|
||||
"it's still a bit rough."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"From there, we'll add a score, the option to retry the game, and you'll see "
|
||||
"how you can make the game feel much more alive with minimalistic animations."
|
||||
msgstr ""
|
||||
|
||||
msgid "Code checkpoint"
|
||||
msgstr "Kontrolní bod kódu"
|
||||
|
||||
msgid ""
|
||||
"Here are the complete scripts for the *Main*, *Mob*, and *Player* nodes, for "
|
||||
"reference. You can use them to compare and check your code."
|
||||
msgstr ""
|
||||
|
||||
msgid "Starting with ``Main.gd``."
|
||||
msgstr ""
|
||||
|
||||
msgid "Next is ``Mob.gd``."
|
||||
msgstr ""
|
||||
|
||||
msgid "Finally, the longest script, ``Player.gd``."
|
||||
msgstr ""
|
||||
|
||||
msgid "See you in the next lesson to add the score and the retry option."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,521 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Score and replay"
|
||||
msgstr "Skóre a opakování"
|
||||
|
||||
msgid ""
|
||||
"In this part, we'll add the score, music playback, and the ability to "
|
||||
"restart the game."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We have to keep track of the current score in a variable and display it on "
|
||||
"screen using a minimal interface. We will use a text label to do that."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In the main scene, add a new *Control* node as a child of *Main* and name it "
|
||||
"*UserInterface*. You will automatically be taken to the 2D screen, where you "
|
||||
"can edit your User Interface (UI)."
|
||||
msgstr ""
|
||||
|
||||
msgid "Add a *Label* node and rename it to *ScoreLabel*."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image0|"
|
||||
msgstr "| image0 |"
|
||||
|
||||
msgid "image0"
|
||||
msgstr "| image0 |"
|
||||
|
||||
msgid ""
|
||||
"In the *Inspector*, set the *Label*'s *Text* to a placeholder like \"Score: "
|
||||
"0\"."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image1|"
|
||||
msgstr "| image1 |"
|
||||
|
||||
msgid "image1"
|
||||
msgstr "image1"
|
||||
|
||||
msgid ""
|
||||
"Also, the text is white by default, like our game's background. We need to "
|
||||
"change its color to see it at runtime."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Scroll down to *Theme Overrides*, and expand *Colors* and click the black "
|
||||
"box next to *Font Color* to tint the text."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image2|"
|
||||
msgstr "| image2 |"
|
||||
|
||||
msgid "image2"
|
||||
msgstr "image2"
|
||||
|
||||
msgid "Pick a dark tone so it contrasts well with the 3D scene."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image3|"
|
||||
msgstr "| image3 |"
|
||||
|
||||
msgid "image3"
|
||||
msgstr "image3"
|
||||
|
||||
msgid ""
|
||||
"Finally, click and drag on the text in the viewport to move it away from the "
|
||||
"top-left corner."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image4|"
|
||||
msgstr "| image4 |"
|
||||
|
||||
msgid "image4"
|
||||
msgstr "image4"
|
||||
|
||||
msgid ""
|
||||
"The *UserInterface* node allows us to group our UI in a branch of the scene "
|
||||
"tree and use a theme resource that will propagate to all its children. We'll "
|
||||
"use it to set our game's font."
|
||||
msgstr ""
|
||||
|
||||
msgid "Creating a UI theme"
|
||||
msgstr "Vytvoření motivu uživatelského rozhraní"
|
||||
|
||||
msgid ""
|
||||
"Once again, select the *UserInterface* node. In the *Inspector*, create a "
|
||||
"new theme resource in *Theme -> Theme*."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image5|"
|
||||
msgstr "| image5 |"
|
||||
|
||||
msgid "image5"
|
||||
msgstr "image5"
|
||||
|
||||
msgid ""
|
||||
"Click on it to open the theme editor In the bottom panel. It gives you a "
|
||||
"preview of how all the built-in UI widgets will look with your theme "
|
||||
"resource."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image6|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image6"
|
||||
msgstr "image6"
|
||||
|
||||
msgid "By default, a theme only has one property, the *Default Font*."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can add more properties to the theme resource to design complex user "
|
||||
"interfaces, but that is beyond the scope of this series. To learn more about "
|
||||
"creating and editing themes, see :ref:`doc_gui_skinning`."
|
||||
msgstr ""
|
||||
|
||||
msgid "Click the *Default Font* property and create a new *DynamicFont*."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image7|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image7"
|
||||
msgstr "image7"
|
||||
|
||||
msgid ""
|
||||
"Expand the *DynamicFont* by clicking on it and expand its *Font* section. "
|
||||
"There, you will see an empty *Font Data* field."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image8|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image8"
|
||||
msgstr "image8"
|
||||
|
||||
msgid ""
|
||||
"This one expects a font file like the ones you have on your computer. "
|
||||
"DynamicFont supports the following formats:"
|
||||
msgstr ""
|
||||
|
||||
#, fuzzy
|
||||
msgid "TrueType (``.ttf``)"
|
||||
msgstr "Truevision Targa (\".tga\")"
|
||||
|
||||
msgid "OpenType (``.otf``)"
|
||||
msgstr ""
|
||||
|
||||
msgid "Web Open Font Format 1 (``.woff``)"
|
||||
msgstr ""
|
||||
|
||||
msgid "Web Open Font Format 2 (``.woff2``, since Godot 3.5)"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In the *FileSystem* dock, expand the ``fonts`` directory and click and drag "
|
||||
"the ``Montserrat-Medium.ttf`` file we included in the project onto the *Font "
|
||||
"Data*. The text will reappear in the theme preview."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The text is a bit small. Set the *Settings -> Size* to ``22`` pixels to "
|
||||
"increase the text's size."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image9|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image9"
|
||||
msgstr "image9"
|
||||
|
||||
msgid "Keeping track of the score"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Let's work on the score next. Attach a new script to the *ScoreLabel* and "
|
||||
"define the ``score`` variable."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The score should increase by ``1`` every time we squash a monster. We can "
|
||||
"use their ``squashed`` signal to know when that happens. However, as we "
|
||||
"instantiate monsters from the code, we cannot do the connection in the "
|
||||
"editor."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Instead, we have to make the connection from the code every time we spawn a "
|
||||
"monster."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Open the script ``Main.gd``. If it's still open, you can click on its name "
|
||||
"in the script editor's left column."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image10|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image10"
|
||||
msgstr "image10"
|
||||
|
||||
msgid ""
|
||||
"Alternatively, you can double-click the ``Main.gd`` file in the *FileSystem* "
|
||||
"dock."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"At the bottom of the ``_on_MobTimer_timeout()`` function, add the following "
|
||||
"line."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This line means that when the mob emits the ``squashed`` signal, the "
|
||||
"*ScoreLabel* node will receive it and call the function "
|
||||
"``_on_Mob_squashed()``."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Head back to the ``ScoreLabel.gd`` script to define the "
|
||||
"``_on_Mob_squashed()`` callback function."
|
||||
msgstr ""
|
||||
|
||||
msgid "There, we increment the score and update the displayed text."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The second line uses the value of the ``score`` variable to replace the "
|
||||
"placeholder ``%s``. When using this feature, Godot automatically converts "
|
||||
"values to text, which is convenient to output text in labels or using the "
|
||||
"``print()`` function."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can learn more about string formatting here: :ref:`doc_gdscript_printf`."
|
||||
msgstr ""
|
||||
"Více informací o formátování řetězců najdete zde: :ref:`doc_gdscript_printf`."
|
||||
|
||||
msgid ""
|
||||
"You can now play the game and squash a few enemies to see the score increase."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image11|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image11"
|
||||
msgstr "image11"
|
||||
|
||||
msgid ""
|
||||
"In a complex game, you may want to completely separate your user interface "
|
||||
"from the game world. In that case, you would not keep track of the score on "
|
||||
"the label. Instead, you may want to store it in a separate, dedicated "
|
||||
"object. But when prototyping or when your project is simple, it is fine to "
|
||||
"keep your code simple. Programming is always a balancing act."
|
||||
msgstr ""
|
||||
|
||||
msgid "Retrying the game"
|
||||
msgstr "Opakování hry"
|
||||
|
||||
msgid ""
|
||||
"We'll now add the ability to play again after dying. When the player dies, "
|
||||
"we'll display a message on the screen and wait for input."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Head back to the *Main* scene, select the *UserInterface* node, add a "
|
||||
"*ColorRect* node as a child of it and name it *Retry*. This node fills a "
|
||||
"rectangle with a uniform color and will serve as an overlay to darken the "
|
||||
"screen."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To make it span over the whole viewport, you can use the *Layout* menu in "
|
||||
"the toolbar."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image12|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image12"
|
||||
msgstr "image12"
|
||||
|
||||
msgid "Open it and apply the *Full Rect* command."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image13|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image13"
|
||||
msgstr "image13"
|
||||
|
||||
msgid ""
|
||||
"Nothing happens. Well, almost nothing: only the four green pins move to the "
|
||||
"corners of the selection box."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image14|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image14"
|
||||
msgstr "image14"
|
||||
|
||||
msgid ""
|
||||
"This is because UI nodes (all the ones with a green icon) work with anchors "
|
||||
"and margins relative to their parent's bounding box. Here, the "
|
||||
"*UserInterface* node has a small size and the *Retry* one is limited by it."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Select the *UserInterface* and apply *Layout -> Full Rect* to it as well. "
|
||||
"The *Retry* node should now span the whole viewport."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Let's change its color so it darkens the game area. Select *Retry* and in "
|
||||
"the *Inspector*, set its *Color* to something both dark and transparent. To "
|
||||
"do so, in the color picker, drag the *A* slider to the left. It controls the "
|
||||
"color's alpha channel, that is to say, its opacity."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image15|"
|
||||
msgstr "| image15 |"
|
||||
|
||||
msgid "image15"
|
||||
msgstr "image15"
|
||||
|
||||
msgid ""
|
||||
"Next, add a *Label* as a child of *Retry* and give it the *Text* \"Press "
|
||||
"Enter to retry.\""
|
||||
msgstr ""
|
||||
|
||||
msgid "|image16|"
|
||||
msgstr "| image16 |"
|
||||
|
||||
msgid "image16"
|
||||
msgstr "image16"
|
||||
|
||||
msgid ""
|
||||
"To move it and anchor it in the center of the screen, apply *Layout -> "
|
||||
"Center* to it."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image17|"
|
||||
msgstr "| image17 |"
|
||||
|
||||
msgid "image17"
|
||||
msgstr "image17"
|
||||
|
||||
msgid "Coding the retry option"
|
||||
msgstr "Kódování možnosti pro opakování"
|
||||
|
||||
msgid ""
|
||||
"We can now head to the code to show and hide the *Retry* node when the "
|
||||
"player dies and plays again."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Open the script ``Main.gd``. First, we want to hide the overlay at the start "
|
||||
"of the game. Add this line to the ``_ready()`` function."
|
||||
msgstr ""
|
||||
|
||||
msgid "Then, when the player gets hit, we show the overlay."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Finally, when the *Retry* node is visible, we need to listen to the player's "
|
||||
"input and restart the game if they press enter. To do this, we use the built-"
|
||||
"in ``_unhandled_input()`` callback."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If the player pressed the predefined ``ui_accept`` input action and *Retry* "
|
||||
"is visible, we reload the current scene."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The function ``get_tree()`` gives us access to the global :ref:`SceneTree "
|
||||
"<class_SceneTree>` object, which allows us to reload and restart the current "
|
||||
"scene."
|
||||
msgstr ""
|
||||
|
||||
msgid "Adding music"
|
||||
msgstr "Přidání hudby"
|
||||
|
||||
msgid ""
|
||||
"To add music that plays continuously in the background, we're going to use "
|
||||
"another feature in Godot: :ref:`autoloads <doc_singletons_autoload>`."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To play audio, all you need to do is add an *AudioStreamPlayer* node to your "
|
||||
"scene and attach an audio file to it. When you start the scene, it can play "
|
||||
"automatically. However, when you reload the scene, like we do to play again, "
|
||||
"the audio nodes are also reset, and the music starts back from the beginning."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can use the autoload feature to have Godot load a node or a scene "
|
||||
"automatically at the start of the game, outside the current scene. You can "
|
||||
"also use it to create globally accessible objects."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Create a new scene by going to the *Scene* menu and clicking *New Scene*."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image18|"
|
||||
msgstr "| image18 |"
|
||||
|
||||
msgid "image18"
|
||||
msgstr "image18"
|
||||
|
||||
msgid ""
|
||||
"Click the *Other Node* button to create an *AudioStreamPlayer* and rename it "
|
||||
"to *MusicPlayer*."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image19|"
|
||||
msgstr "| image19|"
|
||||
|
||||
msgid "image19"
|
||||
msgstr "image19"
|
||||
|
||||
msgid ""
|
||||
"We included a music soundtrack in the ``art/`` directory, ``House In a "
|
||||
"Forest Loop.ogg``. Click and drag it onto the *Stream* property in the "
|
||||
"*Inspector*. Also, turn on *Autoplay* so the music plays automatically at "
|
||||
"the start of the game."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image20|"
|
||||
msgstr "| image20 |"
|
||||
|
||||
msgid "image20"
|
||||
msgstr "image20"
|
||||
|
||||
msgid "Save the scene as ``MusicPlayer.tscn``."
|
||||
msgstr "Uložte scénu jako ``MusicPlayer.tscn``."
|
||||
|
||||
msgid ""
|
||||
"We have to register it as an autoload. Head to the *Project -> Project "
|
||||
"Settings…* menu and click on the *Autoload* tab."
|
||||
msgstr ""
|
||||
"Musíme jej zaregistrovat jako automatické načítání. Přejděte do nabídky "
|
||||
"*Project -> Project Settings...* a klikněte na kartu *Autoload*."
|
||||
|
||||
msgid ""
|
||||
"In the *Path* field, you want to enter the path to your scene. Click the "
|
||||
"folder icon to open the file browser and double-click on ``MusicPlayer."
|
||||
"tscn``. Then, click the *Add* button on the right to register the node."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image21|"
|
||||
msgstr "| image21 |"
|
||||
|
||||
msgid "image21"
|
||||
msgstr "image21"
|
||||
|
||||
msgid ""
|
||||
"If you run the game now, the music will play automatically. And even when "
|
||||
"you lose and retry, it keeps going."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Before we wrap up this lesson, here's a quick look at how it works under the "
|
||||
"hood. When you run the game, your *Scene* dock changes to give you two tabs: "
|
||||
"*Remote* and *Local*."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image22|"
|
||||
msgstr "| image22 |"
|
||||
|
||||
msgid "image22"
|
||||
msgstr "image22"
|
||||
|
||||
msgid ""
|
||||
"The *Remote* tab allows you to visualize the node tree of your running game. "
|
||||
"There, you will see the *Main* node and everything the scene contains and "
|
||||
"the instantiated mobs at the bottom."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image23|"
|
||||
msgstr "| image23 |"
|
||||
|
||||
msgid "image23"
|
||||
msgstr "image23"
|
||||
|
||||
msgid ""
|
||||
"At the top are the autoloaded *MusicPlayer* and a *root* node, which is your "
|
||||
"game's viewport."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"And that does it for this lesson. In the next part, we'll add an animation "
|
||||
"to make the game both look and feel much nicer."
|
||||
msgstr ""
|
||||
|
||||
msgid "Here is the complete ``Main.gd`` script for reference."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,423 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Character animation"
|
||||
msgstr "Animace postav"
|
||||
|
||||
msgid ""
|
||||
"In this final lesson, we'll use Godot's built-in animation tools to make our "
|
||||
"characters float and flap. You'll learn to design animations in the editor "
|
||||
"and use code to make your game feel alive."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image0|"
|
||||
msgstr "| image0 |"
|
||||
|
||||
msgid "image0"
|
||||
msgstr "| image0 |"
|
||||
|
||||
msgid "We'll start with an introduction to using the animation editor."
|
||||
msgstr "Začneme úvodem do používání editoru animací."
|
||||
|
||||
msgid "Using the animation editor"
|
||||
msgstr "Použití editoru animací"
|
||||
|
||||
msgid ""
|
||||
"The engine comes with tools to author animations in the editor. You can then "
|
||||
"use the code to play and control them at runtime."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Open the player scene, select the player node, and add an *AnimationPlayer* "
|
||||
"node."
|
||||
msgstr ""
|
||||
|
||||
msgid "The *Animation* dock appears in the bottom panel."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image1|"
|
||||
msgstr "| image1 |"
|
||||
|
||||
msgid "image1"
|
||||
msgstr "image1"
|
||||
|
||||
msgid ""
|
||||
"It features a toolbar and the animation drop-down menu at the top, a track "
|
||||
"editor in the middle that's currently empty, and filter, snap, and zoom "
|
||||
"options at the bottom."
|
||||
msgstr ""
|
||||
|
||||
msgid "Let's create an animation. Click on *Animation -> New*."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image2|"
|
||||
msgstr "| image2 |"
|
||||
|
||||
msgid "image2"
|
||||
msgstr "image2"
|
||||
|
||||
msgid "Name the animation \"float\"."
|
||||
msgstr "Pojmenujte animaci \"float\"."
|
||||
|
||||
msgid "|image3|"
|
||||
msgstr "| image3 |"
|
||||
|
||||
msgid "image3"
|
||||
msgstr "image3"
|
||||
|
||||
msgid ""
|
||||
"Once you created the animation, the timeline appears with numbers "
|
||||
"representing time in seconds."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image4|"
|
||||
msgstr "| image4 |"
|
||||
|
||||
msgid "image4"
|
||||
msgstr "image4"
|
||||
|
||||
msgid ""
|
||||
"We want the animation to start playback automatically at the start of the "
|
||||
"game. Also, it should loop."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"To do so, you can click the button with an \"A+\" icon in the animation "
|
||||
"toolbar and the looping arrows, respectively."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image5|"
|
||||
msgstr "| image5 |"
|
||||
|
||||
msgid "image5"
|
||||
msgstr "image5"
|
||||
|
||||
msgid ""
|
||||
"You can also pin the animation editor by clicking the pin icon in the top-"
|
||||
"right. This prevents it from folding when you click on the viewport and "
|
||||
"deselect the nodes."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image6|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image6"
|
||||
msgstr "image6"
|
||||
|
||||
msgid ""
|
||||
"Set the animation duration to ``1.2`` seconds in the top-right of the dock."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image7|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image7"
|
||||
msgstr "image7"
|
||||
|
||||
msgid ""
|
||||
"You should see the gray ribbon widen a bit. It shows you the start and end "
|
||||
"of your animation and the vertical blue line is your time cursor."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image8|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image8"
|
||||
msgstr "image8"
|
||||
|
||||
msgid ""
|
||||
"You can click and drag the slider in the bottom-right to zoom in and out of "
|
||||
"the timeline."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image9|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image9"
|
||||
msgstr "image9"
|
||||
|
||||
msgid "The float animation"
|
||||
msgstr "Plovoucí animace"
|
||||
|
||||
msgid ""
|
||||
"With the animation player node, you can animate most properties on as many "
|
||||
"nodes as you need. Notice the key icon next to properties in the "
|
||||
"*Inspector*. You can click any of them to create a keyframe, a time and "
|
||||
"value pair for the corresponding property. The keyframe gets inserted where "
|
||||
"your time cursor is in the timeline."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Let's insert our first keys. Here, we will animate both the translation and "
|
||||
"the rotation of the *Character* node."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Select the *Character* and click the key icon next to *Translation* in the "
|
||||
"*Inspector*. Do the same for *Rotation Degrees*."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image10|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image10"
|
||||
msgstr "image10"
|
||||
|
||||
msgid ""
|
||||
"Two tracks appear in the editor with a diamond icon representing each "
|
||||
"keyframe."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image11|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image11"
|
||||
msgstr "image11"
|
||||
|
||||
msgid ""
|
||||
"You can click and drag on the diamonds to move them in time. Move the "
|
||||
"translation key to ``0.2`` seconds and the rotation key to ``0.1`` seconds."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image12|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image12"
|
||||
msgstr "image12"
|
||||
|
||||
msgid ""
|
||||
"Move the time cursor to ``0.5`` seconds by clicking and dragging on the gray "
|
||||
"timeline. In the *Inspector*, set the *Translation*'s *Y* axis to about "
|
||||
"``0.65`` meters and the *Rotation Degrees*' *X* axis to ``8``."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image13|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image13"
|
||||
msgstr "image13"
|
||||
|
||||
msgid ""
|
||||
"Create a keyframe for both properties and shift the translation key to "
|
||||
"``0.7`` seconds by dragging it on the timeline."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image14|"
|
||||
msgstr ""
|
||||
|
||||
msgid "image14"
|
||||
msgstr "image14"
|
||||
|
||||
msgid ""
|
||||
"A lecture on the principles of animation is beyond the scope of this "
|
||||
"tutorial. Just note that you don't want to time and space everything evenly. "
|
||||
"Instead, animators play with timing and spacing, two core animation "
|
||||
"principles. You want to offset and contrast in your character's motion to "
|
||||
"make them feel alive."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Move the time cursor to the end of the animation, at ``1.2`` seconds. Set "
|
||||
"the Y translation to about ``0.35`` and the X rotation to ``-9`` degrees. "
|
||||
"Once again, create a key for both properties."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can preview the result by clicking the play button or pressing :kbd:"
|
||||
"`Shift + D`. Click the stop button or press :kbd:`S` to stop playback."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image15|"
|
||||
msgstr "| image15 |"
|
||||
|
||||
msgid "image15"
|
||||
msgstr "image15"
|
||||
|
||||
msgid ""
|
||||
"You can see that the engine interpolates between your keyframes to produce a "
|
||||
"continuous animation. At the moment, though, the motion feels very robotic. "
|
||||
"This is because the default interpolation is linear, causing constant "
|
||||
"transitions, unlike how living things move in the real world."
|
||||
msgstr ""
|
||||
|
||||
msgid "We can control the transition between keyframes using easing curves."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Click and drag around the first two keys in the timeline to box select them."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image16|"
|
||||
msgstr "| image16 |"
|
||||
|
||||
msgid "image16"
|
||||
msgstr "image16"
|
||||
|
||||
msgid ""
|
||||
"You can edit the properties of both keys simultaneously in the *Inspector*, "
|
||||
"where you can see an *Easing* property."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image17|"
|
||||
msgstr "| image17 |"
|
||||
|
||||
msgid "image17"
|
||||
msgstr "image17"
|
||||
|
||||
msgid ""
|
||||
"Click and drag on the curve, pulling it towards the left. This will make it "
|
||||
"ease-out, that is to say, transition fast initially and slow down as the "
|
||||
"time cursor reaches the next keyframe."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image18|"
|
||||
msgstr "| image18 |"
|
||||
|
||||
msgid "image18"
|
||||
msgstr "image18"
|
||||
|
||||
msgid ""
|
||||
"Play the animation again to see the difference. The first half should "
|
||||
"already feel a bit bouncier."
|
||||
msgstr ""
|
||||
|
||||
msgid "Apply an ease-out to the second keyframe in the rotation track."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image19|"
|
||||
msgstr "| image19|"
|
||||
|
||||
msgid "image19"
|
||||
msgstr "image19"
|
||||
|
||||
msgid ""
|
||||
"Do the opposite for the second translation keyframe, dragging it to the "
|
||||
"right."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image20|"
|
||||
msgstr "| image20 |"
|
||||
|
||||
msgid "image20"
|
||||
msgstr "image20"
|
||||
|
||||
msgid "Your animation should look something like this."
|
||||
msgstr "Vaše animace by měla vypadat přibližně takto."
|
||||
|
||||
msgid "|image21|"
|
||||
msgstr "| image21 |"
|
||||
|
||||
msgid "image21"
|
||||
msgstr "image21"
|
||||
|
||||
msgid ""
|
||||
"Animations update the properties of the animated nodes every frame, "
|
||||
"overriding initial values. If we directly animated the *Player* node, it "
|
||||
"would prevent us from moving it in code. This is where the *Pivot* node "
|
||||
"comes in handy: even though we animated the *Character*, we can still move "
|
||||
"and rotate the *Pivot* and layer changes on top of the animation in a script."
|
||||
msgstr ""
|
||||
|
||||
msgid "If you play the game, the player's creature will now float!"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"If the creature is a little too close to the floor, you can move the *Pivot* "
|
||||
"up to offset it."
|
||||
msgstr ""
|
||||
|
||||
msgid "Controlling the animation in code"
|
||||
msgstr "Ovládání animace kódem"
|
||||
|
||||
msgid ""
|
||||
"We can use code to control the animation playback based on the player's "
|
||||
"input. Let's change the animation speed when the character is moving."
|
||||
msgstr ""
|
||||
|
||||
msgid "Open the *Player*'s script by clicking the script icon next to it."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image22|"
|
||||
msgstr "| image22 |"
|
||||
|
||||
msgid "image22"
|
||||
msgstr "image22"
|
||||
|
||||
msgid ""
|
||||
"In ``_physics_process()``, after the line where we check the ``direction`` "
|
||||
"vector, add the following code."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This code makes it so when the player moves, we multiply the playback speed "
|
||||
"by ``4``. When they stop, we reset it to normal."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We mentioned that the pivot could layer transforms on top of the animation. "
|
||||
"We can make the character arc when jumping using the following line of code. "
|
||||
"Add it at the end of ``_physics_process()``."
|
||||
msgstr ""
|
||||
|
||||
msgid "Animating the mobs"
|
||||
msgstr "Animování nepřátel"
|
||||
|
||||
msgid ""
|
||||
"Here's another nice trick with animations in Godot: as long as you use a "
|
||||
"similar node structure, you can copy them to different scenes."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"For example, both the *Mob* and the *Player* scenes have a *Pivot* and a "
|
||||
"*Character* node, so we can reuse animations between them."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Open the *Player* scene, select the animation player node and open the "
|
||||
"\"float\" animation. Next, click on **Animation > Copy**. Then open ``Mob."
|
||||
"tscn`` and open its animation player. Click **Animation > Paste**. That's "
|
||||
"it; all monsters will now play the float animation."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We can change the playback speed based on the creature's ``random_speed``. "
|
||||
"Open the *Mob*'s script and at the end of the ``initialize()`` function, add "
|
||||
"the following line."
|
||||
msgstr ""
|
||||
|
||||
msgid "And with that, you finished coding your first complete 3D game."
|
||||
msgstr ""
|
||||
|
||||
msgid "**Congratulations**!"
|
||||
msgstr "**Gratulujeme**!"
|
||||
|
||||
msgid ""
|
||||
"In the next part, we'll quickly recap what you learned and give you some "
|
||||
"links to keep learning more. But for now, here are the complete ``Player."
|
||||
"gd`` and ``Mob.gd`` so you can check your code against them."
|
||||
msgstr ""
|
||||
|
||||
msgid "Here's the *Player* script."
|
||||
msgstr ""
|
||||
|
||||
msgid "And the *Mob*'s script."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,90 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Going further"
|
||||
msgstr "Jdeme dál"
|
||||
|
||||
msgid ""
|
||||
"You can pat yourself on the back for having completed your first 3D game "
|
||||
"with Godot."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In this series, we went over a wide range of techniques and editor features. "
|
||||
"Hopefully, you’ve witnessed how intuitive Godot’s scene system can be and "
|
||||
"learned a few tricks you can apply in your projects."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"But we just scratched the surface: Godot has a lot more in store for you to "
|
||||
"save time creating games. And you can learn all that by browsing the "
|
||||
"documentation."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Where should you begin? Below, you’ll find a few pages to start exploring "
|
||||
"and build upon what you’ve learned so far."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"But before that, here’s a link to download a completed version of the "
|
||||
"project: `<https://github.com/GDQuest/godot-3d-dodge-the-creeps>`_."
|
||||
msgstr ""
|
||||
|
||||
msgid "Exploring the manual"
|
||||
msgstr "Prozkoumání manuálu"
|
||||
|
||||
msgid ""
|
||||
"The manual is your ally whenever you have a doubt or you’re curious about a "
|
||||
"feature. It does not contain tutorials about specific game genres or "
|
||||
"mechanics. Instead, it explains how Godot works in general. In it, you will "
|
||||
"find information about 2D, 3D, physics, rendering and performance, and much "
|
||||
"more."
|
||||
msgstr ""
|
||||
|
||||
msgid "Here are the sections we recommend you to explore next:"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Read the :ref:`Scripting section <toc-scripting-core-features>` to learn "
|
||||
"essential programming features you’ll use in every project."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"The :ref:`3D <toc-learn-features-3d>` and :ref:`Physics <toc-learn-features-"
|
||||
"physics>` sections will teach you more about 3D game creation in the engine."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
":ref:`Inputs <toc-learn-features-inputs>` is another important one for any "
|
||||
"game project."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can start with these or, if you prefer, look at the sidebar menu on the "
|
||||
"left and pick your options."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We hope you enjoyed this tutorial series, and we’re looking forward to "
|
||||
"seeing what you achieve using Godot."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,104 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Your first 3D game"
|
||||
msgstr "Vaše první 3D hra"
|
||||
|
||||
msgid ""
|
||||
"In this step-by-step tutorial series, you will create your first complete 3D "
|
||||
"game with Godot. By the end of the series, you will have a simple yet "
|
||||
"finished project of your own like the animated gif below."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image0|"
|
||||
msgstr "| image0 |"
|
||||
|
||||
msgid "image0"
|
||||
msgstr "| image0 |"
|
||||
|
||||
msgid ""
|
||||
"The game we'll code here is similar to :ref:`doc_your_first_2d_game`, with a "
|
||||
"twist: you can now jump and your goal is to squash the creeps. This way, you "
|
||||
"will both **recognize patterns** you learned in the previous tutorial and "
|
||||
"**build upon them** with new code and features."
|
||||
msgstr ""
|
||||
|
||||
msgid "You will learn to:"
|
||||
msgstr "Naučíte se:"
|
||||
|
||||
msgid "Work with 3D coordinates with a jumping mechanic."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Use kinematic bodies to move 3D characters and detect when and how they "
|
||||
"collide."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Use physics layers and a group to detect interactions with specific entities."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Code basic procedural gameplay by instancing monsters at regular time "
|
||||
"intervals."
|
||||
msgstr ""
|
||||
|
||||
msgid "Design a movement animation and change its speed at run-time."
|
||||
msgstr ""
|
||||
|
||||
msgid "Draw a user interface on a 3D game."
|
||||
msgstr ""
|
||||
|
||||
msgid "And more."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"This tutorial is for beginners who followed the complete getting started "
|
||||
"series. We'll start slow with detailed instructions and shorten them as we "
|
||||
"do similar steps. If you're an experienced programmer, you can browse the "
|
||||
"complete demo's source code here: `Squash the Creep source code <https://"
|
||||
"github.com/GDQuest/godot-3d-dodge-the-creeps/>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"You can follow this series without having done the 2D one. However, if "
|
||||
"you're new to game development, we recommend you to start with 2D. 3D game "
|
||||
"code is always more complex and the 2D series will give you foundations to "
|
||||
"follow along more comfortably."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We prepared some game assets so we can jump straight to the code. You can "
|
||||
"download them here: `Squash the Creeps assets <https://github.com/GDQuest/"
|
||||
"godot-3d-dodge-the-creeps/releases/tag/1.1.0>`__."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"We will first work on a basic prototype for the player's movement. We will "
|
||||
"then add the monsters that we'll spawn randomly around the screen. After "
|
||||
"that, we'll implement the jump and squashing mechanic before refining the "
|
||||
"game with some nice animation. We'll wrap up with the score and the retry "
|
||||
"screen."
|
||||
msgstr ""
|
||||
|
||||
msgid "Contents"
|
||||
msgstr "Obsah"
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,242 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "First look at Godot's editor"
|
||||
msgstr "Váš první pohled na Godot editor"
|
||||
|
||||
msgid ""
|
||||
"This page will give you a brief overview of Godot's interface. We're going "
|
||||
"to look at the different main screens and docks to help you situate yourself."
|
||||
msgstr ""
|
||||
"Tato stránka vám dá stručný přehled o rozhraní Godot. Podíváme se na různé "
|
||||
"hlavní obrazovky a doky, abyste se lépe zorientovali."
|
||||
|
||||
msgid ""
|
||||
"For a comprehensive breakdown of the editor's interface and how to use it, "
|
||||
"see the :ref:`Editor manual <toc-learn-editor>`."
|
||||
msgstr ""
|
||||
"Pro podrobnější rozbor uživatelského rozhraní a jak ho používat navštivte: :"
|
||||
"ref:`Editor manual <toc-learn-editor>`."
|
||||
|
||||
msgid "The Project manager"
|
||||
msgstr "Správce projektu"
|
||||
|
||||
msgid ""
|
||||
"When you launch Godot, the first window you see is the Project Manager. In "
|
||||
"the default tab, \"Projects,\" you can manage existing projects, import or "
|
||||
"create new ones, and more."
|
||||
msgstr ""
|
||||
"Po spuštění Godotu se jako první zobrazí okno Správce projektu. Na výchozí "
|
||||
"kartě \"Projekty,\" můžete spravovat stávající projekty, importovat nebo "
|
||||
"vytvářet nové a další."
|
||||
|
||||
msgid ""
|
||||
"At the top of the window, there is another tab named \"Asset Library "
|
||||
"Projects\". In the open-source asset library you can search for demo "
|
||||
"projects, templates, and completed projects, including many that are "
|
||||
"developed by the community."
|
||||
msgstr ""
|
||||
"V horní části okna je další karta pojmenovaná \"Asset Library Projects\". V "
|
||||
"open-source knihovně assetů můžete vyhledávat ukázkové projekty, šablony a "
|
||||
"dokončené projekty, včetně těch vyvíjených komunitou."
|
||||
|
||||
msgid ""
|
||||
"You can also change the editor's language using the drop-down menu to the "
|
||||
"right of the engine's version in the window's top-right corner. By default, "
|
||||
"it is in English (EN)."
|
||||
msgstr ""
|
||||
"Také můžete změnit jazyk editoru pomocí rozbalovací nabídky napravo od verze "
|
||||
"enginu v pravém horním rohu. Ve výchozím nastavení je v anglickém jazyce "
|
||||
"(EN)."
|
||||
|
||||
msgid ""
|
||||
"When you open a new or an existing project, the editor's interface appears. "
|
||||
"Let's look at its main areas."
|
||||
msgstr ""
|
||||
"Když otevřete nový nebo existující projekt, objeví se rozhraní editoru. "
|
||||
"Podívejme se na jeho hlavní oblasti."
|
||||
|
||||
msgid ""
|
||||
"By default, it features **menus**, **main screens**, and playtest buttons "
|
||||
"along the window's top edge."
|
||||
msgstr ""
|
||||
"Ve výchozím nastavení obsahuje **nabídky**, **hlavní obrazovky** a tlačítka "
|
||||
"pro spouštění a testování projektu podél horního okraje okna."
|
||||
|
||||
msgid ""
|
||||
"In the center is the **viewport** with its **toolbar** at the top, where "
|
||||
"you'll find tools to move, scale, or lock the scene's nodes."
|
||||
msgstr ""
|
||||
"Uprostřed se nachází **výřez** s **panelem nástrojů** v horní části, kde "
|
||||
"najdete nástroje pro přesouvání, škálování nebo uzamykání uzlů scény."
|
||||
|
||||
msgid ""
|
||||
"On either side of the viewport sit the **docks**. And at the bottom of the "
|
||||
"window lies the **bottom panel**."
|
||||
msgstr ""
|
||||
"Na obou stranách od výřezu leží **doky**. A na spodu okna leží **spodní "
|
||||
"panel**."
|
||||
|
||||
msgid ""
|
||||
"The toolbar changes based on the context and selected node. Here is the 2D "
|
||||
"toolbar."
|
||||
msgstr ""
|
||||
"Panel nástrojů se mění v souvislosti s vybraným uzlem. Zde je panel nástrojů "
|
||||
"pro 2D."
|
||||
|
||||
msgid "Below is the 3D one."
|
||||
msgstr "Níže pro 3D."
|
||||
|
||||
msgid ""
|
||||
"Let's look at the docks. The **FileSystem** dock lists your project files, "
|
||||
"be it scripts, images, audio samples, and more."
|
||||
msgstr ""
|
||||
"Podívejme se na doky. Dok **Souborový systém (FileSystem)** obsahuje seznam "
|
||||
"souborů projektu, ať už jsou to skripty, obrázky, zvukové nahrávky a další."
|
||||
|
||||
msgid "The **Scene** dock lists the active scene's nodes."
|
||||
msgstr "Dok **Scéna** obsahuje seznam uzlů aktivní scény."
|
||||
|
||||
msgid "The **Inspector** allows you to edit the properties of a selected node."
|
||||
msgstr "**Inspektor** vám umožňuje upravovat vlastnosti vybraného uzlu."
|
||||
|
||||
msgid ""
|
||||
"The **bottom panel**, situated below the viewport, is the host for the debug "
|
||||
"console, the animation editor, the audio mixer, and more. They can take "
|
||||
"precious space, that's why they're folded by default."
|
||||
msgstr ""
|
||||
"**Dolní Panel**, situovaný pod výřezem, hostí ladicí konzoli, editor "
|
||||
"animace, audio mixer a další. Tyto panely mohou zabírat drahocenný prostor, "
|
||||
"proto jsou ve výchozím nastavení složeny."
|
||||
|
||||
msgid ""
|
||||
"When you click on one, it expands vertically. Below, you can see the "
|
||||
"animation editor opened."
|
||||
msgstr ""
|
||||
"Když na jeden kliknete, roztáhne se svisle. Níže vidíte otevřený editor "
|
||||
"animace."
|
||||
|
||||
msgid "The four main screens"
|
||||
msgstr "Čtyři hlavní obrazovky"
|
||||
|
||||
msgid ""
|
||||
"There are four main screen buttons centered at the top of the editor: 2D, "
|
||||
"3D, Script, and AssetLib."
|
||||
msgstr ""
|
||||
"Nahoře jsou vidět čtyři tlačítka pro změnu pracovní plochy: 2D, 3D, Skript a "
|
||||
"AssetLib."
|
||||
|
||||
msgid ""
|
||||
"You'll use the **2D screen** for all types of games. In addition to 2D "
|
||||
"games, the 2D screen is where you'll build your interfaces."
|
||||
msgstr ""
|
||||
"Pracovní plochu **2D** budete používat pro všechny typy her. Kromě 2D her je "
|
||||
"2D pracoviště také místem, kde budete vytvářet uživatelské rozhraní pro vaše "
|
||||
"hry."
|
||||
|
||||
msgid ""
|
||||
"In the **3D screen**, you can work with meshes, lights, and design levels "
|
||||
"for 3D games."
|
||||
msgstr ""
|
||||
"Na **3D** pracovní ploše můžete pracovat s mřížkou a osvětlením při návrhu "
|
||||
"úrovní pro 3D hry."
|
||||
|
||||
msgid ""
|
||||
"Notice the perspective button under the toolbar. Clicking on it opens a list "
|
||||
"of options related to the 3D view."
|
||||
msgstr ""
|
||||
"Všimněte si tlačítka Perspektivní pod panelem nástrojů, otevírá seznam "
|
||||
"možností souvisejících s 3D pohledem."
|
||||
|
||||
msgid ""
|
||||
"Read :ref:`doc_introduction_to_3d` for more detail about the **3D main "
|
||||
"screen**."
|
||||
msgstr ""
|
||||
"Přečtěte si :ref:`doc_introduction_to_3d` pro více informací o **3D pracovní "
|
||||
"ploše**."
|
||||
|
||||
msgid ""
|
||||
"The **Script screen** is a complete code editor with a debugger, rich auto-"
|
||||
"completion, and built-in code reference."
|
||||
msgstr ""
|
||||
"Obrazovka **Script** je kompletní editor kódu s debuggerem, bohatým "
|
||||
"automatickým dokončováním a vestavěnými referencemi kódu."
|
||||
|
||||
msgid ""
|
||||
"Finally, the **AssetLib** is a library of free and open-source add-ons, "
|
||||
"scripts, and assets to use in your projects."
|
||||
msgstr ""
|
||||
"A konečně, **AssetLib** je knihovna bezplatných a otevřených doplňků, "
|
||||
"skriptů a zdrojů, které lze použít ve vašich projektech."
|
||||
|
||||
msgid ""
|
||||
"You can learn more about the asset library in :ref:`doc_what_is_assetlib`."
|
||||
msgstr ""
|
||||
|
||||
msgid "Integrated class reference"
|
||||
msgstr "Integrovaná reference třídy"
|
||||
|
||||
msgid "Godot comes with a built-in class reference."
|
||||
msgstr "Godot je vybaven integrovanou dokumentací pro třídy."
|
||||
|
||||
msgid ""
|
||||
"You can search for information about a class, method, property, constant, or "
|
||||
"signal by any one of the following methods:"
|
||||
msgstr ""
|
||||
"Informace o třídě, metodě, vlastnosti, konstantě nebo signálu můžete "
|
||||
"vyhledat některou z následujících metod:"
|
||||
|
||||
msgid ""
|
||||
"Pressing :kbd:`F1` (or :kbd:`Alt + Space` on macOS) anywhere in the editor."
|
||||
msgstr ""
|
||||
"Stisknutím :kbd:`F1` (nebo :kbd:`Alt + Space` na macOS) kdekoliv v editoru."
|
||||
|
||||
msgid ""
|
||||
"Clicking the \"Search Help\" button in the top-right of the Script main "
|
||||
"screen."
|
||||
msgstr ""
|
||||
"Kliknutím na tlačítko \"Hledat v dokumentaci\" vpravo nahoře hlavní "
|
||||
"obrazovky Script."
|
||||
|
||||
msgid "Clicking on the Help menu and Search Help."
|
||||
msgstr "Kliknutím na Nápověda v menu a Hledat v dokumentaci."
|
||||
|
||||
msgid ""
|
||||
"Clicking while pressing the :kbd:`Ctrl` key on a class name, function name, "
|
||||
"or built-in variable in the script editor."
|
||||
msgstr ""
|
||||
"Při držení klávesy :kbd:`Ctrl` kliknutím na jméno třídy, jméno funkce nebo "
|
||||
"vestavěné proměnné v editoru scriptů."
|
||||
|
||||
msgid ""
|
||||
"When you do any of these, a window pops up. Type to search for any item. You "
|
||||
"can also use it to browse available objects and methods."
|
||||
msgstr ""
|
||||
"Když něco z toho uděláte, vyskočí okno. Pište pro vyhledání libovolné "
|
||||
"položky. Můžete jej také použít k procházení dostupných objektů a metod."
|
||||
|
||||
msgid ""
|
||||
"Double-click on an item to open the corresponding page in the script main "
|
||||
"screen."
|
||||
msgstr ""
|
||||
"Dvojitým poklepáním na položku se otevře odpovídající stránka v hlavní "
|
||||
"obrazovce skriptu."
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,401 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Godot's design philosophy"
|
||||
msgstr "Filozofie návrhu Godota"
|
||||
|
||||
msgid "Now that you've gotten your feet wet, let's talk about Godot's design."
|
||||
msgstr ""
|
||||
"Teď, když jste si ušpinili ruce, pojďme si promluvit o tom, jak byl Godot "
|
||||
"navržen."
|
||||
|
||||
msgid ""
|
||||
"**Every game engine is different and fits different needs.** Not only do "
|
||||
"they offer a range of features, but the design of each engine is unique. "
|
||||
"This leads to different workflows and different ways to form your games' "
|
||||
"structures. This all stems from their respective design philosophies."
|
||||
msgstr ""
|
||||
"**Každý herní engine je jiný a vyhovuje různým potřebám.** Nejenže nabízejí "
|
||||
"celou řadu funkcí, ale i design každého enginu je unikátní. To vede k různým "
|
||||
"pracovním postupům a různým způsobům tvorby struktury vašich her. Vše tedy "
|
||||
"vychází z příslušné filozofie návrhu enginu."
|
||||
|
||||
msgid ""
|
||||
"This page is here to help you understand how Godot works, starting with some "
|
||||
"of its core pillars. It is not a list of available features, nor is it an "
|
||||
"engine comparison. To know if any engine can be a good fit for your project, "
|
||||
"you need to try it out for yourself and understand its design and "
|
||||
"limitations."
|
||||
msgstr ""
|
||||
"Tato stránka vám pomůže pochopit, jak Godot a některé jeho základní pilíře "
|
||||
"fungují. Nejedná se tedy o seznam dostupných funkcí, ani o porovnání enginů. "
|
||||
"Chcete-li vědět, zda je nějaký engine pro váš projekt vhodný, musíte si jej "
|
||||
"vyzkoušet a pochopit jeho konstrukci a omezení."
|
||||
|
||||
msgid ""
|
||||
"Please watch `Godot explained in 5 minutes <https://www.youtube.com/watch?"
|
||||
"v=KjX5llYZ5eQ>`_ if you're looking for an overview of the engine's features."
|
||||
msgstr ""
|
||||
"Pokud hledáte přehled funkcí enginu, podívejte se prosím na `Godot "
|
||||
"vysvětlený v 5 minutách <https://www.youtube.com/watch?v=KjX5llYZ5eQ>`_."
|
||||
|
||||
msgid "Object-oriented design and composition"
|
||||
msgstr "Objektově orientovaný návrh a kompozice"
|
||||
|
||||
msgid ""
|
||||
"Godot embraces object-oriented design at its core with its flexible scene "
|
||||
"system and Node hierarchy. It tries to stay away from strict programming "
|
||||
"patterns to offer an intuitive way to structure your game."
|
||||
msgstr ""
|
||||
"Godot zahrnuje objektově orientovaný design ve svém jádru díky flexibilnímu "
|
||||
"systému scén a hierarchii uzlů. Snaží se držet dál od přísných "
|
||||
"programovacích vzorů a nabízí intuitivní způsob, jak strukturovat vaši hru."
|
||||
|
||||
msgid ""
|
||||
"For one, Godot lets you **compose or aggregate** scenes. It's like nested "
|
||||
"prefabs: you can create a BlinkingLight scene and a BrokenLantern scene that "
|
||||
"uses the BlinkingLight. Then, create a city filled with BrokenLanterns. "
|
||||
"Change the BlinkingLight's color, save, and all the BrokenLanterns in the "
|
||||
"city will update instantly."
|
||||
msgstr ""
|
||||
"Pro jednu, Godot vám umožňuje **komponovat nebo agregovat** scény. Je to "
|
||||
"jako vnořené montované panely: můžete vytvořit scénu BlinkingLight a scénu "
|
||||
"BrokenLantern, která používá BlinkingLight. Poté vytvořte město plné "
|
||||
"BrokenLanterns. Změňte barvu, uložte BlinkingLight a všechny BrokenLanterns "
|
||||
"ve městě se okamžitě aktualizují."
|
||||
|
||||
msgid "On top of that, you can **inherit** from any scene."
|
||||
msgstr "Navíc můžete **dědit** z jakékoliv scény."
|
||||
|
||||
msgid ""
|
||||
"A Godot scene could be a Weapon, a Character, an Item, a Door, a Level, part "
|
||||
"of a level… anything you'd like. It works like a class in pure code, except "
|
||||
"you're free to design it by using the editor, using only the code, or mixing "
|
||||
"and matching the two."
|
||||
msgstr ""
|
||||
"Godotová scéna může být zbraň, postava, položka, dveře, úroveň, část "
|
||||
"úrovně ... cokoli, co budete chtít. Funguje to jako třída v čistém kódu, "
|
||||
"kromě toho, že si ji můžete navrhnout pomocí editoru nebo pouze kódem anebo "
|
||||
"smícháním a porovnáním obou."
|
||||
|
||||
msgid ""
|
||||
"It's different from prefabs you find in several 3D engines, as you can then "
|
||||
"inherit from and extend those scenes. You may create a Magician that extends "
|
||||
"your Character. Modify the Character in the editor and the Magician will "
|
||||
"update as well. It helps you build your projects so that their structure "
|
||||
"matches the game's design."
|
||||
msgstr ""
|
||||
"Je to odlišné od prefabrikátů, které najdete v některých 3D enginech, "
|
||||
"protože tyto scény pak můžete zdědit a rozšířit. Můžete si vytvořit "
|
||||
"Kouzelníka, který rozšíří vaši Postavu. Upravte Postavu v editoru a "
|
||||
"Kouzelník se také aktualizuje. Godot vám pomáhá vytvářet vaše projekty tak, "
|
||||
"aby jejich struktura odpovídala designu hry."
|
||||
|
||||
msgid "|image0|"
|
||||
msgstr "| image0 |"
|
||||
|
||||
msgid "image0"
|
||||
msgstr "| image0 |"
|
||||
|
||||
msgid ""
|
||||
"Also note that Godot offers many different types of objects called nodes, "
|
||||
"each with a specific purpose. Nodes are part of a tree and always inherit "
|
||||
"from their parents up to the Node class. Although the engine does feature "
|
||||
"some nodes like collision shapes that a parent physics body will use, most "
|
||||
"nodes work independently from one another."
|
||||
msgstr ""
|
||||
"Také si všimněte, že Godot nabízí mnoho různých typů objektů zvaných uzly, "
|
||||
"každý se specifickým účelem. Uzly jsou součástí stromu a vždy dědí od svých "
|
||||
"rodičů až po základní třídu Node. Ačkoli engine obsahuje některé uzly, jako "
|
||||
"jsou kolizní tvary, které jsou využívány rodičovským uzlem, zde fyzikálním "
|
||||
"tělesem (physic body), většina uzlů pracuje nezávisle na sobě."
|
||||
|
||||
msgid ""
|
||||
"In other words, Godot's nodes do not work like components in some other game "
|
||||
"engines."
|
||||
msgstr ""
|
||||
|
||||
msgid "|image1|"
|
||||
msgstr "| image1 |"
|
||||
|
||||
msgid "image1"
|
||||
msgstr "image1"
|
||||
|
||||
msgid ""
|
||||
"Sprite is a Node2D, a CanvasItem and a Node. It has all the properties and "
|
||||
"features of its three parent classes, like transforms or the ability to draw "
|
||||
"custom shapes and render with a custom shader."
|
||||
msgstr ""
|
||||
"Sprite je potomek Node2D, CanvasItem a Node. Má všechny vlastnosti a rysy "
|
||||
"svých tří nadřazených (rodičovských) tříd, jako jsou transformace nebo "
|
||||
"schopnost kreslit vlastní tvary a vykreslovat se pomocí vlastního shaderu."
|
||||
|
||||
msgid "All-inclusive package"
|
||||
msgstr "All-inclusive balíček"
|
||||
|
||||
msgid ""
|
||||
"Godot tries to provide its own tools to answer most common needs. It has a "
|
||||
"dedicated scripting workspace, an animation editor, a tilemap editor, a "
|
||||
"shader editor, a debugger, a profiler, the ability to hot-reload locally and "
|
||||
"on remote devices, etc."
|
||||
msgstr ""
|
||||
"Godot se snaží poskytnout své vlastní nástroje k řešení nejběžnějších "
|
||||
"potřeb. Má vyhrazený skriptovací pracovní prostor, animační editor, tilemap "
|
||||
"editor, shader editor, debugger, profiler, schopnost znovu se načíst lokálně "
|
||||
"a na vzdálených zařízeních atd."
|
||||
|
||||
msgid "|image2|"
|
||||
msgstr "| image2 |"
|
||||
|
||||
msgid "image2"
|
||||
msgstr "image2"
|
||||
|
||||
msgid ""
|
||||
"The goal is to offer a full package to create games and a continuous user "
|
||||
"experience. You can still work with external programs as long as there is an "
|
||||
"import plugin for it. Or you can create one, like the `Tiled Map Importer "
|
||||
"<https://github.com/vnen/godot-tiled-importer>`__."
|
||||
msgstr ""
|
||||
"Cílem je nabídnout kompletní balíček pro vytváření her a plynulou "
|
||||
"uživatelskou zkušenost. Stále můžete pracovat s externími programy, pokud "
|
||||
"pro ně existuje plugin pro import. Nebo si můžete jeden vytvořit, například "
|
||||
"`Tiled Map Importer <https://github.com/vnen/godot-tiled-importer>`__."
|
||||
|
||||
msgid ""
|
||||
"That is also partly why Godot offers its own programming languages GDScript "
|
||||
"and VisualScript, along with C#. They're designed for the needs of game "
|
||||
"developers and game designers, and they're tightly integrated in the engine "
|
||||
"and the editor."
|
||||
msgstr ""
|
||||
"To je také částečně důvod, proč Godot nabízí své vlastní programovací jazyky "
|
||||
"GDscript a VisualScript, spolu s C#. Jsou navrženy pro potřeby vývojářů her "
|
||||
"a návrhářů her a jsou pevně integrovány do enginu a editoru."
|
||||
|
||||
msgid ""
|
||||
"GDScript lets you write code using an indentation-based syntax, yet it "
|
||||
"detects types and offers a static language's quality of auto-completion. It "
|
||||
"is also optimized for gameplay code with built-in types like Vectors and "
|
||||
"Colors."
|
||||
msgstr ""
|
||||
"GDscript vám umožňuje psát jednoduchý kód pomocí syntaxe podobné Pythonu, "
|
||||
"přesto detekuje typy a nabízí automatické doplňování v kvalitě statického "
|
||||
"jazyka. Je také optimalizován pro herní kód s vestavěnými typy, jako jsou "
|
||||
"vektory a barvy."
|
||||
|
||||
msgid ""
|
||||
"Note that with GDNative, you can write high-performance code using compiled "
|
||||
"languages like C, C++, Rust, or Python (using the Cython compiler) without "
|
||||
"recompiling the engine."
|
||||
msgstr ""
|
||||
"Všimněte si také, že v GDNative můžete psát vysoce výkonný kód pomocí "
|
||||
"kompilovaných jazyků jako C, C ++, Rust nebo Python (pomocí kompilátoru "
|
||||
"Cython) bez překompilování enginu."
|
||||
|
||||
msgid "|image3|"
|
||||
msgstr "| image3 |"
|
||||
|
||||
msgid "image3"
|
||||
msgstr "image3"
|
||||
|
||||
msgid ""
|
||||
"*VisualScript is a node-based programming language that integrates well in "
|
||||
"the editor. You can drag and drop nodes or resources into the graph to "
|
||||
"create new code blocks.*"
|
||||
msgstr ""
|
||||
"* VisualScript je programovací jazyk založený na uzlech, který se dobře "
|
||||
"integruje do editoru. Můžete přetáhnout uzly nebo zdroje do grafu a vytvořit "
|
||||
"nové bloky kódu. *"
|
||||
|
||||
msgid ""
|
||||
"Note that the 3D workspace doesn't feature as many tools as the 2D "
|
||||
"workspace. You'll need external programs or add-ons to edit terrains, "
|
||||
"animate complex characters, and so on. Godot provides a complete API to "
|
||||
"extend the editor's functionality using game code. See `The Godot editor is "
|
||||
"a Godot game`_ below."
|
||||
msgstr ""
|
||||
"Všimněte si, že 3D pracovní prostor nemá tolik nástrojů jako 2D pracovní "
|
||||
"prostor. K úpravám terénů, animaci složitých postav atd. budete potřebovat "
|
||||
"externí programy nebo doplňky. Godot poskytuje kompletní API pro rozšíření "
|
||||
"funkčnosti editoru pomocí herního kódu. Viz `Editor Godot je hra Godot`_ "
|
||||
"níže."
|
||||
|
||||
msgid "|image4|"
|
||||
msgstr "| image4 |"
|
||||
|
||||
msgid "image4"
|
||||
msgstr "image4"
|
||||
|
||||
msgid ""
|
||||
"*A State Machine editor plugin in Godot 2 by kubecz3k. It lets you manage "
|
||||
"states and transitions visually.*"
|
||||
msgstr ""
|
||||
"*Doplněk editoru State Machine v Godot 2 od kubecz3k. Umožňuje vizuální "
|
||||
"správu stavů a přechodů.*"
|
||||
|
||||
msgid ""
|
||||
"`Godot 4.0 will remove VisualScript from core entirely. <https://godotengine."
|
||||
"org/article/godot-4-will-discontinue-visual-scripting>`__ As a result, "
|
||||
"creating new projects using visual scripting in Godot is not recommended. "
|
||||
"Future Godot 4.x releases may have VisualScript reimplemented as an "
|
||||
"extension."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"While Godot 3.x will keep VisualScript supported, we recommend :ref:`trying "
|
||||
"out GDScript <toc-learn-scripting-gdscript>` instead, especially if you "
|
||||
"intend to migrate your project to Godot 4."
|
||||
msgstr ""
|
||||
|
||||
msgid "Open source"
|
||||
msgstr "Open source"
|
||||
|
||||
msgid ""
|
||||
"Godot offers a fully open source codebase under the **MIT license**. This "
|
||||
"means all the technologies that ship with it have to be Free (as in freedom) "
|
||||
"as well. For the most part, they're developed from the ground up by "
|
||||
"contributors."
|
||||
msgstr ""
|
||||
"Godot nabízí plně otevřený zdrojový kód pod licencí **MIT**. To znamená, že "
|
||||
"všechny technologie, které se s ním dodávají, musí být také zdarma (jako ve "
|
||||
"svobodě). Z velké části jsou vyvíjeny od základu přispěvateli."
|
||||
|
||||
msgid ""
|
||||
"Anyone can plug in proprietary tools for the needs of their projects — they "
|
||||
"just won't ship with the engine. This may include Google AdMob, or FMOD. Any "
|
||||
"of these can come as third-party plugins instead."
|
||||
msgstr ""
|
||||
"Každý může připojit proprietární nástroje pro potřeby svých projektů - "
|
||||
"prostě je nebude dodávat spolu s enginem. To může zahrnovat Google AdMob, "
|
||||
"nebo FMOD. Každý z nich může být užíván jako plugin třetích stran."
|
||||
|
||||
msgid ""
|
||||
"On the other hand, an open codebase means you can **learn from and extend "
|
||||
"the engine** to your heart's content. You can also debug games easily, as "
|
||||
"Godot will print errors with a stack trace, even if they come from the "
|
||||
"engine itself."
|
||||
msgstr ""
|
||||
"Na druhé straně, otevřená kódová základna znamená, že se můžete **učit od "
|
||||
"enginu a rozšiřovat jej** co hrdlo ráčí. Můžete také snadno ladit hry, "
|
||||
"protože Godot bude tisknout chyby s trasováním zásobníku, i když pocházejí z "
|
||||
"enginu samotného."
|
||||
|
||||
msgid ""
|
||||
"This **does not affect the work you do with Godot** in any way: there's no "
|
||||
"strings attached to the engine or anything you make with it."
|
||||
msgstr ""
|
||||
"To **nijak neovlivňuje práci, kterou provádíte s Godotem**: k enginu nejsou "
|
||||
"připojeny žádné další podmínky a omezení a ani nic, co s ním vytvoříte."
|
||||
|
||||
msgid "Community-driven"
|
||||
msgstr "Řízený komunitou"
|
||||
|
||||
msgid ""
|
||||
"**Godot is made by its community, for the community, and for all game "
|
||||
"creators out there.** It's the needs of the users and open discussions that "
|
||||
"drive the core updates. New features from the core developers often focus on "
|
||||
"what will benefit the most users first."
|
||||
msgstr ""
|
||||
"**Godot je vytvořen komunitou, pro komunitu a pro všechny tvůrce her tam "
|
||||
"venku.** Je to potřeba uživatelů a diskuze, co řídí základní aktualizace. "
|
||||
"Nové funkce od hlavních vývojářů se často zaměřují na to, co přinese užitek "
|
||||
"co nejvíce uživatelům."
|
||||
|
||||
msgid ""
|
||||
"That said, although a handful of core developers work on it full-time, the "
|
||||
"project has over 600 contributors at the time of writing. Benevolent "
|
||||
"programmers work on features they may need themselves, so you'll see "
|
||||
"improvements in all corners of the engine at the same time in every major "
|
||||
"release."
|
||||
msgstr ""
|
||||
"To znamená, že ačkoli zde pracuje několik vývojářů na plný úvazek, má v době "
|
||||
"psaní tohoto článku Godot více než 600 přispěvatelů. Dobrovolní programátoři "
|
||||
"pracují především na funkcích, které mohou potřebovat sami, takže ve všech "
|
||||
"hlavních vydáních uvidíte průběžné zlepšování všech oblastí, které engine "
|
||||
"pokrývá."
|
||||
|
||||
msgid "The Godot editor is a Godot game"
|
||||
msgstr "Editor Godot je Godot hra"
|
||||
|
||||
msgid ""
|
||||
"The Godot editor runs on the game engine. It uses the engine's own UI "
|
||||
"system, it can hot-reload code and scenes when you test your projects, or "
|
||||
"run game code in the editor. This means you can **use the same code** and "
|
||||
"scenes for your games, or **build plugins and extend the editor.**"
|
||||
msgstr ""
|
||||
"Editor Godot běží na herním enginu. Využívá vlastní systém uživatelského "
|
||||
"rozhraní enginu, může při testování projektů znovu načíst kód a scény, nebo "
|
||||
"spustit kód hry v editoru. To znamená, že můžete **použít stejný kód** a "
|
||||
"scény pro své hry, nebo **vytvořit doplňky a rozšířit editor.**"
|
||||
|
||||
msgid ""
|
||||
"This leads to a reliable and flexible UI system, as it powers the editor "
|
||||
"itself. With the ``tool`` keyword, you can run any game code in the editor."
|
||||
msgstr ""
|
||||
"To vede k spolehlivému a flexibilnímu systému uživatelského rozhraní, "
|
||||
"protože to pohání editor samotný. Pomocí klíčového slova ``tool`` můžete v "
|
||||
"editoru spustit libovolný herní kód."
|
||||
|
||||
msgid "|image5|"
|
||||
msgstr "| image5 |"
|
||||
|
||||
msgid "image5"
|
||||
msgstr "image5"
|
||||
|
||||
msgid ""
|
||||
"*RPG in a Box is a voxel RPG editor made with Godot 2. It uses Godot's UI "
|
||||
"tools for its node-based programming system and for the rest of the "
|
||||
"interface.*"
|
||||
msgstr ""
|
||||
"*RPG in a Box je voxel RPG editor vytvořený programem Godot 2. Používá "
|
||||
"nástroje UI Godota pro svůj programovací systém založený na uzlech a pro "
|
||||
"zbytek rozhraní.*"
|
||||
|
||||
msgid ""
|
||||
"Put the ``tool`` keyword at the top of any GDScript file and it will run in "
|
||||
"the editor. This lets you import and export plugins, create plugins like "
|
||||
"custom level editors, or create scripts with the same nodes and API you use "
|
||||
"in your projects."
|
||||
msgstr ""
|
||||
"Umístěte klíčové slovo ``tool`` na začátek jakéhokoli souboru GDScript a "
|
||||
"bude spuštěn v editoru. To vám umožní importovat a exportovat pluginy, "
|
||||
"vytvářet pluginy jako editory na vlastních úrovni nebo vytvářet skripty se "
|
||||
"stejnými uzly a API, jaké používáte ve svých projektech."
|
||||
|
||||
msgid ""
|
||||
"The editor is fully written in C++ and is statically compiled into the "
|
||||
"binary. This means you can't import it as a typical project that would have "
|
||||
"a ``project.godot`` file."
|
||||
msgstr ""
|
||||
|
||||
msgid "Separate 2D and 3D engines"
|
||||
msgstr "Oddělené 2D a 3D enginy"
|
||||
|
||||
msgid ""
|
||||
"Godot offers dedicated 2D and 3D rendering engines. As a result, **the base "
|
||||
"unit for 2D scenes is pixels.** Even though the engines are separate, you "
|
||||
"can render 2D in 3D, 3D in 2D, and overlay 2D sprites and interfaces over "
|
||||
"your 3D world."
|
||||
msgstr ""
|
||||
"Godot nabízí jednoúčelové 2D a 3D vykreslovací enginy. Výsledkem je, že "
|
||||
"**základní jednotkou pro 2D scény jsou pixely.** Přestože jsou enginy "
|
||||
"oddělené, můžete vykreslit 2D ve 3D, 3D ve 2D a překrýt 2D sprity a rozhraní "
|
||||
"přes svůj 3D svět."
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,41 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Introduction"
|
||||
msgstr "Úvod"
|
||||
|
||||
msgid ""
|
||||
"This series will introduce you to Godot and give you an overview of its "
|
||||
"features."
|
||||
msgstr ""
|
||||
"Tato série vás uvede do enginu Godot a poskytne vám přehled o jeho funkcích."
|
||||
|
||||
msgid ""
|
||||
"In the following pages, you will get answers to questions such as \"Is Godot "
|
||||
"for me?\" or \"What can I do with Godot?\". We will then introduce the "
|
||||
"engine's most essential concepts, run you through the editor's interface, "
|
||||
"and give you tips to make the most of your time learning it."
|
||||
msgstr ""
|
||||
"Na následujících stránkách dostanete odpovědi na otázky jako \"Je Godot pro "
|
||||
"mě? nebo \"K čemu můžu Godot použít?\" Potom si představíme nejzákladnější "
|
||||
"pojmy enginu, provedeme vás rozhraním editoru a dáme vám pár tipů, jak "
|
||||
"nejlépe využít váš čas učením."
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,178 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Introduction to Godot"
|
||||
msgstr "Úvod do Godota"
|
||||
|
||||
msgid ""
|
||||
"This article is here to help you figure out whether Godot might be a good "
|
||||
"fit for you. We will introduce some broad features of the engine to give you "
|
||||
"a feel for what you can achieve with it and answer questions such as \"what "
|
||||
"do I need to know to get started?\"."
|
||||
msgstr ""
|
||||
"Tento článek je zde, aby vám pomohl zjistit, zda by pro vás Godot mohl být "
|
||||
"vhodný. Představíme si některé široké funkce enginu, abyste měli představu o "
|
||||
"tom, čeho s ním můžete dosáhnout a odpovíme na otázky jako „co potřebuji "
|
||||
"vědět, abych mohl začít?“."
|
||||
|
||||
msgid ""
|
||||
"This is by no means an exhaustive overview. We will introduce many more "
|
||||
"features in this getting started series."
|
||||
msgstr ""
|
||||
"V žádném případě se nejedná o vyčerpávající přehled. V této sérii Začínáme "
|
||||
"si představíme mnoho dalších funkcí."
|
||||
|
||||
msgid "What is Godot?"
|
||||
msgstr "Co je Godot?"
|
||||
|
||||
msgid ""
|
||||
"Godot is a general-purpose 2D and 3D game engine designed to support all "
|
||||
"sorts of projects. You can use it to create games or applications you can "
|
||||
"then release on desktop or mobile, as well as on the web."
|
||||
msgstr ""
|
||||
"Godot je univerzální 2D a 3D herní engine navržený pro podporu nejrůznějších "
|
||||
"projektů. Můžete ho použít k vytváření her nebo aplikací, které pak můžete "
|
||||
"vydat na desktop nebo mobilní telefon, stejně tak jako na web."
|
||||
|
||||
msgid ""
|
||||
"You can also create console games with it, although you either need strong "
|
||||
"programming skills or a developer to port the game for you."
|
||||
msgstr ""
|
||||
"Můžete s ním vytvořit také hry pro konzole, ačkoli budete potřebovat značné "
|
||||
"programátorské dovednosti nebo vývojáře, který vám hru přenese za vás."
|
||||
|
||||
msgid ""
|
||||
"The Godot team can't provide an open-source console export due to the "
|
||||
"licensing terms imposed by console manufacturers. Regardless of the engine "
|
||||
"you use, though, releasing games on consoles is always a lot of work. You "
|
||||
"can read more on that here: :ref:`doc_consoles`."
|
||||
msgstr ""
|
||||
"Tým Godot enginu nemůže poskytovat export open-source projektů kvůli "
|
||||
"licenčním podmínkám, stanoveným výrobci konzolí. Bez ohledu na engine, který "
|
||||
"použijete, znamená vydávání her pro konzole vždy hodně práce."
|
||||
|
||||
#, fuzzy
|
||||
msgid "What can the engine do?"
|
||||
msgstr "Co tento Engine dokáže?"
|
||||
|
||||
msgid ""
|
||||
"Godot was initially developed in-house by an Argentinan game studio. Its "
|
||||
"development started in 2001, and the engine was rewritten and improved "
|
||||
"tremendously since its open-source release in 2014."
|
||||
msgstr ""
|
||||
"Godot byl původně vyvinut Argentinským herním studiem. Jeho vývoj začal v "
|
||||
"roce 2001 a jeho engine byl přepsán a vylepšen od doby, kdy byl uvolněn jako "
|
||||
"open-source roku 2014."
|
||||
|
||||
msgid ""
|
||||
"Some examples of games created with Godot include Ex-Zodiac and Helms of "
|
||||
"Fury."
|
||||
msgstr ""
|
||||
"Nějaké příklady her vytvořených s Godot zahrnují Ex-Zodiac a Helms of Fury."
|
||||
|
||||
msgid ""
|
||||
"As for applications, the open-source pixel art drawing program Pixelorama is "
|
||||
"powered by Godot, and so is the voxel RPG creator RPG in a box."
|
||||
msgstr ""
|
||||
|
||||
msgid "You can find many more examples in the `official showcase videos`_."
|
||||
msgstr ""
|
||||
|
||||
msgid "How does it work and look?"
|
||||
msgstr "Jak funguje a vypadá?"
|
||||
|
||||
msgid ""
|
||||
"Godot comes with a fully-fledged game editor with integrated tools to answer "
|
||||
"the most common needs. It includes a code editor, an animation editor, a "
|
||||
"tilemap editor, a shader editor, a debugger, a profiler, and more."
|
||||
msgstr ""
|
||||
"Godot obsahuje plnohodnotný herní editor s integrovanými nástroji k řešení "
|
||||
"nejběžnějších úkolů. Má vyhrazený skriptovací pracovní prostor, animační "
|
||||
"editor, tilemap editor, shader editor, debugger, profiler, schopnost znovu "
|
||||
"se načíst lokálně a na vzdálených zařízeních atd."
|
||||
|
||||
msgid ""
|
||||
"The team strives to offer a feature-rich game editor with a consistent user "
|
||||
"experience. While there is always room for improvement, the user interface "
|
||||
"keeps getting refined."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Of course, if you prefer, you can work with external programs. We officially "
|
||||
"support importing 3D scenes designed in Blender_ and maintain plugins to "
|
||||
"code in VSCode_ and Emacs_ for GDScript and C#. We also support Visual "
|
||||
"Studio for C# on Windows."
|
||||
msgstr ""
|
||||
|
||||
msgid "Programming languages"
|
||||
msgstr "Programovací jazyky"
|
||||
|
||||
#, fuzzy
|
||||
msgid "Let's talk about the available programming languages."
|
||||
msgstr "Pojďme se podívat na dostupné programovací jazyky."
|
||||
|
||||
msgid ""
|
||||
"You can code your games using :ref:`GDScript <toc-learn-scripting-"
|
||||
"gdscript>`, a Godot-specific and tightly integrated language with a "
|
||||
"lightweight syntax, or :ref:`C# <toc-learn-scripting-C#>`, which is popular "
|
||||
"in the games industry. These are the two main scripting languages we support."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot also supports a node-based visual programming language named :ref:"
|
||||
"`VisualScript <toc-learn-scripting-visual_script>`."
|
||||
msgstr ""
|
||||
"Godot také podporuje vizuální programovací jazyk založený na uzlech s "
|
||||
"názvem :ref:`VisualScript <toc-learn-scripting-visual_script>`."
|
||||
|
||||
msgid ""
|
||||
"With the :ref:`GDNative <toc-tutorials-gdnative>` technology, you can also "
|
||||
"write gameplay or high-performance algorithms in C or C++ without "
|
||||
"recompiling the engine. You can use this technology to integrate third-party "
|
||||
"libraries and other Software Development Kits (SDK) in the engine."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Of course, you can also directly add modules and features to the engine, as "
|
||||
"it's completely free and open-source."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"These are the five officially supported programming languages. The community "
|
||||
"maintains support for many more. For more information, see :ref:`GDNative "
|
||||
"third-party bindings <doc_what_is_gdnative_third_party_bindings>`."
|
||||
msgstr ""
|
||||
|
||||
msgid "What do I need to know to use Godot?"
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"Godot is a feature-packed game engine. With its thousands of features, there "
|
||||
"is a lot to learn. To make the most of it, you need good programming "
|
||||
"foundations. While we try to make the engine accessible, you will benefit a "
|
||||
"lot from knowing how to think like a programmer first."
|
||||
msgstr ""
|
||||
|
||||
msgid ""
|
||||
"In the next part, we'll show you a free and open-source app you can use to "
|
||||
"learn the basics of programming with Godot's GDScript programming language."
|
||||
msgstr ""
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
@@ -1,188 +0,0 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 3.6\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"POT-Creation-Date: 2023-09-18 14:02+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"
|
||||
"Language: cs\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
msgid "Overview of Godot's key concepts"
|
||||
msgstr "Přehled Godot klíčových konceptů"
|
||||
|
||||
msgid ""
|
||||
"Every game engine revolves around abstractions you use to build your "
|
||||
"applications. In Godot, a game is a **tree** of **nodes** that you group "
|
||||
"together into **scenes**. You can then wire these nodes so they can "
|
||||
"communicate using **signals**."
|
||||
msgstr ""
|
||||
"Každý herní engine se točí kolem abstrakcí, které používáte k tvorbě vašich "
|
||||
"aplikací. V Godot je hra **strom (tree)** **uzlů (nodes)**, které "
|
||||
"seskupujete dohromady do **scén**. Tyto uzly potom můžete propojit, takže "
|
||||
"mohou komunikovat pomocí **signálů**."
|
||||
|
||||
msgid ""
|
||||
"These are the four concepts you will learn here. We're going to look at them "
|
||||
"briefly to give you a sense of how the engine works. In the getting started "
|
||||
"series, you will get to use them in practice."
|
||||
msgstr ""
|
||||
"Toto jsou čtyři základní koncepty, které se zde naučíte. Krátce se na ně "
|
||||
"podíváme, abyste měli představu, jak engine funguje. V sérii Začínáme je "
|
||||
"využijete v praxi."
|
||||
|
||||
msgid "Scenes"
|
||||
msgstr "Scény"
|
||||
|
||||
msgid ""
|
||||
"In Godot, you break down your game in reusable scenes. A scene can be a "
|
||||
"character, a weapon, a menu in the user interface, a single house, an entire "
|
||||
"level, or anything you can think of. Godot's scenes are flexible; they fill "
|
||||
"the role of both prefabs and scenes in some other game engines."
|
||||
msgstr ""
|
||||
"V Godot rozložíte vaši hru na znovupoužitelné scény. Scéna může být postava, "
|
||||
"zbraň, menu v uživatelském rozhraní, samostatný dům, celá úroveň nebo "
|
||||
"cokoliv vás jen napadne. Scény v Godot jsou přizpůsobivé; plní roli jak "
|
||||
"prefabrikátů, tak scén jako v některých jiných herních enginech."
|
||||
|
||||
msgid ""
|
||||
"You can also nest scenes. For example, you can put your character in a "
|
||||
"level, and drag and drop a scene as a child of it."
|
||||
msgstr ""
|
||||
"Také můžete scény vnořovat. Například můžete vložit postavu do úrovně a "
|
||||
"přetáhnout scénu jako její dítě (child)."
|
||||
|
||||
msgid "Nodes"
|
||||
msgstr "Uzly"
|
||||
|
||||
msgid ""
|
||||
"A scene is composed of one or more **nodes**. Nodes are your game's smallest "
|
||||
"building blocks that you arrange into trees. Here's an example of a "
|
||||
"character's nodes."
|
||||
msgstr ""
|
||||
"Scéna je složena z jednoho nebo více **uzlů**. Uzly jsou nejmenší stavební "
|
||||
"bloky vaší hry, které uspořádáváte do stromů. Zde je příklad uzlů postavy "
|
||||
"hráče."
|
||||
|
||||
msgid ""
|
||||
"It is made of a ``KinematicBody2D`` node named \"Character\", a ``Sprite``, "
|
||||
"a ``Camera2D``, and a ``CollisionShape2D``."
|
||||
msgstr ""
|
||||
"Je tvořena uzlem ``KinematicBody2D`` jménem \"Character\", ``Sprite``, "
|
||||
"``Camera2D``, a ``CollisionShape2D``."
|
||||
|
||||
msgid ""
|
||||
"The node names end with \"2D\" because this is a 2D scene. Their 3D "
|
||||
"counterpart have names that end with \"3D\"."
|
||||
msgstr ""
|
||||
"Názvy uzlů končí s \"2D\", protože toto je 2D scéna. Jejich 3D protějšek má "
|
||||
"jména s \"3D\" na konci."
|
||||
|
||||
msgid ""
|
||||
"Notice how nodes and scenes look the same in the editor. When you save a "
|
||||
"tree of nodes as a scene, it then shows as a single node, with its internal "
|
||||
"structure hidden in the editor."
|
||||
msgstr ""
|
||||
"Všimněte si jak uzly a scény vypadají v editoru stejně. Když uložíte strom "
|
||||
"uzlů jako scénu, zobrazí se potom jako jeden uzel se skrytou vnitřní "
|
||||
"strukturou v editoru."
|
||||
|
||||
msgid ""
|
||||
"Godot provides an extensive library of base node types you can combine and "
|
||||
"extend to build more powerful ones. 2D, 3D, or user interface, you will do "
|
||||
"most things with these nodes."
|
||||
msgstr ""
|
||||
"Godot poskytuje rozsáhlou knihovnu základních typů uzlů, které můžete "
|
||||
"kombinovat a rozšiřovat pro stavění mocnějších uzlů. 2D, 3D nebo uživatelské "
|
||||
"rozhraní, s těmito uzly uděláte většinu věcí."
|
||||
|
||||
msgid "The scene tree"
|
||||
msgstr "Stromová struktura scén"
|
||||
|
||||
msgid ""
|
||||
"All your game's scenes come together in the **scene tree**, literally a tree "
|
||||
"of scenes. And as scenes are trees of nodes, the scene tree also is a tree "
|
||||
"of nodes. But it's easier to think of your game in terms of scenes as they "
|
||||
"can represent characters, weapons, doors, or your user interface."
|
||||
msgstr ""
|
||||
"Všechny vaše herní scény se dají dohromady ve **stromové struktuře**, "
|
||||
"doslova stromu scén. A scény jsou stromy uzlů, stromová struktura je také "
|
||||
"stromem uzlů. Ale jednodušší je přemýšlet o vaší hře ve smyslu scén, jak "
|
||||
"mohou představovat postavy, zbraně, dveře nebo uživatelské rozhraní."
|
||||
|
||||
msgid "Signals"
|
||||
msgstr "Signály"
|
||||
|
||||
msgid ""
|
||||
"Nodes emit signals when some event occurs. This feature allows you to make "
|
||||
"nodes communicate without hard-wiring them in code. It gives you a lot of "
|
||||
"flexibility in how you structure your scenes."
|
||||
msgstr ""
|
||||
"Uzly vysílají signály, když nastane nějaká událost (event). Tato funkce vám "
|
||||
"umožní, aby uzly komunikovali, aniž by byly natvrdo propojeny v kódu. To vám "
|
||||
"poskytuje mnoho možností jak strukturovat scény."
|
||||
|
||||
msgid ""
|
||||
"Signals are Godot's version of the *observer* pattern. You can read more "
|
||||
"about it here: https://gameprogrammingpatterns.com/observer.html"
|
||||
msgstr ""
|
||||
"Signály jsou Godotovou verzí vzoru *Observer(pozorovatel)* .Více informací o "
|
||||
"vzoru Observer najdete zde: https://gameprogrammingpatterns.com/observer.html"
|
||||
|
||||
msgid ""
|
||||
"For example, buttons emit a signal when pressed. You can connect to this "
|
||||
"signal to run code in reaction to this event, like starting the game or "
|
||||
"opening a menu."
|
||||
msgstr ""
|
||||
"Například tlačítka (buttons) vyšlou signál, když jsou stisknuty. K tomuto "
|
||||
"kódu můžete připojit kód k reakci na událost jako je zahájení hry nebo "
|
||||
"otevření menu."
|
||||
|
||||
msgid ""
|
||||
"Other built-in signals can tell you when two objects collided, when a "
|
||||
"character or monster entered a given area, and much more. You can also "
|
||||
"define new signals tailored to your game."
|
||||
msgstr ""
|
||||
"Ostatní vestavěné signály vám mohou říct, když dva objekty kolidovali, když "
|
||||
"postava nebo příšera vstoupí do určité zóny a mnohem více. Také si můžete "
|
||||
"definovat nové signály, ušité na míru vaší hře."
|
||||
|
||||
msgid "Summary"
|
||||
msgstr "Shrnutí"
|
||||
|
||||
msgid ""
|
||||
"Nodes, scenes, the scene tree, and signals are four core concepts in Godot "
|
||||
"that you will manipulate all the time."
|
||||
msgstr ""
|
||||
"Uzly, scény, stromová struktura scén a signály jsou čtyři základní koncepty, "
|
||||
"se kterými budete v Godot manipulovat pořád."
|
||||
|
||||
msgid ""
|
||||
"Nodes are your game's smallest building blocks. You combine them to create "
|
||||
"scenes that you then combine and nest into the scene tree. You can then use "
|
||||
"signals to make nodes react to events in other nodes or different scene tree "
|
||||
"branches."
|
||||
msgstr ""
|
||||
"Uzly jsou nejmenší stavební bloky vaší hry. Můžete je kombinovat pro "
|
||||
"vytvoření scén, které můžete kombinovat a zanořovat ve stromové struktuře "
|
||||
"scén. Potom můžete použít signály pro reakci uzlů na události v ostatních "
|
||||
"uzlech nebo větvích stromu scén."
|
||||
|
||||
msgid ""
|
||||
"After this short breakdown, you probably have many questions. Bear with us "
|
||||
"as you will get many answers throughout the getting started series."
|
||||
msgstr ""
|
||||
"Po tomto krátkém rozboru máte nejspíš mnoho otázek. Zůstaňte s námi, protože "
|
||||
"během série Začínáme se vám dostane mnoho odpovědí."
|
||||
|
||||
msgid "Translation status"
|
||||
msgstr "Stav překladu"
|
||||
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Reference in New Issue
Block a user