From 4f45a9c5f54cc59c23ba8c7e8bd1960d5192d7ec Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Fri, 7 Feb 2025 14:15:08 +0100 Subject: [PATCH] Merge Sphinx translations with Weblate translations, sync classref Last 4.3 sync before updating to 4.4 strings. --- classes/zh_CN/class_@gdscript.rst | 20 +- classes/zh_CN/class_@globalscope.rst | 8 +- classes/zh_CN/class_aabb.rst | 20 +- classes/zh_CN/class_acceptdialog.rst | 4 +- classes/zh_CN/class_aescontext.rst | 4 +- classes/zh_CN/class_animatablebody2d.rst | 4 +- classes/zh_CN/class_animatablebody3d.rst | 4 +- classes/zh_CN/class_animatedsprite2d.rst | 4 +- classes/zh_CN/class_animatedsprite3d.rst | 4 +- classes/zh_CN/class_animatedtexture.rst | 4 +- classes/zh_CN/class_animation.rst | 8 +- classes/zh_CN/class_animationlibrary.rst | 4 +- classes/zh_CN/class_animationmixer.rst | 31 +- classes/zh_CN/class_animationnode.rst | 4 +- classes/zh_CN/class_animationnodeadd2.rst | 4 +- classes/zh_CN/class_animationnodeadd3.rst | 4 +- .../zh_CN/class_animationnodeanimation.rst | 8 +- classes/zh_CN/class_animationnodeblend2.rst | 4 +- classes/zh_CN/class_animationnodeblend3.rst | 4 +- .../zh_CN/class_animationnodeblendspace1d.rst | 4 +- .../zh_CN/class_animationnodeblendspace2d.rst | 8 +- .../zh_CN/class_animationnodeblendtree.rst | 4 +- classes/zh_CN/class_animationnodeoneshot.rst | 4 +- classes/zh_CN/class_animationnodeoutput.rst | 4 +- .../zh_CN/class_animationnodestatemachine.rst | 4 +- ...lass_animationnodestatemachineplayback.rst | 4 +- ...ss_animationnodestatemachinetransition.rst | 4 +- classes/zh_CN/class_animationnodesub2.rst | 4 +- classes/zh_CN/class_animationnodesync.rst | 4 +- .../zh_CN/class_animationnodetimescale.rst | 4 +- classes/zh_CN/class_animationnodetimeseek.rst | 4 +- .../zh_CN/class_animationnodetransition.rst | 4 +- classes/zh_CN/class_animationplayer.rst | 8 +- classes/zh_CN/class_animationrootnode.rst | 4 +- classes/zh_CN/class_animationtree.rst | 4 +- classes/zh_CN/class_area2d.rst | 4 +- classes/zh_CN/class_area3d.rst | 4 +- classes/zh_CN/class_array.rst | 376 +- classes/zh_CN/class_arraymesh.rst | 8 +- classes/zh_CN/class_arrayoccluder3d.rst | 4 +- classes/zh_CN/class_aspectratiocontainer.rst | 4 +- classes/zh_CN/class_astar2d.rst | 10 +- classes/zh_CN/class_astar3d.rst | 10 +- classes/zh_CN/class_astargrid2d.rst | 4 +- classes/zh_CN/class_atlastexture.rst | 6 +- classes/zh_CN/class_audiobuslayout.rst | 4 +- classes/zh_CN/class_audioeffect.rst | 4 +- classes/zh_CN/class_audioeffectamplify.rst | 4 +- .../class_audioeffectbandlimitfilter.rst | 4 +- .../zh_CN/class_audioeffectbandpassfilter.rst | 4 +- classes/zh_CN/class_audioeffectcapture.rst | 4 +- classes/zh_CN/class_audioeffectchorus.rst | 4 +- classes/zh_CN/class_audioeffectcompressor.rst | 4 +- classes/zh_CN/class_audioeffectdelay.rst | 4 +- classes/zh_CN/class_audioeffectdistortion.rst | 4 +- classes/zh_CN/class_audioeffecteq.rst | 4 +- classes/zh_CN/class_audioeffecteq10.rst | 4 +- classes/zh_CN/class_audioeffecteq21.rst | 4 +- classes/zh_CN/class_audioeffecteq6.rst | 4 +- classes/zh_CN/class_audioeffectfilter.rst | 4 +- .../zh_CN/class_audioeffecthardlimiter.rst | 4 +- .../zh_CN/class_audioeffecthighpassfilter.rst | 4 +- .../class_audioeffecthighshelffilter.rst | 4 +- classes/zh_CN/class_audioeffectinstance.rst | 4 +- classes/zh_CN/class_audioeffectlimiter.rst | 4 +- .../zh_CN/class_audioeffectlowpassfilter.rst | 4 +- .../zh_CN/class_audioeffectlowshelffilter.rst | 4 +- .../zh_CN/class_audioeffectnotchfilter.rst | 4 +- classes/zh_CN/class_audioeffectpanner.rst | 4 +- classes/zh_CN/class_audioeffectphaser.rst | 4 +- classes/zh_CN/class_audioeffectpitchshift.rst | 4 +- classes/zh_CN/class_audioeffectrecord.rst | 4 +- classes/zh_CN/class_audioeffectreverb.rst | 4 +- .../class_audioeffectspectrumanalyzer.rst | 10 +- ...ss_audioeffectspectrumanalyzerinstance.rst | 18 +- .../zh_CN/class_audioeffectstereoenhance.rst | 4 +- classes/zh_CN/class_audiolistener2d.rst | 4 +- classes/zh_CN/class_audiolistener3d.rst | 4 +- classes/zh_CN/class_audiosample.rst | 8 +- classes/zh_CN/class_audiosampleplayback.rst | 8 +- classes/zh_CN/class_audioserver.rst | 24 +- classes/zh_CN/class_audiostream.rst | 10 +- classes/zh_CN/class_audiostreamgenerator.rst | 4 +- .../class_audiostreamgeneratorplayback.rst | 4 +- .../zh_CN/class_audiostreaminteractive.rst | 4 +- classes/zh_CN/class_audiostreammicrophone.rst | 4 +- classes/zh_CN/class_audiostreammp3.rst | 4 +- classes/zh_CN/class_audiostreamoggvorbis.rst | 4 +- classes/zh_CN/class_audiostreamplayback.rst | 8 +- .../class_audiostreamplaybackinteractive.rst | 4 +- .../class_audiostreamplaybackoggvorbis.rst | 4 +- .../class_audiostreamplaybackplaylist.rst | 4 +- .../class_audiostreamplaybackpolyphonic.rst | 12 +- .../class_audiostreamplaybackresampled.rst | 4 +- .../class_audiostreamplaybacksynchronized.rst | 4 +- classes/zh_CN/class_audiostreamplayer.rst | 6 +- classes/zh_CN/class_audiostreamplayer2d.rst | 6 +- classes/zh_CN/class_audiostreamplayer3d.rst | 6 +- classes/zh_CN/class_audiostreamplaylist.rst | 4 +- classes/zh_CN/class_audiostreampolyphonic.rst | 4 +- classes/zh_CN/class_audiostreamrandomizer.rst | 4 +- .../zh_CN/class_audiostreamsynchronized.rst | 4 +- classes/zh_CN/class_audiostreamwav.rst | 8 +- classes/zh_CN/class_backbuffercopy.rst | 4 +- classes/zh_CN/class_basebutton.rst | 4 +- classes/zh_CN/class_basematerial3d.rst | 4 +- classes/zh_CN/class_basis.rst | 22 +- classes/zh_CN/class_bitmap.rst | 4 +- classes/zh_CN/class_bone2d.rst | 4 +- classes/zh_CN/class_boneattachment3d.rst | 4 +- classes/zh_CN/class_bonemap.rst | 4 +- classes/zh_CN/class_bool.rst | 4 +- classes/zh_CN/class_boxcontainer.rst | 4 +- classes/zh_CN/class_boxmesh.rst | 4 +- classes/zh_CN/class_boxoccluder3d.rst | 4 +- classes/zh_CN/class_boxshape3d.rst | 4 +- classes/zh_CN/class_button.rst | 6 +- classes/zh_CN/class_buttongroup.rst | 4 +- classes/zh_CN/class_callable.rst | 4 +- classes/zh_CN/class_callbacktweener.rst | 4 +- classes/zh_CN/class_camera2d.rst | 4 +- classes/zh_CN/class_camera3d.rst | 4 +- classes/zh_CN/class_cameraattributes.rst | 4 +- .../zh_CN/class_cameraattributesphysical.rst | 4 +- .../zh_CN/class_cameraattributespractical.rst | 4 +- classes/zh_CN/class_camerafeed.rst | 4 +- classes/zh_CN/class_cameraserver.rst | 4 +- classes/zh_CN/class_cameratexture.rst | 4 +- classes/zh_CN/class_canvasgroup.rst | 4 +- classes/zh_CN/class_canvasitem.rst | 14 +- classes/zh_CN/class_canvasitemmaterial.rst | 4 +- classes/zh_CN/class_canvaslayer.rst | 4 +- classes/zh_CN/class_canvasmodulate.rst | 4 +- classes/zh_CN/class_canvastexture.rst | 4 +- classes/zh_CN/class_capsulemesh.rst | 4 +- classes/zh_CN/class_capsuleshape2d.rst | 4 +- classes/zh_CN/class_capsuleshape3d.rst | 4 +- classes/zh_CN/class_centercontainer.rst | 4 +- classes/zh_CN/class_characterbody2d.rst | 4 +- classes/zh_CN/class_characterbody3d.rst | 4 +- classes/zh_CN/class_charfxtransform.rst | 4 +- classes/zh_CN/class_checkbox.rst | 4 +- classes/zh_CN/class_checkbutton.rst | 4 +- classes/zh_CN/class_circleshape2d.rst | 4 +- classes/zh_CN/class_classdb.rst | 4 +- classes/zh_CN/class_codeedit.rst | 4 +- classes/zh_CN/class_codehighlighter.rst | 4 +- classes/zh_CN/class_collisionobject2d.rst | 4 +- classes/zh_CN/class_collisionobject3d.rst | 4 +- classes/zh_CN/class_collisionpolygon2d.rst | 6 +- classes/zh_CN/class_collisionpolygon3d.rst | 4 +- classes/zh_CN/class_collisionshape2d.rst | 4 +- classes/zh_CN/class_collisionshape3d.rst | 6 +- classes/zh_CN/class_color.rst | 28 +- classes/zh_CN/class_colorpicker.rst | 4 +- classes/zh_CN/class_colorpickerbutton.rst | 4 +- classes/zh_CN/class_colorrect.rst | 4 +- classes/zh_CN/class_compositor.rst | 4 +- classes/zh_CN/class_compositoreffect.rst | 6 +- classes/zh_CN/class_compressedcubemap.rst | 4 +- .../zh_CN/class_compressedcubemaparray.rst | 4 +- classes/zh_CN/class_compressedtexture2d.rst | 4 +- .../zh_CN/class_compressedtexture2darray.rst | 4 +- classes/zh_CN/class_compressedtexture3d.rst | 4 +- .../zh_CN/class_compressedtexturelayered.rst | 4 +- classes/zh_CN/class_concavepolygonshape2d.rst | 4 +- classes/zh_CN/class_concavepolygonshape3d.rst | 4 +- classes/zh_CN/class_conetwistjoint3d.rst | 4 +- classes/zh_CN/class_configfile.rst | 4 +- classes/zh_CN/class_confirmationdialog.rst | 4 +- classes/zh_CN/class_container.rst | 4 +- classes/zh_CN/class_control.rst | 4 +- classes/zh_CN/class_convexpolygonshape2d.rst | 4 +- classes/zh_CN/class_convexpolygonshape3d.rst | 4 +- classes/zh_CN/class_cpuparticles2d.rst | 4 +- classes/zh_CN/class_cpuparticles3d.rst | 4 +- classes/zh_CN/class_crypto.rst | 4 +- classes/zh_CN/class_cryptokey.rst | 4 +- classes/zh_CN/class_csgbox3d.rst | 4 +- classes/zh_CN/class_csgcombiner3d.rst | 4 +- classes/zh_CN/class_csgcylinder3d.rst | 4 +- classes/zh_CN/class_csgmesh3d.rst | 4 +- classes/zh_CN/class_csgpolygon3d.rst | 4 +- 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classes/zh_CN/class_editorcommandpalette.rst | 4 +- classes/zh_CN/class_editordebuggerplugin.rst | 4 +- classes/zh_CN/class_editordebuggersession.rst | 4 +- classes/zh_CN/class_editorexportplatform.rst | 4 +- .../class_editorexportplatformandroid.rst | 18 +- .../zh_CN/class_editorexportplatformios.rst | 6 +- .../class_editorexportplatformlinuxbsd.rst | 4 +- .../zh_CN/class_editorexportplatformmacos.rst | 4 +- .../zh_CN/class_editorexportplatformpc.rst | 4 +- .../zh_CN/class_editorexportplatformweb.rst | 4 +- .../class_editorexportplatformwindows.rst | 6 +- classes/zh_CN/class_editorexportplugin.rst | 24 +- classes/zh_CN/class_editorfeatureprofile.rst | 4 +- classes/zh_CN/class_editorfiledialog.rst | 4 +- classes/zh_CN/class_editorfilesystem.rst | 6 +- .../zh_CN/class_editorfilesystemdirectory.rst | 4 +- ...itorfilesystemimportformatsupportquery.rst | 4 +- classes/zh_CN/class_editorimportplugin.rst | 10 +- classes/zh_CN/class_editorinspector.rst | 4 +- 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classes/zh_CN/class_gltfdocumentextension.rst | 4 +- ...tfdocumentextensionconvertimportermesh.rst | 4 +- classes/zh_CN/class_gltflight.rst | 4 +- classes/zh_CN/class_gltfmesh.rst | 4 +- classes/zh_CN/class_gltfnode.rst | 4 +- classes/zh_CN/class_gltfphysicsbody.rst | 4 +- classes/zh_CN/class_gltfphysicsshape.rst | 4 +- classes/zh_CN/class_gltfskeleton.rst | 4 +- classes/zh_CN/class_gltfskin.rst | 4 +- classes/zh_CN/class_gltfspecgloss.rst | 4 +- classes/zh_CN/class_gltfstate.rst | 6 +- classes/zh_CN/class_gltftexture.rst | 4 +- classes/zh_CN/class_gltftexturesampler.rst | 4 +- classes/zh_CN/class_gpuparticles2d.rst | 4 +- classes/zh_CN/class_gpuparticles3d.rst | 4 +- .../zh_CN/class_gpuparticlesattractor3d.rst | 4 +- .../class_gpuparticlesattractorbox3d.rst | 4 +- .../class_gpuparticlesattractorsphere3d.rst | 4 +- ...ass_gpuparticlesattractorvectorfield3d.rst | 4 +- .../zh_CN/class_gpuparticlescollision3d.rst | 4 +- .../class_gpuparticlescollisionbox3d.rst | 4 +- ...ass_gpuparticlescollisionheightfield3d.rst | 4 +- .../class_gpuparticlescollisionsdf3d.rst | 4 +- .../class_gpuparticlescollisionsphere3d.rst | 4 +- classes/zh_CN/class_gradient.rst | 4 +- classes/zh_CN/class_gradienttexture1d.rst | 4 +- classes/zh_CN/class_gradienttexture2d.rst | 4 +- classes/zh_CN/class_graphedit.rst | 12 +- classes/zh_CN/class_graphelement.rst | 4 +- classes/zh_CN/class_graphframe.rst | 4 +- classes/zh_CN/class_graphnode.rst | 4 +- classes/zh_CN/class_gridcontainer.rst | 4 +- classes/zh_CN/class_gridmap.rst | 4 +- classes/zh_CN/class_groovejoint2d.rst | 4 +- classes/zh_CN/class_hashingcontext.rst | 32 +- classes/zh_CN/class_hboxcontainer.rst | 4 +- classes/zh_CN/class_heightmapshape3d.rst | 4 +- classes/zh_CN/class_hflowcontainer.rst | 4 +- classes/zh_CN/class_hingejoint3d.rst | 4 +- classes/zh_CN/class_hmaccontext.rst | 4 +- classes/zh_CN/class_hscrollbar.rst | 4 +- classes/zh_CN/class_hseparator.rst | 4 +- classes/zh_CN/class_hslider.rst | 4 +- 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classes/zh_CN/class_marshalls.rst | 4 +- classes/zh_CN/class_material.rst | 4 +- classes/zh_CN/class_menubar.rst | 4 +- classes/zh_CN/class_menubutton.rst | 4 +- classes/zh_CN/class_mesh.rst | 8 +- .../class_meshconvexdecompositionsettings.rst | 4 +- classes/zh_CN/class_meshdatatool.rst | 4 +- classes/zh_CN/class_meshinstance2d.rst | 4 +- classes/zh_CN/class_meshinstance3d.rst | 4 +- classes/zh_CN/class_meshlibrary.rst | 4 +- classes/zh_CN/class_meshtexture.rst | 4 +- classes/zh_CN/class_methodtweener.rst | 4 +- classes/zh_CN/class_missingnode.rst | 4 +- classes/zh_CN/class_missingresource.rst | 4 +- classes/zh_CN/class_mobilevrinterface.rst | 6 +- classes/zh_CN/class_moviewriter.rst | 4 +- classes/zh_CN/class_multimesh.rst | 8 +- classes/zh_CN/class_multimeshinstance2d.rst | 4 +- classes/zh_CN/class_multimeshinstance3d.rst | 4 +- classes/zh_CN/class_multiplayerapi.rst | 4 +- .../zh_CN/class_multiplayerapiextension.rst | 4 +- classes/zh_CN/class_multiplayerpeer.rst | 4 +- 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4 +- classes/zh_CN/class_physicsmaterial.rst | 4 +- .../class_physicspointqueryparameters2d.rst | 8 +- .../class_physicspointqueryparameters3d.rst | 8 +- .../class_physicsrayqueryparameters2d.rst | 8 +- .../class_physicsrayqueryparameters3d.rst | 8 +- classes/zh_CN/class_physicsserver2d.rst | 12 +- .../zh_CN/class_physicsserver2dextension.rst | 8 +- .../zh_CN/class_physicsserver2dmanager.rst | 4 +- classes/zh_CN/class_physicsserver3d.rst | 12 +- .../zh_CN/class_physicsserver3dextension.rst | 4 +- .../zh_CN/class_physicsserver3dmanager.rst | 4 +- ..._physicsserver3drenderingserverhandler.rst | 4 +- .../class_physicsshapequeryparameters2d.rst | 8 +- .../class_physicsshapequeryparameters3d.rst | 8 +- .../class_physicstestmotionparameters2d.rst | 4 +- .../class_physicstestmotionparameters3d.rst | 4 +- .../zh_CN/class_physicstestmotionresult2d.rst | 4 +- .../zh_CN/class_physicstestmotionresult3d.rst | 4 +- classes/zh_CN/class_pinjoint2d.rst | 4 +- classes/zh_CN/class_pinjoint3d.rst | 4 +- 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| 4 +- .../zh_CN/class_resourceimporteroggvorbis.rst | 4 +- classes/zh_CN/class_resourceimporterscene.rst | 4 +- .../class_resourceimportershaderfile.rst | 4 +- .../zh_CN/class_resourceimportertexture.rst | 10 +- .../class_resourceimportertextureatlas.rst | 4 +- classes/zh_CN/class_resourceimporterwav.rst | 8 +- classes/zh_CN/class_resourceloader.rst | 14 +- classes/zh_CN/class_resourcepreloader.rst | 4 +- classes/zh_CN/class_resourcesaver.rst | 4 +- classes/zh_CN/class_resourceuid.rst | 4 +- classes/zh_CN/class_ribbontrailmesh.rst | 4 +- classes/zh_CN/class_richtexteffect.rst | 4 +- classes/zh_CN/class_richtextlabel.rst | 4 +- classes/zh_CN/class_rid.rst | 10 +- classes/zh_CN/class_rigidbody2d.rst | 4 +- classes/zh_CN/class_rigidbody3d.rst | 4 +- classes/zh_CN/class_rootmotionview.rst | 4 +- classes/zh_CN/class_scenemultiplayer.rst | 4 +- .../zh_CN/class_scenereplicationconfig.rst | 4 +- classes/zh_CN/class_scenestate.rst | 6 +- classes/zh_CN/class_scenetree.rst | 6 +- 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classes/zh_CN/class_slider.rst | 4 +- classes/zh_CN/class_sliderjoint3d.rst | 4 +- classes/zh_CN/class_softbody3d.rst | 4 +- classes/zh_CN/class_spheremesh.rst | 4 +- classes/zh_CN/class_sphereoccluder3d.rst | 4 +- classes/zh_CN/class_sphereshape3d.rst | 4 +- classes/zh_CN/class_spinbox.rst | 4 +- classes/zh_CN/class_splitcontainer.rst | 4 +- classes/zh_CN/class_spotlight3d.rst | 4 +- classes/zh_CN/class_springarm3d.rst | 4 +- classes/zh_CN/class_sprite2d.rst | 4 +- classes/zh_CN/class_sprite3d.rst | 4 +- classes/zh_CN/class_spritebase3d.rst | 4 +- classes/zh_CN/class_spriteframes.rst | 8 +- classes/zh_CN/class_standardmaterial3d.rst | 4 +- classes/zh_CN/class_staticbody2d.rst | 4 +- classes/zh_CN/class_staticbody3d.rst | 4 +- classes/zh_CN/class_statusindicator.rst | 4 +- classes/zh_CN/class_streampeer.rst | 6 +- classes/zh_CN/class_streampeerbuffer.rst | 4 +- classes/zh_CN/class_streampeerextension.rst | 4 +- classes/zh_CN/class_streampeergzip.rst | 4 +- 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100644 sphinx/po/zh_CN/LC_MESSAGES/tutorials/3d/spring_arm.po create mode 100644 sphinx/po/zh_CN/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.3.po create mode 100644 sphinx/po/zh_CN/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_docs_system.po create mode 100644 sphinx/po/zh_TW/LC_MESSAGES/tutorials/2d/introduction_to_2d.po create mode 100644 sphinx/po/zh_TW/LC_MESSAGES/tutorials/3d/spring_arm.po create mode 100644 sphinx/po/zh_TW/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.3.po create mode 100644 sphinx/po/zh_TW/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_docs_system.po diff --git a/classes/zh_CN/class_@gdscript.rst b/classes/zh_CN/class_@gdscript.rst index 9db53b8582..6cb2e6d6fd 100644 --- a/classes/zh_CN/class_@gdscript.rst +++ b/classes/zh_CN/class_@gdscript.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/gdscript/doc_classes/@GDScript.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/gdscript/doc_classes/@GDScript.xml. .. _class_@GDScript: @@ -126,7 +126,7 @@ GDScript 专用的实用函数及注解列表,可在任何脚本中访问。 **@export**\ (\ ) :ref:`🔗` -Mark the following property as exported (editable in the Inspector dock and saved to disk). To control the type of the exported property, use the type hint notation. +将后续的属性标记为导出属性(可以在检查器面板中编辑并保存至磁盘)。要控制导出属性的类型,请使用类型提示标记。 :: @@ -134,33 +134,33 @@ Mark the following property as exported (editable in the Inspector dock and save enum Direction {LEFT, RIGHT, UP, DOWN} - # Built-in types. + # 内置类型。 @export var string = "" @export var int_number = 5 @export var float_number: float = 5 - # Enums. + # 枚举。 @export var type: Variant.Type @export var format: Image.Format @export var direction: Direction - # Resources. + # 资源。 @export var image: Image @export var custom_resource: CustomResource - # Nodes. + # 节点。 @export var node: Node @export var custom_node: CustomNode - # Typed arrays. + # 类型数组。 @export var int_array: Array[int] @export var direction_array: Array[Direction] @export var image_array: Array[Image] @export var node_array: Array[Node] -\ **Note:** Custom resources and nodes should be registered as global classes using ``class_name``, since the Inspector currently only supports global classes. Otherwise, a less specific type will be exported instead. +\ **注意:**\ 自定义资源和自定义节点应该使用 ``class_name`` 注册为全局类,因为属性检查器目前仅支持全局类。否则,将导出不太具体的类型。 -\ **Note:** Node export is only supported in :ref:`Node`-derived classes and has a number of other limitations. +\ **注意:**\ 节点的导出只有派生自 :ref:`Node` 的类才支持,并且还有一些其他限制。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_@globalscope.rst b/classes/zh_CN/class_@globalscope.rst index c55cb6a836..cd39816c0d 100644 --- a/classes/zh_CN/class_@globalscope.rst +++ b/classes/zh_CN/class_@globalscope.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/@GlobalScope.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/@GlobalScope.xml. .. _class_@GlobalScope: @@ -3878,7 +3878,7 @@ flags **PropertyUsageFlags**: :ref:`🔗` :ref:`PropertyUsageFlags` **PROPERTY_USAGE_STORAGE** = ``2`` -The property is serialized and saved in the scene file (default for exported properties). +将属性序列化并保存到场景文件中(用于导出属性的默认值)。 .. _class_@GlobalScope_constant_PROPERTY_USAGE_EDITOR: @@ -3886,7 +3886,7 @@ The property is serialized and saved in the scene file (default for exported pro :ref:`PropertyUsageFlags` **PROPERTY_USAGE_EDITOR** = ``4`` -The property is shown in the :ref:`EditorInspector` (default for exported properties). +该属性将被显示在 :ref:`EditorInspector` 中(用于导出属性的默认值)。 .. _class_@GlobalScope_constant_PROPERTY_USAGE_INTERNAL: diff --git a/classes/zh_CN/class_aabb.rst b/classes/zh_CN/class_aabb.rst index fa72ade9f4..641cd9793b 100644 --- a/classes/zh_CN/class_aabb.rst +++ b/classes/zh_CN/class_aabb.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AABB.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AABB.xml. .. _class_AABB: @@ -441,7 +441,7 @@ AABB :ref:`Vector3` **get_shortest_axis**\ (\ ) |const| :ref:`🔗` -Returns the shortest normalized axis of this bounding box's :ref:`size`, as a :ref:`Vector3` (:ref:`Vector3.RIGHT`, :ref:`Vector3.UP`, or :ref:`Vector3.BACK`). +返回该边界框的 :ref:`size` 的最短归一化轴,作为 :ref:`Vector3`\ (\ :ref:`Vector3.RIGHT`\ 、\ :ref:`Vector3.UP` 或 :ref:`Vector3.BACK`\ )。 .. tabs:: @@ -450,21 +450,21 @@ Returns the shortest normalized axis of this bounding box's :ref:`size` and :ref:`get_shortest_axis_size`. +另见 :ref:`get_shortest_axis_index` 和 :ref:`get_shortest_axis_size`\ 。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_acceptdialog.rst b/classes/zh_CN/class_acceptdialog.rst index 59227898f2..cb0b4a5b71 100644 --- a/classes/zh_CN/class_acceptdialog.rst +++ b/classes/zh_CN/class_acceptdialog.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AcceptDialog.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AcceptDialog.xml. .. _class_AcceptDialog: diff --git a/classes/zh_CN/class_aescontext.rst b/classes/zh_CN/class_aescontext.rst index a4e74aa331..b6e2d033ec 100644 --- a/classes/zh_CN/class_aescontext.rst +++ b/classes/zh_CN/class_aescontext.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AESContext.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AESContext.xml. .. _class_AESContext: diff --git a/classes/zh_CN/class_animatablebody2d.rst b/classes/zh_CN/class_animatablebody2d.rst index a892036900..9873934e55 100644 --- a/classes/zh_CN/class_animatablebody2d.rst +++ b/classes/zh_CN/class_animatablebody2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimatableBody2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimatableBody2D.xml. .. _class_AnimatableBody2D: diff --git a/classes/zh_CN/class_animatablebody3d.rst b/classes/zh_CN/class_animatablebody3d.rst index f05863eb19..dc3c308ff5 100644 --- a/classes/zh_CN/class_animatablebody3d.rst +++ b/classes/zh_CN/class_animatablebody3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimatableBody3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimatableBody3D.xml. .. _class_AnimatableBody3D: diff --git a/classes/zh_CN/class_animatedsprite2d.rst b/classes/zh_CN/class_animatedsprite2d.rst index 15d6c2c809..97fe2484bb 100644 --- a/classes/zh_CN/class_animatedsprite2d.rst +++ b/classes/zh_CN/class_animatedsprite2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimatedSprite2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimatedSprite2D.xml. .. _class_AnimatedSprite2D: diff --git a/classes/zh_CN/class_animatedsprite3d.rst b/classes/zh_CN/class_animatedsprite3d.rst index 662161143e..3f798b47ff 100644 --- a/classes/zh_CN/class_animatedsprite3d.rst +++ b/classes/zh_CN/class_animatedsprite3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimatedSprite3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimatedSprite3D.xml. .. _class_AnimatedSprite3D: diff --git a/classes/zh_CN/class_animatedtexture.rst b/classes/zh_CN/class_animatedtexture.rst index 3ca020b2e5..c6652eb695 100644 --- a/classes/zh_CN/class_animatedtexture.rst +++ b/classes/zh_CN/class_animatedtexture.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimatedTexture.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimatedTexture.xml. .. _class_AnimatedTexture: diff --git a/classes/zh_CN/class_animation.rst b/classes/zh_CN/class_animation.rst index 16581675dc..bc7c9cceba 100644 --- a/classes/zh_CN/class_animation.rst +++ b/classes/zh_CN/class_animation.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Animation.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Animation.xml. .. _class_Animation: @@ -1347,9 +1347,9 @@ enum **FindMode**: :ref:`🔗` |void| **track_set_path**\ (\ track_idx\: :ref:`int`, path\: :ref:`NodePath`\ ) :ref:`🔗` -Sets the path of a track. Paths must be valid scene-tree paths to a node and must be specified starting from the :ref:`AnimationMixer.root_node` that will reproduce the animation. Tracks that control properties or bones must append their name after the path, separated by ``":"``. +设置轨道的路径。路径必须是指向某一节点的有效场景树路径,必须从将要播放动画的 :ref:`AnimationMixer.root_node` 开始指定。控制属性或骨骼的轨道必须在路径后面加上它们的名字,用 ``":"`` 分隔。 -For example, ``"character/skeleton:ankle"`` or ``"character/mesh:transform/local"``. +例如,\ ``"character/skeleton:ankle"`` 或 ``"character/mesh:transform/local"``\ 。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_animationlibrary.rst b/classes/zh_CN/class_animationlibrary.rst index 4cfe5d7e52..e550533729 100644 --- a/classes/zh_CN/class_animationlibrary.rst +++ b/classes/zh_CN/class_animationlibrary.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationLibrary.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationLibrary.xml. .. _class_AnimationLibrary: diff --git a/classes/zh_CN/class_animationmixer.rst b/classes/zh_CN/class_animationmixer.rst index eefaa373c0..9a506a645b 100644 --- a/classes/zh_CN/class_animationmixer.rst +++ b/classes/zh_CN/class_animationmixer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationMixer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationMixer.xml. .. _class_AnimationMixer: @@ -25,6 +25,13 @@ AnimationMixer 在扩展后的类中实例化播放信息数据后,就会由 **AnimationMixer** 负责处理混合。 +.. rst-class:: classref-introduction-group + +教程 +---- + +- `将动画从 Godot 4.0 迁移到 4.3 `__ + .. rst-class:: classref-reftable-group 属性 @@ -454,9 +461,9 @@ enum **AnimationCallbackModeDiscrete**: :ref:`🔗`\ ) - :ref:`NodePath` **get_root_motion_track**\ (\ ) -The path to the Animation track used for root motion. Paths must be valid scene-tree paths to a node, and must be specified starting from the parent node of the node that will reproduce the animation. The :ref:`root_motion_track` uses the same format as :ref:`Animation.track_set_path`, but note that a bone must be specified. +用于根部运动的动画轨道的路径。路径必须是指向某一节点的有效场景树路径,必须从将实现动画的节点的父节点开始指定。\ :ref:`root_motion_track` 使用与 :ref:`Animation.track_set_path` 相同的格式,但注意必须指定一个骨骼。 -If the track has type :ref:`Animation.TYPE_POSITION_3D`, :ref:`Animation.TYPE_ROTATION_3D`, or :ref:`Animation.TYPE_SCALE_3D` the transformation will be canceled visually, and the animation will appear to stay in place. See also :ref:`get_root_motion_position`, :ref:`get_root_motion_rotation`, :ref:`get_root_motion_scale`, and :ref:`RootMotionView`. +如果轨道的类型是 :ref:`Animation.TYPE_POSITION_3D`\ 、\ :ref:`Animation.TYPE_ROTATION_3D`\ 、或者 :ref:`Animation.TYPE_SCALE_3D`\ ,那么将取消视觉上的变换,其动画看起来将是留在原地。另见 :ref:`get_root_motion_position`\ 、\ :ref:`get_root_motion_rotation`\ 、\ :ref:`get_root_motion_scale`\ 、\ :ref:`RootMotionView`\ 。 .. rst-class:: classref-item-separator @@ -502,9 +509,9 @@ If the track has type :ref:`Animation.TYPE_POSITION_3D` **add_animation_library**\ (\ name\: :ref:`StringName`, library\: :ref:`AnimationLibrary`\ ) :ref:`🔗` -Adds ``library`` to the animation player, under the key ``name``. +将动画库 ``library`` 添加至动画播放器中,键名为 ``name``\ 。 -AnimationMixer has a global library by default with an empty string as key. For adding an animation to the global library: +AnimationMixer 默认拥有一个全局库,键名为空字符串。要向这个全局库中添加动画: .. tabs:: @@ -665,7 +672,7 @@ AnimationMixer has a global library by default with an empty string as key. For -通过将其与 :ref:`get_root_motion_position_accumulator` 结合使用,你可以更正确地应用根运动位置来考虑节点的旋转。 +通过将其与 :ref:`get_root_motion_rotation_accumulator` 结合使用,你可以更正确地应用根运动位置来考虑节点的旋转。 .. tabs:: @@ -757,13 +764,13 @@ AnimationMixer has a global library by default with an empty string as key. For :ref:`Quaternion` **get_root_motion_rotation_accumulator**\ (\ ) |const| :ref:`🔗` -Retrieve the blended value of the rotation tracks with the :ref:`root_motion_track` as a :ref:`Quaternion` that can be used elsewhere. +检索带有 :ref:`root_motion_track` 的旋转轨道的混合值,作为一个 :ref:`Quaternion`\ ,可以在其他地方使用。 -This is necessary to apply the root motion position correctly, taking rotation into account. See also :ref:`get_root_motion_position`. +这里必须正确地结合根运动位置,并且要考虑到旋转。参考 :ref:`get_root_motion_position`\ 。 -Also, this is useful in cases where you want to respect the initial key values of the animation. +并且,当你想重视动画的初始动画帧的值时,这会很有用。 -For example, if an animation with only one key ``Quaternion(0, 0, 0, 1)`` is played in the previous frame and then an animation with only one key ``Quaternion(0, 0.707, 0, 0.707)`` is played in the next frame, the difference can be calculated as follows: +比如说,如果一个动画在上一帧只播放一个 ``Quaternion(0, 0, 0, 1)`` 动画帧,并且一个动画在下一帧只播放了一个动画帧的 ``Quaternion(0, 0.707, 0, 0.707)`` 时,它们相差的值可以这样求出: .. tabs:: @@ -782,7 +789,7 @@ For example, if an animation with only one key ``Quaternion(0, 0, 0, 1)`` is pla -However, if the animation loops, an unintended discrete change may occur, so this is only useful for some simple use cases. +然而,当一个动画循环时,可能会得到一个意料之外的变化,所以这个只在一些简单情况下才有用。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_animationnode.rst b/classes/zh_CN/class_animationnode.rst index c0355aa19c..e73ef1fade 100644 --- a/classes/zh_CN/class_animationnode.rst +++ b/classes/zh_CN/class_animationnode.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationNode.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationNode.xml. .. _class_AnimationNode: diff --git a/classes/zh_CN/class_animationnodeadd2.rst b/classes/zh_CN/class_animationnodeadd2.rst index 8bfbf07cb4..044e1973d4 100644 --- a/classes/zh_CN/class_animationnodeadd2.rst +++ b/classes/zh_CN/class_animationnodeadd2.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationNodeAdd2.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationNodeAdd2.xml. .. _class_AnimationNodeAdd2: diff --git a/classes/zh_CN/class_animationnodeadd3.rst b/classes/zh_CN/class_animationnodeadd3.rst index e3ff2fddb1..086e62f2ea 100644 --- a/classes/zh_CN/class_animationnodeadd3.rst +++ b/classes/zh_CN/class_animationnodeadd3.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationNodeAdd3.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationNodeAdd3.xml. .. _class_AnimationNodeAdd3: diff --git a/classes/zh_CN/class_animationnodeanimation.rst b/classes/zh_CN/class_animationnodeanimation.rst index 0aa0f86cce..cdecac0a6d 100644 --- a/classes/zh_CN/class_animationnodeanimation.rst +++ b/classes/zh_CN/class_animationnodeanimation.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationNodeAnimation.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationNodeAnimation.xml. .. _class_AnimationNodeAnimation: @@ -124,7 +124,9 @@ enum **PlayMode**: :ref:`🔗` - |void| **set_loop_mode**\ (\ value\: :ref:`LoopMode`\ ) - :ref:`LoopMode` **get_loop_mode**\ (\ ) -如果\ :ref:`use_custom_timeline`\ 为\ ``true``\ ,则使用该值覆盖原始\ :ref:`Animation`\ 资源的循环设置。 +如果 :ref:`use_custom_timeline` 为 ``true``\ ,则会用该值覆盖原始 :ref:`Animation` 资源的循环设置。 + +\ **注意:**\ 如果 :ref:`Animation.loop_mode` 未设置为循环,就不会遵守 :ref:`Animation.track_set_interpolation_loop_wrap` 选项。如果无法得到想要的行为,请考虑制作 :ref:`Animation` 资源的副本并修改其循环设置。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_animationnodeblend2.rst b/classes/zh_CN/class_animationnodeblend2.rst index 6ff8367789..4977ae49fb 100644 --- a/classes/zh_CN/class_animationnodeblend2.rst +++ b/classes/zh_CN/class_animationnodeblend2.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationNodeBlend2.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationNodeBlend2.xml. .. _class_AnimationNodeBlend2: diff --git a/classes/zh_CN/class_animationnodeblend3.rst b/classes/zh_CN/class_animationnodeblend3.rst index cc09edb2d4..b31daca65f 100644 --- a/classes/zh_CN/class_animationnodeblend3.rst +++ b/classes/zh_CN/class_animationnodeblend3.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationNodeBlend3.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationNodeBlend3.xml. .. _class_AnimationNodeBlend3: diff --git a/classes/zh_CN/class_animationnodeblendspace1d.rst b/classes/zh_CN/class_animationnodeblendspace1d.rst index 7e7d913b2e..32329d25a4 100644 --- a/classes/zh_CN/class_animationnodeblendspace1d.rst +++ b/classes/zh_CN/class_animationnodeblendspace1d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationNodeBlendSpace1D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationNodeBlendSpace1D.xml. .. _class_AnimationNodeBlendSpace1D: diff --git a/classes/zh_CN/class_animationnodeblendspace2d.rst b/classes/zh_CN/class_animationnodeblendspace2d.rst index 47e48614ea..e9839c085e 100644 --- a/classes/zh_CN/class_animationnodeblendspace2d.rst +++ b/classes/zh_CN/class_animationnodeblendspace2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationNodeBlendSpace2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationNodeBlendSpace2D.xml. .. _class_AnimationNodeBlendSpace2D: @@ -21,7 +21,7 @@ AnimationNodeBlendSpace2D :ref:`AnimationNodeBlendTree` 使用的资源。 -\ :ref:`AnimationNodeBlendSpace1D` 代表放置 :ref:`AnimationRootNode` 的虚拟 2D 空间。输出的是使用 :ref:`Vector2` 权重对相邻的三个动画进行线性混合的结果。此处的“相邻”指的是构成包含当前值的三角形的三个 :ref:`AnimationRootNode`\ 。 +\ **AnimationNodeBlendSpace2D** 代表放置 :ref:`AnimationRootNode` 的虚拟 2D 空间。输出的是使用 :ref:`Vector2` 权重对相邻的三个动画进行线性混合的结果。此处的“相邻”指的是构成包含当前值的三角形的三个 :ref:`AnimationRootNode`\ 。 你可以使用 :ref:`add_blend_point` 向混合空间中添加顶点,将 :ref:`auto_triangles` 设为 ``true`` 可以将其自动三角形化。否则,请使用 :ref:`add_triangle` 和 :ref:`remove_triangle` 手动对混合空间进行三角形化。 @@ -426,7 +426,7 @@ enum **BlendMode**: :ref:`🔗` |void| **set_blend_point_position**\ (\ point\: :ref:`int`, pos\: :ref:`Vector2`\ ) :ref:`🔗` -更新混合轴上索引 ``point`` 处的点的位置。 +更新混合空间中索引 ``point`` 处的点的位置。 .. |virtual| replace:: :abbr:`virtual (本方法通常需要用户覆盖才能生效。)` .. |const| replace:: :abbr:`const (本方法无副作用,不会修改该实例的任何成员变量。)` diff --git a/classes/zh_CN/class_animationnodeblendtree.rst b/classes/zh_CN/class_animationnodeblendtree.rst index 81ae6b48b8..6ff9d4e813 100644 --- a/classes/zh_CN/class_animationnodeblendtree.rst +++ b/classes/zh_CN/class_animationnodeblendtree.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationNodeBlendTree.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationNodeBlendTree.xml. .. _class_AnimationNodeBlendTree: diff --git a/classes/zh_CN/class_animationnodeoneshot.rst b/classes/zh_CN/class_animationnodeoneshot.rst index dab1fa53c5..0eb47415b1 100644 --- a/classes/zh_CN/class_animationnodeoneshot.rst +++ b/classes/zh_CN/class_animationnodeoneshot.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationNodeOneShot.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationNodeOneShot.xml. .. _class_AnimationNodeOneShot: diff --git a/classes/zh_CN/class_animationnodeoutput.rst b/classes/zh_CN/class_animationnodeoutput.rst index fe367e1bda..c0919f6b1d 100644 --- a/classes/zh_CN/class_animationnodeoutput.rst +++ b/classes/zh_CN/class_animationnodeoutput.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationNodeOutput.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationNodeOutput.xml. .. _class_AnimationNodeOutput: diff --git a/classes/zh_CN/class_animationnodestatemachine.rst b/classes/zh_CN/class_animationnodestatemachine.rst index 87fd8cb405..b081e1fd9a 100644 --- a/classes/zh_CN/class_animationnodestatemachine.rst +++ b/classes/zh_CN/class_animationnodestatemachine.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationNodeStateMachine.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationNodeStateMachine.xml. .. _class_AnimationNodeStateMachine: diff --git a/classes/zh_CN/class_animationnodestatemachineplayback.rst b/classes/zh_CN/class_animationnodestatemachineplayback.rst index f9d2e8c89e..404d0056b2 100644 --- a/classes/zh_CN/class_animationnodestatemachineplayback.rst +++ b/classes/zh_CN/class_animationnodestatemachineplayback.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationNodeStateMachinePlayback.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationNodeStateMachinePlayback.xml. .. _class_AnimationNodeStateMachinePlayback: diff --git a/classes/zh_CN/class_animationnodestatemachinetransition.rst b/classes/zh_CN/class_animationnodestatemachinetransition.rst index e935de5bc1..e976c33a78 100644 --- a/classes/zh_CN/class_animationnodestatemachinetransition.rst +++ b/classes/zh_CN/class_animationnodestatemachinetransition.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationNodeStateMachineTransition.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationNodeStateMachineTransition.xml. .. _class_AnimationNodeStateMachineTransition: diff --git a/classes/zh_CN/class_animationnodesub2.rst b/classes/zh_CN/class_animationnodesub2.rst index a2ecb2c1e2..e262d4d4d0 100644 --- a/classes/zh_CN/class_animationnodesub2.rst +++ b/classes/zh_CN/class_animationnodesub2.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationNodeSub2.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationNodeSub2.xml. .. _class_AnimationNodeSub2: diff --git a/classes/zh_CN/class_animationnodesync.rst b/classes/zh_CN/class_animationnodesync.rst index 9b304aed5f..8f94cd27f3 100644 --- a/classes/zh_CN/class_animationnodesync.rst +++ b/classes/zh_CN/class_animationnodesync.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationNodeSync.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationNodeSync.xml. .. _class_AnimationNodeSync: diff --git a/classes/zh_CN/class_animationnodetimescale.rst b/classes/zh_CN/class_animationnodetimescale.rst index 84ec2d5f0f..00d69eff37 100644 --- a/classes/zh_CN/class_animationnodetimescale.rst +++ b/classes/zh_CN/class_animationnodetimescale.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationNodeTimeScale.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationNodeTimeScale.xml. .. _class_AnimationNodeTimeScale: diff --git a/classes/zh_CN/class_animationnodetimeseek.rst b/classes/zh_CN/class_animationnodetimeseek.rst index 7d1b411337..65c12e12b0 100644 --- a/classes/zh_CN/class_animationnodetimeseek.rst +++ b/classes/zh_CN/class_animationnodetimeseek.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationNodeTimeSeek.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationNodeTimeSeek.xml. .. _class_AnimationNodeTimeSeek: diff --git a/classes/zh_CN/class_animationnodetransition.rst b/classes/zh_CN/class_animationnodetransition.rst index d3c6feb9fd..60153385ae 100644 --- a/classes/zh_CN/class_animationnodetransition.rst +++ b/classes/zh_CN/class_animationnodetransition.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationNodeTransition.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationNodeTransition.xml. .. _class_AnimationNodeTransition: diff --git a/classes/zh_CN/class_animationplayer.rst b/classes/zh_CN/class_animationplayer.rst index a92d888dde..00b9b56701 100644 --- a/classes/zh_CN/class_animationplayer.rst +++ b/classes/zh_CN/class_animationplayer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationPlayer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationPlayer.xml. .. _class_AnimationPlayer: @@ -661,9 +661,9 @@ enum **AnimationMethodCallMode**: :ref:`🔗`\ ) :ref:`🔗` -Queues an animation for playback once the current animation and all previously queued animations are done. +将动画加入队列,在当前动画和所有先前排队的动画完毕后播放。 -\ **Note:** If a looped animation is currently playing, the queued animation will never play unless the looped animation is stopped somehow. +\ **注意:**\ 如果当前正在播放循环动画,除非以某种方式停止循环动画,否则排队的动画将永远不会播放。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_animationrootnode.rst b/classes/zh_CN/class_animationrootnode.rst index 48d7689818..4fb0418acc 100644 --- a/classes/zh_CN/class_animationrootnode.rst +++ b/classes/zh_CN/class_animationrootnode.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationRootNode.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationRootNode.xml. .. _class_AnimationRootNode: diff --git a/classes/zh_CN/class_animationtree.rst b/classes/zh_CN/class_animationtree.rst index 0cae0238a8..d0e3934218 100644 --- a/classes/zh_CN/class_animationtree.rst +++ b/classes/zh_CN/class_animationtree.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AnimationTree.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AnimationTree.xml. .. _class_AnimationTree: diff --git a/classes/zh_CN/class_area2d.rst b/classes/zh_CN/class_area2d.rst index 11d0fce550..273d249e67 100644 --- a/classes/zh_CN/class_area2d.rst +++ b/classes/zh_CN/class_area2d.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Area2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Area2D.xml. .. _class_Area2D: diff --git a/classes/zh_CN/class_area3d.rst b/classes/zh_CN/class_area3d.rst index 840e192f0e..4a48f9f1c7 100644 --- a/classes/zh_CN/class_area3d.rst +++ b/classes/zh_CN/class_area3d.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Area3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Area3D.xml. .. _class_Area3D: diff --git a/classes/zh_CN/class_array.rst b/classes/zh_CN/class_array.rst index 4922a77ec0..a2fe35c0a0 100644 --- a/classes/zh_CN/class_array.rst +++ b/classes/zh_CN/class_array.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Array.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Array.xml. .. _class_Array: @@ -40,11 +40,11 @@ An array data structure that can contain a sequence of elements of any :ref:`Var var array = new Godot.Collections.Array{"First", 2, 3, "Last"}; GD.Print(array[0]); // Prints "First" GD.Print(array[2]); // Prints 3 - GD.Print(array[array.Count - 1]); // Prints "Last" + GD.Print(array[^1]); // Prints "Last" - array[2] = "Second"; + array[1] = "Second"; GD.Print(array[1]); // Prints "Second" - GD.Print(array[array.Count - 3]); // Prints "Second" + GD.Print(array[^3]); // Prints "Second" @@ -247,15 +247,15 @@ An array data structure that can contain a sequence of elements of any :ref:`Var :ref:`Array` **Array**\ (\ base\: :ref:`Array`, type\: :ref:`int`, class_name\: :ref:`StringName`, script\: :ref:`Variant`\ ) -Creates a typed array from the ``base`` array. A typed array can only contain elements of the given type, or that inherit from the given class, as described by this constructor's parameters: +根据 ``base`` 数组创建类型化的数组。类型化的数组只能包含给定类型的元素,或者从给定类继承的元素,构造函数的参数如下所述: -- ``type`` is the built-in :ref:`Variant` type, as one the :ref:`Variant.Type` constants. +- ``type`` 是内置 :ref:`Variant` 类型,是一个 :ref:`Variant.Type` 常量。 -- ``class_name`` is the built-in class name (see :ref:`Object.get_class`). +- ``class_name`` 是内置类名(见 :ref:`Object.get_class`\ )。 -- ``script`` is the associated script. It must be a :ref:`Script` instance or ``null``. +- ``script`` 是关联的脚本。它必须是 :ref:`Script` 实例或 ``null``\ 。 -If ``type`` is not :ref:`@GlobalScope.TYPE_OBJECT`, ``class_name`` must be an empty :ref:`StringName` and ``script`` must be ``null``. +如果 ``type`` 不是 :ref:`@GlobalScope.TYPE_OBJECT`\ ,则 ``class_name`` 必须为空的 :ref:`StringName`\ ,且 ``script`` 必须为 ``null``\ 。 :: @@ -271,9 +271,9 @@ If ``type`` is not :ref:`@GlobalScope.TYPE_OBJECT` **all**\ (\ method\: :ref:`Callable`\ ) |const| :ref:`🔗` -Calls the given :ref:`Callable` on each element in the array and returns ``true`` if the :ref:`Callable` returns ``true`` for *all* elements in the array. If the :ref:`Callable` returns ``false`` for one array element or more, this method returns ``false``. +对数组中的每个元素调用给定的 :ref:`Callable`\ ,如果 :ref:`Callable` 为数组中的 *所有* 元素返回 ``true``\ ,则返回 ``true``\ 。如果 :ref:`Callable` 为一个或多个数组元素返回 ``false``\ ,则此方法返回 ``false``\ 。 -The ``method`` should take one :ref:`Variant` parameter (the current array element) and return a :ref:`bool`. +该 ``method`` 应采用一个 :ref:`Variant` 参数(当前数组元素)并返回一个 :ref:`bool`\ 。 .. tabs:: @@ -421,13 +421,13 @@ The ``method`` should take one :ref:`Variant` parameter (the curr return number > 5 func _ready(): - print([6, 10, 6].all(greater_than_5)) # Prints true (3/3 elements evaluate to true). - print([4, 10, 4].all(greater_than_5)) # Prints false (1/3 elements evaluate to true). - print([4, 4, 4].all(greater_than_5)) # Prints false (0/3 elements evaluate to true). - print([].all(greater_than_5)) # Prints true (0/0 elements evaluate to true). + print([6, 10, 6].all(greater_than_5)) # 输出 true (3/3 元素被评估为真)。 + print([4, 10, 4].all(greater_than_5)) # 输出 false (1/3 元素被评估为真)。 + print([4, 4, 4].all(greater_than_5)) # 输出 false (0/3 元素被评估为真)。 + print([].all(greater_than_5)) # 输出 true (0/0 元素被评估为真)。 - # Same as the first line above, but using a lambda function. - print([6, 10, 6].all(func(element): return element > 5)) # Prints true + # 与上面的第一行相同,但使用 lambda 函数。 + print([6, 10, 6].all(func(element): return element > 5)) # 输出 true .. code-tab:: csharp @@ -438,26 +438,26 @@ The ``method`` should take one :ref:`Variant` parameter (the curr public override void _Ready() { - // Prints true (3/3 elements evaluate to true). + // 输出 true (3/3 元素被评估为真)。 GD.Print(new Godot.Collections.Array>int< { 6, 10, 6 }.All(GreaterThan5)); - // Prints false (1/3 elements evaluate to true). + // 输出 false (1/3 元素被评估为真)。 GD.Print(new Godot.Collections.Array>int< { 4, 10, 4 }.All(GreaterThan5)); - // Prints false (0/3 elements evaluate to true). + // 输出 false (0/3 元素被评估为真)。 GD.Print(new Godot.Collections.Array>int< { 4, 4, 4 }.All(GreaterThan5)); - // Prints true (0/0 elements evaluate to true). + // 输出 true (0/0 元素被评估为真)。 GD.Print(new Godot.Collections.Array>int< { }.All(GreaterThan5)); - // Same as the first line above, but using a lambda function. - GD.Print(new Godot.Collections.Array>int< { 6, 10, 6 }.All(element => element > 5)); // Prints true + // 与上面的第一行相同,但使用 lambda 函数。 + GD.Print(new Godot.Collections.Array>int< { 6, 10, 6 }.All(element => element > 5)); // 输出 true } -See also :ref:`any`, :ref:`filter`, :ref:`map` and :ref:`reduce`. +另请参见 :ref:`any`\ 、\ :ref:`filter`\ 、\ :ref:`map` 和 :ref:`reduce`\ 。 -\ **Note:** Unlike relying on the size of an array returned by :ref:`filter`, this method will return as early as possible to improve performance (especially with large arrays). +\ **注意:**\ 与依赖 :ref:`filter` 返回的数组大小不同,此方法会尽可能早地返回以提高性能(尤其是对于大型数组)。 -\ **Note:** For an empty array, this method `always `__ returns ``true``. +\ **注意:**\ 对于空数组,此方法 `总是 `__ 返回 ``true``\ 。 .. rst-class:: classref-item-separator @@ -469,9 +469,9 @@ See also :ref:`any`, :ref:`filter` **any**\ (\ method\: :ref:`Callable`\ ) |const| :ref:`🔗` -Calls the given :ref:`Callable` on each element in the array and returns ``true`` if the :ref:`Callable` returns ``true`` for *one or more* elements in the array. If the :ref:`Callable` returns ``false`` for all elements in the array, this method returns ``false``. +对数组中的每个元素调用给定的 :ref:`Callable`\ ,如果 :ref:`Callable` 为数组中的\ * 一个或多个*\ 元素返回 ``true``\ ,则返回 ``true``\ 。如果 :ref:`Callable` 为数组中的所有元素返回 ``false``\ ,则该方法返回 ``false``\ 。 -The ``method`` should take one :ref:`Variant` parameter (the current array element) and return a :ref:`bool`. +该 ``method`` 应接受一个 :ref:`Variant` 参数(当前数组元素)并返回一个 :ref:`bool`\ 。 :: @@ -479,19 +479,19 @@ The ``method`` should take one :ref:`Variant` parameter (the curr return number > 5 func _ready(): - print([6, 10, 6].any(greater_than_5)) # Prints true (3 elements evaluate to true). - print([4, 10, 4].any(greater_than_5)) # Prints true (1 elements evaluate to true). - print([4, 4, 4].any(greater_than_5)) # Prints false (0 elements evaluate to true). - print([].any(greater_than_5)) # Prints false (0 elements evaluate to true). + print([6, 10, 6].any(greater_than_5)) # 输出 true (3 个元素被评估为真)。 + print([4, 10, 4].any(greater_than_5)) #输出 true (1 个元素被评估为真)。 + print([4, 4, 4].any(greater_than_5)) # 输出 false (0 个元素被评估为真)。 + print([].any(greater_than_5)) # 输出 false (0 个元素被评估为真)。 - # Same as the first line above, but using a lambda function. - print([6, 10, 6].any(func(number): return number > 5)) # Prints true + # 与上面的第一行相同,但使用 lambda 函数。 + print([6, 10, 6].any(func(number): return number > 5)) # 输出 true -See also :ref:`all`, :ref:`filter`, :ref:`map` and :ref:`reduce`. +另请参阅 :ref:`all`\ 、\ :ref:`filter`\ 、\ :ref:`map` 和 :ref:`reduce`\ 。 -\ **Note:** Unlike relying on the size of an array returned by :ref:`filter`, this method will return as early as possible to improve performance (especially with large arrays). +\ **注意:**\ 与依赖 :ref:`filter` 返回的数组大小不同,此方法会尽可能早地返回以提高性能(尤其是对于大型数组)。 -\ **Note:** For an empty array, this method always returns ``false``. +\ **注意:**\ 对于一个空数组,这个方法总是返回 ``false``\ 。 .. rst-class:: classref-item-separator @@ -503,7 +503,7 @@ See also :ref:`all`, :ref:`filter`\ ) :ref:`🔗` -Appends ``value`` at the end of the array (alias of :ref:`push_back`). +将 ``value`` 追加到数组末尾(\ :ref:`push_back` 的别名)。 .. rst-class:: classref-item-separator @@ -515,14 +515,14 @@ Appends ``value`` at the end of the array (alias of :ref:`push_back`\ ) :ref:`🔗` -Appends another ``array`` at the end of this array. +在该数组的末尾追加其他 ``array``\ 。 :: var numbers = [1, 2, 3] var extra = [4, 5, 6] numbers.append_array(extra) - print(nums) # Prints [1, 2, 3, 4, 5, 6] + print(numbers) # 输出 [1, 2, 3, 4, 5, 6] .. rst-class:: classref-item-separator @@ -546,9 +546,9 @@ Appends another ``array`` at the end of this array. :ref:`Variant` **back**\ (\ ) |const| :ref:`🔗` -Returns the last element of the array. If the array is empty, fails and returns ``null``. See also :ref:`front`. +返回数组的最后一个元素。如果数组为空,则失败并返回 ``null``\ 。另请参阅 :ref:`front`\ 。 -\ **Note:** Unlike with the ``[]`` operator (``array[-1]``), an error is generated without stopping project execution. +\ **注意:**\ 与 ``[]`` 运算符(\ ``array[-1]``\ )不同,错误生成时不会停止项目执行。 .. rst-class:: classref-item-separator @@ -560,9 +560,9 @@ Returns the last element of the array. If the array is empty, fails and returns :ref:`int` **bsearch**\ (\ value\: :ref:`Variant`, before\: :ref:`bool` = true\ ) |const| :ref:`🔗` -Returns the index of ``value`` in the sorted array. If it cannot be found, returns where ``value`` should be inserted to keep the array sorted. The algorithm used is `binary search `__. +返回已排序数组中 ``value`` 的索引。如果找不到,则返回应被插入 ``value`` 的位置以保持数组被排序。使用的算法是\ `二分查找算法 `__\ 。 -If ``before`` is ``true`` (as by default), the returned index comes before all existing elements equal to ``value`` in the array. +如果 ``before`` 为 ``true``\ (默认情况下),则返回的索引位于数组中所有等于 ``value`` 的已有元素之前。 :: @@ -570,13 +570,13 @@ If ``before`` is ``true`` (as by default), the returned index comes before all e var idx = numbers.bsearch(7) numbers.insert(idx, 7) - print(numbers) # Prints [2, 4, 7, 8, 10] + print(numbers) # 输出 [2, 4, 7, 8, 10] var fruits = ["Apple", "Lemon", "Lemon", "Orange"] - print(fruits.bsearch("Lemon", true)) # Prints 1, points at the first "Lemon". - print(fruits.bsearch("Lemon", false)) # Prints 3, points at "Orange". + print(fruits.bsearch("Lemon", true)) # 输出 1,位于第一个 "Lemon"。 + print(fruits.bsearch("Lemon", false)) # 输出 3,位于 "Orange"。 -\ **Note:** Calling :ref:`bsearch` on an *unsorted* array will result in unexpected behavior. Use :ref:`sort` before calling this method. +\ **注意:**\ 对\ *未排序的*\ 数组调用 :ref:`bsearch` 将导致意外行为。调用该方法之前,请使用 :ref:`sort`\ 。 .. rst-class:: classref-item-separator @@ -588,11 +588,11 @@ If ``before`` is ``true`` (as by default), the returned index comes before all e :ref:`int` **bsearch_custom**\ (\ value\: :ref:`Variant`, func\: :ref:`Callable`, before\: :ref:`bool` = true\ ) |const| :ref:`🔗` -Returns the index of ``value`` in the sorted array. If it cannot be found, returns where ``value`` should be inserted to keep the array sorted (using ``func`` for the comparisons). The algorithm used is `binary search `__. +返回已排序数组中 ``value`` 的索引。如果找不到,则返回 ``value`` 应插入的位置,以保持数组已排序(使用 ``func`` 进行比较)。使用的算法是\ `二分查找算法 `__\ 。 -Similar to :ref:`sort_custom`, ``func`` is called as many times as necessary, receiving one array element and ``value`` as arguments. The function should return ``true`` if the array element should be *behind* ``value``, otherwise it should return ``false``. +与 :ref:`sort_custom` 类似,\ ``func`` 会根据需要多次调用,接收一个数组元素和 ``value`` 作为参数。如果数组元素应该在 ``value`` *后面*\ ,则函数应该返回 ``true``\ ,否则应该返回 ``false``\ 。 -If ``before`` is ``true`` (as by default), the returned index comes before all existing elements equal to ``value`` in the array. +如果 ``before`` 为 ``true``\ (默认情况下),则返回的索引位于数组中所有等于 ``value`` 的已有元素之前。 :: @@ -605,17 +605,17 @@ If ``before`` is ``true`` (as by default), the returned index comes before all e var my_items = [["Tomato", 2], ["Kiwi", 5], ["Rice", 9]] var apple = ["Apple", 5] - # "Apple" is inserted before "Kiwi". + # "Apple" 被插入在 "Kiwi" 之前。 my_items.insert(my_items.bsearch_custom(apple, sort_by_amount, true), apple) var banana = ["Banana", 5] - # "Banana" is inserted after "Kiwi". + # "Banana" 被插入在 "Kiwi" 之后。 my_items.insert(my_items.bsearch_custom(banana, sort_by_amount, false), banana) - # Prints [["Tomato", 2], ["Apple", 5], ["Kiwi", 5], ["Banana", 5], ["Rice", 9]] + # 输出 [["Tomato", 2], ["Apple", 5], ["Kiwi", 5], ["Banana", 5], ["Rice", 9]] print(my_items) -\ **Note:** Calling :ref:`bsearch_custom` on an *unsorted* array will result in unexpected behavior. Use :ref:`sort_custom` with ``func`` before calling this method. +\ **注意:**\ 在\ *未排序的*\ 数组上调用 :ref:`bsearch_custom` 将导致意外行为。在调用该方法之前,请将 :ref:`sort_custom` 与 ``func`` 结合使用。 .. rst-class:: classref-item-separator @@ -627,7 +627,7 @@ If ``before`` is ``true`` (as by default), the returned index comes before all e |void| **clear**\ (\ ) :ref:`🔗` -Removes all elements from the array. This is equivalent to using :ref:`resize` with a size of ``0``. +从该数组中移除所有元素。相当于调用 :ref:`resize` 时指定大小为 ``0``\ 。 .. rst-class:: classref-item-separator @@ -651,11 +651,11 @@ Removes all elements from the array. This is equivalent to using :ref:`resize` **duplicate**\ (\ deep\: :ref:`bool` = false\ ) |const| :ref:`🔗` -Returns a new copy of the array. +返回数组的新副本。 -By default, a **shallow** copy is returned: all nested **Array** and :ref:`Dictionary` elements are shared with the original array. Modifying them in one array will also affect them in the other. +默认情况下返回的是\ **浅拷贝**\ :嵌套的 **Array** 和 :ref:`Dictionary` 元素与原数组共享。对这些元素的修改会影响另一个数组。 -If ``deep`` is ``true``, a **deep** copy is returned: all nested arrays and dictionaries are also duplicated (recursively). +如果 ``deep`` 为 ``true`` 则会返回\ **深拷贝**\ :嵌套的数组和字典也会进行(递归的)复制。 .. rst-class:: classref-item-separator @@ -667,11 +667,11 @@ If ``deep`` is ``true``, a **deep** copy is returned: all nested arrays and dict |void| **erase**\ (\ value\: :ref:`Variant`\ ) :ref:`🔗` -Finds and removes the first occurrence of ``value`` from the array. If ``value`` does not exist in the array, nothing happens. To remove an element by index, use :ref:`remove_at` instead. +查找并从数组中移除 ``value`` 的第一个匹配值。如果数组中不存在 ``value``\ ,则什么也不会发生。要通过索引移除元素,请改用 :ref:`remove_at`\ 。 -\ **Note:** This method shifts every element's index after the removed ``value`` back, which may have a noticeable performance cost, especially on larger arrays. +\ **注意:**\ 该方法将移除的 ``value`` 后每个元素的索引移回一位,这可能会产生明显的性能成本,尤其是在较大的数组上。 -\ **Note:** Erasing elements while iterating over arrays is **not** supported and will result in unpredictable behavior. +\ **注意:**\ 在迭代数组时移除元素\ **不**\ 受支持,并且将导致不可预测的行为。 .. rst-class:: classref-item-separator @@ -683,9 +683,9 @@ Finds and removes the first occurrence of ``value`` from the array. If ``value`` |void| **fill**\ (\ value\: :ref:`Variant`\ ) :ref:`🔗` -Assigns the given ``value`` to all elements in the array. +将该数组中的所有元素都设置为给定的 ``value``\ 。 -This method can often be combined with :ref:`resize` to create an array with a given size and initialized elements: +该方法通常与 :ref:`resize` 一起使用,用于创建给定大小的数组并对其元素进行初始化: .. tabs:: @@ -695,18 +695,18 @@ This method can often be combined with :ref:`resize` var array = [] array.resize(5) array.fill(2) - print(array) # Prints [2, 2, 2, 2, 2] + print(array) # 输出 [2, 2, 2, 2, 2] .. code-tab:: csharp var array = new Godot.Collections.Array(); array.Resize(5); array.Fill(2); - GD.Print(array); // Prints [2, 2, 2, 2, 2] + GD.Print(array); // 输出 [2, 2, 2, 2, 2] -\ **Note:** If ``value`` is a :ref:`Variant` passed by reference (:ref:`Object`-derived, **Array**, :ref:`Dictionary`, etc.), the array will be filled with references to the same ``value``, which are not duplicates. +\ **注意:**\ 如果 ``value`` 是通过引用传递的 :ref:`Variant`\ (\ :ref:`Object` 派生类、\ **Array**\ 、\ :ref:`Dictionary` 等),则会用同一个 ``value`` 的引用填充该数组,即不会创建副本。 .. rst-class:: classref-item-separator @@ -718,9 +718,9 @@ This method can often be combined with :ref:`resize` :ref:`Array` **filter**\ (\ method\: :ref:`Callable`\ ) |const| :ref:`🔗` -Calls the given :ref:`Callable` on each element in the array and returns a new, filtered **Array**. +在数组中的每个元素上调用给定的 :ref:`Callable`\ ,并返回一个新的、经过过滤的 **Array**\ 。 -The ``method`` receives one of the array elements as an argument, and should return ``true`` to add the element to the filtered array, or ``false`` to exclude it. +该 ``method`` 接收一个数组元素作为参数,并且应返回 ``true`` 以将该元素添加到过滤后的数组中,或返回 ``false`` 以将其排除。 :: @@ -728,12 +728,12 @@ The ``method`` receives one of the array elements as an argument, and should ret return number % 2 == 0 func _ready(): - print([1, 4, 5, 8].filter(is_even)) # Prints [4, 8] + print([1, 4, 5, 8].filter(is_even)) # 输出 [4, 8] - # Same as above, but using a lambda function. + # 与上面相同,但使用 lambda 函数。 print([1, 4, 5, 8].filter(func(number): return number % 2 == 0)) -See also :ref:`any`, :ref:`all`, :ref:`map` and :ref:`reduce`. +另请参见 :ref:`any`\ 、\ :ref:`all`\ 、\ :ref:`map` 和 :ref:`reduce`\ 。 .. rst-class:: classref-item-separator @@ -745,11 +745,11 @@ See also :ref:`any`, :ref:`all`, :ref:`int` **find**\ (\ what\: :ref:`Variant`, from\: :ref:`int` = 0\ ) |const| :ref:`🔗` -Returns the index of the **first** occurrence of ``what`` in this array, or ``-1`` if there are none. The search's start can be specified with ``from``, continuing to the end of the array. +返回 ``what`` 在该数组中\ **第一次**\ 出现时的索引,不存在时返回 ``-1``\ 。搜索的起点可以使用 ``from`` 指定,终点为数组末尾。 -\ **Note:** If you just want to know whether the array contains ``what``, use :ref:`has` (``Contains`` in C#). In GDScript, you may also use the ``in`` operator. +\ **注意:**\ 如果你只想知道数组中是否包含 ``what``\ ,请使用 :ref:`has`\ (C# 则为 ``Contains``\ )。在 GDScript 中,你还可以使用 ``in`` 运算符。 -\ **Note:** For performance reasons, the search is affected by ``what``'s :ref:`Variant.Type`. For example, ``7`` (:ref:`int`) and ``7.0`` (:ref:`float`) are not considered equal for this method. +\ **注意:**\ 出于性能方面的考虑,搜索时会使用到 ``what`` 的 :ref:`Variant.Type`\ 。例如该方法不会认为 ``7``\ (\ :ref:`int`\ )和 ``7.0``\ (\ :ref:`float`\ )相等。 .. rst-class:: classref-item-separator @@ -761,9 +761,9 @@ Returns the index of the **first** occurrence of ``what`` in this array, or ``-1 :ref:`Variant` **front**\ (\ ) |const| :ref:`🔗` -Returns the first element of the array. If the array is empty, fails and returns ``null``. See also :ref:`back`. +返回数组的第一个元素。如果数组为空,则失败并返回 ``null``\ 。另请参阅 :ref:`back`\ 。 -\ **Note:** Unlike with the ``[]`` operator (``array[0]``), an error is generated without stopping project execution. +\ **注意:**\ 与 ``[]`` 运算符(\ ``array[0]``\ )不同,错误产生时不会停止项目执行。 .. rst-class:: classref-item-separator @@ -775,7 +775,7 @@ Returns the first element of the array. If the array is empty, fails and returns :ref:`int` **get_typed_builtin**\ (\ ) |const| :ref:`🔗` -Returns the built-in :ref:`Variant` type of the typed array as a :ref:`Variant.Type` constant. If the array is not typed, returns :ref:`@GlobalScope.TYPE_NIL`. See also :ref:`is_typed`. +将类型化数组的内置 :ref:`Variant` 类型作为 :ref:`Variant.Type` 常量返回。如果该数组不是类型化的,则返回 :ref:`@GlobalScope.TYPE_NIL`\ 。另请参阅 :ref:`is_typed`\ 。 .. rst-class:: classref-item-separator @@ -787,7 +787,7 @@ Returns the built-in :ref:`Variant` type of the typed array as a :ref:`StringName` **get_typed_class_name**\ (\ ) |const| :ref:`🔗` -Returns the **built-in** class name of the typed array, if the built-in :ref:`Variant` type :ref:`@GlobalScope.TYPE_OBJECT`. Otherwise, returns an empty :ref:`StringName`. See also :ref:`is_typed` and :ref:`Object.get_class`. +如果内置 :ref:`Variant` 类型为 :ref:`@GlobalScope.TYPE_OBJECT`\ ,则返回类型数组的\ **内置**\ 类名。否则,返回一个空的 :ref:`StringName`\ 。另请参阅 :ref:`is_typed` 和 :ref:`Object.get_class`\ 。 .. rst-class:: classref-item-separator @@ -799,7 +799,7 @@ Returns the **built-in** class name of the typed array, if the built-in :ref:`Va :ref:`Variant` **get_typed_script**\ (\ ) |const| :ref:`🔗` -Returns the :ref:`Script` instance associated with this typed array, or ``null`` if it does not exist. See also :ref:`is_typed`. +返回与该类型数组关联的 :ref:`Script` 实例,如果不存在则返回 ``null``\ 。另请参阅 :ref:`is_typed`\ 。 .. rst-class:: classref-item-separator @@ -811,37 +811,37 @@ Returns the :ref:`Script` instance associated with this typed arra :ref:`bool` **has**\ (\ value\: :ref:`Variant`\ ) |const| :ref:`🔗` -Returns ``true`` if the array contains the given ``value``. +如果该数组包含给定的 ``value``\ ,则返回 ``true``\ 。 .. tabs:: .. code-tab:: gdscript - print(["inside", 7].has("inside")) # Prints true - print(["inside", 7].has("outside")) # Prints false - print(["inside", 7].has(7)) # Prints true - print(["inside", 7].has("7")) # Prints false + print(["inside", 7].has("inside")) # 输出 true + print(["inside", 7].has("outside")) # 输出 false + print(["inside", 7].has(7)) # 输出 true + print(["inside", 7].has("7")) # 输出 false .. code-tab:: csharp var arr = new Godot.Collections.Array { "inside", 7 }; - // By C# convention, this method is renamed to `Contains`. - GD.Print(arr.Contains("inside")); // Prints true - GD.Print(arr.Contains("outside")); // Prints false - GD.Print(arr.Contains(7)); // Prints true - GD.Print(arr.Contains("7")); // Prints false + // 按照 C# 惯例,该方法重命名为 `Contains`。 + GD.Print(arr.Contains("inside")); // 输出 true + GD.Print(arr.Contains("outside")); // 输出 false + GD.Print(arr.Contains(7)); // 输出 true + GD.Print(arr.Contains("7")); // 输出 false -In GDScript, this is equivalent to the ``in`` operator: +在 GDScript 中,这相当于 ``in`` 运算符: :: if 4 in [2, 4, 6, 8]: - print("4 is here!") # Will be printed. + print("4 is here!") # 将被输出。 -\ **Note:** For performance reasons, the search is affected by the ``value``'s :ref:`Variant.Type`. For example, ``7`` (:ref:`int`) and ``7.0`` (:ref:`float`) are not considered equal for this method. +\ **注意:**\ 出于性能原因,搜索会受到 ``value`` 的 :ref:`Variant.Type` 的影响。例如,对于该方法,\ ``7``\ (\ :ref:`int`\ )和 ``7.0``\ (\ :ref:`float`\ )不被视为相等。 .. rst-class:: classref-item-separator @@ -853,9 +853,9 @@ In GDScript, this is equivalent to the ``in`` operator: :ref:`int` **hash**\ (\ ) |const| :ref:`🔗` -Returns a hashed 32-bit integer value representing the array and its contents. +返回代表该数组及其内容的散列 32 位整数值。 -\ **Note:** Arrays with equal hash values are *not* guaranteed to be the same, as a result of hash collisions. On the countrary, arrays with different hash values are guaranteed to be different. +\ **注意:**\ 由于哈希碰撞的缘故,哈希相同的数组\ *不*\ 保证相同。而相对的是,哈希不同的数组保证不同。 .. rst-class:: classref-item-separator @@ -867,11 +867,11 @@ Returns a hashed 32-bit integer value representing the array and its contents. :ref:`int` **insert**\ (\ position\: :ref:`int`, value\: :ref:`Variant`\ ) :ref:`🔗` -Inserts a new element (``value``) at a given index (``position``) in the array. ``position`` should be between ``0`` and the array's :ref:`size`. +在数组中给定索引(\ ``position``\ )处插入新元素(\ ``value``\ )。\ ``position`` 应介于 ``0`` 和数组的 :ref:`size` 之间。 -Returns :ref:`@GlobalScope.OK` on success, or one of the other :ref:`Error` constants if this method fails. +如果成功,则返回 :ref:`@GlobalScope.OK`\ ;如果该方法失败,则返回其他 :ref:`Error` 常量之一。 -\ **Note:** Every element's index after ``position`` needs to be shifted forward, which may have a noticeable performance cost, especially on larger arrays. +\ **注意:**\ ``position`` 之后的每个元素的索引都需要向前移动,这可能会产生明显的性能成本,尤其是在较大的数组上。 .. rst-class:: classref-item-separator @@ -883,7 +883,7 @@ Returns :ref:`@GlobalScope.OK` on success, or on :ref:`bool` **is_empty**\ (\ ) |const| :ref:`🔗` -Returns ``true`` if the array is empty (``[]``). See also :ref:`size`. +如果数组为空(\ ``[]``\ ),则返回 ``true``\ 。另请参阅 :ref:`size`\ 。 .. rst-class:: classref-item-separator @@ -895,9 +895,9 @@ Returns ``true`` if the array is empty (``[]``). See also :ref:`size` **is_read_only**\ (\ ) |const| :ref:`🔗` -Returns ``true`` if the array is read-only. See :ref:`make_read_only`. +如果该数组是只读的,则返回 ``true``\ 。请参阅 :ref:`make_read_only`\ 。 -In GDScript, arrays are automatically read-only if declared with the ``const`` keyword. +在 GDScript 中,如果数组是使用 ``const`` 关键字声明的,则该数组自动为只读。 .. rst-class:: classref-item-separator @@ -909,7 +909,7 @@ In GDScript, arrays are automatically read-only if declared with the ``const`` k :ref:`bool` **is_same_typed**\ (\ array\: :ref:`Array`\ ) |const| :ref:`🔗` -Returns ``true`` if this array is typed the same as the given ``array``. See also :ref:`is_typed`. +如果该数组的类型与给定的 ``array`` 相同,则返回 ``true``\ 。另请参阅 :ref:`is_typed`\ 。 .. rst-class:: classref-item-separator @@ -921,14 +921,14 @@ Returns ``true`` if this array is typed the same as the given ``array``. See als :ref:`bool` **is_typed**\ (\ ) |const| :ref:`🔗` -Returns ``true`` if the array is typed. Typed arrays can only contain elements of a specific type, as defined by the typed array constructor. The methods of a typed array are still expected to return a generic :ref:`Variant`. +如果数组是类型化的,则返回 ``true``\ 。类型化数组只能包含由类型化数组构造函数定义的特定类型的元素。类型化数组的方法仍应返回通用 :ref:`Variant`\ 。 -In GDScript, it is possible to define a typed array with static typing: +在 GDScript 中,可以使用静态类型定义类型化数组: :: var numbers: Array[float] = [0.2, 4.2, -2.0] - print(numbers.is_typed()) # Prints true + print(numbers.is_typed()) # 输出 true .. rst-class:: classref-item-separator @@ -940,9 +940,9 @@ In GDScript, it is possible to define a typed array with static typing: |void| **make_read_only**\ (\ ) :ref:`🔗` -Makes the array read-only. The array's elements cannot be overridden with different values, and their order cannot change. Does not apply to nested elements, such as dictionaries. +使数组只读。数组的元素无法使用其他值覆盖,顺序也无法改变。不适用于字典等嵌套的元素。 -In GDScript, arrays are automatically read-only if declared with the ``const`` keyword. +在 GDScript 中,使用 ``const`` 关键字声明的数组会自动变为只读。 .. rst-class:: classref-item-separator @@ -954,9 +954,9 @@ In GDScript, arrays are automatically read-only if declared with the ``const`` k :ref:`Array` **map**\ (\ method\: :ref:`Callable`\ ) |const| :ref:`🔗` -Calls the given :ref:`Callable` for each element in the array and returns a new array filled with values returned by the ``method``. +为数组中的每个元素调用给定的 :ref:`Callable` 并返回一个新数组,其中填充了该 ``method`` 返回的值。 -The ``method`` should take one :ref:`Variant` parameter (the current array element) and can return any :ref:`Variant`. +\ ``method`` 应该采用一个 :ref:`Variant` 参数(当前数组元素)并且可以返回任意 :ref:`Variant`\ 。 :: @@ -964,12 +964,12 @@ The ``method`` should take one :ref:`Variant` parameter (the curr return number * 2 func _ready(): - print([1, 2, 3].map(double)) # Prints [2, 4, 6] + print([1, 2, 3].map(double)) # 输出 [2, 4, 6] - # Same as above, but using a lambda function. + # 与上面相同,但使用 lambda 函数。 print([1, 2, 3].map(func(element): return element * 2)) -See also :ref:`filter`, :ref:`reduce`, :ref:`any` and :ref:`all`. +另请参见 :ref:`filter`\ 、\ :ref:`reduce`\ 、\ :ref:`any` 和 :ref:`all`\ 。 .. rst-class:: classref-item-separator @@ -981,9 +981,9 @@ See also :ref:`filter`, :ref:`reduce` **max**\ (\ ) |const| :ref:`🔗` -Returns the maximum value contained in the array, if all elements can be compared. Otherwise, returns ``null``. See also :ref:`min`. +如果所有元素都可以比较,则返回数组中包含元素的最大值。否则,返回 ``null``\ 。另请参阅 :ref:`min`\ 。 -To find the maximum value using a custom comparator, you can use :ref:`reduce`. +要使用自定义比较器查找最大值,可以使用 :ref:`reduce`\ 。 .. rst-class:: classref-item-separator @@ -995,7 +995,7 @@ To find the maximum value using a custom comparator, you can use :ref:`reduce` **min**\ (\ ) |const| :ref:`🔗` -Returns the minimum value contained in the array, if all elements can be compared. Otherwise, returns ``null``. See also :ref:`max`. +如果所有元素都可以比较,则返回数组中包含元素的最小值。否则,返回 ``null``\ 。另请参阅 :ref:`max`\ 。 .. rst-class:: classref-item-separator @@ -1007,24 +1007,24 @@ Returns the minimum value contained in the array, if all elements can be compare :ref:`Variant` **pick_random**\ (\ ) |const| :ref:`🔗` -Returns a random element from the array. Generates an error and returns ``null`` if the array is empty. +从该数组中返回一个随机元素。如果数组为空,则生成一个错误并返回 ``null``\ 。 .. tabs:: .. code-tab:: gdscript - # May print 1, 2, 3.25, or "Hi". + # 可能输出 1、2、3.25、或 "Hi"。 print([1, 2, 3.25, "Hi"].pick_random()) .. code-tab:: csharp var array = new Godot.Collections.Array { 1, 2, 3.25f, "Hi" }; - GD.Print(array.PickRandom()); // May print 1, 2, 3.25, or "Hi". + GD.Print(array.PickRandom()); // 可能输出 1、2、3.25、或 "Hi"。 -\ **Note:** Like many similar functions in the engine (such as :ref:`@GlobalScope.randi` or :ref:`shuffle`), this method uses a common, global random seed. To get a predictable outcome from this method, see :ref:`@GlobalScope.seed`. +\ **注意:**\ 与引擎中的许多类似函数(例如 :ref:`@GlobalScope.randi` 或 :ref:`shuffle`\ )一样,该方法使用通用的全局随机种子。要从该方法获得可预测的结果,请参阅 :ref:`@GlobalScope.seed`\ 。 .. rst-class:: classref-item-separator @@ -1036,9 +1036,9 @@ Returns a random element from the array. Generates an error and returns ``null`` :ref:`Variant` **pop_at**\ (\ position\: :ref:`int`\ ) :ref:`🔗` -Removes and returns the element of the array at index ``position``. If negative, ``position`` is considered relative to the end of the array. Returns ``null`` if the array is empty. If ``position`` is out of bounds, an error message is also generated. +移除并返回数组中位于 ``position`` 索引处的元素。如果 ``position`` 为负数,则认为是相对于该数组末尾的值。如果数组为空,则返回 ``null``\ ;如果 ``position`` 超出范围,还会生成错误消息。 -\ **Note:** This method shifts every element's index after ``position`` back, which may have a noticeable performance cost, especially on larger arrays. +\ **注意:**\ 该方法将 ``position`` 之后每个元素的索引向后移动,这可能会产生明显的性能成本,尤其是在较大的数组上。 .. rst-class:: classref-item-separator @@ -1050,7 +1050,7 @@ Removes and returns the element of the array at index ``position``. If negative, :ref:`Variant` **pop_back**\ (\ ) :ref:`🔗` -Removes and returns the last element of the array. Returns ``null`` if the array is empty, without generating an error. See also :ref:`pop_front`. +移除并返回数组中的末尾元素。如果数组为空,则返回 ``null``\ ,而不会生成错误。另见 :ref:`pop_front`\ 。 .. rst-class:: classref-item-separator @@ -1062,9 +1062,9 @@ Removes and returns the last element of the array. Returns ``null`` if the array :ref:`Variant` **pop_front**\ (\ ) :ref:`🔗` -Removes and returns the first element of the array. Returns ``null`` if the array is empty, without generating an error. See also :ref:`pop_back`. +移除并返回数组的第一个元素。如果数组为空,则返回 ``null``\ ,而不会生成错误。另请参阅 :ref:`pop_back`\ 。 -\ **Note:** This method shifts every other element's index back, which may have a noticeable performance cost, especially on larger arrays. +\ **注意:**\ 该方法将每个其他元素的索引向后移动,这可能会产生明显的性能成本,尤其是在较大的数组上。 .. rst-class:: classref-item-separator @@ -1088,9 +1088,9 @@ Removes and returns the first element of the array. Returns ``null`` if the arra |void| **push_front**\ (\ value\: :ref:`Variant`\ ) :ref:`🔗` -Adds an element at the beginning of the array. See also :ref:`push_back`. +在数组的开头添加一个元素。另请参阅 :ref:`push_back`\ 。 -\ **Note:** This method shifts every other element's index forward, which may have a noticeable performance cost, especially on larger arrays. +\ **注意:**\ 该方法将每个其他元素的索引向前移动,这可能会产生明显的性能成本,尤其是在较大的数组上。 .. rst-class:: classref-item-separator @@ -1102,9 +1102,9 @@ Adds an element at the beginning of the array. See also :ref:`push_back` **reduce**\ (\ method\: :ref:`Callable`, accum\: :ref:`Variant` = null\ ) |const| :ref:`🔗` -Calls the given :ref:`Callable` for each element in array, accumulates the result in ``accum``, then returns it. +为数组中的每个元素调用给定的 :ref:`Callable`\ ,将结果累积在 ``accum`` 中,然后返回它。 -The ``method`` takes two arguments: the current value of ``accum`` and the current array element. If ``accum`` is ``null`` (as by default), the iteration will start from the second element, with the first one used as initial value of ``accum``. +\ ``method`` 接受两个参数:\ ``accum`` 的当前值,以及当前的数组元素。如果 ``accum`` 为 ``null``\ (默认值),则会从第二个元素开始迭代,将第一个元素作为 ``accum`` 的初始值。 :: @@ -1112,13 +1112,13 @@ The ``method`` takes two arguments: the current value of ``accum`` and the curre return accum + number func _ready(): - print([1, 2, 3].reduce(sum, 0)) # Prints 6 - print([1, 2, 3].reduce(sum, 10)) # Prints 16 + print([1, 2, 3].reduce(sum, 0)) # 输出 6 + print([1, 2, 3].reduce(sum, 10)) # 输出 16 - # Same as above, but using a lambda function. + # 与上面相同,但使用 lambda 函数。 print([1, 2, 3].reduce(func(accum, number): return accum + number, 10)) -If :ref:`max` is not desirable, this method may also be used to implement a custom comparator: +如果 :ref:`max` 不理想,也可以使用该方法来实现自定义比较器: :: @@ -1126,12 +1126,12 @@ If :ref:`max` is not desirable, this method may also be var arr = [Vector2(5, 0), Vector2(3, 4), Vector2(1, 2)] var longest_vec = arr.reduce(func(max, vec): return vec if is_length_greater(vec, max) else max) - print(longest_vec) # Prints Vector2(3, 4). + print(longest_vec) # 输出 Vector2(3, 4). func is_length_greater(a, b): return a.length() > b.length() -See also :ref:`map`, :ref:`filter`, :ref:`any` and :ref:`all`. +另见 :ref:`map`\ 、\ :ref:`filter`\ 、\ :ref:`any`\ 、\ :ref:`all`\ 。 .. rst-class:: classref-item-separator @@ -1143,13 +1143,13 @@ See also :ref:`map`, :ref:`filter`\ ) :ref:`🔗` -Removes the element from the array at the given index (``position``). If the index is out of bounds, this method fails. +从数组中移除指定索引(\ ``position``\ )处的元素。如果索引超出范围,则该方法失败。 -If you need to return the removed element, use :ref:`pop_at`. To remove an element by value, use :ref:`erase` instead. +如果需要返回被移除的元素,请使用 :ref:`pop_at`\ 。要按值移除元素,请改用 :ref:`erase`\ 。 -\ **Note:** This method shifts every element's index after ``position`` back, which may have a noticeable performance cost, especially on larger arrays. +\ **注意:**\ 该方法将 ``position`` 之后每个元素的索引向后移,这可能会产生明显的性能成本,尤其是在较大的数组上。 -\ **Note:** The ``position`` cannot be negative. To remove an element relative to the end of the array, use ``arr.remove_at(arr.size() - (i + 1))``. To remove the last element from the array, use ``arr.resize(arr.size() - 1)``. +\ **注意:**\ ``position`` 不能为负数。要移除相对于数组末尾的元素,请使用 ``arr.remove_at(arr.size() - (i + 1))``\ 。要从数组中移除最后一个元素,请使用 ``arr.resize(arr.size() - 1)``\ 。 .. rst-class:: classref-item-separator @@ -1161,11 +1161,11 @@ If you need to return the removed element, use :ref:`pop_at` **resize**\ (\ size\: :ref:`int`\ ) :ref:`🔗` -Sets the array's number of elements to ``size``. If ``size`` is smaller than the array's current size, the elements at the end are removed. If ``size`` is greater, new default elements (usually ``null``) are added, depending on the array's type. +将数组的元素数设置为 ``size``\ 。如果 ``size`` 小于数组的当前大小,则移除末尾的元素。如果 ``size`` 大于数组的当前大小,则添加新的默认元素(通常为 ``null``\ ),具体取决于数组的类型。 -Returns :ref:`@GlobalScope.OK` on success, or one of the other :ref:`Error` constants if this method fails. +如果成功,则返回 :ref:`@GlobalScope.OK`\ ;如果该方法失败,则返回其他 :ref:`Error` 常量之一。 -\ **Note:** Calling this method once and assigning the new values is faster than calling :ref:`append` for every new element. +\ **注意:**\ 调用该方法一次并分配新值,要比为每个新元素调用 :ref:`append` 更快。 .. rst-class:: classref-item-separator @@ -1177,7 +1177,7 @@ Returns :ref:`@GlobalScope.OK` on success, or on |void| **reverse**\ (\ ) :ref:`🔗` -Reverses the order of all elements in the array. +反转数组中所有元素的顺序。 .. rst-class:: classref-item-separator @@ -1189,7 +1189,7 @@ Reverses the order of all elements in the array. :ref:`int` **rfind**\ (\ what\: :ref:`Variant`, from\: :ref:`int` = -1\ ) |const| :ref:`🔗` -Returns the index of the **last** occurrence of ``what`` in this array, or ``-1`` if there are none. The search's start can be specified with ``from``, continuing to the beginning of the array. This method is the reverse of :ref:`find`. +返回该数组中 ``what`` **最后一次**\ 出现时的索引,不存在时则为 ``-1``\ 。搜索的起点可以用 ``from`` 指定,终点为该数组的开头。该方法与 :ref:`find` 相对。 .. rst-class:: classref-item-separator @@ -1201,9 +1201,9 @@ Returns the index of the **last** occurrence of ``what`` in this array, or ``-1` |void| **shuffle**\ (\ ) :ref:`🔗` -Shuffles all elements of the array in a random order. +随机打乱数组中所有元素的顺序。 -\ **Note:** Like many similar functions in the engine (such as :ref:`@GlobalScope.randi` or :ref:`pick_random`), this method uses a common, global random seed. To get a predictable outcome from this method, see :ref:`@GlobalScope.seed`. +\ **注意:**\ 与引擎中很多类似的函数一样(例如 :ref:`@GlobalScope.randi` 和 :ref:`pick_random`\ ),该方法使用的是通用的全局随机数种子。如何获取可预知的结果见 :ref:`@GlobalScope.seed`\ 。 .. rst-class:: classref-item-separator @@ -1215,7 +1215,7 @@ Shuffles all elements of the array in a random order. :ref:`int` **size**\ (\ ) |const| :ref:`🔗` -Returns the number of elements in the array. Empty arrays (``[]``) always return ``0``. See also :ref:`is_empty`. +返回该数组中元素的数量。空数组(\ ``[]``\ )始终返回 ``0``\ 。另请参阅 :ref:`is_empty`\ 。 .. rst-class:: classref-item-separator @@ -1227,24 +1227,24 @@ Returns the number of elements in the array. Empty arrays (``[]``) always return :ref:`Array` **slice**\ (\ begin\: :ref:`int`, end\: :ref:`int` = 2147483647, step\: :ref:`int` = 1, deep\: :ref:`bool` = false\ ) |const| :ref:`🔗` -Returns a new **Array** containing this array's elements, from index ``begin`` (inclusive) to ``end`` (exclusive), every ``step`` elements. +返回一个新的 **Array**\ ,其中包含该数组的元素,从索引 ``begin``\ (含)到 ``end``\ (不含),每个 ``step`` 个元素。 -If either ``begin`` or ``end`` are negative, their value is relative to the end of the array. +如果 ``begin`` 或 ``end`` 为负数,则它们的值相对于数组的末尾。 -If ``step`` is negative, this method iterates through the array in reverse, returning a slice ordered backwards. For this to work, ``begin`` must be greater than ``end``. +如果 ``step`` 为负数,则该方法反向遍历数组,返回按反向顺序排列的切片数组。要使其起作用,\ ``begin`` 必须大于 ``end``\ 。 -If ``deep`` is ``true``, all nested **Array** and :ref:`Dictionary` elements in the slice are duplicated from the original, recursively. See also :ref:`duplicate`). +如果 ``deep`` 为 ``true``\ ,则切片数组中所有嵌套的 **Array** 和 :ref:`Dictionary` 元素都将从原始元素中递归复制。另请参阅 :ref:`duplicate`)。 :: var letters = ["A", "B", "C", "D", "E", "F"] - print(letters.slice(0, 2)) # Prints ["A", "B"] - print(letters.slice(2, -2)) # Prints ["C", "D"] - print(letters.slice(-2, 6)) # Prints ["E", "F"] + print(letters.slice(0, 2)) # 输出 ["A", "B"] + print(letters.slice(2, -2)) # 输出 ["C", "D"] + print(letters.slice(-2, 6)) # 输出 ["E", "F"] - print(letters.slice(0, 6, 2)) # Prints ["A", "C", "E"] - print(letters.slice(4, 1, -1)) # Prints ["E", "D", "C"] + print(letters.slice(0, 6, 2)) # 输出 ["A", "C", "E"] + print(letters.slice(4, 1, -1)) # 输出 ["E", "D", "C"] .. rst-class:: classref-item-separator @@ -1256,7 +1256,7 @@ If ``deep`` is ``true``, all nested **Array** and :ref:`Dictionary` -Sorts the array in ascending order. The final order is dependent on the "less than" (``>``) comparison between elements. +按升序对数组进行排序。最终顺序取决于元素之间的“小于”(\ ``>``\ )比较。 .. tabs:: @@ -1265,17 +1265,17 @@ Sorts the array in ascending order. The final order is dependent on the "less th var numbers = [10, 5, 2.5, 8] numbers.sort() - print(numbers) # Prints [2.5, 5, 8, 10] + print(numbers) # 输出 [2.5, 5, 8, 10] .. code-tab:: csharp var numbers = new Godot.Collections.Array { 10, 5, 2.5, 8 }; numbers.Sort(); - GD.Print(numbers); // Prints [2.5, 5, 8, 10] + GD.Print(numbers); // 输出 [2.5, 5, 8, 10] -\ **Note:** The sorting algorithm used is not `stable `__. This means that equivalent elements (such as ``2`` and ``2.0``) may have their order changed when calling :ref:`sort`. +\ **注意:**\ 使用的排序算法并不\ `稳定 `__\ 。这意味着等效元素(例如 ``2`` 和 ``2.0``\ )在调用 :ref:`sort` 时可能会改变其顺序。 .. rst-class:: classref-item-separator @@ -1287,9 +1287,9 @@ Sorts the array in ascending order. The final order is dependent on the "less th |void| **sort_custom**\ (\ func\: :ref:`Callable`\ ) :ref:`🔗` -Sorts the array using a custom :ref:`Callable`. +使用自定义的 :ref:`Callable` 对数组进行排序。 -\ ``func`` is called as many times as necessary, receiving two array elements as arguments. The function should return ``true`` if the first element should be moved *behind* the second one, otherwise it should return ``false``. +\ ``func`` 可根据需要多次调用,接收两个数组元素作为参数。如果第一个元素应移到第二个元素的\ *前面*\ ,则该函数应返回 ``true``\ ,否则应返回 ``false``\ 。 :: @@ -1301,25 +1301,25 @@ Sorts the array using a custom :ref:`Callable`. func _ready(): var my_items = [["Tomato", 5], ["Apple", 9], ["Rice", 4]] my_items.sort_custom(sort_ascending) - print(my_items) # Prints [["Rice", 4], ["Tomato", 5], ["Apple", 9]] + print(my_items) # 输出 [["Rice", 4], ["Tomato", 5], ["Apple", 9]] - # Sort descending, using a lambda function. + # 使用 lambda 函数按降序排序。 my_items.sort_custom(func(a, b): return a[0] > b[0]) - print(my_items) # Prints [["Apple", 9], ["Tomato", 5], ["Rice", 4]] + print(my_items) # 输出 [["Apple", 9], ["Tomato", 5], ["Rice", 4]] -It may also be necessary to use this method to sort strings by natural order, with :ref:`String.naturalnocasecmp_to`, as in the following example: +可能还需要使用该方法按自然顺序对字符串进行排序,使用 :ref:`String.naturalnocasecmp_to`\ ,如下例所示: :: var files = ["newfile1", "newfile2", "newfile10", "newfile11"] files.sort_custom(func(a, b): return a.naturalnocasecmp_to(b) < 0) - print(files) # Prints ["newfile1", "newfile2", "newfile10", "newfile11"] + print(files) # 输出 ["newfile1", "newfile2", "newfile10", "newfile11"] -\ **Note:** In C#, this method is not supported. +\ **注意:**\ 在 C# 中,不支持该方法。 -\ **Note:** The sorting algorithm used is not `stable `__. This means that values considered equal may have their order changed when calling this method. +\ **注意:**\ 使用的排序算法并不是\ `稳定的 `__\ 。这意味着在调用该方法时,被视为相等的值的顺序可能会发生变化。 -\ **Note:** You should not randomize the return value of ``func``, as the heapsort algorithm expects a consistent result. Randomizing the return value will result in unexpected behavior. +\ **注意:**\ 不应随机化 ``func`` 的返回值,因为堆排序算法需要一致的结果。随机化返回值将导致意外行为。 .. rst-class:: classref-section-separator @@ -1336,7 +1336,7 @@ It may also be necessary to use this method to sort strings by natural order, wi :ref:`bool` **operator !=**\ (\ right\: :ref:`Array`\ ) :ref:`🔗` -Returns ``true`` if the array's size or its elements are different than ``right``'s. +如果该数组的大小或其元素与 ``right`` 不同,则返回 ``true``\ 。 .. rst-class:: classref-item-separator @@ -1348,7 +1348,7 @@ Returns ``true`` if the array's size or its elements are different than ``right` :ref:`Array` **operator +**\ (\ right\: :ref:`Array`\ ) :ref:`🔗` -Appends the ``right`` array to the left operand, creating a new **Array**. This is also known as an array concatenation. +将 ``right`` 数组追加到左操作数,会创建一个新的 **Array**\ 。这也称为数组拼接。 .. tabs:: @@ -1357,18 +1357,18 @@ Appends the ``right`` array to the left operand, creating a new **Array**. This var array1 = ["One", 2] var array2 = [3, "Four"] - print(array1 + array2) # Prints ["One", 2, 3, "Four"] + print(array1 + array2) # 输出 ["One", 2, 3, "Four"] .. code-tab:: csharp - // Note that concatenation is not possible with C#'s native Array type. + // 请注意,C# 的原生数组类型无法进行拼接。 var array1 = new Godot.Collections.Array{"One", 2}; var array2 = new Godot.Collections.Array{3, "Four"}; - GD.Print(array1 + array2); // Prints ["One", 2, 3, "Four"] + GD.Print(array1 + array2); // 输出 ["One", 2, 3, "Four"] -\ **Note:** For existing arrays, :ref:`append_array` is much more efficient than concatenation and assignment with the ``+=`` operator. +\ **注意:**\ 对于已有数组,\ :ref:`append_array` 比使用 ``+=`` 运算符的拼接和赋值效率高得多。 .. rst-class:: classref-item-separator @@ -1380,9 +1380,9 @@ Appends the ``right`` array to the left operand, creating a new **Array**. This :ref:`bool` **operator <**\ (\ right\: :ref:`Array`\ ) :ref:`🔗` -Compares the elements of both arrays in order, starting from index ``0`` and ending on the last index in common between both arrays. For each pair of elements, returns ``true`` if this array's element is less than ``right``'s, ``false`` if this element is greater. Otherwise, continues to the next pair. +按顺序比较两个数组的元素,从索引 ``0`` 开始,到两个数组共同的最后一个索引结束。对于每对元素,如果该数组的元素小于 ``right`` 的元素,则返回 ``true``\ ;如果该元素大于 ``right`` 的元素,则返回 ``false``\ 。否则,继续下一对。 -If all searched elements are equal, returns ``true`` if this array's size is less than ``right``'s, otherwise returns ``false``. +当所有搜索到的元素都相等时,如果该数组的大小小于 ``right`` 的大小,则返回 ``true``\ ,否则返回 ``false``\ 。 .. rst-class:: classref-item-separator @@ -1394,9 +1394,9 @@ If all searched elements are equal, returns ``true`` if this array's size is les :ref:`bool` **operator <=**\ (\ right\: :ref:`Array`\ ) :ref:`🔗` -Compares the elements of both arrays in order, starting from index ``0`` and ending on the last index in common between both arrays. For each pair of elements, returns ``true`` if this array's element is less than ``right``'s, ``false`` if this element is greater. Otherwise, continues to the next pair. +按顺序比较两个数组的元素,从索引 ``0`` 开始,到两个数组共同的最后一个索引结束。对于每对元素,如果该数组的元素小于 ``right`` 的元素,则返回 ``true``\ ;如果该元素较大则返回 ``false``\ 。否则,继续下一对。 -If all searched elements are equal, returns ``true`` if this array's size is less or equal to ``right``'s, otherwise returns ``false``. +当所有搜索到的元素都相等时,如果该数组的大小小于或等于 ``right`` 的大小,则返回 ``true``\ ,否则返回 ``false``\ 。 .. rst-class:: classref-item-separator @@ -1420,9 +1420,9 @@ If all searched elements are equal, returns ``true`` if this array's size is les :ref:`bool` **operator >**\ (\ right\: :ref:`Array`\ ) :ref:`🔗` -Compares the elements of both arrays in order, starting from index ``0`` and ending on the last index in common between both arrays. For each pair of elements, returns ``true`` if this array's element is greater than ``right``'s, ``false`` if this element is less. Otherwise, continues to the next pair. +按顺序比较两个数组的元素,从索引 ``0`` 开始,到两个数组共同的最后一个索引结束。对于每对元素,如果该数组的元素大于 ``right`` 的元素,则返回 ``true``\ ;如果该元素较小则返回 ``false``\ 。否则,继续下一对。 -If all searched elements are equal, returns ``true`` if this array's size is greater than ``right``'s, otherwise returns ``false``. +当所有搜索到的元素都相等时,如果该数组的大小大于 ``right`` 的大小,则返回 ``true``\ ,否则返回 ``false``\ 。 .. rst-class:: classref-item-separator @@ -1434,9 +1434,9 @@ If all searched elements are equal, returns ``true`` if this array's size is gre :ref:`bool` **operator >=**\ (\ right\: :ref:`Array`\ ) :ref:`🔗` -Compares the elements of both arrays in order, starting from index ``0`` and ending on the last index in common between both arrays. For each pair of elements, returns ``true`` if this array's element is greater than ``right``'s, ``false`` if this element is less. Otherwise, continues to the next pair. +按顺序比较两个数组的元素,从索引 ``0`` 开始,到两个数组共同的最后一个索引结束。对于每对元素,如果该数组的元素大于 ``right`` 的元素,则返回 ``true``\ ,如果该元素较小则返回 ``false``\ 。否则,继续下一对。 -If all searched elements are equal, returns ``true`` if this array's size is greater or equal to ``right``'s, otherwise returns ``false``. +当所有搜索到的元素都相等时,如果该数组的大小大于或等于 ``right`` 的大小,则返回 ``true``\ ,否则返回 ``false``\ 。 .. rst-class:: classref-item-separator @@ -1448,7 +1448,7 @@ If all searched elements are equal, returns ``true`` if this array's size is gre :ref:`Variant` **operator []**\ (\ index\: :ref:`int`\ ) :ref:`🔗` -Returns the :ref:`Variant` element at the specified ``index``. Arrays start at index 0. If ``index`` is greater or equal to ``0``, the element is fetched starting from the beginning of the array. If ``index`` is a negative value, the element is fetched starting from the end. Accessing an array out-of-bounds will cause a run-time error, pausing the project execution if run from the editor. +返回指定 ``index`` 处的 :ref:`Variant` 元素。数组从索引 0 开始。如果 ``index`` 大于或等于 ``0``\ ,则从数组开头开始获取元素。如果 ``index`` 为负值,则从末尾开始获取元素。越界访问数组将导致运行时错误,从编辑器中运行时会暂停项目执行。 .. |virtual| replace:: :abbr:`virtual (本方法通常需要用户覆盖才能生效。)` .. |const| replace:: :abbr:`const (本方法无副作用,不会修改该实例的任何成员变量。)` diff --git a/classes/zh_CN/class_arraymesh.rst b/classes/zh_CN/class_arraymesh.rst index 819d82a3fc..e46bb13cfd 100644 --- a/classes/zh_CN/class_arraymesh.rst +++ b/classes/zh_CN/class_arraymesh.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ArrayMesh.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ArrayMesh.xml. .. _class_ArrayMesh: @@ -197,9 +197,9 @@ ArrayMesh - |void| **set_shadow_mesh**\ (\ value\: :ref:`ArrayMesh`\ ) - :ref:`ArrayMesh` **get_shadow_mesh**\ (\ ) -An optional mesh which can be used for rendering shadows and the depth prepass. Can be used to increase performance by supplying a mesh with fused vertices and only vertex position data (without normals, UVs, colors, etc.). +可选网格,可用于渲染阴影和预深度阶段。可通过提供融合顶点和仅顶点位置数据(不含法线、UV、颜色等)的网格来提高性能。 -\ **Note:** This mesh must have exactly the same vertex positions as the source mesh (including the source mesh's LODs, if present). If vertex positions differ, then the mesh will not draw correctly. +\ **注意:**\ 该网格必须具有与源网格完全相同的顶点位置(包括源网格的 LOD,如果存在)。如果顶点位置不同,则网格将无法正确绘制。 .. rst-class:: classref-section-separator diff --git a/classes/zh_CN/class_arrayoccluder3d.rst b/classes/zh_CN/class_arrayoccluder3d.rst index 0ac6b284c8..bba3e5a7a9 100644 --- a/classes/zh_CN/class_arrayoccluder3d.rst +++ b/classes/zh_CN/class_arrayoccluder3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ArrayOccluder3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ArrayOccluder3D.xml. .. _class_ArrayOccluder3D: diff --git a/classes/zh_CN/class_aspectratiocontainer.rst b/classes/zh_CN/class_aspectratiocontainer.rst index 743c71f37d..605e374170 100644 --- a/classes/zh_CN/class_aspectratiocontainer.rst +++ b/classes/zh_CN/class_aspectratiocontainer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AspectRatioContainer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AspectRatioContainer.xml. .. _class_AspectRatioContainer: diff --git a/classes/zh_CN/class_astar2d.rst b/classes/zh_CN/class_astar2d.rst index 83d360325d..a7afb1782e 100644 --- a/classes/zh_CN/class_astar2d.rst +++ b/classes/zh_CN/class_astar2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AStar2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AStar2D.xml. .. _class_AStar2D: @@ -287,7 +287,7 @@ A\* 算法的一种实现,用于在 2D 空间中的连通图上找到两个顶 返回一个数组,其中包含构成由 AStar2D 在给定点之间找到的路径的点的 ID。数组从路径的起点到终点进行排序。 -如果目标没有有效路径,并且\ ``allow_partial_path``\ 为\ ``true``\ ,则返回到最接近可到达目标的点的路径。 +如果没有能够到达目标的有效路径,并且 ``allow_partial_path`` 为\ ``true``\ ,则返回能够到达的最接近目标点的路径。 .. tabs:: @@ -319,7 +319,7 @@ A\* 算法的一种实现,用于在 2D 空间中的连通图上找到两个顶 astar.ConnectPoints(2, 3, false); astar.ConnectPoints(4, 3, false); astar.ConnectPoints(1, 4, false); - int[] res = astar.GetIdPath(1, 3); // 返回 [1, 2, 3] + long[] res = astar.GetIdPath(1, 3); // 返回 [1, 2, 3] @@ -376,7 +376,7 @@ A\* 算法的一种实现,用于在 2D 空间中的连通图上找到两个顶 astar.ConnectPoints(1, 2, true); astar.ConnectPoints(1, 3, true); - int[] neighbors = astar.GetPointConnections(1); // 返回 [2, 3] + long[] neighbors = astar.GetPointConnections(1); // 返回 [2, 3] diff --git a/classes/zh_CN/class_astar3d.rst b/classes/zh_CN/class_astar3d.rst index 920b6452b6..b5b2e18e76 100644 --- a/classes/zh_CN/class_astar3d.rst +++ b/classes/zh_CN/class_astar3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AStar3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AStar3D.xml. .. _class_AStar3D: @@ -324,7 +324,7 @@ A\*(A 星)是一种计算机算法,用于寻路和图遍历,即穿过一 返回一个数组,其中包含构成 AStar3D 在给定点之间找到的路径中的点的 ID。数组从路径的起点到终点排序。 -如果没有通往目标的有效路径并且 ``allow_partial_path`` 为 ``true``\ ,则会返回通往距离目标最近的可达点的路径。 +如果没有能够到达目标的有效路径,并且 ``allow_partial_path`` 为\ ``true``\ ,则返回能够到达的最接近目标点的路径。 .. tabs:: @@ -355,7 +355,7 @@ A\*(A 星)是一种计算机算法,用于寻路和图遍历,即穿过一 astar.ConnectPoints(2, 3, false); astar.ConnectPoints(4, 3, false); astar.ConnectPoints(1, 4, false); - int[] res = astar.GetIdPath(1, 3); // 返回 [1, 2, 3] + long[] res = astar.GetIdPath(1, 3); // 返回 [1, 2, 3] @@ -411,7 +411,7 @@ A\*(A 星)是一种计算机算法,用于寻路和图遍历,即穿过一 astar.ConnectPoints(1, 2, true); astar.ConnectPoints(1, 3, true); - int[] neighbors = astar.GetPointConnections(1); // 返回 [2, 3] + long[] neighbors = astar.GetPointConnections(1); // 返回 [2, 3] diff --git a/classes/zh_CN/class_astargrid2d.rst b/classes/zh_CN/class_astargrid2d.rst index 33f4e3910c..c2dff20778 100644 --- a/classes/zh_CN/class_astargrid2d.rst +++ b/classes/zh_CN/class_astargrid2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AStarGrid2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AStarGrid2D.xml. .. _class_AStarGrid2D: diff --git a/classes/zh_CN/class_atlastexture.rst b/classes/zh_CN/class_atlastexture.rst index 062c7ffa45..2a1856a07b 100644 --- a/classes/zh_CN/class_atlastexture.rst +++ b/classes/zh_CN/class_atlastexture.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AtlasTexture.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AtlasTexture.xml. .. _class_AtlasTexture: @@ -116,7 +116,7 @@ AtlasTexture - |void| **set_region**\ (\ value\: :ref:`Rect2`\ ) - :ref:`Rect2` **get_region**\ (\ ) -The region used to draw the :ref:`atlas`. If either dimension of the region's size is ``0``, the value from :ref:`atlas` size will be used for that axis instead. +绘制 :ref:`atlas` 的区域。如果区域在某个方向上大小为 ``0``\ ,则该方向会使用 :ref:`atlas` 的大小。 .. |virtual| replace:: :abbr:`virtual (本方法通常需要用户覆盖才能生效。)` .. |const| replace:: :abbr:`const (本方法无副作用,不会修改该实例的任何成员变量。)` diff --git a/classes/zh_CN/class_audiobuslayout.rst b/classes/zh_CN/class_audiobuslayout.rst index 2741be10dd..9ff74bb34b 100644 --- a/classes/zh_CN/class_audiobuslayout.rst +++ b/classes/zh_CN/class_audiobuslayout.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioBusLayout.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioBusLayout.xml. .. _class_AudioBusLayout: diff --git a/classes/zh_CN/class_audioeffect.rst b/classes/zh_CN/class_audioeffect.rst index 2cb1433245..b777ae0142 100644 --- a/classes/zh_CN/class_audioeffect.rst +++ b/classes/zh_CN/class_audioeffect.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioEffect.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioEffect.xml. .. _class_AudioEffect: diff --git a/classes/zh_CN/class_audioeffectamplify.rst b/classes/zh_CN/class_audioeffectamplify.rst index ea4adffe14..78cc63b914 100644 --- a/classes/zh_CN/class_audioeffectamplify.rst +++ b/classes/zh_CN/class_audioeffectamplify.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioEffectAmplify.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioEffectAmplify.xml. .. _class_AudioEffectAmplify: diff --git a/classes/zh_CN/class_audioeffectbandlimitfilter.rst b/classes/zh_CN/class_audioeffectbandlimitfilter.rst index afb3aeeb81..12b7865913 100644 --- a/classes/zh_CN/class_audioeffectbandlimitfilter.rst +++ b/classes/zh_CN/class_audioeffectbandlimitfilter.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioEffectBandLimitFilter.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioEffectBandLimitFilter.xml. .. _class_AudioEffectBandLimitFilter: diff --git a/classes/zh_CN/class_audioeffectbandpassfilter.rst b/classes/zh_CN/class_audioeffectbandpassfilter.rst index 4ac3092126..2d06458780 100644 --- a/classes/zh_CN/class_audioeffectbandpassfilter.rst +++ b/classes/zh_CN/class_audioeffectbandpassfilter.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioEffectBandPassFilter.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioEffectBandPassFilter.xml. .. _class_AudioEffectBandPassFilter: diff --git a/classes/zh_CN/class_audioeffectcapture.rst b/classes/zh_CN/class_audioeffectcapture.rst index 62e3f0f738..beb4b7eac6 100644 --- a/classes/zh_CN/class_audioeffectcapture.rst +++ b/classes/zh_CN/class_audioeffectcapture.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioEffectCapture.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioEffectCapture.xml. .. _class_AudioEffectCapture: diff --git a/classes/zh_CN/class_audioeffectchorus.rst b/classes/zh_CN/class_audioeffectchorus.rst index 8ffbb1f2c8..2282b38b79 100644 --- a/classes/zh_CN/class_audioeffectchorus.rst +++ b/classes/zh_CN/class_audioeffectchorus.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioEffectChorus.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioEffectChorus.xml. .. _class_AudioEffectChorus: diff --git a/classes/zh_CN/class_audioeffectcompressor.rst b/classes/zh_CN/class_audioeffectcompressor.rst index 0e95e1e5dd..ee6f6d1066 100644 --- a/classes/zh_CN/class_audioeffectcompressor.rst +++ b/classes/zh_CN/class_audioeffectcompressor.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioEffectCompressor.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioEffectCompressor.xml. .. _class_AudioEffectCompressor: diff --git a/classes/zh_CN/class_audioeffectdelay.rst b/classes/zh_CN/class_audioeffectdelay.rst index fd90a5697d..91e4c1f340 100644 --- a/classes/zh_CN/class_audioeffectdelay.rst +++ b/classes/zh_CN/class_audioeffectdelay.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioEffectDelay.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioEffectDelay.xml. .. _class_AudioEffectDelay: diff --git a/classes/zh_CN/class_audioeffectdistortion.rst b/classes/zh_CN/class_audioeffectdistortion.rst index e40b4c7005..c3709b516f 100644 --- a/classes/zh_CN/class_audioeffectdistortion.rst +++ b/classes/zh_CN/class_audioeffectdistortion.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioEffectDistortion.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioEffectDistortion.xml. .. _class_AudioEffectDistortion: diff --git a/classes/zh_CN/class_audioeffecteq.rst b/classes/zh_CN/class_audioeffecteq.rst index 3ce283cfb7..91b2122f93 100644 --- a/classes/zh_CN/class_audioeffecteq.rst +++ b/classes/zh_CN/class_audioeffecteq.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioEffectEQ.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioEffectEQ.xml. .. _class_AudioEffectEQ: diff --git a/classes/zh_CN/class_audioeffecteq10.rst b/classes/zh_CN/class_audioeffecteq10.rst index 57bdc6d5b6..484237812b 100644 --- a/classes/zh_CN/class_audioeffecteq10.rst +++ b/classes/zh_CN/class_audioeffecteq10.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioEffectEQ10.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioEffectEQ10.xml. .. _class_AudioEffectEQ10: diff --git a/classes/zh_CN/class_audioeffecteq21.rst b/classes/zh_CN/class_audioeffecteq21.rst index 7d44698ea0..09eccdbe8c 100644 --- a/classes/zh_CN/class_audioeffecteq21.rst +++ b/classes/zh_CN/class_audioeffecteq21.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioEffectEQ21.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioEffectEQ21.xml. .. _class_AudioEffectEQ21: diff --git a/classes/zh_CN/class_audioeffecteq6.rst b/classes/zh_CN/class_audioeffecteq6.rst index 468a0ea310..202bb708e5 100644 --- a/classes/zh_CN/class_audioeffecteq6.rst +++ b/classes/zh_CN/class_audioeffecteq6.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioEffectEQ6.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioEffectEQ6.xml. .. _class_AudioEffectEQ6: diff --git a/classes/zh_CN/class_audioeffectfilter.rst b/classes/zh_CN/class_audioeffectfilter.rst index 2d0ceeae38..fcded9bff2 100644 --- a/classes/zh_CN/class_audioeffectfilter.rst +++ b/classes/zh_CN/class_audioeffectfilter.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioEffectFilter.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioEffectFilter.xml. .. _class_AudioEffectFilter: diff --git a/classes/zh_CN/class_audioeffecthardlimiter.rst b/classes/zh_CN/class_audioeffecthardlimiter.rst index a99df2cb6a..af66a42778 100644 --- a/classes/zh_CN/class_audioeffecthardlimiter.rst +++ b/classes/zh_CN/class_audioeffecthardlimiter.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioEffectHardLimiter.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioEffectHardLimiter.xml. .. _class_AudioEffectHardLimiter: diff --git a/classes/zh_CN/class_audioeffecthighpassfilter.rst b/classes/zh_CN/class_audioeffecthighpassfilter.rst index 560ecdef2a..baf4bcbbe4 100644 --- a/classes/zh_CN/class_audioeffecthighpassfilter.rst +++ b/classes/zh_CN/class_audioeffecthighpassfilter.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioEffectHighPassFilter.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioEffectHighPassFilter.xml. .. _class_AudioEffectHighPassFilter: diff --git a/classes/zh_CN/class_audioeffecthighshelffilter.rst b/classes/zh_CN/class_audioeffecthighshelffilter.rst index c1af88d7b0..78798ddc28 100644 --- a/classes/zh_CN/class_audioeffecthighshelffilter.rst +++ b/classes/zh_CN/class_audioeffecthighshelffilter.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioEffectHighShelfFilter.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioEffectHighShelfFilter.xml. .. _class_AudioEffectHighShelfFilter: diff --git a/classes/zh_CN/class_audioeffectinstance.rst b/classes/zh_CN/class_audioeffectinstance.rst index 838addf5be..98020dc36f 100644 --- a/classes/zh_CN/class_audioeffectinstance.rst +++ b/classes/zh_CN/class_audioeffectinstance.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioEffectInstance.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioEffectInstance.xml. .. _class_AudioEffectInstance: diff --git a/classes/zh_CN/class_audioeffectlimiter.rst b/classes/zh_CN/class_audioeffectlimiter.rst index 83524b801d..3e7ffca62e 100644 --- a/classes/zh_CN/class_audioeffectlimiter.rst +++ b/classes/zh_CN/class_audioeffectlimiter.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioEffectLimiter.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioEffectLimiter.xml. .. _class_AudioEffectLimiter: diff --git a/classes/zh_CN/class_audioeffectlowpassfilter.rst b/classes/zh_CN/class_audioeffectlowpassfilter.rst index 8d4cffbca2..a4938430c4 100644 --- a/classes/zh_CN/class_audioeffectlowpassfilter.rst +++ b/classes/zh_CN/class_audioeffectlowpassfilter.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioEffectLowPassFilter.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioEffectLowPassFilter.xml. .. _class_AudioEffectLowPassFilter: diff --git a/classes/zh_CN/class_audioeffectlowshelffilter.rst b/classes/zh_CN/class_audioeffectlowshelffilter.rst index 7e03eae5f6..3c5fde10fe 100644 --- a/classes/zh_CN/class_audioeffectlowshelffilter.rst +++ b/classes/zh_CN/class_audioeffectlowshelffilter.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioEffectLowShelfFilter.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioEffectLowShelfFilter.xml. .. _class_AudioEffectLowShelfFilter: diff --git a/classes/zh_CN/class_audioeffectnotchfilter.rst b/classes/zh_CN/class_audioeffectnotchfilter.rst index db24019f04..4f2ba4207e 100644 --- a/classes/zh_CN/class_audioeffectnotchfilter.rst +++ b/classes/zh_CN/class_audioeffectnotchfilter.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioEffectNotchFilter.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioEffectNotchFilter.xml. .. _class_AudioEffectNotchFilter: diff --git a/classes/zh_CN/class_audioeffectpanner.rst b/classes/zh_CN/class_audioeffectpanner.rst index 5956d2da4f..ca21c3d820 100644 --- a/classes/zh_CN/class_audioeffectpanner.rst +++ b/classes/zh_CN/class_audioeffectpanner.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioEffectPanner.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioEffectPanner.xml. .. _class_AudioEffectPanner: diff --git a/classes/zh_CN/class_audioeffectphaser.rst b/classes/zh_CN/class_audioeffectphaser.rst index c212877536..2e91a7bc3a 100644 --- a/classes/zh_CN/class_audioeffectphaser.rst +++ b/classes/zh_CN/class_audioeffectphaser.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioEffectPhaser.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioEffectPhaser.xml. .. _class_AudioEffectPhaser: diff --git a/classes/zh_CN/class_audioeffectpitchshift.rst b/classes/zh_CN/class_audioeffectpitchshift.rst index af56ffab39..f142049ad4 100644 --- a/classes/zh_CN/class_audioeffectpitchshift.rst +++ b/classes/zh_CN/class_audioeffectpitchshift.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioEffectPitchShift.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioEffectPitchShift.xml. .. _class_AudioEffectPitchShift: diff --git a/classes/zh_CN/class_audioeffectrecord.rst b/classes/zh_CN/class_audioeffectrecord.rst index b5ce019b25..81ea4f8c8e 100644 --- a/classes/zh_CN/class_audioeffectrecord.rst +++ b/classes/zh_CN/class_audioeffectrecord.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioEffectRecord.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioEffectRecord.xml. .. _class_AudioEffectRecord: diff --git a/classes/zh_CN/class_audioeffectreverb.rst b/classes/zh_CN/class_audioeffectreverb.rst index f9dda41a0f..354b8015f6 100644 --- a/classes/zh_CN/class_audioeffectreverb.rst +++ b/classes/zh_CN/class_audioeffectreverb.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioEffectReverb.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioEffectReverb.xml. .. _class_AudioEffectReverb: diff --git a/classes/zh_CN/class_audioeffectspectrumanalyzer.rst b/classes/zh_CN/class_audioeffectspectrumanalyzer.rst index 6eb24c44ce..c2dff09485 100644 --- a/classes/zh_CN/class_audioeffectspectrumanalyzer.rst +++ b/classes/zh_CN/class_audioeffectspectrumanalyzer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioEffectSpectrumAnalyzer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioEffectSpectrumAnalyzer.xml. .. _class_AudioEffectSpectrumAnalyzer: @@ -19,11 +19,11 @@ AudioEffectSpectrumAnalyzer 描述 ---- -This audio effect does not affect sound output, but can be used for real-time audio visualizations. +这种音频效果不影响声音输出,但可以用于实时音频可视化。 -This resource configures an :ref:`AudioEffectSpectrumAnalyzerInstance`, which performs the actual analysis at runtime. An instance can be acquired with :ref:`AudioServer.get_bus_effect_instance`. +该资源配置了一个 :ref:`AudioEffectSpectrumAnalyzerInstance`\ ,它在运行时执行实际分析。可以使用 :ref:`AudioServer.get_bus_effect_instance` 获取实例。 -See also :ref:`AudioStreamGenerator` for procedurally generating sounds. +使用程序生成声音请参阅 :ref:`AudioStreamGenerator`\ 。 .. rst-class:: classref-introduction-group diff --git a/classes/zh_CN/class_audioeffectspectrumanalyzerinstance.rst b/classes/zh_CN/class_audioeffectspectrumanalyzerinstance.rst index e6bcd71df8..dcdcde2e7f 100644 --- a/classes/zh_CN/class_audioeffectspectrumanalyzerinstance.rst +++ b/classes/zh_CN/class_audioeffectspectrumanalyzerinstance.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioEffectSpectrumAnalyzerInstance.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioEffectSpectrumAnalyzerInstance.xml. .. _class_AudioEffectSpectrumAnalyzerInstance: @@ -12,16 +12,16 @@ AudioEffectSpectrumAnalyzerInstance **继承:** :ref:`AudioEffectInstance` **<** :ref:`RefCounted` **<** :ref:`Object` -Queryable instance of an :ref:`AudioEffectSpectrumAnalyzer`. +:ref:`AudioEffectSpectrumAnalyzer` 的可查询实例。 .. rst-class:: classref-introduction-group 描述 ---- -The runtime part of an :ref:`AudioEffectSpectrumAnalyzer`, which can be used to query the magnitude of a frequency range on its host bus. +:ref:`AudioEffectSpectrumAnalyzer` 的运行时部分,可以用来查询宿主总线上某个频率范围内的幅度。 -An instance of this class can be acquired with :ref:`AudioServer.get_bus_effect_instance`. +可以使用 :ref:`AudioServer.get_bus_effect_instance` 获取该类的实例。 .. rst-class:: classref-introduction-group @@ -63,7 +63,7 @@ enum **MagnitudeMode**: :ref:`🔗` **MAGNITUDE_AVERAGE** = ``0`` -Use the average value across the frequency range as magnitude. +使用频率范围内的平均值作为幅度。 .. _class_AudioEffectSpectrumAnalyzerInstance_constant_MAGNITUDE_MAX: @@ -71,7 +71,7 @@ Use the average value across the frequency range as magnitude. :ref:`MagnitudeMode` **MAGNITUDE_MAX** = ``1`` -Use the maximum value of the frequency range as magnitude. +使用频率范围内的最大值作为幅度。 .. rst-class:: classref-section-separator @@ -88,9 +88,9 @@ Use the maximum value of the frequency range as magnitude. :ref:`Vector2` **get_magnitude_for_frequency_range**\ (\ from_hz\: :ref:`float`, to_hz\: :ref:`float`, mode\: :ref:`MagnitudeMode` = 1\ ) |const| :ref:`🔗` -Returns the magnitude of the frequencies from ``from_hz`` to ``to_hz`` in linear energy as a Vector2. The ``x`` component of the return value represents the left stereo channel, and ``y`` represents the right channel. +返回从 ``from_hz`` 到 ``to_hz`` 频率范围内的幅度,使用线性能量单位,返回的是 Vector2。返回值的 ``x`` 分量代表左声道、\ ``y`` 分量代表右声道。 -\ ``mode`` determines how the frequency range will be processed. See :ref:`MagnitudeMode`. +\ ``mode`` 决定的是频率范围的处理方式,见 :ref:`MagnitudeMode`\ 。 .. |virtual| replace:: :abbr:`virtual (本方法通常需要用户覆盖才能生效。)` .. |const| replace:: :abbr:`const (本方法无副作用,不会修改该实例的任何成员变量。)` diff --git a/classes/zh_CN/class_audioeffectstereoenhance.rst b/classes/zh_CN/class_audioeffectstereoenhance.rst index 8fe9a0b5b2..6a92496b97 100644 --- a/classes/zh_CN/class_audioeffectstereoenhance.rst +++ b/classes/zh_CN/class_audioeffectstereoenhance.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioEffectStereoEnhance.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioEffectStereoEnhance.xml. .. _class_AudioEffectStereoEnhance: diff --git a/classes/zh_CN/class_audiolistener2d.rst b/classes/zh_CN/class_audiolistener2d.rst index bb311fe069..361f014aac 100644 --- a/classes/zh_CN/class_audiolistener2d.rst +++ b/classes/zh_CN/class_audiolistener2d.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioListener2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioListener2D.xml. .. _class_AudioListener2D: diff --git a/classes/zh_CN/class_audiolistener3d.rst b/classes/zh_CN/class_audiolistener3d.rst index 3833f71335..7ea511772e 100644 --- a/classes/zh_CN/class_audiolistener3d.rst +++ b/classes/zh_CN/class_audiolistener3d.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioListener3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioListener3D.xml. .. _class_AudioListener3D: diff --git a/classes/zh_CN/class_audiosample.rst b/classes/zh_CN/class_audiosample.rst index 8611ab149d..e42f904845 100644 --- a/classes/zh_CN/class_audiosample.rst +++ b/classes/zh_CN/class_audiosample.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioSample.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioSample.xml. .. _class_AudioSample: @@ -14,14 +14,14 @@ AudioSample **继承:** :ref:`RefCounted` **<** :ref:`Object` -Base class for audio samples. +音频样本的基类。 .. rst-class:: classref-introduction-group 描述 ---- -Base class for audio samples. +音频样本的基类。 .. |virtual| replace:: :abbr:`virtual (本方法通常需要用户覆盖才能生效。)` .. |const| replace:: :abbr:`const (本方法无副作用,不会修改该实例的任何成员变量。)` diff --git a/classes/zh_CN/class_audiosampleplayback.rst b/classes/zh_CN/class_audiosampleplayback.rst index af0f0540f8..54f2522cf6 100644 --- a/classes/zh_CN/class_audiosampleplayback.rst +++ b/classes/zh_CN/class_audiosampleplayback.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioSamplePlayback.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioSamplePlayback.xml. .. _class_AudioSamplePlayback: @@ -14,14 +14,14 @@ AudioSamplePlayback **继承:** :ref:`RefCounted` **<** :ref:`Object` -Meta class for playing back audio samples. +用于播放音频样本的元类。 .. rst-class:: classref-introduction-group 描述 ---- -Meta class for playing back audio samples. +用于播放音频样本的元类。 .. |virtual| replace:: :abbr:`virtual (本方法通常需要用户覆盖才能生效。)` .. |const| replace:: :abbr:`const (本方法无副作用,不会修改该实例的任何成员变量。)` diff --git a/classes/zh_CN/class_audioserver.rst b/classes/zh_CN/class_audioserver.rst index ab2e947dc4..f59d545e64 100644 --- a/classes/zh_CN/class_audioserver.rst +++ b/classes/zh_CN/class_audioserver.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioServer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioServer.xml. .. _class_AudioServer: @@ -238,7 +238,7 @@ enum **PlaybackType**: :ref:`🔗` **实验性:** 未来版本中可能会修改或移除该常量。 -The playback will be considered of the type declared at :ref:`ProjectSettings.audio/general/default_playback_type`. +播放将被视为在 :ref:`ProjectSettings.audio/general/default_playback_type` 处声明的类型。 .. _class_AudioServer_constant_PLAYBACK_TYPE_STREAM: @@ -248,7 +248,7 @@ The playback will be considered of the type declared at :ref:`ProjectSettings.au **实验性:** 未来版本中可能会修改或移除该常量。 -Force the playback to be considered as a stream. +强制将播放视为流。 .. _class_AudioServer_constant_PLAYBACK_TYPE_SAMPLE: @@ -258,11 +258,11 @@ Force the playback to be considered as a stream. **实验性:** 未来版本中可能会修改或移除该常量。 -Force the playback to be considered as a sample. This can provide lower latency and more stable playback (with less risk of audio crackling), at the cost of having less flexibility. +强制将播放视为样本。这可以提供更低的延迟和更稳定的播放(音频噼啪声的风险更小),但代价是灵活性较低。 -\ **Note:** Only currently supported on the web platform. +\ **注意:**\ 目前仅支持 Web 平台。 -\ **Note:** :ref:`AudioEffect`\ s are not supported when playback is considered as a sample. +\ **注意:**\ 将播放视为样本时不支持 :ref:`AudioEffect`\ 。 .. _class_AudioServer_constant_PLAYBACK_TYPE_MAX: @@ -272,7 +272,7 @@ Force the playback to be considered as a sample. This can provide lower latency **实验性:** 未来版本中可能会修改或移除该常量。 -Represents the size of the :ref:`PlaybackType` enum. +代表 :ref:`PlaybackType` 枚举的大小。 .. rst-class:: classref-section-separator @@ -658,9 +658,9 @@ Represents the size of the :ref:`PlaybackType` en **实验性:** 未来版本中可能会修改或移除该方法。 -If ``true``, the stream is registered as a sample. The engine will not have to register it before playing the sample. +如果为 ``true``\ ,则该流已被注册为样本。引擎无需在播放样本之前对其进行注册。 -If ``false``, the stream will have to be registered before playing it. To prevent lag spikes, register the stream as sample with :ref:`register_stream_as_sample`. +如果为 ``false``\ ,则必须在播放之前注册该流。为防止延迟峰值,请使用 :ref:`register_stream_as_sample` 将流注册为样本。 .. rst-class:: classref-item-separator @@ -700,9 +700,9 @@ If ``false``, the stream will have to be registered before playing it. To preven **实验性:** 未来版本中可能会修改或移除该方法。 -Forces the registration of a stream as a sample. +强制将流注册为样本。 -\ **Note:** Lag spikes may occur when calling this method, especially on single-threaded builds. It is suggested to call this method while loading assets, where the lag spike could be masked, instead of registering the sample right before it needs to be played. +\ **注意:**\ 调用该方法时可能会出现延迟峰值,尤其是在单线程构建中。建议在加载资产时调用该方法,这样可以掩盖延迟峰值,而不是在需要播放样本之前才注册样本。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_audiostream.rst b/classes/zh_CN/class_audiostream.rst index dd3aff3b5c..0738721297 100644 --- a/classes/zh_CN/class_audiostream.rst +++ b/classes/zh_CN/class_audiostream.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioStream.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioStream.xml. .. _class_AudioStream: @@ -194,7 +194,7 @@ AudioStream **实验性:** 未来版本中可能会修改或移除该方法。 -Returns if the current **AudioStream** can be used as a sample. Only static streams can be sampled. +返回当前 **AudioStream** 是否可以用作样本。仅可对静态流进行采样。 .. rst-class:: classref-item-separator @@ -208,7 +208,7 @@ Returns if the current **AudioStream** can be used as a sample. Only static stre **实验性:** 未来版本中可能会修改或移除该方法。 -Generates an :ref:`AudioSample` based on the current stream. +根据当前流生成 :ref:`AudioSample`\ 。 .. rst-class:: classref-item-separator @@ -244,7 +244,7 @@ Generates an :ref:`AudioSample` based on the current stream. :ref:`bool` **is_meta_stream**\ (\ ) |const| :ref:`🔗` -Returns ``true`` if the stream is a collection of other streams, ``false`` otherwise. +如果该流是其他流的集合,则返回 ``true``\ ,否则返回 ``false``\ 。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_audiostreamgenerator.rst b/classes/zh_CN/class_audiostreamgenerator.rst index 75dcc27385..f748c20612 100644 --- a/classes/zh_CN/class_audiostreamgenerator.rst +++ b/classes/zh_CN/class_audiostreamgenerator.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioStreamGenerator.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioStreamGenerator.xml. .. _class_AudioStreamGenerator: diff --git a/classes/zh_CN/class_audiostreamgeneratorplayback.rst b/classes/zh_CN/class_audiostreamgeneratorplayback.rst index 8c8ddb40c9..6f564ad147 100644 --- a/classes/zh_CN/class_audiostreamgeneratorplayback.rst +++ b/classes/zh_CN/class_audiostreamgeneratorplayback.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioStreamGeneratorPlayback.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioStreamGeneratorPlayback.xml. .. _class_AudioStreamGeneratorPlayback: diff --git a/classes/zh_CN/class_audiostreaminteractive.rst b/classes/zh_CN/class_audiostreaminteractive.rst index 1411635994..60fb7ec851 100644 --- a/classes/zh_CN/class_audiostreaminteractive.rst +++ b/classes/zh_CN/class_audiostreaminteractive.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/interactive_music/doc_classes/AudioStreamInteractive.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/interactive_music/doc_classes/AudioStreamInteractive.xml. .. _class_AudioStreamInteractive: diff --git a/classes/zh_CN/class_audiostreammicrophone.rst b/classes/zh_CN/class_audiostreammicrophone.rst index d64c197cd1..8b58799e30 100644 --- a/classes/zh_CN/class_audiostreammicrophone.rst +++ b/classes/zh_CN/class_audiostreammicrophone.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioStreamMicrophone.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioStreamMicrophone.xml. .. _class_AudioStreamMicrophone: diff --git a/classes/zh_CN/class_audiostreammp3.rst b/classes/zh_CN/class_audiostreammp3.rst index 3b234fc8cc..9ba7d58418 100644 --- a/classes/zh_CN/class_audiostreammp3.rst +++ b/classes/zh_CN/class_audiostreammp3.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/minimp3/doc_classes/AudioStreamMP3.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/minimp3/doc_classes/AudioStreamMP3.xml. .. _class_AudioStreamMP3: diff --git a/classes/zh_CN/class_audiostreamoggvorbis.rst b/classes/zh_CN/class_audiostreamoggvorbis.rst index 871e3c0e9a..668e2a5850 100644 --- a/classes/zh_CN/class_audiostreamoggvorbis.rst +++ b/classes/zh_CN/class_audiostreamoggvorbis.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/vorbis/doc_classes/AudioStreamOggVorbis.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/vorbis/doc_classes/AudioStreamOggVorbis.xml. .. _class_AudioStreamOggVorbis: diff --git a/classes/zh_CN/class_audiostreamplayback.rst b/classes/zh_CN/class_audiostreamplayback.rst index 30986354ca..b0af367e15 100644 --- a/classes/zh_CN/class_audiostreamplayback.rst +++ b/classes/zh_CN/class_audiostreamplayback.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioStreamPlayback.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioStreamPlayback.xml. .. _class_AudioStreamPlayback: @@ -203,7 +203,7 @@ AudioStreamPlayback **实验性:** 未来版本中可能会修改或移除该方法。 -Returns the :ref:`AudioSamplePlayback` associated with this **AudioStreamPlayback** for playing back the audio sample of this stream. +返回与该 **AudioStreamPlayback** 相关联的、用于播放该流的音频样本的 :ref:`AudioSamplePlayback`\ ,。 .. rst-class:: classref-item-separator @@ -217,7 +217,7 @@ Returns the :ref:`AudioSamplePlayback` associated wit **实验性:** 未来版本中可能会修改或移除该方法。 -Associates :ref:`AudioSamplePlayback` to this **AudioStreamPlayback** for playing back the audio sample of this stream. +将 :ref:`AudioSamplePlayback` 与该 **AudioStreamPlayback** 关联以播放该流的音频样本。 .. |virtual| replace:: :abbr:`virtual (本方法通常需要用户覆盖才能生效。)` .. |const| replace:: :abbr:`const (本方法无副作用,不会修改该实例的任何成员变量。)` diff --git a/classes/zh_CN/class_audiostreamplaybackinteractive.rst b/classes/zh_CN/class_audiostreamplaybackinteractive.rst index 59f48c9844..153b0ab85c 100644 --- a/classes/zh_CN/class_audiostreamplaybackinteractive.rst +++ b/classes/zh_CN/class_audiostreamplaybackinteractive.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/interactive_music/doc_classes/AudioStreamPlaybackInteractive.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/interactive_music/doc_classes/AudioStreamPlaybackInteractive.xml. .. _class_AudioStreamPlaybackInteractive: diff --git a/classes/zh_CN/class_audiostreamplaybackoggvorbis.rst b/classes/zh_CN/class_audiostreamplaybackoggvorbis.rst index 156ca37425..f0061128fa 100644 --- a/classes/zh_CN/class_audiostreamplaybackoggvorbis.rst +++ b/classes/zh_CN/class_audiostreamplaybackoggvorbis.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/vorbis/doc_classes/AudioStreamPlaybackOggVorbis.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/vorbis/doc_classes/AudioStreamPlaybackOggVorbis.xml. .. _class_AudioStreamPlaybackOggVorbis: diff --git a/classes/zh_CN/class_audiostreamplaybackplaylist.rst b/classes/zh_CN/class_audiostreamplaybackplaylist.rst index b118aede67..38ad0686c8 100644 --- a/classes/zh_CN/class_audiostreamplaybackplaylist.rst +++ b/classes/zh_CN/class_audiostreamplaybackplaylist.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/interactive_music/doc_classes/AudioStreamPlaybackPlaylist.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/interactive_music/doc_classes/AudioStreamPlaybackPlaylist.xml. .. _class_AudioStreamPlaybackPlaylist: diff --git a/classes/zh_CN/class_audiostreamplaybackpolyphonic.rst b/classes/zh_CN/class_audiostreamplaybackpolyphonic.rst index 10c3dbf1a9..4e67c53364 100644 --- a/classes/zh_CN/class_audiostreamplaybackpolyphonic.rst +++ b/classes/zh_CN/class_audiostreamplaybackpolyphonic.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioStreamPlaybackPolyphonic.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioStreamPlaybackPolyphonic.xml. .. _class_AudioStreamPlaybackPolyphonic: @@ -85,13 +85,13 @@ AudioStreamPlaybackPolyphonic :ref:`int` **play_stream**\ (\ stream\: :ref:`AudioStream`, from_offset\: :ref:`float` = 0, volume_db\: :ref:`float` = 0, pitch_scale\: :ref:`float` = 1.0, playback_type\: :ref:`PlaybackType` = 0, bus\: :ref:`StringName` = &"Master"\ ) :ref:`🔗` -Play an :ref:`AudioStream` at a given offset, volume, pitch scale, playback type, and bus. Playback starts immediately. +以给定的偏移量、音量、音高比例、播放类型、和总线播放 :ref:`AudioStream`\ 。播放立即开始。 -The return value is a unique integer ID that is associated to this playback stream and which can be used to control it. +返回值是与该播放流关联的唯一整数 ID,可用于控制该播放流。 -This ID becomes invalid when the stream ends (if it does not loop), when the **AudioStreamPlaybackPolyphonic** is stopped, or when :ref:`stop_stream` is called. +当流结束(不循环)、\ **AudioStreamPlaybackPolyphonic** 停止或 :ref:`stop_stream` 被调用时,该 ID 将失效。 -This function returns :ref:`INVALID_ID` if the amount of streams currently playing equals :ref:`AudioStreamPolyphonic.polyphony`. If you need a higher amount of maximum polyphony, raise this value. +如果当前播放的流的数量等于 :ref:`AudioStreamPolyphonic.polyphony`\ ,则该函数将返回 :ref:`INVALID_ID`\ 。如果需要更大的最大复音数,请提高该值。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_audiostreamplaybackresampled.rst b/classes/zh_CN/class_audiostreamplaybackresampled.rst index 2a1cd50bc6..1c02a71bf0 100644 --- a/classes/zh_CN/class_audiostreamplaybackresampled.rst +++ b/classes/zh_CN/class_audiostreamplaybackresampled.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioStreamPlaybackResampled.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioStreamPlaybackResampled.xml. .. _class_AudioStreamPlaybackResampled: diff --git a/classes/zh_CN/class_audiostreamplaybacksynchronized.rst b/classes/zh_CN/class_audiostreamplaybacksynchronized.rst index 2c2597e754..df858c9aef 100644 --- a/classes/zh_CN/class_audiostreamplaybacksynchronized.rst +++ b/classes/zh_CN/class_audiostreamplaybacksynchronized.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/interactive_music/doc_classes/AudioStreamPlaybackSynchronized.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/interactive_music/doc_classes/AudioStreamPlaybackSynchronized.xml. .. _class_AudioStreamPlaybackSynchronized: diff --git a/classes/zh_CN/class_audiostreamplayer.rst b/classes/zh_CN/class_audiostreamplayer.rst index 3f86c43f50..63af24c541 100644 --- a/classes/zh_CN/class_audiostreamplayer.rst +++ b/classes/zh_CN/class_audiostreamplayer.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioStreamPlayer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioStreamPlayer.xml. .. _class_AudioStreamPlayer: @@ -262,7 +262,7 @@ enum **MixTarget**: :ref:`🔗` **实验性:** 未来版本中可能会修改或移除该属性。 -The playback type of the stream player. If set other than to the default value, it will force that playback type. +流播放器的播放类型。如果设置为非默认值,则将强制使用该播放类型。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_audiostreamplayer2d.rst b/classes/zh_CN/class_audiostreamplayer2d.rst index a61d7d167f..e1603902d3 100644 --- a/classes/zh_CN/class_audiostreamplayer2d.rst +++ b/classes/zh_CN/class_audiostreamplayer2d.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioStreamPlayer2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioStreamPlayer2D.xml. .. _class_AudioStreamPlayer2D: @@ -272,7 +272,7 @@ AudioStreamPlayer2D **实验性:** 未来版本中可能会修改或移除该属性。 -The playback type of the stream player. If set other than to the default value, it will force that playback type. +流播放器的播放类型。如果设置为非默认值,则将强制使用该播放类型。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_audiostreamplayer3d.rst b/classes/zh_CN/class_audiostreamplayer3d.rst index eb356db43b..692adb8598 100644 --- a/classes/zh_CN/class_audiostreamplayer3d.rst +++ b/classes/zh_CN/class_audiostreamplayer3d.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioStreamPlayer3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioStreamPlayer3D.xml. .. _class_AudioStreamPlayer3D: @@ -488,7 +488,7 @@ enum **DopplerTracking**: :ref:`🔗` **实验性:** 未来版本中可能会修改或移除该属性。 -The playback type of the stream player. If set other than to the default value, it will force that playback type. +流播放器的播放类型。如果设置为非默认值,则将强制使用该播放类型。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_audiostreamplaylist.rst b/classes/zh_CN/class_audiostreamplaylist.rst index 843c79878e..eab1d55dc8 100644 --- a/classes/zh_CN/class_audiostreamplaylist.rst +++ b/classes/zh_CN/class_audiostreamplaylist.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/interactive_music/doc_classes/AudioStreamPlaylist.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/interactive_music/doc_classes/AudioStreamPlaylist.xml. .. _class_AudioStreamPlaylist: diff --git a/classes/zh_CN/class_audiostreampolyphonic.rst b/classes/zh_CN/class_audiostreampolyphonic.rst index 5ae2510838..7fa24e52dc 100644 --- a/classes/zh_CN/class_audiostreampolyphonic.rst +++ b/classes/zh_CN/class_audiostreampolyphonic.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioStreamPolyphonic.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioStreamPolyphonic.xml. .. _class_AudioStreamPolyphonic: diff --git a/classes/zh_CN/class_audiostreamrandomizer.rst b/classes/zh_CN/class_audiostreamrandomizer.rst index d4ca2ec9a7..5dc55b84c7 100644 --- a/classes/zh_CN/class_audiostreamrandomizer.rst +++ b/classes/zh_CN/class_audiostreamrandomizer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioStreamRandomizer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioStreamRandomizer.xml. .. _class_AudioStreamRandomizer: diff --git a/classes/zh_CN/class_audiostreamsynchronized.rst b/classes/zh_CN/class_audiostreamsynchronized.rst index 630641e3ba..eb025835a5 100644 --- a/classes/zh_CN/class_audiostreamsynchronized.rst +++ b/classes/zh_CN/class_audiostreamsynchronized.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/interactive_music/doc_classes/AudioStreamSynchronized.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/interactive_music/doc_classes/AudioStreamSynchronized.xml. .. _class_AudioStreamSynchronized: diff --git a/classes/zh_CN/class_audiostreamwav.rst b/classes/zh_CN/class_audiostreamwav.rst index 1ce5658f5d..ab7912bd26 100644 --- a/classes/zh_CN/class_audiostreamwav.rst +++ b/classes/zh_CN/class_audiostreamwav.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/AudioStreamWAV.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/AudioStreamWAV.xml. .. _class_AudioStreamWAV: @@ -213,7 +213,7 @@ enum **LoopMode**: :ref:`🔗` - |void| **set_loop_begin**\ (\ value\: :ref:`int`\ ) - :ref:`int` **get_loop_begin**\ (\ ) -The loop start point (in number of samples, relative to the beginning of the stream). This information will be imported automatically from the WAV file if present. +循环起始点(相对于该流开头的样本数)。如果 WAV 文件中存在此信息,则将自动导入。 .. rst-class:: classref-item-separator @@ -230,7 +230,7 @@ The loop start point (in number of samples, relative to the beginning of the str - |void| **set_loop_end**\ (\ value\: :ref:`int`\ ) - :ref:`int` **get_loop_end**\ (\ ) -The loop end point (in number of samples, relative to the beginning of the stream). This information will be imported automatically from the WAV file if present. +循环结束点(相对于该流开头的样本数)。如果 WAV 文件中存在此信息,则将自动导入。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_backbuffercopy.rst b/classes/zh_CN/class_backbuffercopy.rst index ba56c64510..4926637fb8 100644 --- a/classes/zh_CN/class_backbuffercopy.rst +++ b/classes/zh_CN/class_backbuffercopy.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/BackBufferCopy.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/BackBufferCopy.xml. .. _class_BackBufferCopy: diff --git a/classes/zh_CN/class_basebutton.rst b/classes/zh_CN/class_basebutton.rst index 75c3c69153..57f24c01ef 100644 --- a/classes/zh_CN/class_basebutton.rst +++ b/classes/zh_CN/class_basebutton.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/BaseButton.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/BaseButton.xml. .. _class_BaseButton: diff --git a/classes/zh_CN/class_basematerial3d.rst b/classes/zh_CN/class_basematerial3d.rst index b66ade2b93..a2d8cd0449 100644 --- a/classes/zh_CN/class_basematerial3d.rst +++ b/classes/zh_CN/class_basematerial3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/BaseMaterial3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/BaseMaterial3D.xml. .. _class_BaseMaterial3D: diff --git a/classes/zh_CN/class_basis.rst b/classes/zh_CN/class_basis.rst index e91b558418..81389e01ba 100644 --- a/classes/zh_CN/class_basis.rst +++ b/classes/zh_CN/class_basis.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Basis.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Basis.xml. .. _class_Basis: @@ -17,17 +17,17 @@ Basis 描述 ---- -The **Basis** built-in :ref:`Variant` type is a 3×3 `matrix `__ used to represent 3D rotation, scale, and shear. It is frequently used within a :ref:`Transform3D`. +**Basis** 内置 :ref:`Variant` 类型是一种 3×3 `矩阵 `__\ ,用于表示 3D 旋转、缩放和倾斜。常用于 :ref:`Transform3D`\ 。 -A **Basis** is composed by 3 axis vectors, each representing a column of the matrix: :ref:`x`, :ref:`y`, and :ref:`z`. The length of each axis (:ref:`Vector3.length`) influences the basis's scale, while the direction of all axes influence the rotation. Usually, these axes are perpendicular to one another. However, when you rotate any axis individually, the basis becomes sheared. Applying a sheared basis to a 3D model will make the model appear distorted. +\ **Basis** 由 3 个轴向量组成,每个轴向量代表矩阵的一列:\ :ref:`x`\ 、\ :ref:`y` 和 :ref:`z`\ 。每个轴的长度(\ :ref:`Vector3.length`\ )都会影响该基的缩放,而所有轴的方向将影响旋转。通常,这些轴彼此垂直。但是,当你单独旋转任意轴时,该基会产生倾斜。对 3D 模型应用倾斜后的基会使模型发生变形。 -A **Basis** is **orthogonal** if its axes are perpendicular to each other. A basis is **normalized** if the length of every axis is ``1``. A basis is **uniform** if all axes share the same length (see :ref:`get_scale`). A basis is **orthonormal** if it is both orthogonal and normalized, which allows it to only represent rotations. A basis is **conformal** if it is both orthogonal and uniform, which ensures it is not distorted. +如果 **Basis** 的轴彼此垂直,则它是\ **正交的**\ 。如果每个轴的长度为 ``1``\ ,则该基是\ **归一化的**\ 。如果所有轴共享相同的长度,则该基是\ **均匀的**\ (请参阅 :ref:`get_scale`\ )。如果一个基既是正交的又是归一化的,则它是\ **正交归一的**\ ,这使得它只能表示旋转。如果一个基既正交又均匀,那么它就是\ **共形的**\ ,这确保了它不被扭曲。 -For a general introduction, see the :doc:`Matrices and transforms <../tutorials/math/matrices_and_transforms>` tutorial. +通用介绍见教程\ :doc:`《矩阵与变换》 <../tutorials/math/matrices_and_transforms>`\ 。 -\ **Note:** Godot uses a `right-handed coordinate system `__, which is a common standard. For directions, the convention for built-in types like :ref:`Camera3D` is for -Z to point forward (+X is right, +Y is up, and +Z is back). Other objects may use different direction conventions. For more information, see the `3D asset direction conventions <../tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.html#d-asset-direction-conventions>`__ tutorial. +\ **注意:**\ Godot 使用\ `右手坐标系 `__\ ,这是一种普遍标准。方向方面,\ :ref:`Camera3D` 等内置类型的约定是 -Z 指向前方(+X 为右、+Y 为上、+Z 为后)。其他对象可能使用不同的方向约定。更多信息见教程\ `《3D 资产方向惯例》 <../tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.html#d-asset-direction-conventions>`__ 。 -\ **Note:** The basis matrices are exposed as `column-major `__ order, which is the same as OpenGL. However, they are stored internally in row-major order, which is the same as DirectX. +\ **注意:**\ 基矩阵按\ `列为主 `__\ 的顺序公开,这与 OpenGL 一致。但是内部使用行为主的顺序存储,这与 DirectX 一致。 .. note:: @@ -179,7 +179,7 @@ For a general introduction, see the :doc:`Matrices and transforms <../tutorials/ **IDENTITY** = ``Basis(1, 0, 0, 0, 1, 0, 0, 0, 1)`` :ref:`🔗` -单位基。这是一个没有旋转、没有剪切的基,其缩放为 ``1``\ 。这意味着: +单位基。这是一个没有旋转、没有倾斜的基,其缩放为 ``1``\ 。这意味着: - :ref:`x` 指向右侧(\ :ref:`Vector3.RIGHT`\ ); @@ -412,7 +412,7 @@ For a general introduction, see the :doc:`Matrices and transforms <../tutorials/ :ref:`Basis` **from_scale**\ (\ scale\: :ref:`Vector3`\ ) |static| :ref:`🔗` -根据给定的 ``scale`` 向量构造仅表示缩放的 **Basis**\ ,不包含旋转和切变。 +根据给定的 ``scale`` 向量构造仅表示缩放的 **Basis**\ ,不包含旋转和倾斜。 .. tabs:: @@ -485,7 +485,7 @@ For a general introduction, see the :doc:`Matrices and transforms <../tutorials/ :ref:`Vector3` **get_scale**\ (\ ) |const| :ref:`🔗` -返回该基的每个轴的长度,作为一个 :ref:`Vector3`\ 。如果该基没有被剪切,这就是缩放系数。它不受旋转的影响。 +返回该基的每个轴的长度,作为一个 :ref:`Vector3`\ 。如果该基未经倾斜,这就是缩放系数。它不受旋转的影响。 .. tabs:: diff --git a/classes/zh_CN/class_bitmap.rst b/classes/zh_CN/class_bitmap.rst index 85c0a38b6f..4208dc47c9 100644 --- a/classes/zh_CN/class_bitmap.rst +++ b/classes/zh_CN/class_bitmap.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/BitMap.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/BitMap.xml. .. _class_BitMap: diff --git a/classes/zh_CN/class_bone2d.rst b/classes/zh_CN/class_bone2d.rst index 63f16e193e..9184f423b8 100644 --- a/classes/zh_CN/class_bone2d.rst +++ b/classes/zh_CN/class_bone2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Bone2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Bone2D.xml. .. _class_Bone2D: diff --git a/classes/zh_CN/class_boneattachment3d.rst b/classes/zh_CN/class_boneattachment3d.rst index b47025dccf..a594a0c01e 100644 --- a/classes/zh_CN/class_boneattachment3d.rst +++ b/classes/zh_CN/class_boneattachment3d.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/BoneAttachment3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/BoneAttachment3D.xml. .. _class_BoneAttachment3D: diff --git a/classes/zh_CN/class_bonemap.rst b/classes/zh_CN/class_bonemap.rst index 0e2904d070..5d29c94d12 100644 --- a/classes/zh_CN/class_bonemap.rst +++ b/classes/zh_CN/class_bonemap.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/BoneMap.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/BoneMap.xml. .. _class_BoneMap: diff --git a/classes/zh_CN/class_bool.rst b/classes/zh_CN/class_bool.rst index a49f45bb77..6ea23cb7e7 100644 --- a/classes/zh_CN/class_bool.rst +++ b/classes/zh_CN/class_bool.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/bool.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/bool.xml. .. _class_bool: diff --git a/classes/zh_CN/class_boxcontainer.rst b/classes/zh_CN/class_boxcontainer.rst index e7126824cf..affbd9c84f 100644 --- a/classes/zh_CN/class_boxcontainer.rst +++ b/classes/zh_CN/class_boxcontainer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/BoxContainer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/BoxContainer.xml. .. _class_BoxContainer: diff --git a/classes/zh_CN/class_boxmesh.rst b/classes/zh_CN/class_boxmesh.rst index ff50eee924..de40be9304 100644 --- a/classes/zh_CN/class_boxmesh.rst +++ b/classes/zh_CN/class_boxmesh.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/BoxMesh.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/BoxMesh.xml. .. _class_BoxMesh: diff --git a/classes/zh_CN/class_boxoccluder3d.rst b/classes/zh_CN/class_boxoccluder3d.rst index bdf4f6022a..27a7c40bbe 100644 --- a/classes/zh_CN/class_boxoccluder3d.rst +++ b/classes/zh_CN/class_boxoccluder3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/BoxOccluder3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/BoxOccluder3D.xml. .. _class_BoxOccluder3D: diff --git a/classes/zh_CN/class_boxshape3d.rst b/classes/zh_CN/class_boxshape3d.rst index 5d252c26ce..d9ad0daee9 100644 --- a/classes/zh_CN/class_boxshape3d.rst +++ b/classes/zh_CN/class_boxshape3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/BoxShape3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/BoxShape3D.xml. .. _class_BoxShape3D: diff --git a/classes/zh_CN/class_button.rst b/classes/zh_CN/class_button.rst index ba14e07899..a3cab891ce 100644 --- a/classes/zh_CN/class_button.rst +++ b/classes/zh_CN/class_button.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Button.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Button.xml. .. _class_Button: @@ -557,7 +557,7 @@ Button :ref:`int` **align_to_largest_stylebox** = ``0`` :ref:`🔗` -This constant acts as a boolean. If ``true``, the minimum size of the button and text/icon alignment is always based on the largest stylebox margins, otherwise it's based on the current button state stylebox margins. +该常量是作为布尔值使用的。如果为 ``true``\ ,则按钮的最小尺寸和文本/图标对齐始终基于最大样式盒边距,否则则基于当前按钮状态样式盒边距。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_buttongroup.rst b/classes/zh_CN/class_buttongroup.rst index 3e3aa0d10b..1ef018842f 100644 --- a/classes/zh_CN/class_buttongroup.rst +++ b/classes/zh_CN/class_buttongroup.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ButtonGroup.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ButtonGroup.xml. .. _class_ButtonGroup: diff --git a/classes/zh_CN/class_callable.rst b/classes/zh_CN/class_callable.rst index 84bf1ec408..e88be7faec 100644 --- a/classes/zh_CN/class_callable.rst +++ b/classes/zh_CN/class_callable.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Callable.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Callable.xml. .. _class_Callable: diff --git a/classes/zh_CN/class_callbacktweener.rst b/classes/zh_CN/class_callbacktweener.rst index 336c78983c..35bc63a5cc 100644 --- a/classes/zh_CN/class_callbacktweener.rst +++ b/classes/zh_CN/class_callbacktweener.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CallbackTweener.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CallbackTweener.xml. .. _class_CallbackTweener: diff --git a/classes/zh_CN/class_camera2d.rst b/classes/zh_CN/class_camera2d.rst index 7b4e1b33a3..9168a98e2b 100644 --- a/classes/zh_CN/class_camera2d.rst +++ b/classes/zh_CN/class_camera2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Camera2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Camera2D.xml. .. _class_Camera2D: diff --git a/classes/zh_CN/class_camera3d.rst b/classes/zh_CN/class_camera3d.rst index 0c007294d0..e5dbaff8d1 100644 --- a/classes/zh_CN/class_camera3d.rst +++ b/classes/zh_CN/class_camera3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Camera3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Camera3D.xml. .. _class_Camera3D: diff --git a/classes/zh_CN/class_cameraattributes.rst b/classes/zh_CN/class_cameraattributes.rst index 4a99e12d03..0ffcc5a302 100644 --- a/classes/zh_CN/class_cameraattributes.rst +++ b/classes/zh_CN/class_cameraattributes.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CameraAttributes.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CameraAttributes.xml. .. _class_CameraAttributes: diff --git a/classes/zh_CN/class_cameraattributesphysical.rst b/classes/zh_CN/class_cameraattributesphysical.rst index 72576650d2..0e30fb8c5f 100644 --- a/classes/zh_CN/class_cameraattributesphysical.rst +++ b/classes/zh_CN/class_cameraattributesphysical.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CameraAttributesPhysical.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CameraAttributesPhysical.xml. .. _class_CameraAttributesPhysical: diff --git a/classes/zh_CN/class_cameraattributespractical.rst b/classes/zh_CN/class_cameraattributespractical.rst index 4d0edaa83e..8be0e3b4e7 100644 --- a/classes/zh_CN/class_cameraattributespractical.rst +++ b/classes/zh_CN/class_cameraattributespractical.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CameraAttributesPractical.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CameraAttributesPractical.xml. .. _class_CameraAttributesPractical: diff --git a/classes/zh_CN/class_camerafeed.rst b/classes/zh_CN/class_camerafeed.rst index ecc6b863be..1f3b83e4ae 100644 --- a/classes/zh_CN/class_camerafeed.rst +++ b/classes/zh_CN/class_camerafeed.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CameraFeed.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CameraFeed.xml. .. _class_CameraFeed: diff --git a/classes/zh_CN/class_cameraserver.rst b/classes/zh_CN/class_cameraserver.rst index 2e55502fe3..165026651b 100644 --- a/classes/zh_CN/class_cameraserver.rst +++ b/classes/zh_CN/class_cameraserver.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CameraServer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CameraServer.xml. .. _class_CameraServer: diff --git a/classes/zh_CN/class_cameratexture.rst b/classes/zh_CN/class_cameratexture.rst index af5fd408e5..ef8c08b8da 100644 --- a/classes/zh_CN/class_cameratexture.rst +++ b/classes/zh_CN/class_cameratexture.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CameraTexture.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CameraTexture.xml. .. _class_CameraTexture: diff --git a/classes/zh_CN/class_canvasgroup.rst b/classes/zh_CN/class_canvasgroup.rst index 72b6bb116c..188f29acb6 100644 --- a/classes/zh_CN/class_canvasgroup.rst +++ b/classes/zh_CN/class_canvasgroup.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CanvasGroup.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CanvasGroup.xml. .. _class_CanvasGroup: diff --git a/classes/zh_CN/class_canvasitem.rst b/classes/zh_CN/class_canvasitem.rst index bf244022b1..65f4624296 100644 --- a/classes/zh_CN/class_canvasitem.rst +++ b/classes/zh_CN/class_canvasitem.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CanvasItem.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CanvasItem.xml. .. _class_CanvasItem: @@ -735,11 +735,11 @@ enum **ClipChildrenMode**: :ref:`🔗` - |void| **set_y_sort_enabled**\ (\ value\: :ref:`bool`\ ) - :ref:`bool` **is_y_sort_enabled**\ (\ ) -If ``true``, this and child **CanvasItem** nodes with a higher Y position are rendered in front of nodes with a lower Y position. If ``false``, this and child **CanvasItem** nodes are rendered normally in scene tree order. +如果为 ``true``\ ,则该节点及其子 **CanvasItem** 节点中 Y 位置较高的节点会渲染在 Y 位置较低的节点的前面。如果为 ``false``\ ,则该节点及其子 **CanvasItem** 节点会按照场景树的顺序正常渲染。 -With Y-sorting enabled on a parent node ('A') but disabled on a child node ('B'), the child node ('B') is sorted but its children ('C1', 'C2', etc) render together on the same Y position as the child node ('B'). This allows you to organize the render order of a scene without changing the scene tree. +如果父节点(“A”)启用了 Y 排序,而子节点(“B”)没有启用,那么子节点(“B”)会进行排序,但它自己的子节点(“C1”“C2”等)会渲染在与子节点(“B”)相同的 Y 位置。这样你就可以在不修改场景树的前提下组织场景的渲染顺序了。 -Nodes sort relative to each other only if they are on the same :ref:`z_index`. +只有 :ref:`z_index` 相同的节点才会互相进行排序。 .. rst-class:: classref-item-separator @@ -1468,9 +1468,9 @@ Nodes sort relative to each other only if they are on the same :ref:`z_index` **is_visible_in_tree**\ (\ ) |const| :ref:`🔗` -Returns ``true`` if the node is present in the :ref:`SceneTree`, its :ref:`visible` property is ``true`` and all its ancestors are also visible. If any ancestor is hidden, this node will not be visible in the scene tree, and is therefore not drawn (see :ref:`_draw`). +如果节点存在于 :ref:`SceneTree` 中,其 :ref:`visible` 属性为 ``true``\ ,并且其所有祖先也可见,则返回 ``true``\ 。如果任何祖先被隐藏,则该节点在场景树中将不可见,因此也不会被绘制(参见 :ref:`_draw`\ )。 -Visibility is checked only in parent nodes that inherit from **CanvasItem**, :ref:`CanvasLayer`, and :ref:`Window`. If the parent is of any other type (such as :ref:`Node`, :ref:`AnimationPlayer`, or :ref:`Node3D`), it is assumed to be visible. +可见性仅在从 **CanvasItem**\ 、\ :ref:`CanvasLayer` 和 :ref:`Window` 继承的父节点中检查。如果父节点是任何其他类型(例如 :ref:`Node`\ 、\ :ref:`AnimationPlayer` 或 :ref:`Node3D`\ ),则假定它是可见的。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_canvasitemmaterial.rst b/classes/zh_CN/class_canvasitemmaterial.rst index 1bb5434ec9..738dc29b5e 100644 --- a/classes/zh_CN/class_canvasitemmaterial.rst +++ b/classes/zh_CN/class_canvasitemmaterial.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CanvasItemMaterial.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CanvasItemMaterial.xml. .. _class_CanvasItemMaterial: diff --git a/classes/zh_CN/class_canvaslayer.rst b/classes/zh_CN/class_canvaslayer.rst index 384c7b2ac5..37f4af6cd9 100644 --- a/classes/zh_CN/class_canvaslayer.rst +++ b/classes/zh_CN/class_canvaslayer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CanvasLayer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CanvasLayer.xml. .. _class_CanvasLayer: diff --git a/classes/zh_CN/class_canvasmodulate.rst b/classes/zh_CN/class_canvasmodulate.rst index 703359de2a..f826dc79e3 100644 --- a/classes/zh_CN/class_canvasmodulate.rst +++ b/classes/zh_CN/class_canvasmodulate.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CanvasModulate.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CanvasModulate.xml. .. _class_CanvasModulate: diff --git a/classes/zh_CN/class_canvastexture.rst b/classes/zh_CN/class_canvastexture.rst index ebfa8c35b4..7322f2cc1e 100644 --- a/classes/zh_CN/class_canvastexture.rst +++ b/classes/zh_CN/class_canvastexture.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CanvasTexture.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CanvasTexture.xml. .. _class_CanvasTexture: diff --git a/classes/zh_CN/class_capsulemesh.rst b/classes/zh_CN/class_capsulemesh.rst index a137948c1a..67bd83eee2 100644 --- a/classes/zh_CN/class_capsulemesh.rst +++ b/classes/zh_CN/class_capsulemesh.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CapsuleMesh.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CapsuleMesh.xml. .. _class_CapsuleMesh: diff --git a/classes/zh_CN/class_capsuleshape2d.rst b/classes/zh_CN/class_capsuleshape2d.rst index aea4c7d44e..af1bdd892a 100644 --- a/classes/zh_CN/class_capsuleshape2d.rst +++ b/classes/zh_CN/class_capsuleshape2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CapsuleShape2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CapsuleShape2D.xml. .. _class_CapsuleShape2D: diff --git a/classes/zh_CN/class_capsuleshape3d.rst b/classes/zh_CN/class_capsuleshape3d.rst index e2992820ae..96933b7c11 100644 --- a/classes/zh_CN/class_capsuleshape3d.rst +++ b/classes/zh_CN/class_capsuleshape3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CapsuleShape3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CapsuleShape3D.xml. .. _class_CapsuleShape3D: diff --git a/classes/zh_CN/class_centercontainer.rst b/classes/zh_CN/class_centercontainer.rst index 030dd33b08..2eb1d967f1 100644 --- a/classes/zh_CN/class_centercontainer.rst +++ b/classes/zh_CN/class_centercontainer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CenterContainer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CenterContainer.xml. .. _class_CenterContainer: diff --git a/classes/zh_CN/class_characterbody2d.rst b/classes/zh_CN/class_characterbody2d.rst index 0bf27e02b5..10efffc529 100644 --- a/classes/zh_CN/class_characterbody2d.rst +++ b/classes/zh_CN/class_characterbody2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CharacterBody2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CharacterBody2D.xml. .. _class_CharacterBody2D: diff --git a/classes/zh_CN/class_characterbody3d.rst b/classes/zh_CN/class_characterbody3d.rst index 898f4043fa..66f625fa4a 100644 --- a/classes/zh_CN/class_characterbody3d.rst +++ b/classes/zh_CN/class_characterbody3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CharacterBody3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CharacterBody3D.xml. .. _class_CharacterBody3D: diff --git a/classes/zh_CN/class_charfxtransform.rst b/classes/zh_CN/class_charfxtransform.rst index db989e1dc9..91b7a3deab 100644 --- a/classes/zh_CN/class_charfxtransform.rst +++ b/classes/zh_CN/class_charfxtransform.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CharFXTransform.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CharFXTransform.xml. .. _class_CharFXTransform: diff --git a/classes/zh_CN/class_checkbox.rst b/classes/zh_CN/class_checkbox.rst index a77024e270..9ee1bd3112 100644 --- a/classes/zh_CN/class_checkbox.rst +++ b/classes/zh_CN/class_checkbox.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CheckBox.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CheckBox.xml. .. _class_CheckBox: diff --git a/classes/zh_CN/class_checkbutton.rst b/classes/zh_CN/class_checkbutton.rst index 7593af005b..cac1c2db78 100644 --- a/classes/zh_CN/class_checkbutton.rst +++ b/classes/zh_CN/class_checkbutton.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CheckButton.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CheckButton.xml. .. _class_CheckButton: diff --git a/classes/zh_CN/class_circleshape2d.rst b/classes/zh_CN/class_circleshape2d.rst index 46d0b012d6..01f9d1dd18 100644 --- a/classes/zh_CN/class_circleshape2d.rst +++ b/classes/zh_CN/class_circleshape2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CircleShape2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CircleShape2D.xml. .. _class_CircleShape2D: diff --git a/classes/zh_CN/class_classdb.rst b/classes/zh_CN/class_classdb.rst index f39ad07156..859bbe57f6 100644 --- a/classes/zh_CN/class_classdb.rst +++ b/classes/zh_CN/class_classdb.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ClassDB.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ClassDB.xml. .. _class_ClassDB: diff --git a/classes/zh_CN/class_codeedit.rst b/classes/zh_CN/class_codeedit.rst index d404818041..b87f82f0eb 100644 --- a/classes/zh_CN/class_codeedit.rst +++ b/classes/zh_CN/class_codeedit.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CodeEdit.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CodeEdit.xml. .. _class_CodeEdit: diff --git a/classes/zh_CN/class_codehighlighter.rst b/classes/zh_CN/class_codehighlighter.rst index d3b5148762..391f170e76 100644 --- a/classes/zh_CN/class_codehighlighter.rst +++ b/classes/zh_CN/class_codehighlighter.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CodeHighlighter.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CodeHighlighter.xml. .. _class_CodeHighlighter: diff --git a/classes/zh_CN/class_collisionobject2d.rst b/classes/zh_CN/class_collisionobject2d.rst index 1bd322a54a..8e81a2874e 100644 --- a/classes/zh_CN/class_collisionobject2d.rst +++ b/classes/zh_CN/class_collisionobject2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CollisionObject2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CollisionObject2D.xml. .. _class_CollisionObject2D: diff --git a/classes/zh_CN/class_collisionobject3d.rst b/classes/zh_CN/class_collisionobject3d.rst index 27135837fa..fea75a84e7 100644 --- a/classes/zh_CN/class_collisionobject3d.rst +++ b/classes/zh_CN/class_collisionobject3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CollisionObject3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CollisionObject3D.xml. .. _class_CollisionObject3D: diff --git a/classes/zh_CN/class_collisionpolygon2d.rst b/classes/zh_CN/class_collisionpolygon2d.rst index e1d182c184..083f746048 100644 --- a/classes/zh_CN/class_collisionpolygon2d.rst +++ b/classes/zh_CN/class_collisionpolygon2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CollisionPolygon2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CollisionPolygon2D.xml. .. _class_CollisionPolygon2D: @@ -72,7 +72,7 @@ enum **BuildMode**: :ref:`🔗` :ref:`BuildMode` **BUILD_SEGMENTS** = ``1`` -碰撞经包含多边形的边缘。在这个模式下,该节点的效果与单个由若干线段组成的 :ref:`ConcavePolygonShape2D` 相同,其中(第一条以后的)每条线段都从上一条的终点开始,最后一条线段在第一条的起点结束(构成闭合但中空的多边形)。 +碰撞仅包含多边形的边缘。在这个模式下,该节点的效果与单个由若干线段组成的 :ref:`ConcavePolygonShape2D` 相同,其中(第一条以后的)每条线段都从上一条的终点开始,最后一条线段在第一条的起点结束(构成闭合但中空的多边形)。 .. rst-class:: classref-section-separator diff --git a/classes/zh_CN/class_collisionpolygon3d.rst b/classes/zh_CN/class_collisionpolygon3d.rst index d499649d76..de1cd20740 100644 --- a/classes/zh_CN/class_collisionpolygon3d.rst +++ b/classes/zh_CN/class_collisionpolygon3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CollisionPolygon3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CollisionPolygon3D.xml. .. _class_CollisionPolygon3D: diff --git a/classes/zh_CN/class_collisionshape2d.rst b/classes/zh_CN/class_collisionshape2d.rst index 9c9c26a4d4..84bf5ef886 100644 --- a/classes/zh_CN/class_collisionshape2d.rst +++ b/classes/zh_CN/class_collisionshape2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CollisionShape2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CollisionShape2D.xml. .. _class_CollisionShape2D: diff --git a/classes/zh_CN/class_collisionshape3d.rst b/classes/zh_CN/class_collisionshape3d.rst index 672aeff0dd..b38d638757 100644 --- a/classes/zh_CN/class_collisionshape3d.rst +++ b/classes/zh_CN/class_collisionshape3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CollisionShape3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CollisionShape3D.xml. .. _class_CollisionShape3D: @@ -118,7 +118,7 @@ CollisionShape3D |void| **make_convex_from_siblings**\ (\ ) :ref:`🔗` -将碰撞形状的形状设置为其所有凸面 :ref:`MeshInstance3D` 兄弟几何体的相加。 +将碰撞形状的形状设置为其所有凸面 :ref:`MeshInstance3D` 同级几何体的相加。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_color.rst b/classes/zh_CN/class_color.rst index 2c8c4946ac..0dd776b58b 100644 --- a/classes/zh_CN/class_color.rst +++ b/classes/zh_CN/class_color.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Color.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Color.xml. .. _class_Color: @@ -1771,6 +1771,8 @@ Color 从给定的字符串创建 **Color**\ ,该字符串可以是 HTML 颜色代码,也可以是颜色名称(不区分大小写)。如果无法从字符串中推断出颜色,则返回 ``default``\ 。 +如果你想要在常量表达式中使用 String 创建颜色,请改用对应的构造函数(即 ``Color("颜色字符串")``\ )。 + .. rst-class:: classref-item-separator ---- @@ -1795,9 +1797,9 @@ Color :ref:`Color` **hex**\ (\ hex\: :ref:`int`\ ) |static| :ref:`🔗` -Returns the **Color** associated with the provided ``hex`` integer in 32-bit RGBA format (8 bits per channel). This method is the inverse of :ref:`to_rgba32`. +返回与提供的整数 ``hex`` 相关联的 **Color**\ ,使用 32 位 RGBA 格式(每通道 8 位)。该方法是 :ref:`to_rgba32` 的逆方法。 -In GDScript and C#, the :ref:`int` is best visualized with hexadecimal notation (``"0x"`` prefix, making it ``"0xRRGGBBAA"``). +在 GDScript 和 C# 中,展示该 :ref:`int` 的最好方法是十六进制表示法(使用 ``"0x"`` 前缀,得到 ``"0xRRGGBBAA"``\ )。 .. tabs:: @@ -1816,6 +1818,8 @@ In GDScript and C#, the :ref:`int` is best visualized with hexadecima +如果你想要在常量表达式中使用十六进制表示,请改用对应的构造函数(即 ``Color(0xRRGGBBAA)``\ )。 + .. rst-class:: classref-item-separator ---- @@ -1826,9 +1830,9 @@ In GDScript and C#, the :ref:`int` is best visualized with hexadecima :ref:`Color` **hex64**\ (\ hex\: :ref:`int`\ ) |static| :ref:`🔗` -Returns the **Color** associated with the provided ``hex`` integer in 64-bit RGBA format (16 bits per channel). This method is the inverse of :ref:`to_rgba64`. +返回与提供的整数 ``hex`` 相关联的 **Color**\ ,使用 64 位 RGBA 格式(每通道 8 位)。该方法是 :ref:`to_rgba64` 的逆方法。 -In GDScript and C#, the :ref:`int` is best visualized with hexadecimal notation (``"0x"`` prefix, making it ``"0xRRRRGGGGBBBBAAAA"``). +在 GDScript 和 C# 中,展示该 :ref:`int` 的最好方法是十六进制表示法(使用 ``"0x"`` 前缀,得到 ``"0xRRRRGGGGBBBBAAAA"``\ )。 .. rst-class:: classref-item-separator @@ -2174,7 +2178,7 @@ In GDScript and C#, the :ref:`int` is best visualized with hexadecima :ref:`int` **to_rgba32**\ (\ ) |const| :ref:`🔗` -Returns the color converted to a 32-bit integer in RGBA format (each component is 8 bits). RGBA is Godot's default format. This method is the inverse of :ref:`hex`. +返回转换为 RGBA 格式(每个分量为 8 位)的 32 位整数的颜色。RGBA 是 Godot 的默认格式。该方法是 :ref:`hex` 的逆方法。 .. tabs:: @@ -2182,12 +2186,12 @@ Returns the color converted to a 32-bit integer in RGBA format (each component i .. code-tab:: gdscript var color = Color(1, 0.5, 0.2) - print(color.to_rgba32()) # Prints 4286526463 + print(color.to_rgba32()) # 输出 4286526463 .. code-tab:: csharp var color = new Color(1, 0.5f, 0.2f); - GD.Print(color.ToRgba32()); // Prints 4286526463 + GD.Print(color.ToRgba32()); // 输出 4286526463 @@ -2201,7 +2205,7 @@ Returns the color converted to a 32-bit integer in RGBA format (each component i :ref:`int` **to_rgba64**\ (\ ) |const| :ref:`🔗` -Returns the color converted to a 64-bit integer in RGBA format (each component is 16 bits). RGBA is Godot's default format. This method is the inverse of :ref:`hex64`. +返回转换为 RGBA 格式(每个分量为 16 位)的 64 位整数的颜色。RGBA 是 Godot 的默认格式。该方法是 :ref:`hex64` 的逆方法。 .. tabs:: @@ -2209,12 +2213,12 @@ Returns the color converted to a 64-bit integer in RGBA format (each component i .. code-tab:: gdscript var color = Color(1, 0.5, 0.2) - print(color.to_rgba64()) # Prints -140736629309441 + print(color.to_rgba64()) # 输出 -140736629309441 .. code-tab:: csharp var color = new Color(1, 0.5f, 0.2f); - GD.Print(color.ToRgba64()); // Prints -140736629309441 + GD.Print(color.ToRgba64()); // 输出 -140736629309441 diff --git a/classes/zh_CN/class_colorpicker.rst b/classes/zh_CN/class_colorpicker.rst index ece6813863..d92171a971 100644 --- a/classes/zh_CN/class_colorpicker.rst +++ b/classes/zh_CN/class_colorpicker.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ColorPicker.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ColorPicker.xml. .. _class_ColorPicker: diff --git a/classes/zh_CN/class_colorpickerbutton.rst b/classes/zh_CN/class_colorpickerbutton.rst index 56b254ed8c..0bc843f132 100644 --- a/classes/zh_CN/class_colorpickerbutton.rst +++ b/classes/zh_CN/class_colorpickerbutton.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ColorPickerButton.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ColorPickerButton.xml. .. _class_ColorPickerButton: diff --git a/classes/zh_CN/class_colorrect.rst b/classes/zh_CN/class_colorrect.rst index 861f907498..bbc4b33c29 100644 --- a/classes/zh_CN/class_colorrect.rst +++ b/classes/zh_CN/class_colorrect.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ColorRect.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ColorRect.xml. .. _class_ColorRect: diff --git a/classes/zh_CN/class_compositor.rst b/classes/zh_CN/class_compositor.rst index 42deac4a25..f0b45f8cc5 100644 --- a/classes/zh_CN/class_compositor.rst +++ b/classes/zh_CN/class_compositor.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Compositor.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Compositor.xml. .. _class_Compositor: diff --git a/classes/zh_CN/class_compositoreffect.rst b/classes/zh_CN/class_compositoreffect.rst index 8c4c48c877..e40cd43c39 100644 --- a/classes/zh_CN/class_compositoreffect.rst +++ b/classes/zh_CN/class_compositoreffect.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CompositorEffect.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CompositorEffect.xml. .. _class_CompositorEffect: @@ -21,7 +21,7 @@ CompositorEffect 描述 ---- -这种资源定义的是自定义渲染效果,可以通过视口的 :ref:`Environment` 应用到 :ref:`Viewport` 上。可以实现在渲染管道的给定阶段进行渲染期间调用的回调,并允许插入其他阶段。请注意,该回调是在渲染线程上执行的。 +这种资源定义的是自定义渲染效果,可以通过视口的 :ref:`Environment` 应用到 :ref:`Viewport` 上。可以实现在渲染管道的给定阶段进行渲染期间调用的回调,并允许插入其他阶段。请注意,该回调是在渲染线程上执行的。CompositorEffect 是抽象基类,实现特定的渲染逻辑必须对该类进行扩展。 .. rst-class:: classref-reftable-group diff --git a/classes/zh_CN/class_compressedcubemap.rst b/classes/zh_CN/class_compressedcubemap.rst index 534fd1fe50..07825213a4 100644 --- a/classes/zh_CN/class_compressedcubemap.rst +++ b/classes/zh_CN/class_compressedcubemap.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CompressedCubemap.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CompressedCubemap.xml. .. _class_CompressedCubemap: diff --git a/classes/zh_CN/class_compressedcubemaparray.rst b/classes/zh_CN/class_compressedcubemaparray.rst index e1aa5f2012..71de631db6 100644 --- a/classes/zh_CN/class_compressedcubemaparray.rst +++ b/classes/zh_CN/class_compressedcubemaparray.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CompressedCubemapArray.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CompressedCubemapArray.xml. .. _class_CompressedCubemapArray: diff --git a/classes/zh_CN/class_compressedtexture2d.rst b/classes/zh_CN/class_compressedtexture2d.rst index 0ed5977764..21f37c459f 100644 --- a/classes/zh_CN/class_compressedtexture2d.rst +++ b/classes/zh_CN/class_compressedtexture2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CompressedTexture2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CompressedTexture2D.xml. .. _class_CompressedTexture2D: diff --git a/classes/zh_CN/class_compressedtexture2darray.rst b/classes/zh_CN/class_compressedtexture2darray.rst index 5d242be1c5..4e42769f8c 100644 --- a/classes/zh_CN/class_compressedtexture2darray.rst +++ b/classes/zh_CN/class_compressedtexture2darray.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CompressedTexture2DArray.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CompressedTexture2DArray.xml. .. _class_CompressedTexture2DArray: diff --git a/classes/zh_CN/class_compressedtexture3d.rst b/classes/zh_CN/class_compressedtexture3d.rst index 892e4dcaa8..18c533504f 100644 --- a/classes/zh_CN/class_compressedtexture3d.rst +++ b/classes/zh_CN/class_compressedtexture3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CompressedTexture3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CompressedTexture3D.xml. .. _class_CompressedTexture3D: diff --git a/classes/zh_CN/class_compressedtexturelayered.rst b/classes/zh_CN/class_compressedtexturelayered.rst index 4ff0b0241f..8c1d2af607 100644 --- a/classes/zh_CN/class_compressedtexturelayered.rst +++ b/classes/zh_CN/class_compressedtexturelayered.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CompressedTextureLayered.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CompressedTextureLayered.xml. .. _class_CompressedTextureLayered: diff --git a/classes/zh_CN/class_concavepolygonshape2d.rst b/classes/zh_CN/class_concavepolygonshape2d.rst index 75ac718cfe..b2da7e0f6a 100644 --- a/classes/zh_CN/class_concavepolygonshape2d.rst +++ b/classes/zh_CN/class_concavepolygonshape2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ConcavePolygonShape2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ConcavePolygonShape2D.xml. .. _class_ConcavePolygonShape2D: diff --git a/classes/zh_CN/class_concavepolygonshape3d.rst b/classes/zh_CN/class_concavepolygonshape3d.rst index 55387d305b..25f963c7d8 100644 --- a/classes/zh_CN/class_concavepolygonshape3d.rst +++ b/classes/zh_CN/class_concavepolygonshape3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ConcavePolygonShape3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ConcavePolygonShape3D.xml. .. _class_ConcavePolygonShape3D: diff --git a/classes/zh_CN/class_conetwistjoint3d.rst b/classes/zh_CN/class_conetwistjoint3d.rst index f0871c6ff6..738634ab6a 100644 --- a/classes/zh_CN/class_conetwistjoint3d.rst +++ b/classes/zh_CN/class_conetwistjoint3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ConeTwistJoint3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ConeTwistJoint3D.xml. .. _class_ConeTwistJoint3D: diff --git a/classes/zh_CN/class_configfile.rst b/classes/zh_CN/class_configfile.rst index 8f3b1425e9..faedab1ff7 100644 --- a/classes/zh_CN/class_configfile.rst +++ b/classes/zh_CN/class_configfile.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ConfigFile.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ConfigFile.xml. .. _class_ConfigFile: diff --git a/classes/zh_CN/class_confirmationdialog.rst b/classes/zh_CN/class_confirmationdialog.rst index 67dd76c021..3160a6c4f9 100644 --- a/classes/zh_CN/class_confirmationdialog.rst +++ b/classes/zh_CN/class_confirmationdialog.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ConfirmationDialog.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ConfirmationDialog.xml. .. _class_ConfirmationDialog: diff --git a/classes/zh_CN/class_container.rst b/classes/zh_CN/class_container.rst index a8666aa66a..f77752f6cb 100644 --- a/classes/zh_CN/class_container.rst +++ b/classes/zh_CN/class_container.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Container.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Container.xml. .. _class_Container: diff --git a/classes/zh_CN/class_control.rst b/classes/zh_CN/class_control.rst index 11849a8f8b..61fe1f73e3 100644 --- a/classes/zh_CN/class_control.rst +++ b/classes/zh_CN/class_control.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Control.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Control.xml. .. _class_Control: diff --git a/classes/zh_CN/class_convexpolygonshape2d.rst b/classes/zh_CN/class_convexpolygonshape2d.rst index 6f95402df3..de69a0c7b1 100644 --- a/classes/zh_CN/class_convexpolygonshape2d.rst +++ b/classes/zh_CN/class_convexpolygonshape2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ConvexPolygonShape2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ConvexPolygonShape2D.xml. .. _class_ConvexPolygonShape2D: diff --git a/classes/zh_CN/class_convexpolygonshape3d.rst b/classes/zh_CN/class_convexpolygonshape3d.rst index e757b8c38c..4eb3ab8124 100644 --- a/classes/zh_CN/class_convexpolygonshape3d.rst +++ b/classes/zh_CN/class_convexpolygonshape3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ConvexPolygonShape3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ConvexPolygonShape3D.xml. .. _class_ConvexPolygonShape3D: diff --git a/classes/zh_CN/class_cpuparticles2d.rst b/classes/zh_CN/class_cpuparticles2d.rst index 0c75ed419c..e9a57140a4 100644 --- a/classes/zh_CN/class_cpuparticles2d.rst +++ b/classes/zh_CN/class_cpuparticles2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CPUParticles2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CPUParticles2D.xml. .. _class_CPUParticles2D: diff --git a/classes/zh_CN/class_cpuparticles3d.rst b/classes/zh_CN/class_cpuparticles3d.rst index 78c351a316..2705453c41 100644 --- a/classes/zh_CN/class_cpuparticles3d.rst +++ b/classes/zh_CN/class_cpuparticles3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CPUParticles3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CPUParticles3D.xml. .. _class_CPUParticles3D: diff --git a/classes/zh_CN/class_crypto.rst b/classes/zh_CN/class_crypto.rst index e8ecbce64d..24f552bcea 100644 --- a/classes/zh_CN/class_crypto.rst +++ b/classes/zh_CN/class_crypto.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Crypto.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Crypto.xml. .. _class_Crypto: diff --git a/classes/zh_CN/class_cryptokey.rst b/classes/zh_CN/class_cryptokey.rst index bb35c019ff..1dbcf85ba6 100644 --- a/classes/zh_CN/class_cryptokey.rst +++ b/classes/zh_CN/class_cryptokey.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CryptoKey.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CryptoKey.xml. .. _class_CryptoKey: diff --git a/classes/zh_CN/class_csgbox3d.rst b/classes/zh_CN/class_csgbox3d.rst index d6a1878d8a..13918af81a 100644 --- a/classes/zh_CN/class_csgbox3d.rst +++ b/classes/zh_CN/class_csgbox3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/csg/doc_classes/CSGBox3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/csg/doc_classes/CSGBox3D.xml. .. _class_CSGBox3D: diff --git a/classes/zh_CN/class_csgcombiner3d.rst b/classes/zh_CN/class_csgcombiner3d.rst index 3fa9d47777..ef0eaee918 100644 --- a/classes/zh_CN/class_csgcombiner3d.rst +++ b/classes/zh_CN/class_csgcombiner3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/csg/doc_classes/CSGCombiner3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/csg/doc_classes/CSGCombiner3D.xml. .. _class_CSGCombiner3D: diff --git a/classes/zh_CN/class_csgcylinder3d.rst b/classes/zh_CN/class_csgcylinder3d.rst index 6af1a0e760..9491c2792e 100644 --- a/classes/zh_CN/class_csgcylinder3d.rst +++ b/classes/zh_CN/class_csgcylinder3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/csg/doc_classes/CSGCylinder3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/csg/doc_classes/CSGCylinder3D.xml. .. _class_CSGCylinder3D: diff --git a/classes/zh_CN/class_csgmesh3d.rst b/classes/zh_CN/class_csgmesh3d.rst index 054ca80307..74c2125ae6 100644 --- a/classes/zh_CN/class_csgmesh3d.rst +++ b/classes/zh_CN/class_csgmesh3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/csg/doc_classes/CSGMesh3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/csg/doc_classes/CSGMesh3D.xml. .. _class_CSGMesh3D: diff --git a/classes/zh_CN/class_csgpolygon3d.rst b/classes/zh_CN/class_csgpolygon3d.rst index 2bb4fc9874..f0cf658d1f 100644 --- a/classes/zh_CN/class_csgpolygon3d.rst +++ b/classes/zh_CN/class_csgpolygon3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/csg/doc_classes/CSGPolygon3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/csg/doc_classes/CSGPolygon3D.xml. .. _class_CSGPolygon3D: diff --git a/classes/zh_CN/class_csgprimitive3d.rst b/classes/zh_CN/class_csgprimitive3d.rst index 47d2fd7987..073ec801ab 100644 --- a/classes/zh_CN/class_csgprimitive3d.rst +++ b/classes/zh_CN/class_csgprimitive3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/csg/doc_classes/CSGPrimitive3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/csg/doc_classes/CSGPrimitive3D.xml. .. _class_CSGPrimitive3D: diff --git a/classes/zh_CN/class_csgshape3d.rst b/classes/zh_CN/class_csgshape3d.rst index 29adf7ef60..8d9a5aad83 100644 --- a/classes/zh_CN/class_csgshape3d.rst +++ b/classes/zh_CN/class_csgshape3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/csg/doc_classes/CSGShape3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/csg/doc_classes/CSGShape3D.xml. .. _class_CSGShape3D: @@ -226,7 +226,7 @@ enum **Operation**: :ref:`🔗` - |void| **set_snap**\ (\ value\: :ref:`float`\ ) - :ref:`float` **get_snap**\ (\ ) -Snap makes the mesh vertices snap to a given distance so that the faces of two meshes can be perfectly aligned. A lower value results in greater precision but may be harder to adjust. The top-level CSG shape's snap value is used for the entire CSG tree. +吸附使网格顶点吸附到给定的距离,以便两个网格的面可以完美对齐。值越低,精度越高,但也可能更难以调整。顶级 CSG 形状的捕捉值用于整个 CSG 树。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_csgsphere3d.rst b/classes/zh_CN/class_csgsphere3d.rst index a9ea9bf247..845622912e 100644 --- a/classes/zh_CN/class_csgsphere3d.rst +++ b/classes/zh_CN/class_csgsphere3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/csg/doc_classes/CSGSphere3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/csg/doc_classes/CSGSphere3D.xml. .. _class_CSGSphere3D: diff --git a/classes/zh_CN/class_csgtorus3d.rst b/classes/zh_CN/class_csgtorus3d.rst index c0583fc6af..7e3a74e8c5 100644 --- a/classes/zh_CN/class_csgtorus3d.rst +++ b/classes/zh_CN/class_csgtorus3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/csg/doc_classes/CSGTorus3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/csg/doc_classes/CSGTorus3D.xml. .. _class_CSGTorus3D: diff --git a/classes/zh_CN/class_csharpscript.rst b/classes/zh_CN/class_csharpscript.rst index e1889d04db..4e6b5d8033 100644 --- a/classes/zh_CN/class_csharpscript.rst +++ b/classes/zh_CN/class_csharpscript.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/mono/doc_classes/CSharpScript.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/mono/doc_classes/CSharpScript.xml. .. _class_CSharpScript: diff --git a/classes/zh_CN/class_cubemap.rst b/classes/zh_CN/class_cubemap.rst index 9c65409446..cadbf77919 100644 --- a/classes/zh_CN/class_cubemap.rst +++ b/classes/zh_CN/class_cubemap.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Cubemap.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Cubemap.xml. .. _class_Cubemap: diff --git a/classes/zh_CN/class_cubemaparray.rst b/classes/zh_CN/class_cubemaparray.rst index 184cd58f70..76227ebe10 100644 --- a/classes/zh_CN/class_cubemaparray.rst +++ b/classes/zh_CN/class_cubemaparray.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CubemapArray.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CubemapArray.xml. .. _class_CubemapArray: diff --git a/classes/zh_CN/class_curve.rst b/classes/zh_CN/class_curve.rst index 993a6c8cdb..ab1e160fab 100644 --- a/classes/zh_CN/class_curve.rst +++ b/classes/zh_CN/class_curve.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Curve.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Curve.xml. .. _class_Curve: diff --git a/classes/zh_CN/class_curve2d.rst b/classes/zh_CN/class_curve2d.rst index 3b9dc7d91e..00524f588d 100644 --- a/classes/zh_CN/class_curve2d.rst +++ b/classes/zh_CN/class_curve2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Curve2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Curve2D.xml. .. _class_Curve2D: @@ -265,7 +265,7 @@ Curve2D :ref:`Vector2` **sample**\ (\ idx\: :ref:`int`, t\: :ref:`float`\ ) |const| :ref:`🔗` -返回顶点 ``idx`` 和顶点 ``idx + 1`` 之间的位置,其中 ``t`` 控制该点是否为第一个顶点(\ ``t = 0.0``\ )、最后一个顶点(\ ``t = 1.0``\ )或介于两者之间。超出范围(\ ``0.0 >= t <=1``\ )的 ``t`` 的值会给出奇怪但可预测的结果。 +返回顶点 ``idx`` 和顶点 ``idx + 1`` 之间的位置,其中 ``t`` 控制该点是否为第一个顶点(\ ``t = 0.0``\ )、最后一个顶点(\ ``t = 1.0``\ )或介于两者之间。超出范围(\ ``0.0 <= t <= 1.0``\ )的 ``t`` 的值会给出奇怪但可预测的结果。 如果 ``idx`` 越界,它将被截断到第一个或最后一个顶点,而 ``t`` 将被忽略。如果曲线没有点,则该函数将向控制台发送一个错误,并返回 ``(0, 0)``\ 。 diff --git a/classes/zh_CN/class_curve3d.rst b/classes/zh_CN/class_curve3d.rst index 8c90efb2a0..f9f0974c63 100644 --- a/classes/zh_CN/class_curve3d.rst +++ b/classes/zh_CN/class_curve3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Curve3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Curve3D.xml. .. _class_Curve3D: diff --git a/classes/zh_CN/class_curvetexture.rst b/classes/zh_CN/class_curvetexture.rst index e8505c011d..ece006b891 100644 --- a/classes/zh_CN/class_curvetexture.rst +++ b/classes/zh_CN/class_curvetexture.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CurveTexture.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CurveTexture.xml. .. _class_CurveTexture: diff --git a/classes/zh_CN/class_curvexyztexture.rst b/classes/zh_CN/class_curvexyztexture.rst index e923118567..19d43cef7b 100644 --- a/classes/zh_CN/class_curvexyztexture.rst +++ b/classes/zh_CN/class_curvexyztexture.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CurveXYZTexture.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CurveXYZTexture.xml. .. _class_CurveXYZTexture: diff --git a/classes/zh_CN/class_cylindermesh.rst b/classes/zh_CN/class_cylindermesh.rst index c5b663e90a..90b65ce3a5 100644 --- a/classes/zh_CN/class_cylindermesh.rst +++ b/classes/zh_CN/class_cylindermesh.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CylinderMesh.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CylinderMesh.xml. .. _class_CylinderMesh: diff --git a/classes/zh_CN/class_cylindershape3d.rst b/classes/zh_CN/class_cylindershape3d.rst index f1b22119ca..4df0607ab1 100644 --- a/classes/zh_CN/class_cylindershape3d.rst +++ b/classes/zh_CN/class_cylindershape3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/CylinderShape3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/CylinderShape3D.xml. .. _class_CylinderShape3D: diff --git a/classes/zh_CN/class_dampedspringjoint2d.rst b/classes/zh_CN/class_dampedspringjoint2d.rst index 8c0537beed..ff85be875e 100644 --- a/classes/zh_CN/class_dampedspringjoint2d.rst +++ b/classes/zh_CN/class_dampedspringjoint2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/DampedSpringJoint2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/DampedSpringJoint2D.xml. .. _class_DampedSpringJoint2D: diff --git a/classes/zh_CN/class_decal.rst b/classes/zh_CN/class_decal.rst index 27a266f4d7..c4202707af 100644 --- a/classes/zh_CN/class_decal.rst +++ b/classes/zh_CN/class_decal.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Decal.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Decal.xml. .. _class_Decal: diff --git a/classes/zh_CN/class_dictionary.rst b/classes/zh_CN/class_dictionary.rst index 38effc3592..cdb2b7acd6 100644 --- a/classes/zh_CN/class_dictionary.rst +++ b/classes/zh_CN/class_dictionary.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Dictionary.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Dictionary.xml. .. _class_Dictionary: @@ -615,8 +615,6 @@ Dictionary # 输出 { "fruit": "apple", "vegetable": "potato", "dressing": "vinegar" } print(extra.merged(base, true)) -另见 :ref:`merge`\ 。 - .. rst-class:: classref-item-separator ---- @@ -694,7 +692,7 @@ Dictionary :ref:`Variant` **operator []**\ (\ key\: :ref:`Variant`\ ) :ref:`🔗` -返回该字典中与给定的键 ``key`` 对应的值。如果条目不存在或者失败,则返回 ``null``\ 。为了更安全的访问,请使用 :ref:`get` 或 :ref:`has`\ 。 +返回该字典中与给定的键 ``key`` 对应的值。如果条目不存在,失败并返回 ``null``\ 。为了更安全的访问,请使用 :ref:`get` 或 :ref:`has`\ 。 .. |virtual| replace:: :abbr:`virtual (本方法通常需要用户覆盖才能生效。)` .. |const| replace:: :abbr:`const (本方法无副作用,不会修改该实例的任何成员变量。)` diff --git a/classes/zh_CN/class_diraccess.rst b/classes/zh_CN/class_diraccess.rst index 82a946c0be..a22142e0d6 100644 --- a/classes/zh_CN/class_diraccess.rst +++ b/classes/zh_CN/class_diraccess.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/DirAccess.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/DirAccess.xml. .. _class_DirAccess: @@ -538,7 +538,7 @@ DirAccess :ref:`Error` **list_dir_begin**\ (\ ) :ref:`🔗` -初始化流,用于使用 :ref:`get_next` 函数列出所有文件和目录,如果需要还会关闭目前打开的流。处理完流之后,一般应使用 :ref:`list_dir_end` 关闭。 +初始化用于通过 :ref:`get_next` 函数列出所有文件和目录的流,如果需要还会关闭目前打开的流。处理完流之后,一般应使用 :ref:`list_dir_end` 关闭。 受 :ref:`include_hidden` 和 :ref:`include_navigational` 的影响。 diff --git a/classes/zh_CN/class_directionallight2d.rst b/classes/zh_CN/class_directionallight2d.rst index 03a2443ae4..d3373dabfd 100644 --- a/classes/zh_CN/class_directionallight2d.rst +++ b/classes/zh_CN/class_directionallight2d.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/DirectionalLight2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/DirectionalLight2D.xml. .. _class_DirectionalLight2D: diff --git a/classes/zh_CN/class_directionallight3d.rst b/classes/zh_CN/class_directionallight3d.rst index 7f8cb952eb..173b43010e 100644 --- a/classes/zh_CN/class_directionallight3d.rst +++ b/classes/zh_CN/class_directionallight3d.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/DirectionalLight3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/DirectionalLight3D.xml. .. _class_DirectionalLight3D: diff --git a/classes/zh_CN/class_displayserver.rst b/classes/zh_CN/class_displayserver.rst index cd7471ba6e..3bcd069f31 100644 --- a/classes/zh_CN/class_displayserver.rst +++ b/classes/zh_CN/class_displayserver.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/DisplayServer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/DisplayServer.xml. .. _class_DisplayServer: @@ -1512,9 +1512,9 @@ enum **TTSUtteranceEvent**: :ref:`🔗` :ref:`Image` **clipboard_get_image**\ (\ ) |const| :ref:`🔗` -Returns the user's clipboard as an image if possible. +如果可能,将用户的剪贴板作为图像返回。 -\ **Note:** This method uses the copied pixel data, e.g. from a image editing software or a web browser, not an image file copied from file explorer. +\ **注意:**\ 该方法使用复制的像素数据(例如来自图像编辑软件或 Web 浏览器的数据),而不是从文件资源管理器复制的图像文件。 .. rst-class:: classref-item-separator @@ -1770,7 +1770,7 @@ Returns the user's clipboard as an image if possible. :ref:`Color` **get_accent_color**\ (\ ) |const| :ref:`🔗` -返回操作系统主题强调色。如果强调色未知,则返回 ``Color(0, 0, 0, 0)``\ 。 +返回操作系统主题色。如果主题色未知,则返回 ``Color(0, 0, 0, 0)``\ 。 \ **注意:**\ 这个方法在 macOS 和 Windows 上实现。 @@ -2889,7 +2889,7 @@ Returns the user's clipboard as an image if possible. :ref:`bool` **has_additional_outputs**\ (\ ) |const| :ref:`🔗` -Returns ``true`` if any additional outputs have been registered via :ref:`register_additional_output`. +如果已通过 :ref:`register_additional_output` 注册了任何额外输出,则返回 ``true``\ 。 .. rst-class:: classref-item-separator @@ -3169,9 +3169,9 @@ Returns ``true`` if any additional outputs have been registered via :ref:`regist |void| **register_additional_output**\ (\ object\: :ref:`Object`\ ) :ref:`🔗` -Registers an :ref:`Object` which represents an additional output that will be rendered too, beyond normal windows. The :ref:`Object` is only used as an identifier, which can be later passed to :ref:`unregister_additional_output`. +注册一个 :ref:`Object`\ ,表示除了普通窗口之外还将渲染的额外输出。\ :ref:`Object` 仅用作标识符,稍后可将其传递给 :ref:`unregister_additional_output`\ 。 -This can be used to prevent Godot from skipping rendering when no normal windows are visible. +这可用于防止 Godot 在没有可见普通窗口时跳过渲染。 .. rst-class:: classref-item-separator @@ -3753,7 +3753,7 @@ This can be used to prevent Godot from skipping rendering when no normal windows |void| **unregister_additional_output**\ (\ object\: :ref:`Object`\ ) :ref:`🔗` -Unregisters an :ref:`Object` representing an additional output, that was registered via :ref:`register_additional_output`. +取消注册通过 :ref:`register_additional_output` 注册的代表额外输出的 :ref:`Object`\ 。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_dtlsserver.rst b/classes/zh_CN/class_dtlsserver.rst index c39584aa04..05527182c6 100644 --- a/classes/zh_CN/class_dtlsserver.rst +++ b/classes/zh_CN/class_dtlsserver.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/DTLSServer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/DTLSServer.xml. .. _class_DTLSServer: @@ -19,9 +19,9 @@ DTLSServer 描述 ---- -该类用于存储 DTLS 服务器的状态。在 :ref:`setup` 之后,它将连接的 :ref:`PacketPeerUDP` 转换为 :ref:`PacketPeerDTLS`\ ,通过 :ref:`take_connection` 接受它们作为 DTLS 客户端。在底层,这个类用于存储服务器的 DTLS 状态和 cookie。为什么需要状态和 cookie 的原因不在本文档的范围内。 +This class is used to store the state of a DTLS server. Upon :ref:`setup` it converts connected :ref:`PacketPeerUDP` to :ref:`PacketPeerDTLS` accepting them via :ref:`take_connection` as DTLS clients. Under the hood, this class is used to store the DTLS state and cookies of the server. The reason of why the state and cookies are needed is outside of the scope of this documentation. -下面是一个如何使用它的小例子: +Below a small example of how to use it: .. tabs:: @@ -37,25 +37,25 @@ DTLSServer func _ready(): server.listen(4242) - var key = load("key.key") # 你的私钥。 - var cert = load("cert.crt") # 你的 X509 证书。 - dtls.setup(key, cert) + var key = load("key.key") # Your private key. + var cert = load("cert.crt") # Your X509 certificate. + dtls.setup(TlsOptions.server(key, cert)) func _process(delta): while server.is_connection_available(): var peer: PacketPeerUDP = server.take_connection() var dtls_peer: PacketPeerDTLS = dtls.take_connection(peer) if dtls_peer.get_status() != PacketPeerDTLS.STATUS_HANDSHAKING: - continue # 由于 cookie 交换,50% 的连接会失败,这是正常现象。 - print("对等体已连接!") + continue # It is normal that 50% of the connections fails due to cookie exchange. + print("Peer connected!") peers.append(dtls_peer) for p in peers: - p.poll() # 必须轮询以更新状态。 + p.poll() # Must poll to update the state. if p.get_status() == PacketPeerDTLS.STATUS_CONNECTED: while p.get_available_packet_count() > 0: - print("从客户端收到消息:%s" % p.get_packet().get_string_from_utf8()) - p.put_packet("你好 DTLS 客户端".to_utf8_buffer()) + print("Received message from client: %s" % p.get_packet().get_string_from_utf8()) + p.put_packet("Hello DTLS client".to_utf8_buffer()) .. code-tab:: csharp @@ -71,34 +71,34 @@ DTLSServer public override void _Ready() { _server.Listen(4242); - var key = GD.Load("key.key"); // 你的私钥。 - var cert = GD.Load("cert.crt"); // 你的 X509 证书。 - _dtls.Setup(key, cert); + var key = GD.Load("key.key"); // Your private key. + var cert = GD.Load("cert.crt"); // Your X509 certificate. + _dtls.Setup(TlsOptions.Server(key, cert)); } public override void _Process(double delta) { - while (Server.IsConnectionAvailable()) + while (_server.IsConnectionAvailable()) { PacketPeerUdp peer = _server.TakeConnection(); PacketPeerDtls dtlsPeer = _dtls.TakeConnection(peer); if (dtlsPeer.GetStatus() != PacketPeerDtls.Status.Handshaking) { - continue; // 由于 cookie 交换,50% 的连接会失败,这是正常现象。 + continue; // It is normal that 50% of the connections fails due to cookie exchange. } - GD.Print("对等体已连接!"); + GD.Print("Peer connected!"); _peers.Add(dtlsPeer); } foreach (var p in _peers) { - p.Poll(); // 必须轮询以更新状态。 + p.Poll(); // Must poll to update the state. if (p.GetStatus() == PacketPeerDtls.Status.Connected) { while (p.GetAvailablePacketCount() > 0) { - GD.Print($"从客户端收到消息:{p.GetPacket().GetStringFromUtf8()}"); - p.PutPacket("你好 DTLS 客户端".ToUtf8Buffer()); + GD.Print($"Received Message From Client: {p.GetPacket().GetStringFromUtf8()}"); + p.PutPacket("Hello DTLS Client".ToUtf8Buffer()); } } } @@ -121,16 +121,16 @@ DTLSServer func _ready(): udp.connect_to_host("127.0.0.1", 4242) - dtls.connect_to_peer(udp, false) # 生产环境中请使用 true 进行证书校验! + dtls.connect_to_peer(udp, false) # Use true in production for certificate validation! func _process(delta): dtls.poll() if dtls.get_status() == PacketPeerDTLS.STATUS_CONNECTED: if !connected: - # 尝试联系服务器 - dtls.put_packet("回应是… 42!".to_utf8_buffer()) + # Try to contact server + dtls.put_packet("The answer is... 42!".to_utf8_buffer()) while dtls.get_available_packet_count() > 0: - print("已连接:%s" % dtls.get_packet().get_string_from_utf8()) + print("Connected: %s" % dtls.get_packet().get_string_from_utf8()) connected = true .. code-tab:: csharp @@ -148,7 +148,7 @@ DTLSServer public override void _Ready() { _udp.ConnectToHost("127.0.0.1", 4242); - _dtls.ConnectToPeer(_udp, validateCerts: false); // 生产环境中请使用 true 进行证书校验! + _dtls.ConnectToPeer(_udp, validateCerts: false); // Use true in production for certificate validation! } public override void _Process(double delta) @@ -158,12 +158,12 @@ DTLSServer { if (!_connected) { - // 尝试联系服务器 - _dtls.PutPacket("回应是… 42!".ToUtf8Buffer()); + // Try to contact server + _dtls.PutPacket("The Answer Is..42!".ToUtf8Buffer()); } while (_dtls.GetAvailablePacketCount() > 0) { - GD.Print($"已连接:{_dtls.GetPacket().GetStringFromUtf8()}"); + GD.Print($"Connected: {_dtls.GetPacket().GetStringFromUtf8()}"); _connected = true; } } diff --git a/classes/zh_CN/class_editorcommandpalette.rst b/classes/zh_CN/class_editorcommandpalette.rst index ad1cc78d7f..080f89da1f 100644 --- a/classes/zh_CN/class_editorcommandpalette.rst +++ b/classes/zh_CN/class_editorcommandpalette.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorCommandPalette.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorCommandPalette.xml. .. _class_EditorCommandPalette: diff --git a/classes/zh_CN/class_editordebuggerplugin.rst b/classes/zh_CN/class_editordebuggerplugin.rst index 9b57d03bc4..63cbd3c597 100644 --- a/classes/zh_CN/class_editordebuggerplugin.rst +++ b/classes/zh_CN/class_editordebuggerplugin.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorDebuggerPlugin.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorDebuggerPlugin.xml. .. _class_EditorDebuggerPlugin: diff --git a/classes/zh_CN/class_editordebuggersession.rst b/classes/zh_CN/class_editordebuggersession.rst index 9eb7ef7268..9cd5a35d98 100644 --- a/classes/zh_CN/class_editordebuggersession.rst +++ b/classes/zh_CN/class_editordebuggersession.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorDebuggerSession.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorDebuggerSession.xml. .. _class_EditorDebuggerSession: diff --git a/classes/zh_CN/class_editorexportplatform.rst b/classes/zh_CN/class_editorexportplatform.rst index 5ebeab3234..f6d11621db 100644 --- a/classes/zh_CN/class_editorexportplatform.rst +++ b/classes/zh_CN/class_editorexportplatform.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorExportPlatform.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorExportPlatform.xml. .. _class_EditorExportPlatform: diff --git a/classes/zh_CN/class_editorexportplatformandroid.rst b/classes/zh_CN/class_editorexportplatformandroid.rst index e83e3a36fe..42d4d3be6c 100644 --- a/classes/zh_CN/class_editorexportplatformandroid.rst +++ b/classes/zh_CN/class_editorexportplatformandroid.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/platform/android/doc_classes/EditorExportPlatformAndroid.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/platform/android/doc_classes/EditorExportPlatformAndroid.xml. .. _class_EditorExportPlatformAndroid: @@ -86,6 +86,8 @@ EditorExportPlatformAndroid +---------------------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`String` | :ref:`launcher_icons/adaptive_foreground_432x432` | +---------------------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------+ + | :ref:`String` | :ref:`launcher_icons/adaptive_monochrome_432x432` | + +---------------------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`String` | :ref:`launcher_icons/main_192x192` | +---------------------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`int` | :ref:`package/app_category` | @@ -768,6 +770,18 @@ Gradle 构建目录的路径。如果留空,则将使用 ``res://android``\ ---- +.. _class_EditorExportPlatformAndroid_property_launcher_icons/adaptive_monochrome_432x432: + +.. rst-class:: classref-property + +:ref:`String` **launcher_icons/adaptive_monochrome_432x432** :ref:`🔗` + +Monochrome layer of the application adaptive icon file. See `Design adaptive icons `__. + +.. rst-class:: classref-item-separator + +---- + .. _class_EditorExportPlatformAndroid_property_launcher_icons/main_192x192: .. rst-class:: classref-property diff --git a/classes/zh_CN/class_editorexportplatformios.rst b/classes/zh_CN/class_editorexportplatformios.rst index 9959de151b..3a6b497474 100644 --- a/classes/zh_CN/class_editorexportplatformios.rst +++ b/classes/zh_CN/class_editorexportplatformios.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/platform/ios/doc_classes/EditorExportPlatformIOS.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/platform/ios/doc_classes/EditorExportPlatformIOS.xml. .. _class_EditorExportPlatformIOS: @@ -555,7 +555,7 @@ Apple 团队 ID,唯一的 10 字符的字符串。要找到你的团队 ID, :ref:`bool` **application/generate_simulator_library_if_missing** :ref:`🔗` -If ``true``, and ARM64 simulator library is missing from the export template, it is automatically generated from ARM64 device library. +如果为 ``true``\ ,并且导出模板中缺少 ARM64 模拟器库,则会自动从 ARM64 设备库生成。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_editorexportplatformlinuxbsd.rst b/classes/zh_CN/class_editorexportplatformlinuxbsd.rst index 96df202071..7471701c1e 100644 --- a/classes/zh_CN/class_editorexportplatformlinuxbsd.rst +++ b/classes/zh_CN/class_editorexportplatformlinuxbsd.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/platform/linuxbsd/doc_classes/EditorExportPlatformLinuxBSD.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/platform/linuxbsd/doc_classes/EditorExportPlatformLinuxBSD.xml. .. _class_EditorExportPlatformLinuxBSD: diff --git a/classes/zh_CN/class_editorexportplatformmacos.rst b/classes/zh_CN/class_editorexportplatformmacos.rst index 27bca541e9..4b276d16fc 100644 --- a/classes/zh_CN/class_editorexportplatformmacos.rst +++ b/classes/zh_CN/class_editorexportplatformmacos.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/platform/macos/doc_classes/EditorExportPlatformMacOS.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/platform/macos/doc_classes/EditorExportPlatformMacOS.xml. .. _class_EditorExportPlatformMacOS: diff --git a/classes/zh_CN/class_editorexportplatformpc.rst b/classes/zh_CN/class_editorexportplatformpc.rst index 616c5a29b3..0d7b892f0b 100644 --- a/classes/zh_CN/class_editorexportplatformpc.rst +++ b/classes/zh_CN/class_editorexportplatformpc.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorExportPlatformPC.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorExportPlatformPC.xml. .. _class_EditorExportPlatformPC: diff --git a/classes/zh_CN/class_editorexportplatformweb.rst b/classes/zh_CN/class_editorexportplatformweb.rst index 70f7e486f7..7d917ebbad 100644 --- a/classes/zh_CN/class_editorexportplatformweb.rst +++ b/classes/zh_CN/class_editorexportplatformweb.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/platform/web/doc_classes/EditorExportPlatformWeb.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/platform/web/doc_classes/EditorExportPlatformWeb.xml. .. _class_EditorExportPlatformWeb: diff --git a/classes/zh_CN/class_editorexportplatformwindows.rst b/classes/zh_CN/class_editorexportplatformwindows.rst index 02454bf63b..1e0c7f1f8c 100644 --- a/classes/zh_CN/class_editorexportplatformwindows.rst +++ b/classes/zh_CN/class_editorexportplatformwindows.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/platform/windows/doc_classes/EditorExportPlatformWindows.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/platform/windows/doc_classes/EditorExportPlatformWindows.xml. .. _class_EditorExportPlatformWindows: @@ -187,7 +187,7 @@ Windows 导出器可以自定义 Windows 构建的处理方法。在编辑器的 :ref:`int` **application/export_d3d12** :ref:`🔗` -If set to ``1``, the Direct3D 12 runtime libraries (Agility SDK, PIX) are exported with the exported application. If set to ``0``, Direct3D 12 libraries are exported only if :ref:`ProjectSettings.rendering/rendering_device/driver` is set to ``"d3d12"``. +如果设置为 ``1``\ ,Direct3D 12 运行时库(Agility SDK、PIX)将随导出的应用程序一起导出。如果设置为 ``0``\ ,则仅当 :ref:`ProjectSettings.rendering/rendering_device/driver` 被设置为 ``"d3d12"`` 时,才会导出 Direct3D 12 库。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_editorexportplugin.rst b/classes/zh_CN/class_editorexportplugin.rst index 52e94cf63f..b77b1bcde6 100644 --- a/classes/zh_CN/class_editorexportplugin.rst +++ b/classes/zh_CN/class_editorexportplugin.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorExportPlugin.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorExportPlugin.xml. .. _class_EditorExportPlugin: @@ -125,9 +125,9 @@ EditorExportPlugin :ref:`bool` **_begin_customize_resources**\ (\ platform\: :ref:`EditorExportPlatform`, features\: :ref:`PackedStringArray`\ ) |virtual| |const| :ref:`🔗` -Return ``true`` if this plugin will customize resources based on the platform and features used. +如果该插件将根据所使用的平台和功能自定义资源,则返回 ``true``\ 。 -When enabled, :ref:`_get_customization_configuration_hash` and :ref:`_customize_resource` will be called and must be implemented. +启用后,\ :ref:`_get_customization_configuration_hash` 和 :ref:`_customize_resource` 将被调用并且必须被实现。 .. rst-class:: classref-item-separator @@ -139,9 +139,9 @@ When enabled, :ref:`_get_customization_configuration_hash` **_begin_customize_scenes**\ (\ platform\: :ref:`EditorExportPlatform`, features\: :ref:`PackedStringArray`\ ) |virtual| |const| :ref:`🔗` -Return ``true`` if this plugin will customize scenes based on the platform and features used. +如果该插件将根据所使用的平台和功能自定义场景,则返回 ``true``\ 。 -When enabled, :ref:`_get_customization_configuration_hash` and :ref:`_customize_scene` will be called and must be implemented. +启用后,\ :ref:`_get_customization_configuration_hash` 和 :ref:`_customize_scene` 将被调用并且必须被实现。 .. rst-class:: classref-item-separator @@ -231,9 +231,9 @@ When enabled, :ref:`_get_customization_configuration_hash`, type\: :ref:`String`, features\: :ref:`PackedStringArray`\ ) |virtual| :ref:`🔗` -Virtual method to be overridden by the user. Called for each exported file before :ref:`_customize_resource` and :ref:`_customize_scene`. The arguments can be used to identify the file. ``path`` is the path of the file, ``type`` is the :ref:`Resource` represented by the file (e.g. :ref:`PackedScene`), and ``features`` is the list of features for the export. +用户要重写的虚方法。在 :ref:`_customize_resource` 和 :ref:`_customize_scene` 之前为每个导出的文件调用。参数可用于识别文件。\ ``path`` 是文件的路径,\ ``type`` 是文件所代表的 :ref:`Resource`\ (例如 :ref:`PackedScene`\ ),\ ``features`` 是导出的特性列表。 -Calling :ref:`skip` inside this callback will make the file not included in the export. +在该回调中调用 :ref:`skip` 将使文件不包含在导出中。 .. rst-class:: classref-item-separator @@ -465,11 +465,11 @@ Calling :ref:`skip` inside this callback w |void| **add_file**\ (\ path\: :ref:`String`, file\: :ref:`PackedByteArray`, remap\: :ref:`bool`\ ) :ref:`🔗` -Adds a custom file to be exported. ``path`` is the virtual path that can be used to load the file, ``file`` is the binary data of the file. +添加一个要导出的自定义文件。\ ``path`` 是可以用来加载该文件的虚拟路径,\ ``file`` 是该文件的二进制数据。 -When called inside :ref:`_export_file` and ``remap`` is ``true``, the current file will not be exported, but instead remapped to this custom file. ``remap`` is ignored when called in other places. +在 :ref:`_export_file` 中调用时,如果 ``remap`` 为 ``true``\ ,则当前文件将不会被导出,而是被重新映射到这个自定义文件。在其他地方调用时会忽略 ``remap``\ 。 -\ ``file`` will not be imported, so consider using :ref:`_customize_resource` to remap imported resources. +\ ``file`` 将不会被导入,因此请考虑使用 :ref:`_customize_resource` 来重新映射导入的资源。 .. rst-class:: classref-item-separator @@ -611,7 +611,7 @@ When called inside :ref:`_export_file` -To be called inside :ref:`_export_file`. Skips the current file, so it's not included in the export. +在 :ref:`_export_file` 中调用。跳过当前文件,因此它不包含在导出中。 .. |virtual| replace:: :abbr:`virtual (本方法通常需要用户覆盖才能生效。)` .. |const| replace:: :abbr:`const (本方法无副作用,不会修改该实例的任何成员变量。)` diff --git a/classes/zh_CN/class_editorfeatureprofile.rst b/classes/zh_CN/class_editorfeatureprofile.rst index f2dabe035d..f9bdcdbe6a 100644 --- a/classes/zh_CN/class_editorfeatureprofile.rst +++ b/classes/zh_CN/class_editorfeatureprofile.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorFeatureProfile.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorFeatureProfile.xml. .. _class_EditorFeatureProfile: diff --git a/classes/zh_CN/class_editorfiledialog.rst b/classes/zh_CN/class_editorfiledialog.rst index ff13291030..66595afd28 100644 --- a/classes/zh_CN/class_editorfiledialog.rst +++ b/classes/zh_CN/class_editorfiledialog.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorFileDialog.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorFileDialog.xml. .. _class_EditorFileDialog: diff --git a/classes/zh_CN/class_editorfilesystem.rst b/classes/zh_CN/class_editorfilesystem.rst index 7d2559cb3a..e14c99e1ec 100644 --- a/classes/zh_CN/class_editorfilesystem.rst +++ b/classes/zh_CN/class_editorfilesystem.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorFileSystem.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorFileSystem.xml. .. _class_EditorFileSystem: @@ -90,7 +90,7 @@ EditorFileSystem **resources_reimporting**\ (\ resources\: :ref:`PackedStringArray`\ ) :ref:`🔗` -Emitted before a resource is reimported. +在重新导入资源之前触发。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_editorfilesystemdirectory.rst b/classes/zh_CN/class_editorfilesystemdirectory.rst index a41dce738b..19b4ea11f1 100644 --- a/classes/zh_CN/class_editorfilesystemdirectory.rst +++ b/classes/zh_CN/class_editorfilesystemdirectory.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorFileSystemDirectory.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorFileSystemDirectory.xml. .. _class_EditorFileSystemDirectory: diff --git a/classes/zh_CN/class_editorfilesystemimportformatsupportquery.rst b/classes/zh_CN/class_editorfilesystemimportformatsupportquery.rst index ef391067c9..c635520cc9 100644 --- a/classes/zh_CN/class_editorfilesystemimportformatsupportquery.rst +++ b/classes/zh_CN/class_editorfilesystemimportformatsupportquery.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorFileSystemImportFormatSupportQuery.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorFileSystemImportFormatSupportQuery.xml. .. _class_EditorFileSystemImportFormatSupportQuery: diff --git a/classes/zh_CN/class_editorimportplugin.rst b/classes/zh_CN/class_editorimportplugin.rst index c2027785f8..98414cdfbc 100644 --- a/classes/zh_CN/class_editorimportplugin.rst +++ b/classes/zh_CN/class_editorimportplugin.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorImportPlugin.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorImportPlugin.xml. .. _class_EditorImportPlugin: @@ -120,18 +120,18 @@ EditorImportPlugin 通过与特定的文件扩展名和资源类型相关联来 }; } - public override int _Import(string sourceFile, string savePath, Godot.Collections.Dictionary options, Godot.Collections.Array platformVariants, Godot.Collections.Array genFiles) + public override Error _Import(string sourceFile, string savePath, Godot.Collections.Dictionary options, Godot.Collections.Array platformVariants, Godot.Collections.Array genFiles) { using var file = FileAccess.Open(sourceFile, FileAccess.ModeFlags.Read); if (file.GetError() != Error.Ok) { - return (int)Error.Failed; + return Error.Failed; } var mesh = new ArrayMesh(); // 使用从“file”中读取的数据填充 Mesh,留作读者的练习 string filename = $"{savePath}.{_GetSaveExtension()}"; - return (int)ResourceSaver.Save(mesh, filename); + return ResourceSaver.Save(mesh, filename); } } diff --git a/classes/zh_CN/class_editorinspector.rst b/classes/zh_CN/class_editorinspector.rst index d88d488681..b4e698309b 100644 --- a/classes/zh_CN/class_editorinspector.rst +++ b/classes/zh_CN/class_editorinspector.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorInspector.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorInspector.xml. .. _class_EditorInspector: diff --git a/classes/zh_CN/class_editorinspectorplugin.rst b/classes/zh_CN/class_editorinspectorplugin.rst index 8382d88992..5496b7e38a 100644 --- a/classes/zh_CN/class_editorinspectorplugin.rst +++ b/classes/zh_CN/class_editorinspectorplugin.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorInspectorPlugin.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorInspectorPlugin.xml. .. _class_EditorInspectorPlugin: diff --git a/classes/zh_CN/class_editorinterface.rst b/classes/zh_CN/class_editorinterface.rst index 96052fe9b2..d3e9ad9b07 100644 --- a/classes/zh_CN/class_editorinterface.rst +++ b/classes/zh_CN/class_editorinterface.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorInterface.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorInterface.xml. .. _class_EditorInterface: diff --git a/classes/zh_CN/class_editornode3dgizmo.rst b/classes/zh_CN/class_editornode3dgizmo.rst index 95b6cbc9cc..941dcc6669 100644 --- a/classes/zh_CN/class_editornode3dgizmo.rst +++ b/classes/zh_CN/class_editornode3dgizmo.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorNode3DGizmo.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorNode3DGizmo.xml. .. _class_EditorNode3DGizmo: diff --git a/classes/zh_CN/class_editornode3dgizmoplugin.rst b/classes/zh_CN/class_editornode3dgizmoplugin.rst index c841a9a0b6..2a7a8f3c61 100644 --- a/classes/zh_CN/class_editornode3dgizmoplugin.rst +++ b/classes/zh_CN/class_editornode3dgizmoplugin.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorNode3DGizmoPlugin.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorNode3DGizmoPlugin.xml. .. _class_EditorNode3DGizmoPlugin: diff --git a/classes/zh_CN/class_editorpaths.rst b/classes/zh_CN/class_editorpaths.rst index e74a08a70e..6a691eb84e 100644 --- a/classes/zh_CN/class_editorpaths.rst +++ b/classes/zh_CN/class_editorpaths.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorPaths.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorPaths.xml. .. _class_EditorPaths: diff --git a/classes/zh_CN/class_editorplugin.rst b/classes/zh_CN/class_editorplugin.rst index aa0be9bae8..53cb3309fc 100644 --- a/classes/zh_CN/class_editorplugin.rst +++ b/classes/zh_CN/class_editorplugin.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorPlugin.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorPlugin.xml. .. _class_EditorPlugin: @@ -586,7 +586,7 @@ enum **AfterGUIInput**: :ref:`🔗` func _forward_3d_draw_over_viewport(overlay): # 在光标位置画一个圆。 - overlay.draw_circle(overlay.get_local_mouse_position(), 64) + overlay.draw_circle(overlay.get_local_mouse_position(), 64, Color.WHITE) func _forward_3d_gui_input(camera, event): if event is InputEventMouseMotion: @@ -1143,17 +1143,17 @@ enum **AfterGUIInput**: :ref:`🔗` |void| **add_custom_type**\ (\ type\: :ref:`String`, base\: :ref:`String`, script\: :ref:`Script`, icon\: :ref:`Texture2D`\ ) :ref:`🔗` -Adds a custom type, which will appear in the list of nodes or resources. +添加一个自定义类型,它将出现在节点或资源的列表中。 -When a given node or resource is selected, the base type will be instantiated (e.g. "Node3D", "Control", "Resource"), then the script will be loaded and set to this object. +选择给定的节点或资源时,将实例化基本类型(例如“Node3D”、“Control”、“Resource”),然后脚本将被加载并将其设置为该对象。 -\ **Note:** The base type is the base engine class which this type's class hierarchy inherits, not any custom type parent classes. +\ **注意:**\ 基本类型是该类型的类层次继承的基本引擎类,而不是任何自定义类型的父类。 -You can use the virtual method :ref:`_handles` to check if your custom object is being edited by checking the script or using the ``is`` keyword. +可以使用虚方法 :ref:`_handles` 通过检查脚本或使用 ``is`` 关键字来检查你的自定义对象是否正在被编辑。 -During run-time, this will be a simple object with a script so this function does not need to be called then. +在运行时,这将是一个带有脚本的简单对象,因此不需要调用该函数。 -\ **Note:** Custom types added this way are not true classes. They are just a helper to create a node with specific script. +\ **注意:**\ 以这种方式添加的自定义类型不是真正的类。它们只是使用特定脚本创建节点的助手。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_editorproperty.rst b/classes/zh_CN/class_editorproperty.rst index 1fd4de1c8e..9b5a768695 100644 --- a/classes/zh_CN/class_editorproperty.rst +++ b/classes/zh_CN/class_editorproperty.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorProperty.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorProperty.xml. .. _class_EditorProperty: diff --git a/classes/zh_CN/class_editorresourceconversionplugin.rst b/classes/zh_CN/class_editorresourceconversionplugin.rst index 5b053ba3ec..56d8be28ac 100644 --- a/classes/zh_CN/class_editorresourceconversionplugin.rst +++ b/classes/zh_CN/class_editorresourceconversionplugin.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorResourceConversionPlugin.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorResourceConversionPlugin.xml. .. _class_EditorResourceConversionPlugin: diff --git a/classes/zh_CN/class_editorresourcepicker.rst b/classes/zh_CN/class_editorresourcepicker.rst index 88cf82f28a..b7ba8d57c2 100644 --- a/classes/zh_CN/class_editorresourcepicker.rst +++ b/classes/zh_CN/class_editorresourcepicker.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorResourcePicker.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorResourcePicker.xml. .. _class_EditorResourcePicker: diff --git a/classes/zh_CN/class_editorresourcepreview.rst b/classes/zh_CN/class_editorresourcepreview.rst index c48f520dd4..c01bc460a4 100644 --- a/classes/zh_CN/class_editorresourcepreview.rst +++ b/classes/zh_CN/class_editorresourcepreview.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorResourcePreview.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorResourcePreview.xml. .. _class_EditorResourcePreview: diff --git a/classes/zh_CN/class_editorresourcepreviewgenerator.rst b/classes/zh_CN/class_editorresourcepreviewgenerator.rst index de278845b6..ac3d9a2d51 100644 --- a/classes/zh_CN/class_editorresourcepreviewgenerator.rst +++ b/classes/zh_CN/class_editorresourcepreviewgenerator.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorResourcePreviewGenerator.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorResourcePreviewGenerator.xml. .. _class_EditorResourcePreviewGenerator: diff --git a/classes/zh_CN/class_editorresourcetooltipplugin.rst b/classes/zh_CN/class_editorresourcetooltipplugin.rst index f603fbea34..47dfdc4694 100644 --- a/classes/zh_CN/class_editorresourcetooltipplugin.rst +++ b/classes/zh_CN/class_editorresourcetooltipplugin.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorResourceTooltipPlugin.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorResourceTooltipPlugin.xml. .. _class_EditorResourceTooltipPlugin: diff --git a/classes/zh_CN/class_editorsceneformatimporter.rst b/classes/zh_CN/class_editorsceneformatimporter.rst index 8c28a01c2b..f80d9e5853 100644 --- a/classes/zh_CN/class_editorsceneformatimporter.rst +++ b/classes/zh_CN/class_editorsceneformatimporter.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorSceneFormatImporter.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorSceneFormatImporter.xml. .. _class_EditorSceneFormatImporter: diff --git a/classes/zh_CN/class_editorsceneformatimporterblend.rst b/classes/zh_CN/class_editorsceneformatimporterblend.rst index ba63c0f16b..32cdf85d4a 100644 --- a/classes/zh_CN/class_editorsceneformatimporterblend.rst +++ b/classes/zh_CN/class_editorsceneformatimporterblend.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/gltf/doc_classes/EditorSceneFormatImporterBlend.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/gltf/doc_classes/EditorSceneFormatImporterBlend.xml. .. _class_EditorSceneFormatImporterBlend: diff --git a/classes/zh_CN/class_editorsceneformatimporterfbx2gltf.rst b/classes/zh_CN/class_editorsceneformatimporterfbx2gltf.rst index 30edaf9b72..e2076ed23d 100644 --- a/classes/zh_CN/class_editorsceneformatimporterfbx2gltf.rst +++ b/classes/zh_CN/class_editorsceneformatimporterfbx2gltf.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/fbx/doc_classes/EditorSceneFormatImporterFBX2GLTF.xml. .. _class_EditorSceneFormatImporterFBX2GLTF: diff --git a/classes/zh_CN/class_editorsceneformatimportergltf.rst b/classes/zh_CN/class_editorsceneformatimportergltf.rst index ca9a7dffbe..7949763682 100644 --- a/classes/zh_CN/class_editorsceneformatimportergltf.rst +++ b/classes/zh_CN/class_editorsceneformatimportergltf.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/gltf/doc_classes/EditorSceneFormatImporterGLTF.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/gltf/doc_classes/EditorSceneFormatImporterGLTF.xml. .. _class_EditorSceneFormatImporterGLTF: diff --git a/classes/zh_CN/class_editorsceneformatimporterufbx.rst b/classes/zh_CN/class_editorsceneformatimporterufbx.rst index 1fb64edd51..65d0941089 100644 --- a/classes/zh_CN/class_editorsceneformatimporterufbx.rst +++ b/classes/zh_CN/class_editorsceneformatimporterufbx.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/fbx/doc_classes/EditorSceneFormatImporterUFBX.xml. .. _class_EditorSceneFormatImporterUFBX: diff --git a/classes/zh_CN/class_editorscenepostimport.rst b/classes/zh_CN/class_editorscenepostimport.rst index 0e807af5b9..1a603e429a 100644 --- a/classes/zh_CN/class_editorscenepostimport.rst +++ b/classes/zh_CN/class_editorscenepostimport.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorScenePostImport.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorScenePostImport.xml. .. _class_EditorScenePostImport: diff --git a/classes/zh_CN/class_editorscenepostimportplugin.rst b/classes/zh_CN/class_editorscenepostimportplugin.rst index 6bb4001929..fe386ae473 100644 --- a/classes/zh_CN/class_editorscenepostimportplugin.rst +++ b/classes/zh_CN/class_editorscenepostimportplugin.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorScenePostImportPlugin.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorScenePostImportPlugin.xml. .. _class_EditorScenePostImportPlugin: diff --git a/classes/zh_CN/class_editorscript.rst b/classes/zh_CN/class_editorscript.rst index 3d8dd57b23..f8bbbe1f81 100644 --- a/classes/zh_CN/class_editorscript.rst +++ b/classes/zh_CN/class_editorscript.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorScript.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorScript.xml. .. _class_EditorScript: @@ -100,7 +100,7 @@ EditorScript |void| **add_root_node**\ (\ node\: :ref:`Node`\ ) :ref:`🔗` -Makes ``node`` root of the currently opened scene. Only works if the scene is empty. If the ``node`` is a scene instance, an inheriting scene will be created. +使 ``node`` 成为当前打开的场景的根。仅当场景为空时才有效。如果 ``node`` 是场景实例,则会创建一个继承场景。 .. rst-class:: classref-item-separator @@ -126,7 +126,7 @@ Makes ``node`` root of the currently opened scene. Only works if the scene is em :ref:`Node` **get_scene**\ (\ ) |const| :ref:`🔗` -Returns the edited (current) scene's root :ref:`Node`. Equivalent of :ref:`EditorInterface.get_edited_scene_root`. +返回正在编辑的(当前)场景的根 :ref:`Node`\ 。相当于 :ref:`EditorInterface.get_edited_scene_root`\ 。 .. |virtual| replace:: :abbr:`virtual (本方法通常需要用户覆盖才能生效。)` .. |const| replace:: :abbr:`const (本方法无副作用,不会修改该实例的任何成员变量。)` diff --git a/classes/zh_CN/class_editorscriptpicker.rst b/classes/zh_CN/class_editorscriptpicker.rst index 68caa3e9b6..9accc2f825 100644 --- a/classes/zh_CN/class_editorscriptpicker.rst +++ b/classes/zh_CN/class_editorscriptpicker.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorScriptPicker.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorScriptPicker.xml. .. _class_EditorScriptPicker: diff --git a/classes/zh_CN/class_editorselection.rst b/classes/zh_CN/class_editorselection.rst index 96f6102d90..bfd6d90198 100644 --- a/classes/zh_CN/class_editorselection.rst +++ b/classes/zh_CN/class_editorselection.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorSelection.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorSelection.xml. .. _class_EditorSelection: diff --git a/classes/zh_CN/class_editorsettings.rst b/classes/zh_CN/class_editorsettings.rst index d6bacb83be..70de6889cf 100644 --- a/classes/zh_CN/class_editorsettings.rst +++ b/classes/zh_CN/class_editorsettings.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorSettings.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorSettings.xml. .. _class_EditorSettings: @@ -1611,9 +1611,9 @@ EditorSettings :ref:`bool` **editors/animation/confirm_insert_track** :ref:`🔗` -If ``true``, display a confirmation dialog when adding a new track to an animation by pressing the "key" icon next to a property. Holding Shift will bypass the dialog. +如果为 ``true``\ ,则在通过按下属性旁边的“钥匙”图标向动画添加新轨道时会显示确认对话框。按住 Shift 将绕过该对话框。 -If ``false``, the behavior is reversed, i.e. the dialog only appears when Shift is held. +如果为 ``false``\ ,则行为相反,即仅当按住 Shift 时才会显示对话框。 .. rst-class:: classref-item-separator @@ -2371,11 +2371,11 @@ Blender 进程的最大空闲运行时间(单位为秒)。 :ref:`bool` **input/buffering/agile_event_flushing** :ref:`🔗` -If ``true``, input events will be flushed just before every idle and physics frame. +如果为 ``true``\ ,则输入事件将在每个空闲帧和物理帧之前刷新。 -If ``false``, these events will be flushed only once per process frame, between iterations of the engine. +如果为 ``false``\ ,则这些事件将仅在引擎迭代之间每个处理帧刷新一次。 -Enabling this setting can greatly improve input responsiveness, especially in devices that struggle to run at the project's intended frame rate. +启用该设置可以大大提高输入响应能力,尤其是在难以以项目预期的帧速率运行的设备中。 .. rst-class:: classref-item-separator @@ -2387,11 +2387,11 @@ Enabling this setting can greatly improve input responsiveness, especially in de :ref:`bool` **input/buffering/use_accumulated_input** :ref:`🔗` -If ``true``, similar input events sent by the operating system are accumulated. When input accumulation is enabled, all input events generated during a frame will be merged and emitted when the frame is done rendering. Therefore, this limits the number of input method calls per second to the rendering FPS. +如果为 ``true``\ ,则操作系统发送的相似输入事件将被累积。启用输入累积后,单帧期间生成的所有输入事件将被合并,并在该帧渲染完毕时发出。因此,这会将每秒输入方法调用的次数限制为渲染 FPS。 -Input accumulation can be disabled to get slightly more precise/reactive input at the cost of increased CPU usage. +可以禁用输入累积,以获得稍微更精确/反应灵敏的输入,但代价是增加 CPU 使用率。 -\ **Note:** Input accumulation is *enabled* by default. +\ **注意:**\ 输入累积默认是\ *启用的*\ 。 .. rst-class:: classref-item-separator @@ -2787,15 +2787,15 @@ FreeType 的字体抗锯齿模式,用于渲染编辑器字体。大多数字 :ref:`int` **interface/editor/show_update_spinner** :ref:`🔗` -If enabled, displays an icon in the top-right corner of the editor that spins when the editor redraws a frame. This can be used to diagnose situations where the engine is constantly redrawing, which should be avoided as this increases CPU and GPU utilization for no good reason. To further troubleshoot these situations, start the editor with the ``--debug-canvas-item-redraw`` :doc:`command line argument <../tutorials/editor/command_line_tutorial>`. +如果启用,则会在编辑器右上角显示一个图标,会在编辑器发生帧重绘时旋转。可以用来诊断引擎不断重绘的问题,防止无意义地增加对 CPU 和 GPU 的占用。要进一步排查这种情况,请在启动编辑器时使用 ``--debug-canvas-item-redraw`` :doc:`命令行参数 <../tutorials/editor/command_line_tutorial>`\ 。 -Consider enabling this if you are developing editor plugins to ensure they only make the editor redraw when required. +如果你在开发编辑器插件,请考虑启用这个设置,确保只在必要时触发编辑器的重绘。 -The default **Auto** value will only enable this if the editor was compiled with the ``dev_build=yes`` SCons option (the default is ``dev_build=no``). +默认为 **Auto** 只会在编辑器是使用 ``dev_build=yes`` Scons 选项时启用这个图标(默认为 ``dev_build=no``\ )。 -\ **Note:** If :ref:`interface/editor/update_continuously` is ``true``, the spinner icon displays in red. +\ **注意:**\ 如果 :ref:`interface/editor/update_continuously` 为 ``true``\ ,则旋转图会以红色显示。 -\ **Note:** If the editor was started with the ``--debug-canvas-item-redraw`` :doc:`command line argument <../tutorials/editor/command_line_tutorial>`, the update spinner will *never* display regardless of this setting's value. This is to avoid confusion with what would cause redrawing in real world scenarios. +\ **注意:**\ 如果编辑器启动时使用了\ :doc:`命令行参数 <../tutorials/editor/command_line_tutorial>` ``--debug-canvas-item-redraw``\ ,那么更新旋转图会无视该设置,\ *永远不会*\ 显示。这么做是为了避免与现实场景中导致重绘的情况混淆。 .. rst-class:: classref-item-separator @@ -2807,7 +2807,9 @@ The default **Auto** value will only enable this if the editor was compiled with :ref:`bool` **interface/editor/single_window_mode** :ref:`🔗` -如果为 ``true``\ ,则在主编辑器窗口中嵌入停靠面板等模态窗口。当启用单窗口模式时,工具提示也将被嵌入到主编辑器窗口中,这意味着它们不能显示在编辑器窗口之外。 +如果为 ``true``\ ,则会在主编辑器窗口中嵌入停靠面板等模态窗口。当启用单窗口模式时,工具提示也会被嵌入到主编辑器窗口中,这意味着它们无法在编辑器窗口之外显示。单窗口模式可能更快,因为无须为每个弹出项和工具提示都创建一个单独的窗口,根据操作系统和所使用的渲染方法的不同,创建窗口可能是很慢的操作。 + +等价于项目运行时的 :ref:`ProjectSettings.display/window/subwindows/embed_subwindows`\ ,但是取值相反。 \ **注意:**\ 要查询编辑器是否可以在编辑器插件中使用多个窗口,请使用 :ref:`EditorInterface.is_multi_window_enabled` 而不是查询该编辑器设置的值。 @@ -3395,7 +3397,7 @@ The default **Auto** value will only enable this if the editor was compiled with :ref:`bool` **interface/theme/use_system_accent_color** :ref:`🔗` -如果为 ``true``\ ,则根据系统设置设置强调色。 +如果为 ``true``\ ,则根据系统设置来设置主题色。 \ **注意:**\ 该设置仅在 Windows 和 MacOS 上有效。 @@ -4095,7 +4097,7 @@ The default **Auto** value will only enable this if the editor was compiled with :ref:`String` **text_editor/behavior/navigation/custom_word_separators** :ref:`🔗` -The characters to consider as word delimiters if :ref:`text_editor/behavior/navigation/use_custom_word_separators` is ``true``. This is in addition to default characters if :ref:`text_editor/behavior/navigation/use_default_word_separators` is ``true``. The characters should be defined without separation, for example ``_♥=``. +如果 :ref:`text_editor/behavior/navigation/use_custom_word_separators` 为 ``true``\ ,则将字符视为单词分隔符。如果 :ref:`text_editor/behavior/navigation/use_default_word_separators`\ 为 ``true``\ ,则这是对默认字符的补充。字符应定义为无分隔符,例如 ``_♥=``\ 。 .. rst-class:: classref-item-separator @@ -4155,7 +4157,7 @@ The characters to consider as word delimiters if :ref:`text_editor/behavior/navi :ref:`bool` **text_editor/behavior/navigation/smooth_scrolling** :ref:`🔗` -如果为 ``true``\ ,则允许在子行间隔内滚动,并在使用鼠标滚轮滚动时启用平滑的滚动动画。 +如果为 ``true``\ ,则允许在子行间隔内滚动,并在使用鼠标滚轮滚动时启用平滑的滚动动画。动画的速度见 :ref:`text_editor/behavior/navigation/v_scroll_speed`\ 。 \ **注意:**\ :ref:`text_editor/behavior/navigation/smooth_scrolling` 当前在 :ref:`ProjectSettings.physics/common/physics_ticks_per_second` 从其默认值(\ ``60``\ )显著增加的游戏项目中表现不佳。在这种情况下,建议禁用该设置。 @@ -4181,7 +4183,7 @@ The characters to consider as word delimiters if :ref:`text_editor/behavior/navi :ref:`bool` **text_editor/behavior/navigation/use_custom_word_separators** :ref:`🔗` -If ``true``, uses the characters in :ref:`text_editor/behavior/navigation/custom_word_separators` as word separators for word navigation and operations. This is in addition to the default characters if :ref:`text_editor/behavior/navigation/use_default_word_separators` is also enabled. Word navigation and operations include double-clicking on a word or holding :kbd:`Ctrl` (:kbd:`Cmd` on macOS) while pressing :kbd:`left`, :kbd:`right`, :kbd:`backspace`, or :kbd:`delete`. +如果为 ``true``\ ,则使用 :ref:`text_editor/behavior/navigation/custom_word_separators` 中的字符作为单词导航和操作的单词分隔符。如果还启用了 :ref:`text_editor/behavior/navigation/use_default_word_separators`\ ,则这是对默认字符的补充。单词导航和操作包括双击单词或按住 :kbd:`Ctrl`\ (macOS 上为 :kbd:`Cmd`\ )同时按 :kbd:`left`\ 、\ :kbd:`right`\ 、\ :kbd:`backspace` 或 :kbd:`delete`\ 。 .. rst-class:: classref-item-separator @@ -4193,7 +4195,7 @@ If ``true``, uses the characters in :ref:`text_editor/behavior/navigation/custom :ref:`bool` **text_editor/behavior/navigation/use_default_word_separators** :ref:`🔗` -If ``true``, uses the characters in ```!"#$%&'()*+,-./:;<=>?@[\]^`{|}~``, the Unicode General Punctuation table, and the Unicode CJK Punctuation table as word separators for word navigation and operations. If ``false``, a subset of these characters are used and does not include the characters ``<>$~^=+|``. This is in addition to custom characters if :ref:`text_editor/behavior/navigation/use_custom_word_separators` is also enabled. These characters are used to determine where a word stops. Word navigation and operations include double-clicking on a word or holding :kbd:`Ctrl` (:kbd:`Cmd` on macOS) while pressing :kbd:`left`, :kbd:`right`, :kbd:`backspace`, or :kbd:`delete`. +如果为 ``true``\ ,则使用 ```!"#$%&'()*+,-./:;<=>?@[\]^`{|}~``\ 、Unicode 通用标点符号表和 Unicode CJK 标点符号表中的字符作为单词导航和操作的单词分隔符。如果为 ``false``\ ,则使用这些字符的子集,不包括字符 ``<>$~^=+|``\ 。如果还启用了 :ref:`text_editor/behavior/navigation/use_custom_word_separators`\ ,则这是自定义字符的补充。这些字符用于确定单词的结束位置。单词导航和操作包括双击单词或按住 :kbd:`Ctrl`\ (在 macOS 上为 :kbd:`Cmd`\ )同时按 :kbd:`left`\ 、\ :kbd:`right`\ 、\ :kbd:`backspace` 或 :kbd:`delete`\ 。 .. rst-class:: classref-item-separator @@ -4205,7 +4207,7 @@ If ``true``, uses the characters in ```!"#$%&'()*+,-./:;<=>?@[\]^`{|}~``, the Un :ref:`int` **text_editor/behavior/navigation/v_scroll_speed** :ref:`🔗` -每个鼠标滚轮增量滚动的像素数。使用鼠标滚轮时,较高的值会使脚本滚动得更快。 +滚动的速度,即每秒的行数,在 :ref:`text_editor/behavior/navigation/smooth_scrolling` 为 ``true`` 时使用。使用鼠标滚轮时,较高的值会使脚本滚动得更快。 \ **注意:**\ 可以在按住 :kbd:`Alt` 的同时,使用鼠标滚轮将滚动速度暂时提高 5 倍。 @@ -4279,7 +4281,7 @@ If ``true``, uses the characters in ```!"#$%&'()*+,-./:;<=>?@[\]^`{|}~``, the Un :ref:`bool` **text_editor/completion/code_complete_enabled** :ref:`🔗` -If ``true``, code completion will be triggered automatically after :ref:`text_editor/completion/code_complete_delay`. Even if ``false``, code completion can be triggered manually with the ``ui_text_completion_query`` action (by default :kbd:`Ctrl + Space` or :kbd:`Cmd + Space` on macOS). +如果为 ``true``\ ,代码补全将在 :ref:`text_editor/completion/code_complete_delay` 之后自动触发。即使为 ``false``\ ,仍然可以使用 ``ui_text_completion_query`` 动作(默认情况下为 :kbd:`Ctrl + Space` 或 macOS 上的 :kbd:`Cmd + Space`\ ),手动触发代码补全。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_editorspinslider.rst b/classes/zh_CN/class_editorspinslider.rst index 28a8076daa..939fe34241 100644 --- a/classes/zh_CN/class_editorspinslider.rst +++ b/classes/zh_CN/class_editorspinslider.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorSpinSlider.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorSpinSlider.xml. .. _class_EditorSpinSlider: diff --git a/classes/zh_CN/class_editorsyntaxhighlighter.rst b/classes/zh_CN/class_editorsyntaxhighlighter.rst index c17dbbaa64..4d52a1b94b 100644 --- a/classes/zh_CN/class_editorsyntaxhighlighter.rst +++ b/classes/zh_CN/class_editorsyntaxhighlighter.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorSyntaxHighlighter.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorSyntaxHighlighter.xml. .. _class_EditorSyntaxHighlighter: diff --git a/classes/zh_CN/class_editortranslationparserplugin.rst b/classes/zh_CN/class_editortranslationparserplugin.rst index e60be30fae..82fc9e4f6a 100644 --- a/classes/zh_CN/class_editortranslationparserplugin.rst +++ b/classes/zh_CN/class_editortranslationparserplugin.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorTranslationParserPlugin.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorTranslationParserPlugin.xml. .. _class_EditorTranslationParserPlugin: diff --git a/classes/zh_CN/class_editorundoredomanager.rst b/classes/zh_CN/class_editorundoredomanager.rst index 61efab4437..c8a954b2de 100644 --- a/classes/zh_CN/class_editorundoredomanager.rst +++ b/classes/zh_CN/class_editorundoredomanager.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorUndoRedoManager.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorUndoRedoManager.xml. .. _class_EditorUndoRedoManager: @@ -262,9 +262,9 @@ enum **SpecialHistory**: :ref:`🔗` |void| **force_fixed_history**\ (\ ) :ref:`🔗` -Forces the next operation (e.g. :ref:`add_do_method`) to use the action's history rather than guessing it from the object. This is sometimes needed when a history can't be correctly determined, like for a nested resource that doesn't have a path yet. +强制下一个操作(例如 :ref:`add_do_method`\ )使用操作的历史记录,而不是从对象中猜测。当无法正确确定历史记录时,有时需要这样做,例如对于尚未有路径的嵌套资源。 -This method should only be used when absolutely necessary, otherwise it might cause invalid history state. For most of complex cases, the ``custom_context`` parameter of :ref:`create_action` is sufficient. +仅应在绝对必要时使用该方法,否则可能会导致无效的历史记录状态。对于大多数复杂情况,\ :ref:`create_action` 的 ``custom_context`` 参数就足够了。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_editorvcsinterface.rst b/classes/zh_CN/class_editorvcsinterface.rst index ca16f61366..5cf20190e8 100644 --- a/classes/zh_CN/class_editorvcsinterface.rst +++ b/classes/zh_CN/class_editorvcsinterface.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EditorVCSInterface.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EditorVCSInterface.xml. .. _class_EditorVCSInterface: diff --git a/classes/zh_CN/class_encodedobjectasid.rst b/classes/zh_CN/class_encodedobjectasid.rst index e33ec0146d..8b5e2cbe2e 100644 --- a/classes/zh_CN/class_encodedobjectasid.rst +++ b/classes/zh_CN/class_encodedobjectasid.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EncodedObjectAsID.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EncodedObjectAsID.xml. .. _class_EncodedObjectAsID: diff --git a/classes/zh_CN/class_enetconnection.rst b/classes/zh_CN/class_enetconnection.rst index a1a177549a..aa3f589428 100644 --- a/classes/zh_CN/class_enetconnection.rst +++ b/classes/zh_CN/class_enetconnection.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/enet/doc_classes/ENetConnection.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/enet/doc_classes/ENetConnection.xml. .. _class_ENetConnection: @@ -288,9 +288,9 @@ enum **HostStatistic**: :ref:`🔗` :ref:`ENetPacketPeer` **connect_to_host**\ (\ address\: :ref:`String`, port\: :ref:`int`, channels\: :ref:`int` = 0, data\: :ref:`int` = 0\ ) :ref:`🔗` -Initiates a connection to a foreign ``address`` using the specified ``port`` and allocating the requested ``channels``. Optional ``data`` can be passed during connection in the form of a 32 bit integer. +使用指定的端口 ``port`` 并分配所需的通道 ``channels``\ ,向外部地址 ``address`` 建立连接。可以在连接期间可以传递数据 ``data`` ,形式为 32 位整数。 -\ **Note:** You must call either :ref:`create_host` or :ref:`create_host_bound` on both ends before calling this method. +\ **注意:**\ 在调用该方法之前,必须在两端都调用 :ref:`create_host` 或 :ref:`create_host_bound`\ 。 .. rst-class:: classref-item-separator @@ -302,11 +302,11 @@ Initiates a connection to a foreign ``address`` using the specified ``port`` and :ref:`Error` **create_host**\ (\ max_peers\: :ref:`int` = 32, max_channels\: :ref:`int` = 0, in_bandwidth\: :ref:`int` = 0, out_bandwidth\: :ref:`int` = 0\ ) :ref:`🔗` -Creates an ENetHost that allows up to ``max_peers`` connected peers, each allocating up to ``max_channels`` channels, optionally limiting bandwidth to ``in_bandwidth`` and ``out_bandwidth`` (if greater than zero). +创建一个 ENetHost,允许最多 ``max_peers`` 个已连接的对等体,每个对等体最多分配 ``max_channels`` 个通道,可选择将带宽限制为 ``in_bandwidth`` 和 ``out_bandwidth``\ (如果大于零)。 -This method binds a random available dynamic UDP port on the host machine at the *unspecified* address. Use :ref:`create_host_bound` to specify the address and port. +该方法在\ *未指定*\ 地址的主机上绑定一个随机可用的动态 UDP 端口。使用 :ref:`create_host_bound` 指定地址和端口。 -\ **Note:** It is necessary to create a host in both client and server in order to establish a connection. +\ **注意:**\ 必须在客户端和服务器中创建主机才能建立连接。 .. rst-class:: classref-item-separator @@ -318,9 +318,9 @@ This method binds a random available dynamic UDP port on the host machine at the :ref:`Error` **create_host_bound**\ (\ bind_address\: :ref:`String`, bind_port\: :ref:`int`, max_peers\: :ref:`int` = 32, max_channels\: :ref:`int` = 0, in_bandwidth\: :ref:`int` = 0, out_bandwidth\: :ref:`int` = 0\ ) :ref:`🔗` -Creates an ENetHost bound to the given ``bind_address`` and ``bind_port`` that allows up to ``max_peers`` connected peers, each allocating up to ``max_channels`` channels, optionally limiting bandwidth to ``in_bandwidth`` and ``out_bandwidth`` (if greater than zero). +创建一个绑定到给定的 ``bind_address`` 和 ``bind_port`` 的 ENetHost,允许最多 ``max_peers`` 个已连接的对等体,每个对等体最多分配 ``max_channels`` 个通道,可选择将带宽限制为 ``in_bandwidth`` 和 ``out_bandwidth``\ (如果大于零)。 -\ **Note:** It is necessary to create a host in both client and server in order to establish a connection. +\ **注意:**\ 为了建立连接,必须在客户端和服务器中创建一个主机。 .. rst-class:: classref-item-separator @@ -444,11 +444,11 @@ Creates an ENetHost bound to the given ``bind_address`` and ``bind_port`` that a :ref:`Array` **service**\ (\ timeout\: :ref:`int` = 0\ ) :ref:`🔗` -Waits for events on this connection and shuttles packets between the host and its peers, with the given ``timeout`` (in milliseconds). The returned :ref:`Array` will have 4 elements. An :ref:`EventType`, the :ref:`ENetPacketPeer` which generated the event, the event associated data (if any), the event associated channel (if any). If the generated event is :ref:`EVENT_RECEIVE`, the received packet will be queued to the associated :ref:`ENetPacketPeer`. +等待该连接上的事件,并在给定的 ``timeout``\ (以毫秒为单位)内,在主机与其对等体之间传送数据包。返回的 :ref:`Array` 将包含 4 个元素。一个 :ref:`EventType`\ 、生成事件的 :ref:`ENetPacketPeer`\ 、事件关联数据(如果有)、事件关联通道(如果有)。如果生成的事件是 :ref:`EVENT_RECEIVE`\ ,则接收的数据包将被队列到关联的 :ref:`ENetPacketPeer`\ 。 -Call this function regularly to handle connections, disconnections, and to receive new packets. +定期调用该函数来处理连接、断开连接和接收新数据包。 -\ **Note:** This method must be called on both ends involved in the event (sending and receiving hosts). +\ **注意:**\ 必须在事件涉及的两端(发送和接收主机)调用该方法。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_enetmultiplayerpeer.rst b/classes/zh_CN/class_enetmultiplayerpeer.rst index 6105f45fc1..a48d6e7c7e 100644 --- a/classes/zh_CN/class_enetmultiplayerpeer.rst +++ b/classes/zh_CN/class_enetmultiplayerpeer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/enet/doc_classes/ENetMultiplayerPeer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/enet/doc_classes/ENetMultiplayerPeer.xml. .. _class_ENetMultiplayerPeer: diff --git a/classes/zh_CN/class_enetpacketpeer.rst b/classes/zh_CN/class_enetpacketpeer.rst index 5a566de4ec..5b1bfeed53 100644 --- a/classes/zh_CN/class_enetpacketpeer.rst +++ b/classes/zh_CN/class_enetpacketpeer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/enet/doc_classes/ENetPacketPeer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/enet/doc_classes/ENetPacketPeer.xml. .. _class_ENetPacketPeer: diff --git a/classes/zh_CN/class_engine.rst b/classes/zh_CN/class_engine.rst index 75cf5ec225..f9ed38d803 100644 --- a/classes/zh_CN/class_engine.rst +++ b/classes/zh_CN/class_engine.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Engine.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Engine.xml. .. _class_Engine: diff --git a/classes/zh_CN/class_enginedebugger.rst b/classes/zh_CN/class_enginedebugger.rst index c2dec96fe5..617cc10c91 100644 --- a/classes/zh_CN/class_enginedebugger.rst +++ b/classes/zh_CN/class_enginedebugger.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EngineDebugger.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EngineDebugger.xml. .. _class_EngineDebugger: diff --git a/classes/zh_CN/class_engineprofiler.rst b/classes/zh_CN/class_engineprofiler.rst index 65824d0f1a..676b326f92 100644 --- a/classes/zh_CN/class_engineprofiler.rst +++ b/classes/zh_CN/class_engineprofiler.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/EngineProfiler.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/EngineProfiler.xml. .. _class_EngineProfiler: diff --git a/classes/zh_CN/class_environment.rst b/classes/zh_CN/class_environment.rst index a80b1193c2..f0ca5d62f1 100644 --- a/classes/zh_CN/class_environment.rst +++ b/classes/zh_CN/class_environment.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Environment.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Environment.xml. .. _class_Environment: @@ -1194,7 +1194,7 @@ HDR 辉光的下限阈值。当使用 Mobile 渲染方法时(仅支持较低 - |void| **set_glow_level**\ (\ idx\: :ref:`int`, intensity\: :ref:`float`\ ) - :ref:`float` **get_glow_level**\ (\ idx\: :ref:`int`\ ) |const| -第一级辉光的强度。这是最“局部”的级别(最不模糊)。 +第一层辉光的强度。这是最“局部”的层级(最不模糊)。 \ **注意:**\ :ref:`glow_levels/1` 在使用兼容性渲染方法时没有效果,因为这种渲染方法使用针对低端设备优化的更简单的辉光实现。 @@ -1213,7 +1213,7 @@ HDR 辉光的下限阈值。当使用 Mobile 渲染方法时(仅支持较低 - |void| **set_glow_level**\ (\ idx\: :ref:`int`, intensity\: :ref:`float`\ ) - :ref:`float` **get_glow_level**\ (\ idx\: :ref:`int`\ ) |const| -第二级辉光的强度。 +第二层辉光的强度。 \ **注意:**\ :ref:`glow_levels/2` 在使用兼容性渲染方法时没有效果,因为这种渲染方法使用针对低端设备优化的更简单的辉光实现。 @@ -1232,7 +1232,7 @@ HDR 辉光的下限阈值。当使用 Mobile 渲染方法时(仅支持较低 - |void| **set_glow_level**\ (\ idx\: :ref:`int`, intensity\: :ref:`float`\ ) - :ref:`float` **get_glow_level**\ (\ idx\: :ref:`int`\ ) |const| -第三级辉光的强度。 +第三层辉光的强度。 \ **注意:**\ :ref:`glow_levels/3` 在使用兼容性渲染方法时没有效果,因为这种渲染方法使用针对低端设备优化的更简单的辉光实现。 @@ -1251,7 +1251,7 @@ HDR 辉光的下限阈值。当使用 Mobile 渲染方法时(仅支持较低 - |void| **set_glow_level**\ (\ idx\: :ref:`int`, intensity\: :ref:`float`\ ) - :ref:`float` **get_glow_level**\ (\ idx\: :ref:`int`\ ) |const| -第四级辉光的强度。 +第四层辉光的强度。 \ **注意:**\ :ref:`glow_levels/4` 在使用兼容性渲染方法时没有效果,因为这种渲染方法使用针对低端设备优化的更简单的辉光实现。 @@ -1270,7 +1270,7 @@ HDR 辉光的下限阈值。当使用 Mobile 渲染方法时(仅支持较低 - |void| **set_glow_level**\ (\ idx\: :ref:`int`, intensity\: :ref:`float`\ ) - :ref:`float` **get_glow_level**\ (\ idx\: :ref:`int`\ ) |const| -第五级辉光的强度。 +第五层辉光的强度。 \ **注意:**\ :ref:`glow_levels/5` 在使用兼容性渲染方法时没有效果,因为这种渲染方法使用针对低端设备优化的更简单的辉光实现。 @@ -1289,7 +1289,7 @@ HDR 辉光的下限阈值。当使用 Mobile 渲染方法时(仅支持较低 - |void| **set_glow_level**\ (\ idx\: :ref:`int`, intensity\: :ref:`float`\ ) - :ref:`float` **get_glow_level**\ (\ idx\: :ref:`int`\ ) |const| -第六级辉光的强度。 +第六层辉光的强度。 \ **注意:**\ :ref:`glow_levels/6` 在使用兼容性渲染方法时没有效果,因为这种渲染方法使用针对低端设备优化的更简单的辉光实现。 @@ -1308,7 +1308,7 @@ HDR 辉光的下限阈值。当使用 Mobile 渲染方法时(仅支持较低 - |void| **set_glow_level**\ (\ idx\: :ref:`int`, intensity\: :ref:`float`\ ) - :ref:`float` **get_glow_level**\ (\ idx\: :ref:`int`\ ) |const| -第七级辉光的强度。这是最“全局”的级别(最模糊)。 +第七层辉光的强度。这是最“全局”的层级(最模糊)。 \ **注意:**\ :ref:`glow_levels/7` 在使用兼容性渲染方法时没有效果,因为这种渲染方法使用针对低端设备优化的更简单的辉光实现。 @@ -1386,7 +1386,7 @@ HDR 辉光的下限阈值。当使用 Mobile 渲染方法时(仅支持较低 - |void| **set_glow_normalized**\ (\ value\: :ref:`bool`\ ) - :ref:`bool` **is_glow_normalized**\ (\ ) -如果为 ``true``\ ,则辉光级别将被归一化,以便它们的强度总和等于 ``1.0``\ 。 +如果为 ``true``\ ,则辉光层级将被归一化,以便它们的强度总和等于 ``1.0``\ 。 \ **注意:**\ :ref:`glow_normalized` 在使用兼容性渲染方法时没有效果,因为这种渲染方法使用针对低端设备优化的更简单的辉光实现。 diff --git a/classes/zh_CN/class_expression.rst b/classes/zh_CN/class_expression.rst index bb475b96f1..7d5744eb2e 100644 --- a/classes/zh_CN/class_expression.rst +++ b/classes/zh_CN/class_expression.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Expression.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Expression.xml. .. _class_Expression: diff --git a/classes/zh_CN/class_fastnoiselite.rst b/classes/zh_CN/class_fastnoiselite.rst index f0bf81b733..c59313b3ac 100644 --- a/classes/zh_CN/class_fastnoiselite.rst +++ b/classes/zh_CN/class_fastnoiselite.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/noise/doc_classes/FastNoiseLite.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/noise/doc_classes/FastNoiseLite.xml. .. _class_FastNoiseLite: diff --git a/classes/zh_CN/class_fbxdocument.rst b/classes/zh_CN/class_fbxdocument.rst index df306337ff..1c0852f754 100644 --- a/classes/zh_CN/class_fbxdocument.rst +++ b/classes/zh_CN/class_fbxdocument.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/fbx/doc_classes/FBXDocument.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/fbx/doc_classes/FBXDocument.xml. .. _class_FBXDocument: diff --git a/classes/zh_CN/class_fbxstate.rst b/classes/zh_CN/class_fbxstate.rst index b06d060317..1ff7553cd4 100644 --- a/classes/zh_CN/class_fbxstate.rst +++ b/classes/zh_CN/class_fbxstate.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/fbx/doc_classes/FBXState.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/fbx/doc_classes/FBXState.xml. .. _class_FBXState: diff --git a/classes/zh_CN/class_fileaccess.rst b/classes/zh_CN/class_fileaccess.rst index b9594448f9..558b3ae0e7 100644 --- a/classes/zh_CN/class_fileaccess.rst +++ b/classes/zh_CN/class_fileaccess.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/FileAccess.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/FileAccess.xml. .. _class_FileAccess: diff --git a/classes/zh_CN/class_filedialog.rst b/classes/zh_CN/class_filedialog.rst index 6a1bb337fe..2b1d43b58b 100644 --- a/classes/zh_CN/class_filedialog.rst +++ b/classes/zh_CN/class_filedialog.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/FileDialog.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/FileDialog.xml. .. _class_FileDialog: @@ -277,9 +277,9 @@ enum **Access**: :ref:`🔗` - |void| **set_access**\ (\ value\: :ref:`Access`\ ) - :ref:`Access` **get_access**\ (\ ) -The file system access scope. See :ref:`Access` constants. +文件系统访问范围。请参阅 :ref:`Access` 常量。 -\ **Warning:** In Web builds, FileDialog cannot access the host file system. In sandboxed Linux and macOS environments, :ref:`use_native_dialog` is automatically used to allow limited access to host file system. +\ **警告:**\ 在 Web 构建中,FileDialog 无法访问主机文件系统。在沙盒 Linux 和 macOS 环境中,会自动使用 :ref:`use_native_dialog` 来允许对主机文件系统进行有限的访问。 .. rst-class:: classref-item-separator @@ -296,9 +296,9 @@ The file system access scope. See :ref:`Access` constant - |void| **set_current_dir**\ (\ value\: :ref:`String`\ ) - :ref:`String` **get_current_dir**\ (\ ) -The current working directory of the file dialog. +文件对话框的当前工作目录。 -\ **Note:** For native file dialogs, this property is only treated as a hint and may not be respected by specific OS implementations. +\ **注意:**\ 对于原生文件对话框,该属性仅被视为提示,并且可能不会被特定操作系统实现所遵守。 .. rst-class:: classref-item-separator @@ -419,9 +419,9 @@ The current working directory of the file dialog. - |void| **set_root_subfolder**\ (\ value\: :ref:`String`\ ) - :ref:`String` **get_root_subfolder**\ (\ ) -If non-empty, the given sub-folder will be "root" of this **FileDialog**, i.e. user won't be able to go to its parent directory. +如果非空,则给定的子文件夹将是该 **FileDialog** 的“根”,即用户将无法转到其父目录。 -\ **Note:** This property is ignored by native file dialogs. +\ **注意:**\ 原生文件对话框将忽略该属性。 .. rst-class:: classref-item-separator @@ -438,9 +438,9 @@ If non-empty, the given sub-folder will be "root" of this **FileDialog**, i.e. u - |void| **set_show_hidden_files**\ (\ value\: :ref:`bool`\ ) - :ref:`bool` **is_showing_hidden_files**\ (\ ) -If ``true``, the dialog will show hidden files. +如果为 ``true``\ ,则对话框将显示隐藏文件。 -\ **Note:** This property is ignored by native file dialogs on Linux. +\ **注意:**\ Linux 上的原生文件对话框会忽略该属性。 .. rst-class:: classref-item-separator @@ -457,13 +457,13 @@ If ``true``, the dialog will show hidden files. - |void| **set_use_native_dialog**\ (\ value\: :ref:`bool`\ ) - :ref:`bool` **get_use_native_dialog**\ (\ ) -If ``true``, :ref:`access` is set to :ref:`ACCESS_FILESYSTEM`, and it is supported by the current :ref:`DisplayServer`, OS native dialog will be used instead of custom one. +如果为 ``true``\ ,\ :ref:`access` 被设置为\ :ref:`ACCESS_FILESYSTEM`\ ,并且它被当前的 :ref:`DisplayServer` 支持,则将使用操作系统原生对话框而不是自定义对话框。 -\ **Note:** On Linux and macOS, sandboxed apps always use native dialogs to access the host file system. +\ **注意:**\ 在 Linux 和 macOS 上,沙盒应用程序始终使用原生对话框来访问主机文件系统。 -\ **Note:** On macOS, sandboxed apps will save security-scoped bookmarks to retain access to the opened folders across multiple sessions. Use :ref:`OS.get_granted_permissions` to get a list of saved bookmarks. +\ **注意:**\ 在 macOS 上,沙盒应用将保存安全范围的书签,以保留对跨多个会话打开的文件夹的访问权限。使用 :ref:`OS.get_granted_permissions` 获取已保存书签的列表。 -\ **Note:** Native dialogs are isolated from the base process, file dialog properties can't be modified once the dialog is shown. +\ **注意:**\ 原生对话框与基本进程隔离,对话框显示后,文件对话框属性无法修改。 .. rst-class:: classref-section-separator @@ -596,11 +596,11 @@ If ``true``, :ref:`access` is set to :ref:`ACC :ref:`VBoxContainer` **get_vbox**\ (\ ) :ref:`🔗` -Returns the vertical box container of the dialog, custom controls can be added to it. +返回对话框的垂直框容器,可以向其中添加自定义控件。 -\ **Warning:** This is a required internal node, removing and freeing it may cause a crash. If you wish to hide it or any of its children, use their :ref:`CanvasItem.visible` property. +\ **警告:**\ 这是一个必需的内部节点,移除和释放它可能会导致崩溃。如果希望隐藏它或其任何子节点,请使用它们的 :ref:`CanvasItem.visible` 属性。 -\ **Note:** Changes to this node are ignored by native file dialogs, use :ref:`add_option` to add custom elements to the dialog instead. +\ **注意:**\ 原生文件对话框会忽略对该节点的更改,请使用 :ref:`add_option` 向对话框添加自定义元素。 .. rst-class:: classref-item-separator @@ -612,9 +612,9 @@ Returns the vertical box container of the dialog, custom controls can be added t |void| **invalidate**\ (\ ) :ref:`🔗` -Invalidate and update the current dialog content list. +使当前对话框内容列表无效并更新。 -\ **Note:** This method does nothing on native file dialogs. +\ **注意:**\ 该方法对原生文件对话框不执行任何操作。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_filesystemdock.rst b/classes/zh_CN/class_filesystemdock.rst index a358899ee2..87172b1509 100644 --- a/classes/zh_CN/class_filesystemdock.rst +++ b/classes/zh_CN/class_filesystemdock.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/FileSystemDock.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/FileSystemDock.xml. .. _class_FileSystemDock: diff --git a/classes/zh_CN/class_float.rst b/classes/zh_CN/class_float.rst index a9cfd85f5a..2366a81a47 100644 --- a/classes/zh_CN/class_float.rst +++ b/classes/zh_CN/class_float.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/float.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/float.xml. .. _class_float: diff --git a/classes/zh_CN/class_flowcontainer.rst b/classes/zh_CN/class_flowcontainer.rst index 66812508b1..f1204ce822 100644 --- a/classes/zh_CN/class_flowcontainer.rst +++ b/classes/zh_CN/class_flowcontainer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/FlowContainer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/FlowContainer.xml. .. _class_FlowContainer: diff --git a/classes/zh_CN/class_fogmaterial.rst b/classes/zh_CN/class_fogmaterial.rst index ba73314e57..b66784359a 100644 --- a/classes/zh_CN/class_fogmaterial.rst +++ b/classes/zh_CN/class_fogmaterial.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/FogMaterial.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/FogMaterial.xml. .. _class_FogMaterial: diff --git a/classes/zh_CN/class_fogvolume.rst b/classes/zh_CN/class_fogvolume.rst index 9ea79aa4d5..593c1bfd3e 100644 --- a/classes/zh_CN/class_fogvolume.rst +++ b/classes/zh_CN/class_fogvolume.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/FogVolume.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/FogVolume.xml. .. _class_FogVolume: diff --git a/classes/zh_CN/class_font.rst b/classes/zh_CN/class_font.rst index b01e169b62..ccfcc6bae7 100644 --- a/classes/zh_CN/class_font.rst +++ b/classes/zh_CN/class_font.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Font.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Font.xml. .. _class_Font: @@ -501,7 +501,7 @@ Font :: var fv = FontVariation.new() - fv.set_base_font = load("res://RobotoFlex.ttf") + fv.base_font = load("res://RobotoFlex.ttf") var variation_list = fv.get_supported_variation_list() for tag in variation_list: var name = TextServerManager.get_primary_interface().tag_to_name(tag) diff --git a/classes/zh_CN/class_fontfile.rst b/classes/zh_CN/class_fontfile.rst index 85b33f1bf2..069cd5b75f 100644 --- a/classes/zh_CN/class_fontfile.rst +++ b/classes/zh_CN/class_fontfile.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/FontFile.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/FontFile.xml. .. _class_FontFile: diff --git a/classes/zh_CN/class_fontvariation.rst b/classes/zh_CN/class_fontvariation.rst index c9c4462f05..4a8040cdc2 100644 --- a/classes/zh_CN/class_fontvariation.rst +++ b/classes/zh_CN/class_fontvariation.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/FontVariation.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/FontVariation.xml. .. _class_FontVariation: @@ -29,8 +29,8 @@ FontVariation .. code-tab:: gdscript var fv = FontVariation.new() - fv.set_base_font(load("res://BarlowCondensed-Regular.ttf")) - fv.set_variation_embolden(1.2) + fv.base_font = load("res://BarlowCondensed-Regular.ttf") + fv.variation_embolden = 1.2 $Label.add_theme_font_override("font", fv) $Label.add_theme_font_size_override("font_size", 64) diff --git a/classes/zh_CN/class_framebuffercacherd.rst b/classes/zh_CN/class_framebuffercacherd.rst index b8e7891930..170e1202e2 100644 --- a/classes/zh_CN/class_framebuffercacherd.rst +++ b/classes/zh_CN/class_framebuffercacherd.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/FramebufferCacheRD.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/FramebufferCacheRD.xml. .. _class_FramebufferCacheRD: diff --git a/classes/zh_CN/class_gdextension.rst b/classes/zh_CN/class_gdextension.rst index 641ace0515..9d253d0fba 100644 --- a/classes/zh_CN/class_gdextension.rst +++ b/classes/zh_CN/class_gdextension.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/GDExtension.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/GDExtension.xml. .. _class_GDExtension: diff --git a/classes/zh_CN/class_gdextensionmanager.rst b/classes/zh_CN/class_gdextensionmanager.rst index 88f7b17440..0555d04b67 100644 --- a/classes/zh_CN/class_gdextensionmanager.rst +++ b/classes/zh_CN/class_gdextensionmanager.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/GDExtensionManager.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/GDExtensionManager.xml. .. _class_GDExtensionManager: diff --git a/classes/zh_CN/class_gdscript.rst b/classes/zh_CN/class_gdscript.rst index eb1e98f7c2..fc29cd7ee1 100644 --- a/classes/zh_CN/class_gdscript.rst +++ b/classes/zh_CN/class_gdscript.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/gdscript/doc_classes/GDScript.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/gdscript/doc_classes/GDScript.xml. .. _class_GDScript: diff --git a/classes/zh_CN/class_generic6dofjoint3d.rst b/classes/zh_CN/class_generic6dofjoint3d.rst index cd2e9fd0d4..7744f0e0c1 100644 --- a/classes/zh_CN/class_generic6dofjoint3d.rst +++ b/classes/zh_CN/class_generic6dofjoint3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Generic6DOFJoint3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Generic6DOFJoint3D.xml. .. _class_Generic6DOFJoint3D: diff --git a/classes/zh_CN/class_geometry2d.rst b/classes/zh_CN/class_geometry2d.rst index e0ee666cb2..a974575a98 100644 --- a/classes/zh_CN/class_geometry2d.rst +++ b/classes/zh_CN/class_geometry2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Geometry2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Geometry2D.xml. .. _class_Geometry2D: diff --git a/classes/zh_CN/class_geometry3d.rst b/classes/zh_CN/class_geometry3d.rst index e8de2555d1..c56d800b13 100644 --- a/classes/zh_CN/class_geometry3d.rst +++ b/classes/zh_CN/class_geometry3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Geometry3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Geometry3D.xml. .. _class_Geometry3D: diff --git a/classes/zh_CN/class_geometryinstance3d.rst b/classes/zh_CN/class_geometryinstance3d.rst index 0ad472dea1..c597c1c1da 100644 --- a/classes/zh_CN/class_geometryinstance3d.rst +++ b/classes/zh_CN/class_geometryinstance3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/GeometryInstance3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/GeometryInstance3D.xml. .. _class_GeometryInstance3D: diff --git a/classes/zh_CN/class_gltfaccessor.rst b/classes/zh_CN/class_gltfaccessor.rst index 85788ce67f..a26da90d9a 100644 --- a/classes/zh_CN/class_gltfaccessor.rst +++ b/classes/zh_CN/class_gltfaccessor.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/gltf/doc_classes/GLTFAccessor.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/gltf/doc_classes/GLTFAccessor.xml. .. _class_GLTFAccessor: @@ -93,7 +93,7 @@ enum **GLTFAccessorType**: :ref:`🔗` :ref:`GLTFAccessorType` **TYPE_SCALAR** = ``0`` -Accessor type "SCALAR". For the glTF object model, this can be used to map to a single float, int, or bool value, or a float array. +“SCALAR”访问器类型。在 glTF 对象模型中可映射为单个 float、int、bool 值或单个 float 数组。 .. _class_GLTFAccessor_constant_TYPE_VEC2: @@ -101,7 +101,7 @@ Accessor type "SCALAR". For the glTF object model, this can be used to map to a :ref:`GLTFAccessorType` **TYPE_VEC2** = ``1`` -Accessor type "VEC2". For the glTF object model, this maps to "float2", represented in the glTF JSON as an array of two floats. +“VEC2”访问器类型。在 glTF 对象模型中可映射为“float2”,在 glTF JSON 中表示为包含两个 float 的数组。 .. _class_GLTFAccessor_constant_TYPE_VEC3: @@ -109,7 +109,7 @@ Accessor type "VEC2". For the glTF object model, this maps to "float2", represen :ref:`GLTFAccessorType` **TYPE_VEC3** = ``2`` -Accessor type "VEC3". For the glTF object model, this maps to "float3", represented in the glTF JSON as an array of three floats. +“VEC3”访问器类型。在 glTF 对象模型中可映射为“float3”,在 glTF JSON 中表示为包含三个 float 的数组。 .. _class_GLTFAccessor_constant_TYPE_VEC4: @@ -117,7 +117,7 @@ Accessor type "VEC3". For the glTF object model, this maps to "float3", represen :ref:`GLTFAccessorType` **TYPE_VEC4** = ``3`` -Accessor type "VEC4". For the glTF object model, this maps to "float4", represented in the glTF JSON as an array of four floats. +“VEC4”访问器类型。在 glTF 对象模型中可映射为“float4”,在 glTF JSON 中表示为包含四个 float 的数组。 .. _class_GLTFAccessor_constant_TYPE_MAT2: @@ -125,7 +125,7 @@ Accessor type "VEC4". For the glTF object model, this maps to "float4", represen :ref:`GLTFAccessorType` **TYPE_MAT2** = ``4`` -Accessor type "MAT2". For the glTF object model, this maps to "float2x2", represented in the glTF JSON as an array of four floats. +“MAT2”访问器类型。在 glTF 对象模型中可映射为“float2x2”,在 glTF JSON 中表示为包含四个 float 的数组。 .. _class_GLTFAccessor_constant_TYPE_MAT3: @@ -133,7 +133,7 @@ Accessor type "MAT2". For the glTF object model, this maps to "float2x2", repres :ref:`GLTFAccessorType` **TYPE_MAT3** = ``5`` -Accessor type "MAT3". For the glTF object model, this maps to "float3x3", represented in the glTF JSON as an array of nine floats. +“MAT3”访问器类型。在 glTF 对象模型中可映射为“float3x3”,在 glTF JSON 中表示为包含九个 float 的数组。 .. _class_GLTFAccessor_constant_TYPE_MAT4: @@ -141,7 +141,7 @@ Accessor type "MAT3". For the glTF object model, this maps to "float3x3", repres :ref:`GLTFAccessorType` **TYPE_MAT4** = ``6`` -Accessor type "MAT4". For the glTF object model, this maps to "float4x4", represented in the glTF JSON as an array of sixteen floats. +“MAT4”访问器类型。在 glTF 对象模型中可映射为“float4x4”,在 glTF JSON 中表示为包含十六个 float 的数组。 .. rst-class:: classref-section-separator diff --git a/classes/zh_CN/class_gltfanimation.rst b/classes/zh_CN/class_gltfanimation.rst index 9698a25010..edaddc96f6 100644 --- a/classes/zh_CN/class_gltfanimation.rst +++ b/classes/zh_CN/class_gltfanimation.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/gltf/doc_classes/GLTFAnimation.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/gltf/doc_classes/GLTFAnimation.xml. .. _class_GLTFAnimation: diff --git a/classes/zh_CN/class_gltfbufferview.rst b/classes/zh_CN/class_gltfbufferview.rst index a5aaa855b8..a3e3eea9d6 100644 --- a/classes/zh_CN/class_gltfbufferview.rst +++ b/classes/zh_CN/class_gltfbufferview.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/gltf/doc_classes/GLTFBufferView.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/gltf/doc_classes/GLTFBufferView.xml. .. _class_GLTFBufferView: diff --git a/classes/zh_CN/class_gltfcamera.rst b/classes/zh_CN/class_gltfcamera.rst index 9de7ec2a26..15d94971a1 100644 --- a/classes/zh_CN/class_gltfcamera.rst +++ b/classes/zh_CN/class_gltfcamera.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/gltf/doc_classes/GLTFCamera.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/gltf/doc_classes/GLTFCamera.xml. .. _class_GLTFCamera: diff --git a/classes/zh_CN/class_gltfdocument.rst b/classes/zh_CN/class_gltfdocument.rst index d20e9d15d2..579d77a957 100644 --- a/classes/zh_CN/class_gltfdocument.rst +++ b/classes/zh_CN/class_gltfdocument.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/gltf/doc_classes/GLTFDocument.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/gltf/doc_classes/GLTFDocument.xml. .. _class_GLTFDocument: diff --git a/classes/zh_CN/class_gltfdocumentextension.rst b/classes/zh_CN/class_gltfdocumentextension.rst index 98312aed4f..b16f49456d 100644 --- a/classes/zh_CN/class_gltfdocumentextension.rst +++ b/classes/zh_CN/class_gltfdocumentextension.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/gltf/doc_classes/GLTFDocumentExtension.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/gltf/doc_classes/GLTFDocumentExtension.xml. .. _class_GLTFDocumentExtension: diff --git a/classes/zh_CN/class_gltfdocumentextensionconvertimportermesh.rst b/classes/zh_CN/class_gltfdocumentextensionconvertimportermesh.rst index 4440d0a629..f8c99a585d 100644 --- a/classes/zh_CN/class_gltfdocumentextensionconvertimportermesh.rst +++ b/classes/zh_CN/class_gltfdocumentextensionconvertimportermesh.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/gltf/doc_classes/GLTFDocumentExtensionConvertImporterMesh.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/gltf/doc_classes/GLTFDocumentExtensionConvertImporterMesh.xml. .. _class_GLTFDocumentExtensionConvertImporterMesh: diff --git a/classes/zh_CN/class_gltflight.rst b/classes/zh_CN/class_gltflight.rst index 6d59f125ab..1f5e271144 100644 --- a/classes/zh_CN/class_gltflight.rst +++ b/classes/zh_CN/class_gltflight.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/gltf/doc_classes/GLTFLight.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/gltf/doc_classes/GLTFLight.xml. .. _class_GLTFLight: diff --git a/classes/zh_CN/class_gltfmesh.rst b/classes/zh_CN/class_gltfmesh.rst index d9a8376883..68706f3ac0 100644 --- a/classes/zh_CN/class_gltfmesh.rst +++ b/classes/zh_CN/class_gltfmesh.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/gltf/doc_classes/GLTFMesh.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/gltf/doc_classes/GLTFMesh.xml. .. _class_GLTFMesh: diff --git a/classes/zh_CN/class_gltfnode.rst b/classes/zh_CN/class_gltfnode.rst index 459106a8c6..6ce32e4215 100644 --- a/classes/zh_CN/class_gltfnode.rst +++ b/classes/zh_CN/class_gltfnode.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/gltf/doc_classes/GLTFNode.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/gltf/doc_classes/GLTFNode.xml. .. _class_GLTFNode: diff --git a/classes/zh_CN/class_gltfphysicsbody.rst b/classes/zh_CN/class_gltfphysicsbody.rst index 795e5c4abf..4f4a702648 100644 --- a/classes/zh_CN/class_gltfphysicsbody.rst +++ b/classes/zh_CN/class_gltfphysicsbody.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/gltf/doc_classes/GLTFPhysicsBody.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/gltf/doc_classes/GLTFPhysicsBody.xml. .. _class_GLTFPhysicsBody: diff --git a/classes/zh_CN/class_gltfphysicsshape.rst b/classes/zh_CN/class_gltfphysicsshape.rst index 94ee63d972..c6e7ae6fd6 100644 --- a/classes/zh_CN/class_gltfphysicsshape.rst +++ b/classes/zh_CN/class_gltfphysicsshape.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/gltf/doc_classes/GLTFPhysicsShape.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/gltf/doc_classes/GLTFPhysicsShape.xml. .. _class_GLTFPhysicsShape: diff --git a/classes/zh_CN/class_gltfskeleton.rst b/classes/zh_CN/class_gltfskeleton.rst index ba5b7ab731..ca2377dcbc 100644 --- a/classes/zh_CN/class_gltfskeleton.rst +++ b/classes/zh_CN/class_gltfskeleton.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/gltf/doc_classes/GLTFSkeleton.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/gltf/doc_classes/GLTFSkeleton.xml. .. _class_GLTFSkeleton: diff --git a/classes/zh_CN/class_gltfskin.rst b/classes/zh_CN/class_gltfskin.rst index 88783204bb..7905a20269 100644 --- a/classes/zh_CN/class_gltfskin.rst +++ b/classes/zh_CN/class_gltfskin.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/gltf/doc_classes/GLTFSkin.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/gltf/doc_classes/GLTFSkin.xml. .. _class_GLTFSkin: diff --git a/classes/zh_CN/class_gltfspecgloss.rst b/classes/zh_CN/class_gltfspecgloss.rst index ac42870f69..6e835ae34f 100644 --- a/classes/zh_CN/class_gltfspecgloss.rst +++ b/classes/zh_CN/class_gltfspecgloss.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/gltf/doc_classes/GLTFSpecGloss.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/gltf/doc_classes/GLTFSpecGloss.xml. .. _class_GLTFSpecGloss: diff --git a/classes/zh_CN/class_gltfstate.rst b/classes/zh_CN/class_gltfstate.rst index f73c3576ec..a324af5d66 100644 --- a/classes/zh_CN/class_gltfstate.rst +++ b/classes/zh_CN/class_gltfstate.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/gltf/doc_classes/GLTFState.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/gltf/doc_classes/GLTFState.xml. .. _class_GLTFState: @@ -420,7 +420,7 @@ True 则强制文档中的所有 GLTFNode 成为单个 Skeleton3D godot 节点 - |void| **set_root_nodes**\ (\ value\: :ref:`PackedInt32Array`\ ) - :ref:`PackedInt32Array` **get_root_nodes**\ (\ ) -GLTF 文件的根节点。通常,一个 GLTF 文件只有一个场景,因此只有一个根节点。然而,一个 GLTF 文件可能有多个场景,因此可以有多个根节点,它们将作为彼此的兄弟节点生成,并作为生成的 Godot 场景的根节点的子节点生成。 +GLTF 文件的根节点。通常,一个 GLTF 文件只有一个场景,因此只有一个根节点。然而,一个 GLTF 文件可能有多个场景,因此可以有多个根节点,它们将作为彼此的同级节点生成,并作为生成的 Godot 场景的根节点的子节点生成。 **Note:** The returned array is *copied* and any changes to it will not update the original property value. See :ref:`PackedInt32Array` for more details. diff --git a/classes/zh_CN/class_gltftexture.rst b/classes/zh_CN/class_gltftexture.rst index a9c51d2cb5..6697e1e05f 100644 --- a/classes/zh_CN/class_gltftexture.rst +++ b/classes/zh_CN/class_gltftexture.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/gltf/doc_classes/GLTFTexture.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/gltf/doc_classes/GLTFTexture.xml. .. _class_GLTFTexture: diff --git a/classes/zh_CN/class_gltftexturesampler.rst b/classes/zh_CN/class_gltftexturesampler.rst index e3f76e4e34..2571796e6c 100644 --- a/classes/zh_CN/class_gltftexturesampler.rst +++ b/classes/zh_CN/class_gltftexturesampler.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/gltf/doc_classes/GLTFTextureSampler.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/gltf/doc_classes/GLTFTextureSampler.xml. .. _class_GLTFTextureSampler: diff --git a/classes/zh_CN/class_gpuparticles2d.rst b/classes/zh_CN/class_gpuparticles2d.rst index 5ead4dab89..92c507103a 100644 --- a/classes/zh_CN/class_gpuparticles2d.rst +++ b/classes/zh_CN/class_gpuparticles2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/GPUParticles2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/GPUParticles2D.xml. .. _class_GPUParticles2D: diff --git a/classes/zh_CN/class_gpuparticles3d.rst b/classes/zh_CN/class_gpuparticles3d.rst index f0509f7efb..3e5c696c94 100644 --- a/classes/zh_CN/class_gpuparticles3d.rst +++ b/classes/zh_CN/class_gpuparticles3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/GPUParticles3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/GPUParticles3D.xml. .. _class_GPUParticles3D: diff --git a/classes/zh_CN/class_gpuparticlesattractor3d.rst b/classes/zh_CN/class_gpuparticlesattractor3d.rst index 138d425242..e55d2695ae 100644 --- a/classes/zh_CN/class_gpuparticlesattractor3d.rst +++ b/classes/zh_CN/class_gpuparticlesattractor3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/GPUParticlesAttractor3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/GPUParticlesAttractor3D.xml. .. _class_GPUParticlesAttractor3D: diff --git a/classes/zh_CN/class_gpuparticlesattractorbox3d.rst b/classes/zh_CN/class_gpuparticlesattractorbox3d.rst index a4714508e9..5c1289f4e0 100644 --- a/classes/zh_CN/class_gpuparticlesattractorbox3d.rst +++ b/classes/zh_CN/class_gpuparticlesattractorbox3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/GPUParticlesAttractorBox3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/GPUParticlesAttractorBox3D.xml. .. _class_GPUParticlesAttractorBox3D: diff --git a/classes/zh_CN/class_gpuparticlesattractorsphere3d.rst b/classes/zh_CN/class_gpuparticlesattractorsphere3d.rst index c7029aff27..a9d3eae598 100644 --- a/classes/zh_CN/class_gpuparticlesattractorsphere3d.rst +++ b/classes/zh_CN/class_gpuparticlesattractorsphere3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/GPUParticlesAttractorSphere3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/GPUParticlesAttractorSphere3D.xml. .. _class_GPUParticlesAttractorSphere3D: diff --git a/classes/zh_CN/class_gpuparticlesattractorvectorfield3d.rst b/classes/zh_CN/class_gpuparticlesattractorvectorfield3d.rst index f265dac613..d3cb5567d3 100644 --- a/classes/zh_CN/class_gpuparticlesattractorvectorfield3d.rst +++ b/classes/zh_CN/class_gpuparticlesattractorvectorfield3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/GPUParticlesAttractorVectorField3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/GPUParticlesAttractorVectorField3D.xml. .. _class_GPUParticlesAttractorVectorField3D: diff --git a/classes/zh_CN/class_gpuparticlescollision3d.rst b/classes/zh_CN/class_gpuparticlescollision3d.rst index bd92531522..1807e29881 100644 --- a/classes/zh_CN/class_gpuparticlescollision3d.rst +++ b/classes/zh_CN/class_gpuparticlescollision3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/GPUParticlesCollision3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/GPUParticlesCollision3D.xml. .. _class_GPUParticlesCollision3D: diff --git a/classes/zh_CN/class_gpuparticlescollisionbox3d.rst b/classes/zh_CN/class_gpuparticlescollisionbox3d.rst index bd2fc1dcc9..c6fb7c22ab 100644 --- a/classes/zh_CN/class_gpuparticlescollisionbox3d.rst +++ b/classes/zh_CN/class_gpuparticlescollisionbox3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/GPUParticlesCollisionBox3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/GPUParticlesCollisionBox3D.xml. .. _class_GPUParticlesCollisionBox3D: diff --git a/classes/zh_CN/class_gpuparticlescollisionheightfield3d.rst b/classes/zh_CN/class_gpuparticlescollisionheightfield3d.rst index 55f627f486..f06cc5bdcf 100644 --- a/classes/zh_CN/class_gpuparticlescollisionheightfield3d.rst +++ b/classes/zh_CN/class_gpuparticlescollisionheightfield3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/GPUParticlesCollisionHeightField3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/GPUParticlesCollisionHeightField3D.xml. .. _class_GPUParticlesCollisionHeightField3D: diff --git a/classes/zh_CN/class_gpuparticlescollisionsdf3d.rst b/classes/zh_CN/class_gpuparticlescollisionsdf3d.rst index 44e25799ed..292c286c10 100644 --- a/classes/zh_CN/class_gpuparticlescollisionsdf3d.rst +++ b/classes/zh_CN/class_gpuparticlescollisionsdf3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/GPUParticlesCollisionSDF3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/GPUParticlesCollisionSDF3D.xml. .. _class_GPUParticlesCollisionSDF3D: diff --git a/classes/zh_CN/class_gpuparticlescollisionsphere3d.rst b/classes/zh_CN/class_gpuparticlescollisionsphere3d.rst index 8ddd907aff..ecb3e25e14 100644 --- a/classes/zh_CN/class_gpuparticlescollisionsphere3d.rst +++ b/classes/zh_CN/class_gpuparticlescollisionsphere3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/GPUParticlesCollisionSphere3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/GPUParticlesCollisionSphere3D.xml. .. _class_GPUParticlesCollisionSphere3D: diff --git a/classes/zh_CN/class_gradient.rst b/classes/zh_CN/class_gradient.rst index 3aadf0bb9e..f0010d05ee 100644 --- a/classes/zh_CN/class_gradient.rst +++ b/classes/zh_CN/class_gradient.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Gradient.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Gradient.xml. .. _class_Gradient: diff --git a/classes/zh_CN/class_gradienttexture1d.rst b/classes/zh_CN/class_gradienttexture1d.rst index bc218d63d5..f8c7190098 100644 --- a/classes/zh_CN/class_gradienttexture1d.rst +++ b/classes/zh_CN/class_gradienttexture1d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/GradientTexture1D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/GradientTexture1D.xml. .. _class_GradientTexture1D: diff --git a/classes/zh_CN/class_gradienttexture2d.rst b/classes/zh_CN/class_gradienttexture2d.rst index 504be3c5ab..c0086c07f0 100644 --- a/classes/zh_CN/class_gradienttexture2d.rst +++ b/classes/zh_CN/class_gradienttexture2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/GradientTexture2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/GradientTexture2D.xml. .. _class_GradientTexture2D: diff --git a/classes/zh_CN/class_graphedit.rst b/classes/zh_CN/class_graphedit.rst index 14a9e054b3..5fcfff710b 100644 --- a/classes/zh_CN/class_graphedit.rst +++ b/classes/zh_CN/class_graphedit.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/GraphEdit.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/GraphEdit.xml. .. _class_GraphEdit: @@ -21,13 +21,13 @@ GraphEdit 描述 ---- -**GraphEdit** provides tools for creation, manipulation, and display of various graphs. Its main purpose in the engine is to power the visual programming systems, such as visual shaders, but it is also available for use in user projects. +**GraphEdit** 提供了用于对各种图进行创建、操作、显示的工具。它在引擎中的主要目的是驱动可视化编程系统,例如可视化着色器,但也可以在用户项目中使用。 -\ **GraphEdit** by itself is only an empty container, representing an infinite grid where :ref:`GraphNode`\ s can be placed. Each :ref:`GraphNode` represents a node in the graph, a single unit of data in the connected scheme. **GraphEdit**, in turn, helps to control various interactions with nodes and between nodes. When the user attempts to connect, disconnect, or delete a :ref:`GraphNode`, a signal is emitted in the **GraphEdit**, but no action is taken by default. It is the responsibility of the programmer utilizing this control to implement the necessary logic to determine how each request should be handled. +\ **GraphEdit** 本身只是一个空容器,表示一个可以放置 :ref:`GraphNode` 的无限栅格。每个 :ref:`GraphNode` 代表图中的一个节点,是连接方案中的单个数据单元。而 **GraphEdit** 则有助于控制节点和节点之间的各种交互。当用户尝试连接、断开或删除一个 :ref:`GraphNode` 时,\ **GraphEdit** 中会发出对应的信号,但默认情况下不执行任何动作。使用此控件的程序员负责实现必要的逻辑,来确定应如何处理每个请求。 -\ **Performance:** It is greatly advised to enable low-processor usage mode (see :ref:`OS.low_processor_usage_mode`) when using GraphEdits. +\ **性能:**\ 强烈建议在使用 GraphEdit 时启用低处理器使用模式(见 :ref:`OS.low_processor_usage_mode`\ )。 -\ **Note:** Keep in mind that :ref:`Node.get_children` will also return the connection layer node named ``_connection_layer`` due to technical limitations. This behavior may change in future releases. +\ **注意:**\ 请注意,由于技术限制,\ :ref:`Node.get_children` 还将返回名为 ``_connection_layer`` 的连接层节点。该行为可能会在未来版本中发生变化。 .. rst-class:: classref-reftable-group diff --git a/classes/zh_CN/class_graphelement.rst b/classes/zh_CN/class_graphelement.rst index f7eb427e4b..3abb5bbd68 100644 --- a/classes/zh_CN/class_graphelement.rst +++ b/classes/zh_CN/class_graphelement.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/GraphElement.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/GraphElement.xml. .. _class_GraphElement: diff --git a/classes/zh_CN/class_graphframe.rst b/classes/zh_CN/class_graphframe.rst index 0c89f99536..01d70297b3 100644 --- a/classes/zh_CN/class_graphframe.rst +++ b/classes/zh_CN/class_graphframe.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/GraphFrame.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/GraphFrame.xml. .. _class_GraphFrame: diff --git a/classes/zh_CN/class_graphnode.rst b/classes/zh_CN/class_graphnode.rst index 2b7b279406..3a140cd6f0 100644 --- a/classes/zh_CN/class_graphnode.rst +++ b/classes/zh_CN/class_graphnode.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/GraphNode.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/GraphNode.xml. .. _class_GraphNode: diff --git a/classes/zh_CN/class_gridcontainer.rst b/classes/zh_CN/class_gridcontainer.rst index 1682a0c222..5d32c3e089 100644 --- a/classes/zh_CN/class_gridcontainer.rst +++ b/classes/zh_CN/class_gridcontainer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/GridContainer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/GridContainer.xml. .. _class_GridContainer: diff --git a/classes/zh_CN/class_gridmap.rst b/classes/zh_CN/class_gridmap.rst index 2682f2b9fa..73a8d6ca52 100644 --- a/classes/zh_CN/class_gridmap.rst +++ b/classes/zh_CN/class_gridmap.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/gridmap/doc_classes/GridMap.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/gridmap/doc_classes/GridMap.xml. .. _class_GridMap: diff --git a/classes/zh_CN/class_groovejoint2d.rst b/classes/zh_CN/class_groovejoint2d.rst index a53724f685..cc26931ee6 100644 --- a/classes/zh_CN/class_groovejoint2d.rst +++ b/classes/zh_CN/class_groovejoint2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/GrooveJoint2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/GrooveJoint2D.xml. .. _class_GrooveJoint2D: diff --git a/classes/zh_CN/class_hashingcontext.rst b/classes/zh_CN/class_hashingcontext.rst index 25014b6f46..a113790365 100644 --- a/classes/zh_CN/class_hashingcontext.rst +++ b/classes/zh_CN/class_hashingcontext.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/HashingContext.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/HashingContext.xml. .. _class_HashingContext: @@ -19,9 +19,9 @@ HashingContext 描述 ---- -The HashingContext class provides an interface for computing cryptographic hashes over multiple iterations. Useful for computing hashes of big files (so you don't have to load them all in memory), network streams, and data streams in general (so you don't have to hold buffers). +HashingContext 类提供了一个接口,用于在多次迭代中计算加密哈希值。常用于计算大文件(不必全部加载到内存中)、网络流和一般数据流(不必持有缓冲区)的哈希值。 -The :ref:`HashType` enum shows the supported hashing algorithms. +\ :ref:`HashType` 枚举显示了支持的哈希算法。 .. tabs:: @@ -31,21 +31,21 @@ The :ref:`HashType` enum shows the supported hashi const CHUNK_SIZE = 1024 func hash_file(path): - # Check that file exists. + # 检查文件是否存在。 if not FileAccess.file_exists(path): return - # Start an SHA-256 context. + # 启动一个 SHA-256 上下文。 var ctx = HashingContext.new() ctx.start(HashingContext.HASH_SHA256) - # Open the file to hash. + # 打开文件进行哈希处理。 var file = FileAccess.open(path, FileAccess.READ) - # Update the context after reading each chunk. + # 读取每个块后更新上下文。 while file.get_position() < file.get_length(): var remaining = file.get_length() - file.get_position() ctx.update(file.get_buffer(min(remaining, CHUNK_SIZE))) - # Get the computed hash. + # 获取计算的哈希值。 var res = ctx.finish() - # Print the result as hex string and array. + # 将结果打印为十六进制字符串和数组。 printt(res.hex_encode(), Array(res)) .. code-tab:: csharp @@ -54,25 +54,25 @@ The :ref:`HashType` enum shows the supported hashi public void HashFile(string path) { - // Check that file exists. + // 检查文件是否存在。 if (!FileAccess.FileExists(path)) { return; } - // Start an SHA-256 context. + // 启动一个 SHA-256 上下文。 var ctx = new HashingContext(); ctx.Start(HashingContext.HashType.Sha256); - // Open the file to hash. + // 打开文件进行哈希处理。 using var file = FileAccess.Open(path, FileAccess.ModeFlags.Read); - // Update the context after reading each chunk. + // 读取每个块后更新上下文。 while (file.GetPosition() < file.GetLength()) { int remaining = (int)(file.GetLength() - file.GetPosition()); ctx.Update(file.GetBuffer(Mathf.Min(remaining, ChunkSize))); } - // Get the computed hash. + // 获取计算的哈希值。 byte[] res = ctx.Finish(); - // Print the result as hex string and array. + // 将结果打印为十六进制字符串和数组。 GD.PrintT(res.HexEncode(), (Variant)res); } diff --git a/classes/zh_CN/class_hboxcontainer.rst b/classes/zh_CN/class_hboxcontainer.rst index 1e0500aba4..d1638da82b 100644 --- a/classes/zh_CN/class_hboxcontainer.rst +++ b/classes/zh_CN/class_hboxcontainer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/HBoxContainer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/HBoxContainer.xml. .. _class_HBoxContainer: diff --git a/classes/zh_CN/class_heightmapshape3d.rst b/classes/zh_CN/class_heightmapshape3d.rst index 05300cf283..845a9a0660 100644 --- a/classes/zh_CN/class_heightmapshape3d.rst +++ b/classes/zh_CN/class_heightmapshape3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/HeightMapShape3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/HeightMapShape3D.xml. .. _class_HeightMapShape3D: diff --git a/classes/zh_CN/class_hflowcontainer.rst b/classes/zh_CN/class_hflowcontainer.rst index 8e6cf732ec..16cc2f614c 100644 --- a/classes/zh_CN/class_hflowcontainer.rst +++ b/classes/zh_CN/class_hflowcontainer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/HFlowContainer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/HFlowContainer.xml. .. _class_HFlowContainer: diff --git a/classes/zh_CN/class_hingejoint3d.rst b/classes/zh_CN/class_hingejoint3d.rst index 0f669f1a83..c6a2b86d76 100644 --- a/classes/zh_CN/class_hingejoint3d.rst +++ b/classes/zh_CN/class_hingejoint3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/HingeJoint3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/HingeJoint3D.xml. .. _class_HingeJoint3D: diff --git a/classes/zh_CN/class_hmaccontext.rst b/classes/zh_CN/class_hmaccontext.rst index bf25e1da80..1f9cd4bd2e 100644 --- a/classes/zh_CN/class_hmaccontext.rst +++ b/classes/zh_CN/class_hmaccontext.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/HMACContext.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/HMACContext.xml. .. _class_HMACContext: diff --git a/classes/zh_CN/class_hscrollbar.rst b/classes/zh_CN/class_hscrollbar.rst index c2280349df..71db04b095 100644 --- a/classes/zh_CN/class_hscrollbar.rst +++ b/classes/zh_CN/class_hscrollbar.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/HScrollBar.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/HScrollBar.xml. .. _class_HScrollBar: diff --git a/classes/zh_CN/class_hseparator.rst b/classes/zh_CN/class_hseparator.rst index 101db5ae3c..75f22d5161 100644 --- a/classes/zh_CN/class_hseparator.rst +++ b/classes/zh_CN/class_hseparator.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/HSeparator.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/HSeparator.xml. .. _class_HSeparator: diff --git a/classes/zh_CN/class_hslider.rst b/classes/zh_CN/class_hslider.rst index 71a296c564..1024697c98 100644 --- a/classes/zh_CN/class_hslider.rst +++ b/classes/zh_CN/class_hslider.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/HSlider.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/HSlider.xml. .. _class_HSlider: diff --git a/classes/zh_CN/class_hsplitcontainer.rst b/classes/zh_CN/class_hsplitcontainer.rst index 71886f0352..00bd2d0f87 100644 --- a/classes/zh_CN/class_hsplitcontainer.rst +++ b/classes/zh_CN/class_hsplitcontainer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/HSplitContainer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/HSplitContainer.xml. .. _class_HSplitContainer: diff --git a/classes/zh_CN/class_httpclient.rst b/classes/zh_CN/class_httpclient.rst index 9b22626e70..39961ab517 100644 --- a/classes/zh_CN/class_httpclient.rst +++ b/classes/zh_CN/class_httpclient.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/HTTPClient.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/HTTPClient.xml. .. _class_HTTPClient: diff --git a/classes/zh_CN/class_httprequest.rst b/classes/zh_CN/class_httprequest.rst index 27e7a83c69..e6dcb8f604 100644 --- a/classes/zh_CN/class_httprequest.rst +++ b/classes/zh_CN/class_httprequest.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/HTTPRequest.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/HTTPRequest.xml. .. _class_HTTPRequest: diff --git a/classes/zh_CN/class_image.rst b/classes/zh_CN/class_image.rst index 7ae5e954f6..08f47598a0 100644 --- a/classes/zh_CN/class_image.rst +++ b/classes/zh_CN/class_image.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Image.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Image.xml. .. _class_Image: diff --git a/classes/zh_CN/class_imageformatloader.rst b/classes/zh_CN/class_imageformatloader.rst index 7f09517e9b..44c7ccd179 100644 --- a/classes/zh_CN/class_imageformatloader.rst +++ b/classes/zh_CN/class_imageformatloader.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ImageFormatLoader.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ImageFormatLoader.xml. .. _class_ImageFormatLoader: diff --git a/classes/zh_CN/class_imageformatloaderextension.rst b/classes/zh_CN/class_imageformatloaderextension.rst index 81772965ae..025e011b34 100644 --- a/classes/zh_CN/class_imageformatloaderextension.rst +++ b/classes/zh_CN/class_imageformatloaderextension.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ImageFormatLoaderExtension.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ImageFormatLoaderExtension.xml. .. _class_ImageFormatLoaderExtension: diff --git a/classes/zh_CN/class_imagetexture.rst b/classes/zh_CN/class_imagetexture.rst index b4ff175bed..f0bd9ad99c 100644 --- a/classes/zh_CN/class_imagetexture.rst +++ b/classes/zh_CN/class_imagetexture.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ImageTexture.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ImageTexture.xml. .. _class_ImageTexture: diff --git a/classes/zh_CN/class_imagetexture3d.rst b/classes/zh_CN/class_imagetexture3d.rst index 589913fb60..422fb7d84d 100644 --- a/classes/zh_CN/class_imagetexture3d.rst +++ b/classes/zh_CN/class_imagetexture3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ImageTexture3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ImageTexture3D.xml. .. _class_ImageTexture3D: diff --git a/classes/zh_CN/class_imagetexturelayered.rst b/classes/zh_CN/class_imagetexturelayered.rst index 18ebb6c985..2ccc8e40d5 100644 --- a/classes/zh_CN/class_imagetexturelayered.rst +++ b/classes/zh_CN/class_imagetexturelayered.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ImageTextureLayered.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ImageTextureLayered.xml. .. _class_ImageTextureLayered: diff --git a/classes/zh_CN/class_immediatemesh.rst b/classes/zh_CN/class_immediatemesh.rst index 73e3365039..3f9d18b5fb 100644 --- a/classes/zh_CN/class_immediatemesh.rst +++ b/classes/zh_CN/class_immediatemesh.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ImmediateMesh.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ImmediateMesh.xml. .. _class_ImmediateMesh: diff --git a/classes/zh_CN/class_importermesh.rst b/classes/zh_CN/class_importermesh.rst index 0ed4a2e393..53f645757c 100644 --- a/classes/zh_CN/class_importermesh.rst +++ b/classes/zh_CN/class_importermesh.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ImporterMesh.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ImporterMesh.xml. .. _class_ImporterMesh: diff --git a/classes/zh_CN/class_importermeshinstance3d.rst b/classes/zh_CN/class_importermeshinstance3d.rst index f05fad1981..71656222fa 100644 --- a/classes/zh_CN/class_importermeshinstance3d.rst +++ b/classes/zh_CN/class_importermeshinstance3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ImporterMeshInstance3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ImporterMeshInstance3D.xml. .. _class_ImporterMeshInstance3D: diff --git a/classes/zh_CN/class_input.rst b/classes/zh_CN/class_input.rst index 39204f76cc..74ebb0688f 100644 --- a/classes/zh_CN/class_input.rst +++ b/classes/zh_CN/class_input.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Input.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Input.xml. .. _class_Input: diff --git a/classes/zh_CN/class_inputevent.rst b/classes/zh_CN/class_inputevent.rst index 533349b759..e3869ec70e 100644 --- a/classes/zh_CN/class_inputevent.rst +++ b/classes/zh_CN/class_inputevent.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/InputEvent.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/InputEvent.xml. .. _class_InputEvent: @@ -248,9 +248,9 @@ InputEvent :ref:`bool` **is_echo**\ (\ ) |const| :ref:`🔗` -Returns ``true`` if this input event is an echo event (only for events of type :ref:`InputEventKey`). An echo event is a repeated key event sent when the user is holding down the key. Any other event type returns ``false``. +如果该输入事件是回显事件(仅适用于 :ref:`InputEventKey` 类型的事件),则返回 ``true``\ 。回显事件是用户按住按键时发送的重复按键事件。任何其他事件类型都返回 ``false``\ 。 -\ **Note:** The rate at which echo events are sent is typically around 20 events per second (after holding down the key for roughly half a second). However, the key repeat delay/speed can be changed by the user or disabled entirely in the operating system settings. To ensure your project works correctly on all configurations, do not assume the user has a specific key repeat configuration in your project's behavior. +\ **注意:**\ 发送回显事件的速率通常约为每秒 20 个事件(按住按键约半秒钟后)。但是,在操作系统设置中,按键重复延迟/速度可被用户修改或者完全禁用。为确保你的项目在所有配置下都能正常工作,请不要假设用户在项目行为中具有特定的按键重复配置。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_inputeventaction.rst b/classes/zh_CN/class_inputeventaction.rst index f4f978af15..ab0adb1719 100644 --- a/classes/zh_CN/class_inputeventaction.rst +++ b/classes/zh_CN/class_inputeventaction.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/InputEventAction.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/InputEventAction.xml. .. _class_InputEventAction: diff --git a/classes/zh_CN/class_inputeventfromwindow.rst b/classes/zh_CN/class_inputeventfromwindow.rst index 3576ba0d46..96db6d68ac 100644 --- a/classes/zh_CN/class_inputeventfromwindow.rst +++ b/classes/zh_CN/class_inputeventfromwindow.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/InputEventFromWindow.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/InputEventFromWindow.xml. .. _class_InputEventFromWindow: diff --git a/classes/zh_CN/class_inputeventgesture.rst b/classes/zh_CN/class_inputeventgesture.rst index 013b77ae69..2e57891de9 100644 --- a/classes/zh_CN/class_inputeventgesture.rst +++ b/classes/zh_CN/class_inputeventgesture.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/InputEventGesture.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/InputEventGesture.xml. .. _class_InputEventGesture: diff --git a/classes/zh_CN/class_inputeventjoypadbutton.rst b/classes/zh_CN/class_inputeventjoypadbutton.rst index bdfd02371f..27957d9895 100644 --- a/classes/zh_CN/class_inputeventjoypadbutton.rst +++ b/classes/zh_CN/class_inputeventjoypadbutton.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/InputEventJoypadButton.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/InputEventJoypadButton.xml. .. _class_InputEventJoypadButton: diff --git a/classes/zh_CN/class_inputeventjoypadmotion.rst b/classes/zh_CN/class_inputeventjoypadmotion.rst index 656837442a..f0e8d04b81 100644 --- a/classes/zh_CN/class_inputeventjoypadmotion.rst +++ b/classes/zh_CN/class_inputeventjoypadmotion.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/InputEventJoypadMotion.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/InputEventJoypadMotion.xml. .. _class_InputEventJoypadMotion: diff --git a/classes/zh_CN/class_inputeventkey.rst b/classes/zh_CN/class_inputeventkey.rst index 14140dbdc2..10b3942f57 100644 --- a/classes/zh_CN/class_inputeventkey.rst +++ b/classes/zh_CN/class_inputeventkey.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/InputEventKey.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/InputEventKey.xml. .. _class_InputEventKey: @@ -100,9 +100,9 @@ InputEventKey - |void| **set_echo**\ (\ value\: :ref:`bool`\ ) - :ref:`bool` **is_echo**\ (\ ) -If ``true``, the key was already pressed before this event. An echo event is a repeated key event sent when the user is holding down the key. +如果为 ``true``\ ,则表示在该事件之前已按下该键。回显事件是用户按住该键时发送的重复按键事件。 -\ **Note:** The rate at which echo events are sent is typically around 20 events per second (after holding down the key for roughly half a second). However, the key repeat delay/speed can be changed by the user or disabled entirely in the operating system settings. To ensure your project works correctly on all configurations, do not assume the user has a specific key repeat configuration in your project's behavior. +\ **注意:**\ 发送回显事件的速率通常约为每秒 20 个事件(按住按键约半秒钟后)。但是,在操作系统设置中,按键重复延迟/速度可被用户修改或者完全禁用。为确保你的项目在所有配置下都能正常工作,请不要假设用户在项目行为中具有特定的按键重复配置。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_inputeventmagnifygesture.rst b/classes/zh_CN/class_inputeventmagnifygesture.rst index 0d7dffedc8..6fd5a368c8 100644 --- a/classes/zh_CN/class_inputeventmagnifygesture.rst +++ b/classes/zh_CN/class_inputeventmagnifygesture.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/InputEventMagnifyGesture.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/InputEventMagnifyGesture.xml. .. _class_InputEventMagnifyGesture: diff --git a/classes/zh_CN/class_inputeventmidi.rst b/classes/zh_CN/class_inputeventmidi.rst index 3b7be533ed..a7f0f33da0 100644 --- a/classes/zh_CN/class_inputeventmidi.rst +++ b/classes/zh_CN/class_inputeventmidi.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/InputEventMIDI.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/InputEventMIDI.xml. .. _class_InputEventMIDI: diff --git a/classes/zh_CN/class_inputeventmouse.rst b/classes/zh_CN/class_inputeventmouse.rst index da0e4366ad..24d50f241f 100644 --- a/classes/zh_CN/class_inputeventmouse.rst +++ b/classes/zh_CN/class_inputeventmouse.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/InputEventMouse.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/InputEventMouse.xml. .. _class_InputEventMouse: diff --git a/classes/zh_CN/class_inputeventmousebutton.rst b/classes/zh_CN/class_inputeventmousebutton.rst index ef64f77cda..6948033cb6 100644 --- a/classes/zh_CN/class_inputeventmousebutton.rst +++ b/classes/zh_CN/class_inputeventmousebutton.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/InputEventMouseButton.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/InputEventMouseButton.xml. .. _class_InputEventMouseButton: diff --git a/classes/zh_CN/class_inputeventmousemotion.rst b/classes/zh_CN/class_inputeventmousemotion.rst index 8244a6b585..4f82fdd256 100644 --- a/classes/zh_CN/class_inputeventmousemotion.rst +++ b/classes/zh_CN/class_inputeventmousemotion.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/InputEventMouseMotion.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/InputEventMouseMotion.xml. .. _class_InputEventMouseMotion: diff --git a/classes/zh_CN/class_inputeventpangesture.rst b/classes/zh_CN/class_inputeventpangesture.rst index fbb8aafe8f..0a5c73dbdf 100644 --- a/classes/zh_CN/class_inputeventpangesture.rst +++ b/classes/zh_CN/class_inputeventpangesture.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/InputEventPanGesture.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/InputEventPanGesture.xml. .. _class_InputEventPanGesture: diff --git a/classes/zh_CN/class_inputeventscreendrag.rst b/classes/zh_CN/class_inputeventscreendrag.rst index b26ef0d347..61a67e715c 100644 --- a/classes/zh_CN/class_inputeventscreendrag.rst +++ b/classes/zh_CN/class_inputeventscreendrag.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/InputEventScreenDrag.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/InputEventScreenDrag.xml. .. _class_InputEventScreenDrag: diff --git a/classes/zh_CN/class_inputeventscreentouch.rst b/classes/zh_CN/class_inputeventscreentouch.rst index 1f3adaef88..ff0fdf16ae 100644 --- a/classes/zh_CN/class_inputeventscreentouch.rst +++ b/classes/zh_CN/class_inputeventscreentouch.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/InputEventScreenTouch.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/InputEventScreenTouch.xml. .. _class_InputEventScreenTouch: diff --git a/classes/zh_CN/class_inputeventshortcut.rst b/classes/zh_CN/class_inputeventshortcut.rst index 09da5d3e81..05340bc634 100644 --- a/classes/zh_CN/class_inputeventshortcut.rst +++ b/classes/zh_CN/class_inputeventshortcut.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/InputEventShortcut.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/InputEventShortcut.xml. .. _class_InputEventShortcut: @@ -19,7 +19,7 @@ InputEventShortcut 描述 ---- -InputEventShortcut 是一种可以在 :ref:`Node._unhandled_key_input` 中收到的特殊事件。通常由编辑器的“命令面板”发送,用于触发动作,但也可以使用 :ref:`Viewport.push_input` 手动发送。 +InputEventShortcut 是一种可以在 :ref:`Node._input`\ 、\ :ref:`Node._shortcut_input`\ 、\ :ref:`Node._unhandled_input` 中收到的特殊事件。通常由编辑器的“命令面板”发送,用于触发动作,但也可以使用 :ref:`Viewport.push_input` 手动发送。 .. rst-class:: classref-reftable-group diff --git a/classes/zh_CN/class_inputeventwithmodifiers.rst b/classes/zh_CN/class_inputeventwithmodifiers.rst index e482f1747a..1284659807 100644 --- a/classes/zh_CN/class_inputeventwithmodifiers.rst +++ b/classes/zh_CN/class_inputeventwithmodifiers.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/InputEventWithModifiers.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/InputEventWithModifiers.xml. .. _class_InputEventWithModifiers: diff --git a/classes/zh_CN/class_inputmap.rst b/classes/zh_CN/class_inputmap.rst index 06e8e82bb0..18f29847b2 100644 --- a/classes/zh_CN/class_inputmap.rst +++ b/classes/zh_CN/class_inputmap.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/InputMap.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/InputMap.xml. .. _class_InputMap: diff --git a/classes/zh_CN/class_instanceplaceholder.rst b/classes/zh_CN/class_instanceplaceholder.rst index f0d6efa25f..7eef0880f9 100644 --- a/classes/zh_CN/class_instanceplaceholder.rst +++ b/classes/zh_CN/class_instanceplaceholder.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/InstancePlaceholder.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/InstancePlaceholder.xml. .. _class_InstancePlaceholder: @@ -54,7 +54,7 @@ InstancePlaceholder :ref:`Node` **create_instance**\ (\ replace\: :ref:`bool` = false, custom_scene\: :ref:`PackedScene` = null\ ) :ref:`🔗` -调用这个方法会实际载入节点。创建的节点会被放置在场景树中该 **InstancePlaceholder** 的\ *上方*\ 。出于方便的考虑,还会返回该 :ref:`Node` 的引用。 +调用这个方法会实际载入节点。在场景树中放置新创建的节点时,该节点是 **InstancePlaceholder** 的同级节点,位于其\ *上方*\ 。出于方便的考虑,还会返回该 :ref:`Node` 的引用。 \ **注意:**\ :ref:`create_instance` 不是线程安全的。从线程中调用时请使用 :ref:`Object.call_deferred`\ 。 diff --git a/classes/zh_CN/class_int.rst b/classes/zh_CN/class_int.rst index ee4ce173df..b014c2cfed 100644 --- a/classes/zh_CN/class_int.rst +++ b/classes/zh_CN/class_int.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/int.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/int.xml. .. _class_int: diff --git a/classes/zh_CN/class_intervaltweener.rst b/classes/zh_CN/class_intervaltweener.rst index c12214b1d4..eebdd5cbc8 100644 --- a/classes/zh_CN/class_intervaltweener.rst +++ b/classes/zh_CN/class_intervaltweener.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/IntervalTweener.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/IntervalTweener.xml. .. _class_IntervalTweener: diff --git a/classes/zh_CN/class_ip.rst b/classes/zh_CN/class_ip.rst index 6236ef31a2..a6c64c9054 100644 --- a/classes/zh_CN/class_ip.rst +++ b/classes/zh_CN/class_ip.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/IP.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/IP.xml. .. _class_IP: diff --git a/classes/zh_CN/class_itemlist.rst b/classes/zh_CN/class_itemlist.rst index 1c87c3e937..b4a5a9f44f 100644 --- a/classes/zh_CN/class_itemlist.rst +++ b/classes/zh_CN/class_itemlist.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ItemList.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ItemList.xml. .. _class_ItemList: diff --git a/classes/zh_CN/class_javaclass.rst b/classes/zh_CN/class_javaclass.rst index 4877f6b0ea..091ff00993 100644 --- a/classes/zh_CN/class_javaclass.rst +++ b/classes/zh_CN/class_javaclass.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/JavaClass.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/JavaClass.xml. .. _class_JavaClass: diff --git a/classes/zh_CN/class_javaclasswrapper.rst b/classes/zh_CN/class_javaclasswrapper.rst index 95c66ff899..65b29ba5cf 100644 --- a/classes/zh_CN/class_javaclasswrapper.rst +++ b/classes/zh_CN/class_javaclasswrapper.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/JavaClassWrapper.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/JavaClassWrapper.xml. .. _class_JavaClassWrapper: diff --git a/classes/zh_CN/class_javascriptbridge.rst b/classes/zh_CN/class_javascriptbridge.rst index d3faec6cb6..d09e5f1b12 100644 --- a/classes/zh_CN/class_javascriptbridge.rst +++ b/classes/zh_CN/class_javascriptbridge.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/JavaScriptBridge.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/JavaScriptBridge.xml. .. _class_JavaScriptBridge: diff --git a/classes/zh_CN/class_javascriptobject.rst b/classes/zh_CN/class_javascriptobject.rst index 7db32673a7..125ad5a2a4 100644 --- a/classes/zh_CN/class_javascriptobject.rst +++ b/classes/zh_CN/class_javascriptobject.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/JavaScriptObject.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/JavaScriptObject.xml. .. _class_JavaScriptObject: diff --git a/classes/zh_CN/class_jnisingleton.rst b/classes/zh_CN/class_jnisingleton.rst index 49713a8331..782ddcb282 100644 --- a/classes/zh_CN/class_jnisingleton.rst +++ b/classes/zh_CN/class_jnisingleton.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/JNISingleton.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/JNISingleton.xml. .. _class_JNISingleton: diff --git a/classes/zh_CN/class_joint2d.rst b/classes/zh_CN/class_joint2d.rst index 9dcba630d2..824a109ce8 100644 --- a/classes/zh_CN/class_joint2d.rst +++ b/classes/zh_CN/class_joint2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Joint2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Joint2D.xml. .. _class_Joint2D: diff --git a/classes/zh_CN/class_joint3d.rst b/classes/zh_CN/class_joint3d.rst index 4b762552f8..1ba661468d 100644 --- a/classes/zh_CN/class_joint3d.rst +++ b/classes/zh_CN/class_joint3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Joint3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Joint3D.xml. .. _class_Joint3D: diff --git a/classes/zh_CN/class_json.rst b/classes/zh_CN/class_json.rst index bcdaaa73e7..dee5c00cc4 100644 --- a/classes/zh_CN/class_json.rst +++ b/classes/zh_CN/class_json.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/JSON.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/JSON.xml. .. _class_JSON: @@ -19,7 +19,7 @@ JSON 描述 ---- -**JSON** 允许所有数据类型与 JSON 字符串相互转换。 这对于序列化数据以保存到文件或通过网络发送很有用。 +**JSON** 类允许所有数据类型与 JSON 字符串相互转换。可用于将数据序列化,从而保存到文件或通过网络发送。 \ :ref:`stringify` 用于将任何数据类型转换为 JSON 字符串。 @@ -45,7 +45,7 @@ JSON else: print("JSON Parse Error: ", json.get_error_message(), " in ", json_string, " at line ", json.get_error_line()) -或者,你可以使用静态 :ref:`parse_string` 方法解析字符串,但它不允许处理错误。 +你也可以使用静态的 :ref:`parse_string` 方法解析字符串,但该方法不会处理错误。 :: @@ -156,7 +156,7 @@ JSON :ref:`String` **get_parsed_text**\ (\ ) |const| :ref:`🔗` -只要该函数被指示以保留该文本,就返回由 :ref:`parse` 解析的文本。 +返回由 :ref:`parse` 解析的文本(要求向 :ref:`parse` 传递 ``keep_text``\ )。 .. rst-class:: classref-item-separator @@ -170,11 +170,11 @@ JSON 尝试解析提供的 ``json_text``\ 。 -返回一个 :ref:`Error`\ 。如果解析成功,则它返回 :ref:`@GlobalScope.OK`\ ,并且可以使用 :ref:`data` 检索该结果。如果不成功,请使用 :ref:`get_error_line` 和 :ref:`get_error_message` 来识别失败的原因。 +返回 :ref:`Error`\ 。如果解析成功则返回 :ref:`@GlobalScope.OK`\ ,并且可以使用 :ref:`data` 检索该结果。如果不成功,请使用 :ref:`get_error_line` 和 :ref:`get_error_message` 来识别失败的原因。 -如果想要自定义错误处理,可以使用的 :ref:`parse_string` 的非静态变体。 +如果想要自定义错误处理,可以使用的 :ref:`parse_string` 的非静态版本。 -可选的 ``keep_text`` 参数指示该解析器保留一份原始文本的副本。该文本稍后可以使用 :ref:`get_parsed_text` 函数获取,并在保存资源时使用(而不是从 :ref:`data` 生成新文本)。 +可选的 ``keep_text`` 参数会让解析器保留原始文本的副本。该文本稍后可以使用 :ref:`get_parsed_text` 函数获取,并在保存资源时使用(而不是从 :ref:`data` 生成新文本)。 .. rst-class:: classref-item-separator @@ -204,7 +204,7 @@ JSON \ **注意:**\ 如果 ``full_precision`` 为 ``true``\ ,则在字符串化浮点数时,除可靠数字外,还将对不可靠数字进行字符串化,以保证准确解码。 -\ ``indent`` 参数控制是否缩进以及如何缩进,用于输出该参数的字符串时应该有缩进的地方,甚至可以使用空格 ``" "``\ 。\ ``\t`` 和 ``\n`` 可用于制表符缩进,或分别为每个缩进换行。 +\ ``indent`` 参数控制是否缩进以及如何缩进,输出时应该有缩进的地方会用到它的值。甚至可以使用空格 ``" "`` 缩进。\ ``\t`` 和 ``\n`` 可用于制表符缩进,或分别为每个缩进换行。 \ **示例输出:**\ diff --git a/classes/zh_CN/class_jsonrpc.rst b/classes/zh_CN/class_jsonrpc.rst index 7471f0c320..d87514c9ba 100644 --- a/classes/zh_CN/class_jsonrpc.rst +++ b/classes/zh_CN/class_jsonrpc.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/JSONRPC.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/JSONRPC.xml. .. _class_JSONRPC: diff --git a/classes/zh_CN/class_kinematiccollision2d.rst b/classes/zh_CN/class_kinematiccollision2d.rst index e9aee0c8c6..957e02ab57 100644 --- a/classes/zh_CN/class_kinematiccollision2d.rst +++ b/classes/zh_CN/class_kinematiccollision2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/KinematicCollision2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/KinematicCollision2D.xml. .. _class_KinematicCollision2D: diff --git a/classes/zh_CN/class_kinematiccollision3d.rst b/classes/zh_CN/class_kinematiccollision3d.rst index 940322693c..eadf2db490 100644 --- a/classes/zh_CN/class_kinematiccollision3d.rst +++ b/classes/zh_CN/class_kinematiccollision3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/KinematicCollision3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/KinematicCollision3D.xml. .. _class_KinematicCollision3D: diff --git a/classes/zh_CN/class_label.rst b/classes/zh_CN/class_label.rst index eb6637a38c..7afd3c43a2 100644 --- a/classes/zh_CN/class_label.rst +++ b/classes/zh_CN/class_label.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Label.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Label.xml. .. _class_Label: diff --git a/classes/zh_CN/class_label3d.rst b/classes/zh_CN/class_label3d.rst index e4b05e3e5f..68c75ec16c 100644 --- a/classes/zh_CN/class_label3d.rst +++ b/classes/zh_CN/class_label3d.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Label3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Label3D.xml. .. _class_Label3D: diff --git a/classes/zh_CN/class_labelsettings.rst b/classes/zh_CN/class_labelsettings.rst index e375a3f981..a31433bdef 100644 --- a/classes/zh_CN/class_labelsettings.rst +++ b/classes/zh_CN/class_labelsettings.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/LabelSettings.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/LabelSettings.xml. .. _class_LabelSettings: diff --git a/classes/zh_CN/class_light2d.rst b/classes/zh_CN/class_light2d.rst index 8c8c2b3671..5a2b85c05d 100644 --- a/classes/zh_CN/class_light2d.rst +++ b/classes/zh_CN/class_light2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Light2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Light2D.xml. .. _class_Light2D: diff --git a/classes/zh_CN/class_light3d.rst b/classes/zh_CN/class_light3d.rst index e54d42bf75..4c33ab3c71 100644 --- a/classes/zh_CN/class_light3d.rst +++ b/classes/zh_CN/class_light3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Light3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Light3D.xml. .. _class_Light3D: diff --git a/classes/zh_CN/class_lightmapgi.rst b/classes/zh_CN/class_lightmapgi.rst index db8e3a35f9..ec621995b9 100644 --- a/classes/zh_CN/class_lightmapgi.rst +++ b/classes/zh_CN/class_lightmapgi.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/LightmapGI.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/LightmapGI.xml. .. _class_LightmapGI: @@ -279,7 +279,7 @@ enum **BakeError**: :ref:`🔗` :ref:`BakeError` **BAKE_ERROR_LIGHTMAP_TOO_SMALL** = ``10`` -Lightmap baking failed as the lightmap is too small. +由于光照贴图太小,光照贴图烘焙失败。 .. _class_LightmapGI_constant_BAKE_ERROR_ATLAS_TOO_SMALL: @@ -287,7 +287,7 @@ Lightmap baking failed as the lightmap is too small. :ref:`BakeError` **BAKE_ERROR_ATLAS_TOO_SMALL** = ``11`` -Lightmap baking failed as the lightmap was unable to fit into an atlas. +由于光照贴图无法放入图集,因此光照贴图烘焙失败。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_lightmapgidata.rst b/classes/zh_CN/class_lightmapgidata.rst index 1a8d947517..ee9d561781 100644 --- a/classes/zh_CN/class_lightmapgidata.rst +++ b/classes/zh_CN/class_lightmapgidata.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/LightmapGIData.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/LightmapGIData.xml. .. _class_LightmapGIData: diff --git a/classes/zh_CN/class_lightmapper.rst b/classes/zh_CN/class_lightmapper.rst index 67919b3e56..74c384432c 100644 --- a/classes/zh_CN/class_lightmapper.rst +++ b/classes/zh_CN/class_lightmapper.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Lightmapper.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Lightmapper.xml. .. _class_Lightmapper: diff --git a/classes/zh_CN/class_lightmapperrd.rst b/classes/zh_CN/class_lightmapperrd.rst index c4a26e5bc5..c7919edcc8 100644 --- a/classes/zh_CN/class_lightmapperrd.rst +++ b/classes/zh_CN/class_lightmapperrd.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/LightmapperRD.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/LightmapperRD.xml. .. _class_LightmapperRD: diff --git a/classes/zh_CN/class_lightmapprobe.rst b/classes/zh_CN/class_lightmapprobe.rst index 72b7babce7..80b517acdb 100644 --- a/classes/zh_CN/class_lightmapprobe.rst +++ b/classes/zh_CN/class_lightmapprobe.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/LightmapProbe.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/LightmapProbe.xml. .. _class_LightmapProbe: @@ -19,11 +19,11 @@ LightmapProbe 描述 ---- -**LightmapProbe** represents the position of a single manually placed probe for dynamic object lighting with :ref:`LightmapGI`. Lightmap probes affect the lighting of :ref:`GeometryInstance3D`-derived nodes that have their :ref:`GeometryInstance3D.gi_mode` set to :ref:`GeometryInstance3D.GI_MODE_DYNAMIC`. +**LightmapProbe** 表示单个手动放置探针的位置,用于使用 :ref:`LightmapGI` 进行动态物体照明。光照贴图探针会影响某些 :ref:`GeometryInstance3D` 派生节点的照明,这些节点的 :ref:`GeometryInstance3D.gi_mode` 被设置为 :ref:`GeometryInstance3D.GI_MODE_DYNAMIC`\ 。 -Typically, :ref:`LightmapGI` probes are placed automatically by setting :ref:`LightmapGI.generate_probes_subdiv` to a value other than :ref:`LightmapGI.GENERATE_PROBES_DISABLED`. By creating **LightmapProbe** nodes before baking lightmaps, you can add more probes in specific areas for greater detail, or disable automatic generation and rely only on manually placed probes instead. +通常,通过将 :ref:`LightmapGI.generate_probes_subdiv` 设置为 :ref:`LightmapGI.GENERATE_PROBES_DISABLED` 以外的值,来自动放置 :ref:`LightmapGI` 探针。通过在烘焙光照贴图之前创建 **LightmapProbe** 节点,你可以在特定区域,添加更多探针以获得更多细节,或者禁用自动生成、并仅依赖手动放置的探针。 -\ **Note:** **LightmapProbe** nodes that are placed after baking lightmaps are ignored by dynamic objects. You must bake lightmaps again after creating or modifying **LightmapProbe**\ s for the probes to be effective. +\ **注意:**\ 烘焙光照贴图后放置的 **LightmapProbe** 节点会被动态对象忽略。必须在创建或修改 **LightmapProbe** 后再次烘焙光照贴图,以使探针生效。 .. |virtual| replace:: :abbr:`virtual (本方法通常需要用户覆盖才能生效。)` .. |const| replace:: :abbr:`const (本方法无副作用,不会修改该实例的任何成员变量。)` diff --git a/classes/zh_CN/class_lightoccluder2d.rst b/classes/zh_CN/class_lightoccluder2d.rst index 442fbbddfd..ca0172569b 100644 --- a/classes/zh_CN/class_lightoccluder2d.rst +++ b/classes/zh_CN/class_lightoccluder2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/LightOccluder2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/LightOccluder2D.xml. .. _class_LightOccluder2D: diff --git a/classes/zh_CN/class_line2d.rst b/classes/zh_CN/class_line2d.rst index 49d6bcb836..9977b99696 100644 --- a/classes/zh_CN/class_line2d.rst +++ b/classes/zh_CN/class_line2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Line2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Line2D.xml. .. _class_Line2D: diff --git a/classes/zh_CN/class_lineedit.rst b/classes/zh_CN/class_lineedit.rst index 3b4d28ebb8..33f3c36cd4 100644 --- a/classes/zh_CN/class_lineedit.rst +++ b/classes/zh_CN/class_lineedit.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/LineEdit.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/LineEdit.xml. .. _class_LineEdit: diff --git a/classes/zh_CN/class_linkbutton.rst b/classes/zh_CN/class_linkbutton.rst index b4fb728b6a..bb6c2effc0 100644 --- a/classes/zh_CN/class_linkbutton.rst +++ b/classes/zh_CN/class_linkbutton.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/LinkButton.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/LinkButton.xml. .. _class_LinkButton: diff --git a/classes/zh_CN/class_mainloop.rst b/classes/zh_CN/class_mainloop.rst index f4c4149b27..87cc9415cb 100644 --- a/classes/zh_CN/class_mainloop.rst +++ b/classes/zh_CN/class_mainloop.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/MainLoop.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/MainLoop.xml. .. _class_MainLoop: diff --git a/classes/zh_CN/class_margincontainer.rst b/classes/zh_CN/class_margincontainer.rst index 68f8a5ab41..2eb9a710cf 100644 --- a/classes/zh_CN/class_margincontainer.rst +++ b/classes/zh_CN/class_margincontainer.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/MarginContainer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/MarginContainer.xml. .. _class_MarginContainer: diff --git a/classes/zh_CN/class_marker2d.rst b/classes/zh_CN/class_marker2d.rst index 85d083a0f8..45d39afe0f 100644 --- a/classes/zh_CN/class_marker2d.rst +++ b/classes/zh_CN/class_marker2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Marker2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Marker2D.xml. .. _class_Marker2D: diff --git a/classes/zh_CN/class_marker3d.rst b/classes/zh_CN/class_marker3d.rst index 79cfdb9cdf..0c9b2494cb 100644 --- a/classes/zh_CN/class_marker3d.rst +++ b/classes/zh_CN/class_marker3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Marker3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Marker3D.xml. .. _class_Marker3D: diff --git a/classes/zh_CN/class_marshalls.rst b/classes/zh_CN/class_marshalls.rst index a9e338f6a2..827a61e11f 100644 --- a/classes/zh_CN/class_marshalls.rst +++ b/classes/zh_CN/class_marshalls.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Marshalls.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Marshalls.xml. .. _class_Marshalls: diff --git a/classes/zh_CN/class_material.rst b/classes/zh_CN/class_material.rst index 0043d19a2f..b2f4af4cc9 100644 --- a/classes/zh_CN/class_material.rst +++ b/classes/zh_CN/class_material.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Material.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Material.xml. .. _class_Material: diff --git a/classes/zh_CN/class_menubar.rst b/classes/zh_CN/class_menubar.rst index 63c7d95785..505a8b79c4 100644 --- a/classes/zh_CN/class_menubar.rst +++ b/classes/zh_CN/class_menubar.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/MenuBar.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/MenuBar.xml. .. _class_MenuBar: diff --git a/classes/zh_CN/class_menubutton.rst b/classes/zh_CN/class_menubutton.rst index 18fa8cdf7c..03b3a3d6a7 100644 --- a/classes/zh_CN/class_menubutton.rst +++ b/classes/zh_CN/class_menubutton.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/MenuButton.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/MenuButton.xml. .. _class_MenuButton: diff --git a/classes/zh_CN/class_mesh.rst b/classes/zh_CN/class_mesh.rst index 9ad8fcdaeb..f5efeb5f59 100644 --- a/classes/zh_CN/class_mesh.rst +++ b/classes/zh_CN/class_mesh.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Mesh.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Mesh.xml. .. _class_Mesh: @@ -189,9 +189,9 @@ enum **ArrayType**: :ref:`🔗` :ref:`ArrayType` **ARRAY_NORMAL** = ``1`` -:ref:`PackedVector3Array` of vertex normals. +顶点法线的 :ref:`PackedVector3Array`\ 。 -\ **Note:** The array has to consist of normal vectors, otherwise they will be normalized by the engine, potentially causing visual discrepancies. +\ **注意:**\ 数组中存放的应当是归一化的向量,否则引擎会进行归一化,但可能造成显示上的差异。 .. _class_Mesh_constant_ARRAY_TANGENT: diff --git a/classes/zh_CN/class_meshconvexdecompositionsettings.rst b/classes/zh_CN/class_meshconvexdecompositionsettings.rst index 93f3b3fd5d..b5f9ab858d 100644 --- a/classes/zh_CN/class_meshconvexdecompositionsettings.rst +++ b/classes/zh_CN/class_meshconvexdecompositionsettings.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/MeshConvexDecompositionSettings.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/MeshConvexDecompositionSettings.xml. .. _class_MeshConvexDecompositionSettings: diff --git a/classes/zh_CN/class_meshdatatool.rst b/classes/zh_CN/class_meshdatatool.rst index e8f4b3731c..d926052abc 100644 --- a/classes/zh_CN/class_meshdatatool.rst +++ b/classes/zh_CN/class_meshdatatool.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/MeshDataTool.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/MeshDataTool.xml. .. _class_MeshDataTool: diff --git a/classes/zh_CN/class_meshinstance2d.rst b/classes/zh_CN/class_meshinstance2d.rst index 3fc60e603c..578dcf48f5 100644 --- a/classes/zh_CN/class_meshinstance2d.rst +++ b/classes/zh_CN/class_meshinstance2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/MeshInstance2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/MeshInstance2D.xml. .. _class_MeshInstance2D: diff --git a/classes/zh_CN/class_meshinstance3d.rst b/classes/zh_CN/class_meshinstance3d.rst index 5919144d02..8090717172 100644 --- a/classes/zh_CN/class_meshinstance3d.rst +++ b/classes/zh_CN/class_meshinstance3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/MeshInstance3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/MeshInstance3D.xml. .. _class_MeshInstance3D: diff --git a/classes/zh_CN/class_meshlibrary.rst b/classes/zh_CN/class_meshlibrary.rst index 084dc25955..76e172df36 100644 --- a/classes/zh_CN/class_meshlibrary.rst +++ b/classes/zh_CN/class_meshlibrary.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/MeshLibrary.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/MeshLibrary.xml. .. _class_MeshLibrary: diff --git a/classes/zh_CN/class_meshtexture.rst b/classes/zh_CN/class_meshtexture.rst index 61e79495d2..a1f6a8b80d 100644 --- a/classes/zh_CN/class_meshtexture.rst +++ b/classes/zh_CN/class_meshtexture.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/MeshTexture.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/MeshTexture.xml. .. _class_MeshTexture: diff --git a/classes/zh_CN/class_methodtweener.rst b/classes/zh_CN/class_methodtweener.rst index 2c8929b51b..55421c59a3 100644 --- a/classes/zh_CN/class_methodtweener.rst +++ b/classes/zh_CN/class_methodtweener.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/MethodTweener.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/MethodTweener.xml. .. _class_MethodTweener: diff --git a/classes/zh_CN/class_missingnode.rst b/classes/zh_CN/class_missingnode.rst index 13ad8539b5..8b63556263 100644 --- a/classes/zh_CN/class_missingnode.rst +++ b/classes/zh_CN/class_missingnode.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/MissingNode.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/MissingNode.xml. .. _class_MissingNode: diff --git a/classes/zh_CN/class_missingresource.rst b/classes/zh_CN/class_missingresource.rst index f5db0fcf9a..163e7ca34f 100644 --- a/classes/zh_CN/class_missingresource.rst +++ b/classes/zh_CN/class_missingresource.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/MissingResource.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/MissingResource.xml. .. _class_MissingResource: diff --git a/classes/zh_CN/class_mobilevrinterface.rst b/classes/zh_CN/class_mobilevrinterface.rst index 02a064359f..2f775945e4 100644 --- a/classes/zh_CN/class_mobilevrinterface.rst +++ b/classes/zh_CN/class_mobilevrinterface.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/mobile_vr/doc_classes/MobileVRInterface.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/mobile_vr/doc_classes/MobileVRInterface.xml. .. _class_MobileVRInterface: @@ -29,7 +29,7 @@ MobileVRInterface var interface = XRServer.find_interface("Native mobile") if interface and interface.initialize(): - get_viewport().xr = true + get_viewport().use_xr = true .. rst-class:: classref-reftable-group diff --git a/classes/zh_CN/class_moviewriter.rst b/classes/zh_CN/class_moviewriter.rst index ef2470dd50..0a3cc92477 100644 --- a/classes/zh_CN/class_moviewriter.rst +++ b/classes/zh_CN/class_moviewriter.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/MovieWriter.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/MovieWriter.xml. .. _class_MovieWriter: diff --git a/classes/zh_CN/class_multimesh.rst b/classes/zh_CN/class_multimesh.rst index 500b8e8d32..c1290ed628 100644 --- a/classes/zh_CN/class_multimesh.rst +++ b/classes/zh_CN/class_multimesh.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/MultiMesh.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/MultiMesh.xml. .. _class_MultiMesh: @@ -426,6 +426,8 @@ enum **TransformFormat**: :ref:`🔗` 设置一个特定实例的颜色,通过\ *乘以*\ 该网格的现有顶点颜色来设置。这允许每个实例使用不同的颜色。 +\ **注意:**\ 各分量在 Forward+ 和 Mobile 渲染方法中都是使用 32 位存储的,而在 Compatibility 渲染方法中则为 16 位。 + 要使颜色生效,请确保该 **MultiMesh** 上的 :ref:`use_colors` 为 ``true``\ ,并且材质上的 :ref:`BaseMaterial3D.vertex_color_use_as_albedo` 为 ``true``\ 。如果打算设置绝对颜色而不是着色,请确保材质的反照率颜色被设置为纯白色 (``Color(1, 1, 1)``)。 .. rst-class:: classref-item-separator @@ -440,6 +442,8 @@ enum **TransformFormat**: :ref:`🔗` 为特定的实例设置自定义数据。\ ``custom_data`` 是一个 :ref:`Color` 类型,仅为了包含 4 个浮点数。 +\ **注意:**\ 各个数字在 Forward+ 和 Mobile 渲染方法中都是使用 32 位存储的,而在 Compatibility 渲染方法中则为 16 位。 + 对于要使用的自定义数据,请确保 :ref:`use_custom_data` 为 ``true``\ 。 必须使用 ``INSTANCE_CUSTOM`` 在自定义着色器中,手动访问该自定义实例数据。 diff --git a/classes/zh_CN/class_multimeshinstance2d.rst b/classes/zh_CN/class_multimeshinstance2d.rst index a4e59f9abc..cc2b09cb22 100644 --- a/classes/zh_CN/class_multimeshinstance2d.rst +++ b/classes/zh_CN/class_multimeshinstance2d.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/MultiMeshInstance2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/MultiMeshInstance2D.xml. .. _class_MultiMeshInstance2D: diff --git a/classes/zh_CN/class_multimeshinstance3d.rst b/classes/zh_CN/class_multimeshinstance3d.rst index 3c1015b610..f00f1a3b3e 100644 --- a/classes/zh_CN/class_multimeshinstance3d.rst +++ b/classes/zh_CN/class_multimeshinstance3d.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/MultiMeshInstance3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/MultiMeshInstance3D.xml. .. _class_MultiMeshInstance3D: diff --git a/classes/zh_CN/class_multiplayerapi.rst b/classes/zh_CN/class_multiplayerapi.rst index cfb54a78e1..0f127bb959 100644 --- a/classes/zh_CN/class_multiplayerapi.rst +++ b/classes/zh_CN/class_multiplayerapi.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/MultiplayerAPI.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/MultiplayerAPI.xml. .. _class_MultiplayerAPI: diff --git a/classes/zh_CN/class_multiplayerapiextension.rst b/classes/zh_CN/class_multiplayerapiextension.rst index a09aacb7a5..7ebcd0df2b 100644 --- a/classes/zh_CN/class_multiplayerapiextension.rst +++ b/classes/zh_CN/class_multiplayerapiextension.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/MultiplayerAPIExtension.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/MultiplayerAPIExtension.xml. .. _class_MultiplayerAPIExtension: diff --git a/classes/zh_CN/class_multiplayerpeer.rst b/classes/zh_CN/class_multiplayerpeer.rst index 43187cd5c9..4902bf8e86 100644 --- a/classes/zh_CN/class_multiplayerpeer.rst +++ b/classes/zh_CN/class_multiplayerpeer.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/MultiplayerPeer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/MultiplayerPeer.xml. .. _class_MultiplayerPeer: diff --git a/classes/zh_CN/class_multiplayerpeerextension.rst b/classes/zh_CN/class_multiplayerpeerextension.rst index 282448cdd7..6210acfcc8 100644 --- a/classes/zh_CN/class_multiplayerpeerextension.rst +++ b/classes/zh_CN/class_multiplayerpeerextension.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/MultiplayerPeerExtension.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/MultiplayerPeerExtension.xml. .. _class_MultiplayerPeerExtension: diff --git a/classes/zh_CN/class_multiplayerspawner.rst b/classes/zh_CN/class_multiplayerspawner.rst index 7692811534..f09bda9892 100644 --- a/classes/zh_CN/class_multiplayerspawner.rst +++ b/classes/zh_CN/class_multiplayerspawner.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/multiplayer/doc_classes/MultiplayerSpawner.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/multiplayer/doc_classes/MultiplayerSpawner.xml. .. _class_MultiplayerSpawner: @@ -113,7 +113,7 @@ MultiplayerSpawner - |void| **set_spawn_function**\ (\ value\: :ref:`Callable`\ ) - :ref:`Callable` **get_spawn_function**\ (\ ) -当每个自定义 :ref:`spawn` 被授权端请求时,在所有对等体上调用的方法。将接收 ``data`` 参数,并且应该返回一个不在场景树中的 :ref:`Node`\ 。 +当自定义 :ref:`spawn` 被授权端请求时,在所有对等体上调用的方法。将接收 ``data`` 参数,并且应该返回一个不在场景树中的 :ref:`Node`\ 。 \ **注意:**\ 返回的节点\ **不**\ 应该用 :ref:`Node.add_child` 添加到场景中。这是自动完成的。 diff --git a/classes/zh_CN/class_multiplayersynchronizer.rst b/classes/zh_CN/class_multiplayersynchronizer.rst index 0e4c031d06..722b39f6fc 100644 --- a/classes/zh_CN/class_multiplayersynchronizer.rst +++ b/classes/zh_CN/class_multiplayersynchronizer.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/multiplayer/doc_classes/MultiplayerSynchronizer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/multiplayer/doc_classes/MultiplayerSynchronizer.xml. .. _class_MultiplayerSynchronizer: diff --git a/classes/zh_CN/class_mutex.rst b/classes/zh_CN/class_mutex.rst index 7e0da2630d..dc0aa4f6b8 100644 --- a/classes/zh_CN/class_mutex.rst +++ b/classes/zh_CN/class_mutex.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Mutex.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Mutex.xml. .. _class_Mutex: diff --git a/classes/zh_CN/class_nativemenu.rst b/classes/zh_CN/class_nativemenu.rst index e298347811..3b97e7b460 100644 --- a/classes/zh_CN/class_nativemenu.rst +++ b/classes/zh_CN/class_nativemenu.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/NativeMenu.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/NativeMenu.xml. .. _class_NativeMenu: diff --git a/classes/zh_CN/class_navigationagent2d.rst b/classes/zh_CN/class_navigationagent2d.rst index 957b43e863..3cd2fade8a 100644 --- a/classes/zh_CN/class_navigationagent2d.rst +++ b/classes/zh_CN/class_navigationagent2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/NavigationAgent2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/NavigationAgent2D.xml. .. _class_NavigationAgent2D: diff --git a/classes/zh_CN/class_navigationagent3d.rst b/classes/zh_CN/class_navigationagent3d.rst index b96409e777..cc74185bdb 100644 --- a/classes/zh_CN/class_navigationagent3d.rst +++ b/classes/zh_CN/class_navigationagent3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/NavigationAgent3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/NavigationAgent3D.xml. .. _class_NavigationAgent3D: diff --git a/classes/zh_CN/class_navigationlink2d.rst b/classes/zh_CN/class_navigationlink2d.rst index 323d99f6ff..2eeb170e3d 100644 --- a/classes/zh_CN/class_navigationlink2d.rst +++ b/classes/zh_CN/class_navigationlink2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/NavigationLink2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/NavigationLink2D.xml. .. _class_NavigationLink2D: @@ -69,6 +69,8 @@ NavigationLink2D +-------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`get_navigation_layer_value`\ (\ layer_number\: :ref:`int`\ ) |const| | +-------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ + | :ref:`RID` | :ref:`get_navigation_map`\ (\ ) |const| | + +-------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`RID` | :ref:`get_rid`\ (\ ) |const| | +-------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | |void| | :ref:`set_global_end_position`\ (\ position\: :ref:`Vector2`\ ) | @@ -77,6 +79,8 @@ NavigationLink2D +-------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | |void| | :ref:`set_navigation_layer_value`\ (\ layer_number\: :ref:`int`, value\: :ref:`bool`\ ) | +-------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ + | |void| | :ref:`set_navigation_map`\ (\ navigation_map\: :ref:`RID`\ ) | + +-------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ .. rst-class:: classref-section-separator @@ -255,6 +259,18 @@ NavigationLink2D ---- +.. _class_NavigationLink2D_method_get_navigation_map: + +.. rst-class:: classref-method + +:ref:`RID` **get_navigation_map**\ (\ ) |const| :ref:`🔗` + +返回该链接使用的当前导航地图 :ref:`RID`\ 。 + +.. rst-class:: classref-item-separator + +---- + .. _class_NavigationLink2D_method_get_rid: .. rst-class:: classref-method @@ -299,6 +315,18 @@ NavigationLink2D 根据 ``value``\ ,启用或禁用 :ref:`navigation_layers` 位掩码中指定的层,给定的 ``layer_number`` 应在 1 和 32 之间。 +.. rst-class:: classref-item-separator + +---- + +.. _class_NavigationLink2D_method_set_navigation_map: + +.. rst-class:: classref-method + +|void| **set_navigation_map**\ (\ navigation_map\: :ref:`RID`\ ) :ref:`🔗` + +设置该链接应使用的导航地图的 :ref:`RID`\ 。默认情况下,该链接会自动加入 :ref:`World2D` 默认导航地图,因此该函数只需要覆盖默认地图即可。 + .. |virtual| replace:: :abbr:`virtual (本方法通常需要用户覆盖才能生效。)` .. |const| replace:: :abbr:`const (本方法无副作用,不会修改该实例的任何成员变量。)` .. |vararg| replace:: :abbr:`vararg (本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。)` diff --git a/classes/zh_CN/class_navigationlink3d.rst b/classes/zh_CN/class_navigationlink3d.rst index 9ed1c31b79..294ec84d13 100644 --- a/classes/zh_CN/class_navigationlink3d.rst +++ b/classes/zh_CN/class_navigationlink3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/NavigationLink3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/NavigationLink3D.xml. .. _class_NavigationLink3D: @@ -69,6 +69,8 @@ NavigationLink3D +-------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`get_navigation_layer_value`\ (\ layer_number\: :ref:`int`\ ) |const| | +-------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ + | :ref:`RID` | :ref:`get_navigation_map`\ (\ ) |const| | + +-------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`RID` | :ref:`get_rid`\ (\ ) |const| | +-------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | |void| | :ref:`set_global_end_position`\ (\ position\: :ref:`Vector3`\ ) | @@ -77,6 +79,8 @@ NavigationLink3D +-------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | |void| | :ref:`set_navigation_layer_value`\ (\ layer_number\: :ref:`int`, value\: :ref:`bool`\ ) | +-------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ + | |void| | :ref:`set_navigation_map`\ (\ navigation_map\: :ref:`RID`\ ) | + +-------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ .. rst-class:: classref-section-separator @@ -255,6 +259,18 @@ NavigationLink3D ---- +.. _class_NavigationLink3D_method_get_navigation_map: + +.. rst-class:: classref-method + +:ref:`RID` **get_navigation_map**\ (\ ) |const| :ref:`🔗` + +返回该链接使用的当前导航地图 :ref:`RID`\ 。 + +.. rst-class:: classref-item-separator + +---- + .. _class_NavigationLink3D_method_get_rid: .. rst-class:: classref-method @@ -299,6 +315,18 @@ NavigationLink3D 根据 ``value``\ ,启用或禁用 :ref:`navigation_layers` 位掩码中指定的层,给定的 ``layer_number`` 应在 1 和 32 之间。 +.. rst-class:: classref-item-separator + +---- + +.. _class_NavigationLink3D_method_set_navigation_map: + +.. rst-class:: classref-method + +|void| **set_navigation_map**\ (\ navigation_map\: :ref:`RID`\ ) :ref:`🔗` + +设置该链接应使用的导航地图的 :ref:`RID`\ 。默认情况下,该链接会自动加入 :ref:`World3D` 默认导航地图,因此该函数只需要覆盖默认地图即可。 + .. |virtual| replace:: :abbr:`virtual (本方法通常需要用户覆盖才能生效。)` .. |const| replace:: :abbr:`const (本方法无副作用,不会修改该实例的任何成员变量。)` .. |vararg| replace:: :abbr:`vararg (本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。)` diff --git a/classes/zh_CN/class_navigationmesh.rst b/classes/zh_CN/class_navigationmesh.rst index 8b4a86dbc8..9feda7b01d 100644 --- a/classes/zh_CN/class_navigationmesh.rst +++ b/classes/zh_CN/class_navigationmesh.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/NavigationMesh.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/NavigationMesh.xml. .. _class_NavigationMesh: diff --git a/classes/zh_CN/class_navigationmeshgenerator.rst b/classes/zh_CN/class_navigationmeshgenerator.rst index ffff71b1ea..28547caa68 100644 --- a/classes/zh_CN/class_navigationmeshgenerator.rst +++ b/classes/zh_CN/class_navigationmeshgenerator.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/NavigationMeshGenerator.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/NavigationMeshGenerator.xml. .. _class_NavigationMeshGenerator: diff --git a/classes/zh_CN/class_navigationmeshsourcegeometrydata2d.rst b/classes/zh_CN/class_navigationmeshsourcegeometrydata2d.rst index 187756dba8..ff17916e43 100644 --- a/classes/zh_CN/class_navigationmeshsourcegeometrydata2d.rst +++ b/classes/zh_CN/class_navigationmeshsourcegeometrydata2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/NavigationMeshSourceGeometryData2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/NavigationMeshSourceGeometryData2D.xml. .. _class_NavigationMeshSourceGeometryData2D: diff --git a/classes/zh_CN/class_navigationmeshsourcegeometrydata3d.rst b/classes/zh_CN/class_navigationmeshsourcegeometrydata3d.rst index 54687f6073..7eab88c6a3 100644 --- a/classes/zh_CN/class_navigationmeshsourcegeometrydata3d.rst +++ b/classes/zh_CN/class_navigationmeshsourcegeometrydata3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/NavigationMeshSourceGeometryData3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/NavigationMeshSourceGeometryData3D.xml. .. _class_NavigationMeshSourceGeometryData3D: diff --git a/classes/zh_CN/class_navigationobstacle2d.rst b/classes/zh_CN/class_navigationobstacle2d.rst index 6e80da1e9e..08e7f5889d 100644 --- a/classes/zh_CN/class_navigationobstacle2d.rst +++ b/classes/zh_CN/class_navigationobstacle2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/NavigationObstacle2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/NavigationObstacle2D.xml. .. _class_NavigationObstacle2D: diff --git a/classes/zh_CN/class_navigationobstacle3d.rst b/classes/zh_CN/class_navigationobstacle3d.rst index e226013ddc..7f8ac6fba4 100644 --- a/classes/zh_CN/class_navigationobstacle3d.rst +++ b/classes/zh_CN/class_navigationobstacle3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/NavigationObstacle3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/NavigationObstacle3D.xml. .. _class_NavigationObstacle3D: diff --git a/classes/zh_CN/class_navigationpathqueryparameters2d.rst b/classes/zh_CN/class_navigationpathqueryparameters2d.rst index 18406a45f2..320e2bd6cd 100644 --- a/classes/zh_CN/class_navigationpathqueryparameters2d.rst +++ b/classes/zh_CN/class_navigationpathqueryparameters2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/NavigationPathQueryParameters2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/NavigationPathQueryParameters2D.xml. .. _class_NavigationPathQueryParameters2D: diff --git a/classes/zh_CN/class_navigationpathqueryparameters3d.rst b/classes/zh_CN/class_navigationpathqueryparameters3d.rst index bce9f47a3c..dbd1235d98 100644 --- a/classes/zh_CN/class_navigationpathqueryparameters3d.rst +++ b/classes/zh_CN/class_navigationpathqueryparameters3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/NavigationPathQueryParameters3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/NavigationPathQueryParameters3D.xml. .. _class_NavigationPathQueryParameters3D: diff --git a/classes/zh_CN/class_navigationpathqueryresult2d.rst b/classes/zh_CN/class_navigationpathqueryresult2d.rst index 7ead3517d1..e2248fee2a 100644 --- a/classes/zh_CN/class_navigationpathqueryresult2d.rst +++ b/classes/zh_CN/class_navigationpathqueryresult2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/NavigationPathQueryResult2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/NavigationPathQueryResult2D.xml. .. _class_NavigationPathQueryResult2D: diff --git a/classes/zh_CN/class_navigationpathqueryresult3d.rst b/classes/zh_CN/class_navigationpathqueryresult3d.rst index d31f339054..a17e4cd33f 100644 --- a/classes/zh_CN/class_navigationpathqueryresult3d.rst +++ b/classes/zh_CN/class_navigationpathqueryresult3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/NavigationPathQueryResult3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/NavigationPathQueryResult3D.xml. .. _class_NavigationPathQueryResult3D: diff --git a/classes/zh_CN/class_navigationpolygon.rst b/classes/zh_CN/class_navigationpolygon.rst index 5d7926391e..547b2b69c1 100644 --- a/classes/zh_CN/class_navigationpolygon.rst +++ b/classes/zh_CN/class_navigationpolygon.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/NavigationPolygon.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/NavigationPolygon.xml. .. _class_NavigationPolygon: diff --git a/classes/zh_CN/class_navigationregion2d.rst b/classes/zh_CN/class_navigationregion2d.rst index 3d1281428e..e1b642df34 100644 --- a/classes/zh_CN/class_navigationregion2d.rst +++ b/classes/zh_CN/class_navigationregion2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/NavigationRegion2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/NavigationRegion2D.xml. .. _class_NavigationRegion2D: diff --git a/classes/zh_CN/class_navigationregion3d.rst b/classes/zh_CN/class_navigationregion3d.rst index 20c7a67238..bb4a7928d6 100644 --- a/classes/zh_CN/class_navigationregion3d.rst +++ b/classes/zh_CN/class_navigationregion3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/NavigationRegion3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/NavigationRegion3D.xml. .. _class_NavigationRegion3D: diff --git a/classes/zh_CN/class_navigationserver2d.rst b/classes/zh_CN/class_navigationserver2d.rst index afcde90ede..409a6148f4 100644 --- a/classes/zh_CN/class_navigationserver2d.rst +++ b/classes/zh_CN/class_navigationserver2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/NavigationServer2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/NavigationServer2D.xml. .. _class_NavigationServer2D: diff --git a/classes/zh_CN/class_navigationserver3d.rst b/classes/zh_CN/class_navigationserver3d.rst index e395519108..f6f27f9589 100644 --- a/classes/zh_CN/class_navigationserver3d.rst +++ b/classes/zh_CN/class_navigationserver3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/NavigationServer3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/NavigationServer3D.xml. .. _class_NavigationServer3D: diff --git a/classes/zh_CN/class_ninepatchrect.rst b/classes/zh_CN/class_ninepatchrect.rst index 88cbe488ba..71158c3401 100644 --- a/classes/zh_CN/class_ninepatchrect.rst +++ b/classes/zh_CN/class_ninepatchrect.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/NinePatchRect.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/NinePatchRect.xml. .. _class_NinePatchRect: diff --git a/classes/zh_CN/class_node.rst b/classes/zh_CN/class_node.rst index 4adb373a38..a8907493be 100644 --- a/classes/zh_CN/class_node.rst +++ b/classes/zh_CN/class_node.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Node.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Node.xml. .. _class_Node: @@ -21,7 +21,7 @@ Node 描述 ---- -节点是 Godot 的构建模块。它们可以被指定为另一个节点的子节点,从而形成树状排列。一个给定的节点可以包含任意数量的节点作为子节点,要求所有的兄弟节点(即该节点的直接子节点)的名字唯一。 +节点是 Godot 的构建模块。它们可以被指定为另一个节点的子节点,从而形成树状排列。一个给定的节点可以包含任意数量的节点作为子节点,要求所有同级节点(即该节点的直接子节点)的名字唯一。 节点树被称为\ *场景*\ 。场景可以被保存到磁盘上,然后被实例化到其他场景中。这使得 Godot 项目的架构和数据模型具有非常高的灵活性。 @@ -658,7 +658,7 @@ enum **InternalMode**: :ref:`🔗` :ref:`InternalMode` **INTERNAL_MODE_FRONT** = ``1`` -该节点将被放置在父节点的子节点开头,位于所有非内部兄弟节点之前。 +该节点将被放置在父节点的子节点开头,位于所有非内部同级节点之前。 .. _class_Node_constant_INTERNAL_MODE_BACK: @@ -666,7 +666,7 @@ enum **InternalMode**: :ref:`🔗` :ref:`InternalMode` **INTERNAL_MODE_BACK** = ``2`` -该节点将被放置在父节点的子节点末尾,位于所有非内部兄弟节点之后。 +该节点将被放置在父节点的子节点末尾,位于所有非内部同级节点之后。 .. rst-class:: classref-item-separator @@ -969,9 +969,9 @@ enum **AutoTranslateMode**: :ref:`🔗` **NOTIFICATION_WM_GO_BACK_REQUEST** = ``1007`` :ref:`🔗` -Notification received from the OS when a go back request is sent (e.g. pressing the "Back" button on Android). +当一个返回请求发出时,从操作系统收到的通知(例如在 Android 系统上按下“返回”按钮)。 -Implemented only on Android. +仅在 Android 上实现。 .. _class_Node_constant_NOTIFICATION_WM_SIZE_CHANGED: @@ -1585,7 +1585,7 @@ Implemented only on Android. 将 ``node`` 添加为子节点。节点可以有任意数量的子节点,但子节点的名称必须唯一。删除父节点时会自动删除子节点,因此可以通过删除最顶层的节点来删除整个场景。 -如果 ``force_readable_name`` 为 ``true``\ ,则将提高所添加的 ``node`` 的可读性。如果尚未命名,\ ``node`` 将重命名为它的类型,如果存在 :ref:`name` 相同的兄弟节点,则会添加合适的数字后缀。这个操作很慢。因此,建议将其保留为 ``false``\ ,在这两种情况下会分配包含 ``@`` 的虚设名称。 +如果 ``force_readable_name`` 为 ``true``\ ,则将提高所添加的 ``node`` 的可读性。如果尚未命名,\ ``node`` 将重命名为它的类型,如果存在 :ref:`name` 相同的同级节点,则会添加合适的数字后缀。这个操作很慢。因此,建议将其保留为 ``false``\ ,在这两种情况下会分配包含 ``@`` 的虚设名称。 如果 ``internal`` 不同于 :ref:`INTERNAL_MODE_DISABLED`\ ,则该子节点将被添加为内部节点。\ :ref:`get_children` 等方法会忽略这些节点,除非它们的参数 ``include_internal`` 为 ``true``\ 。这种功能的设计初衷是对用户隐藏内部节点,这样用户就不会意外删除或修改这些节点。部分 GUI 节点会使用这个功能,例如 :ref:`ColorPicker`\ 。可用的模式见 :ref:`InternalMode`\ 。 diff --git a/classes/zh_CN/class_node2d.rst b/classes/zh_CN/class_node2d.rst index c783e1065b..b036cb1eaf 100644 --- a/classes/zh_CN/class_node2d.rst +++ b/classes/zh_CN/class_node2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Node2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Node2D.xml. .. _class_Node2D: diff --git a/classes/zh_CN/class_node3d.rst b/classes/zh_CN/class_node3d.rst index c46798229f..be9a9cb769 100644 --- a/classes/zh_CN/class_node3d.rst +++ b/classes/zh_CN/class_node3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Node3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Node3D.xml. .. _class_Node3D: @@ -293,7 +293,7 @@ enum **RotationEditMode**: :ref:`🔗` - |void| **set_basis**\ (\ value\: :ref:`Basis`\ ) - :ref:`Basis` **get_basis**\ (\ ) -:ref:`transform` 属性的基。代表该节点的旋转、缩放、切变。 +:ref:`transform` 属性的基。代表该节点的旋转、缩放、倾斜。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_node3dgizmo.rst b/classes/zh_CN/class_node3dgizmo.rst index e17009c811..157116afd9 100644 --- a/classes/zh_CN/class_node3dgizmo.rst +++ b/classes/zh_CN/class_node3dgizmo.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Node3DGizmo.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Node3DGizmo.xml. .. _class_Node3DGizmo: diff --git a/classes/zh_CN/class_nodepath.rst b/classes/zh_CN/class_nodepath.rst index fc7c81bd09..c9bb01a71b 100644 --- a/classes/zh_CN/class_nodepath.rst +++ b/classes/zh_CN/class_nodepath.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/NodePath.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/NodePath.xml. .. _class_NodePath: @@ -17,47 +17,47 @@ NodePath 描述 ---- -The **NodePath** built-in :ref:`Variant` type represents a path to a node or property in a hierarchy of nodes. It is designed to be efficiently passed into many built-in methods (such as :ref:`Node.get_node`, :ref:`Object.set_indexed`, :ref:`Tween.tween_property`, etc.) without a hard dependence on the node or property they point to. +**NodePath** 即“节点路径”,是一种内置的 :ref:`Variant` 类型,代表节点层次结构中指向某个节点或属性的路径。可以用来将路径高效地传递给许多内置方法(例如 :ref:`Node.get_node`\ 、\ :ref:`Object.set_indexed`\ 、\ :ref:`Tween.tween_property` 等),实现与被指向的节点或属性的解耦。 -A node path is represented as a :ref:`String` composed of slash-separated (``/``) node names and colon-separated (``:``) property names (also called "subnames"). Similar to a filesystem path, ``".."`` and ``"."`` are special node names. They refer to the parent node and the current node, respectively. +节点的路径可以用 :ref:`String` 来表示,其中包含了由斜杠(\ ``/``\ )分隔的节点名称以及由英文冒号(\ ``:``\ )分隔的属性名称(也叫“子名称”)。与文件系统路径类似,\ ``".."`` 和 ``"."`` 都是特殊的节点名称,分别指向父节点和当前节点。 -The following examples are paths relative to the current node: +以下示例都是相对于当前节点的路径: :: - ^"A" # Points to the direct child A. - ^"A/B" # Points to A's child B. - ^"." # Points to the current node. - ^".." # Points to the parent node. - ^"../C" # Points to the sibling node C. - ^"../.." # Points to the grandparent node. + ^"A" # 指向直接子节点 A。 + ^"A/B" # 指向 A 的子节点 B。 + ^"." # 指向当前节点。 + ^".." # 指向父节点。 + ^"../C" # 指向同级节点 C。 + ^"../.." # 指向祖父节点。 -A leading slash means the path is absolute, and begins from the :ref:`SceneTree`: +以斜杠开头的路径是绝对路径,路径从 :ref:`SceneTree` 开始: :: - ^"/root" # Points to the SceneTree's root Window. - ^"/root/Title" # May point to the main scene's root node named "Title". - ^"/root/Global" # May point to an autoloaded node or scene named "Global". + ^"/root" # 指向 SceneTree 的根 Window。 + ^"/root/Title" # 可能指向主场景的根节点,名叫“Title”。 + ^"/root/Global" # 可能指向名叫“Global”的自动加载节点或场景。 -Despite their name, node paths may also point to a property: +虽然名字里说的是“节点”,但是节点路径也可以指向属性: :: - ^":position" # Points to this object's position. - ^":position:x" # Points to this object's position in the x axis. - ^"Camera3D:rotation:y" # Points to the child Camera3D and its y rotation. - ^"/root:size:x" # Points to the root Window and its width. + ^":position" # 指向该对象的位置。 + ^":position:x" # 指向该对象在 X 轴的位置。 + ^"Camera3D:rotation:y" # 指向 Camera3D 子节点及其 Y 轴旋转。 + ^"/root:size:x" # 指向根 Window 及其宽度。 -In some situations, it's possible to omit the leading ``:`` when pointing to an object's property. As an example, this is the case with :ref:`Object.set_indexed` and :ref:`Tween.tween_property`, as those methods call :ref:`get_as_property_path` under the hood. However, it's generally recommended to keep the ``:`` prefix. +在某些情况下,指向对象属性时可以省略前导 ``:``\ 。例如,\ :ref:`Object.set_indexed` 和 :ref:`Tween.tween_property` 就是这种情况,因为这些方法在后台调用 :ref:`get_as_property_path`\ 。但是,通常建议保留 ``:`` 前缀。 -Node paths cannot check whether they are valid and may point to nodes or properties that do not exist. Their meaning depends entirely on the context in which they're used. +节点路径无法检查自身的有效性,可能指向不存在的节点或属性。具体含义完全由使用场合决定。 -You usually do not have to worry about the **NodePath** type, as strings are automatically converted to the type when necessary. There are still times when defining node paths is useful. For example, exported **NodePath** properties allow you to easily select any node within the currently edited scene. They are also automatically updated when moving, renaming or deleting nodes in the scene tree editor. See also :ref:`@GDScript.@export_node_path`. +通常无需关心 **NodePath** 类型,字符串会在必要时自动转换为这个类型。但在某些情况下也会需要定义节点路径。例如利用导出的 **NodePath** 属性可以很方便地在当前编辑的场景中选择节点。场景树编辑器中节点发生移动、重命名、删除时,节点路径也会自动更新。另见 :ref:`@GDScript.@export_node_path`\ 。 -See also :ref:`StringName`, which is a similar type designed for optimized strings. +另见 :ref:`StringName`\ ,这是一种针对字符串优化的相似的类型。 -\ **Note:** In a boolean context, a **NodePath** will evaluate to ``false`` if it is empty (``NodePath("")``). Otherwise, a **NodePath** will always evaluate to ``true``. +\ **注意:**\ 在布尔环境中,\ **NodePath** 为空时取值为 ``false``\ (\ ``NodePath("")``\ )。否则 **NodePath** 始终为 ``true``\ 。 .. note:: diff --git a/classes/zh_CN/class_noise.rst b/classes/zh_CN/class_noise.rst index 9b3bee1468..aefe011cf4 100644 --- a/classes/zh_CN/class_noise.rst +++ b/classes/zh_CN/class_noise.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/noise/doc_classes/Noise.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/noise/doc_classes/Noise.xml. .. _class_Noise: diff --git a/classes/zh_CN/class_noisetexture2d.rst b/classes/zh_CN/class_noisetexture2d.rst index a4903246cc..aa90c6fc98 100644 --- a/classes/zh_CN/class_noisetexture2d.rst +++ b/classes/zh_CN/class_noisetexture2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/noise/doc_classes/NoiseTexture2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/noise/doc_classes/NoiseTexture2D.xml. .. _class_NoiseTexture2D: diff --git a/classes/zh_CN/class_noisetexture3d.rst b/classes/zh_CN/class_noisetexture3d.rst index 44d0354757..ec8eee944c 100644 --- a/classes/zh_CN/class_noisetexture3d.rst +++ b/classes/zh_CN/class_noisetexture3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/noise/doc_classes/NoiseTexture3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/noise/doc_classes/NoiseTexture3D.xml. .. _class_NoiseTexture3D: diff --git a/classes/zh_CN/class_object.rst b/classes/zh_CN/class_object.rst index 6c885532bf..7cf9d6dda6 100644 --- a/classes/zh_CN/class_object.rst +++ b/classes/zh_CN/class_object.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Object.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Object.xml. .. _class_Object: @@ -19,35 +19,37 @@ Object 描述 ---- -一种高级的 :ref:`Variant` 类型。引擎中的所有类都继承自 Object。每个类都可以定义新的属性、方法或信号,并且这些对所有继承的类都可用。例如,一个 :ref:`Sprite2D` 实例能够调用 :ref:`Node.add_child` 因为它继承自 :ref:`Node`\ 。 +An advanced :ref:`Variant` type. All classes in the engine inherit from Object. Each class may define new properties, methods or signals, which are available to all inheriting classes. For example, a :ref:`Sprite2D` instance is able to call :ref:`Node.add_child` because it inherits from :ref:`Node`. -可以使用 GDScript 中的 ``Object.new()`` 或 C# 中的 ``new GodotObject`` 来创建新实例。 +You can create new instances, using ``Object.new()`` in GDScript, or ``new GodotObject`` in C#. -要删除一个 Object 实例,请调用 :ref:`free`\ 。这对于大多数继承 Object 的类来说是必须的,因为它们本身并不管理内存,如果不调用该方法的话,在不再使用时会造成内存泄漏。有几个类会执行内存管理。例如,\ :ref:`RefCounted`\ (以及扩展的 :ref:`Resource`\ )在不再被引用时删除自身,而 :ref:`Node` 在释放时会删除其子节点。 +To delete an Object instance, call :ref:`free`. This is necessary for most classes inheriting Object, because they do not manage memory on their own, and will otherwise cause memory leaks when no longer in use. There are a few classes that perform memory management. For example, :ref:`RefCounted` (and by extension :ref:`Resource`) deletes itself when no longer referenced, and :ref:`Node` deletes its children when freed. -对象可以附加一个 :ref:`Script`\ 。一旦该 :ref:`Script` 被实例化,它就有效地充当了基类的扩展,允许它定义和继承新的属性、方法和信号。 +Objects can have a :ref:`Script` attached to them. Once the :ref:`Script` is instantiated, it effectively acts as an extension to the base class, allowing it to define and inherit new properties, methods and signals. -在 :ref:`Script` 中,\ :ref:`_get_property_list` 可以被可以重写,以通过多种方式自定义属性。这允许它们对编辑器可用,显示为选项列表,细分为组,保存在磁盘上,等等。脚本语言提供更简单的方式来自定义属性,例如使用 :ref:`@GDScript.@export` 注解。 +Inside a :ref:`Script`, :ref:`_get_property_list` may be overridden to customize properties in several ways. This allows them to be available to the editor, display as lists of options, sub-divide into groups, save on disk, etc. Scripting languages offer easier ways to customize properties, such as with the :ref:`@GDScript.@export` annotation. -Godot 是非常动态的。一个对象的脚本,以及它的属性、方法和信号,都可以在运行时改变。正因为如此,可能会出现这样的情况,例如,一个方法所需的属性可能不存在。为了防止运行时出错,可以参考 :ref:`set`\ 、\ :ref:`get`\ 、\ :ref:`call`\ 、\ :ref:`has_method`\ 、\ :ref:`has_signal` 等方法。请注意,这些方法比直接引用慢\ **得多**\ 。 +Godot is very dynamic. An object's script, and therefore its properties, methods and signals, can be changed at run-time. Because of this, there can be occasions where, for example, a property required by a method may not exist. To prevent run-time errors, see methods such as :ref:`set`, :ref:`get`, :ref:`call`, :ref:`has_method`, :ref:`has_signal`, etc. Note that these methods are **much** slower than direct references. -在 GDScript 中,还可以使用 ``in`` 运算符来检查对象中是否存在给定的属性、方法或信号名称: +In GDScript, you can also check if a given property, method, or signal name exists in an object with the ``in`` operator: :: var node = Node.new() - print("name" in node) # 输出 true - print("get_parent" in node) # 输出 true - print("tree_entered" in node) # 输出 true - print("unknown" in node) # 输出 false + print("name" in node) # Prints true + print("get_parent" in node) # Prints true + print("tree_entered" in node) # Prints true + print("unknown" in node) # Prints false -通知是 :ref:`int` 常量,通常由对象发送和接收。例如,在每个渲染帧上,\ :ref:`SceneTree` 使用 :ref:`Node.NOTIFICATION_PROCESS` 通知树内的节点。节点收到它后,可以调用 :ref:`Node._process` 进行更新。要使用通知,请参阅 :ref:`notification` 和 :ref:`_notification`\ 。 +Notifications are :ref:`int` constants commonly sent and received by objects. For example, on every rendered frame, the :ref:`SceneTree` notifies nodes inside the tree with a :ref:`Node.NOTIFICATION_PROCESS`. The nodes receive it and may call :ref:`Node._process` to update. To make use of notifications, see :ref:`notification` and :ref:`_notification`. -最后,每个对象还可以包含元数据(关于数据的数据)。\ :ref:`set_meta` 可用于存储对象本身不依赖的信息。为了保持代码整洁,不鼓励过度使用元数据。 +Lastly, every object can also contain metadata (data about data). :ref:`set_meta` can be useful to store information that the object itself does not depend on. To keep your code clean, making excessive use of metadata is discouraged. -\ **注意:**\ 与对 :ref:`RefCounted` 的引用不同,对存储在变量中的对象的引用,可能会在未被设置为 ``null`` 的情况下变得无效。要检查对象是否已被删除,请\ *不要*\ 将其与 ``null`` 进行比较。而是使用 :ref:`@GlobalScope.is_instance_valid`\ 。存储数据的类,建议从 :ref:`RefCounted` 继承而不是 **Object**\ 。 +\ **Note:** Unlike references to a :ref:`RefCounted`, references to an object stored in a variable can become invalid without being set to ``null``. To check if an object has been deleted, do *not* compare it against ``null``. Instead, use :ref:`@GlobalScope.is_instance_valid`. It's also recommended to inherit from :ref:`RefCounted` for classes storing data instead of **Object**. -\ **注意:**\ ``script`` 不像大多数属性那样公开。要在代码中设置或获取一个对象的 :ref:`Script`\ ,请分别使用 :ref:`set_script` 和 :ref:`get_script`\ 。 +\ **Note:** The ``script`` is not exposed like most properties. To set or get an object's :ref:`Script` in code, use :ref:`set_script` and :ref:`get_script`, respectively. + +\ **Note:** In a boolean context, an **Object** will evaluate to ``false`` if it is equal to ``null``. Otherwise, an **Object** will always evaluate to ``true``, even if it has been freed. This behavior may change in future releases. See also :ref:`@GlobalScope.is_instance_valid`. .. rst-class:: classref-introduction-group @@ -431,7 +433,7 @@ enum **ConnectFlags**: :ref:`🔗` } } - private List _numbers = new(); + private Godot.Collections.Array _numbers = new(); public override Godot.Collections.Array _GetPropertyList() { @@ -468,7 +470,7 @@ enum **ConnectFlags**: :ref:`🔗` if (propertyName.StartsWith("number_")) { int index = int.Parse(propertyName.Substring("number_".Length)); - numbers[index] = value.As(); + _numbers[index] = value.As(); return true; } return false; @@ -695,7 +697,7 @@ enum **ConnectFlags**: :ref:`🔗` public override void _ValidateProperty(Godot.Collections.Dictionary property) { - if (property["name"].AsStringName() == PropertyName.Number && IsNumberEditable) + if (property["name"].AsStringName() == PropertyName.Number && !IsNumberEditable) { var usage = property["usage"].As() | PropertyUsageFlags.ReadOnly; property["usage"] = (int)usage; @@ -1200,9 +1202,9 @@ enum **ConnectFlags**: :ref:`🔗` :ref:`int` **get_instance_id**\ (\ ) |const| :ref:`🔗` -Returns the object's unique instance ID. This ID can be saved in :ref:`EncodedObjectAsID`, and can be used to retrieve this object instance with :ref:`@GlobalScope.instance_from_id`. +返回该对象的唯一实例 ID。该 ID 可以保存在 :ref:`EncodedObjectAsID` 中,通过 :ref:`@GlobalScope.instance_from_id` 可以检索到对应的对象实例。 -\ **Note:** This ID is only useful during the current session. It won't correspond to a similar object if the ID is sent over a network, or loaded from a file at a later time. +\ **注意:**\ 该 ID 仅在当前会话中有意义:通过网络传输后并不对应相同的对象,隔段时间后从文件中加载亦然。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_occluder3d.rst b/classes/zh_CN/class_occluder3d.rst index f52b6fb81e..7b91134273 100644 --- a/classes/zh_CN/class_occluder3d.rst +++ b/classes/zh_CN/class_occluder3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Occluder3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Occluder3D.xml. .. _class_Occluder3D: diff --git a/classes/zh_CN/class_occluderinstance3d.rst b/classes/zh_CN/class_occluderinstance3d.rst index a346007b98..9f65530dc5 100644 --- a/classes/zh_CN/class_occluderinstance3d.rst +++ b/classes/zh_CN/class_occluderinstance3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/OccluderInstance3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/OccluderInstance3D.xml. .. _class_OccluderInstance3D: diff --git a/classes/zh_CN/class_occluderpolygon2d.rst b/classes/zh_CN/class_occluderpolygon2d.rst index a994d240d2..f76acf3971 100644 --- a/classes/zh_CN/class_occluderpolygon2d.rst +++ b/classes/zh_CN/class_occluderpolygon2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/OccluderPolygon2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/OccluderPolygon2D.xml. .. _class_OccluderPolygon2D: diff --git a/classes/zh_CN/class_offlinemultiplayerpeer.rst b/classes/zh_CN/class_offlinemultiplayerpeer.rst index 3f6ddd635a..c8c1b77067 100644 --- a/classes/zh_CN/class_offlinemultiplayerpeer.rst +++ b/classes/zh_CN/class_offlinemultiplayerpeer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/OfflineMultiplayerPeer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/OfflineMultiplayerPeer.xml. .. _class_OfflineMultiplayerPeer: diff --git a/classes/zh_CN/class_oggpacketsequence.rst b/classes/zh_CN/class_oggpacketsequence.rst index 2c35a54282..643d98c2b8 100644 --- a/classes/zh_CN/class_oggpacketsequence.rst +++ b/classes/zh_CN/class_oggpacketsequence.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/ogg/doc_classes/OggPacketSequence.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/ogg/doc_classes/OggPacketSequence.xml. .. _class_OggPacketSequence: diff --git a/classes/zh_CN/class_oggpacketsequenceplayback.rst b/classes/zh_CN/class_oggpacketsequenceplayback.rst index 17a573c9fa..2a8a30eddf 100644 --- a/classes/zh_CN/class_oggpacketsequenceplayback.rst +++ b/classes/zh_CN/class_oggpacketsequenceplayback.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/ogg/doc_classes/OggPacketSequencePlayback.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/ogg/doc_classes/OggPacketSequencePlayback.xml. .. _class_OggPacketSequencePlayback: diff --git a/classes/zh_CN/class_omnilight3d.rst b/classes/zh_CN/class_omnilight3d.rst index 3553d39cd4..2b6f3d6425 100644 --- a/classes/zh_CN/class_omnilight3d.rst +++ b/classes/zh_CN/class_omnilight3d.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/OmniLight3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/OmniLight3D.xml. .. _class_OmniLight3D: diff --git a/classes/zh_CN/class_openxraction.rst b/classes/zh_CN/class_openxraction.rst index 05b4d9b999..af1421ce07 100644 --- a/classes/zh_CN/class_openxraction.rst +++ b/classes/zh_CN/class_openxraction.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/openxr/doc_classes/OpenXRAction.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/openxr/doc_classes/OpenXRAction.xml. .. _class_OpenXRAction: diff --git a/classes/zh_CN/class_openxractionmap.rst b/classes/zh_CN/class_openxractionmap.rst index 19f112f776..c631caf2a2 100644 --- a/classes/zh_CN/class_openxractionmap.rst +++ b/classes/zh_CN/class_openxractionmap.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/openxr/doc_classes/OpenXRActionMap.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/openxr/doc_classes/OpenXRActionMap.xml. .. _class_OpenXRActionMap: diff --git a/classes/zh_CN/class_openxractionset.rst b/classes/zh_CN/class_openxractionset.rst index 29c492f39e..647efa0a59 100644 --- a/classes/zh_CN/class_openxractionset.rst +++ b/classes/zh_CN/class_openxractionset.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/openxr/doc_classes/OpenXRActionSet.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/openxr/doc_classes/OpenXRActionSet.xml. .. _class_OpenXRActionSet: diff --git a/classes/zh_CN/class_openxrapiextension.rst b/classes/zh_CN/class_openxrapiextension.rst index 95e3ae1e7d..568525c800 100644 --- a/classes/zh_CN/class_openxrapiextension.rst +++ b/classes/zh_CN/class_openxrapiextension.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/openxr/doc_classes/OpenXRAPIExtension.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/openxr/doc_classes/OpenXRAPIExtension.xml. .. _class_OpenXRAPIExtension: diff --git a/classes/zh_CN/class_openxrcompositionlayer.rst b/classes/zh_CN/class_openxrcompositionlayer.rst index 3a38931eca..bea67d2f0b 100644 --- a/classes/zh_CN/class_openxrcompositionlayer.rst +++ b/classes/zh_CN/class_openxrcompositionlayer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/openxr/doc_classes/OpenXRCompositionLayer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/openxr/doc_classes/OpenXRCompositionLayer.xml. .. _class_OpenXRCompositionLayer: diff --git a/classes/zh_CN/class_openxrcompositionlayercylinder.rst b/classes/zh_CN/class_openxrcompositionlayercylinder.rst index b8fc14be86..4c09b4a9f3 100644 --- a/classes/zh_CN/class_openxrcompositionlayercylinder.rst +++ b/classes/zh_CN/class_openxrcompositionlayercylinder.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/openxr/doc_classes/OpenXRCompositionLayerCylinder.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/openxr/doc_classes/OpenXRCompositionLayerCylinder.xml. .. _class_OpenXRCompositionLayerCylinder: diff --git a/classes/zh_CN/class_openxrcompositionlayerequirect.rst b/classes/zh_CN/class_openxrcompositionlayerequirect.rst index 360946eb49..79a638fe9f 100644 --- a/classes/zh_CN/class_openxrcompositionlayerequirect.rst +++ b/classes/zh_CN/class_openxrcompositionlayerequirect.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/openxr/doc_classes/OpenXRCompositionLayerEquirect.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/openxr/doc_classes/OpenXRCompositionLayerEquirect.xml. .. _class_OpenXRCompositionLayerEquirect: diff --git a/classes/zh_CN/class_openxrcompositionlayerquad.rst b/classes/zh_CN/class_openxrcompositionlayerquad.rst index 6ad1189e95..b2be9fd8f5 100644 --- a/classes/zh_CN/class_openxrcompositionlayerquad.rst +++ b/classes/zh_CN/class_openxrcompositionlayerquad.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/openxr/doc_classes/OpenXRCompositionLayerQuad.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/openxr/doc_classes/OpenXRCompositionLayerQuad.xml. .. _class_OpenXRCompositionLayerQuad: diff --git a/classes/zh_CN/class_openxrextensionwrapperextension.rst b/classes/zh_CN/class_openxrextensionwrapperextension.rst index e3f09a7e4c..3116ffe1fd 100644 --- a/classes/zh_CN/class_openxrextensionwrapperextension.rst +++ b/classes/zh_CN/class_openxrextensionwrapperextension.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/openxr/doc_classes/OpenXRExtensionWrapperExtension.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/openxr/doc_classes/OpenXRExtensionWrapperExtension.xml. .. _class_OpenXRExtensionWrapperExtension: diff --git a/classes/zh_CN/class_openxrhand.rst b/classes/zh_CN/class_openxrhand.rst index 7aefb462f4..5b4c7f8810 100644 --- a/classes/zh_CN/class_openxrhand.rst +++ b/classes/zh_CN/class_openxrhand.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/openxr/doc_classes/OpenXRHand.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/openxr/doc_classes/OpenXRHand.xml. .. _class_OpenXRHand: diff --git a/classes/zh_CN/class_openxrinteractionprofile.rst b/classes/zh_CN/class_openxrinteractionprofile.rst index 59c7982329..6c33f58755 100644 --- a/classes/zh_CN/class_openxrinteractionprofile.rst +++ b/classes/zh_CN/class_openxrinteractionprofile.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/openxr/doc_classes/OpenXRInteractionProfile.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/openxr/doc_classes/OpenXRInteractionProfile.xml. .. _class_OpenXRInteractionProfile: diff --git a/classes/zh_CN/class_openxrinteractionprofilemetadata.rst b/classes/zh_CN/class_openxrinteractionprofilemetadata.rst index d98858a0e4..61ce78e4b3 100644 --- a/classes/zh_CN/class_openxrinteractionprofilemetadata.rst +++ b/classes/zh_CN/class_openxrinteractionprofilemetadata.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/openxr/doc_classes/OpenXRInteractionProfileMetadata.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/openxr/doc_classes/OpenXRInteractionProfileMetadata.xml. .. _class_OpenXRInteractionProfileMetadata: diff --git a/classes/zh_CN/class_openxrinterface.rst b/classes/zh_CN/class_openxrinterface.rst index a42b7a7f67..1f94603c82 100644 --- a/classes/zh_CN/class_openxrinterface.rst +++ b/classes/zh_CN/class_openxrinterface.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/openxr/doc_classes/OpenXRInterface.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/openxr/doc_classes/OpenXRInterface.xml. .. _class_OpenXRInterface: diff --git a/classes/zh_CN/class_openxripbinding.rst b/classes/zh_CN/class_openxripbinding.rst index ca7dc1ae60..229895f0f4 100644 --- a/classes/zh_CN/class_openxripbinding.rst +++ b/classes/zh_CN/class_openxripbinding.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/openxr/doc_classes/OpenXRIPBinding.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/openxr/doc_classes/OpenXRIPBinding.xml. .. _class_OpenXRIPBinding: diff --git a/classes/zh_CN/class_optimizedtranslation.rst b/classes/zh_CN/class_optimizedtranslation.rst index 70a81e3e5a..3dbd2bf856 100644 --- a/classes/zh_CN/class_optimizedtranslation.rst +++ b/classes/zh_CN/class_optimizedtranslation.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/OptimizedTranslation.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/OptimizedTranslation.xml. .. _class_OptimizedTranslation: diff --git a/classes/zh_CN/class_optionbutton.rst b/classes/zh_CN/class_optionbutton.rst index e72e37e3bb..fdcea972cc 100644 --- a/classes/zh_CN/class_optionbutton.rst +++ b/classes/zh_CN/class_optionbutton.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/OptionButton.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/OptionButton.xml. .. _class_OptionButton: diff --git a/classes/zh_CN/class_ormmaterial3d.rst b/classes/zh_CN/class_ormmaterial3d.rst index 1c35f8ff53..5fc3914065 100644 --- a/classes/zh_CN/class_ormmaterial3d.rst +++ b/classes/zh_CN/class_ormmaterial3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ORMMaterial3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ORMMaterial3D.xml. .. _class_ORMMaterial3D: diff --git a/classes/zh_CN/class_os.rst b/classes/zh_CN/class_os.rst index 067ff45717..b43634fa1a 100644 --- a/classes/zh_CN/class_os.rst +++ b/classes/zh_CN/class_os.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/OS.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/OS.xml. .. _class_OS: @@ -797,9 +797,9 @@ enum **SystemDir**: :ref:`🔗` :ref:`PackedByteArray` **get_entropy**\ (\ size\: :ref:`int`\ ) :ref:`🔗` -Generates a :ref:`PackedByteArray` of cryptographically secure random bytes with given ``size``. +生成填充了密码学安全随机字节的 :ref:`PackedByteArray`\ ,大小为 ``size``\ 。 -\ **Note:** Generating large quantities of bytes using this method can result in locking and entropy of lower quality on most platforms. Using :ref:`Crypto.generate_random_bytes` is preferred in most cases. +\ **注意:**\ 在大部分平台上,使用该方法生成大量字节可能会造成锁定、让熵的质量变低。大多数情况下请使用 :ref:`Crypto.generate_random_bytes`\ 。 .. rst-class:: classref-item-separator @@ -827,9 +827,9 @@ Generates a :ref:`PackedByteArray` of cryptographically s :ref:`String` **get_executable_path**\ (\ ) |const| :ref:`🔗` -Returns the file path to the current engine executable. +返回当前引擎可执行文件的文件路径。 -\ **Note:** On macOS, if you want to launch another instance of Godot, always use :ref:`create_instance` instead of relying on the executable path. +\ **注意:**\ 如果想要在 macOS 上运行新的 Godot 实例,请始终使用 :ref:`create_instance`\ ,不要依赖可执行文件的路径。 .. rst-class:: classref-item-separator @@ -1057,6 +1057,8 @@ Returns the file path to the current engine executable. 如果 ``pid`` 不是已启动子进程的 PID 或者该进程仍在运行,亦或当前平台未实现该方法,则返回 ``-1``\ 。 +\ **注意:**\ 如果 ``pid`` 是 macOS 捆绑包 App 进程,则返回 ``-1``\ 。 + \ **注意:**\ 该方法在 Android、Linux、macOS 和 Windows 上实现。 .. rst-class:: classref-item-separator @@ -1145,7 +1147,7 @@ Returns the file path to the current engine executable. :ref:`String` **get_system_ca_certificates**\ (\ ) :ref:`🔗` -Returns the list of certification authorities trusted by the operating system as a string of concatenated certificates in PEM format. +返回操作系统信任的认证机构列表,是 PEM 格式的证书相连后的字符串。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_packedbytearray.rst b/classes/zh_CN/class_packedbytearray.rst index b66f12723b..f7f6ee723e 100644 --- a/classes/zh_CN/class_packedbytearray.rst +++ b/classes/zh_CN/class_packedbytearray.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PackedByteArray.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PackedByteArray.xml. .. _class_PackedByteArray: diff --git a/classes/zh_CN/class_packedcolorarray.rst b/classes/zh_CN/class_packedcolorarray.rst index b77fd36b13..89ce2ef932 100644 --- a/classes/zh_CN/class_packedcolorarray.rst +++ b/classes/zh_CN/class_packedcolorarray.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PackedColorArray.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PackedColorArray.xml. .. _class_PackedColorArray: diff --git a/classes/zh_CN/class_packeddatacontainer.rst b/classes/zh_CN/class_packeddatacontainer.rst index 746333178b..cf134217a5 100644 --- a/classes/zh_CN/class_packeddatacontainer.rst +++ b/classes/zh_CN/class_packeddatacontainer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PackedDataContainer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PackedDataContainer.xml. .. _class_PackedDataContainer: diff --git a/classes/zh_CN/class_packeddatacontainerref.rst b/classes/zh_CN/class_packeddatacontainerref.rst index 88bb5d860b..f41017986b 100644 --- a/classes/zh_CN/class_packeddatacontainerref.rst +++ b/classes/zh_CN/class_packeddatacontainerref.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PackedDataContainerRef.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PackedDataContainerRef.xml. .. _class_PackedDataContainerRef: diff --git a/classes/zh_CN/class_packedfloat32array.rst b/classes/zh_CN/class_packedfloat32array.rst index b263bb23f7..ecc660111d 100644 --- a/classes/zh_CN/class_packedfloat32array.rst +++ b/classes/zh_CN/class_packedfloat32array.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PackedFloat32Array.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PackedFloat32Array.xml. .. _class_PackedFloat32Array: diff --git a/classes/zh_CN/class_packedfloat64array.rst b/classes/zh_CN/class_packedfloat64array.rst index ada9395ece..7e2b3c871b 100644 --- a/classes/zh_CN/class_packedfloat64array.rst +++ b/classes/zh_CN/class_packedfloat64array.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PackedFloat64Array.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PackedFloat64Array.xml. .. _class_PackedFloat64Array: diff --git a/classes/zh_CN/class_packedint32array.rst b/classes/zh_CN/class_packedint32array.rst index 892387283f..0f6f4956cc 100644 --- a/classes/zh_CN/class_packedint32array.rst +++ b/classes/zh_CN/class_packedint32array.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PackedInt32Array.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PackedInt32Array.xml. .. _class_PackedInt32Array: diff --git a/classes/zh_CN/class_packedint64array.rst b/classes/zh_CN/class_packedint64array.rst index 8eec998a98..df4a653dd8 100644 --- a/classes/zh_CN/class_packedint64array.rst +++ b/classes/zh_CN/class_packedint64array.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PackedInt64Array.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PackedInt64Array.xml. .. _class_PackedInt64Array: diff --git a/classes/zh_CN/class_packedscene.rst b/classes/zh_CN/class_packedscene.rst index ae20396ac0..b4b3cf4e31 100644 --- a/classes/zh_CN/class_packedscene.rst +++ b/classes/zh_CN/class_packedscene.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PackedScene.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PackedScene.xml. .. _class_PackedScene: diff --git a/classes/zh_CN/class_packedstringarray.rst b/classes/zh_CN/class_packedstringarray.rst index 584eb6214c..47a89f115a 100644 --- a/classes/zh_CN/class_packedstringarray.rst +++ b/classes/zh_CN/class_packedstringarray.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PackedStringArray.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PackedStringArray.xml. .. _class_PackedStringArray: diff --git a/classes/zh_CN/class_packedvector2array.rst b/classes/zh_CN/class_packedvector2array.rst index 580592d01a..1c8941ff65 100644 --- a/classes/zh_CN/class_packedvector2array.rst +++ b/classes/zh_CN/class_packedvector2array.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PackedVector2Array.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PackedVector2Array.xml. .. _class_PackedVector2Array: diff --git a/classes/zh_CN/class_packedvector3array.rst b/classes/zh_CN/class_packedvector3array.rst index e623e92239..b3769c3c74 100644 --- a/classes/zh_CN/class_packedvector3array.rst +++ b/classes/zh_CN/class_packedvector3array.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PackedVector3Array.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PackedVector3Array.xml. .. _class_PackedVector3Array: diff --git a/classes/zh_CN/class_packedvector4array.rst b/classes/zh_CN/class_packedvector4array.rst index ed65f90876..41677999fd 100644 --- a/classes/zh_CN/class_packedvector4array.rst +++ b/classes/zh_CN/class_packedvector4array.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PackedVector4Array.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PackedVector4Array.xml. .. _class_PackedVector4Array: diff --git a/classes/zh_CN/class_packetpeer.rst b/classes/zh_CN/class_packetpeer.rst index 62ddfa0bf7..84d54f17f1 100644 --- a/classes/zh_CN/class_packetpeer.rst +++ b/classes/zh_CN/class_packetpeer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PacketPeer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PacketPeer.xml. .. _class_PacketPeer: diff --git a/classes/zh_CN/class_packetpeerdtls.rst b/classes/zh_CN/class_packetpeerdtls.rst index f88964852c..33c13f16e7 100644 --- a/classes/zh_CN/class_packetpeerdtls.rst +++ b/classes/zh_CN/class_packetpeerdtls.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PacketPeerDTLS.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PacketPeerDTLS.xml. .. _class_PacketPeerDTLS: diff --git a/classes/zh_CN/class_packetpeerextension.rst b/classes/zh_CN/class_packetpeerextension.rst index 947b91ddaf..5c3c430594 100644 --- a/classes/zh_CN/class_packetpeerextension.rst +++ b/classes/zh_CN/class_packetpeerextension.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PacketPeerExtension.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PacketPeerExtension.xml. .. _class_PacketPeerExtension: diff --git a/classes/zh_CN/class_packetpeerstream.rst b/classes/zh_CN/class_packetpeerstream.rst index d077129f84..8f398ab829 100644 --- a/classes/zh_CN/class_packetpeerstream.rst +++ b/classes/zh_CN/class_packetpeerstream.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PacketPeerStream.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PacketPeerStream.xml. .. _class_PacketPeerStream: diff --git a/classes/zh_CN/class_packetpeerudp.rst b/classes/zh_CN/class_packetpeerudp.rst index eeda4f50ee..0f2d7f7571 100644 --- a/classes/zh_CN/class_packetpeerudp.rst +++ b/classes/zh_CN/class_packetpeerudp.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PacketPeerUDP.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PacketPeerUDP.xml. .. _class_PacketPeerUDP: diff --git a/classes/zh_CN/class_panel.rst b/classes/zh_CN/class_panel.rst index f34f810b72..fed9ad56aa 100644 --- a/classes/zh_CN/class_panel.rst +++ b/classes/zh_CN/class_panel.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Panel.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Panel.xml. .. _class_Panel: diff --git a/classes/zh_CN/class_panelcontainer.rst b/classes/zh_CN/class_panelcontainer.rst index 3e0b8d47b6..7a9bd571e1 100644 --- a/classes/zh_CN/class_panelcontainer.rst +++ b/classes/zh_CN/class_panelcontainer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PanelContainer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PanelContainer.xml. .. _class_PanelContainer: diff --git a/classes/zh_CN/class_panoramaskymaterial.rst b/classes/zh_CN/class_panoramaskymaterial.rst index 8d641fb4ae..8f99695cec 100644 --- a/classes/zh_CN/class_panoramaskymaterial.rst +++ b/classes/zh_CN/class_panoramaskymaterial.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PanoramaSkyMaterial.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PanoramaSkyMaterial.xml. .. _class_PanoramaSkyMaterial: diff --git a/classes/zh_CN/class_parallax2d.rst b/classes/zh_CN/class_parallax2d.rst index 4c830f8472..8720a0a7c3 100644 --- a/classes/zh_CN/class_parallax2d.rst +++ b/classes/zh_CN/class_parallax2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Parallax2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Parallax2D.xml. .. _class_Parallax2D: @@ -30,7 +30,7 @@ Parallax2D 教程 ---- -- :doc:`2D Parallax <../tutorials/2d/2d_parallax>` +- :doc:`2D 视差 <../tutorials/2d/2d_parallax>` .. rst-class:: classref-reftable-group diff --git a/classes/zh_CN/class_parallaxbackground.rst b/classes/zh_CN/class_parallaxbackground.rst index ef69925e4a..4187a9b9c5 100644 --- a/classes/zh_CN/class_parallaxbackground.rst +++ b/classes/zh_CN/class_parallaxbackground.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ParallaxBackground.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ParallaxBackground.xml. .. _class_ParallaxBackground: diff --git a/classes/zh_CN/class_parallaxlayer.rst b/classes/zh_CN/class_parallaxlayer.rst index f951fcb9c3..33eebb9510 100644 --- a/classes/zh_CN/class_parallaxlayer.rst +++ b/classes/zh_CN/class_parallaxlayer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ParallaxLayer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ParallaxLayer.xml. .. _class_ParallaxLayer: diff --git a/classes/zh_CN/class_particleprocessmaterial.rst b/classes/zh_CN/class_particleprocessmaterial.rst index 72003f00f5..34a3473531 100644 --- a/classes/zh_CN/class_particleprocessmaterial.rst +++ b/classes/zh_CN/class_particleprocessmaterial.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ParticleProcessMaterial.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ParticleProcessMaterial.xml. .. _class_ParticleProcessMaterial: diff --git a/classes/zh_CN/class_path2d.rst b/classes/zh_CN/class_path2d.rst index e1de2aec8f..3b7767f93d 100644 --- a/classes/zh_CN/class_path2d.rst +++ b/classes/zh_CN/class_path2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Path2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Path2D.xml. .. _class_Path2D: diff --git a/classes/zh_CN/class_path3d.rst b/classes/zh_CN/class_path3d.rst index 4cbd7aadd5..2e87cc1ac0 100644 --- a/classes/zh_CN/class_path3d.rst +++ b/classes/zh_CN/class_path3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Path3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Path3D.xml. .. _class_Path3D: diff --git a/classes/zh_CN/class_pathfollow2d.rst b/classes/zh_CN/class_pathfollow2d.rst index b6bef40d58..425c2b65e8 100644 --- a/classes/zh_CN/class_pathfollow2d.rst +++ b/classes/zh_CN/class_pathfollow2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PathFollow2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PathFollow2D.xml. .. _class_PathFollow2D: diff --git a/classes/zh_CN/class_pathfollow3d.rst b/classes/zh_CN/class_pathfollow3d.rst index d507671ab2..a81ad62b47 100644 --- a/classes/zh_CN/class_pathfollow3d.rst +++ b/classes/zh_CN/class_pathfollow3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PathFollow3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PathFollow3D.xml. .. _class_PathFollow3D: diff --git a/classes/zh_CN/class_pckpacker.rst b/classes/zh_CN/class_pckpacker.rst index 3a85db5ffd..50650c4b19 100644 --- a/classes/zh_CN/class_pckpacker.rst +++ b/classes/zh_CN/class_pckpacker.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PCKPacker.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PCKPacker.xml. .. _class_PCKPacker: diff --git a/classes/zh_CN/class_performance.rst b/classes/zh_CN/class_performance.rst index a689eb0134..aafd622e51 100644 --- a/classes/zh_CN/class_performance.rst +++ b/classes/zh_CN/class_performance.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Performance.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Performance.xml. .. _class_Performance: diff --git a/classes/zh_CN/class_physicalbone2d.rst b/classes/zh_CN/class_physicalbone2d.rst index 4890bbf5da..6e44e4d661 100644 --- a/classes/zh_CN/class_physicalbone2d.rst +++ b/classes/zh_CN/class_physicalbone2d.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PhysicalBone2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PhysicalBone2D.xml. .. _class_PhysicalBone2D: diff --git a/classes/zh_CN/class_physicalbone3d.rst b/classes/zh_CN/class_physicalbone3d.rst index d12666e0a6..f87679d3cd 100644 --- a/classes/zh_CN/class_physicalbone3d.rst +++ b/classes/zh_CN/class_physicalbone3d.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PhysicalBone3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PhysicalBone3D.xml. .. _class_PhysicalBone3D: @@ -22,9 +22,9 @@ PhysicalBone3D 描述 ---- -The **PhysicalBone3D** node is a physics body that can be used to make bones in a :ref:`Skeleton3D` react to physics. +**PhysicalBone3D** 节点是一个物理体,可用于使 :ref:`Skeleton3D` 中的骨骼对物理做出反应。 -\ **Note:** In order to detect physical bones with raycasts, the :ref:`SkeletonModifier3D.active` property of the parent :ref:`PhysicalBoneSimulator3D` must be ``true`` and the :ref:`Skeleton3D`'s bone must be assigned to **PhysicalBone3D** correctly; it means that :ref:`get_bone_id` should return a valid id (``>= 0``). +\ **注意:**\ 为了通过射线投射检测物理骨骼,父级 :ref:`PhysicalBoneSimulator3D` 的 :ref:`SkeletonModifier3D.active` 属性必须为 ``true``\ ,并且 :ref:`Skeleton3D` 的骨骼必须正确分配给 **PhysicalBone3D**\ ;这意味着 :ref:`get_bone_id` 应该返回一个有效的 id(\ ``>= 0``\ )。 .. rst-class:: classref-reftable-group diff --git a/classes/zh_CN/class_physicalbonesimulator3d.rst b/classes/zh_CN/class_physicalbonesimulator3d.rst index 9cc30c4934..205a6d134c 100644 --- a/classes/zh_CN/class_physicalbonesimulator3d.rst +++ b/classes/zh_CN/class_physicalbonesimulator3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PhysicalBoneSimulator3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PhysicalBoneSimulator3D.xml. .. _class_PhysicalBoneSimulator3D: diff --git a/classes/zh_CN/class_physicalskymaterial.rst b/classes/zh_CN/class_physicalskymaterial.rst index cf7b836cbd..e4b836a4a3 100644 --- a/classes/zh_CN/class_physicalskymaterial.rst +++ b/classes/zh_CN/class_physicalskymaterial.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PhysicalSkyMaterial.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PhysicalSkyMaterial.xml. .. _class_PhysicalSkyMaterial: diff --git a/classes/zh_CN/class_physicsbody2d.rst b/classes/zh_CN/class_physicsbody2d.rst index a64cfa493f..0ad24b78ff 100644 --- a/classes/zh_CN/class_physicsbody2d.rst +++ b/classes/zh_CN/class_physicsbody2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PhysicsBody2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PhysicsBody2D.xml. .. _class_PhysicsBody2D: diff --git a/classes/zh_CN/class_physicsbody3d.rst b/classes/zh_CN/class_physicsbody3d.rst index 1ca2ccff75..5234f1b632 100644 --- a/classes/zh_CN/class_physicsbody3d.rst +++ b/classes/zh_CN/class_physicsbody3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PhysicsBody3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PhysicsBody3D.xml. .. _class_PhysicsBody3D: diff --git a/classes/zh_CN/class_physicsdirectbodystate2d.rst b/classes/zh_CN/class_physicsdirectbodystate2d.rst index 0d01f61998..7216e636ad 100644 --- a/classes/zh_CN/class_physicsdirectbodystate2d.rst +++ b/classes/zh_CN/class_physicsdirectbodystate2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PhysicsDirectBodyState2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PhysicsDirectBodyState2D.xml. .. _class_PhysicsDirectBodyState2D: diff --git a/classes/zh_CN/class_physicsdirectbodystate2dextension.rst b/classes/zh_CN/class_physicsdirectbodystate2dextension.rst index 17440893d4..f9fa537804 100644 --- a/classes/zh_CN/class_physicsdirectbodystate2dextension.rst +++ b/classes/zh_CN/class_physicsdirectbodystate2dextension.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PhysicsDirectBodyState2DExtension.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PhysicsDirectBodyState2DExtension.xml. .. _class_PhysicsDirectBodyState2DExtension: diff --git a/classes/zh_CN/class_physicsdirectbodystate3d.rst b/classes/zh_CN/class_physicsdirectbodystate3d.rst index 65ef4ee2ce..532385af06 100644 --- a/classes/zh_CN/class_physicsdirectbodystate3d.rst +++ b/classes/zh_CN/class_physicsdirectbodystate3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PhysicsDirectBodyState3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PhysicsDirectBodyState3D.xml. .. _class_PhysicsDirectBodyState3D: diff --git a/classes/zh_CN/class_physicsdirectbodystate3dextension.rst b/classes/zh_CN/class_physicsdirectbodystate3dextension.rst index 161157459d..ff100af1bd 100644 --- a/classes/zh_CN/class_physicsdirectbodystate3dextension.rst +++ b/classes/zh_CN/class_physicsdirectbodystate3dextension.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PhysicsDirectBodyState3DExtension.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PhysicsDirectBodyState3DExtension.xml. .. _class_PhysicsDirectBodyState3DExtension: diff --git a/classes/zh_CN/class_physicsdirectspacestate2d.rst b/classes/zh_CN/class_physicsdirectspacestate2d.rst index a596c51bd9..576197f85d 100644 --- a/classes/zh_CN/class_physicsdirectspacestate2d.rst +++ b/classes/zh_CN/class_physicsdirectspacestate2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PhysicsDirectSpaceState2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PhysicsDirectSpaceState2D.xml. .. _class_PhysicsDirectSpaceState2D: diff --git a/classes/zh_CN/class_physicsdirectspacestate2dextension.rst b/classes/zh_CN/class_physicsdirectspacestate2dextension.rst index a4b7eea45a..191272f340 100644 --- a/classes/zh_CN/class_physicsdirectspacestate2dextension.rst +++ b/classes/zh_CN/class_physicsdirectspacestate2dextension.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PhysicsDirectSpaceState2DExtension.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PhysicsDirectSpaceState2DExtension.xml. .. _class_PhysicsDirectSpaceState2DExtension: diff --git a/classes/zh_CN/class_physicsdirectspacestate3d.rst b/classes/zh_CN/class_physicsdirectspacestate3d.rst index 7709552539..49d7690854 100644 --- a/classes/zh_CN/class_physicsdirectspacestate3d.rst +++ b/classes/zh_CN/class_physicsdirectspacestate3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PhysicsDirectSpaceState3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PhysicsDirectSpaceState3D.xml. .. _class_PhysicsDirectSpaceState3D: diff --git a/classes/zh_CN/class_physicsdirectspacestate3dextension.rst b/classes/zh_CN/class_physicsdirectspacestate3dextension.rst index cf4da0c338..2eb89deddd 100644 --- a/classes/zh_CN/class_physicsdirectspacestate3dextension.rst +++ b/classes/zh_CN/class_physicsdirectspacestate3dextension.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PhysicsDirectSpaceState3DExtension.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PhysicsDirectSpaceState3DExtension.xml. .. _class_PhysicsDirectSpaceState3DExtension: diff --git a/classes/zh_CN/class_physicsmaterial.rst b/classes/zh_CN/class_physicsmaterial.rst index e2fedead53..f22f46a0c4 100644 --- a/classes/zh_CN/class_physicsmaterial.rst +++ b/classes/zh_CN/class_physicsmaterial.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PhysicsMaterial.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PhysicsMaterial.xml. .. _class_PhysicsMaterial: diff --git a/classes/zh_CN/class_physicspointqueryparameters2d.rst b/classes/zh_CN/class_physicspointqueryparameters2d.rst index 73006a849d..975a3119aa 100644 --- a/classes/zh_CN/class_physicspointqueryparameters2d.rst +++ b/classes/zh_CN/class_physicspointqueryparameters2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PhysicsPointQueryParameters2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PhysicsPointQueryParameters2D.xml. .. _class_PhysicsPointQueryParameters2D: @@ -133,9 +133,9 @@ PhysicsPointQueryParameters2D - |void| **set_exclude**\ (\ value\: :ref:`Array`\[:ref:`RID`\]\ ) - :ref:`Array`\[:ref:`RID`\] **get_exclude**\ (\ ) -The list of object :ref:`RID`\ s that will be excluded from collisions. Use :ref:`CollisionObject2D.get_rid` to get the :ref:`RID` associated with a :ref:`CollisionObject2D`-derived node. +将被排除在碰撞之外的对象的 :ref:`RID` 列表。请使用 :ref:`CollisionObject2D.get_rid` 来获取与派生自 :ref:`CollisionObject2D` 的节点关联的 :ref:`RID`\ 。 -\ **Note:** The returned array is copied and any changes to it will not update the original property value. To update the value you need to modify the returned array, and then assign it to the property again. +\ **注意:**\ 返回的数组为副本,对其进行的修改不会更新原有属性。更新时,请先修改返回的数组,然后将其重新赋值回该属性。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_physicspointqueryparameters3d.rst b/classes/zh_CN/class_physicspointqueryparameters3d.rst index 6157adc314..b3345a5182 100644 --- a/classes/zh_CN/class_physicspointqueryparameters3d.rst +++ b/classes/zh_CN/class_physicspointqueryparameters3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PhysicsPointQueryParameters3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PhysicsPointQueryParameters3D.xml. .. _class_PhysicsPointQueryParameters3D: @@ -112,9 +112,9 @@ PhysicsPointQueryParameters3D - |void| **set_exclude**\ (\ value\: :ref:`Array`\[:ref:`RID`\]\ ) - :ref:`Array`\[:ref:`RID`\] **get_exclude**\ (\ ) -The list of object :ref:`RID`\ s that will be excluded from collisions. Use :ref:`CollisionObject3D.get_rid` to get the :ref:`RID` associated with a :ref:`CollisionObject3D`-derived node. +将被排除在碰撞之外的对象的 :ref:`RID` 列表。请使用 :ref:`CollisionObject3D.get_rid` 来获取与派生自 :ref:`CollisionObject3D` 的节点关联的 :ref:`RID`\ 。 -\ **Note:** The returned array is copied and any changes to it will not update the original property value. To update the value you need to modify the returned array, and then assign it to the property again. +\ **注意:**\ 返回的数组为副本,对其进行的修改不会更新原有属性。更新时,请先修改返回的数组,然后将其重新赋值回该属性。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_physicsrayqueryparameters2d.rst b/classes/zh_CN/class_physicsrayqueryparameters2d.rst index 9e5b2a0002..b7eb7de095 100644 --- a/classes/zh_CN/class_physicsrayqueryparameters2d.rst +++ b/classes/zh_CN/class_physicsrayqueryparameters2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PhysicsRayQueryParameters2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PhysicsRayQueryParameters2D.xml. .. _class_PhysicsRayQueryParameters2D: @@ -128,9 +128,9 @@ PhysicsRayQueryParameters2D - |void| **set_exclude**\ (\ value\: :ref:`Array`\[:ref:`RID`\]\ ) - :ref:`Array`\[:ref:`RID`\] **get_exclude**\ (\ ) -The list of object :ref:`RID`\ s that will be excluded from collisions. Use :ref:`CollisionObject2D.get_rid` to get the :ref:`RID` associated with a :ref:`CollisionObject2D`-derived node. +将被排除在碰撞之外的对象的 :ref:`RID` 列表。请使用 :ref:`CollisionObject2D.get_rid` 来获取与派生自 :ref:`CollisionObject2D` 的节点关联的 :ref:`RID`\ 。 -\ **Note:** The returned array is copied and any changes to it will not update the original property value. To update the value you need to modify the returned array, and then assign it to the property again. +\ **注意:**\ 返回的数组为副本,对其进行的修改不会更新原有属性。更新时,请先修改返回的数组,然后将其重新赋值回该属性。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_physicsrayqueryparameters3d.rst b/classes/zh_CN/class_physicsrayqueryparameters3d.rst index b7da42ceda..edcb4c0f18 100644 --- a/classes/zh_CN/class_physicsrayqueryparameters3d.rst +++ b/classes/zh_CN/class_physicsrayqueryparameters3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PhysicsRayQueryParameters3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PhysicsRayQueryParameters3D.xml. .. _class_PhysicsRayQueryParameters3D: @@ -130,9 +130,9 @@ PhysicsRayQueryParameters3D - |void| **set_exclude**\ (\ value\: :ref:`Array`\[:ref:`RID`\]\ ) - :ref:`Array`\[:ref:`RID`\] **get_exclude**\ (\ ) -The list of object :ref:`RID`\ s that will be excluded from collisions. Use :ref:`CollisionObject3D.get_rid` to get the :ref:`RID` associated with a :ref:`CollisionObject3D`-derived node. +将被排除在碰撞之外的对象的 :ref:`RID` 列表。请使用 :ref:`CollisionObject3D.get_rid` 来获取与派生自 :ref:`CollisionObject3D` 的节点关联的 :ref:`RID`\ 。 -\ **Note:** The returned array is copied and any changes to it will not update the original property value. To update the value you need to modify the returned array, and then assign it to the property again. +\ **注意:**\ 返回的数组为副本,对其进行的修改不会更新原有属性。更新时,请先修改返回的数组,然后将其重新赋值回该属性。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_physicsserver2d.rst b/classes/zh_CN/class_physicsserver2d.rst index 29e00305e0..b9830e12a8 100644 --- a/classes/zh_CN/class_physicsserver2d.rst +++ b/classes/zh_CN/class_physicsserver2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PhysicsServer2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PhysicsServer2D.xml. .. _class_PhysicsServer2D: @@ -2159,13 +2159,13 @@ enum **ProcessInfo**: :ref:`🔗` |void| **body_set_state_sync_callback**\ (\ body\: :ref:`RID`, callable\: :ref:`Callable`\ ) :ref:`🔗` -Sets the body's state synchronization callback function to ``callable``. Use an empty :ref:`Callable` (``Callable()``) to clear the callback. +将物体的状态同步回调函数设置为 ``callable``\ 。清空回调请使用空的 :ref:`Callable`\ (\ ``Callable()``\ )。 -The function ``callable`` will be called every physics frame, assuming that the body was active during the previous physics tick, and can be used to fetch the latest state from the physics server. +每个物理帧都会调用一次 ``callable`` 函数,前提是该对象在上一个物理周期中处于活动状态,并且可以用于从物理服务器获取最新状态. -The function ``callable`` must take the following parameters: +\ ``callable`` 函数的参数如下: -1. ``state``: a :ref:`PhysicsDirectBodyState2D`, used to retrieve the body's state. +1. ``state``\ :类型为 :ref:`PhysicsDirectBodyState2D`\ ,用于获取物体的状态。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_physicsserver2dextension.rst b/classes/zh_CN/class_physicsserver2dextension.rst index f6e570d1c6..35d5d64d67 100644 --- a/classes/zh_CN/class_physicsserver2dextension.rst +++ b/classes/zh_CN/class_physicsserver2dextension.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PhysicsServer2DExtension.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PhysicsServer2DExtension.xml. .. _class_PhysicsServer2DExtension: @@ -1384,9 +1384,9 @@ PhysicsServer2DExtension |void| **_body_set_state_sync_callback**\ (\ body\: :ref:`RID`, callable\: :ref:`Callable`\ ) |virtual| :ref:`🔗` -Assigns the ``body`` to call the given ``callable`` during the synchronization phase of the loop, before :ref:`_step` is called. See also :ref:`_sync`. +在循环的同步阶段,在调用 :ref:`_step` 之前,分配 ``body`` 来调用给定的 ``callable``\ 。另请参阅 :ref:`_sync`\ 。 -Overridable version of :ref:`PhysicsServer2D.body_set_state_sync_callback`. +\ :ref:`PhysicsServer2D.body_set_state_sync_callback` 方法的可覆盖版本。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_physicsserver2dmanager.rst b/classes/zh_CN/class_physicsserver2dmanager.rst index b650acd05e..7eecdebeb0 100644 --- a/classes/zh_CN/class_physicsserver2dmanager.rst +++ b/classes/zh_CN/class_physicsserver2dmanager.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PhysicsServer2DManager.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PhysicsServer2DManager.xml. .. _class_PhysicsServer2DManager: diff --git a/classes/zh_CN/class_physicsserver3d.rst b/classes/zh_CN/class_physicsserver3d.rst index 04782c3370..08528e6b4b 100644 --- a/classes/zh_CN/class_physicsserver3d.rst +++ b/classes/zh_CN/class_physicsserver3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PhysicsServer3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PhysicsServer3D.xml. .. _class_PhysicsServer3D: @@ -2895,13 +2895,13 @@ enum **BodyAxis**: :ref:`🔗` |void| **body_set_state_sync_callback**\ (\ body\: :ref:`RID`, callable\: :ref:`Callable`\ ) :ref:`🔗` -Sets the body's state synchronization callback function to ``callable``. Use an empty :ref:`Callable` (``Callable()``) to clear the callback. +将物体的状态同步回调函数设置为 ``callable``\ 。清空回调请使用空的 :ref:`Callable`\ (\ ``Callable()``\ )。 -The function ``callable`` will be called every physics frame, assuming that the body was active during the previous physics tick, and can be used to fetch the latest state from the physics server. +每个物理帧都会调用一次 ``callable`` 函数,前提是该对象在上一个物理周期中处于活动状态,并且可以用于从物理服务器获取最新状态. -The function ``callable`` must take the following parameters: +\ ``callable`` 函数的参数如下: -1. ``state``: a :ref:`PhysicsDirectBodyState3D`, used to retrieve the body's state. +1. ``state``\ :类型为 :ref:`PhysicsDirectBodyState3D`\ ,用于获取物体的状态。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_physicsserver3dextension.rst b/classes/zh_CN/class_physicsserver3dextension.rst index bad59948ae..5456a17aac 100644 --- a/classes/zh_CN/class_physicsserver3dextension.rst +++ b/classes/zh_CN/class_physicsserver3dextension.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PhysicsServer3DExtension.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PhysicsServer3DExtension.xml. .. _class_PhysicsServer3DExtension: diff --git a/classes/zh_CN/class_physicsserver3dmanager.rst b/classes/zh_CN/class_physicsserver3dmanager.rst index fd459714e5..0a2845b6b9 100644 --- a/classes/zh_CN/class_physicsserver3dmanager.rst +++ b/classes/zh_CN/class_physicsserver3dmanager.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PhysicsServer3DManager.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PhysicsServer3DManager.xml. .. _class_PhysicsServer3DManager: diff --git a/classes/zh_CN/class_physicsserver3drenderingserverhandler.rst b/classes/zh_CN/class_physicsserver3drenderingserverhandler.rst index 0bc0d125fa..dafd43f4b2 100644 --- a/classes/zh_CN/class_physicsserver3drenderingserverhandler.rst +++ b/classes/zh_CN/class_physicsserver3drenderingserverhandler.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PhysicsServer3DRenderingServerHandler.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PhysicsServer3DRenderingServerHandler.xml. .. _class_PhysicsServer3DRenderingServerHandler: diff --git a/classes/zh_CN/class_physicsshapequeryparameters2d.rst b/classes/zh_CN/class_physicsshapequeryparameters2d.rst index 0c9f7156b8..f3c1104198 100644 --- a/classes/zh_CN/class_physicsshapequeryparameters2d.rst +++ b/classes/zh_CN/class_physicsshapequeryparameters2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PhysicsShapeQueryParameters2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PhysicsShapeQueryParameters2D.xml. .. _class_PhysicsShapeQueryParameters2D: @@ -120,9 +120,9 @@ PhysicsShapeQueryParameters2D - |void| **set_exclude**\ (\ value\: :ref:`Array`\[:ref:`RID`\]\ ) - :ref:`Array`\[:ref:`RID`\] **get_exclude**\ (\ ) -The list of object :ref:`RID`\ s that will be excluded from collisions. Use :ref:`CollisionObject2D.get_rid` to get the :ref:`RID` associated with a :ref:`CollisionObject2D`-derived node. +将被排除在碰撞之外的对象的 :ref:`RID` 列表。请使用 :ref:`CollisionObject2D.get_rid` 来获取与派生自 :ref:`CollisionObject2D` 的节点关联的 :ref:`RID`\ 。 -\ **Note:** The returned array is copied and any changes to it will not update the original property value. To update the value you need to modify the returned array, and then assign it to the property again. +\ **注意:**\ 返回的数组为副本,对其进行的修改不会更新原有属性。更新时,请先修改返回的数组,然后将其重新赋值回该属性。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_physicsshapequeryparameters3d.rst b/classes/zh_CN/class_physicsshapequeryparameters3d.rst index 5bbd53f00a..04d4a4bd27 100644 --- a/classes/zh_CN/class_physicsshapequeryparameters3d.rst +++ b/classes/zh_CN/class_physicsshapequeryparameters3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PhysicsShapeQueryParameters3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PhysicsShapeQueryParameters3D.xml. .. _class_PhysicsShapeQueryParameters3D: @@ -120,9 +120,9 @@ PhysicsShapeQueryParameters3D - |void| **set_exclude**\ (\ value\: :ref:`Array`\[:ref:`RID`\]\ ) - :ref:`Array`\[:ref:`RID`\] **get_exclude**\ (\ ) -The list of object :ref:`RID`\ s that will be excluded from collisions. Use :ref:`CollisionObject3D.get_rid` to get the :ref:`RID` associated with a :ref:`CollisionObject3D`-derived node. +将被排除在碰撞之外的对象的 :ref:`RID` 列表。请使用 :ref:`CollisionObject3D.get_rid` 来获取与派生自 :ref:`CollisionObject3D` 的节点关联的 :ref:`RID`\ 。 -\ **Note:** The returned array is copied and any changes to it will not update the original property value. To update the value you need to modify the returned array, and then assign it to the property again. +\ **注意:**\ 返回的数组为副本,对其进行的修改不会更新原有属性。更新时,请先修改返回的数组,然后将其重新赋值回该属性。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_physicstestmotionparameters2d.rst b/classes/zh_CN/class_physicstestmotionparameters2d.rst index 9ac0dab6bf..3846b7f029 100644 --- a/classes/zh_CN/class_physicstestmotionparameters2d.rst +++ b/classes/zh_CN/class_physicstestmotionparameters2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PhysicsTestMotionParameters2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PhysicsTestMotionParameters2D.xml. .. _class_PhysicsTestMotionParameters2D: diff --git a/classes/zh_CN/class_physicstestmotionparameters3d.rst b/classes/zh_CN/class_physicstestmotionparameters3d.rst index abe19c9fa2..d2588e846d 100644 --- a/classes/zh_CN/class_physicstestmotionparameters3d.rst +++ b/classes/zh_CN/class_physicstestmotionparameters3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PhysicsTestMotionParameters3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PhysicsTestMotionParameters3D.xml. .. _class_PhysicsTestMotionParameters3D: diff --git a/classes/zh_CN/class_physicstestmotionresult2d.rst b/classes/zh_CN/class_physicstestmotionresult2d.rst index fb49d34b62..986ae6bbfb 100644 --- a/classes/zh_CN/class_physicstestmotionresult2d.rst +++ b/classes/zh_CN/class_physicstestmotionresult2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PhysicsTestMotionResult2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PhysicsTestMotionResult2D.xml. .. _class_PhysicsTestMotionResult2D: diff --git a/classes/zh_CN/class_physicstestmotionresult3d.rst b/classes/zh_CN/class_physicstestmotionresult3d.rst index 955b51b742..4b80b82fee 100644 --- a/classes/zh_CN/class_physicstestmotionresult3d.rst +++ b/classes/zh_CN/class_physicstestmotionresult3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PhysicsTestMotionResult3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PhysicsTestMotionResult3D.xml. .. _class_PhysicsTestMotionResult3D: diff --git a/classes/zh_CN/class_pinjoint2d.rst b/classes/zh_CN/class_pinjoint2d.rst index a59e3fae93..4a0f1dcc92 100644 --- a/classes/zh_CN/class_pinjoint2d.rst +++ b/classes/zh_CN/class_pinjoint2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PinJoint2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PinJoint2D.xml. .. _class_PinJoint2D: diff --git a/classes/zh_CN/class_pinjoint3d.rst b/classes/zh_CN/class_pinjoint3d.rst index b5729ecda0..1520529df2 100644 --- a/classes/zh_CN/class_pinjoint3d.rst +++ b/classes/zh_CN/class_pinjoint3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PinJoint3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PinJoint3D.xml. .. _class_PinJoint3D: diff --git a/classes/zh_CN/class_placeholdercubemap.rst b/classes/zh_CN/class_placeholdercubemap.rst index 5e561746b6..6c19b032b9 100644 --- a/classes/zh_CN/class_placeholdercubemap.rst +++ b/classes/zh_CN/class_placeholdercubemap.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PlaceholderCubemap.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PlaceholderCubemap.xml. .. _class_PlaceholderCubemap: diff --git a/classes/zh_CN/class_placeholdercubemaparray.rst b/classes/zh_CN/class_placeholdercubemaparray.rst index 8530d025c5..47ed53e11b 100644 --- a/classes/zh_CN/class_placeholdercubemaparray.rst +++ b/classes/zh_CN/class_placeholdercubemaparray.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PlaceholderCubemapArray.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PlaceholderCubemapArray.xml. .. _class_PlaceholderCubemapArray: diff --git a/classes/zh_CN/class_placeholdermaterial.rst b/classes/zh_CN/class_placeholdermaterial.rst index a9a63d6c58..d565df279c 100644 --- a/classes/zh_CN/class_placeholdermaterial.rst +++ b/classes/zh_CN/class_placeholdermaterial.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PlaceholderMaterial.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PlaceholderMaterial.xml. .. _class_PlaceholderMaterial: diff --git a/classes/zh_CN/class_placeholdermesh.rst b/classes/zh_CN/class_placeholdermesh.rst index 5be5cf90fb..acca8fa97c 100644 --- a/classes/zh_CN/class_placeholdermesh.rst +++ b/classes/zh_CN/class_placeholdermesh.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PlaceholderMesh.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PlaceholderMesh.xml. .. _class_PlaceholderMesh: diff --git a/classes/zh_CN/class_placeholdertexture2d.rst b/classes/zh_CN/class_placeholdertexture2d.rst index 4686db53fa..0b4166626f 100644 --- a/classes/zh_CN/class_placeholdertexture2d.rst +++ b/classes/zh_CN/class_placeholdertexture2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PlaceholderTexture2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PlaceholderTexture2D.xml. .. _class_PlaceholderTexture2D: diff --git a/classes/zh_CN/class_placeholdertexture2darray.rst b/classes/zh_CN/class_placeholdertexture2darray.rst index 90a25a2a55..1581113e08 100644 --- a/classes/zh_CN/class_placeholdertexture2darray.rst +++ b/classes/zh_CN/class_placeholdertexture2darray.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PlaceholderTexture2DArray.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PlaceholderTexture2DArray.xml. .. _class_PlaceholderTexture2DArray: diff --git a/classes/zh_CN/class_placeholdertexture3d.rst b/classes/zh_CN/class_placeholdertexture3d.rst index f6a960fda0..6dc37bd608 100644 --- a/classes/zh_CN/class_placeholdertexture3d.rst +++ b/classes/zh_CN/class_placeholdertexture3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PlaceholderTexture3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PlaceholderTexture3D.xml. .. _class_PlaceholderTexture3D: diff --git a/classes/zh_CN/class_placeholdertexturelayered.rst b/classes/zh_CN/class_placeholdertexturelayered.rst index 689734daa1..cfe4b57457 100644 --- a/classes/zh_CN/class_placeholdertexturelayered.rst +++ b/classes/zh_CN/class_placeholdertexturelayered.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PlaceholderTextureLayered.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PlaceholderTextureLayered.xml. .. _class_PlaceholderTextureLayered: diff --git a/classes/zh_CN/class_plane.rst b/classes/zh_CN/class_plane.rst index 6d7e0ab8cc..f07ab471eb 100644 --- a/classes/zh_CN/class_plane.rst +++ b/classes/zh_CN/class_plane.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Plane.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Plane.xml. .. _class_Plane: diff --git a/classes/zh_CN/class_planemesh.rst b/classes/zh_CN/class_planemesh.rst index 71bb341954..b3e9c6eda4 100644 --- a/classes/zh_CN/class_planemesh.rst +++ b/classes/zh_CN/class_planemesh.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PlaneMesh.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PlaneMesh.xml. .. _class_PlaneMesh: diff --git a/classes/zh_CN/class_pointlight2d.rst b/classes/zh_CN/class_pointlight2d.rst index dc11a87118..d0a7b2078b 100644 --- a/classes/zh_CN/class_pointlight2d.rst +++ b/classes/zh_CN/class_pointlight2d.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PointLight2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PointLight2D.xml. .. _class_PointLight2D: diff --git a/classes/zh_CN/class_pointmesh.rst b/classes/zh_CN/class_pointmesh.rst index 88a4c14444..cf07d819ce 100644 --- a/classes/zh_CN/class_pointmesh.rst +++ b/classes/zh_CN/class_pointmesh.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PointMesh.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PointMesh.xml. .. _class_PointMesh: diff --git a/classes/zh_CN/class_polygon2d.rst b/classes/zh_CN/class_polygon2d.rst index 4542814a81..9b0416bc62 100644 --- a/classes/zh_CN/class_polygon2d.rst +++ b/classes/zh_CN/class_polygon2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Polygon2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Polygon2D.xml. .. _class_Polygon2D: diff --git a/classes/zh_CN/class_polygonoccluder3d.rst b/classes/zh_CN/class_polygonoccluder3d.rst index 5009904ad2..32d2f878b8 100644 --- a/classes/zh_CN/class_polygonoccluder3d.rst +++ b/classes/zh_CN/class_polygonoccluder3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PolygonOccluder3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PolygonOccluder3D.xml. .. _class_PolygonOccluder3D: diff --git a/classes/zh_CN/class_polygonpathfinder.rst b/classes/zh_CN/class_polygonpathfinder.rst index 5dfe495a27..0cb770e04d 100644 --- a/classes/zh_CN/class_polygonpathfinder.rst +++ b/classes/zh_CN/class_polygonpathfinder.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PolygonPathFinder.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PolygonPathFinder.xml. .. _class_PolygonPathFinder: diff --git a/classes/zh_CN/class_popup.rst b/classes/zh_CN/class_popup.rst index acd3584fbf..d85c971773 100644 --- a/classes/zh_CN/class_popup.rst +++ b/classes/zh_CN/class_popup.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Popup.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Popup.xml. .. _class_Popup: diff --git a/classes/zh_CN/class_popupmenu.rst b/classes/zh_CN/class_popupmenu.rst index a6066ca5ad..9751543e01 100644 --- a/classes/zh_CN/class_popupmenu.rst +++ b/classes/zh_CN/class_popupmenu.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PopupMenu.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PopupMenu.xml. .. _class_PopupMenu: @@ -445,9 +445,9 @@ ID 为 ``id`` 的菜单项被按下或者由快捷键激活时发出。 - |void| **set_prefer_native_menu**\ (\ value\: :ref:`bool`\ ) - :ref:`bool` **is_prefer_native_menu**\ (\ ) -If ``true``, :ref:`MenuBar` will use native menu when supported. +如果为 ``true``\ ,则支持原生菜单时 :ref:`MenuBar` 会使用原生菜单。 -\ **Note:** If **PopupMenu** is linked to :ref:`StatusIndicator`, :ref:`MenuBar`, or another **PopupMenu** item it can use native menu regardless of this property, use :ref:`is_native_menu` to check it. +\ **注意:**\ 如果 **PopupMenu** 与 :ref:`StatusIndicator`\ 、\ :ref:`MenuBar` 或其他 **PopupMenu** 菜单项之间存在链接,则无论该属性为何值,均可使用原生菜单,请使用 :ref:`is_native_menu` 检查。 .. rst-class:: classref-item-separator @@ -1086,7 +1086,7 @@ If ``true``, :ref:`MenuBar` will use native menu when supported. :ref:`bool` **is_native_menu**\ (\ ) |const| :ref:`🔗` -Returns ``true`` if the system native menu is supported and currently used by this **PopupMenu**. +如果系统原生菜单受支持,且当前由该 **PopupMenu** 使用,则返回 ``true``\ 。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_popuppanel.rst b/classes/zh_CN/class_popuppanel.rst index 4791a0d496..6446bc6abf 100644 --- a/classes/zh_CN/class_popuppanel.rst +++ b/classes/zh_CN/class_popuppanel.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PopupPanel.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PopupPanel.xml. .. _class_PopupPanel: diff --git a/classes/zh_CN/class_portablecompressedtexture2d.rst b/classes/zh_CN/class_portablecompressedtexture2d.rst index 845cca5f9a..e7814ed0ba 100644 --- a/classes/zh_CN/class_portablecompressedtexture2d.rst +++ b/classes/zh_CN/class_portablecompressedtexture2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PortableCompressedTexture2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PortableCompressedTexture2D.xml. .. _class_PortableCompressedTexture2D: diff --git a/classes/zh_CN/class_primitivemesh.rst b/classes/zh_CN/class_primitivemesh.rst index 073dd5bb82..3b8154f5fe 100644 --- a/classes/zh_CN/class_primitivemesh.rst +++ b/classes/zh_CN/class_primitivemesh.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PrimitiveMesh.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PrimitiveMesh.xml. .. _class_PrimitiveMesh: diff --git a/classes/zh_CN/class_prismmesh.rst b/classes/zh_CN/class_prismmesh.rst index 91bae360b1..470233ea06 100644 --- a/classes/zh_CN/class_prismmesh.rst +++ b/classes/zh_CN/class_prismmesh.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PrismMesh.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PrismMesh.xml. .. _class_PrismMesh: diff --git a/classes/zh_CN/class_proceduralskymaterial.rst b/classes/zh_CN/class_proceduralskymaterial.rst index 75a02024c4..892a6b7a19 100644 --- a/classes/zh_CN/class_proceduralskymaterial.rst +++ b/classes/zh_CN/class_proceduralskymaterial.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ProceduralSkyMaterial.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ProceduralSkyMaterial.xml. .. _class_ProceduralSkyMaterial: diff --git a/classes/zh_CN/class_progressbar.rst b/classes/zh_CN/class_progressbar.rst index d3314c0c8e..3d60982abe 100644 --- a/classes/zh_CN/class_progressbar.rst +++ b/classes/zh_CN/class_progressbar.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ProgressBar.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ProgressBar.xml. .. _class_ProgressBar: diff --git a/classes/zh_CN/class_projection.rst b/classes/zh_CN/class_projection.rst index a8d9fc5cb7..64216ebd46 100644 --- a/classes/zh_CN/class_projection.rst +++ b/classes/zh_CN/class_projection.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Projection.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Projection.xml. .. _class_Projection: @@ -17,7 +17,7 @@ Projection 描述 ---- -用于 3D 投影变换的 4×4 矩阵,可以表示平移、旋转、缩放、剪切和透视分割等变换,由四个 :ref:`Vector4` 列组成。 +用于 3D 投影变换的 4×4 矩阵,可以表示平移、旋转、缩放、倾斜和透视分割等变换,由四个 :ref:`Vector4` 列组成。 对于纯粹的线性变换(平移、旋转和缩放),建议使用 :ref:`Transform3D`\ ,因为它的性能更强,内存占用更少。 diff --git a/classes/zh_CN/class_projectsettings.rst b/classes/zh_CN/class_projectsettings.rst index 7e78e3c1f9..89fce59412 100644 --- a/classes/zh_CN/class_projectsettings.rst +++ b/classes/zh_CN/class_projectsettings.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ProjectSettings.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ProjectSettings.xml. .. _class_ProjectSettings: @@ -493,7 +493,7 @@ ProjectSettings +---------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ | :ref:`String` | :ref:`editor/run/main_run_args` | ``""`` | +---------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ - | :ref:`PackedStringArray` | :ref:`editor/script/search_in_file_extensions` | ``PackedStringArray("gd", "gdshader")`` | + | :ref:`PackedStringArray` | :ref:`editor/script/search_in_file_extensions` | | +---------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ | :ref:`String` | :ref:`editor/script/templates_search_path` | ``"res://script_templates"`` | +---------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ @@ -1523,6 +1523,10 @@ ProjectSettings +---------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ | :ref:`String` | :ref:`rendering/rendering_device/driver.windows` | | +---------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ + | :ref:`bool` | :ref:`rendering/rendering_device/fallback_to_d3d12` | ``true`` | + +---------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ + | :ref:`bool` | :ref:`rendering/rendering_device/fallback_to_vulkan` | ``true`` | + +---------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`rendering/rendering_device/pipeline_cache/enable` | ``true`` | +---------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------+ | :ref:`float` | :ref:`rendering/rendering_device/pipeline_cache/save_chunk_size_mb` | ``3.0`` | @@ -1820,11 +1824,11 @@ ProjectSettings :ref:`String` **application/config/custom_user_dir_name** = ``""`` :ref:`🔗` -This user directory is used for storing persistent data (``user://`` filesystem). If a custom directory name is defined, this name will be appended to the system-specific user data directory (same parent folder as the Godot configuration folder documented in :ref:`OS.get_user_data_dir`). +该用户目录用于存储持久数据(\ ``user://`` 文件系统)。如果定义了自定义目录名称,则该名称将被追加到系统特定的用户数据目录(与 :ref:`OS.get_user_data_dir` 中记录的 Godot 配置文件夹相同的父文件夹)。 -The :ref:`application/config/use_custom_user_dir` setting must be enabled for this to take effect. +\ :ref:`application/config/use_custom_user_dir` 设置必须被启用,该设置才能生效。 -\ **Note:** If :ref:`application/config/custom_user_dir_name` contains trailing periods, they will be stripped as folder names ending with a period are not allowed on Windows. +\ **注意:**\ 如果 :ref:`application/config/custom_user_dir_name` 以英文句点结尾,末尾的所有句点都会被剥离,因为 Windows 上不允许文件夹的名称以句点结尾。 .. rst-class:: classref-item-separator @@ -2086,7 +2090,7 @@ The :ref:`application/config/use_custom_user_dir` **application/run/low_processor_mode** = ``false`` :ref:`🔗` -If ``true``, enables low-processor usage mode. When enabled, the engine takes longer to redraw, but only redraws the screen if necessary. This may lower power consumption, and is intended for editors or mobile applications. For most games, because the screen needs to be redrawn every frame, it is recommended to keep this setting disabled. +如果为 ``true``\ ,则启用低处理器占用模式。启用后,引擎进行重绘的耗时变长,但只会在必要时重绘屏幕。这样做能够降低耗电量,目的是用于编辑器以及移动应用程序。大多数游戏每帧都需要重绘屏幕,所以建议保持禁用状态。 .. rst-class:: classref-item-separator @@ -2262,13 +2266,13 @@ If ``true``, enables low-processor usage mode. When enabled, the engine takes lo :ref:`int` **audio/driver/output_latency** = ``15`` :ref:`🔗` -Specifies the preferred output latency in milliseconds for audio. Lower values will result in lower audio latency at the cost of increased CPU usage. Low values may result in audible crackling on slower hardware. +指定音频的首选输出延迟,单位为毫秒。较低的值将导致较低的音频延迟,但会增加 CPU 使用率。低值可能会导致在较慢的硬件上发出可听见的破裂声。 -Audio output latency may be constrained by the host operating system and audio hardware drivers. If the host can not provide the specified audio output latency then Godot will attempt to use the nearest latency allowed by the host. As such you should always use :ref:`AudioServer.get_output_latency` to determine the actual audio output latency. +音频输出延迟可能会受到主机操作系统和音频硬件驱动程序的限制。如果主机无法提供指定的音频输出延迟,那么 Godot 将尝试使用主机允许的最近延迟。因此,应该始终使用 :ref:`AudioServer.get_output_latency` 来确定实际的音频输出延迟。 -Audio output latency can be overridden using the ``--audio-output-latency `` command line argument. +音频输出延迟可以使用 ``--audio-output-latency `` 命令行参数覆盖。 -\ **Note:** This setting is ignored on Android, and on all versions of Windows prior to Windows 10. +\ **注意:**\ Android 以及 Windows 10 之前的所有版本都会忽略这个设置。 .. rst-class:: classref-item-separator @@ -2322,9 +2326,9 @@ Audio output latency can be overridden using the ``--audio-output-latency `` **实验性:** 未来版本中可能会修改或移除该属性。 -Specifies the default playback type of the platform. +指定各平台的默认回放类型。 -The default value is set to **Stream**, as most platforms have no issues mixing streams. +默认值为 **Stream**\ ,因为大多数平台可以正常进行混流。 .. rst-class:: classref-item-separator @@ -2338,11 +2342,11 @@ The default value is set to **Stream**, as most platforms have no issues mixing **实验性:** 未来版本中可能会修改或移除该属性。 -Specifies the default playback type of the Web platform. +指定 Web 平台的默认回放类型。 -The default value is set to **Sample** as the Web platform is not suited to mix audio streams outside of the Web Audio API, especially when exporting a single-threaded game. **Sample** allows for lower latency on the web platform at the cost of flexibility (:ref:`AudioEffect`\ s are not supported). +默认值为 **Sample**\ ,因为 Web 平台不适合在 Web Audio API 以外混合音频流,导出为单线程游戏时尤为明显。\ **Sample** 即采样,能够牺牲灵活性(不支持 :ref:`AudioEffect`\ )换取 Web 平台上更低的延迟。 -\ **Warning:** Forcing **Stream** on the Web platform may cause high audio latency and crackling, especially when exporting a multi-threaded game. +\ **警告:**\ 在 Web 平台上强制使用 **Stream** 可能造成较大的音频延迟和爆音,导出为多线程游戏时尤为明显。 .. rst-class:: classref-item-separator @@ -2578,7 +2582,7 @@ Zstandard 的默认压缩级别。影响压缩的场景和资源。较高的级 :ref:`int` **debug/gdscript/warnings/confusable_capture_reassignment** = ``1`` :ref:`🔗` -When set to ``warn`` or ``error``, produces a warning or an error respectively when a local variable captured by a lambda is reassigned, since this does not modify the outer local variable. +设为 ``warn`` 或 ``error`` 时,如果为 lambda 捕获的局部变量重新赋值,就会对应产生警告或错误,因为这样做并不会修改外部的局部变量。 .. rst-class:: classref-item-separator @@ -3202,7 +3206,7 @@ When set to ``warn`` or ``error``, produces a warning or an error respectively w :ref:`int` **debug/settings/profiler/max_timestamp_query_elements** = ``256`` :ref:`🔗` -Maximum number of timestamp query elements allowed per frame for visual profiling. +每帧允许用于可视分析的时间戳查询元素的最大数量。 .. rst-class:: classref-item-separator @@ -4226,13 +4230,13 @@ Maximum number of timestamp query elements allowed per frame for visual profilin :ref:`String` **display/window/stretch/mode** = ``"disabled"`` :ref:`🔗` -Defines how the base size is stretched to fit the resolution of the window or screen. +定义如何将基础大小进行拉伸,从而适应窗口或屏幕的分辨率。 -\ **"disabled"**: No stretching happens. One unit in the scene corresponds to one pixel on the screen. In this mode, :ref:`display/window/stretch/aspect` has no effect. Recommended for non-game applications. +\ **"disabled"**\ :不进行拉伸。场景中的一个单位对应屏幕上的一个像素。\ :ref:`display/window/stretch/aspect` 在该模式下无效。推荐非游戏应用程序使用。 -\ **"canvas_items"**: The base size specified in width and height in the project settings is stretched to cover the whole screen (taking :ref:`display/window/stretch/aspect` into account). This means that everything is rendered directly at the target resolution. 3D is unaffected, while in 2D, there is no longer a 1:1 correspondence between sprite pixels and screen pixels, which may result in scaling artifacts. Recommended for most games that don't use a pixel art aesthetic, although it is possible to use this stretch mode for pixel art games too (especially in 3D). +\ **"canvas_items"**\ :将项目设置中指定的基础大小拉伸至覆盖整个屏幕(会考虑 :ref:`display/window/stretch/aspect`\ )。这样所有东西都是直接按照目标分辨率渲染的。3D 不受影响,但在 2D 中精灵的像素和屏幕像素就不再是 1:1 的关系了,缩放可能导致画面问题。推荐大多数非像素风的游戏使用,尽管像素风游戏也可以使用该拉伸模式(尤其是 3D)。 -\ **"viewport"**: The size of the root :ref:`Viewport` is set precisely to the base size specified in the Project Settings' Display section. The scene is rendered to this viewport first. Finally, this viewport is scaled to fit the screen (taking :ref:`display/window/stretch/aspect` into account). Recommended for games that use a pixel art aesthetic. +\ **"viewport"**\ :将根 :ref:`Viewport` 的大小设为项目设置中“显示”部分中指定的基础大小。场景会现在这个视口中渲染。最终会将该视口缩放至适合屏幕的尺寸(会考虑 :ref:`display/window/stretch/aspect`\ )。推荐像素风游戏使用。 .. rst-class:: classref-item-separator @@ -4274,7 +4278,11 @@ Defines how the base size is stretched to fit the resolution of the window or sc :ref:`bool` **display/window/subwindows/embed_subwindows** = ``true`` :ref:`🔗` -如果为 ``true`` 则子窗口是嵌入到主窗口中的。 +如果为 ``true``\ ,则会将子窗口嵌入到主窗口中(也称为单窗口模式)。单窗口模式可能更快,因为无须为每个弹出项和工具提示都创建一个单独的窗口,根据操作系统和所使用的渲染方法的不同,创建窗口可能是很慢的操作。 + +如果为 ``false``\ ,则会为子窗口会创建单独的窗口(也称为多窗口模式)。该模式下能够将子窗口移动到主窗口之外,使用的也是操作系统窗口的装饰。 + +等价于编辑器中的 :ref:`EditorSettings.interface/editor/single_window_mode`\ ,但是取值相反。 .. rst-class:: classref-item-separator @@ -4346,11 +4354,11 @@ Defines how the base size is stretched to fit the resolution of the window or sc :ref:`bool` **editor/export/convert_text_resources_to_binary** = ``true`` :ref:`🔗` -If ``true``, text resource (``tres``) and text scene (``tscn``) files are converted to their corresponding binary format on export. This decreases file sizes and speeds up loading slightly. +如果为 ``true``\ ,则导出时会将文本资源文件(\ ``tres``\ )和文本场景文件(\ ``tscn``\ )转换为对应的二进制格式。这样做能够减小文件大小、略微加快加载速度。 -\ **Note:** Because a resource's file extension may change in an exported project, it is heavily recommended to use :ref:`@GDScript.load` or :ref:`ResourceLoader` instead of :ref:`FileAccess` to load resources dynamically. +\ **注意:**\ 导出后的项目中,资源文件的扩展名可能发生改变,因此强烈建议在动态加载资源时使用 :ref:`@GDScript.load` 和 :ref:`ResourceLoader`\ ,不要使用 :ref:`FileAccess`\ 。 -\ **Note:** The project settings file (``project.godot``) will always be converted to binary on export, regardless of this setting. +\ **注意:**\ 导出时始终会将项目设置文件(\ ``project.godot``\ )转换为二进制格式,与该设置无关。 .. rst-class:: classref-item-separator @@ -4578,7 +4586,7 @@ Godot 有两个内置的 :ref:`MovieWriter`\ : .. rst-class:: classref-property -:ref:`PackedStringArray` **editor/script/search_in_file_extensions** = ``PackedStringArray("gd", "gdshader")`` :ref:`🔗` +:ref:`PackedStringArray` **editor/script/search_in_file_extensions** :ref:`🔗` 脚本编辑器的“在文件中查找”特性中包含的基于文本的文件扩展名。你可以添加例如 ``tscn``\ ,如果你也想解析你的场景文件,特别是如果你使用的是在场景文件中序列化的内置脚本。 @@ -9668,7 +9676,7 @@ Godot 使用一个消息队列来延迟一些函数调用。如果你的空间 :ref:`int` **rendering/anti_aliasing/quality/msaa_3d** = ``0`` :ref:`🔗` -Sets the number of MSAA samples to use for 3D rendering (as a power of two). MSAA is used to reduce aliasing around the edges of polygons. A higher MSAA value results in smoother edges but can be significantly slower on some hardware, especially integrated graphics due to their limited memory bandwidth. See also :ref:`rendering/scaling_3d/mode` for supersampling, which provides higher quality but is much more expensive. This has no effect on shader-induced aliasing or texture aliasing. +设置用于 3D 渲染的 MSAA 采样数(为 2 的幂)。MSAA 用于减少多边形边缘周围的锯齿。较高的 MSAA 值会产生更平滑的边缘,但在某些硬件上可能会明显变慢,尤其是显存带宽比较有限的集成显卡。另见用于超级采样的双线性缩放 3d :ref:`rendering/scaling_3d/mode`\ ,它提供更高的质量但更昂贵。这对着色器引起的锯齿或纹理锯齿无效。 .. rst-class:: classref-item-separator @@ -10764,9 +10772,9 @@ OIDN 将在可用时使用 GPU 加速。与使用计算着色器进行加速的 :ref:`int` **rendering/limits/global_shader_variables/buffer_size** = ``65536`` :ref:`🔗` -The maximum number of uniforms that can be used by the global shader uniform buffer. Each item takes up one slot. In other words, a single uniform float and a uniform vec4 will take the same amount of space in the buffer. +全局着色器 uniform 缓冲能够使用的 uniform 的最大数量。每个条目占据一个位置。换句话说,单个 uniform float 和单个 uniform vec4 在缓冲中占据的空间是相同的。 -\ **Note:** When using the Compatibility backend, most mobile devices (and all web exports) will be limited to a maximum size of 1024 due to hardware constraints. +\ **注意:**\ 使用 Compatibility 后端时,由于硬件的限制,大多数移动设备(以及所有 Web 导出)对最大数量都有 1024 的上限。 .. rst-class:: classref-item-separator @@ -10980,7 +10988,7 @@ The maximum number of uniforms that can be used by the global shader uniform buf :ref:`int` **rendering/reflections/sky_reflections/ggx_samples** = ``32`` :ref:`🔗` -设置在对 :ref:`Sky` 和 :ref:`ReflectionProbe` 使用重要性采样时要采用的样本数。较高的值将导致更平滑、更高质量的反射,但会增加计算辐照度映射的时间。一般来说,更简单的低动态范围环境需要更少的样本,而 HDR 环境和具有高细节层次的环境需要更多的样本。 +设置在对 :ref:`Sky` 和 :ref:`ReflectionProbe` 使用重要性采样时要采用的样本数。较高的值将导致更平滑、更高质量的反射,但会增加计算辐射率贴图的时间。一般来说,更简单的低动态范围环境需要更少的样本,而 HDR 环境和具有高细节层次的环境需要更多的样本。 .. rst-class:: classref-item-separator @@ -11004,7 +11012,7 @@ The maximum number of uniforms that can be used by the global shader uniform buf :ref:`int` **rendering/reflections/sky_reflections/roughness_layers** = ``8`` :ref:`🔗` -使用重要性采样时,限制在辐照度映射中使用的层数。较低的数字会稍微快一些,并且会占用较少的 VRAM。 +使用重要性采样时,限制在辐射率映射中使用的层数。较低的数字会稍微快一些,并且会占用较少的 VRAM。 .. rst-class:: classref-item-separator @@ -11202,6 +11210,34 @@ Direct3D 12 渲染驱动每帧所使用的采样器描述符堆中的条目数 ---- +.. _class_ProjectSettings_property_rendering/rendering_device/fallback_to_d3d12: + +.. rst-class:: classref-property + +:ref:`bool` **rendering/rendering_device/fallback_to_d3d12** = ``true`` :ref:`🔗` + +如果为 ``true``\ ,则 forward 渲染器会在不支持 Vulkan 时回退到 Direct3D 12。 + +\ **注意:**\ 该设置仅在 Windows 上实现。 + +.. rst-class:: classref-item-separator + +---- + +.. _class_ProjectSettings_property_rendering/rendering_device/fallback_to_vulkan: + +.. rst-class:: classref-property + +:ref:`bool` **rendering/rendering_device/fallback_to_vulkan** = ``true`` :ref:`🔗` + +如果为 ``true``\ ,则 forward 渲染器会在不支持 Direct3D 12 时回退到 Vulkan。 + +\ **注意:**\ 该设置仅在 Windows 上实现。 + +.. rst-class:: classref-item-separator + +---- + .. _class_ProjectSettings_property_rendering/rendering_device/pipeline_cache/enable: .. rst-class:: classref-property @@ -11825,9 +11861,9 @@ WebP 的默认压缩方法。影响有损和无损 WebP。较高的值会以压 :ref:`bool` **xr/openxr/foveation_dynamic** = ``false`` :ref:`🔗` -If true and foveation is supported, will automatically adjust foveation level based on framerate up to the level set on :ref:`xr/openxr/foveation_level`. +如果为 true 并且支持注视点,将根据帧速率自动调整注视点级别,直至达到 :ref:`xr/openxr/foveation_level` 上设置的级别。 -\ **Note:** Only works on the Compatibility rendering method. +\ **注意:**\ 仅适用于兼容性渲染方法。 .. rst-class:: classref-item-separator @@ -11839,9 +11875,9 @@ If true and foveation is supported, will automatically adjust foveation level ba :ref:`int` **xr/openxr/foveation_level** = ``"0"`` :ref:`🔗` -Applied foveation level if supported: 0 = off, 1 = low, 2 = medium, 3 = high. +应用的注视点级别(如果支持):0 = 关闭、1 = 低、2 = 中、3 = 高。 -\ **Note:** Only works on the Compatibility rendering method. On platforms other than Android, if :ref:`rendering/anti_aliasing/quality/msaa_3d` is enabled, this feature will be disabled. +\ **注意:**\ 仅适用于兼容性渲染方法。在 Android 以外的平台上,如果启用了 :ref:`rendering/anti_aliasing/quality/msaa_3d`\ ,则该功能将被禁用。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_propertytweener.rst b/classes/zh_CN/class_propertytweener.rst index de1c94683c..a0fac897dc 100644 --- a/classes/zh_CN/class_propertytweener.rst +++ b/classes/zh_CN/class_propertytweener.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PropertyTweener.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/PropertyTweener.xml. .. _class_PropertyTweener: diff --git a/classes/zh_CN/class_quadmesh.rst b/classes/zh_CN/class_quadmesh.rst index ef534a1586..939531c803 100644 --- a/classes/zh_CN/class_quadmesh.rst +++ b/classes/zh_CN/class_quadmesh.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/QuadMesh.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/QuadMesh.xml. .. _class_QuadMesh: diff --git a/classes/zh_CN/class_quadoccluder3d.rst b/classes/zh_CN/class_quadoccluder3d.rst index a3e8153f41..184a3c4f88 100644 --- a/classes/zh_CN/class_quadoccluder3d.rst +++ b/classes/zh_CN/class_quadoccluder3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/QuadOccluder3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/QuadOccluder3D.xml. .. _class_QuadOccluder3D: diff --git a/classes/zh_CN/class_quaternion.rst b/classes/zh_CN/class_quaternion.rst index 4f26e4ccb1..05403ab946 100644 --- a/classes/zh_CN/class_quaternion.rst +++ b/classes/zh_CN/class_quaternion.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Quaternion.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Quaternion.xml. .. _class_Quaternion: diff --git a/classes/zh_CN/class_randomnumbergenerator.rst b/classes/zh_CN/class_randomnumbergenerator.rst index 90a4cfbdd1..c43967109b 100644 --- a/classes/zh_CN/class_randomnumbergenerator.rst +++ b/classes/zh_CN/class_randomnumbergenerator.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RandomNumberGenerator.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RandomNumberGenerator.xml. .. _class_RandomNumberGenerator: diff --git a/classes/zh_CN/class_range.rst b/classes/zh_CN/class_range.rst index 66ca69f558..13fc66619b 100644 --- a/classes/zh_CN/class_range.rst +++ b/classes/zh_CN/class_range.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Range.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Range.xml. .. _class_Range: diff --git a/classes/zh_CN/class_raycast2d.rst b/classes/zh_CN/class_raycast2d.rst index 3b3b462e40..30fea85eea 100644 --- a/classes/zh_CN/class_raycast2d.rst +++ b/classes/zh_CN/class_raycast2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RayCast2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RayCast2D.xml. .. _class_RayCast2D: diff --git a/classes/zh_CN/class_raycast3d.rst b/classes/zh_CN/class_raycast3d.rst index c5f7cc91a5..b841d904f6 100644 --- a/classes/zh_CN/class_raycast3d.rst +++ b/classes/zh_CN/class_raycast3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RayCast3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RayCast3D.xml. .. _class_RayCast3D: diff --git a/classes/zh_CN/class_rdattachmentformat.rst b/classes/zh_CN/class_rdattachmentformat.rst index 47cee96533..1141c03db3 100644 --- a/classes/zh_CN/class_rdattachmentformat.rst +++ b/classes/zh_CN/class_rdattachmentformat.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RDAttachmentFormat.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RDAttachmentFormat.xml. .. _class_RDAttachmentFormat: diff --git a/classes/zh_CN/class_rdframebufferpass.rst b/classes/zh_CN/class_rdframebufferpass.rst index c75c755313..6b49fb4fac 100644 --- a/classes/zh_CN/class_rdframebufferpass.rst +++ b/classes/zh_CN/class_rdframebufferpass.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RDFramebufferPass.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RDFramebufferPass.xml. .. _class_RDFramebufferPass: diff --git a/classes/zh_CN/class_rdpipelinecolorblendstate.rst b/classes/zh_CN/class_rdpipelinecolorblendstate.rst index a4b1ac6aaa..97687c04ee 100644 --- a/classes/zh_CN/class_rdpipelinecolorblendstate.rst +++ b/classes/zh_CN/class_rdpipelinecolorblendstate.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RDPipelineColorBlendState.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RDPipelineColorBlendState.xml. .. _class_RDPipelineColorBlendState: diff --git a/classes/zh_CN/class_rdpipelinecolorblendstateattachment.rst b/classes/zh_CN/class_rdpipelinecolorblendstateattachment.rst index e06d5c807b..c31ebc856a 100644 --- a/classes/zh_CN/class_rdpipelinecolorblendstateattachment.rst +++ b/classes/zh_CN/class_rdpipelinecolorblendstateattachment.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RDPipelineColorBlendStateAttachment.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RDPipelineColorBlendStateAttachment.xml. .. _class_RDPipelineColorBlendStateAttachment: diff --git a/classes/zh_CN/class_rdpipelinedepthstencilstate.rst b/classes/zh_CN/class_rdpipelinedepthstencilstate.rst index 078a4ea6a7..ea0038be73 100644 --- a/classes/zh_CN/class_rdpipelinedepthstencilstate.rst +++ b/classes/zh_CN/class_rdpipelinedepthstencilstate.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RDPipelineDepthStencilState.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RDPipelineDepthStencilState.xml. .. _class_RDPipelineDepthStencilState: diff --git a/classes/zh_CN/class_rdpipelinemultisamplestate.rst b/classes/zh_CN/class_rdpipelinemultisamplestate.rst index 1332e5ef6f..720354e9f8 100644 --- a/classes/zh_CN/class_rdpipelinemultisamplestate.rst +++ b/classes/zh_CN/class_rdpipelinemultisamplestate.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RDPipelineMultisampleState.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RDPipelineMultisampleState.xml. .. _class_RDPipelineMultisampleState: diff --git a/classes/zh_CN/class_rdpipelinerasterizationstate.rst b/classes/zh_CN/class_rdpipelinerasterizationstate.rst index 03217771f8..d23f1fb14c 100644 --- a/classes/zh_CN/class_rdpipelinerasterizationstate.rst +++ b/classes/zh_CN/class_rdpipelinerasterizationstate.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RDPipelineRasterizationState.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RDPipelineRasterizationState.xml. .. _class_RDPipelineRasterizationState: diff --git a/classes/zh_CN/class_rdpipelinespecializationconstant.rst b/classes/zh_CN/class_rdpipelinespecializationconstant.rst index 0193e2b241..05365ff365 100644 --- a/classes/zh_CN/class_rdpipelinespecializationconstant.rst +++ b/classes/zh_CN/class_rdpipelinespecializationconstant.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RDPipelineSpecializationConstant.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RDPipelineSpecializationConstant.xml. .. _class_RDPipelineSpecializationConstant: diff --git a/classes/zh_CN/class_rdsamplerstate.rst b/classes/zh_CN/class_rdsamplerstate.rst index 75d80af598..48428221f5 100644 --- a/classes/zh_CN/class_rdsamplerstate.rst +++ b/classes/zh_CN/class_rdsamplerstate.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RDSamplerState.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RDSamplerState.xml. .. _class_RDSamplerState: diff --git a/classes/zh_CN/class_rdshaderfile.rst b/classes/zh_CN/class_rdshaderfile.rst index 7a34fdd15b..8396304778 100644 --- a/classes/zh_CN/class_rdshaderfile.rst +++ b/classes/zh_CN/class_rdshaderfile.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RDShaderFile.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RDShaderFile.xml. .. _class_RDShaderFile: diff --git a/classes/zh_CN/class_rdshadersource.rst b/classes/zh_CN/class_rdshadersource.rst index f29d877f02..bf19d94120 100644 --- a/classes/zh_CN/class_rdshadersource.rst +++ b/classes/zh_CN/class_rdshadersource.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RDShaderSource.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RDShaderSource.xml. .. _class_RDShaderSource: diff --git a/classes/zh_CN/class_rdshaderspirv.rst b/classes/zh_CN/class_rdshaderspirv.rst index 758ecfbee8..1df6bec261 100644 --- a/classes/zh_CN/class_rdshaderspirv.rst +++ b/classes/zh_CN/class_rdshaderspirv.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RDShaderSPIRV.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RDShaderSPIRV.xml. .. _class_RDShaderSPIRV: diff --git a/classes/zh_CN/class_rdtextureformat.rst b/classes/zh_CN/class_rdtextureformat.rst index 7a098ecd2e..885964e6ec 100644 --- a/classes/zh_CN/class_rdtextureformat.rst +++ b/classes/zh_CN/class_rdtextureformat.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RDTextureFormat.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RDTextureFormat.xml. .. _class_RDTextureFormat: diff --git a/classes/zh_CN/class_rdtextureview.rst b/classes/zh_CN/class_rdtextureview.rst index d801bd23df..4c487ce611 100644 --- a/classes/zh_CN/class_rdtextureview.rst +++ b/classes/zh_CN/class_rdtextureview.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RDTextureView.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RDTextureView.xml. .. _class_RDTextureView: diff --git a/classes/zh_CN/class_rduniform.rst b/classes/zh_CN/class_rduniform.rst index bc8f6a11ec..9733c1fcaa 100644 --- a/classes/zh_CN/class_rduniform.rst +++ b/classes/zh_CN/class_rduniform.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RDUniform.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RDUniform.xml. .. _class_RDUniform: diff --git a/classes/zh_CN/class_rdvertexattribute.rst b/classes/zh_CN/class_rdvertexattribute.rst index 0a0ecd2a06..7b6f758f7c 100644 --- a/classes/zh_CN/class_rdvertexattribute.rst +++ b/classes/zh_CN/class_rdvertexattribute.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RDVertexAttribute.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RDVertexAttribute.xml. .. _class_RDVertexAttribute: diff --git a/classes/zh_CN/class_rect2.rst b/classes/zh_CN/class_rect2.rst index aa43b26f40..eb0b08c85d 100644 --- a/classes/zh_CN/class_rect2.rst +++ b/classes/zh_CN/class_rect2.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Rect2.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Rect2.xml. .. _class_Rect2: diff --git a/classes/zh_CN/class_rect2i.rst b/classes/zh_CN/class_rect2i.rst index c54de180fb..69c34cbf63 100644 --- a/classes/zh_CN/class_rect2i.rst +++ b/classes/zh_CN/class_rect2i.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Rect2i.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Rect2i.xml. .. _class_Rect2i: diff --git a/classes/zh_CN/class_rectangleshape2d.rst b/classes/zh_CN/class_rectangleshape2d.rst index 9ee26ec72b..e428ae43c1 100644 --- a/classes/zh_CN/class_rectangleshape2d.rst +++ b/classes/zh_CN/class_rectangleshape2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RectangleShape2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RectangleShape2D.xml. .. _class_RectangleShape2D: diff --git a/classes/zh_CN/class_refcounted.rst b/classes/zh_CN/class_refcounted.rst index 11f0160c77..e6d651be8e 100644 --- a/classes/zh_CN/class_refcounted.rst +++ b/classes/zh_CN/class_refcounted.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RefCounted.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RefCounted.xml. .. _class_RefCounted: diff --git a/classes/zh_CN/class_referencerect.rst b/classes/zh_CN/class_referencerect.rst index 77257d5d4e..35bc71d9c7 100644 --- a/classes/zh_CN/class_referencerect.rst +++ b/classes/zh_CN/class_referencerect.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ReferenceRect.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ReferenceRect.xml. .. _class_ReferenceRect: diff --git a/classes/zh_CN/class_reflectionprobe.rst b/classes/zh_CN/class_reflectionprobe.rst index f306a9c880..1aa38230e8 100644 --- a/classes/zh_CN/class_reflectionprobe.rst +++ b/classes/zh_CN/class_reflectionprobe.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ReflectionProbe.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ReflectionProbe.xml. .. _class_ReflectionProbe: @@ -98,7 +98,7 @@ enum **UpdateMode**: :ref:`🔗` :ref:`UpdateMode` **UPDATE_ONCE** = ``0`` -在下一帧更新一次探针(建议大多数对象使用)。对应的辐照度贴图会在后续六帧中陆续生成。更新所花费的时间比 :ref:`UPDATE_ALWAYS` 多,但消耗的性能比它少、产生的反射质量也更高。ReflectionProbe 的变换发生变化时也会进行更新,但不会在周围几何体变化时更新。你可以通过将该 **ReflectionProbe** 在任意方向上进行小幅度移动来强制更新 **ReflectionProbe**\ 。 +在下一帧更新一次探针(建议大多数对象使用)。对应的辐射率贴图会在后续六帧中陆续生成。更新所花费的时间比 :ref:`UPDATE_ALWAYS` 多,但消耗的性能比它少、产生的反射质量也更高。ReflectionProbe 的变换发生变化时也会进行更新,但不会在周围几何体变化时更新。你可以通过将该 **ReflectionProbe** 在任意方向上进行小幅度移动来强制更新 **ReflectionProbe**\ 。 .. _class_ReflectionProbe_constant_UPDATE_ALWAYS: diff --git a/classes/zh_CN/class_regex.rst b/classes/zh_CN/class_regex.rst index 72b973d961..e68c6d84ba 100644 --- a/classes/zh_CN/class_regex.rst +++ b/classes/zh_CN/class_regex.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/regex/doc_classes/RegEx.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/regex/doc_classes/RegEx.xml. .. _class_RegEx: diff --git a/classes/zh_CN/class_regexmatch.rst b/classes/zh_CN/class_regexmatch.rst index 4b7b2adf3a..128fcb81b5 100644 --- a/classes/zh_CN/class_regexmatch.rst +++ b/classes/zh_CN/class_regexmatch.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/regex/doc_classes/RegExMatch.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/regex/doc_classes/RegExMatch.xml. .. _class_RegExMatch: diff --git a/classes/zh_CN/class_remotetransform2d.rst b/classes/zh_CN/class_remotetransform2d.rst index 426540a000..a8a4e23896 100644 --- a/classes/zh_CN/class_remotetransform2d.rst +++ b/classes/zh_CN/class_remotetransform2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RemoteTransform2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RemoteTransform2D.xml. .. _class_RemoteTransform2D: diff --git a/classes/zh_CN/class_remotetransform3d.rst b/classes/zh_CN/class_remotetransform3d.rst index 54d8137201..05b4c0bfdf 100644 --- a/classes/zh_CN/class_remotetransform3d.rst +++ b/classes/zh_CN/class_remotetransform3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RemoteTransform3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RemoteTransform3D.xml. .. _class_RemoteTransform3D: diff --git a/classes/zh_CN/class_renderdata.rst b/classes/zh_CN/class_renderdata.rst index e7df1f0189..59a59b3a2d 100644 --- a/classes/zh_CN/class_renderdata.rst +++ b/classes/zh_CN/class_renderdata.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RenderData.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RenderData.xml. .. _class_RenderData: diff --git a/classes/zh_CN/class_renderdataextension.rst b/classes/zh_CN/class_renderdataextension.rst index 8ecb54c175..b5c4535583 100644 --- a/classes/zh_CN/class_renderdataextension.rst +++ b/classes/zh_CN/class_renderdataextension.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RenderDataExtension.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RenderDataExtension.xml. .. _class_RenderDataExtension: @@ -54,7 +54,7 @@ RenderDataExtension :ref:`RID` **_get_camera_attributes**\ (\ ) |virtual| |const| :ref:`🔗` -Implement this in GDExtension to return the :ref:`RID` for the implementation's camera attributes object. +在 GDExtension 中实现它以返回实现的相机属性对象的 :ref:`RID`\ 。 .. rst-class:: classref-item-separator @@ -66,7 +66,7 @@ Implement this in GDExtension to return the :ref:`RID` for the implem :ref:`RID` **_get_environment**\ (\ ) |virtual| |const| :ref:`🔗` -Implement this in GDExtension to return the :ref:`RID` of the implementation's environment object. +在 GDExtension 中实现它以返回实现的环境对象的 :ref:`RID`\ 。 .. rst-class:: classref-item-separator @@ -78,7 +78,7 @@ Implement this in GDExtension to return the :ref:`RID` of the impleme :ref:`RenderSceneBuffers` **_get_render_scene_buffers**\ (\ ) |virtual| |const| :ref:`🔗` -Implement this in GDExtension to return the implementation's :ref:`RenderSceneBuffers` object. +在 GDExtension 中实现它以返回实现的 :ref:`RenderSceneBuffers` 对象。 .. rst-class:: classref-item-separator @@ -90,7 +90,7 @@ Implement this in GDExtension to return the implementation's :ref:`RenderSceneBu :ref:`RenderSceneData` **_get_render_scene_data**\ (\ ) |virtual| |const| :ref:`🔗` -Implement this in GDExtension to return the implementation's :ref:`RenderSceneDataExtension` object. +在 GDExtension 中实现它以返回实现的 :ref:`RenderSceneDataExtension` 对象。 .. |virtual| replace:: :abbr:`virtual (本方法通常需要用户覆盖才能生效。)` .. |const| replace:: :abbr:`const (本方法无副作用,不会修改该实例的任何成员变量。)` diff --git a/classes/zh_CN/class_renderdatard.rst b/classes/zh_CN/class_renderdatard.rst index a7a985e18d..9c45f514de 100644 --- a/classes/zh_CN/class_renderdatard.rst +++ b/classes/zh_CN/class_renderdatard.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RenderDataRD.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RenderDataRD.xml. .. _class_RenderDataRD: diff --git a/classes/zh_CN/class_renderingdevice.rst b/classes/zh_CN/class_renderingdevice.rst index 47ed19d69c..ac6e346097 100644 --- a/classes/zh_CN/class_renderingdevice.rst +++ b/classes/zh_CN/class_renderingdevice.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RenderingDevice.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RenderingDevice.xml. .. _class_RenderingDevice: @@ -1719,7 +1719,7 @@ Alpha、红、绿、蓝通道数据格式,Alpha 占 1 位、红占 5 位、绿 :ref:`DataFormat` **DATA_FORMAT_BC6H_UFLOAT_BLOCK** = ``142`` -VRAM-compressed unsigned red/green/blue channel data format with the floating-point value stored as-is. The format's precision is between 10 and 13 bits for the red/green/blue channels. Using BC6H texture compression (also known as BPTC HDR). +显存压缩的无符号红、绿、蓝通道数据格式,浮点数值原样存储。对于红/绿/蓝通道,该格式的精度在 10 到 13 位之间。使用 BC6H 纹理压缩(也称为 BPTC HDR)。 .. _class_RenderingDevice_constant_DATA_FORMAT_BC6H_SFLOAT_BLOCK: @@ -1727,7 +1727,7 @@ VRAM-compressed unsigned red/green/blue channel data format with the floating-po :ref:`DataFormat` **DATA_FORMAT_BC6H_SFLOAT_BLOCK** = ``143`` -VRAM-compressed signed red/green/blue channel data format with the floating-point value stored as-is. The format's precision is between 10 and 13 bits for the red/green/blue channels. Using BC6H texture compression (also known as BPTC HDR). +显存压缩的有符号红、绿、蓝通道数据格式,浮点数值原样存储。对于红/绿/蓝通道,该格式的精度在 10 到 13 位之间。使用 BC6H 纹理压缩(也称为 BPTC HDR)。 .. _class_RenderingDevice_constant_DATA_FORMAT_BC7_UNORM_BLOCK: @@ -1807,7 +1807,7 @@ VRAM-compressed signed red/green/blue channel data format with the floating-poin :ref:`DataFormat` **DATA_FORMAT_EAC_R11_SNORM_BLOCK** = ``153`` -11-bit VRAM-compressed signed red channel data format with normalized value. Values are in the ``[-1.0, 1.0]`` range. Using ETC2 texture compression. +11 位显存压缩的有符号红通道数据格式,使用归一化的值。取值均在 ``[-1.0, 1.0]`` 的范围内。使用 ETC2 纹理压缩。 .. _class_RenderingDevice_constant_DATA_FORMAT_EAC_R11G11_UNORM_BLOCK: @@ -1823,7 +1823,7 @@ VRAM-compressed signed red/green/blue channel data format with the floating-poin :ref:`DataFormat` **DATA_FORMAT_EAC_R11G11_SNORM_BLOCK** = ``155`` -11-bit VRAM-compressed signed red/green channel data format with normalized value. Values are in the ``[-1.0, 1.0]`` range. Using ETC2 texture compression. +11 位显存压缩的有符号红、绿通道数据格式,使用归一化的值。取值均在 ``[-1.0, 1.0]`` 的范围内。使用 ETC2 纹理压缩。 .. _class_RenderingDevice_constant_DATA_FORMAT_ASTC_4x4_UNORM_BLOCK: diff --git a/classes/zh_CN/class_renderingserver.rst b/classes/zh_CN/class_renderingserver.rst index 7e5dfa9461..a32079b1de 100644 --- a/classes/zh_CN/class_renderingserver.rst +++ b/classes/zh_CN/class_renderingserver.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RenderingServer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RenderingServer.xml. .. _class_RenderingServer: @@ -3704,7 +3704,7 @@ enum **SkyMode**: :ref:`🔗` :ref:`SkyMode` **SKY_MODE_QUALITY** = ``1`` -使用高质量重要性采样处理辐射度贴图。得到的结果通常比 :ref:`SKY_MODE_REALTIME` 的质量更高,但需要花费更多的时间来生成。如果你计划在运行时修改天空,则不应使用。如果你发现反射不够模糊,出现了火花或者萤火虫,请尝试增大 :ref:`ProjectSettings.rendering/reflections/sky_reflections/ggx_samples`\ 。 +使用高质量重要性采样处理辐射率贴图。得到的结果通常比 :ref:`SKY_MODE_REALTIME` 的质量更高,但需要花费更多的时间来生成。如果你计划在运行时修改天空,则不应使用。如果你发现反射不够模糊,出现了火花或者萤火虫,请尝试增大 :ref:`ProjectSettings.rendering/reflections/sky_reflections/ggx_samples`\ 。 .. _class_RenderingServer_constant_SKY_MODE_INCREMENTAL: @@ -3712,7 +3712,7 @@ enum **SkyMode**: :ref:`🔗` :ref:`SkyMode` **SKY_MODE_INCREMENTAL** = ``2`` -使用与 :ref:`SKY_MODE_QUALITY` 相同的高质量重要性采样来处理辐射度贴图,但更新会占用若干帧。帧数由 :ref:`ProjectSettings.rendering/reflections/sky_reflections/roughness_layers` 决定。当需要最高质量的辐射度贴图,但天空更新缓慢时,请使用该选项。 +使用与 :ref:`SKY_MODE_QUALITY` 相同的高质量重要性采样来处理辐射率贴图,但更新会占用若干帧。帧数由 :ref:`ProjectSettings.rendering/reflections/sky_reflections/roughness_layers` 决定。当需要最高质量的辐射率贴图,但天空更新缓慢时,请使用该选项。 .. _class_RenderingServer_constant_SKY_MODE_REALTIME: @@ -3720,9 +3720,9 @@ enum **SkyMode**: :ref:`🔗` :ref:`SkyMode` **SKY_MODE_REALTIME** = ``3`` -使用快速过滤算法处理辐照度贴图。一般来说,这会导致质量降低,但运行时间会大大加快。如果需要更好的质量,但仍需要每帧更新天空,请考虑开启 :ref:`ProjectSettings.rendering/reflections/sky_reflections/fast_filter_high_quality`\ 。 +使用快速过滤算法处理辐射率贴图。一般来说,这会导致质量降低,但运行时间会大大加快。如果需要更好的质量,但仍需要每帧更新天空,请考虑开启 :ref:`ProjectSettings.rendering/reflections/sky_reflections/fast_filter_high_quality`\ 。 -\ **注意:**\ 快速过滤算法被限制为 256x256 立方体贴图,因此 :ref:`sky_set_radiance_size` 必须被设置为 ``256``\ 。否则会打印警告并忽略对辐照度大小的覆盖。 +\ **注意:**\ 快速过滤算法被限制为 256x256 立方体贴图,因此 :ref:`sky_set_radiance_size` 必须被设置为 ``256``\ 。否则会打印警告并忽略对辐射率大小的覆盖。 .. rst-class:: classref-item-separator @@ -7086,7 +7086,9 @@ RID 使用结束后,应该使用 RenderingServer 的 :ref:`free_rid`, item\: :ref:`RID`, mirroring\: :ref:`Vector2`\ ) :ref:`🔗` -画布项目的副本将以镜像的局部偏移量\ :ref:`Vector2`\ 被绘制。 +使用局部偏移量 ``mirroring`` 绘制画布项的副本。 + +\ **注意:**\ 等价于使用类似 ``canvas_set_item_repeat(item, mirroring, 1)`` 的代码调用 :ref:`canvas_set_item_repeat`\ ,会进行额外的检查,确保 ``canvas`` 是 ``item`` 的父级。 .. rst-class:: classref-item-separator @@ -7482,11 +7484,11 @@ RID 使用结束后,应该使用 RenderingServer 的 :ref:`free_rid` **environment_bake_panorama**\ (\ environment\: :ref:`RID`, bake_irradiance\: :ref:`bool`, size\: :ref:`Vector2i`\ ) :ref:`🔗` -生成并返回包含 ``environment`` RID 中的天空的辐射度贴图的 :ref:`Image`\ 。支持内置天空材质和自定义天空着色器。如果 ``bake_irradiance`` 为 ``true``\ ,则保存的是辐照度贴图,而不是辐射度贴图。辐射度贴图用于渲染反射光,而辐照度贴图用于渲染环境光。另见 :ref:`sky_bake_panorama`\ 。 +生成并返回包含 ``environment`` RID 中的天空的辐射率贴图的 :ref:`Image`\ 。支持内置天空材质和自定义天空着色器。如果 ``bake_irradiance`` 为 ``true``\ ,则保存的是辐照度贴图,而不是辐射率贴图。辐射率贴图用于渲染反射光,而辐照度贴图用于渲染环境光。另见 :ref:`sky_bake_panorama`\ 。 \ **注意:**\ 图像使用线性色彩空间保存,未执行任何色调映射,也就是说如果在图像编辑器中查看会显得太暗。 -\ **注意:**\ 要让生成的全景图拥有正方形的像素,\ ``size`` 的长宽比应该为 2:1。辐射度贴图的高度超过 :ref:`Sky.radiance_size` 没有意义,不会增加细节。辐照度仅包含低频数据,保存时超过 128×64 像素通常没有意义。 +\ **注意:**\ 要让生成的全景图拥有正方形的像素,\ ``size`` 的长宽比应该为 2:1。辐射率贴图的高度超过 :ref:`Sky.radiance_size` 没有意义,不会增加细节。辐照度仅包含低频数据,保存时超过 128×64 像素通常没有意义。 .. rst-class:: classref-item-separator @@ -10779,11 +10781,11 @@ RID 使用结束后,应该使用 RenderingServer 的 :ref:`free_rid` **sky_bake_panorama**\ (\ sky\: :ref:`RID`, energy\: :ref:`float`, bake_irradiance\: :ref:`bool`, size\: :ref:`Vector2i`\ ) :ref:`🔗` -生成并返回包含指定 ``sky`` RID 的辐射度贴图的 :ref:`Image`\ 。这样就能支持内置天空材质和自定义天空着色器。如果 ``bake_irradiance`` 为 ``true``\ ,则会保存辐照度贴图,不保存辐射度贴图。辐射度贴图用于渲染反射光,而辐照度贴图用于渲染环境光。另见 :ref:`environment_bake_panorama`\ 。 +生成并返回包含指定 ``sky`` RID 的辐射率贴图的 :ref:`Image`\ 。这样就能支持内置天空材质和自定义天空着色器。如果 ``bake_irradiance`` 为 ``true``\ ,则会保存辐照度贴图,不保存辐射率贴图。辐射率贴图用于渲染反射光,而辐照度贴图用于渲染环境光。另见 :ref:`environment_bake_panorama`\ 。 \ **注意:**\ 图片保存时使用线性色彩空间,未进行色调映射,因此在图像编辑器中直接查看会感觉太暗。将 ``energy`` 设为大于 ``1.0`` 能够将得到的图像变亮。 -\ **注意:**\ 对于生成的全景图,\ ``size`` 应该是 2:1 的比例,才能够得到正方形的像素。对于辐射度贴图,将高度设为大于 :ref:`Sky.radiance_size` 的值没有意义,因为不会增加细节。辐照度贴图仅包含低频数据,因此保存辐照度贴图时通常大小超过 128×64 像素没有意义。 +\ **注意:**\ 对于生成的全景图,\ ``size`` 应该是 2:1 的比例,才能够得到正方形的像素。对于辐射率贴图,将高度设为大于 :ref:`Sky.radiance_size` 的值没有意义,因为不会增加细节。辐照度贴图仅包含低频数据,因此保存辐照度贴图时通常大小超过 128×64 像素没有意义。 .. rst-class:: classref-item-separator @@ -10833,7 +10835,7 @@ RID 使用结束后,应该使用 RenderingServer 的 :ref:`free_rid`, radiance_size\: :ref:`int`\ ) :ref:`🔗` -设置 RID 为 ``sky`` 的天空的辐照大小 ``radiance_size``\ (单位为像素)。等价于 :ref:`Sky.radiance_size`\ 。 +设置 RID 为 ``sky`` 的天空的辐射率大小 ``radiance_size``\ (单位为像素)。等价于 :ref:`Sky.radiance_size`\ 。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_renderscenebuffers.rst b/classes/zh_CN/class_renderscenebuffers.rst index 62e986291e..2d13677c1b 100644 --- a/classes/zh_CN/class_renderscenebuffers.rst +++ b/classes/zh_CN/class_renderscenebuffers.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RenderSceneBuffers.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RenderSceneBuffers.xml. .. _class_RenderSceneBuffers: diff --git a/classes/zh_CN/class_renderscenebuffersconfiguration.rst b/classes/zh_CN/class_renderscenebuffersconfiguration.rst index 609e05b097..6f83f9d669 100644 --- a/classes/zh_CN/class_renderscenebuffersconfiguration.rst +++ b/classes/zh_CN/class_renderscenebuffersconfiguration.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RenderSceneBuffersConfiguration.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RenderSceneBuffersConfiguration.xml. .. _class_RenderSceneBuffersConfiguration: diff --git a/classes/zh_CN/class_renderscenebuffersextension.rst b/classes/zh_CN/class_renderscenebuffersextension.rst index 231551079f..d39dd64abc 100644 --- a/classes/zh_CN/class_renderscenebuffersextension.rst +++ b/classes/zh_CN/class_renderscenebuffersextension.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RenderSceneBuffersExtension.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RenderSceneBuffersExtension.xml. .. _class_RenderSceneBuffersExtension: diff --git a/classes/zh_CN/class_renderscenebuffersrd.rst b/classes/zh_CN/class_renderscenebuffersrd.rst index 8a05b589cd..d1273c96d4 100644 --- a/classes/zh_CN/class_renderscenebuffersrd.rst +++ b/classes/zh_CN/class_renderscenebuffersrd.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RenderSceneBuffersRD.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RenderSceneBuffersRD.xml. .. _class_RenderSceneBuffersRD: @@ -210,7 +210,7 @@ RenderSceneBuffersRD :ref:`float` **get_fsr_sharpness**\ (\ ) |const| :ref:`🔗` -Returns the FSR sharpness value used while rendering the 3D content (if :ref:`get_scaling_3d_mode` is an FSR mode). +返回渲染 3D 内容时使用的 FSR 锐度值(如果 :ref:`get_scaling_3d_mode` 是 FSR 模式)。 .. rst-class:: classref-item-separator @@ -258,7 +258,7 @@ Returns the FSR sharpness value used while rendering the 3D content (if :ref:`ge :ref:`ViewportScaling3DMode` **get_scaling_3d_mode**\ (\ ) |const| :ref:`🔗` -Returns the scaling mode used for upscaling. +返回用于放大的缩放模式。 .. rst-class:: classref-item-separator @@ -270,7 +270,7 @@ Returns the scaling mode used for upscaling. :ref:`ViewportScreenSpaceAA` **get_screen_space_aa**\ (\ ) |const| :ref:`🔗` -Returns the screen-space antialiasing method applied. +返回所应用的屏幕空间抗锯齿方法。 .. rst-class:: classref-item-separator @@ -282,7 +282,7 @@ Returns the screen-space antialiasing method applied. :ref:`Vector2i` **get_target_size**\ (\ ) |const| :ref:`🔗` -Returns the target size of the render buffer (size after upscaling). +返回渲染缓冲区的目标大小(放大后的大小)。 .. rst-class:: classref-item-separator @@ -318,7 +318,7 @@ Returns the target size of the render buffer (size after upscaling). :ref:`TextureSamples` **get_texture_samples**\ (\ ) |const| :ref:`🔗` -Returns the number of MSAA samples used. +返回使用的 MSAA 样本的数量。 .. rst-class:: classref-item-separator @@ -366,7 +366,7 @@ Returns the number of MSAA samples used. :ref:`bool` **get_use_debanding**\ (\ ) |const| :ref:`🔗` -Returns ``true`` if debanding is enabled. +如果启用了去色带功能,则返回 ``true``\ 。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_renderscenedata.rst b/classes/zh_CN/class_renderscenedata.rst index dd9a17e4f5..39073ce7a3 100644 --- a/classes/zh_CN/class_renderscenedata.rst +++ b/classes/zh_CN/class_renderscenedata.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RenderSceneData.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RenderSceneData.xml. .. _class_RenderSceneData: diff --git a/classes/zh_CN/class_renderscenedataextension.rst b/classes/zh_CN/class_renderscenedataextension.rst index 8a21ad154f..0ad89b6c93 100644 --- a/classes/zh_CN/class_renderscenedataextension.rst +++ b/classes/zh_CN/class_renderscenedataextension.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RenderSceneDataExtension.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RenderSceneDataExtension.xml. .. _class_RenderSceneDataExtension: diff --git a/classes/zh_CN/class_renderscenedatard.rst b/classes/zh_CN/class_renderscenedatard.rst index cb97644b1b..d2666e6c02 100644 --- a/classes/zh_CN/class_renderscenedatard.rst +++ b/classes/zh_CN/class_renderscenedatard.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RenderSceneDataRD.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RenderSceneDataRD.xml. .. _class_RenderSceneDataRD: diff --git a/classes/zh_CN/class_resource.rst b/classes/zh_CN/class_resource.rst index f318e3f566..5fbcd91070 100644 --- a/classes/zh_CN/class_resource.rst +++ b/classes/zh_CN/class_resource.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Resource.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Resource.xml. .. _class_Resource: @@ -252,19 +252,19 @@ Resource :ref:`Resource` **duplicate**\ (\ subresources\: :ref:`bool` = false\ ) |const| :ref:`🔗` -Duplicates this resource, returning a new resource with its ``export``\ ed or :ref:`@GlobalScope.PROPERTY_USAGE_STORAGE` properties copied from the original. +制作该资源的副本,返回资源中,\ ``export`` 的属性以及 :ref:`@GlobalScope.PROPERTY_USAGE_STORAGE` 的属性都会从原始资源中复制。 -If ``subresources`` is ``false``, a shallow copy is returned; nested resources within subresources are not duplicated and are shared with the original resource (with one exception; see below). If ``subresources`` is ``true``, a deep copy is returned; nested subresources will be duplicated and are not shared (with two exceptions; see below). +如果 ``subresources`` 为 ``false``\ ,则返回的是浅拷贝;子资源中的嵌套资源不会被复制,并与原始资源共享(有一个例外;见下文)。如果 ``subresources`` 为 ``true``\ ,则返回的是深拷贝;嵌套子资源将被复制,并且不会共享(有两个例外;见下文)。 -\ ``subresources`` is usually respected, with the following exceptions: +\ ``subresources`` 通常被遵守,但有以下例外: -- Subresource properties with the :ref:`@GlobalScope.PROPERTY_USAGE_ALWAYS_DUPLICATE` flag are always duplicated. +- 带有 :ref:`@GlobalScope.PROPERTY_USAGE_ALWAYS_DUPLICATE` 标志的子资源属性始终会被复制。 -- Subresource properties with the :ref:`@GlobalScope.PROPERTY_USAGE_NEVER_DUPLICATE` flag are never duplicated. +- 带有 :ref:`@GlobalScope.PROPERTY_USAGE_NEVER_DUPLICATE` 标志的子资源属性始终不会被复制。 -- Subresources inside :ref:`Array` and :ref:`Dictionary` properties are never duplicated. +- :ref:`Array` 和 :ref:`Dictionary` 属性内的子资源始终不会被复制。 -\ **Note:** For custom resources, this method will fail if :ref:`Object._init` has been defined with required parameters. +\ **注意:**\ 对于自定义资源,如果定义 :ref:`Object._init` 时使用了必填的参数,则此方法会失败。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_resourceformatloader.rst b/classes/zh_CN/class_resourceformatloader.rst index 7b1219844e..4882b12757 100644 --- a/classes/zh_CN/class_resourceformatloader.rst +++ b/classes/zh_CN/class_resourceformatloader.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ResourceFormatLoader.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ResourceFormatLoader.xml. .. _class_ResourceFormatLoader: diff --git a/classes/zh_CN/class_resourceformatsaver.rst b/classes/zh_CN/class_resourceformatsaver.rst index ecf48955b2..5ecfab2335 100644 --- a/classes/zh_CN/class_resourceformatsaver.rst +++ b/classes/zh_CN/class_resourceformatsaver.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ResourceFormatSaver.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ResourceFormatSaver.xml. .. _class_ResourceFormatSaver: diff --git a/classes/zh_CN/class_resourceimporter.rst b/classes/zh_CN/class_resourceimporter.rst index 99e57d8a9f..97d8653e51 100644 --- a/classes/zh_CN/class_resourceimporter.rst +++ b/classes/zh_CN/class_resourceimporter.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ResourceImporter.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ResourceImporter.xml. .. _class_ResourceImporter: diff --git a/classes/zh_CN/class_resourceimporterbitmap.rst b/classes/zh_CN/class_resourceimporterbitmap.rst index 53be989274..203c3a84b3 100644 --- a/classes/zh_CN/class_resourceimporterbitmap.rst +++ b/classes/zh_CN/class_resourceimporterbitmap.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ResourceImporterBitMap.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ResourceImporterBitMap.xml. .. _class_ResourceImporterBitMap: diff --git a/classes/zh_CN/class_resourceimporterbmfont.rst b/classes/zh_CN/class_resourceimporterbmfont.rst index a73944d50e..b5909a9619 100644 --- a/classes/zh_CN/class_resourceimporterbmfont.rst +++ b/classes/zh_CN/class_resourceimporterbmfont.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ResourceImporterBMFont.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ResourceImporterBMFont.xml. .. _class_ResourceImporterBMFont: diff --git a/classes/zh_CN/class_resourceimportercsvtranslation.rst b/classes/zh_CN/class_resourceimportercsvtranslation.rst index 6c3a824e71..fc613789c7 100644 --- a/classes/zh_CN/class_resourceimportercsvtranslation.rst +++ b/classes/zh_CN/class_resourceimportercsvtranslation.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ResourceImporterCSVTranslation.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ResourceImporterCSVTranslation.xml. .. _class_ResourceImporterCSVTranslation: diff --git a/classes/zh_CN/class_resourceimporterdynamicfont.rst b/classes/zh_CN/class_resourceimporterdynamicfont.rst index cc5fddf413..50f714ebd1 100644 --- a/classes/zh_CN/class_resourceimporterdynamicfont.rst +++ b/classes/zh_CN/class_resourceimporterdynamicfont.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ResourceImporterDynamicFont.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ResourceImporterDynamicFont.xml. .. _class_ResourceImporterDynamicFont: diff --git a/classes/zh_CN/class_resourceimporterimage.rst b/classes/zh_CN/class_resourceimporterimage.rst index 7fc6200212..3dc0e33ff3 100644 --- a/classes/zh_CN/class_resourceimporterimage.rst +++ b/classes/zh_CN/class_resourceimporterimage.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ResourceImporterImage.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ResourceImporterImage.xml. .. _class_ResourceImporterImage: diff --git a/classes/zh_CN/class_resourceimporterimagefont.rst b/classes/zh_CN/class_resourceimporterimagefont.rst index 0f1738eee5..3e72a6ee6d 100644 --- a/classes/zh_CN/class_resourceimporterimagefont.rst +++ b/classes/zh_CN/class_resourceimporterimagefont.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ResourceImporterImageFont.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ResourceImporterImageFont.xml. .. _class_ResourceImporterImageFont: @@ -12,16 +12,16 @@ ResourceImporterImageFont **继承:** :ref:`ResourceImporter` **<** :ref:`RefCounted` **<** :ref:`Object` -Imports a bitmap font where all glyphs have the same width and height. +导入位图字体,所有字形使用的都是相同的宽高。 .. rst-class:: classref-introduction-group 描述 ---- -This image-based workflow can be easier to use than :ref:`ResourceImporterBMFont`, but it requires all glyphs to have the same width and height, glyph advances and drawing offsets can be customized. This makes **ResourceImporterImageFont** most suited to fixed-width fonts. +这种基于图像的工作流程比 :ref:`ResourceImporterBMFont` 更易于使用,但它要求所有字形具有相同的宽度和高度,字形前进和绘制偏移可以自定义。这使得 **ResourceImporterImageFont** 最适合固定宽度的字体。 -See also :ref:`ResourceImporterDynamicFont`. +另请参阅 :ref:`ResourceImporterDynamicFont`\ 。 .. rst-class:: classref-introduction-group @@ -183,7 +183,7 @@ See also :ref:`ResourceImporterDynamicFont`. 字体中的字偶列表。字偶的作用是调整特定的两个字符的间距。 -每个字符串都是由空格分隔的三个值:“from”字符串、“to”字符串、整数偏移量。两个字符串中的字符两两组合成字偶,例如 ``ab cd -3`` 会创建字偶 ``ac``\ 、\ ``ad``\ 、\ ``bc``\ 、\ ``bd``\ ,这些字偶的偏移量都是 ``-3``\ 。 +每个字符串都是由空格分隔的三个值:“from”字符串、“to”字符串、整数偏移量。两个字符串中的字符两两组合成字偶,例如 ``ab cd -3`` 会创建字偶 ``ac``\ 、\ ``ad``\ 、\ ``bc``\ 、\ ``bd``\ ,这些字偶的偏移量都是 ``-3``\ 。可以使用转义序列 ``\uXXXX`` 添加 Unicode 字符。 **Note:** The returned array is *copied* and any changes to it will not update the original property value. See :ref:`PackedStringArray` for more details. diff --git a/classes/zh_CN/class_resourceimporterlayeredtexture.rst b/classes/zh_CN/class_resourceimporterlayeredtexture.rst index c4e01fa201..3ca3bc5f96 100644 --- a/classes/zh_CN/class_resourceimporterlayeredtexture.rst +++ b/classes/zh_CN/class_resourceimporterlayeredtexture.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ResourceImporterLayeredTexture.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ResourceImporterLayeredTexture.xml. .. _class_ResourceImporterLayeredTexture: diff --git a/classes/zh_CN/class_resourceimportermp3.rst b/classes/zh_CN/class_resourceimportermp3.rst index d9296a2600..7017d61651 100644 --- a/classes/zh_CN/class_resourceimportermp3.rst +++ b/classes/zh_CN/class_resourceimportermp3.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/minimp3/doc_classes/ResourceImporterMP3.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/minimp3/doc_classes/ResourceImporterMP3.xml. .. _class_ResourceImporterMP3: diff --git a/classes/zh_CN/class_resourceimporterobj.rst b/classes/zh_CN/class_resourceimporterobj.rst index 542550af50..781dd9aa8a 100644 --- a/classes/zh_CN/class_resourceimporterobj.rst +++ b/classes/zh_CN/class_resourceimporterobj.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ResourceImporterOBJ.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ResourceImporterOBJ.xml. .. _class_ResourceImporterOBJ: diff --git a/classes/zh_CN/class_resourceimporteroggvorbis.rst b/classes/zh_CN/class_resourceimporteroggvorbis.rst index 667ea0c4f6..e9319f4057 100644 --- a/classes/zh_CN/class_resourceimporteroggvorbis.rst +++ b/classes/zh_CN/class_resourceimporteroggvorbis.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/vorbis/doc_classes/ResourceImporterOggVorbis.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/vorbis/doc_classes/ResourceImporterOggVorbis.xml. .. _class_ResourceImporterOggVorbis: diff --git a/classes/zh_CN/class_resourceimporterscene.rst b/classes/zh_CN/class_resourceimporterscene.rst index 44ced01813..d562fac6f1 100644 --- a/classes/zh_CN/class_resourceimporterscene.rst +++ b/classes/zh_CN/class_resourceimporterscene.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ResourceImporterScene.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ResourceImporterScene.xml. .. _class_ResourceImporterScene: diff --git a/classes/zh_CN/class_resourceimportershaderfile.rst b/classes/zh_CN/class_resourceimportershaderfile.rst index 2c36e412d8..4837bd4503 100644 --- a/classes/zh_CN/class_resourceimportershaderfile.rst +++ b/classes/zh_CN/class_resourceimportershaderfile.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ResourceImporterShaderFile.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ResourceImporterShaderFile.xml. .. _class_ResourceImporterShaderFile: diff --git a/classes/zh_CN/class_resourceimportertexture.rst b/classes/zh_CN/class_resourceimportertexture.rst index dba59d343f..77a8cf5b56 100644 --- a/classes/zh_CN/class_resourceimportertexture.rst +++ b/classes/zh_CN/class_resourceimportertexture.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ResourceImporterTexture.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ResourceImporterTexture.xml. .. _class_ResourceImporterTexture: @@ -301,7 +301,7 @@ BPTC 和 ASTC 支持 HDR 纹理的 VRAM 压缩,但 S3TC 和 ETC2 不支持( 你在网上可以找到的一些 HDR 全景图像可能包含非常明亮的像素,因为这些图像取自现实生活来源,没有任何裁剪。 -虽然这些 HDR 全景图像准确反映现实生活,但这可能会导致 Godot 生成的辐射图在用作背景天空时包含闪光。这可以在材质反射中看到(即使在极端情况下的粗糙材质上)。启用 :ref:`process/hdr_clamp_exposure` 可以解决该问题。 +虽然这些 HDR 全景图像准确反映现实生活,但这可能会导致 Godot 生成的辐射率贴图在用作背景天空时包含闪光。这可以在材质反射中看到(即使在极端情况下的粗糙材质上)。启用 :ref:`process/hdr_clamp_exposure` 可以解决该问题。 .. rst-class:: classref-item-separator @@ -329,9 +329,9 @@ BPTC 和 ASTC 支持 HDR 纹理的 VRAM 压缩,但 S3TC 和 ETC2 不支持( 使用 :ref:`process/fix_alpha_border` 修复黑色边框的另一种方法是使用预乘 Alpha。通过启用该选项,纹理将被转换为该格式。预乘 Alpha 纹理需要特定材质才能正确显示: -- 在 2D 中,需要创建并配置 :ref:`CanvasItemMaterial`\ ,以便在使用该纹理的 :ref:`CanvasItem` 上使用 :ref:`CanvasItemMaterial.BLEND_MODE_PREMULT_ALPHA` 混合模式。 +- 在 2D 中,需要创建并配置 :ref:`CanvasItemMaterial`\ ,以便在使用该纹理的 :ref:`CanvasItem` 上使用 :ref:`CanvasItemMaterial.BLEND_MODE_PREMULT_ALPHA` 混合模式。在自定义 ``@canvas_item`` 着色器中应使用 ``render_mode blend_premul_alpha;``\ 。 -- 在 3D 中,尚不支持预乘 Alpha 混合模式,因此该选项仅适用于 2D。 +- 在 3D 中,需要创建并配置 :ref:`BaseMaterial3D`\ ,以便在使用该纹理的材质上使用 :ref:`BaseMaterial3D.BLEND_MODE_PREMULT_ALPHA` 混合模式。在自定义 ``spatial`` 着色器中应使用 ``render_mode blend_premul_alpha;``\ 。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_resourceimportertextureatlas.rst b/classes/zh_CN/class_resourceimportertextureatlas.rst index 3dc1a33c39..91d85860f1 100644 --- a/classes/zh_CN/class_resourceimportertextureatlas.rst +++ b/classes/zh_CN/class_resourceimportertextureatlas.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ResourceImporterTextureAtlas.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ResourceImporterTextureAtlas.xml. .. _class_ResourceImporterTextureAtlas: diff --git a/classes/zh_CN/class_resourceimporterwav.rst b/classes/zh_CN/class_resourceimporterwav.rst index b5a58d18aa..a776c6deff 100644 --- a/classes/zh_CN/class_resourceimporterwav.rst +++ b/classes/zh_CN/class_resourceimporterwav.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ResourceImporterWAV.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ResourceImporterWAV.xml. .. _class_ResourceImporterWAV: @@ -91,7 +91,7 @@ WAV 是未经压缩的格式,能够提供比 Ogg Vorbis 和 MP3 更高的质 :ref:`int` **edit/loop_begin** = ``0`` :ref:`🔗` -The begin loop point to use when :ref:`edit/loop_mode` is **Forward**, **Ping-Pong**, or **Backward**. This is set in samples after the beginning of the audio file. +循环起始点,\ :ref:`edit/loop_mode` 为 **Forward**\ 、\ **Ping-Pong**\ 、或 **Backward** 时使用。设置的是音频文件开始之后的采样数。 .. rst-class:: classref-item-separator @@ -103,7 +103,7 @@ The begin loop point to use when :ref:`edit/loop_mode` **edit/loop_end** = ``-1`` :ref:`🔗` -The end loop point to use when :ref:`edit/loop_mode` is **Forward**, **Ping-Pong**, or **Backward**. This is set in samples after the beginning of the audio file. A value of ``-1`` uses the end of the audio file as the end loop point. +循环结束点,\ :ref:`edit/loop_mode` 为 **Forward**\ 、\ **Ping-Pong**\ 、或 **Backward** 时使用。设置的是音频文件开始之后的采样数。\ ``-1`` 表示使用音频文件的末尾作为循环结束点。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_resourceloader.rst b/classes/zh_CN/class_resourceloader.rst index bda3397c56..618c3596b4 100644 --- a/classes/zh_CN/class_resourceloader.rst +++ b/classes/zh_CN/class_resourceloader.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ResourceLoader.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ResourceLoader.xml. .. _class_ResourceLoader: @@ -292,9 +292,9 @@ GDScript 具有一个简化的 :ref:`@GDScript.load :ref:`Resource` **load_threaded_get**\ (\ path\: :ref:`String`\ ) :ref:`🔗` -Returns the resource loaded by :ref:`load_threaded_request`. +返回由 :ref:`load_threaded_request` 加载的资源。 -If this is called before the loading thread is done (i.e. :ref:`load_threaded_get_status` is not :ref:`THREAD_LOAD_LOADED`), the calling thread will be blocked until the resource has finished loading. However, it's recommended to use :ref:`load_threaded_get_status` to known when the load has actually completed. +如果在加载线程完成之前调用此方法(即 :ref:`load_threaded_get_status` 不是 :ref:`THREAD_LOAD_LOADED`\ ),则调用线程将被阻塞,直到资源加载完成。不过,建议使用 :ref:`load_threaded_get_status` 来了解加载何时已经实际完成。 .. rst-class:: classref-item-separator @@ -306,11 +306,11 @@ If this is called before the loading thread is done (i.e. :ref:`load_threaded_ge :ref:`ThreadLoadStatus` **load_threaded_get_status**\ (\ path\: :ref:`String`, progress\: :ref:`Array` = []\ ) :ref:`🔗` -Returns the status of a threaded loading operation started with :ref:`load_threaded_request` for the resource at ``path``. See :ref:`ThreadLoadStatus` for possible return values. +返回使用 :ref:`load_threaded_request` 在 ``path`` 处启动的线程加载操作的状态。可能的返回值见 :ref:`ThreadLoadStatus`\ 。 -An array variable can optionally be passed via ``progress``, and will return a one-element array containing the percentage of completion of the threaded loading. +可以通过 ``progress`` 可选地传递一个数组变量,并返回一个包含线程加载完成百分比的单元素的数组。 -\ **Note:** The recommended way of using this method is to call it during different frames (e.g., in :ref:`Node._process`, instead of a loop). +\ **注意:**\ 使用该方法的推荐方式是在不同的帧期间调用它(例如,在 :ref:`Node._process` 中,而不是循环中)。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_resourcepreloader.rst b/classes/zh_CN/class_resourcepreloader.rst index 80c009e0c5..0c01484d45 100644 --- a/classes/zh_CN/class_resourcepreloader.rst +++ b/classes/zh_CN/class_resourcepreloader.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ResourcePreloader.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ResourcePreloader.xml. .. _class_ResourcePreloader: diff --git a/classes/zh_CN/class_resourcesaver.rst b/classes/zh_CN/class_resourcesaver.rst index cdfa826846..bc9792622e 100644 --- a/classes/zh_CN/class_resourcesaver.rst +++ b/classes/zh_CN/class_resourcesaver.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ResourceSaver.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ResourceSaver.xml. .. _class_ResourceSaver: diff --git a/classes/zh_CN/class_resourceuid.rst b/classes/zh_CN/class_resourceuid.rst index d3ed019f14..4986cb6c06 100644 --- a/classes/zh_CN/class_resourceuid.rst +++ b/classes/zh_CN/class_resourceuid.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ResourceUID.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ResourceUID.xml. .. _class_ResourceUID: diff --git a/classes/zh_CN/class_ribbontrailmesh.rst b/classes/zh_CN/class_ribbontrailmesh.rst index a1bf69258e..b4d4759774 100644 --- a/classes/zh_CN/class_ribbontrailmesh.rst +++ b/classes/zh_CN/class_ribbontrailmesh.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RibbonTrailMesh.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RibbonTrailMesh.xml. .. _class_RibbonTrailMesh: diff --git a/classes/zh_CN/class_richtexteffect.rst b/classes/zh_CN/class_richtexteffect.rst index b7ba80a829..df51dd8b8c 100644 --- a/classes/zh_CN/class_richtexteffect.rst +++ b/classes/zh_CN/class_richtexteffect.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RichTextEffect.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RichTextEffect.xml. .. _class_RichTextEffect: diff --git a/classes/zh_CN/class_richtextlabel.rst b/classes/zh_CN/class_richtextlabel.rst index 47895b7fe6..54b8a9ed9a 100644 --- a/classes/zh_CN/class_richtextlabel.rst +++ b/classes/zh_CN/class_richtextlabel.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RichTextLabel.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RichTextLabel.xml. .. _class_RichTextLabel: diff --git a/classes/zh_CN/class_rid.rst b/classes/zh_CN/class_rid.rst index 9c27017b91..d6d76f4233 100644 --- a/classes/zh_CN/class_rid.rst +++ b/classes/zh_CN/class_rid.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RID.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RID.xml. .. _class_RID: @@ -17,11 +17,11 @@ RID 描述 ---- -The RID :ref:`Variant` type is used to access a low-level resource by its unique ID. RIDs are opaque, which means they do not grant access to the resource by themselves. They are used by the low-level server classes, such as :ref:`DisplayServer`, :ref:`RenderingServer`, :ref:`TextServer`, etc. +RID :ref:`Variant` 类型用于通过其唯一 ID 访问底层资源。RID 是不透明的,无法独立进行对资源的访问。\ :ref:`DisplayServer`\ 、\ :ref:`RenderingServer`\ 、\ :ref:`TextServer` 等底层服务器类会用到 RID。 -A low-level resource may correspond to a high-level :ref:`Resource`, such as :ref:`Texture` or :ref:`Mesh`. +底层资源可能对应于高阶 :ref:`Resource`\ ,例如 :ref:`Texture` 或 :ref:`Mesh`\ 。 -\ **Note:** RIDs are only useful during the current session. It won't correspond to a similar resource if sent over a network, or loaded from a file at a later time. +\ **注意:**\ 该 ID 仅在当前会话中有意义:通过网络传输后并不对应相同的对象,隔段时间后从文件中加载亦然。 .. note:: diff --git a/classes/zh_CN/class_rigidbody2d.rst b/classes/zh_CN/class_rigidbody2d.rst index abbf943fbd..b2cad75754 100644 --- a/classes/zh_CN/class_rigidbody2d.rst +++ b/classes/zh_CN/class_rigidbody2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RigidBody2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RigidBody2D.xml. .. _class_RigidBody2D: diff --git a/classes/zh_CN/class_rigidbody3d.rst b/classes/zh_CN/class_rigidbody3d.rst index 0aa3e9994d..641a12cfe3 100644 --- a/classes/zh_CN/class_rigidbody3d.rst +++ b/classes/zh_CN/class_rigidbody3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RigidBody3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RigidBody3D.xml. .. _class_RigidBody3D: diff --git a/classes/zh_CN/class_rootmotionview.rst b/classes/zh_CN/class_rootmotionview.rst index 08096a68ea..94194aa045 100644 --- a/classes/zh_CN/class_rootmotionview.rst +++ b/classes/zh_CN/class_rootmotionview.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/RootMotionView.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/RootMotionView.xml. .. _class_RootMotionView: diff --git a/classes/zh_CN/class_scenemultiplayer.rst b/classes/zh_CN/class_scenemultiplayer.rst index a0d33a8156..5dae6b819c 100644 --- a/classes/zh_CN/class_scenemultiplayer.rst +++ b/classes/zh_CN/class_scenemultiplayer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/multiplayer/doc_classes/SceneMultiplayer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/multiplayer/doc_classes/SceneMultiplayer.xml. .. _class_SceneMultiplayer: diff --git a/classes/zh_CN/class_scenereplicationconfig.rst b/classes/zh_CN/class_scenereplicationconfig.rst index 04f5b244e1..4f8ba0e02c 100644 --- a/classes/zh_CN/class_scenereplicationconfig.rst +++ b/classes/zh_CN/class_scenereplicationconfig.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/multiplayer/doc_classes/SceneReplicationConfig.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/multiplayer/doc_classes/SceneReplicationConfig.xml. .. _class_SceneReplicationConfig: diff --git a/classes/zh_CN/class_scenestate.rst b/classes/zh_CN/class_scenestate.rst index 3914d33047..43c97c82ec 100644 --- a/classes/zh_CN/class_scenestate.rst +++ b/classes/zh_CN/class_scenestate.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SceneState.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/SceneState.xml. .. _class_SceneState: @@ -267,7 +267,7 @@ enum **GenEditState**: :ref:`🔗` :ref:`int` **get_node_index**\ (\ idx\: :ref:`int`\ ) |const| :ref:`🔗` -返回该节点的索引,这是它相对于其兄弟节点的位置。这仅在新节点被添加到一个实例化的或继承的场景,在基础场景的兄弟节点之间的情况下,才相关并被保存在场景中。尽管名称如此,但该索引与此处和其他方法中使用的 ``idx`` 参数无关。 +返回该节点的索引,这是它相对于其同级节点的位置。这仅在新节点被添加到一个实例化的或继承的场景,在基础场景的同级节点之间的情况下,才相关并被保存在场景中。尽管名称如此,但该索引与此处和其他方法中使用的 ``idx`` 参数无关。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_scenetree.rst b/classes/zh_CN/class_scenetree.rst index 201693dc46..1348d67006 100644 --- a/classes/zh_CN/class_scenetree.rst +++ b/classes/zh_CN/class_scenetree.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SceneTree.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/SceneTree.xml. .. _class_SceneTree: @@ -730,7 +730,7 @@ enum **GroupCallFlags**: :ref:`🔗` |void| **notify_group**\ (\ group\: :ref:`StringName`, notification\: :ref:`int`\ ) :ref:`🔗` -在树内添加到该 ``group`` 的所有节点上,使用给定 ``notification`` 调用 :ref:`Object.notification`\ 。另见 :ref:`call_group` 和 :ref:`set_group`\ 。 +在树内添加到该 ``group`` 的所有节点上,使用给定 ``notification`` 调用 :ref:`Object.notification`\ 。另见 :doc:`Godot 通知 <../tutorials/best_practices/godot_notifications>`\ 、\ :ref:`call_group` 和 :ref:`set_group`\ 。 \ **注意:**\ 该方法立即作用于所有选定的节点,这可能会在某些性能密集型情况下导致卡顿。 diff --git a/classes/zh_CN/class_scenetreetimer.rst b/classes/zh_CN/class_scenetreetimer.rst index ff887fadb2..9e6de72ea9 100644 --- a/classes/zh_CN/class_scenetreetimer.rst +++ b/classes/zh_CN/class_scenetreetimer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SceneTreeTimer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/SceneTreeTimer.xml. .. _class_SceneTreeTimer: diff --git a/classes/zh_CN/class_script.rst b/classes/zh_CN/class_script.rst index 25df5df9fa..0af56f8fe5 100644 --- a/classes/zh_CN/class_script.rst +++ b/classes/zh_CN/class_script.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Script.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Script.xml. .. _class_Script: @@ -264,9 +264,9 @@ Script :ref:`bool` **has_source_code**\ (\ ) |const| :ref:`🔗` -Returns ``true`` if the script contains non-empty source code. +如果脚本包含非空源代码,则返回 ``true``\ 。 -\ **Note:** If a script does not have source code, this does not mean that it is invalid or unusable. For example, a :ref:`GDScript` that was exported with binary tokenization has no source code, but still behaves as expected and could be instantiated. This can be checked with :ref:`can_instantiate`. +\ **注意:**\ 如果脚本没有源代码,并不意味着它无效或不可用。例如,使用二进制标记导出的 :ref:`GDScript` 没有源代码,但仍按预期运行并可以实例化。这可以使用 :ref:`can_instantiate` 进行检查。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_scriptcreatedialog.rst b/classes/zh_CN/class_scriptcreatedialog.rst index 82304eabd2..32e50dce6f 100644 --- a/classes/zh_CN/class_scriptcreatedialog.rst +++ b/classes/zh_CN/class_scriptcreatedialog.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ScriptCreateDialog.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ScriptCreateDialog.xml. .. _class_ScriptCreateDialog: diff --git a/classes/zh_CN/class_scripteditor.rst b/classes/zh_CN/class_scripteditor.rst index 2daa09c990..0cd0db1802 100644 --- a/classes/zh_CN/class_scripteditor.rst +++ b/classes/zh_CN/class_scripteditor.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ScriptEditor.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ScriptEditor.xml. .. _class_ScriptEditor: diff --git a/classes/zh_CN/class_scripteditorbase.rst b/classes/zh_CN/class_scripteditorbase.rst index f500441ccf..3e11138ad5 100644 --- a/classes/zh_CN/class_scripteditorbase.rst +++ b/classes/zh_CN/class_scripteditorbase.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ScriptEditorBase.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ScriptEditorBase.xml. .. _class_ScriptEditorBase: diff --git a/classes/zh_CN/class_scriptextension.rst b/classes/zh_CN/class_scriptextension.rst index c9656aad35..5604811b78 100644 --- a/classes/zh_CN/class_scriptextension.rst +++ b/classes/zh_CN/class_scriptextension.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ScriptExtension.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ScriptExtension.xml. .. _class_ScriptExtension: diff --git a/classes/zh_CN/class_scriptlanguage.rst b/classes/zh_CN/class_scriptlanguage.rst index 6f4d65379d..801d6c3c9d 100644 --- a/classes/zh_CN/class_scriptlanguage.rst +++ b/classes/zh_CN/class_scriptlanguage.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ScriptLanguage.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ScriptLanguage.xml. .. _class_ScriptLanguage: diff --git a/classes/zh_CN/class_scriptlanguageextension.rst b/classes/zh_CN/class_scriptlanguageextension.rst index 8eaf87cef8..55a935fc3b 100644 --- a/classes/zh_CN/class_scriptlanguageextension.rst +++ b/classes/zh_CN/class_scriptlanguageextension.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ScriptLanguageExtension.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ScriptLanguageExtension.xml. .. _class_ScriptLanguageExtension: @@ -127,6 +127,8 @@ ScriptLanguageExtension +------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | |void| | :ref:`_reload_all_scripts`\ (\ ) |virtual| | +------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ + | |void| | :ref:`_reload_scripts`\ (\ scripts\: :ref:`Array`, soft_reload\: :ref:`bool`\ ) |virtual| | + +------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | |void| | :ref:`_reload_tool_script`\ (\ script\: :ref:`Script`, soft_reload\: :ref:`bool`\ ) |virtual| | +------------------------------------------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | |void| | :ref:`_remove_named_global_constant`\ (\ name\: :ref:`StringName`\ ) |virtual| | @@ -1180,6 +1182,20 @@ enum **CodeCompletionKind**: :ref:`🔗`, soft_reload\: :ref:`bool`\ ) |virtual| :ref:`🔗` + +.. container:: contribute + + 该方法目前没有描述,请帮我们\ :ref:`贡献一个 `\ 吧! + +.. rst-class:: classref-item-separator + +---- + .. _class_ScriptLanguageExtension_private_method__reload_tool_script: .. rst-class:: classref-method diff --git a/classes/zh_CN/class_scrollbar.rst b/classes/zh_CN/class_scrollbar.rst index ce6b4e05f5..ddcea2d8c2 100644 --- a/classes/zh_CN/class_scrollbar.rst +++ b/classes/zh_CN/class_scrollbar.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ScrollBar.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ScrollBar.xml. .. _class_ScrollBar: diff --git a/classes/zh_CN/class_scrollcontainer.rst b/classes/zh_CN/class_scrollcontainer.rst index 332ac7e285..6d9cde08c6 100644 --- a/classes/zh_CN/class_scrollcontainer.rst +++ b/classes/zh_CN/class_scrollcontainer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ScrollContainer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ScrollContainer.xml. .. _class_ScrollContainer: diff --git a/classes/zh_CN/class_segmentshape2d.rst b/classes/zh_CN/class_segmentshape2d.rst index 8723b19875..6cbe8323df 100644 --- a/classes/zh_CN/class_segmentshape2d.rst +++ b/classes/zh_CN/class_segmentshape2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SegmentShape2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/SegmentShape2D.xml. .. _class_SegmentShape2D: diff --git a/classes/zh_CN/class_semaphore.rst b/classes/zh_CN/class_semaphore.rst index bbea5eaf9b..26cad2d566 100644 --- a/classes/zh_CN/class_semaphore.rst +++ b/classes/zh_CN/class_semaphore.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Semaphore.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Semaphore.xml. .. _class_Semaphore: diff --git a/classes/zh_CN/class_separationrayshape2d.rst b/classes/zh_CN/class_separationrayshape2d.rst index afae3a6422..8019ee2c7f 100644 --- a/classes/zh_CN/class_separationrayshape2d.rst +++ b/classes/zh_CN/class_separationrayshape2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SeparationRayShape2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/SeparationRayShape2D.xml. .. _class_SeparationRayShape2D: diff --git a/classes/zh_CN/class_separationrayshape3d.rst b/classes/zh_CN/class_separationrayshape3d.rst index e0451f9349..1da1bcb554 100644 --- a/classes/zh_CN/class_separationrayshape3d.rst +++ b/classes/zh_CN/class_separationrayshape3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SeparationRayShape3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/SeparationRayShape3D.xml. .. _class_SeparationRayShape3D: diff --git a/classes/zh_CN/class_separator.rst b/classes/zh_CN/class_separator.rst index 9e6e46bdfc..b9e9a1f2a8 100644 --- a/classes/zh_CN/class_separator.rst +++ b/classes/zh_CN/class_separator.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Separator.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Separator.xml. .. _class_Separator: diff --git a/classes/zh_CN/class_shader.rst b/classes/zh_CN/class_shader.rst index 0f32acfc0f..c5b03d6189 100644 --- a/classes/zh_CN/class_shader.rst +++ b/classes/zh_CN/class_shader.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Shader.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Shader.xml. .. _class_Shader: diff --git a/classes/zh_CN/class_shaderglobalsoverride.rst b/classes/zh_CN/class_shaderglobalsoverride.rst index 9b939cff2a..6ff8fc9170 100644 --- a/classes/zh_CN/class_shaderglobalsoverride.rst +++ b/classes/zh_CN/class_shaderglobalsoverride.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ShaderGlobalsOverride.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ShaderGlobalsOverride.xml. .. _class_ShaderGlobalsOverride: diff --git a/classes/zh_CN/class_shaderinclude.rst b/classes/zh_CN/class_shaderinclude.rst index ed39f8b7ff..883156a7b9 100644 --- a/classes/zh_CN/class_shaderinclude.rst +++ b/classes/zh_CN/class_shaderinclude.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ShaderInclude.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ShaderInclude.xml. .. _class_ShaderInclude: diff --git a/classes/zh_CN/class_shadermaterial.rst b/classes/zh_CN/class_shadermaterial.rst index 6574096971..3b20666765 100644 --- a/classes/zh_CN/class_shadermaterial.rst +++ b/classes/zh_CN/class_shadermaterial.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ShaderMaterial.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ShaderMaterial.xml. .. _class_ShaderMaterial: diff --git a/classes/zh_CN/class_shape2d.rst b/classes/zh_CN/class_shape2d.rst index 2e43964a2a..471c968669 100644 --- a/classes/zh_CN/class_shape2d.rst +++ b/classes/zh_CN/class_shape2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Shape2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Shape2D.xml. .. _class_Shape2D: diff --git a/classes/zh_CN/class_shape3d.rst b/classes/zh_CN/class_shape3d.rst index 186893ad1f..69b21f2c1f 100644 --- a/classes/zh_CN/class_shape3d.rst +++ b/classes/zh_CN/class_shape3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Shape3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Shape3D.xml. .. _class_Shape3D: diff --git a/classes/zh_CN/class_shapecast2d.rst b/classes/zh_CN/class_shapecast2d.rst index 9feb87a3bd..5f92f45eda 100644 --- a/classes/zh_CN/class_shapecast2d.rst +++ b/classes/zh_CN/class_shapecast2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ShapeCast2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ShapeCast2D.xml. .. _class_ShapeCast2D: diff --git a/classes/zh_CN/class_shapecast3d.rst b/classes/zh_CN/class_shapecast3d.rst index 68ef928adf..8ad114ef26 100644 --- a/classes/zh_CN/class_shapecast3d.rst +++ b/classes/zh_CN/class_shapecast3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ShapeCast3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ShapeCast3D.xml. .. _class_ShapeCast3D: diff --git a/classes/zh_CN/class_shortcut.rst b/classes/zh_CN/class_shortcut.rst index 1a746d0423..eb1b479e5d 100644 --- a/classes/zh_CN/class_shortcut.rst +++ b/classes/zh_CN/class_shortcut.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Shortcut.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Shortcut.xml. .. _class_Shortcut: diff --git a/classes/zh_CN/class_signal.rst b/classes/zh_CN/class_signal.rst index e0fd637326..df95e9f82f 100644 --- a/classes/zh_CN/class_signal.rst +++ b/classes/zh_CN/class_signal.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Signal.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Signal.xml. .. _class_Signal: diff --git a/classes/zh_CN/class_skeleton2d.rst b/classes/zh_CN/class_skeleton2d.rst index ad77f47eb3..d323330dc9 100644 --- a/classes/zh_CN/class_skeleton2d.rst +++ b/classes/zh_CN/class_skeleton2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Skeleton2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Skeleton2D.xml. .. _class_Skeleton2D: @@ -100,7 +100,7 @@ Skeleton2D :ref:`Bone2D` **get_bone**\ (\ idx\: :ref:`int`\ ) :ref:`🔗` -从由 Skeleton2D 为父节点的节点层次结构中返回 :ref:`Bone2D`\ 。要返回的对象由参数 ``idx`` 标识。骨骼通过从上到下降低节点层次结构来索引,在移动到下一个兄弟节点之前添加每个分支的子节点。 +从由 Skeleton2D 为父节点的节点层次结构中返回 :ref:`Bone2D`\ 。要返回的对象由参数 ``idx`` 标识。骨骼通过从上到下降低节点层次结构来索引,在移动到下一个同级节点之前添加每个分支的子节点。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_skeleton3d.rst b/classes/zh_CN/class_skeleton3d.rst index b654f86310..1459946d8e 100644 --- a/classes/zh_CN/class_skeleton3d.rst +++ b/classes/zh_CN/class_skeleton3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Skeleton3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Skeleton3D.xml. .. _class_Skeleton3D: @@ -287,9 +287,9 @@ enum **ModifierCallbackModeProcess**: :ref:`🔗` as a child of **Skeleton3D**, you can control whether it is affected by raycasting without running :ref:`physical_bones_start_simulation`, by its :ref:`SkeletonModifier3D.active`. +如果你遵循推荐的工作流程并明确将 :ref:`PhysicalBoneSimulator3D` 作为 **Skeleton3D** 的子项,则可以通过其 :ref:`SkeletonModifier3D.active` 来控制它是否受到射线投射的影响,而无需运行 :ref:`physical_bones_start_simulation`\ 。 -However, for old (deprecated) configurations, **Skeleton3D** has an internal virtual :ref:`PhysicalBoneSimulator3D` for compatibility. This property controls the internal virtual :ref:`PhysicalBoneSimulator3D`'s :ref:`SkeletonModifier3D.active`. +但是,对于旧的(已弃用的)配置,为了兼容性,\ **Skeleton3D** 有一个内部虚拟的 :ref:`PhysicalBoneSimulator3D`\ 。该属性控制内部虚拟的 :ref:`PhysicalBoneSimulator3D` 的 :ref:`SkeletonModifier3D.active`\ 。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_skeletonik3d.rst b/classes/zh_CN/class_skeletonik3d.rst index bcfbf99ed7..4fd6cc779e 100644 --- a/classes/zh_CN/class_skeletonik3d.rst +++ b/classes/zh_CN/class_skeletonik3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SkeletonIK3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/SkeletonIK3D.xml. .. _class_SkeletonIK3D: diff --git a/classes/zh_CN/class_skeletonmodification2d.rst b/classes/zh_CN/class_skeletonmodification2d.rst index f0894d8dd5..cd375e6bc6 100644 --- a/classes/zh_CN/class_skeletonmodification2d.rst +++ b/classes/zh_CN/class_skeletonmodification2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SkeletonModification2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/SkeletonModification2D.xml. .. _class_SkeletonModification2D: diff --git a/classes/zh_CN/class_skeletonmodification2dccdik.rst b/classes/zh_CN/class_skeletonmodification2dccdik.rst index 28a0b94a13..c0429c0ac6 100644 --- a/classes/zh_CN/class_skeletonmodification2dccdik.rst +++ b/classes/zh_CN/class_skeletonmodification2dccdik.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SkeletonModification2DCCDIK.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/SkeletonModification2DCCDIK.xml. .. _class_SkeletonModification2DCCDIK: diff --git a/classes/zh_CN/class_skeletonmodification2dfabrik.rst b/classes/zh_CN/class_skeletonmodification2dfabrik.rst index 7f90a2a67d..c0075fdc74 100644 --- a/classes/zh_CN/class_skeletonmodification2dfabrik.rst +++ b/classes/zh_CN/class_skeletonmodification2dfabrik.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SkeletonModification2DFABRIK.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/SkeletonModification2DFABRIK.xml. .. _class_SkeletonModification2DFABRIK: diff --git a/classes/zh_CN/class_skeletonmodification2djiggle.rst b/classes/zh_CN/class_skeletonmodification2djiggle.rst index 9f119ca5df..3d2ecb4fae 100644 --- a/classes/zh_CN/class_skeletonmodification2djiggle.rst +++ b/classes/zh_CN/class_skeletonmodification2djiggle.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SkeletonModification2DJiggle.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/SkeletonModification2DJiggle.xml. .. _class_SkeletonModification2DJiggle: diff --git a/classes/zh_CN/class_skeletonmodification2dlookat.rst b/classes/zh_CN/class_skeletonmodification2dlookat.rst index 7a1fa30ab3..a4bf919432 100644 --- a/classes/zh_CN/class_skeletonmodification2dlookat.rst +++ b/classes/zh_CN/class_skeletonmodification2dlookat.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SkeletonModification2DLookAt.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/SkeletonModification2DLookAt.xml. .. _class_SkeletonModification2DLookAt: diff --git a/classes/zh_CN/class_skeletonmodification2dphysicalbones.rst b/classes/zh_CN/class_skeletonmodification2dphysicalbones.rst index 70741e864f..6541a77247 100644 --- a/classes/zh_CN/class_skeletonmodification2dphysicalbones.rst +++ b/classes/zh_CN/class_skeletonmodification2dphysicalbones.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SkeletonModification2DPhysicalBones.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/SkeletonModification2DPhysicalBones.xml. .. _class_SkeletonModification2DPhysicalBones: diff --git a/classes/zh_CN/class_skeletonmodification2dstackholder.rst b/classes/zh_CN/class_skeletonmodification2dstackholder.rst index 9835ed1975..03f046300c 100644 --- a/classes/zh_CN/class_skeletonmodification2dstackholder.rst +++ b/classes/zh_CN/class_skeletonmodification2dstackholder.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SkeletonModification2DStackHolder.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/SkeletonModification2DStackHolder.xml. .. _class_SkeletonModification2DStackHolder: diff --git a/classes/zh_CN/class_skeletonmodification2dtwoboneik.rst b/classes/zh_CN/class_skeletonmodification2dtwoboneik.rst index 6889fddb70..59501fe560 100644 --- a/classes/zh_CN/class_skeletonmodification2dtwoboneik.rst +++ b/classes/zh_CN/class_skeletonmodification2dtwoboneik.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SkeletonModification2DTwoBoneIK.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/SkeletonModification2DTwoBoneIK.xml. .. _class_SkeletonModification2DTwoBoneIK: diff --git a/classes/zh_CN/class_skeletonmodificationstack2d.rst b/classes/zh_CN/class_skeletonmodificationstack2d.rst index b8d292c9f8..4af27a9b6e 100644 --- a/classes/zh_CN/class_skeletonmodificationstack2d.rst +++ b/classes/zh_CN/class_skeletonmodificationstack2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SkeletonModificationStack2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/SkeletonModificationStack2D.xml. .. _class_SkeletonModificationStack2D: diff --git a/classes/zh_CN/class_skeletonmodifier3d.rst b/classes/zh_CN/class_skeletonmodifier3d.rst index f45962e0e1..3fad152561 100644 --- a/classes/zh_CN/class_skeletonmodifier3d.rst +++ b/classes/zh_CN/class_skeletonmodifier3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SkeletonModifier3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/SkeletonModifier3D.xml. .. _class_SkeletonModifier3D: @@ -27,6 +27,13 @@ SkeletonModifier3D 该节点应该用于实现自定义 IK 解算器、约束、骨架物理。 +.. rst-class:: classref-introduction-group + +教程 +---- + +- `3D 骨架修改器的设计 `__ + .. rst-class:: classref-reftable-group 属性 diff --git a/classes/zh_CN/class_skeletonprofile.rst b/classes/zh_CN/class_skeletonprofile.rst index 39d130a633..c1a8a091d9 100644 --- a/classes/zh_CN/class_skeletonprofile.rst +++ b/classes/zh_CN/class_skeletonprofile.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SkeletonProfile.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/SkeletonProfile.xml. .. _class_SkeletonProfile: diff --git a/classes/zh_CN/class_skeletonprofilehumanoid.rst b/classes/zh_CN/class_skeletonprofilehumanoid.rst index d911750d88..5b49903ea3 100644 --- a/classes/zh_CN/class_skeletonprofilehumanoid.rst +++ b/classes/zh_CN/class_skeletonprofilehumanoid.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SkeletonProfileHumanoid.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/SkeletonProfileHumanoid.xml. .. _class_SkeletonProfileHumanoid: diff --git a/classes/zh_CN/class_skin.rst b/classes/zh_CN/class_skin.rst index ccfb5a2fde..e34140704a 100644 --- a/classes/zh_CN/class_skin.rst +++ b/classes/zh_CN/class_skin.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Skin.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Skin.xml. .. _class_Skin: diff --git a/classes/zh_CN/class_skinreference.rst b/classes/zh_CN/class_skinreference.rst index ce0d2804d5..ac7089d03e 100644 --- a/classes/zh_CN/class_skinreference.rst +++ b/classes/zh_CN/class_skinreference.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SkinReference.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/SkinReference.xml. .. _class_SkinReference: diff --git a/classes/zh_CN/class_sky.rst b/classes/zh_CN/class_sky.rst index 92697c8143..eac2571c9c 100644 --- a/classes/zh_CN/class_sky.rst +++ b/classes/zh_CN/class_sky.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Sky.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Sky.xml. .. _class_Sky: @@ -19,7 +19,7 @@ Sky 描述 ---- -**Sky** 类使用 :ref:`Material` 来渲染 3D 环境的背景及其通过更新反射/辐射立方体贴图发出的光。 +**Sky** 类使用 :ref:`Material` 来渲染 3D 环境的背景及其通过更新反射/辐射率立方体贴图发出的光。 .. rst-class:: classref-reftable-group @@ -58,7 +58,7 @@ enum **RadianceSize**: :ref:`🔗` :ref:`RadianceSize` **RADIANCE_SIZE_32** = ``0`` -辐照度纹理尺寸为 32×32 像素。 +辐射率纹理尺寸为 32×32 像素。 .. _class_Sky_constant_RADIANCE_SIZE_64: @@ -66,7 +66,7 @@ enum **RadianceSize**: :ref:`🔗` :ref:`RadianceSize` **RADIANCE_SIZE_64** = ``1`` -辐照度纹理尺寸为 64×64 像素。 +辐射率纹理尺寸为 64×64 像素。 .. _class_Sky_constant_RADIANCE_SIZE_128: @@ -74,7 +74,7 @@ enum **RadianceSize**: :ref:`🔗` :ref:`RadianceSize` **RADIANCE_SIZE_128** = ``2`` -辐照度纹理尺寸为128×128像素。 +辐射率纹理尺寸为128×128像素。 .. _class_Sky_constant_RADIANCE_SIZE_256: @@ -82,7 +82,7 @@ enum **RadianceSize**: :ref:`🔗` :ref:`RadianceSize` **RADIANCE_SIZE_256** = ``3`` -辐照度纹理尺寸为 256×256 像素。 +辐射率纹理尺寸为 256×256 像素。 .. _class_Sky_constant_RADIANCE_SIZE_512: @@ -90,7 +90,7 @@ enum **RadianceSize**: :ref:`🔗` :ref:`RadianceSize` **RADIANCE_SIZE_512** = ``4`` -辐照度纹理尺寸为 512×512 像素。 +辐射率纹理尺寸为 512×512 像素。 .. _class_Sky_constant_RADIANCE_SIZE_1024: @@ -98,7 +98,7 @@ enum **RadianceSize**: :ref:`🔗` :ref:`RadianceSize` **RADIANCE_SIZE_1024** = ``5`` -辐照度纹理尺寸为 1024×1024 像素。 +辐射率纹理尺寸为 1024×1024 像素。 .. _class_Sky_constant_RADIANCE_SIZE_2048: @@ -106,7 +106,7 @@ enum **RadianceSize**: :ref:`🔗` :ref:`RadianceSize` **RADIANCE_SIZE_2048** = ``6`` -辐照度纹理尺寸为 2048×2048 像素。 +辐射率纹理尺寸为 2048×2048 像素。 .. _class_Sky_constant_RADIANCE_SIZE_MAX: @@ -140,7 +140,7 @@ enum **ProcessMode**: :ref:`🔗` :ref:`ProcessMode` **PROCESS_MODE_QUALITY** = ``1`` -使用高质量重要性采样处理辐照度贴图。得到的结果通常比 :ref:`PROCESS_MODE_REALTIME` 的质量更高,但需要花费更多的时间来生成。如果你计划在运行时修改天空,则不应使用。如果你发现反射不够模糊,出现了火花或者萤火虫,请尝试增大 :ref:`ProjectSettings.rendering/reflections/sky_reflections/ggx_samples`\ 。 +使用高质量重要性采样处理辐射率贴图。得到的结果通常比 :ref:`PROCESS_MODE_REALTIME` 的质量更高,但需要花费更多的时间来生成。如果你计划在运行时修改天空,则不应使用。如果你发现反射不够模糊,出现了火花或者萤火虫,请尝试增大 :ref:`ProjectSettings.rendering/reflections/sky_reflections/ggx_samples`\ 。 .. _class_Sky_constant_PROCESS_MODE_INCREMENTAL: @@ -148,7 +148,7 @@ enum **ProcessMode**: :ref:`🔗` :ref:`ProcessMode` **PROCESS_MODE_INCREMENTAL** = ``2`` -使用与 :ref:`PROCESS_MODE_QUALITY` 相同的高质量重要性采样来处理辐照度贴图,但更新会占用几帧。帧数由 :ref:`ProjectSettings.rendering/reflections/sky_reflections/roughness_layers` 决定。当需要最高质量的辐照度贴图,但天空更新缓慢时,请使用该选项。 +使用与 :ref:`PROCESS_MODE_QUALITY` 相同的高质量重要性采样来处理辐射率贴图,但更新会占用几帧。帧数由 :ref:`ProjectSettings.rendering/reflections/sky_reflections/roughness_layers` 决定。当需要最高质量的辐射率贴图,但天空更新缓慢时,请使用该选项。 .. _class_Sky_constant_PROCESS_MODE_REALTIME: @@ -156,9 +156,9 @@ enum **ProcessMode**: :ref:`🔗` :ref:`ProcessMode` **PROCESS_MODE_REALTIME** = ``3`` -使用快速过滤算法处理辐射度贴图。一般来说,这会导致质量较低,但运行时间会大大加快。如果需要更好的质量,但仍需要每帧更新天空,请考虑开启 :ref:`ProjectSettings.rendering/reflections/sky_reflections/fast_filter_high_quality`\ 。 +使用快速过滤算法处理辐射率贴图。一般来说,这会导致质量较低,但运行时间会大大加快。如果需要更好的质量,但仍需要每帧更新天空,请考虑开启 :ref:`ProjectSettings.rendering/reflections/sky_reflections/fast_filter_high_quality`\ 。 -\ **注意:**\ 快速过滤算法被限制为 256x256 立方体贴图,因此必须将 :ref:`radiance_size` 设置为 :ref:`RADIANCE_SIZE_256`\ 。否则会输出警告并忽略覆盖的辐射度大小。 +\ **注意:**\ 快速过滤算法被限制为 256x256 立方体贴图,因此必须将 :ref:`radiance_size` 设置为 :ref:`RADIANCE_SIZE_256`\ 。否则会输出警告并忽略覆盖的辐射率大小。 .. rst-class:: classref-section-separator @@ -180,7 +180,7 @@ enum **ProcessMode**: :ref:`🔗` - |void| **set_process_mode**\ (\ value\: :ref:`ProcessMode`\ ) - :ref:`ProcessMode` **get_process_mode**\ (\ ) -设置从天空生成辐照度贴图的方法。辐照度贴图是一个立方体贴图,具有递增的模糊版本的天空,以对应于不同级别的粗糙度。辐照度贴图的计算成本很高。有关选项,请参阅 :ref:`ProcessMode`\ 。 +设置从天空生成辐射率贴图的方法。辐射率贴图是一种立方体贴图,具有递增的模糊版本的天空,以对应于不同级别的粗糙度。辐射率贴图的计算成本很高。选项见 :ref:`ProcessMode`\ 。 .. rst-class:: classref-item-separator @@ -197,11 +197,11 @@ enum **ProcessMode**: :ref:`🔗` - |void| **set_radiance_size**\ (\ value\: :ref:`RadianceSize`\ ) - :ref:`RadianceSize` **get_radiance_size**\ (\ ) -该 **Sky** 的辐照度贴图大小。辐射度贴图尺寸越大,来自 **Sky** 的照明就越详细。 +该 **Sky** 的辐射率贴图大小。辐射率贴图尺寸越大,来自 **Sky** 的照明就越详细。 取值见 :ref:`RadianceSize` 常量。 -\ **注意:**\ 某些硬件在使用较高的辐照度大小,尤其是 :ref:`RADIANCE_SIZE_512` 及以上时,会遇到问题。请仅在高端硬件上使用如此高的值。 +\ **注意:**\ 某些硬件在使用较高的辐射率大小,尤其是 :ref:`RADIANCE_SIZE_512` 及以上时,会遇到问题。请仅在高端硬件上使用如此高的值。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_slider.rst b/classes/zh_CN/class_slider.rst index 1f93c3fbe2..50a7698ad3 100644 --- a/classes/zh_CN/class_slider.rst +++ b/classes/zh_CN/class_slider.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Slider.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Slider.xml. .. _class_Slider: diff --git a/classes/zh_CN/class_sliderjoint3d.rst b/classes/zh_CN/class_sliderjoint3d.rst index 1cea709a37..4e4f661f7f 100644 --- a/classes/zh_CN/class_sliderjoint3d.rst +++ b/classes/zh_CN/class_sliderjoint3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SliderJoint3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/SliderJoint3D.xml. .. _class_SliderJoint3D: diff --git a/classes/zh_CN/class_softbody3d.rst b/classes/zh_CN/class_softbody3d.rst index 8f5acd8bc6..8217ec7e45 100644 --- a/classes/zh_CN/class_softbody3d.rst +++ b/classes/zh_CN/class_softbody3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SoftBody3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/SoftBody3D.xml. .. _class_SoftBody3D: diff --git a/classes/zh_CN/class_spheremesh.rst b/classes/zh_CN/class_spheremesh.rst index f90f8af8c2..b36cd9083f 100644 --- a/classes/zh_CN/class_spheremesh.rst +++ b/classes/zh_CN/class_spheremesh.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SphereMesh.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/SphereMesh.xml. .. _class_SphereMesh: diff --git a/classes/zh_CN/class_sphereoccluder3d.rst b/classes/zh_CN/class_sphereoccluder3d.rst index 79dc468b86..66878d2d5b 100644 --- a/classes/zh_CN/class_sphereoccluder3d.rst +++ b/classes/zh_CN/class_sphereoccluder3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SphereOccluder3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/SphereOccluder3D.xml. .. _class_SphereOccluder3D: diff --git a/classes/zh_CN/class_sphereshape3d.rst b/classes/zh_CN/class_sphereshape3d.rst index fb49bb2757..2057c02567 100644 --- a/classes/zh_CN/class_sphereshape3d.rst +++ b/classes/zh_CN/class_sphereshape3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SphereShape3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/SphereShape3D.xml. .. _class_SphereShape3D: diff --git a/classes/zh_CN/class_spinbox.rst b/classes/zh_CN/class_spinbox.rst index 00ce6169bf..159a4d61cb 100644 --- a/classes/zh_CN/class_spinbox.rst +++ b/classes/zh_CN/class_spinbox.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SpinBox.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/SpinBox.xml. .. _class_SpinBox: diff --git a/classes/zh_CN/class_splitcontainer.rst b/classes/zh_CN/class_splitcontainer.rst index fe7c774645..b35861bdde 100644 --- a/classes/zh_CN/class_splitcontainer.rst +++ b/classes/zh_CN/class_splitcontainer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SplitContainer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/SplitContainer.xml. .. _class_SplitContainer: diff --git a/classes/zh_CN/class_spotlight3d.rst b/classes/zh_CN/class_spotlight3d.rst index caa6eaa72f..ecbad2edd4 100644 --- a/classes/zh_CN/class_spotlight3d.rst +++ b/classes/zh_CN/class_spotlight3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SpotLight3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/SpotLight3D.xml. .. _class_SpotLight3D: diff --git a/classes/zh_CN/class_springarm3d.rst b/classes/zh_CN/class_springarm3d.rst index 48909e7a6d..fb77de9428 100644 --- a/classes/zh_CN/class_springarm3d.rst +++ b/classes/zh_CN/class_springarm3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SpringArm3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/SpringArm3D.xml. .. _class_SpringArm3D: diff --git a/classes/zh_CN/class_sprite2d.rst b/classes/zh_CN/class_sprite2d.rst index 491fa6b308..2a948eb8cf 100644 --- a/classes/zh_CN/class_sprite2d.rst +++ b/classes/zh_CN/class_sprite2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Sprite2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Sprite2D.xml. .. _class_Sprite2D: diff --git a/classes/zh_CN/class_sprite3d.rst b/classes/zh_CN/class_sprite3d.rst index 1cfac3b17e..17ffbbec2e 100644 --- a/classes/zh_CN/class_sprite3d.rst +++ b/classes/zh_CN/class_sprite3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Sprite3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Sprite3D.xml. .. _class_Sprite3D: diff --git a/classes/zh_CN/class_spritebase3d.rst b/classes/zh_CN/class_spritebase3d.rst index 3181a2c3ec..31a428c89f 100644 --- a/classes/zh_CN/class_spritebase3d.rst +++ b/classes/zh_CN/class_spritebase3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SpriteBase3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/SpriteBase3D.xml. .. _class_SpriteBase3D: diff --git a/classes/zh_CN/class_spriteframes.rst b/classes/zh_CN/class_spriteframes.rst index ad32b65ccd..d8dfa84e42 100644 --- a/classes/zh_CN/class_spriteframes.rst +++ b/classes/zh_CN/class_spriteframes.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SpriteFrames.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/SpriteFrames.xml. .. _class_SpriteFrames: @@ -92,7 +92,7 @@ SpriteFrames |void| **add_frame**\ (\ anim\: :ref:`StringName`, texture\: :ref:`Texture2D`, duration\: :ref:`float` = 1.0, at_position\: :ref:`int` = -1\ ) :ref:`🔗` -Adds a frame to the ``anim`` animation. If ``at_position`` is ``-1``, the frame will be added to the end of the animation. ``duration`` specifies the relative duration, see :ref:`get_frame_duration` for details. +向 ``anim`` 动画中添加一帧。如果 ``at_position`` 为 ``-1``\ ,则该帧会添加至该动画的末尾。\ ``duration`` 指定的是相对时长,详见 :ref:`get_frame_duration`\ 。 .. rst-class:: classref-item-separator @@ -278,7 +278,7 @@ Adds a frame to the ``anim`` animation. If ``at_position`` is ``-1``, the frame |void| **set_frame**\ (\ anim\: :ref:`StringName`, idx\: :ref:`int`, texture\: :ref:`Texture2D`, duration\: :ref:`float` = 1.0\ ) :ref:`🔗` -Sets the ``texture`` and the ``duration`` of the frame ``idx`` in the ``anim`` animation. ``duration`` specifies the relative duration, see :ref:`get_frame_duration` for details. +设置 ``anim`` 动画中索引为 ``idx`` 的帧的纹理 ``texture`` 和持续时间 ``duration``\ 。\ ``duration`` 指定的是相对时长,详见 :ref:`get_frame_duration`\ 。 .. |virtual| replace:: :abbr:`virtual (本方法通常需要用户覆盖才能生效。)` .. |const| replace:: :abbr:`const (本方法无副作用,不会修改该实例的任何成员变量。)` diff --git a/classes/zh_CN/class_standardmaterial3d.rst b/classes/zh_CN/class_standardmaterial3d.rst index 6595c99479..a78a89b027 100644 --- a/classes/zh_CN/class_standardmaterial3d.rst +++ b/classes/zh_CN/class_standardmaterial3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/StandardMaterial3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/StandardMaterial3D.xml. .. _class_StandardMaterial3D: diff --git a/classes/zh_CN/class_staticbody2d.rst b/classes/zh_CN/class_staticbody2d.rst index 7051a41862..36323d8599 100644 --- a/classes/zh_CN/class_staticbody2d.rst +++ b/classes/zh_CN/class_staticbody2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/StaticBody2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/StaticBody2D.xml. .. _class_StaticBody2D: diff --git a/classes/zh_CN/class_staticbody3d.rst b/classes/zh_CN/class_staticbody3d.rst index 5a4009a086..93f0baa0bb 100644 --- a/classes/zh_CN/class_staticbody3d.rst +++ b/classes/zh_CN/class_staticbody3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/StaticBody3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/StaticBody3D.xml. .. _class_StaticBody3D: diff --git a/classes/zh_CN/class_statusindicator.rst b/classes/zh_CN/class_statusindicator.rst index f4b43fd919..a74c115e22 100644 --- a/classes/zh_CN/class_statusindicator.rst +++ b/classes/zh_CN/class_statusindicator.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/StatusIndicator.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/StatusIndicator.xml. .. _class_StatusIndicator: diff --git a/classes/zh_CN/class_streampeer.rst b/classes/zh_CN/class_streampeer.rst index 68caa2bc0e..bbd228eea3 100644 --- a/classes/zh_CN/class_streampeer.rst +++ b/classes/zh_CN/class_streampeer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/StreamPeer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/StreamPeer.xml. .. _class_StreamPeer: @@ -242,7 +242,7 @@ StreamPeer 是一种抽象基类,常用于流式协议(例如 TCP)。它 :ref:`Array` **get_partial_data**\ (\ bytes\: :ref:`int`\ ) :ref:`🔗` -返回接收到的块数据。可以使用“bytes”参数设置所需接收的字节数。如果可用的字节数不足,函数会阻塞至接收到所需字节数为止。该函数返回两个值,一个 :ref:`Error` 错误码以及一个数据数组。 +返回接收到的块数据。可以使用“bytes”参数设置所需接收的字节数。如果可用的字节数不足,该函数会返回实际接收到的数量。该函数返回两个值,一个 :ref:`Error` 错误码以及一个数据数组。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_streampeerbuffer.rst b/classes/zh_CN/class_streampeerbuffer.rst index ef7149d31d..7090c41901 100644 --- a/classes/zh_CN/class_streampeerbuffer.rst +++ b/classes/zh_CN/class_streampeerbuffer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/StreamPeerBuffer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/StreamPeerBuffer.xml. .. _class_StreamPeerBuffer: diff --git a/classes/zh_CN/class_streampeerextension.rst b/classes/zh_CN/class_streampeerextension.rst index 9031dd83df..aaf4277338 100644 --- a/classes/zh_CN/class_streampeerextension.rst +++ b/classes/zh_CN/class_streampeerextension.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/StreamPeerExtension.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/StreamPeerExtension.xml. .. _class_StreamPeerExtension: diff --git a/classes/zh_CN/class_streampeergzip.rst b/classes/zh_CN/class_streampeergzip.rst index c2b567b08e..5270c6f4aa 100644 --- a/classes/zh_CN/class_streampeergzip.rst +++ b/classes/zh_CN/class_streampeergzip.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/StreamPeerGZIP.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/StreamPeerGZIP.xml. .. _class_StreamPeerGZIP: diff --git a/classes/zh_CN/class_streampeertcp.rst b/classes/zh_CN/class_streampeertcp.rst index 234397abb2..8a5eab3aba 100644 --- a/classes/zh_CN/class_streampeertcp.rst +++ b/classes/zh_CN/class_streampeertcp.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/StreamPeerTCP.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/StreamPeerTCP.xml. .. _class_StreamPeerTCP: diff --git a/classes/zh_CN/class_streampeertls.rst b/classes/zh_CN/class_streampeertls.rst index 9115d76ac0..1a709e1039 100644 --- a/classes/zh_CN/class_streampeertls.rst +++ b/classes/zh_CN/class_streampeertls.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/StreamPeerTLS.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/StreamPeerTLS.xml. .. _class_StreamPeerTLS: diff --git a/classes/zh_CN/class_string.rst b/classes/zh_CN/class_string.rst index 5c84116670..14401cf858 100644 --- a/classes/zh_CN/class_string.rst +++ b/classes/zh_CN/class_string.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/String.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/String.xml. .. _class_String: @@ -1539,7 +1539,7 @@ String :ref:`int` **rfind**\ (\ what\: :ref:`String`, from\: :ref:`int` = -1\ ) |const| :ref:`🔗` -返回这个字符串中 ``what`` **最后一次**\ 出现时的索引,不存在时则为 ``-1``\ 。搜索的起点可以用 ``from`` 指定,终点为该字符串的末尾。这个方法与 :ref:`find` 相对。 +返回这个字符串中 ``what`` **最后一次**\ 出现时的索引,不存在时则为 ``-1``\ 。搜索的起点可以用 ``from`` 指定,终点为该字符串的开头。这个方法与 :ref:`find` 相对。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_stringname.rst b/classes/zh_CN/class_stringname.rst index 2b421c1c7a..6d8ea70945 100644 --- a/classes/zh_CN/class_stringname.rst +++ b/classes/zh_CN/class_stringname.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/StringName.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/StringName.xml. .. _class_StringName: @@ -1375,7 +1375,7 @@ StringName :ref:`int` **rfind**\ (\ what\: :ref:`String`, from\: :ref:`int` = -1\ ) |const| :ref:`🔗` -返回这个字符串中 ``what`` **最后一次**\ 出现时的索引,不存在时则为 ``-1``\ 。搜索的起点可以用 ``from`` 指定,终点为该字符串的末尾。这个方法与 :ref:`find` 相对。 +返回这个字符串中 ``what`` **最后一次**\ 出现时的索引,不存在时则为 ``-1``\ 。搜索的起点可以用 ``from`` 指定,终点为该字符串的开头。这个方法与 :ref:`find` 相对。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_stylebox.rst b/classes/zh_CN/class_stylebox.rst index 8fb96829d9..243eada934 100644 --- a/classes/zh_CN/class_stylebox.rst +++ b/classes/zh_CN/class_stylebox.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/StyleBox.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/StyleBox.xml. .. _class_StyleBox: diff --git a/classes/zh_CN/class_styleboxempty.rst b/classes/zh_CN/class_styleboxempty.rst index a154b0a3d4..089ac45c03 100644 --- a/classes/zh_CN/class_styleboxempty.rst +++ b/classes/zh_CN/class_styleboxempty.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/StyleBoxEmpty.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/StyleBoxEmpty.xml. .. _class_StyleBoxEmpty: diff --git a/classes/zh_CN/class_styleboxflat.rst b/classes/zh_CN/class_styleboxflat.rst index 4149a7745c..71e9c21ea7 100644 --- a/classes/zh_CN/class_styleboxflat.rst +++ b/classes/zh_CN/class_styleboxflat.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/StyleBoxFlat.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/StyleBoxFlat.xml. .. _class_StyleBoxFlat: diff --git a/classes/zh_CN/class_styleboxline.rst b/classes/zh_CN/class_styleboxline.rst index 8bc50e6a22..343bfe4271 100644 --- a/classes/zh_CN/class_styleboxline.rst +++ b/classes/zh_CN/class_styleboxline.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/StyleBoxLine.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/StyleBoxLine.xml. .. _class_StyleBoxLine: diff --git a/classes/zh_CN/class_styleboxtexture.rst b/classes/zh_CN/class_styleboxtexture.rst index 4190b86f6c..7670c4983b 100644 --- a/classes/zh_CN/class_styleboxtexture.rst +++ b/classes/zh_CN/class_styleboxtexture.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/StyleBoxTexture.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/StyleBoxTexture.xml. .. _class_StyleBoxTexture: diff --git a/classes/zh_CN/class_subviewport.rst b/classes/zh_CN/class_subviewport.rst index d8da306fa2..af908c9991 100644 --- a/classes/zh_CN/class_subviewport.rst +++ b/classes/zh_CN/class_subviewport.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SubViewport.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/SubViewport.xml. .. _class_SubViewport: diff --git a/classes/zh_CN/class_subviewportcontainer.rst b/classes/zh_CN/class_subviewportcontainer.rst index d27ba02913..c128462f71 100644 --- a/classes/zh_CN/class_subviewportcontainer.rst +++ b/classes/zh_CN/class_subviewportcontainer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SubViewportContainer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/SubViewportContainer.xml. .. _class_SubViewportContainer: diff --git a/classes/zh_CN/class_surfacetool.rst b/classes/zh_CN/class_surfacetool.rst index 8a28744ab3..68c1ad3569 100644 --- a/classes/zh_CN/class_surfacetool.rst +++ b/classes/zh_CN/class_surfacetool.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SurfaceTool.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/SurfaceTool.xml. .. _class_SurfaceTool: diff --git a/classes/zh_CN/class_syntaxhighlighter.rst b/classes/zh_CN/class_syntaxhighlighter.rst index 0b2bebdac7..bde14ed30f 100644 --- a/classes/zh_CN/class_syntaxhighlighter.rst +++ b/classes/zh_CN/class_syntaxhighlighter.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SyntaxHighlighter.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/SyntaxHighlighter.xml. .. _class_SyntaxHighlighter: diff --git a/classes/zh_CN/class_systemfont.rst b/classes/zh_CN/class_systemfont.rst index 1ba6872d4e..aeb53d506b 100644 --- a/classes/zh_CN/class_systemfont.rst +++ b/classes/zh_CN/class_systemfont.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/SystemFont.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/SystemFont.xml. .. _class_SystemFont: diff --git a/classes/zh_CN/class_tabbar.rst b/classes/zh_CN/class_tabbar.rst index 5522c30ae8..7d5c67d878 100644 --- a/classes/zh_CN/class_tabbar.rst +++ b/classes/zh_CN/class_tabbar.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TabBar.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TabBar.xml. .. _class_TabBar: diff --git a/classes/zh_CN/class_tabcontainer.rst b/classes/zh_CN/class_tabcontainer.rst index aa5e10108d..5033689d2d 100644 --- a/classes/zh_CN/class_tabcontainer.rst +++ b/classes/zh_CN/class_tabcontainer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TabContainer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TabContainer.xml. .. _class_TabContainer: diff --git a/classes/zh_CN/class_tcpserver.rst b/classes/zh_CN/class_tcpserver.rst index fd51f7a38a..59ea24257a 100644 --- a/classes/zh_CN/class_tcpserver.rst +++ b/classes/zh_CN/class_tcpserver.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TCPServer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TCPServer.xml. .. _class_TCPServer: diff --git a/classes/zh_CN/class_textedit.rst b/classes/zh_CN/class_textedit.rst index 1f20f768c3..b5393378e2 100644 --- a/classes/zh_CN/class_textedit.rst +++ b/classes/zh_CN/class_textedit.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TextEdit.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TextEdit.xml. .. _class_TextEdit: @@ -1251,7 +1251,7 @@ enum **GutterType**: :ref:`🔗` - |void| **set_custom_word_separators**\ (\ value\: :ref:`String`\ ) - :ref:`String` **get_custom_word_separators**\ (\ ) -The characters to consider as word delimiters if :ref:`use_custom_word_separators` is ``true``. The characters should be defined without separation, for example ``#_!``. +:ref:`use_custom_word_separators` 为 ``true`` 时作为分词符的字符。定义时,字符之间不应留空,例如 ``#_!``\ 。 .. rst-class:: classref-item-separator @@ -1731,7 +1731,7 @@ The characters to consider as word delimiters if :ref:`use_custom_word_separator - |void| **set_use_custom_word_separators**\ (\ value\: :ref:`bool`\ ) - :ref:`bool` **is_custom_word_separators_enabled**\ (\ ) -If ``false``, using :kbd:`Ctrl + Left` or :kbd:`Ctrl + Right` (:kbd:`Cmd + Left` or :kbd:`Cmd + Right` on macOS) bindings will use the behavior of :ref:`use_default_word_separators`. If ``true``, it will also stop the caret if a character within :ref:`custom_word_separators` is detected. Useful for subword moving. This behavior also will be applied to the behavior of text selection. +如果为 ``false``\ ,使用 :kbd:`Ctrl + Left` 或 :kbd:`Ctrl + Right`\ (macOS 上为 :kbd:`Cmd + Left` 或 :kbd:`Cmd + Right`\ )绑定将使用 :ref:`use_default_word_separators` 的行为。如果为 ``true``\ ,如果检测到 :ref:`custom_word_separators` 内的字符,它还将停止文本光标。对于子词移动很有用。该行为也将应用于文本选择的行为。 .. rst-class:: classref-item-separator @@ -1748,7 +1748,7 @@ If ``false``, using :kbd:`Ctrl + Left` or :kbd:`Ctrl + Right` (:kbd:`Cmd + Left` - |void| **set_use_default_word_separators**\ (\ value\: :ref:`bool`\ ) - :ref:`bool` **is_default_word_separators_enabled**\ (\ ) -If ``false``, using :kbd:`Ctrl + Left` or :kbd:`Ctrl + Right` (:kbd:`Cmd + Left` or :kbd:`Cmd + Right` on macOS) bindings will stop moving caret only if a space or punctuation is detected. If ``true``, it will also stop the caret if a character is part of ``!"#$%&'()*+,-./:;<=>?@[\]^`{|}~``, the Unicode General Punctuation table, or the Unicode CJK Punctuation table. Useful for subword moving. This behavior also will be applied to the behavior of text selection. +如果为 ``false``\ ,使用 :kbd:`Ctrl + Left` 或 :kbd:`Ctrl + Right`\ (macOS 上为 :kbd:`Cmd + Left` 或 :kbd:`Cmd + Right`\ )绑定,仅当检测到空格或标点符号时才会停止移动文本光标。如果为 ``true``\ ,当字符属于 ``!"#$%&'()*+,-./:;<=>?@[\]^`{|}~``\ 、Unicode 通用标点符号表或 Unicode CJK 标点符号表时,它也会停止文本光标。对于子词移动很有用。该行为也将应用于文本选择行为。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_textline.rst b/classes/zh_CN/class_textline.rst index ac355d2afe..b41abe5d5a 100644 --- a/classes/zh_CN/class_textline.rst +++ b/classes/zh_CN/class_textline.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TextLine.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TextLine.xml. .. _class_TextLine: diff --git a/classes/zh_CN/class_textmesh.rst b/classes/zh_CN/class_textmesh.rst index 1bf02e271b..4aa75eabb5 100644 --- a/classes/zh_CN/class_textmesh.rst +++ b/classes/zh_CN/class_textmesh.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TextMesh.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TextMesh.xml. .. _class_TextMesh: diff --git a/classes/zh_CN/class_textparagraph.rst b/classes/zh_CN/class_textparagraph.rst index 9623e21a82..0421fe9bca 100644 --- a/classes/zh_CN/class_textparagraph.rst +++ b/classes/zh_CN/class_textparagraph.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TextParagraph.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TextParagraph.xml. .. _class_TextParagraph: @@ -593,7 +593,7 @@ TextParagraph :ref:`Vector2` **get_line_size**\ (\ line\: :ref:`int`\ ) |const| :ref:`🔗` -Returns size of the bounding box of the line of text. Returned size is rounded up. +返回文本行边界框的大小。返回的大小会向上舍入。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_textserver.rst b/classes/zh_CN/class_textserver.rst index afd0062e14..146c04dcb3 100644 --- a/classes/zh_CN/class_textserver.rst +++ b/classes/zh_CN/class_textserver.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TextServer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TextServer.xml. .. _class_TextServer: @@ -4157,16 +4157,16 @@ BiDi 算法覆盖函数的默认实现。有关详细信息,请参阅 :ref:`St :ref:`PackedInt32Array` **string_get_word_breaks**\ (\ string\: :ref:`String`, language\: :ref:`String` = "", chars_per_line\: :ref:`int` = 0\ ) |const| :ref:`🔗` -Returns an array of the word break boundaries. Elements in the returned array are the offsets of the start and end of words. Therefore the length of the array is always even. +返回分词边界的数组。返回数组中的元素是单词的起点和终点偏移量。因此,该数组的长度始终为偶数。 -When ``chars_per_line`` is greater than zero, line break boundaries are returned instead. +\ ``chars_per_line`` 大于零时,返回的是分行边界。 :: var ts = TextServerManager.get_primary_interface() - print(ts.string_get_word_breaks("The Godot Engine, 4")) # Prints [0, 3, 4, 9, 10, 16, 18, 19], which corresponds to the following substrings: "The", "Godot", "Engine", "4" - print(ts.string_get_word_breaks("The Godot Engine, 4", "en", 5)) # Prints [0, 3, 4, 9, 10, 15, 15, 19], which corresponds to the following substrings: "The", "Godot", "Engin", "e, 4" - print(ts.string_get_word_breaks("The Godot Engine, 4", "en", 10)) # Prints [0, 9, 10, 19], which corresponds to the following substrings: "The Godot", "Engine, 4" + print(ts.string_get_word_breaks("The Godot Engine, 4")) # 输出 [0, 3, 4, 9, 10, 16, 18, 19],对应以下子字符串: "The"、"Godot"、"Engine"、"4" + print(ts.string_get_word_breaks("The Godot Engine, 4", "en", 5)) # 输出 [0, 3, 4, 9, 10, 15, 15, 19],对应以下子字符串:"The"、"Godot"、"Engin"、"e, 4" + print(ts.string_get_word_breaks("The Godot Engine, 4", "en", 10)) # 输出 [0, 9, 10, 19],对应以下子字符串:"The Godot"、"Engine, 4" .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_textserveradvanced.rst b/classes/zh_CN/class_textserveradvanced.rst index c0756ff7b7..3347be3e00 100644 --- a/classes/zh_CN/class_textserveradvanced.rst +++ b/classes/zh_CN/class_textserveradvanced.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/text_server_adv/doc_classes/TextServerAdvanced.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/text_server_adv/doc_classes/TextServerAdvanced.xml. .. _class_TextServerAdvanced: diff --git a/classes/zh_CN/class_textserverdummy.rst b/classes/zh_CN/class_textserverdummy.rst index 95ba245f66..0af9d66810 100644 --- a/classes/zh_CN/class_textserverdummy.rst +++ b/classes/zh_CN/class_textserverdummy.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TextServerDummy.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TextServerDummy.xml. .. _class_TextServerDummy: diff --git a/classes/zh_CN/class_textserverextension.rst b/classes/zh_CN/class_textserverextension.rst index 974608a0a8..88b2a02b0b 100644 --- a/classes/zh_CN/class_textserverextension.rst +++ b/classes/zh_CN/class_textserverextension.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TextServerExtension.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TextServerExtension.xml. .. _class_TextServerExtension: diff --git a/classes/zh_CN/class_textserverfallback.rst b/classes/zh_CN/class_textserverfallback.rst index 6290dd1849..e77f2ac017 100644 --- a/classes/zh_CN/class_textserverfallback.rst +++ b/classes/zh_CN/class_textserverfallback.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/text_server_fb/doc_classes/TextServerFallback.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/text_server_fb/doc_classes/TextServerFallback.xml. .. _class_TextServerFallback: diff --git a/classes/zh_CN/class_textservermanager.rst b/classes/zh_CN/class_textservermanager.rst index ea508398c5..3cefd6cc0b 100644 --- a/classes/zh_CN/class_textservermanager.rst +++ b/classes/zh_CN/class_textservermanager.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TextServerManager.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TextServerManager.xml. .. _class_TextServerManager: diff --git a/classes/zh_CN/class_texture.rst b/classes/zh_CN/class_texture.rst index 3af657891b..2ecee4d747 100644 --- a/classes/zh_CN/class_texture.rst +++ b/classes/zh_CN/class_texture.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Texture.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Texture.xml. .. _class_Texture: diff --git a/classes/zh_CN/class_texture2d.rst b/classes/zh_CN/class_texture2d.rst index 1c9c7ea0b2..60f0356148 100644 --- a/classes/zh_CN/class_texture2d.rst +++ b/classes/zh_CN/class_texture2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Texture2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Texture2D.xml. .. _class_Texture2D: diff --git a/classes/zh_CN/class_texture2darray.rst b/classes/zh_CN/class_texture2darray.rst index 55eed2c933..0172034f2b 100644 --- a/classes/zh_CN/class_texture2darray.rst +++ b/classes/zh_CN/class_texture2darray.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Texture2DArray.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Texture2DArray.xml. .. _class_Texture2DArray: diff --git a/classes/zh_CN/class_texture2darrayrd.rst b/classes/zh_CN/class_texture2darrayrd.rst index 65c9833090..6e6f1ed8ad 100644 --- a/classes/zh_CN/class_texture2darrayrd.rst +++ b/classes/zh_CN/class_texture2darrayrd.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Texture2DArrayRD.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Texture2DArrayRD.xml. .. _class_Texture2DArrayRD: diff --git a/classes/zh_CN/class_texture2drd.rst b/classes/zh_CN/class_texture2drd.rst index 5fa6644a56..f21c24e774 100644 --- a/classes/zh_CN/class_texture2drd.rst +++ b/classes/zh_CN/class_texture2drd.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Texture2DRD.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Texture2DRD.xml. .. _class_Texture2DRD: diff --git a/classes/zh_CN/class_texture3d.rst b/classes/zh_CN/class_texture3d.rst index cb1b8fa34d..593c963c29 100644 --- a/classes/zh_CN/class_texture3d.rst +++ b/classes/zh_CN/class_texture3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Texture3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Texture3D.xml. .. _class_Texture3D: diff --git a/classes/zh_CN/class_texture3drd.rst b/classes/zh_CN/class_texture3drd.rst index 55cfe7ce1b..d84a6dfb72 100644 --- a/classes/zh_CN/class_texture3drd.rst +++ b/classes/zh_CN/class_texture3drd.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Texture3DRD.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Texture3DRD.xml. .. _class_Texture3DRD: diff --git a/classes/zh_CN/class_texturebutton.rst b/classes/zh_CN/class_texturebutton.rst index 350142a4cc..2728066361 100644 --- a/classes/zh_CN/class_texturebutton.rst +++ b/classes/zh_CN/class_texturebutton.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TextureButton.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TextureButton.xml. .. _class_TextureButton: diff --git a/classes/zh_CN/class_texturecubemaparrayrd.rst b/classes/zh_CN/class_texturecubemaparrayrd.rst index 731477e759..69d52b1f62 100644 --- a/classes/zh_CN/class_texturecubemaparrayrd.rst +++ b/classes/zh_CN/class_texturecubemaparrayrd.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TextureCubemapArrayRD.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TextureCubemapArrayRD.xml. .. _class_TextureCubemapArrayRD: diff --git a/classes/zh_CN/class_texturecubemaprd.rst b/classes/zh_CN/class_texturecubemaprd.rst index efc6d36096..c5d06b6ae4 100644 --- a/classes/zh_CN/class_texturecubemaprd.rst +++ b/classes/zh_CN/class_texturecubemaprd.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TextureCubemapRD.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TextureCubemapRD.xml. .. _class_TextureCubemapRD: diff --git a/classes/zh_CN/class_texturelayered.rst b/classes/zh_CN/class_texturelayered.rst index 3db052978c..5dcd8ae78a 100644 --- a/classes/zh_CN/class_texturelayered.rst +++ b/classes/zh_CN/class_texturelayered.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TextureLayered.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TextureLayered.xml. .. _class_TextureLayered: diff --git a/classes/zh_CN/class_texturelayeredrd.rst b/classes/zh_CN/class_texturelayeredrd.rst index fbf8e6576f..a2912cecff 100644 --- a/classes/zh_CN/class_texturelayeredrd.rst +++ b/classes/zh_CN/class_texturelayeredrd.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TextureLayeredRD.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TextureLayeredRD.xml. .. _class_TextureLayeredRD: diff --git a/classes/zh_CN/class_textureprogressbar.rst b/classes/zh_CN/class_textureprogressbar.rst index 8101514eb1..c3a985519e 100644 --- a/classes/zh_CN/class_textureprogressbar.rst +++ b/classes/zh_CN/class_textureprogressbar.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TextureProgressBar.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TextureProgressBar.xml. .. _class_TextureProgressBar: diff --git a/classes/zh_CN/class_texturerect.rst b/classes/zh_CN/class_texturerect.rst index 82b1039ba0..e841d900a7 100644 --- a/classes/zh_CN/class_texturerect.rst +++ b/classes/zh_CN/class_texturerect.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TextureRect.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TextureRect.xml. .. _class_TextureRect: diff --git a/classes/zh_CN/class_theme.rst b/classes/zh_CN/class_theme.rst index b1da4e5f6d..094e9bca12 100644 --- a/classes/zh_CN/class_theme.rst +++ b/classes/zh_CN/class_theme.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Theme.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Theme.xml. .. _class_Theme: @@ -12,14 +12,14 @@ Theme **继承:** :ref:`Resource` **<** :ref:`RefCounted` **<** :ref:`Object` -用于样式化/皮肤化 :ref:`Control` 和 :ref:`Window` 的资源。 +用于为 :ref:`Control` 和 :ref:`Window` 应用风格/外观的资源。 .. rst-class:: classref-introduction-group 描述 ---- -用于样式化/皮肤化 :ref:`Control` 和 :ref:`Window` 节点的资源。控件可以使用本地的主题覆盖项进行单独的风格化(见 :ref:`Control.add_theme_color_override`\ ),而主题资源则能够存储这些设置,在所有同类型的控件之间实现共享(例如将所有 :ref:`Button` 都设置为相同的风格)。主题资源可以在整个项目上使用,但你也可以为单独的一个控件节点分支设置不同的主题资源。为某个控件节点分配的主题资源不仅会对它自己生效,也会对它的所有直接和间接子节点生效(只要控件链没有中断)。 +用于为 :ref:`Control` 和 :ref:`Window` 节点应用风格/外观的资源。控件可以使用本地的主题覆盖项进行单独的风格化(见 :ref:`Control.add_theme_color_override`\ ),而主题资源则能够存储这些设置,在所有同类型的控件之间实现共享(例如将所有 :ref:`Button` 都设置为相同的风格)。主题资源可以在整个项目上使用,但你也可以为单独的一个控件节点分支设置不同的主题资源。为某个控件节点分配的主题资源不仅会对它自己生效,也会对它的所有直接和间接子节点生效(只要控件链没有中断)。 项目范围的主题请使用 :ref:`ProjectSettings.gui/theme/custom` 设置,这样项目中的所有控件就都能够使用。 @@ -30,7 +30,7 @@ Theme 教程 ---- -- :doc:`GUI 皮肤 <../tutorials/ui/gui_skinning>` +- :doc:`GUI 外观 <../tutorials/ui/gui_skinning>` - :doc:`使用主题编辑器 <../tutorials/ui/gui_using_theme_editor>` @@ -315,7 +315,7 @@ enum **DataType**: :ref:`🔗` 该主题资源的默认字体大小。尝试获取字体大小时,如果该主题中不存在或者为无效状态,则会用它作为默认值。如果默认字体大小也缺失或无效,则会使用引擎的回退值(见 :ref:`ThemeDB.fallback_font_size`\ )。 -小于 ``0`` 的值无效,可用于清除对该属性的设置。请使用 :ref:`has_default_font_size` 来检查该值是否有效。 +小于 ``1`` 的值无效,可用于清除对该属性的设置。请使用 :ref:`has_default_font_size` 来检查该值是否有效。 .. rst-class:: classref-section-separator diff --git a/classes/zh_CN/class_themedb.rst b/classes/zh_CN/class_themedb.rst index c41281c1fd..b6111e53b2 100644 --- a/classes/zh_CN/class_themedb.rst +++ b/classes/zh_CN/class_themedb.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ThemeDB.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ThemeDB.xml. .. _class_ThemeDB: diff --git a/classes/zh_CN/class_thread.rst b/classes/zh_CN/class_thread.rst index 5a45133edc..c607a0ef38 100644 --- a/classes/zh_CN/class_thread.rst +++ b/classes/zh_CN/class_thread.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Thread.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Thread.xml. .. _class_Thread: diff --git a/classes/zh_CN/class_tiledata.rst b/classes/zh_CN/class_tiledata.rst index c4a63d8c78..4b3ad6a8be 100644 --- a/classes/zh_CN/class_tiledata.rst +++ b/classes/zh_CN/class_tiledata.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TileData.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TileData.xml. .. _class_TileData: diff --git a/classes/zh_CN/class_tilemap.rst b/classes/zh_CN/class_tilemap.rst index 65b4a9c58f..a956ff289b 100644 --- a/classes/zh_CN/class_tilemap.rst +++ b/classes/zh_CN/class_tilemap.rst @@ -5,15 +5,15 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TileMap.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TileMap.xml. .. _class_TileMap: TileMap ======= -**已弃用:** Use multiple :ref:`TileMapLayer` nodes instead. +**已弃用:** Use multiple :ref:`TileMapLayer` nodes instead. To convert a TileMap to a set of TileMapLayer nodes, open the TileMap bottom panel with the node selected, click the toolbox icon in the top-right corner and choose 'Extract TileMap layers as individual TileMapLayer nodes'. **继承:** :ref:`Node2D` **<** :ref:`CanvasItem` **<** :ref:`Node` **<** :ref:`Object` diff --git a/classes/zh_CN/class_tilemaplayer.rst b/classes/zh_CN/class_tilemaplayer.rst index 0083ca3aee..f918f3ed09 100644 --- a/classes/zh_CN/class_tilemaplayer.rst +++ b/classes/zh_CN/class_tilemaplayer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TileMapLayer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TileMapLayer.xml. .. _class_TileMapLayer: diff --git a/classes/zh_CN/class_tilemappattern.rst b/classes/zh_CN/class_tilemappattern.rst index 83810459c4..5911217c1c 100644 --- a/classes/zh_CN/class_tilemappattern.rst +++ b/classes/zh_CN/class_tilemappattern.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TileMapPattern.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TileMapPattern.xml. .. _class_TileMapPattern: diff --git a/classes/zh_CN/class_tileset.rst b/classes/zh_CN/class_tileset.rst index e245a3fad7..ff089cd111 100644 --- a/classes/zh_CN/class_tileset.rst +++ b/classes/zh_CN/class_tileset.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TileSet.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TileSet.xml. .. _class_TileSet: diff --git a/classes/zh_CN/class_tilesetatlassource.rst b/classes/zh_CN/class_tilesetatlassource.rst index 2aae716277..e60aaa1e17 100644 --- a/classes/zh_CN/class_tilesetatlassource.rst +++ b/classes/zh_CN/class_tilesetatlassource.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TileSetAtlasSource.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TileSetAtlasSource.xml. .. _class_TileSetAtlasSource: diff --git a/classes/zh_CN/class_tilesetscenescollectionsource.rst b/classes/zh_CN/class_tilesetscenescollectionsource.rst index cc499a53a0..a2866b2a68 100644 --- a/classes/zh_CN/class_tilesetscenescollectionsource.rst +++ b/classes/zh_CN/class_tilesetscenescollectionsource.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TileSetScenesCollectionSource.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TileSetScenesCollectionSource.xml. .. _class_TileSetScenesCollectionSource: @@ -19,13 +19,13 @@ TileSetScenesCollectionSource 描述 ---- -When placed on a :ref:`TileMap`, tiles from **TileSetScenesCollectionSource** will automatically instantiate an associated scene at the cell's position in the TileMap. +当放置在 :ref:`TileMap` 上时,来自 **TileSetScenesCollectionSource** 的图块将自动在 TileMap 中单元格的位置上实例化相关场景。 -Scenes are instantiated as children of the :ref:`TileMap` when it enters the tree. If you add/remove a scene tile in the :ref:`TileMap` that is already inside the tree, the :ref:`TileMap` will automatically instantiate/free the scene accordingly. +当 :ref:`TileMap` 进入树时,场景被实例化为 :ref:`TileMap` 的子级。如果在 :ref:`TileMap` 中添加/移除已经在树内的场景图块,\ :ref:`TileMap` 将自动实例化/释放相应的场景。 -\ **Note:** Scene tiles all occupy one tile slot and instead use alternate tile ID to identify scene index. :ref:`TileSetSource.get_tiles_count` will always return ``1``. Use :ref:`get_scene_tiles_count` to get a number of scenes in a **TileSetScenesCollectionSource**. +\ **注意:**\ 场景图块占用同一个图块槽,使用备用图块 ID 来标识场景索引。\ :ref:`TileSetSource.get_tiles_count` 将始终返回 ``1``\ 。使用 :ref:`get_scene_tiles_count` 获取 **TileSetScenesCollectionSource** 中的场景数量。 -Use this code if you want to find the scene path at a given tile in :ref:`TileMapLayer`: +如果想在 :ref:`TileMapLayer` 中查找给定图块的场景路径,请使用此代码: .. tabs:: @@ -37,7 +37,7 @@ Use this code if you want to find the scene path at a given tile in :ref:`TileMa var scene_source = tile_map_layer.tile_set.get_source(source_id) if scene_source is TileSetScenesCollectionSource: var alt_id = tile_map_layer.get_cell_alternative_tile(Vector2i(x, y)) - # The assigned PackedScene. + # 分配的 PackedScene。 var scene = scene_source.get_scene_tile_scene(alt_id) .. code-tab:: csharp @@ -49,7 +49,7 @@ Use this code if you want to find the scene path at a given tile in :ref:`TileMa if (source is TileSetScenesCollectionSource sceneSource) { int altId = tileMapLayer.GetCellAlternativeTile(new Vector2I(x, y)); - // The assigned PackedScene. + // 分配的 PackedScene。 PackedScene scene = sceneSource.GetSceneTileScene(altId); } } diff --git a/classes/zh_CN/class_tilesetsource.rst b/classes/zh_CN/class_tilesetsource.rst index 171c4281bb..0499acea57 100644 --- a/classes/zh_CN/class_tilesetsource.rst +++ b/classes/zh_CN/class_tilesetsource.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TileSetSource.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TileSetSource.xml. .. _class_TileSetSource: diff --git a/classes/zh_CN/class_time.rst b/classes/zh_CN/class_time.rst index f0c4f76a2a..8276822dc5 100644 --- a/classes/zh_CN/class_time.rst +++ b/classes/zh_CN/class_time.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Time.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Time.xml. .. _class_Time: diff --git a/classes/zh_CN/class_timer.rst b/classes/zh_CN/class_timer.rst index 27f1ad68eb..16688f52e8 100644 --- a/classes/zh_CN/class_timer.rst +++ b/classes/zh_CN/class_timer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Timer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Timer.xml. .. _class_Timer: diff --git a/classes/zh_CN/class_tlsoptions.rst b/classes/zh_CN/class_tlsoptions.rst index 0b21bd8bb6..7b63205f2d 100644 --- a/classes/zh_CN/class_tlsoptions.rst +++ b/classes/zh_CN/class_tlsoptions.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TLSOptions.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TLSOptions.xml. .. _class_TLSOptions: @@ -112,7 +112,7 @@ TLSOptions 是对 :ref:`StreamPeerTLS` 和 :ref:`PacketPeer :ref:`String` **get_common_name_override**\ (\ ) |const| :ref:`🔗` -Returns the common name (domain name) override specified when creating with :ref:`client`. +返回使用 :ref:`client` 创建时指定的通用名(域名)覆盖项。 .. rst-class:: classref-item-separator @@ -124,7 +124,7 @@ Returns the common name (domain name) override specified when creating with :ref :ref:`X509Certificate` **get_own_certificate**\ (\ ) |const| :ref:`🔗` -Returns the :ref:`X509Certificate` specified when creating with :ref:`server`. +返回使用 :ref:`server` 创建时指定的 :ref:`X509Certificate`\ 。 .. rst-class:: classref-item-separator @@ -136,7 +136,7 @@ Returns the :ref:`X509Certificate` specified when creatin :ref:`CryptoKey` **get_private_key**\ (\ ) |const| :ref:`🔗` -Returns the :ref:`CryptoKey` specified when creating with :ref:`server`. +返回使用 :ref:`server` 创建时指定的 :ref:`CryptoKey`\ 。 .. rst-class:: classref-item-separator @@ -148,7 +148,7 @@ Returns the :ref:`CryptoKey` specified when creating with :ref: :ref:`X509Certificate` **get_trusted_ca_chain**\ (\ ) |const| :ref:`🔗` -Returns the CA :ref:`X509Certificate` chain specified when creating with :ref:`client` or :ref:`client_unsafe`. +返回使用 :ref:`client` 或 :ref:`client_unsafe` 创建时使用的 CA :ref:`X509Certificate` 链。 .. rst-class:: classref-item-separator @@ -160,7 +160,7 @@ Returns the CA :ref:`X509Certificate` chain specified whe :ref:`bool` **is_server**\ (\ ) |const| :ref:`🔗` -Returns ``true`` if created with :ref:`server`, ``false`` otherwise. +如果是通过 :ref:`server` 创建的则返回 ``true``\ ,否则返回 ``false``\ 。 .. rst-class:: classref-item-separator @@ -172,7 +172,7 @@ Returns ``true`` if created with :ref:`server`, :ref:`bool` **is_unsafe_client**\ (\ ) |const| :ref:`🔗` -Returns ``true`` if created with :ref:`client_unsafe`, ``false`` otherwise. +如果是通过 :ref:`client_unsafe` 创建的则返回 ``true``\ ,否则返回 ``false``\ 。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_torusmesh.rst b/classes/zh_CN/class_torusmesh.rst index 731b8d5b51..5b845860ed 100644 --- a/classes/zh_CN/class_torusmesh.rst +++ b/classes/zh_CN/class_torusmesh.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TorusMesh.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TorusMesh.xml. .. _class_TorusMesh: diff --git a/classes/zh_CN/class_touchscreenbutton.rst b/classes/zh_CN/class_touchscreenbutton.rst index bc5f847a23..f53a84ebe2 100644 --- a/classes/zh_CN/class_touchscreenbutton.rst +++ b/classes/zh_CN/class_touchscreenbutton.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TouchScreenButton.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TouchScreenButton.xml. .. _class_TouchScreenButton: diff --git a/classes/zh_CN/class_transform2d.rst b/classes/zh_CN/class_transform2d.rst index 2bb58fb054..105c2a2dd7 100644 --- a/classes/zh_CN/class_transform2d.rst +++ b/classes/zh_CN/class_transform2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Transform2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Transform2D.xml. .. _class_Transform2D: @@ -17,13 +17,13 @@ Transform2D 描述 ---- -The **Transform2D** built-in :ref:`Variant` type is a 2×3 `matrix `__ representing a transformation in 2D space. It contains three :ref:`Vector2` values: :ref:`x`, :ref:`y`, and :ref:`origin`. Together, they can represent translation, rotation, scale, and skew. +**Transform2D** 内置 :ref:`Variant` 类型是一个 2×3 `矩阵 `__\ ,表示 2D 空间中的变换。它包含三个 :ref:`Vector2` 值:\ :ref:`x`\ 、\ :ref:`y` 和 :ref:`origin`\ 。它们一起可以表示平移、旋转、缩放和倾斜。 -The :ref:`x` and :ref:`y` axes form a 2×2 matrix, known as the transform's **basis**. The length of each axis (:ref:`Vector2.length`) influences the transform's scale, while the direction of all axes influence the rotation. Usually, both axes are perpendicular to one another. However, when you rotate one axis individually, the transform becomes skewed. Applying a skewed transform to a 2D sprite will make the sprite appear distorted. +\ :ref:`x` 和 :ref:`y` 轴形成一个 2×2 矩阵,称为该变换的\ **基**\ 。每个轴的长度(\ :ref:`Vector2.length`\ )会影响该变换的缩放,而所有轴的方向会影响旋转。通常,两个轴彼此垂直。但是,当单独旋转一个轴时,变换会变得倾斜。将倾斜变换应用于 2D 精灵会使精灵看起来扭曲。 -For a general introduction, see the :doc:`Matrices and transforms <../tutorials/math/matrices_and_transforms>` tutorial. +有关一般介绍,请参阅\ :doc:`《矩阵和变换》 <../tutorials/math/matrices_and_transforms>`\ 教程。 -\ **Note:** Unlike :ref:`Transform3D`, there is no 2D equivalent to the :ref:`Basis` type. All mentions of "basis" refer to the :ref:`x` and :ref:`y` components of **Transform2D**. +\ **注意:**\ 与 :ref:`Transform3D` 不同,没有与 :ref:`Basis` 类型等效的 2D 类型。所有提及的“基”均指 **Transform2D** 的 :ref:`x` 和 :ref:`y` 分量。 .. note:: @@ -177,24 +177,24 @@ For a general introduction, see the :doc:`Matrices and transforms <../tutorials/ **IDENTITY** = ``Transform2D(1, 0, 0, 1, 0, 0)`` :ref:`🔗` -The identity **Transform2D**. A transform with no translation, no rotation, and its scale being ``1``. When multiplied by another :ref:`Variant` such as :ref:`Rect2` or another **Transform2D**, no transformation occurs. This means that: +单位 **Transform2D**\ 。这是一个没有平移和旋转的变换,缩放为 ``1``\ 。与 :ref:`Rect2`\ 、\ **Transform2D** 等其它 :ref:`Variant` 与之相乘后不会发生变换。这意味着: -- The :ref:`x` points right (:ref:`Vector2.RIGHT`); +- :ref:`x` 指向右侧(\ :ref:`Vector2.RIGHT`\ ); -- The :ref:`y` points up (:ref:`Vector2.UP`). +- :ref:`y` 指向上方(\ :ref:`Vector2.UP`\ )。 :: var transform = Transform2D.IDENTITY - print("| X | Y | Origin") + print("| X | Y | 原点") print("| %s | %s | %s" % [transform.x.x, transform.y.x, transform.origin.x]) print("| %s | %s | %s" % [transform.x.y, transform.y.y, transform.origin.y]) - # Prints: + # 输出: # | X | Y | Origin # | 1 | 0 | 0 # | 0 | 1 | 0 -This is identical to creating :ref:`Transform2D` without any parameters. This constant can be used to make your code clearer, and for consistency with C#. +这与创建没有任何参数的 :ref:`Transform2D` 相同。该常量可用于使你的代码更清晰,并与 C# 保持一致。 .. _class_Transform2D_constant_FLIP_X: @@ -202,9 +202,9 @@ This is identical to creating :ref:`Transform2D` -When any transform is multiplied by :ref:`FLIP_X`, it negates all components of the :ref:`x` axis (the X column). +当任意变换被 :ref:`FLIP_X` 相乘时,它会取负 :ref:`x` 轴(X 列)的所有分量。 -When :ref:`FLIP_X` is multiplied by any basis, it negates the :ref:`Vector2.x` component of all axes (the X row). +当 :ref:`FLIP_X` 被任意基相乘时,它会取负所有轴(X 行)的 :ref:`Vector2.x` 分量。 .. _class_Transform2D_constant_FLIP_Y: @@ -212,9 +212,9 @@ When :ref:`FLIP_X` is multiplied by any basis **FLIP_Y** = ``Transform2D(1, 0, 0, -1, 0, 0)`` :ref:`🔗` -When any transform is multiplied by :ref:`FLIP_Y`, it negates all components of the :ref:`y` axis (the Y column). +当任意变换被 :ref:`FLIP_Y` 相乘时,它会取负 :ref:`y` 轴(Y 列)的所有分量。 -When :ref:`FLIP_Y` is multiplied by any basis, it negates the :ref:`Vector2.y` component of all axes (the Y row). +当 :ref:`FLIP_Y` 被任意基相乘时,它会取负所有轴(Y 行)的 :ref:`Vector2.y` 分量。 .. rst-class:: classref-section-separator @@ -231,7 +231,7 @@ When :ref:`FLIP_Y` is multiplied by any basis :ref:`Vector2` **origin** = ``Vector2(0, 0)`` :ref:`🔗` -The translation offset of this transform, and the column ``2`` of the matrix. In 2D space, this can be seen as the position. +该变换的平移偏移量,即矩阵的第 ``2`` 列。在 2D 空间中可以看作是位置。 .. rst-class:: classref-item-separator @@ -243,9 +243,9 @@ The translation offset of this transform, and the column ``2`` of the matrix. In :ref:`Vector2` **x** = ``Vector2(1, 0)`` :ref:`🔗` -The transform basis's X axis, and the column ``0`` of the matrix. Combined with :ref:`y`, this represents the transform's rotation, scale, and skew. +该变换基的 X 轴,以及矩阵的 ``0`` 列。与 :ref:`y` 组合,这表示该变换的旋转、缩放和倾斜。 -On the identity transform, this vector points right (:ref:`Vector2.RIGHT`). +在恒等变换中,该向量指向右侧(\ :ref:`Vector2.RIGHT`\ )。 .. rst-class:: classref-item-separator @@ -257,9 +257,9 @@ On the identity transform, this vector points right (:ref:`Vector2.RIGHT` **y** = ``Vector2(0, 1)`` :ref:`🔗` -The transform basis's Y axis, and the column ``1`` of the matrix. Combined with :ref:`x`, this represents the transform's rotation, scale, and skew. +该变换基的 Y 轴,以及矩阵的 ``1`` 列。与 :ref:`x` 组合,这表示变换的旋转、缩放和倾斜。 -On the identity transform, this vector points up (:ref:`Vector2.UP`). +在恒等变换中,该向量指向上方(\ :ref:`Vector2.UP`\ )。 .. rst-class:: classref-section-separator @@ -276,7 +276,7 @@ On the identity transform, this vector points up (:ref:`Vector2.UP` **Transform2D**\ (\ ) :ref:`🔗` -Constructs a **Transform2D** identical to :ref:`IDENTITY`. +构造与 :ref:`IDENTITY` 相同的 **Transform2D**\ 。 .. rst-class:: classref-item-separator @@ -296,7 +296,7 @@ Constructs a **Transform2D** identical to :ref:`IDENTITY` **Transform2D**\ (\ rotation\: :ref:`float`, position\: :ref:`Vector2`\ ) -Constructs a **Transform2D** from a given angle (in radians) and position. +根据给定的旋转角(单位为弧度)和位置构造 **Transform2D**\ 。 .. rst-class:: classref-item-separator @@ -306,7 +306,7 @@ Constructs a **Transform2D** from a given angle (in radians) and position. :ref:`Transform2D` **Transform2D**\ (\ rotation\: :ref:`float`, scale\: :ref:`Vector2`, skew\: :ref:`float`, position\: :ref:`Vector2`\ ) -Constructs a **Transform2D** from a given angle (in radians), scale, skew (in radians), and position. +根据给定的旋转角(单位为弧度)、缩放、偏斜(单位为弧度)和位置构造 **Transform2D**\ 。 .. rst-class:: classref-item-separator @@ -316,7 +316,7 @@ Constructs a **Transform2D** from a given angle (in radians), scale, skew (in ra :ref:`Transform2D` **Transform2D**\ (\ x_axis\: :ref:`Vector2`, y_axis\: :ref:`Vector2`, origin\: :ref:`Vector2`\ ) -Constructs a **Transform2D** from 3 :ref:`Vector2` values representing :ref:`x`, :ref:`y`, and the :ref:`origin` (the three matrix columns). +根据表示 :ref:`x`\ 、\ :ref:`y`\ 、\ :ref:`origin` 的 3 个 :ref:`Vector2`\ (三个矩阵列向量)构建 **Transform2D**\ 。 .. rst-class:: classref-section-separator @@ -333,9 +333,9 @@ Constructs a **Transform2D** from 3 :ref:`Vector2` values represe :ref:`Transform2D` **affine_inverse**\ (\ ) |const| :ref:`🔗` -Returns the inverted version of this transform. Unlike :ref:`inverse`, this method works with almost any basis, including non-uniform ones, but is slower. See also :ref:`inverse`. +返回该变换的逆版本。与 :ref:`inverse` 不同,该方法适用于几乎任何基,包括非均匀基,但速度较慢。另见 :ref:`inverse`\ 。 -\ **Note:** For this method to return correctly, the transform's basis needs to have a determinant that is not exactly ``0`` (see :ref:`determinant`). +\ **注意:**\ 要使该方法正确返回,该变换的基需要有一个不完全是 ``0`` 的行列式(请参阅 :ref:`determinant`\ )。 .. rst-class:: classref-item-separator @@ -347,7 +347,7 @@ Returns the inverted version of this transform. Unlike :ref:`inverse` **basis_xform**\ (\ v\: :ref:`Vector2`\ ) |const| :ref:`🔗` -Returns a copy of the ``v`` vector, transformed (multiplied) by the transform basis's matrix. Unlike the multiplication operator (``*``), this method ignores the :ref:`origin`. +返回 ``v`` 向量的副本,由该变换基的矩阵变换(乘以)得到。与乘法运算符 (\ ``*``\ )不同,该方法忽略 :ref:`origin`\ 。 .. rst-class:: classref-item-separator @@ -359,9 +359,9 @@ Returns a copy of the ``v`` vector, transformed (multiplied) by the transform ba :ref:`Vector2` **basis_xform_inv**\ (\ v\: :ref:`Vector2`\ ) |const| :ref:`🔗` -Returns a copy of the ``v`` vector, transformed (multiplied) by the inverse transform basis's matrix (see :ref:`inverse`). This method ignores the :ref:`origin`. +返回 ``v`` 向量的副本,由逆变换基矩阵(参阅 :ref:`inverse`\ )变换(乘以)得到。该方法忽略 :ref:`origin`\ 。 -\ **Note:** This method assumes that this transform's basis is *orthonormal* (see :ref:`orthonormalized`). If the basis is not orthonormal, ``transform.affine_inverse().basis_xform(vector)`` should be used instead (see :ref:`affine_inverse`). +\ **注意:**\ 该方法假定该变换的基是\ *正交归一化的*\ (参见 :ref:`orthonormalized`\ )。如果基不是正交归一化的,则应改用 ``transform.affine_inverse().basis_xform(vector)``\ (参阅 :ref:`affine_inverse`\ )。 .. rst-class:: classref-item-separator @@ -373,13 +373,13 @@ Returns a copy of the ``v`` vector, transformed (multiplied) by the inverse tran :ref:`float` **determinant**\ (\ ) |const| :ref:`🔗` -Returns the `determinant `__ of this transform basis's matrix. For advanced math, this number can be used to determine a few attributes: +返回该变换基矩阵的\ `行列式 `__\ 。在高等数学中,这个数可以用来确定一些性质: -- If the determinant is exactly ``0``, the basis is not invertible (see :ref:`inverse`). +- 如果行列式为 ``0``\ ,则基不可逆(见 :ref:`inverse`\ )。 -- If the determinant is a negative number, the basis represents a negative scale. +- 如果行列式为负数,则基表示负缩放。 -\ **Note:** If the basis's scale is the same for every axis, its determinant is always that scale by the power of 2. +\ **注意:**\ 如果基的每个轴缩放都相同,那么这个行列式始终为 2 的该缩放次幂。 .. rst-class:: classref-item-separator @@ -391,7 +391,7 @@ Returns the `determinant `__ of this :ref:`Vector2` **get_origin**\ (\ ) |const| :ref:`🔗` -Returns this transform's translation. Equivalent to :ref:`origin`. +返回该变换的平移。相当于 :ref:`origin`\ 。 .. rst-class:: classref-item-separator @@ -403,7 +403,7 @@ Returns this transform's translation. Equivalent to :ref:`origin` **get_rotation**\ (\ ) |const| :ref:`🔗` -Returns this transform's rotation (in radians). This is equivalent to :ref:`x`'s angle (see :ref:`Vector2.angle`). +返回该变换的旋转(单位为弧度)。等价于 :ref:`x` 的旋转角(见 :ref:`Vector2.angle`\ )。 .. rst-class:: classref-item-separator @@ -415,7 +415,7 @@ Returns this transform's rotation (in radians). This is equivalent to :ref:`x` **get_scale**\ (\ ) |const| :ref:`🔗` -Returns the length of both :ref:`x` and :ref:`y`, as a :ref:`Vector2`. If this transform's basis is not skewed, this value is the scaling factor. It is not affected by rotation. +以 :ref:`Vector2` 的形式同时返回 :ref:`x` 和 :ref:`y` 的长度。如果该变换的基不存在剪切,这个值就是缩放系数。它不受旋转的影响。 .. tabs:: @@ -427,10 +427,10 @@ Returns the length of both :ref:`x` and :ref:`y` and :ref:`y` is negative, the scale is also negative. +\ **注意:**\ 如果 :ref:`determinant` 返回的值为负数,则缩放也为负数。 .. rst-class:: classref-item-separator @@ -458,7 +458,7 @@ Returns the length of both :ref:`x` and :ref:`y` **get_skew**\ (\ ) |const| :ref:`🔗` -Returns this transform's skew (in radians). +返回该变换的偏斜(单位为弧度)。 .. rst-class:: classref-item-separator @@ -484,9 +484,9 @@ Returns this transform's skew (in radians). :ref:`Transform2D` **inverse**\ (\ ) |const| :ref:`🔗` -Returns the `inverted version of this transform `__. +返回\ `该变换的逆版本 `__\ 。 -\ **Note:** For this method to return correctly, the transform's basis needs to be *orthonormal* (see :ref:`orthonormalized`). That means, the basis should only represent a rotation. If it does not, use :ref:`affine_inverse` instead. +\ **注意:**\ 为了使该方法正确返回,该变换的基需要是\ *正交归一化的*\ (请参阅 :ref:`orthonormalized`\ )。这意味着,该基应该只代表旋转。如果不是,请改用 :ref:`affine_inverse`\ 。 .. rst-class:: classref-item-separator @@ -498,7 +498,7 @@ Returns the `inverted version of this transform ` **is_conformal**\ (\ ) |const| :ref:`🔗` -Returns ``true`` if this transform's basis is conformal. A conformal basis is both *orthogonal* (the axes are perpendicular to each other) and *uniform* (the axes share the same length). This method can be especially useful during physics calculations. +如果该变换的基是共形的,则返回 ``true``\ 。共形的基既是\ *正交的*\ (轴彼此垂直)又是\ *均匀的*\ (轴共享相同长度)。该方法在物理计算过程中特别有用。 .. rst-class:: classref-item-separator @@ -534,7 +534,7 @@ Returns ``true`` if this transform's basis is conformal. A conformal basis is bo :ref:`Transform2D` **looking_at**\ (\ target\: :ref:`Vector2` = Vector2(0, 0)\ ) |const| :ref:`🔗` -Returns a copy of the transform rotated such that the rotated X-axis points towards the ``target`` position, in global space. +返回该变换旋转后的一个副本,使得旋转后的 X 轴指向全局空间中的 ``target`` 位置。 .. rst-class:: classref-item-separator @@ -546,7 +546,7 @@ Returns a copy of the transform rotated such that the rotated X-axis points towa :ref:`Transform2D` **orthonormalized**\ (\ ) |const| :ref:`🔗` -Returns a copy of this transform with its basis orthonormalized. An orthonormal basis is both *orthogonal* (the axes are perpendicular to each other) and *normalized* (the axes have a length of ``1``), which also means it can only represent rotation. +返回该变换的副本,其基已正交归一化。正交归一化的基既是\ *正交的*\ (轴彼此垂直)又是\ *归一化的*\ (轴长度为 ``1``\ ),这也意味着它只能代表旋转。 .. rst-class:: classref-item-separator @@ -673,9 +673,9 @@ Returns a copy of this transform with its basis orthonormalized. An orthonormal :ref:`PackedVector2Array` **operator ***\ (\ right\: :ref:`PackedVector2Array`\ ) :ref:`🔗` -Transforms (multiplies) every :ref:`Vector2` element of the given :ref:`PackedVector2Array` by this transformation matrix. +由该变换矩阵变换(乘以)给定 :ref:`PackedVector2Array` 的每个 :ref:`Vector2` 元素。 -On larger arrays, this operation is much faster than transforming each :ref:`Vector2` individually. +在较大的数组上,该操作比单独变换每个 :ref:`Vector2` 要快得多。 .. rst-class:: classref-item-separator @@ -687,7 +687,7 @@ On larger arrays, this operation is much faster than transforming each :ref:`Vec :ref:`Rect2` **operator ***\ (\ right\: :ref:`Rect2`\ ) :ref:`🔗` -Transforms (multiplies) the :ref:`Rect2` by this transformation matrix. +使用该变换矩阵对 :ref:`Rect2` 进行变换(相乘)。 .. rst-class:: classref-item-separator @@ -699,17 +699,17 @@ Transforms (multiplies) the :ref:`Rect2` by this transformation mat :ref:`Transform2D` **operator ***\ (\ right\: :ref:`Transform2D`\ ) :ref:`🔗` -Transforms (multiplies) this transform by the ``right`` transform. +由 ``right`` 变换来变换(乘以)该变换。 -This is the operation performed between parent and child :ref:`CanvasItem` nodes. +这是父级和子级 :ref:`CanvasItem` 之间执行的操作。 -\ **Note:** If you need to only modify one attribute of this transform, consider using one of the following methods, instead: +\ **注意:**\ 如果你只需要修改该变换的一个属性,请考虑改用以下方法之一: -- For translation, see :ref:`translated` or :ref:`translated_local`. +- 对于平移,请参阅 :ref:`translated` 或 :ref:`translated_local`\ 。 -- For rotation, see :ref:`rotated` or :ref:`rotated_local`. +- 对于旋转,请参阅 :ref:`rotated` 或 :ref:`rotated_local`\ 。 -- For scale, see :ref:`scaled` or :ref:`scaled_local`. +- 对于缩放,请参阅 :ref:`scaled` 或 :ref:`scaled_local`\ 。 .. rst-class:: classref-item-separator @@ -721,7 +721,7 @@ This is the operation performed between parent and child :ref:`CanvasItem` **operator ***\ (\ right\: :ref:`Vector2`\ ) :ref:`🔗` -Transforms (multiplies) the :ref:`Vector2` by this transformation matrix. +使用该变换矩阵对 :ref:`Vector2` 进行变换(相乘)。 .. rst-class:: classref-item-separator @@ -733,7 +733,7 @@ Transforms (multiplies) the :ref:`Vector2` by this transformation :ref:`Transform2D` **operator ***\ (\ right\: :ref:`float`\ ) :ref:`🔗` -Multiplies all components of the **Transform2D** by the given :ref:`float`, including the :ref:`origin`. This affects the transform's scale uniformly. +将 **Transform2D** 包括 :ref:`origin` 在内的所有分量乘以给定的 :ref:`float`\ 。会均匀地影响该变换的缩放。 .. rst-class:: classref-item-separator @@ -745,7 +745,7 @@ Multiplies all components of the **Transform2D** by the given :ref:`float` **operator ***\ (\ right\: :ref:`int`\ ) :ref:`🔗` -Multiplies all components of the **Transform2D** by the given :ref:`int`, including the :ref:`origin`. This affects the transform's scale uniformly. +将 **Transform2D** 包括 :ref:`origin` 在内的所有分量乘以给定的 :ref:`int`\ 。会均匀地影响该变换的缩放。 .. rst-class:: classref-item-separator @@ -757,7 +757,7 @@ Multiplies all components of the **Transform2D** by the given :ref:`int` **operator /**\ (\ right\: :ref:`float`\ ) :ref:`🔗` -Divides all components of the **Transform2D** by the given :ref:`float`, including the :ref:`origin`. This affects the transform's scale uniformly. +将 **Transform2D** 包括 :ref:`origin` 在内的所有分量除以给定的 :ref:`float`\ 。会均匀地影响该变换的缩放。 .. rst-class:: classref-item-separator @@ -769,7 +769,7 @@ Divides all components of the **Transform2D** by the given :ref:`float` **operator /**\ (\ right\: :ref:`int`\ ) :ref:`🔗` -Divides all components of the **Transform2D** by the given :ref:`int`, including the :ref:`origin`. This affects the transform's scale uniformly. +将 **Transform2D** 包括 :ref:`origin` 在内的所有分量除以给定的 :ref:`int`\ 。会均匀地影响该变换的缩放。 .. rst-class:: classref-item-separator @@ -795,7 +795,7 @@ Divides all components of the **Transform2D** by the given :ref:`int` :ref:`Vector2` **operator []**\ (\ index\: :ref:`int`\ ) :ref:`🔗` -Accesses each axis (column) of this transform by their index. Index ``0`` is the same as :ref:`x`, index ``1`` is the same as :ref:`y`, and index ``2`` is the same as :ref:`origin`. +通过索引访问该变换的轴(列)。索引 ``0`` 与 :ref:`x` 相同,索引 ``1`` 与 :ref:`y` 相同,索引 ``2`` 与 :ref:`origin` 相同。 .. |virtual| replace:: :abbr:`virtual (本方法通常需要用户覆盖才能生效。)` .. |const| replace:: :abbr:`const (本方法无副作用,不会修改该实例的任何成员变量。)` diff --git a/classes/zh_CN/class_transform3d.rst b/classes/zh_CN/class_transform3d.rst index 352de6781e..131ccaf149 100644 --- a/classes/zh_CN/class_transform3d.rst +++ b/classes/zh_CN/class_transform3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Transform3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Transform3D.xml. .. _class_Transform3D: @@ -17,11 +17,11 @@ Transform3D 描述 ---- -The **Transform3D** built-in :ref:`Variant` type is a 3×4 matrix representing a transformation in 3D space. It contains a :ref:`Basis`, which on its own can represent rotation, scale, and shear. Additionally, combined with its own :ref:`origin`, the transform can also represent a translation. +**Transform3D** 即 3D 变换,是一种内置的 :ref:`Variant` 类型,这种 3×4 矩阵代表的是 3D 空间中的变换。变换中包含了一个 :ref:`Basis`\ ,表示的是旋转、缩放、倾斜。另外变换自身还提供了 :ref:`origin`\ ,这样就能够表示平移。 -For a general introduction, see the :doc:`Matrices and transforms <../tutorials/math/matrices_and_transforms>` tutorial. +通用的介绍见教程\ :doc:`《矩阵和变换》 <../tutorials/math/matrices_and_transforms>`\ 。 -\ **Note:** Godot uses a `right-handed coordinate system `__, which is a common standard. For directions, the convention for built-in types like :ref:`Camera3D` is for -Z to point forward (+X is right, +Y is up, and +Z is back). Other objects may use different direction conventions. For more information, see the `3D asset direction conventions <../tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.html#d-asset-direction-conventions>`__ tutorial. +\ **注意:**\ Godot 使用\ `右手坐标系 `__\ ,这是一种普遍标准。方向方面,\ :ref:`Camera3D` 等内置类型的约定是 -Z 指向前方(+X 为右、+Y 为上、+Z 为后)。其他对象可能使用不同的方向约定。更多信息见教程\ `《3D 资产方向约定》 <../tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.html#d-asset-direction-conventions>`__\ 。 .. note:: @@ -204,7 +204,7 @@ For a general introduction, see the :doc:`Matrices and transforms <../tutorials/ :ref:`Basis` **basis** = ``Basis(1, 0, 0, 0, 1, 0, 0, 0, 1)`` :ref:`🔗` -该变换的 :ref:`Basis`\ 。它由 3 个轴(\ :ref:`Basis.x`\ 、\ :ref:`Basis.y` 和 :ref:`Basis.z`\ )组成。它们共同代表变换的旋转、缩放和错切。 +该变换的 :ref:`Basis`\ 。它由 3 个轴(\ :ref:`Basis.x`\ 、\ :ref:`Basis.y` 和 :ref:`Basis.z`\ )组成。它们共同代表变换的旋转、缩放和倾斜。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_translation.rst b/classes/zh_CN/class_translation.rst index 2284fe20c9..3b6ad2d045 100644 --- a/classes/zh_CN/class_translation.rst +++ b/classes/zh_CN/class_translation.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Translation.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Translation.xml. .. _class_Translation: diff --git a/classes/zh_CN/class_translationserver.rst b/classes/zh_CN/class_translationserver.rst index 496d17aad0..a79bc68d9b 100644 --- a/classes/zh_CN/class_translationserver.rst +++ b/classes/zh_CN/class_translationserver.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TranslationServer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TranslationServer.xml. .. _class_TranslationServer: diff --git a/classes/zh_CN/class_tree.rst b/classes/zh_CN/class_tree.rst index f4c5379b16..d02f812ebf 100644 --- a/classes/zh_CN/class_tree.rst +++ b/classes/zh_CN/class_tree.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Tree.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Tree.xml. .. _class_Tree: diff --git a/classes/zh_CN/class_treeitem.rst b/classes/zh_CN/class_treeitem.rst index 13aef2441c..276f871f6d 100644 --- a/classes/zh_CN/class_treeitem.rst +++ b/classes/zh_CN/class_treeitem.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TreeItem.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TreeItem.xml. .. _class_TreeItem: @@ -808,7 +808,7 @@ enum **TreeCellMode**: :ref:`🔗` :ref:`TreeItem` **get_next**\ (\ ) |const| :ref:`🔗` -返回树中的下一个兄弟 TreeItem,如果没有,则返回一个空对象。 +返回树中的下一个同级 TreeItem,如果没有,则返回一个空对象。 .. rst-class:: classref-item-separator @@ -860,7 +860,7 @@ enum **TreeCellMode**: :ref:`🔗` :ref:`TreeItem` **get_prev**\ (\ ) :ref:`🔗` -返回树中的前一个兄弟 TreeItem,如果没有,则返回一个空对象。 +返回树中的前一个同级 TreeItem,如果没有,则返回一个空对象。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_trianglemesh.rst b/classes/zh_CN/class_trianglemesh.rst index 30addc0f5e..8f994214d1 100644 --- a/classes/zh_CN/class_trianglemesh.rst +++ b/classes/zh_CN/class_trianglemesh.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TriangleMesh.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TriangleMesh.xml. .. _class_TriangleMesh: diff --git a/classes/zh_CN/class_tubetrailmesh.rst b/classes/zh_CN/class_tubetrailmesh.rst index 5d51867e4a..069b13bdc5 100644 --- a/classes/zh_CN/class_tubetrailmesh.rst +++ b/classes/zh_CN/class_tubetrailmesh.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/TubeTrailMesh.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/TubeTrailMesh.xml. .. _class_TubeTrailMesh: diff --git a/classes/zh_CN/class_tween.rst b/classes/zh_CN/class_tween.rst index 95906ae735..52d8a0167b 100644 --- a/classes/zh_CN/class_tween.rst +++ b/classes/zh_CN/class_tween.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Tween.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Tween.xml. .. _class_Tween: diff --git a/classes/zh_CN/class_tweener.rst b/classes/zh_CN/class_tweener.rst index c9317ff188..ef2c3492d8 100644 --- a/classes/zh_CN/class_tweener.rst +++ b/classes/zh_CN/class_tweener.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Tweener.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Tweener.xml. .. _class_Tweener: diff --git a/classes/zh_CN/class_udpserver.rst b/classes/zh_CN/class_udpserver.rst index 5e3f84ff81..a38468060a 100644 --- a/classes/zh_CN/class_udpserver.rst +++ b/classes/zh_CN/class_udpserver.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/UDPServer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/UDPServer.xml. .. _class_UDPServer: diff --git a/classes/zh_CN/class_undoredo.rst b/classes/zh_CN/class_undoredo.rst index 292b85023d..30bd38ded4 100644 --- a/classes/zh_CN/class_undoredo.rst +++ b/classes/zh_CN/class_undoredo.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/UndoRedo.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/UndoRedo.xml. .. _class_UndoRedo: diff --git a/classes/zh_CN/class_uniformsetcacherd.rst b/classes/zh_CN/class_uniformsetcacherd.rst index 30318317c6..feed8d2aac 100644 --- a/classes/zh_CN/class_uniformsetcacherd.rst +++ b/classes/zh_CN/class_uniformsetcacherd.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/UniformSetCacheRD.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/UniformSetCacheRD.xml. .. _class_UniformSetCacheRD: diff --git a/classes/zh_CN/class_upnp.rst b/classes/zh_CN/class_upnp.rst index b9389c8ddf..5dcbbf8dee 100644 --- a/classes/zh_CN/class_upnp.rst +++ b/classes/zh_CN/class_upnp.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/upnp/doc_classes/UPNP.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/upnp/doc_classes/UPNP.xml. .. _class_UPNP: diff --git a/classes/zh_CN/class_upnpdevice.rst b/classes/zh_CN/class_upnpdevice.rst index 9569b6e882..785cac8494 100644 --- a/classes/zh_CN/class_upnpdevice.rst +++ b/classes/zh_CN/class_upnpdevice.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/upnp/doc_classes/UPNPDevice.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/upnp/doc_classes/UPNPDevice.xml. .. _class_UPNPDevice: diff --git a/classes/zh_CN/class_variant.rst b/classes/zh_CN/class_variant.rst index 10ffc7d372..e6779a0fe5 100644 --- a/classes/zh_CN/class_variant.rst +++ b/classes/zh_CN/class_variant.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Variant.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Variant.xml. .. _class_Variant: diff --git a/classes/zh_CN/class_vboxcontainer.rst b/classes/zh_CN/class_vboxcontainer.rst index 55c53837c8..2c40f51656 100644 --- a/classes/zh_CN/class_vboxcontainer.rst +++ b/classes/zh_CN/class_vboxcontainer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/VBoxContainer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/VBoxContainer.xml. .. _class_VBoxContainer: diff --git a/classes/zh_CN/class_vector2.rst b/classes/zh_CN/class_vector2.rst index 9e8f4f1633..ba23601570 100644 --- a/classes/zh_CN/class_vector2.rst +++ b/classes/zh_CN/class_vector2.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Vector2.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Vector2.xml. .. _class_Vector2: @@ -624,13 +624,13 @@ Y 轴的枚举值。由 :ref:`max_axis_index` **dot**\ (\ with\: :ref:`Vector2`\ ) |const| :ref:`🔗` -Returns the dot product of this vector and ``with``. This can be used to compare the angle between two vectors. For example, this can be used to determine whether an enemy is facing the player. +返回该向量与 ``with`` 的点积。可用于比较两个向量之间的夹角。例如,可用于确定敌人是否面向玩家。 -The dot product will be ``0`` for a right angle (90 degrees), greater than 0 for angles narrower than 90 degrees and lower than 0 for angles wider than 90 degrees. +直角(90 度)的点积为 ``0``\ ;大于 0 则夹角小于 90 度;小于 0 则夹角大于 90 度。 -When using unit (normalized) vectors, the result will always be between ``-1.0`` (180 degree angle) when the vectors are facing opposite directions, and ``1.0`` (0 degree angle) when the vectors are aligned. +使用(归一化的)单位向量时,如果向量朝向相反,则结果始终为 ``-1.0``\ (180 度角);如果向量方向一致,则结果始终为 ``1.0``\ (0 度角)。 -\ **Note:** ``a.dot(b)`` is equivalent to ``b.dot(a)``. +\ **注意:**\ ``a.dot(b)`` 等价于 ``b.dot(a)``\ 。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_vector2i.rst b/classes/zh_CN/class_vector2i.rst index 196cbaf09b..f16fbe3148 100644 --- a/classes/zh_CN/class_vector2i.rst +++ b/classes/zh_CN/class_vector2i.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Vector2i.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Vector2i.xml. .. _class_Vector2i: diff --git a/classes/zh_CN/class_vector3.rst b/classes/zh_CN/class_vector3.rst index 51b734734f..a4949d2c52 100644 --- a/classes/zh_CN/class_vector3.rst +++ b/classes/zh_CN/class_vector3.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Vector3.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Vector3.xml. .. _class_Vector3: @@ -664,13 +664,13 @@ Z 轴的枚举值。由 :ref:`max_axis_index` **dot**\ (\ with\: :ref:`Vector3`\ ) |const| :ref:`🔗` -Returns the dot product of this vector and ``with``. This can be used to compare the angle between two vectors. For example, this can be used to determine whether an enemy is facing the player. +返回该向量与 ``with`` 的点积。可用于比较两个向量之间的夹角。例如,可用于确定敌人是否面向玩家。 -The dot product will be ``0`` for a right angle (90 degrees), greater than 0 for angles narrower than 90 degrees and lower than 0 for angles wider than 90 degrees. +直角(90 度)的点积为 ``0``\ ;大于 0 则夹角小于 90 度;小于 0 则夹角大于 90 度。 -When using unit (normalized) vectors, the result will always be between ``-1.0`` (180 degree angle) when the vectors are facing opposite directions, and ``1.0`` (0 degree angle) when the vectors are aligned. +使用(归一化的)单位向量时,如果向量朝向相反,则结果始终为 ``-1.0``\ (180 度角);如果向量方向一致,则结果始终为 ``1.0``\ (0 度角)。 -\ **Note:** ``a.dot(b)`` is equivalent to ``b.dot(a)``. +\ **注意:**\ ``a.dot(b)`` 等价于 ``b.dot(a)``\ 。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_vector3i.rst b/classes/zh_CN/class_vector3i.rst index aa8ed91686..d4949656e7 100644 --- a/classes/zh_CN/class_vector3i.rst +++ b/classes/zh_CN/class_vector3i.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Vector3i.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Vector3i.xml. .. _class_Vector3i: diff --git a/classes/zh_CN/class_vector4.rst b/classes/zh_CN/class_vector4.rst index ae1a67a505..105383bdd8 100644 --- a/classes/zh_CN/class_vector4.rst +++ b/classes/zh_CN/class_vector4.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Vector4.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Vector4.xml. .. _class_Vector4: diff --git a/classes/zh_CN/class_vector4i.rst b/classes/zh_CN/class_vector4i.rst index bd6fa72d5f..b4d802d0ef 100644 --- a/classes/zh_CN/class_vector4i.rst +++ b/classes/zh_CN/class_vector4i.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Vector4i.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Vector4i.xml. .. _class_Vector4i: diff --git a/classes/zh_CN/class_vehiclebody3d.rst b/classes/zh_CN/class_vehiclebody3d.rst index ceab980703..d8c72f9104 100644 --- a/classes/zh_CN/class_vehiclebody3d.rst +++ b/classes/zh_CN/class_vehiclebody3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/VehicleBody3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/VehicleBody3D.xml. .. _class_VehicleBody3D: diff --git a/classes/zh_CN/class_vehiclewheel3d.rst b/classes/zh_CN/class_vehiclewheel3d.rst index 6ae83113b7..777df3e66d 100644 --- a/classes/zh_CN/class_vehiclewheel3d.rst +++ b/classes/zh_CN/class_vehiclewheel3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/VehicleWheel3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/VehicleWheel3D.xml. .. _class_VehicleWheel3D: diff --git a/classes/zh_CN/class_vflowcontainer.rst b/classes/zh_CN/class_vflowcontainer.rst index f2ce66ab1c..8a04338acb 100644 --- a/classes/zh_CN/class_vflowcontainer.rst +++ b/classes/zh_CN/class_vflowcontainer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/VFlowContainer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/VFlowContainer.xml. .. _class_VFlowContainer: diff --git a/classes/zh_CN/class_videostream.rst b/classes/zh_CN/class_videostream.rst index 30438c506b..c9c7e85a24 100644 --- a/classes/zh_CN/class_videostream.rst +++ b/classes/zh_CN/class_videostream.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/VideoStream.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/VideoStream.xml. .. _class_VideoStream: diff --git a/classes/zh_CN/class_videostreamplayback.rst b/classes/zh_CN/class_videostreamplayback.rst index 913d094235..f05a74f029 100644 --- a/classes/zh_CN/class_videostreamplayback.rst +++ b/classes/zh_CN/class_videostreamplayback.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/VideoStreamPlayback.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/VideoStreamPlayback.xml. .. _class_VideoStreamPlayback: diff --git a/classes/zh_CN/class_videostreamplayer.rst b/classes/zh_CN/class_videostreamplayer.rst index 2780e5bb7e..fc55c05c1a 100644 --- a/classes/zh_CN/class_videostreamplayer.rst +++ b/classes/zh_CN/class_videostreamplayer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/VideoStreamPlayer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/VideoStreamPlayer.xml. .. _class_VideoStreamPlayer: diff --git a/classes/zh_CN/class_videostreamtheora.rst b/classes/zh_CN/class_videostreamtheora.rst index fef54668ca..3221eda9c7 100644 --- a/classes/zh_CN/class_videostreamtheora.rst +++ b/classes/zh_CN/class_videostreamtheora.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/theora/doc_classes/VideoStreamTheora.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/theora/doc_classes/VideoStreamTheora.xml. .. _class_VideoStreamTheora: diff --git a/classes/zh_CN/class_viewport.rst b/classes/zh_CN/class_viewport.rst index 38c7a62594..9cd77ab45e 100644 --- a/classes/zh_CN/class_viewport.rst +++ b/classes/zh_CN/class_viewport.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Viewport.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Viewport.xml. .. _class_Viewport: diff --git a/classes/zh_CN/class_viewporttexture.rst b/classes/zh_CN/class_viewporttexture.rst index f8132ed04c..3caea3be63 100644 --- a/classes/zh_CN/class_viewporttexture.rst +++ b/classes/zh_CN/class_viewporttexture.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/ViewportTexture.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/ViewportTexture.xml. .. _class_ViewportTexture: diff --git a/classes/zh_CN/class_visibleonscreenenabler2d.rst b/classes/zh_CN/class_visibleonscreenenabler2d.rst index 9ef79490b7..ac426faecc 100644 --- a/classes/zh_CN/class_visibleonscreenenabler2d.rst +++ b/classes/zh_CN/class_visibleonscreenenabler2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/VisibleOnScreenEnabler2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/VisibleOnScreenEnabler2D.xml. .. _class_VisibleOnScreenEnabler2D: diff --git a/classes/zh_CN/class_visibleonscreenenabler3d.rst b/classes/zh_CN/class_visibleonscreenenabler3d.rst index 0ecc643bfa..739bb15144 100644 --- a/classes/zh_CN/class_visibleonscreenenabler3d.rst +++ b/classes/zh_CN/class_visibleonscreenenabler3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/VisibleOnScreenEnabler3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/VisibleOnScreenEnabler3D.xml. .. _class_VisibleOnScreenEnabler3D: diff --git a/classes/zh_CN/class_visibleonscreennotifier2d.rst b/classes/zh_CN/class_visibleonscreennotifier2d.rst index 04ed6b4414..1b0fbfdcb2 100644 --- a/classes/zh_CN/class_visibleonscreennotifier2d.rst +++ b/classes/zh_CN/class_visibleonscreennotifier2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/VisibleOnScreenNotifier2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/VisibleOnScreenNotifier2D.xml. .. _class_VisibleOnScreenNotifier2D: @@ -21,7 +21,7 @@ VisibleOnScreenNotifier2D 描述 ---- -:ref:`VisibleOnScreenEnabler2D` 表示 2D 空间的矩形区块。当该区块的任何部分在屏幕或视口中可见时,它将发出 :ref:`screen_entered` 信号,同样,当其任何部分都不可见时,它将发出 :ref:`screen_exited` 信号。 +**VisibleOnScreenNotifier2D** 表示 2D 空间的矩形区块。当该区块的任何部分在屏幕或视口中可见时,它将发出 :ref:`screen_entered` 信号,同样,当其任何部分都不可见时,它将发出 :ref:`screen_exited` 信号。 如果希望当该区块在屏幕上可见时自动启用节点,请使用 :ref:`VisibleOnScreenEnabler2D`\ 。 diff --git a/classes/zh_CN/class_visibleonscreennotifier3d.rst b/classes/zh_CN/class_visibleonscreennotifier3d.rst index ea17deb630..366f0e1219 100644 --- a/classes/zh_CN/class_visibleonscreennotifier3d.rst +++ b/classes/zh_CN/class_visibleonscreennotifier3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/VisibleOnScreenNotifier3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/VisibleOnScreenNotifier3D.xml. .. _class_VisibleOnScreenNotifier3D: @@ -21,7 +21,7 @@ VisibleOnScreenNotifier3D 描述 ---- -:ref:`VisibleOnScreenEnabler3D` 表示 3D 空间的盒形区块。当该区块的任何部分在屏幕或 :ref:`Camera3D` 视图中可见时,它将发出 :ref:`screen_entered` 信号;同样,当其任何部分都不可见时,它将发出 :ref:`screen_exited` 信号。 +**VisibleOnScreenNotifier3D** 表示 3D 空间的盒形区块。当该区块的任何部分在屏幕或 :ref:`Camera3D` 视图中可见时,它将发出 :ref:`screen_entered` 信号;同样,当其任何部分都不可见时,它将发出 :ref:`screen_exited` 信号。 如果你希望当该区块在屏幕上可见时自动启用节点,请使用 :ref:`VisibleOnScreenEnabler3D`\ 。 diff --git a/classes/zh_CN/class_visualinstance3d.rst b/classes/zh_CN/class_visualinstance3d.rst index 80a3044251..382fd90bde 100644 --- a/classes/zh_CN/class_visualinstance3d.rst +++ b/classes/zh_CN/class_visualinstance3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/VisualInstance3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/VisualInstance3D.xml. .. _class_VisualInstance3D: diff --git a/classes/zh_CN/class_visualshader.rst b/classes/zh_CN/class_visualshader.rst index fc7688d57e..ad7d017f31 100644 --- a/classes/zh_CN/class_visualshader.rst +++ b/classes/zh_CN/class_visualshader.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/VisualShader.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/VisualShader.xml. .. _class_VisualShader: diff --git a/classes/zh_CN/class_visualshadernode.rst b/classes/zh_CN/class_visualshadernode.rst index 680e55adc3..80e96b55f6 100644 --- a/classes/zh_CN/class_visualshadernode.rst +++ b/classes/zh_CN/class_visualshadernode.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/VisualShaderNode.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/VisualShaderNode.xml. .. _class_VisualShaderNode: diff --git a/classes/zh_CN/class_visualshadernodebillboard.rst b/classes/zh_CN/class_visualshadernodebillboard.rst index 93fa5e8a72..7434dff03c 100644 --- a/classes/zh_CN/class_visualshadernodebillboard.rst +++ b/classes/zh_CN/class_visualshadernodebillboard.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/VisualShaderNodeBillboard.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/VisualShaderNodeBillboard.xml. .. _class_VisualShaderNodeBillboard: diff --git a/classes/zh_CN/class_visualshadernodebooleanconstant.rst b/classes/zh_CN/class_visualshadernodebooleanconstant.rst index 5a0c95b305..8d28081477 100644 --- a/classes/zh_CN/class_visualshadernodebooleanconstant.rst +++ b/classes/zh_CN/class_visualshadernodebooleanconstant.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/VisualShaderNodeBooleanConstant.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/VisualShaderNodeBooleanConstant.xml. .. _class_VisualShaderNodeBooleanConstant: diff --git a/classes/zh_CN/class_visualshadernodebooleanparameter.rst b/classes/zh_CN/class_visualshadernodebooleanparameter.rst index b974eefad8..4d2bad33fb 100644 --- a/classes/zh_CN/class_visualshadernodebooleanparameter.rst +++ b/classes/zh_CN/class_visualshadernodebooleanparameter.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/VisualShaderNodeBooleanParameter.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/VisualShaderNodeBooleanParameter.xml. .. _class_VisualShaderNodeBooleanParameter: diff --git a/classes/zh_CN/class_visualshadernodeclamp.rst b/classes/zh_CN/class_visualshadernodeclamp.rst index 588c577419..62ea86e809 100644 --- a/classes/zh_CN/class_visualshadernodeclamp.rst +++ b/classes/zh_CN/class_visualshadernodeclamp.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/VisualShaderNodeClamp.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/VisualShaderNodeClamp.xml. .. _class_VisualShaderNodeClamp: diff --git a/classes/zh_CN/class_visualshadernodecolorconstant.rst b/classes/zh_CN/class_visualshadernodecolorconstant.rst index c7a486595b..bf04b39c72 100644 --- a/classes/zh_CN/class_visualshadernodecolorconstant.rst +++ b/classes/zh_CN/class_visualshadernodecolorconstant.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/VisualShaderNodeColorConstant.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/VisualShaderNodeColorConstant.xml. .. _class_VisualShaderNodeColorConstant: diff --git a/classes/zh_CN/class_visualshadernodecolorfunc.rst b/classes/zh_CN/class_visualshadernodecolorfunc.rst index d89bfe2803..e7e043fc11 100644 --- a/classes/zh_CN/class_visualshadernodecolorfunc.rst +++ b/classes/zh_CN/class_visualshadernodecolorfunc.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/VisualShaderNodeColorFunc.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/VisualShaderNodeColorFunc.xml. .. _class_VisualShaderNodeColorFunc: diff --git a/classes/zh_CN/class_visualshadernodecolorop.rst b/classes/zh_CN/class_visualshadernodecolorop.rst index 8466521d5b..3582a2294d 100644 --- a/classes/zh_CN/class_visualshadernodecolorop.rst +++ b/classes/zh_CN/class_visualshadernodecolorop.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/VisualShaderNodeColorOp.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/VisualShaderNodeColorOp.xml. .. _class_VisualShaderNodeColorOp: diff --git a/classes/zh_CN/class_visualshadernodecolorparameter.rst b/classes/zh_CN/class_visualshadernodecolorparameter.rst index 1aa49b3dc8..5808f09e16 100644 --- a/classes/zh_CN/class_visualshadernodecolorparameter.rst +++ b/classes/zh_CN/class_visualshadernodecolorparameter.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/VisualShaderNodeColorParameter.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/VisualShaderNodeColorParameter.xml. .. _class_VisualShaderNodeColorParameter: diff --git a/classes/zh_CN/class_visualshadernodecomment.rst b/classes/zh_CN/class_visualshadernodecomment.rst index 50d91bb4c8..dafb9a2b2b 100644 --- a/classes/zh_CN/class_visualshadernodecomment.rst +++ b/classes/zh_CN/class_visualshadernodecomment.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/VisualShaderNodeComment.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/VisualShaderNodeComment.xml. .. _class_VisualShaderNodeComment: diff --git a/classes/zh_CN/class_visualshadernodecompare.rst b/classes/zh_CN/class_visualshadernodecompare.rst index dbde4f6899..327bc9c794 100644 --- a/classes/zh_CN/class_visualshadernodecompare.rst +++ b/classes/zh_CN/class_visualshadernodecompare.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/VisualShaderNodeCompare.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/VisualShaderNodeCompare.xml. .. _class_VisualShaderNodeCompare: diff --git a/classes/zh_CN/class_visualshadernodeconstant.rst b/classes/zh_CN/class_visualshadernodeconstant.rst index fce6f9ad29..6633a50f58 100644 --- a/classes/zh_CN/class_visualshadernodeconstant.rst +++ b/classes/zh_CN/class_visualshadernodeconstant.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/VisualShaderNodeConstant.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. 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Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/VSplitContainer.xml. .. _class_VSplitContainer: diff --git a/classes/zh_CN/class_weakref.rst b/classes/zh_CN/class_weakref.rst index 991fefeafd..1571325aa7 100644 --- a/classes/zh_CN/class_weakref.rst +++ b/classes/zh_CN/class_weakref.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/WeakRef.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/WeakRef.xml. .. _class_WeakRef: diff --git a/classes/zh_CN/class_webrtcdatachannel.rst b/classes/zh_CN/class_webrtcdatachannel.rst index 3cd66155e7..ab63c526c0 100644 --- a/classes/zh_CN/class_webrtcdatachannel.rst +++ b/classes/zh_CN/class_webrtcdatachannel.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/webrtc/doc_classes/WebRTCDataChannel.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/webrtc/doc_classes/WebRTCDataChannel.xml. .. _class_WebRTCDataChannel: diff --git a/classes/zh_CN/class_webrtcdatachannelextension.rst b/classes/zh_CN/class_webrtcdatachannelextension.rst index 97024ded72..59dc0e66cd 100644 --- a/classes/zh_CN/class_webrtcdatachannelextension.rst +++ b/classes/zh_CN/class_webrtcdatachannelextension.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/webrtc/doc_classes/WebRTCDataChannelExtension.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/webrtc/doc_classes/WebRTCDataChannelExtension.xml. .. _class_WebRTCDataChannelExtension: diff --git a/classes/zh_CN/class_webrtcmultiplayerpeer.rst b/classes/zh_CN/class_webrtcmultiplayerpeer.rst index f5e3def84f..dcb5e0cc93 100644 --- a/classes/zh_CN/class_webrtcmultiplayerpeer.rst +++ b/classes/zh_CN/class_webrtcmultiplayerpeer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/webrtc/doc_classes/WebRTCMultiplayerPeer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/webrtc/doc_classes/WebRTCMultiplayerPeer.xml. .. _class_WebRTCMultiplayerPeer: diff --git a/classes/zh_CN/class_webrtcpeerconnection.rst b/classes/zh_CN/class_webrtcpeerconnection.rst index 25de8a7414..d0ada8bfe4 100644 --- a/classes/zh_CN/class_webrtcpeerconnection.rst +++ b/classes/zh_CN/class_webrtcpeerconnection.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/webrtc/doc_classes/WebRTCPeerConnection.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/webrtc/doc_classes/WebRTCPeerConnection.xml. .. _class_WebRTCPeerConnection: diff --git a/classes/zh_CN/class_webrtcpeerconnectionextension.rst b/classes/zh_CN/class_webrtcpeerconnectionextension.rst index ba1bc7eae7..ce993a7df9 100644 --- a/classes/zh_CN/class_webrtcpeerconnectionextension.rst +++ b/classes/zh_CN/class_webrtcpeerconnectionextension.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/webrtc/doc_classes/WebRTCPeerConnectionExtension.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/webrtc/doc_classes/WebRTCPeerConnectionExtension.xml. .. _class_WebRTCPeerConnectionExtension: diff --git a/classes/zh_CN/class_websocketmultiplayerpeer.rst b/classes/zh_CN/class_websocketmultiplayerpeer.rst index 0553b9582d..a16dce9b30 100644 --- a/classes/zh_CN/class_websocketmultiplayerpeer.rst +++ b/classes/zh_CN/class_websocketmultiplayerpeer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/websocket/doc_classes/WebSocketMultiplayerPeer.xml. .. _class_WebSocketMultiplayerPeer: diff --git a/classes/zh_CN/class_websocketpeer.rst b/classes/zh_CN/class_websocketpeer.rst index e5667655b8..fc6575eced 100644 --- a/classes/zh_CN/class_websocketpeer.rst +++ b/classes/zh_CN/class_websocketpeer.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/websocket/doc_classes/WebSocketPeer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/websocket/doc_classes/WebSocketPeer.xml. .. _class_WebSocketPeer: @@ -482,9 +482,9 @@ WebSocket 握手期间允许的 WebSocket 子协议。 |void| **set_no_delay**\ (\ enabled\: :ref:`bool`\ ) :ref:`🔗` -Disable Nagle's algorithm on the underlying TCP socket (default). See :ref:`StreamPeerTCP.set_no_delay` for more information. +禁用底层 TCP 套接字的 Nagle 算法(默认)。详见 :ref:`StreamPeerTCP.set_no_delay`\ 。 -\ **Note:** Not available in the Web export. +\ **注意:**\ 在 Web 导出中不可用。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_webxrinterface.rst b/classes/zh_CN/class_webxrinterface.rst index 3df7ce476c..b6c1478db6 100644 --- a/classes/zh_CN/class_webxrinterface.rst +++ b/classes/zh_CN/class_webxrinterface.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/webxr/doc_classes/WebXRInterface.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/webxr/doc_classes/WebXRInterface.xml. .. _class_WebXRInterface: @@ -19,15 +19,15 @@ WebXRInterface 描述 ---- -WebXR is an open standard that allows creating VR and AR applications that run in the web browser. +WebXR 是一种开放标准,允许创建在网络浏览器中运行的 VR 和 AR 应用程序。 -As such, this interface is only available when running in Web exports. +因此,此接口仅在 Web 导出中运行时可用。 -WebXR supports a wide range of devices, from the very capable (like Valve Index, HTC Vive, Oculus Rift and Quest) down to the much less capable (like Google Cardboard, Oculus Go, GearVR, or plain smartphones). +WebXR 支持范围广泛的设备,从功能强大的设备(如 Valve Index、HTC Vive、Oculus Rift 和 Quest)到功能低得多的设备(如 Google Cardboard、Oculus Go、GearVR 或普通智能手机)。 -Since WebXR is based on JavaScript, it makes extensive use of callbacks, which means that **WebXRInterface** is forced to use signals, where other XR interfaces would instead use functions that return a result immediately. This makes **WebXRInterface** quite a bit more complicated to initialize than other XR interfaces. +由于 WebXR 基于 JavaScript,它大量使用回调,这意味着 **WebXRInterface** 被迫使用信号,而其他 XR 接口将改为使用立即返回结果的函数。这使得 **WebXRInterface** 的初始化比其他 XR 接口要复杂得多。 -Here's the minimum code required to start an immersive VR session: +以下是启动沉浸式 VR 会话所需的最少代码: :: @@ -37,22 +37,22 @@ Here's the minimum code required to start an immersive VR session: var vr_supported = false func _ready(): - # We assume this node has a button as a child. - # This button is for the user to consent to entering immersive VR mode. + # 我们假设这个节点有一个按钮作为子节点。 + # 该按钮供用户同意进入沉浸式 VR 模式。 $Button.pressed.connect(self._on_button_pressed) webxr_interface = XRServer.find_interface("WebXR") if webxr_interface: - # WebXR uses a lot of asynchronous callbacks, so we connect to various - # signals in order to receive them. + # WebXR 使用了很多异步回调,所以我们连接各种 + # 信号,以便接收它们。 webxr_interface.session_supported.connect(self._webxr_session_supported) webxr_interface.session_started.connect(self._webxr_session_started) webxr_interface.session_ended.connect(self._webxr_session_ended) webxr_interface.session_failed.connect(self._webxr_session_failed) - # This returns immediately - our _webxr_session_supported() method - # (which we connected to the "session_supported" signal above) will - # be called sometime later to let us know if it's supported or not. + # 这会立即返回——我们的 _webxr_session_supported() 方法 + # (我们连接到上面的“session_supported”信号)将 + # 在稍后的某个时间被调用,让我们知道它是否受支持。 webxr_interface.is_session_supported("immersive-vr") func _webxr_session_supported(session_mode, supported): @@ -64,58 +64,58 @@ Here's the minimum code required to start an immersive VR session: OS.alert("Your browser doesn't support VR") return - # We want an immersive VR session, as opposed to AR ('immersive-ar') or a - # simple 3DoF viewer ('viewer'). + # 我们想要一个沉浸式 VR 会话,而不是 AR('immersive-ar')或 + # 简单的 3DoF 查看器('viewer')。 webxr_interface.session_mode = 'immersive-vr' - # 'bounded-floor' is room scale, 'local-floor' is a standing or sitting - # experience (it puts you 1.6m above the ground if you have 3DoF headset), - # whereas as 'local' puts you down at the XROrigin. - # This list means it'll first try to request 'bounded-floor', then - # fallback on 'local-floor' and ultimately 'local', if nothing else is - # supported. + # 'bounded-floor' 是房间比例,'local-floor' 是站立或坐着 + # 的体验(如果你有 3DoF 头戴设备,它会让你离地 1.6m), + # 而“local”会让你在 XROrigin 下。 + # 这个列表意味着它会首先尝试请求“bounded-floor”,然后 + # 回退到“local-floor”,最后是“local”,如果没有别的 + # 支持的话。 webxr_interface.requested_reference_space_types = 'bounded-floor, local-floor, local' - # In order to use 'local-floor' or 'bounded-floor' we must also - # mark the features as required or optional. By including 'hand-tracking' - # as an optional feature, it will be enabled if supported. + # 为了使用“local-floor”或“bounded-floor”,我们还必须 + # 将功能标记为必需或可选。通过将“手动跟踪”作为可选功能, + # 如果支持,它将被启用。 webxr_interface.required_features = 'local-floor' webxr_interface.optional_features = 'bounded-floor, hand-tracking' - # This will return false if we're unable to even request the session, - # however, it can still fail asynchronously later in the process, so we - # only know if it's really succeeded or failed when our - # _webxr_session_started() or _webxr_session_failed() methods are called. + # 如果我们甚至无法请求会话,这将返回 false, + # 但是,它仍然可以在稍后的过程中异步失败, + # 因此我们只有在调用 _webxr_session_started() 或 + # _webxr_session_failed() 方法时才知道它是真的成功还是失败。 if not webxr_interface.initialize(): OS.alert("Failed to initialize") return func _webxr_session_started(): $Button.visible = false - # This tells Godot to start rendering to the headset. + # 这告诉 Godot 开始渲染到头戴设备。 get_viewport().use_xr = true - # This will be the reference space type you ultimately got, out of the - # types that you requested above. This is useful if you want the game to - # work a little differently in 'bounded-floor' versus 'local-floor'. + # 这将是你最终获得的参考空间类型,与你在上面请求的类型不同。 + # 如果你希望游戏在 “bounded-floor” 和 “local-floor” + # 中的运行方式有所不同,这将很有用。 print("Reference space type: ", webxr_interface.reference_space_type) - # This will be the list of features that were successfully enabled - # (except on browsers that don't support this property). + # 这将是成功启用的功能列表 + #(不支持该属性的浏览器除外)。 print("Enabled features: ", webxr_interface.enabled_features) func _webxr_session_ended(): $Button.visible = true - # If the user exits immersive mode, then we tell Godot to render to the web - # page again. + # 如果用户退出沉浸式模式,那么我们会告诉 Godot + # 再次渲染到网页。 get_viewport().use_xr = false func _webxr_session_failed(message): OS.alert("Failed to initialize: " + message) -There are a couple ways to handle "controller" input: +有几种方法可以处理“控制器”输入: -- Using :ref:`XRController3D` nodes and their :ref:`XRController3D.button_pressed` and :ref:`XRController3D.button_released` signals. This is how controllers are typically handled in XR apps in Godot, however, this will only work with advanced VR controllers like the Oculus Touch or Index controllers, for example. +- 使用 :ref:`XRController3D` 节点及其 :ref:`XRController3D.button_pressed` 和 :ref:`XRController3D.button_released` 信号。这是 Godot 中 XR 应用程序通常处理控制器的方式,但是,这仅适用于高级 VR 控制器,例如 Oculus Touch 或 Index 控制器。 -- Using the :ref:`select`, :ref:`squeeze` and related signals. This method will work for both advanced VR controllers, and non-traditional input sources like a tap on the screen, a spoken voice command or a button press on the device itself. +- 使用 :ref:`select`\ 、\ :ref:`squeeze` 和其他相关信号。这种方法适用于高级 VR 控制器和非传统输入源,例如屏幕上的轻敲、语音命令或设备本身的按钮按下。 -You can use both methods to allow your game or app to support a wider or narrower set of devices and input methods, or to allow more advanced interactions with more advanced devices. +你可以使用这两种方法来让你的游戏或应用程序支持更多或更窄的设备和输入法集,或者允许与更高级的设备进行更高级的交互。 .. rst-class:: classref-introduction-group @@ -421,11 +421,11 @@ enum **TargetRayMode**: :ref:`🔗` - :ref:`String` **get_enabled_features**\ (\ ) -A comma-separated list of features that were successfully enabled by :ref:`XRInterface.initialize` when setting up the WebXR session. +设置 WebXR 会话时通过 :ref:`XRInterface.initialize` 成功启用的功能的逗号分隔列表。 -This may include features requested by setting :ref:`required_features` and :ref:`optional_features`, and will only be available after :ref:`session_started` has been emitted. +这可能包括通过设置 :ref:`required_features` 和 :ref:`optional_features` 请求的功能,并且仅在发出 :ref:`session_started` 后可用。 -\ **Note:** This may not be support by all web browsers, in which case it will be an empty string. +\ **注意:**\ 并非所有 web 浏览器都支持该功能,在这种情况下,它将是一个空字符串。 .. rst-class:: classref-item-separator @@ -442,13 +442,13 @@ This may include features requested by setting :ref:`required_features`\ ) - :ref:`String` **get_optional_features**\ (\ ) -A comma-seperated list of optional features used by :ref:`XRInterface.initialize` when setting up the WebXR session. +:ref:`XRInterface.initialize` 在设置 WebXR 会话时使用的以逗号分隔的可选功能列表。 -If a user's browser or device doesn't support one of the given features, initialization will continue, but you won't be able to use the requested feature. +如果用户的浏览器或设备,不支持给定的任一功能,初始化将继续,但将无法使用所请求的功能。 -This doesn't have any effect on the interface when already initialized. +这对已经初始化的接口没有任何影响。 -Possible values come from `WebXR's XRReferenceSpaceType `__, or include other features like ``"hand-tracking"`` to enable hand tracking. +可能的值来自 `WebXR 的 XRReferenceSpaceType `__\ ,或包含其他功能,如 ``"hand-tracking"`` 以启用手部追踪。 .. rst-class:: classref-item-separator @@ -506,13 +506,13 @@ Possible values come from `WebXR's XRReferenceSpaceType `\ ) - :ref:`String` **get_required_features**\ (\ ) -A comma-seperated list of required features used by :ref:`XRInterface.initialize` when setting up the WebXR session. +:ref:`XRInterface.initialize` 在设置 WebXR 会话时使用的以逗号分隔的所需功能列表。 -If a user's browser or device doesn't support one of the given features, initialization will fail and :ref:`session_failed` will be emitted. +如果用户的浏览器或设备不支持给定的任一功能,则初始化将失败并发出 :ref:`session_failed` 。 -This doesn't have any effect on the interface when already initialized. +这对已经初始化的接口没有任何影响。 -Possible values come from `WebXR's XRReferenceSpaceType `__, or include other features like ``"hand-tracking"`` to enable hand tracking. +可能的值来自 `WebXR 的 XRReferenceSpaceType `__\ ,或包含其他功能,如 ``"hand-tracking"`` 以启用手部追踪。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_window.rst b/classes/zh_CN/class_window.rst index dc36dd0c21..d7df54da2d 100644 --- a/classes/zh_CN/class_window.rst +++ b/classes/zh_CN/class_window.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/Window.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/Window.xml. .. _class_Window: @@ -1220,42 +1220,42 @@ enum **WindowInitialPosition**: :ref:`🔗` - |void| **set_mouse_passthrough_polygon**\ (\ value\: :ref:`PackedVector2Array`\ ) - :ref:`PackedVector2Array` **get_mouse_passthrough_polygon**\ (\ ) -设置窗口的一个接受鼠标事件的多边形区域。该区域外的鼠标事件将被传递出去。 +Sets a polygonal region of the window which accepts mouse events. Mouse events outside the region will be passed through. -传递一个空数组将禁用穿透支持(所有鼠标事件将被窗口拦截,这是默认行为)。 +Passing an empty array will disable passthrough support (all mouse events will be intercepted by the window, which is the default behavior). .. tabs:: .. code-tab:: gdscript - # 设置区域,使用 Path2D 节点。 + # Set region, using Path2D node. $Window.mouse_passthrough_polygon = $Path2D.curve.get_baked_points() - # 设置区域,使用 Polygon2D 节点。 + # Set region, using Polygon2D node. $Window.mouse_passthrough_polygon = $Polygon2D.polygon - # 重置区域为默认值。 + # Reset region to default. $Window.mouse_passthrough_polygon = [] .. code-tab:: csharp - // 设置区域,使用 Path2D 节点。 - GetNode("Window").MousePassthrough = GetNode("Path2D").Curve.GetBakedPoints(); + // Set region, using Path2D node. + GetNode("Window").MousePassthroughPolygon = GetNode("Path2D").Curve.GetBakedPoints(); - // 设置区域,使用 Polygon2D 节点。 - GetNode("Window").MousePassthrough = GetNode("Polygon2D").Polygon; + // Set region, using Polygon2D node. + GetNode("Window").MousePassthroughPolygon = GetNode("Polygon2D").Polygon; - // 重置区域为默认值。 - GetNode("Window").MousePassthrough = new Vector2[] {}; + // Reset region to default. + GetNode("Window").MousePassthroughPolygon = new Vector2[] {}; -\ **注意:**\ 如果 :ref:`mouse_passthrough` 设置为 ``true``\ ,则忽略此属性。 +\ **Note:** This property is ignored if :ref:`mouse_passthrough` is set to ``true``. -\ **注意:**\ 在 Windows 上,位于区域外的窗口部分不会被绘制,而在 Linux (X11) 和 macOS 上则会被绘制。 +\ **Note:** On Windows, the portion of a window that lies outside the region is not drawn, while on Linux (X11) and macOS it is. -\ **注意:**\ 该属性在 Linux (X11)、macOS 和 Windows 上实现。 +\ **Note:** This property is implemented on Linux (X11), macOS and Windows. **Note:** The returned array is *copied* and any changes to it will not update the original property value. See :ref:`PackedVector2Array` for more details. @@ -2135,7 +2135,13 @@ enum **WindowInitialPosition**: :ref:`🔗` |void| **popup**\ (\ rect\: :ref:`Rect2i` = Rect2i(0, 0, 0, 0)\ ) :ref:`🔗` -显示该 **Window** 并标记为临时窗口(见 :ref:`transient`\ )。如果提供了 ``rect``\ ,则会设为该 **Window** 的大小。对主窗口调用时会失败。 +显示该 **Window** 并将其设置为临时窗口(见 :ref:`transient`\ )。如果提供了 ``rect``\ ,则会将其设为 **Window** 的大小。对主窗口调用时会失败。 + +如果 :ref:`ProjectSettings.display/window/subwindows/embed_subwindows` 为 ``true``\ (单窗口模式),\ ``rect`` 使用全局坐标系,相对于主窗口的左上角(不含窗口的装饰)。如果 ``rect`` 的位置坐标为负数,则该窗口位于主窗口之外,因此可能不可见。 + +如果 :ref:`ProjectSettings.display/window/subwindows/embed_subwindows` 为 ``false``\ (多窗口模式),\ ``rect`` 使用全局坐标系,相对于最左侧屏幕的左上角。如果 ``rect`` 的位置坐标为负数,则该窗口会被放置在该屏幕的左上角。 + +\ **注意:**\ 存在相关说明时,\ ``rect`` 必须使用全局坐标。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_workerthreadpool.rst b/classes/zh_CN/class_workerthreadpool.rst index cf67ef1b43..c4b09e8559 100644 --- a/classes/zh_CN/class_workerthreadpool.rst +++ b/classes/zh_CN/class_workerthreadpool.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/WorkerThreadPool.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/WorkerThreadPool.xml. .. _class_WorkerThreadPool: diff --git a/classes/zh_CN/class_world2d.rst b/classes/zh_CN/class_world2d.rst index adda157ff8..031bcd2ff7 100644 --- a/classes/zh_CN/class_world2d.rst +++ b/classes/zh_CN/class_world2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/World2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/World2D.xml. .. _class_World2D: @@ -81,7 +81,7 @@ World2D - :ref:`PhysicsDirectSpaceState2D` **get_direct_space_state**\ (\ ) -直接访问该世界的物理 3D 空间状态。可用于查询当前和可能的碰撞。在多线程物理中使用时,仅可在主线程的 :ref:`Node._physics_process` 中访问。 +直接访问该世界的物理 2D 空间状态。可用于查询当前和可能的碰撞。在多线程物理中使用时,仅可在主线程的 :ref:`Node._physics_process` 中访问。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_world3d.rst b/classes/zh_CN/class_world3d.rst index 422388b27b..e5b852bb7d 100644 --- a/classes/zh_CN/class_world3d.rst +++ b/classes/zh_CN/class_world3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/World3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/World3D.xml. .. _class_World3D: diff --git a/classes/zh_CN/class_worldboundaryshape2d.rst b/classes/zh_CN/class_worldboundaryshape2d.rst index 9220766ef8..41a8958aa6 100644 --- a/classes/zh_CN/class_worldboundaryshape2d.rst +++ b/classes/zh_CN/class_worldboundaryshape2d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/WorldBoundaryShape2D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/WorldBoundaryShape2D.xml. .. _class_WorldBoundaryShape2D: diff --git a/classes/zh_CN/class_worldboundaryshape3d.rst b/classes/zh_CN/class_worldboundaryshape3d.rst index fc29cbc01e..3f1fecf238 100644 --- a/classes/zh_CN/class_worldboundaryshape3d.rst +++ b/classes/zh_CN/class_worldboundaryshape3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/WorldBoundaryShape3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/WorldBoundaryShape3D.xml. .. _class_WorldBoundaryShape3D: diff --git a/classes/zh_CN/class_worldenvironment.rst b/classes/zh_CN/class_worldenvironment.rst index ba1a4805ae..6ac7632625 100644 --- a/classes/zh_CN/class_worldenvironment.rst +++ b/classes/zh_CN/class_worldenvironment.rst @@ -5,8 +5,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/WorldEnvironment.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/WorldEnvironment.xml. .. _class_WorldEnvironment: diff --git a/classes/zh_CN/class_x509certificate.rst b/classes/zh_CN/class_x509certificate.rst index 3a78799ee3..21d76e5c2b 100644 --- a/classes/zh_CN/class_x509certificate.rst +++ b/classes/zh_CN/class_x509certificate.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/X509Certificate.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/X509Certificate.xml. .. _class_X509Certificate: diff --git a/classes/zh_CN/class_xmlparser.rst b/classes/zh_CN/class_xmlparser.rst index adcb6a7844..f9bf9630b4 100644 --- a/classes/zh_CN/class_xmlparser.rst +++ b/classes/zh_CN/class_xmlparser.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/XMLParser.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/XMLParser.xml. .. _class_XMLParser: diff --git a/classes/zh_CN/class_xranchor3d.rst b/classes/zh_CN/class_xranchor3d.rst index fb9972b34e..2c3e9a66c9 100644 --- a/classes/zh_CN/class_xranchor3d.rst +++ b/classes/zh_CN/class_xranchor3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/XRAnchor3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/XRAnchor3D.xml. .. _class_XRAnchor3D: diff --git a/classes/zh_CN/class_xrbodymodifier3d.rst b/classes/zh_CN/class_xrbodymodifier3d.rst index cb63fa2f0e..dc855e7962 100644 --- a/classes/zh_CN/class_xrbodymodifier3d.rst +++ b/classes/zh_CN/class_xrbodymodifier3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/XRBodyModifier3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/XRBodyModifier3D.xml. .. _class_XRBodyModifier3D: diff --git a/classes/zh_CN/class_xrbodytracker.rst b/classes/zh_CN/class_xrbodytracker.rst index 5d9f1964ee..8c929f5164 100644 --- a/classes/zh_CN/class_xrbodytracker.rst +++ b/classes/zh_CN/class_xrbodytracker.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/XRBodyTracker.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/XRBodyTracker.xml. .. _class_XRBodyTracker: diff --git a/classes/zh_CN/class_xrcamera3d.rst b/classes/zh_CN/class_xrcamera3d.rst index d6ea3f1f61..a72dafd417 100644 --- a/classes/zh_CN/class_xrcamera3d.rst +++ b/classes/zh_CN/class_xrcamera3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/XRCamera3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/XRCamera3D.xml. .. _class_XRCamera3D: diff --git a/classes/zh_CN/class_xrcontroller3d.rst b/classes/zh_CN/class_xrcontroller3d.rst index 5b43356af9..b6cecc71ba 100644 --- a/classes/zh_CN/class_xrcontroller3d.rst +++ b/classes/zh_CN/class_xrcontroller3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/XRController3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/XRController3D.xml. .. _class_XRController3D: diff --git a/classes/zh_CN/class_xrcontrollertracker.rst b/classes/zh_CN/class_xrcontrollertracker.rst index b7937df962..33e4bfc48d 100644 --- a/classes/zh_CN/class_xrcontrollertracker.rst +++ b/classes/zh_CN/class_xrcontrollertracker.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/XRControllerTracker.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/XRControllerTracker.xml. .. _class_XRControllerTracker: diff --git a/classes/zh_CN/class_xrfacemodifier3d.rst b/classes/zh_CN/class_xrfacemodifier3d.rst index 376809e1be..45136c08c5 100644 --- a/classes/zh_CN/class_xrfacemodifier3d.rst +++ b/classes/zh_CN/class_xrfacemodifier3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/XRFaceModifier3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/XRFaceModifier3D.xml. .. _class_XRFaceModifier3D: diff --git a/classes/zh_CN/class_xrfacetracker.rst b/classes/zh_CN/class_xrfacetracker.rst index e5689e39aa..dc7b9d89b4 100644 --- a/classes/zh_CN/class_xrfacetracker.rst +++ b/classes/zh_CN/class_xrfacetracker.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/XRFaceTracker.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/XRFaceTracker.xml. .. _class_XRFaceTracker: diff --git a/classes/zh_CN/class_xrhandmodifier3d.rst b/classes/zh_CN/class_xrhandmodifier3d.rst index 330a276f0d..aad3a383f4 100644 --- a/classes/zh_CN/class_xrhandmodifier3d.rst +++ b/classes/zh_CN/class_xrhandmodifier3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/XRHandModifier3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/XRHandModifier3D.xml. .. _class_XRHandModifier3D: diff --git a/classes/zh_CN/class_xrhandtracker.rst b/classes/zh_CN/class_xrhandtracker.rst index 30a64c88e0..b2e8556e5f 100644 --- a/classes/zh_CN/class_xrhandtracker.rst +++ b/classes/zh_CN/class_xrhandtracker.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/XRHandTracker.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/XRHandTracker.xml. .. _class_XRHandTracker: diff --git a/classes/zh_CN/class_xrinterface.rst b/classes/zh_CN/class_xrinterface.rst index d5e7f61f37..2d2b581574 100644 --- a/classes/zh_CN/class_xrinterface.rst +++ b/classes/zh_CN/class_xrinterface.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/XRInterface.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/XRInterface.xml. .. _class_XRInterface: @@ -698,19 +698,19 @@ Alpha 混合模式。通常用于带有穿透功能的 AR 或 VR 设备。Alpha |void| **trigger_haptic_pulse**\ (\ action_name\: :ref:`String`, tracker_name\: :ref:`StringName`, frequency\: :ref:`float`, amplitude\: :ref:`float`, duration_sec\: :ref:`float`, delay_sec\: :ref:`float`\ ) :ref:`🔗` -Triggers a haptic pulse on a device associated with this interface. +在与该接口相关联的设备上触发一次触觉脉冲。 -\ ``action_name`` is the name of the action for this pulse. +\ ``action_name`` 是该脉冲的动作名称。 -\ ``tracker_name`` is optional and can be used to direct the pulse to a specific device provided that device is bound to this haptic. +\ ``tracker_name`` 是可选的,可用于将脉冲引导至特定设备,前提是该设备被绑定到该触觉。 -\ ``frequency`` is the frequency of the pulse, set to ``0.0`` to have the system use a default frequency. +\ ``frequency`` 是脉冲的频率,设置为 ``0.0`` 可让系统使用默认频率。 -\ ``amplitude`` is the amplitude of the pulse between ``0.0`` and ``1.0``. +\ ``amplitude`` 是介于 ``0.0`` 和 ``1.0`` 之间的脉冲幅度。 -\ ``duration_sec`` is the duration of the pulse in seconds. +\ ``duration_sec`` 是脉冲的持续时间(单位为秒)。 -\ ``delay_sec`` is a delay in seconds before the pulse is given. +\ ``delay_sec`` 是发出脉冲之前的延迟(单位为秒)。 .. rst-class:: classref-item-separator diff --git a/classes/zh_CN/class_xrinterfaceextension.rst b/classes/zh_CN/class_xrinterfaceextension.rst index 03cf90d058..b10cbf0aba 100644 --- a/classes/zh_CN/class_xrinterfaceextension.rst +++ b/classes/zh_CN/class_xrinterfaceextension.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/XRInterfaceExtension.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/XRInterfaceExtension.xml. .. _class_XRInterfaceExtension: diff --git a/classes/zh_CN/class_xrnode3d.rst b/classes/zh_CN/class_xrnode3d.rst index 6e53472e21..75a7cb1ab7 100644 --- a/classes/zh_CN/class_xrnode3d.rst +++ b/classes/zh_CN/class_xrnode3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/XRNode3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/XRNode3D.xml. .. _class_XRNode3D: @@ -192,17 +192,17 @@ Godot 定义了许多标准跟踪器,例如 ``left_hand`` 和 ``right_hand``\ |void| **trigger_haptic_pulse**\ (\ action_name\: :ref:`String`, frequency\: :ref:`float`, amplitude\: :ref:`float`, duration_sec\: :ref:`float`, delay_sec\: :ref:`float`\ ) :ref:`🔗` -Triggers a haptic pulse on a device associated with this interface. +在与该接口关联的设备上触发触觉脉冲。 -\ ``action_name`` is the name of the action for this pulse. +\ ``action_name`` 是该脉冲的操作名称。 -\ ``frequency`` is the frequency of the pulse, set to ``0.0`` to have the system use a default frequency. +\ ``frequency`` 是该脉冲的频率,设置为 ``0.0`` 可让系统使用默认频率。 -\ ``amplitude`` is the amplitude of the pulse between ``0.0`` and ``1.0``. +\ ``amplitude`` 是介于 ``0.0`` 和 ``1.0`` 之间的脉冲幅度。 -\ ``duration_sec`` is the duration of the pulse in seconds. +\ ``duration_sec`` 是脉冲的持续时间(单位为秒)。 -\ ``delay_sec`` is a delay in seconds before the pulse is given. +\ ``delay_sec`` 是发出脉冲之前的延迟(单位为秒)。 .. |virtual| replace:: :abbr:`virtual (本方法通常需要用户覆盖才能生效。)` .. |const| replace:: :abbr:`const (本方法无副作用,不会修改该实例的任何成员变量。)` diff --git a/classes/zh_CN/class_xrorigin3d.rst b/classes/zh_CN/class_xrorigin3d.rst index 794a695df9..c7a3dc7a0d 100644 --- a/classes/zh_CN/class_xrorigin3d.rst +++ b/classes/zh_CN/class_xrorigin3d.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/XROrigin3D.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/XROrigin3D.xml. .. _class_XROrigin3D: diff --git a/classes/zh_CN/class_xrpose.rst b/classes/zh_CN/class_xrpose.rst index 2ea9ff1603..8fb4bf2d5d 100644 --- a/classes/zh_CN/class_xrpose.rst +++ b/classes/zh_CN/class_xrpose.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/XRPose.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/XRPose.xml. .. _class_XRPose: diff --git a/classes/zh_CN/class_xrpositionaltracker.rst b/classes/zh_CN/class_xrpositionaltracker.rst index 68f08245e8..e21ecbbccc 100644 --- a/classes/zh_CN/class_xrpositionaltracker.rst +++ b/classes/zh_CN/class_xrpositionaltracker.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/XRPositionalTracker.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/XRPositionalTracker.xml. .. _class_XRPositionalTracker: diff --git a/classes/zh_CN/class_xrserver.rst b/classes/zh_CN/class_xrserver.rst index f09c43329c..1f81bd40c1 100644 --- a/classes/zh_CN/class_xrserver.rst +++ b/classes/zh_CN/class_xrserver.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/XRServer.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/XRServer.xml. .. _class_XRServer: diff --git a/classes/zh_CN/class_xrtracker.rst b/classes/zh_CN/class_xrtracker.rst index 307c9e28c8..576001a173 100644 --- a/classes/zh_CN/class_xrtracker.rst +++ b/classes/zh_CN/class_xrtracker.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/XRTracker.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/XRTracker.xml. .. _class_XRTracker: diff --git a/classes/zh_CN/class_xrvrs.rst b/classes/zh_CN/class_xrvrs.rst index 71756aa032..d844213934 100644 --- a/classes/zh_CN/class_xrvrs.rst +++ b/classes/zh_CN/class_xrvrs.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/XRVRS.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/doc/classes/XRVRS.xml. .. _class_XRVRS: diff --git a/classes/zh_CN/class_zippacker.rst b/classes/zh_CN/class_zippacker.rst index 6a6442d78c..93a6b45f9c 100644 --- a/classes/zh_CN/class_zippacker.rst +++ b/classes/zh_CN/class_zippacker.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/zip/doc_classes/ZIPPacker.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/zip/doc_classes/ZIPPacker.xml. .. _class_ZIPPacker: diff --git a/classes/zh_CN/class_zipreader.rst b/classes/zh_CN/class_zipreader.rst index ac66e4d508..45c102e55e 100644 --- a/classes/zh_CN/class_zipreader.rst +++ b/classes/zh_CN/class_zipreader.rst @@ -2,8 +2,8 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. -.. XML source: https://github.com/godotengine/godot/tree/master/modules/zip/doc_classes/ZIPReader.xml. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. +.. XML source: https://github.com/godotengine/godot/tree/4.3/modules/zip/doc_classes/ZIPReader.xml. .. _class_ZIPReader: diff --git a/classes/zh_CN/index.rst b/classes/zh_CN/index.rst index de1191b487..26d0ac934c 100644 --- a/classes/zh_CN/index.rst +++ b/classes/zh_CN/index.rst @@ -3,7 +3,7 @@ .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. -.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. +.. Generator: https://github.com/godotengine/godot/tree/4.3/doc/tools/make_rst.py. .. _doc_class_reference: diff --git a/sphinx/po/cs/LC_MESSAGES/about/complying_with_licenses.po b/sphinx/po/cs/LC_MESSAGES/about/complying_with_licenses.po index 8ce16b8f43..0456922113 100644 --- a/sphinx/po/cs/LC_MESSAGES/about/complying_with_licenses.po +++ b/sphinx/po/cs/LC_MESSAGES/about/complying_with_licenses.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -28,6 +28,3 @@ msgstr "Obrazovka licencí" msgid "Link to the license" msgstr "Odkaz na licenci" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/about/docs_changelog.po b/sphinx/po/cs/LC_MESSAGES/about/docs_changelog.po index 7c684de8da..729530e6d3 100644 --- a/sphinx/po/cs/LC_MESSAGES/about/docs_changelog.po +++ b/sphinx/po/cs/LC_MESSAGES/about/docs_changelog.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,24 +14,33 @@ msgstr "" msgid "Documentation changelog" msgstr "Seznam změn dokumentace" +msgid "About" +msgstr "O aplikaci" + +msgid "2D" +msgstr "2D" + +msgid "Contributing" +msgstr "Jak přispět" + +msgid "Migrating" +msgstr "Migrování" + +msgid "Rendering" +msgstr "Vykreslování" + msgid "C#" msgstr "C#" msgid "Development" msgstr "Vývoj" -msgid "Migrating" -msgstr "Migrování" - msgid "Platform-specific" msgstr "Specifické pro platformu" msgid "Physics" msgstr "Fyzika" -msgid "2D" -msgstr "2D" - msgid "3D" msgstr "3D" @@ -53,9 +62,6 @@ msgstr "C++" msgid "GDScript" msgstr "GDSkript" -msgid "About" -msgstr "O aplikaci" - msgid "Best practices" msgstr "Osvědčené postupy" @@ -340,6 +346,3 @@ msgstr "Vývoj enginu" msgid ":ref:`doc_binding_to_external_libraries`" msgstr ":ref:`doc_binding_to_external_libraries`" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/about/faq.po b/sphinx/po/cs/LC_MESSAGES/about/faq.po index bce42e9de5..eb9cf508d7 100644 --- a/sphinx/po/cs/LC_MESSAGES/about/faq.po +++ b/sphinx/po/cs/LC_MESSAGES/about/faq.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -235,16 +235,6 @@ msgstr "" "možností které GDScipt nabízí zjistíte v :ref:`GDScript skriptovací příručka " "GDScript `." -msgid "" -"There are several reasons to use GDScript, especially when you are " -"prototyping, in alpha/beta stages of your project, or are not creating the " -"next AAA title. The most salient reason is the overall **reduction of " -"complexity**." -msgstr "" -"Existuje několik důvodů proč používat GDScript, zejména když prototypujete, " -"v alfa/beta fázích vašeho projektu nebo pokud nevytváříte další AAA titul. " -"Nejvýznamějším důvodem je celkové **snížení složitosti.**." - msgid "" "The original intent of creating a tightly integrated, custom scripting " "language for Godot was two-fold: first, it reduces the amount of time " @@ -265,27 +255,6 @@ msgstr "" "jádrem enginu, spíše než utápět spoustu času prací na malých přírůstkových " "funkcích pro velké množství jazyků." -msgid "" -"Since Godot is an open source project, it was imperative from the start to " -"prioritize a more integrated and seamless experience over attracting " -"additional users by supporting more familiar programming languages, " -"especially when supporting those more familiar languages would result in a " -"worse experience. We understand if you would rather use another language in " -"Godot (see the list of supported options above). That being said, if you " -"haven't given GDScript a try, try it for **three days**. Just like Godot, " -"once you see how powerful it is and rapid your development becomes, we think " -"GDScript will grow on you." -msgstr "" -"Jelikož Godot je projekt s otevřeným zdrojovým kódem, bylo od počátku " -"nezbytné upřednostňovat integrovanější a bezproblémovou zkušenost před " -"získáváním dalších uživatelů podporou známějších programovacích jazyků - " -"zejména pokud by podpora těchto známých jazyků vedla k horším zkušenostem. " -"Chápeme, že byste v Godotu raději používali jiný jazyk (viz výše uvedený " -"seznam podporovaných možností). Jak již bylo řečeno, pokud jste nezkoušeli " -"GDScript, zkuste to na **tři dny**. Stejně jako Godot, jakmile uvidíte, jak " -"silný je a jak rychle se váš vývoj postupuje, myslíme si, že GDScript si vás " -"získá." - msgid "" "More information about getting comfortable with GDScript or dynamically " "typed languages can be found in the :ref:`doc_gdscript_more_efficiently` " @@ -1248,6 +1217,3 @@ msgid "" msgstr "" "Podívejte se na příslušnou stránku na `webu Godot `_." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/about/introduction.po b/sphinx/po/cs/LC_MESSAGES/about/introduction.po index 8752045a37..70723b11ab 100644 --- a/sphinx/po/cs/LC_MESSAGES/about/introduction.po +++ b/sphinx/po/cs/LC_MESSAGES/about/introduction.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -20,22 +20,23 @@ msgid "" "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 **Enginu Godot**, 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." +"Vítejte v oficiální dokumentaci **Enginu Godot**, svobodného, open-source, " +"komunitou řízeného enginu pro tvorbu 2D i 3D her! Za těmito slovy se skrývá " +"mocný, avšak uživatelsky přívětivý nástroj, který můžete použít k vývoji " +"jakéhokoli druhu hry, pro jakoukoli platformu a bez jakéhokoli omezení " +"použití." msgid "" "This page gives a broad overview of the engine and of this documentation, so " "that you know where to start if you are a beginner or where to look if you " "need information on a specific feature." msgstr "" -"Tato stránka se zaměřuje na širší prezentaci enginu a této dokumentace, " -"abyste věděli kde začít pokud jste začátečník nebo kam se podívat, pokud " -"potřebujete informace o konkrétní funkci." +"Tato stránka vám nabídne obecný přehled o enginu a této dokumentaci. Jste-li " +"tu noví, dozvíte se, kde nejlépe začít a pokud hledáte informace o konkrétní " +"funkci, zjistíte, kde hledat." msgid "Before you start" -msgstr "Předtím než začnete" +msgstr "Než začnete" msgid "" "The :ref:`Tutorials and resources ` page lists " @@ -43,22 +44,22 @@ msgid "" "consider checking them out. Otherwise, :ref:`Getting Started " "` is a great starting point." msgstr "" -"Stránka :ref:`Návody a zdroje ` obsahuje video " -"návody vytvořené členy komunity. Preferujete-li video tutoriály namísto " -"psaných, zvažte jejich vyzkoušení. Jinak, :ref:`Začínáme " -"` je dobrý startovní bod." +"Stránka :ref:`Návody a zdroje ` obsahuje seznam " +"video návodů vytvořených členy komunity. Preferujete-li video tutoriály " +"namísto psaných, podívejte se tam. Jinak je :ref:`Začínáme " +"` skvělý startovní bod." msgid "About Godot Engine" -msgstr "O Godot Engine" +msgstr "O enginu Godot" msgid "" "A game engine is a complex tool and difficult to present in a few words. " "Here's a quick synopsis, which you are free to reuse if you need a quick " "write-up about Godot Engine:" msgstr "" -"Herní engine je komplexní nástroj, a proto je těžké představit jej pár " -"slovy. Zde je krátký přehled, který můžete volně použít, chcete-li rychle " -"popsat Godot Engine:" +"Herní engine je komplexní nástroj a je těžké jej představit několika slovy. " +"Zde je stručný přehled, ke kterému se můžete vrátit, kdykoli budete " +"potřebovat rychlé shrnutí:" msgid "" "Godot Engine is a feature-packed, cross-platform game engine to create 2D " @@ -68,12 +69,12 @@ msgid "" "platforms, including the major desktop platforms (Linux, macOS, Windows), " "mobile platforms (Android, iOS), as well as Web-based platforms and consoles." msgstr "" -"Godot Engine je mutiplatformní herní engine plný nástrojů pro tvorbu 2D a 3D " -"her v jednotném prostředí. Obsahuje komplexní balíček běžných nástrojů, díky " -"kterému se uživatel může soustředit na tvorbu her bez nutnosti vytvářet vše " -"od začátku. Hry lze exportovat jedním kliknutím na spoustu různých " -"platforem, obsahující hlavní desktopové platformy (Linux, macOS, Windows), " -"mobilní (Android, iOS), stejně jako webové (HTML5) platformy a konzole." +"Engine Godot je multiplatformní engine plný nástrojů pro tvorbu 2D a 3D her " +"v jednotném prostředí. Poskytuje komplexní sadu běžných nástrojů, díky " +"kterým se uživatelé mohou soustředit na vytváření her, aniž by museli znovu " +"vynalézat kolo. Hry lze exportovat jedním kliknutím na řadu platforem, " +"včetně těch hlavních desktopových (Linux, macOS, Windows), mobilních " +"(Android, iOS), ale i na webové platformy a konzole." msgid "" "Godot is completely free and open source under the :ref:`permissive MIT " @@ -84,15 +85,15 @@ msgid "" "supported by the `Godot Foundation `_ not-for-" "profit." msgstr "" -"Godot je zcela zdarma a open source engine, který spadá pod :ref:` svobodnou " -"MIT licenci `. Bez závazků, žádné poplatky, " -"nic. Hry patří těm co je vytvořili až po poslední řádku zdrojového kódu. " -"Vývoj Godot Enginu je plně nezávislý a komunitně řízený, dávající uživatelům " -"možnost upravit si engine tak, aby splnil jejich očekávání. Je podporován " -"organizací `Godot Foundation `_ bezúplatně." +"Godot je zcela zdarma a open source pod :ref:`svobodnou licencí MIT " +"`. Žádné závazky, žádné licenční poplatky, nic. " +"Hry uživatelů jsou jejich, až do posledního řádku zdrojového kódu. Vývoj " +"Godotu je plně nezávislý a řízený komunitou, což uživatelům umožňuje pomáhat " +"formovat svůj engine tak, aby odpovídal jejich očekáváním. Je podporován " +"neziskovou organizací `Godot Foundation `_." msgid "Organization of the documentation" -msgstr "Uspořádání této dokumentace" +msgstr "Uspořádání dokumentace" msgid "This documentation is organized into several sections:" msgstr "Tato dokumentace je uspořádána do několika sekcí:" @@ -102,8 +103,8 @@ msgid "" "engine, its history, its licensing, authors, etc. It also contains the :ref:" "`doc_faq`." msgstr "" -"**O Aplikaci** obsahuje tento úvod a také informace o enginu, jeho historii, " -"jeho licencích, autorech atd. Dále obsahuje také :ref:`doc_faq`." +"**O aplikaci** obsahuje tento úvod a také informace o enginu, jeho historii, " +"licencování, autorech atd. Obsahuje také :ref:`doc_faq`." msgid "" "**Getting Started** contains all necessary information on using the engine " @@ -111,17 +112,17 @@ msgid "" "step_by_step>` tutorial which should be the entry point for all new users. " "**This is the best place to start if you're new!**" msgstr "" -"**Začínáme** obsahuje všechny pořebné informace o použití enginu kw tvorbě " -"her. Začíná manuálem :ref:`Krok za krokem ` , který " -"by měl být vstupním bodem pro všechny nové uživatele. **Toto je nejlepší " -"místo ke startu pokud jste tu nově!**" +"**Začínáme** obsahuje všechny potřebné informace o používání enginu ke " +"tvorbě her. Začíná návodem :ref:`Krok za krokem `, " +"který by měl být vstupním bodem pro všechny nové uživatele. **Toto je " +"nejlepší místo, kde začít, jste-li tu nově!**" msgid "" "The **Manual** can be read or referenced as needed, in any order. It " "contains feature-specific tutorials and documentation." msgstr "" -"**Manuály** lze číst podle potřeby v libovolném pořadí. Obsahuje návody, " -"specifické pro jednotlivé funkce a dokumentaci." +"**Manuál** lze číst v libovolném pořadí podle potřeby. Obsahuje návody a " +"dokumentaci specifických funkcí." msgid "" "**Contributing** gives information related to contributing to Godot, whether " @@ -130,39 +131,29 @@ msgid "" "sections intended for advanced users and contributors, with information on " "compiling the engine, contributing to the editor, or developing C++ modules." msgstr "" -"**Přispějte** poskytuje informace související s přispíváním do Godotu, ať už " -"do jádra enginu, dokumentace, ukázek nebo jiných částí. Popisuje, jak " -"nahlašovat chyby, jak jsou organizovány pracovní postupy přispěvatelů, atd. " -"Obsahuje také sekce určené pro pokročilé uživatele a přispěvatele s " -"informacemi o kompilaci enginu, přispívání do editoru nebo vývoji modulů C++." - -msgid "" -"**Community** is dedicated to the life of Godot's community. It points to " -"various community channels like the `Godot Contributors Chat `_ and `Discord`_ and contains a list of recommended third-" -"party tutorials and materials outside of this documentation." -msgstr "" -"Sekce **Komunita** je věnována životu komunity enginu Godot. Odkazuje na " -"různé komunitní kanály jako `Godot Contributors Chat ` _, `Discord` _ a také obsahuje seznam doporučených návodů " -"a materiálů třeítch stran, které jsou mimo tuto dokumentaci." +"**Jak přispět** poskytuje informace související s přispíváním ke Godotu, ať " +"už do jádra enginu, dokumentace, ukázek nebo kamkoli jinam. Najdete zde " +"instrukce, jak hlásit chyby, jak jsou organizovány pracovní postupy " +"přispěvatelů atd. Obsahuje také sekce určené pro pokročilé uživatele a " +"přispěvatele s informacemi o kompilaci enginu, přispívání do editoru nebo " +"vývoji modulů C++." msgid "" "Finally, the **Class reference** documents the full Godot API, also " "available directly within the engine's script editor. You can find " "information on all classes, functions, signals and so on here." msgstr "" -"Nakonec, **Dokumentace tříd** dokumentuje kompletní API rozhraní Godot, " -"které je také přímo dostupné v editoru skriptů v enginu. Zde najdete " -"informace o všech třídách, funkcích, signálech a podobně." +"A konečně, **Dokumentace tříd** dokumentuje kompletní API Godotu. Je také " +"přímo dostupná v editoru skriptů v enginu. Zde najdete podrobné informace o " +"všech třídách, funkcích, signálech a podobně." msgid "" "In addition to this documentation, you may also want to take a look at the " "various `Godot demo projects `_." msgstr "" -"Kromě této dokumentace se také můžete podívat na různé `Godot demo projekty " -"`_." +"Kromě této dokumentace se také můžete podívat na různé `demo projekty " +"napsané v Godotu `_." msgid "About this documentation" msgstr "O této dokumentaci" @@ -177,14 +168,14 @@ msgid "" "`Documentation team `_ on " "`Godot Contributors Chat `_." msgstr "" -"Členové komunity Godot Engine tuto dokumentaci neustále píší, opravují, " -"upravují a vylepšují. Stále hledáme další pomoc. Můžete také přispět " -"vytvořením Github příspěvků (Issue) nebo překladem dokumentace do vašeho " -"jazyka. Pokud máte zájem pomoci, podívejte se na :ref:`Jak přispět " -"` a :ref:`Psaní dokuemntace " -"`, nebo se obraťte na `Tým " -"dokumentaristů `_ na `Godot " -"Contributors Chat `_." +"Členové komunity enginu Godot tuto dokumentaci neustále rozšiřují, opravují " +"a vylepšují. Neustále hledáme další pomoc. Můžete také přispět vytvářením " +"issues na GitHubu nebo překladem dokumentace do vašeho jazyka. Máte-li zájem " +"pomoci, podívejte se na :ref:`Jak můžu pomoci ` a :" +"ref:`Psaní dokuemntace `, nebo se " +"obraťte na `Tým dokumentaristů `_ v `Godot Contributors Chat `_." msgid "" "All documentation content is licensed under the permissive Creative Commons " @@ -192,13 +183,10 @@ msgid "" ">`_) license, with attribution to \"*Juan Linietsky, Ariel Manzur, and the " "Godot Engine community*\" unless otherwise noted." msgstr "" -"Veškerý obsah je chráněn svobodnou licencí Creative Commons Attribution 3.0 " -"( `CC-BY 3.0 `_ ) s přiřazením " -"k \"Juan Linietsky, Ariel Manzur a komunitě Godot Engine\", pokud není jinak " -"dáno." +"Veškerý obsah dokumentace je chráněn svobodnou licencí Creative Commons " +"Attribution 3.0 ( `CC-BY 3.0 `_ ) s uvedením autorství \"Juan Linietsky, Ariel Manzur a komunita Godot " +"Engine\", není-li uvedeno jinak." 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" +msgstr "*Ať vás čtení a vytváření her v enginu Godot baví!*" diff --git a/sphinx/po/cs/LC_MESSAGES/about/list_of_features.po b/sphinx/po/cs/LC_MESSAGES/about/list_of_features.po index 29f6a5f39a..f8b0fb27a4 100644 --- a/sphinx/po/cs/LC_MESSAGES/about/list_of_features.po +++ b/sphinx/po/cs/LC_MESSAGES/about/list_of_features.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -19,15 +19,6 @@ msgstr "" "Tato stránka si klade za cíl sepsat **všechny** funkce, které Godot v " "současné době podporuje." -msgid "" -"This page lists features supported by the current stable version of Godot. " -"Some of these features may not be available in the `LTS release series (3.x) " -"`__." -msgstr "" -"Na této stránce jsou uvedeny funkce podporované aktuální stable verzí Godot. " -"Některé funkce nemusí být k dispozici v `vydání LTS `_." - msgid "Platforms" msgstr "Platformy" @@ -41,9 +32,6 @@ msgstr "" msgid "**Can run both the editor and exported projects:**" msgstr "**Dokáží spustit jak editor, tak exportované projekty:**" -msgid "Windows (x86, 64-bit and 32-bit)." -msgstr "Windows (x86, 64-bit a 32-bit)." - msgid "macOS (x86 and ARM, 64-bit only)." msgstr "macOS (x86 a ARM, pouze 64-bit)." @@ -54,17 +42,9 @@ msgid "" "Binaries are statically linked and can run on any distribution if compiled " "on an old enough base distribution." msgstr "" -"Binární soubory jsou staticky propojeny a mohou být spuštěny na jakékoli " -"distribuci, pokud jsou kompilovány na dostatečně staré základní distribuci." - -msgid "" -"Official binaries are compiled using the `Godot Engine buildroot `__, allowing for binaries that work across " -"common Linux distributions (including LTS variants)." -msgstr "" -"Oficiální binární soubory jsou kompilovány pomocí `Godot Engine buildroot " -"`__, což umožňuje, aby binární " -"soubory fungovaly v běžných distribucích Linuxu (včetně variant LTS)." +"Binární soubory jsou staticky propojeny a lze je spustit na libovolné " +"distribuci za podmínky, že byly zkompilovány na dostatečně staré základní " +"distribuci." msgid "Android (editor support is experimental)." msgstr "Android (podpora editoru je experimentální)." @@ -73,11 +53,14 @@ msgid "" ":ref:`Web browsers `. Experimental in 4.0, using " "Godot 3.x is recommended instead when targeting HTML5." msgstr "" -":ref: `Webové prohlížeče `. Experimentální ve " -"verzi 4.0, při cílení na HTML5 je doporučeno použít verze Godot 3.x." +":ref: `Webové prohlížeče `. Ve verzi 4.0 je " +"podpora experimentální. Pokud cílíte na HTML5, doporučujeme použít Godot 3.x." msgid "**Runs exported projects:**" -msgstr "**Spustí exportované projekty:**" +msgstr "**Dokáží spustit exportované projekty:**" + +msgid "iOS." +msgstr "iOS." msgid ":ref:`Consoles `." msgstr ":ref:`Konzole `." @@ -86,9 +69,8 @@ msgid "" "Godot aims to be as platform-independent as possible and can be :ref:`ported " "to new platforms ` with relative ease." msgstr "" -"Godot si klade za cíl být co nejvíce nezávislý na platformě a může být " -"relativně snadno :ref:`portován na nové platformy " -"`." +"Godot si klade za cíl být co nejvíce platformně-nezávislý a je možné jej " +"poměrně snadno :ref:`portovat na nové platformy `." msgid "" "Projects written in C# using Godot 4 currently cannot be exported to the web " @@ -96,10 +78,10 @@ msgid "" "iOS platform support is available as of Godot 4.2, but is experimental and :" "ref:`some limitations apply `." msgstr "" -"Projekty napsané v C# používající Godot 4 nemohou být momentálně exportovány " -"na webové platformy. Zvažte místo toho použití Godot 3 pro použití C# na " -"této platformě. Podpora platform Android a iOS je dostupná pro Godot 4.2, " -"ale je stále experimentální a `platí určitá omezení `." +"Projekty napsané v C# používající Godot 4 momentálně není možné exportovat " +"na webové platformy. Pro použití C# na webu zvažte raději použití Godotu 3. " +"Podpora platforem Android a iOS je od verze 4.2 dostupná, nicméně je stále " +"experimentální a platí pro ně `určitá omezení `." msgid "Editor" msgstr "Editor" @@ -108,7 +90,7 @@ msgid "**Features:**" msgstr "**Funkce:**" msgid "Scene tree editor." -msgstr "Stromový editor scény." +msgstr "Editor stromu scén." msgid "Built-in script editor." msgstr "Vestavěný editor skriptů." @@ -117,21 +99,20 @@ msgid "" "Support for :ref:`external script editors ` such as " "Visual Studio Code or Vim." msgstr "" -"Podpora pro :ref:`externí editory skriptů ` , jako je " -"Visual Studio Code nebo Vim." +"Podpora pro :ref:`externí editory skriptů ` , jako " +"například Visual Studio Code nebo Vim." msgid "GDScript :ref:`debugger `." -msgstr "GDSkript :ref:`debugger `." +msgstr ":ref:`Ladicí program ` pro GDScript." msgid "Support for debugging in threads is available since 4.2." -msgstr "Podpora ladění ve vláknech je k dispozici od verze 4.2." +msgstr "Od verze 4.2 je dostupná podpora ladění ve vláknech." msgid "" "Visual profiler with CPU and GPU time indications for each step of the " "rendering pipeline." msgstr "" -"Vizuální profiler s indikací času CPU a GPU pro každý krok vykreslovacího " -"kanálu." +"Vizuální profiler s indikací časů CPU a GPU pro každý krok vykreslování." msgid "" "Performance monitoring tools, including :ref:`custom performance monitors " @@ -141,10 +122,10 @@ msgstr "" "`." msgid "Live script reloading." -msgstr "Načtení skiptu za chodu." +msgstr "Opětovné načítání skriptu za běhu." msgid "Live scene editing." -msgstr "Úprava scény za chodu programu." +msgstr "Upravování scén za běhu." msgid "" "Changes will reflect in the editor and will be kept after closing the " @@ -153,7 +134,7 @@ msgstr "" "Změny se projeví v editoru a budou zachovány i po ukončení běžícího projektu." msgid "Remote inspector." -msgstr "Prenosný inspektor." +msgstr "Vzdálený inspektor." msgid "" "Changes won't reflect in the editor and won't be kept after closing the " @@ -163,20 +144,20 @@ msgstr "" "zachovány." msgid "Live camera replication." -msgstr "Replikace kameryza chodu programu." +msgstr "Replikace kamery za běhu." msgid "Move the in-editor camera and see the result in the running project." msgstr "" -"Přesuňte kameru v editoru a podívejte se na výsledek v probíhajícím projektu." +"Přesuňte kameru v editoru a podívejte se na výsledek v běžícím projektu." msgid "Built-in offline class reference documentation." -msgstr "Vestavěná offline dokumentace třídních referencí." +msgstr "Vestavěná offline dokumentace tříd." msgid "Use the editor in dozens of languages contributed by the community." -msgstr "Použijte editor v desítkách jazyků připravených komunitou." +msgstr "Použijte editor v desítkách překladů přispěných komunitou." msgid "**Plugins:**" -msgstr "**Pluginy:**" +msgstr "**Rozšíření:**" msgid "" "Editor plugins can be downloaded from the :ref:`asset library " @@ -189,15 +170,15 @@ msgid "" ":ref:`Create your own plugins ` using GDScript to add " "new features or speed up your workflow." msgstr "" -":ref:`Vytvořte si vlastní pluginy ` pomocí GDScriptu pro " -"přidání nové funkce nebo urychlení pracovního postupu." +":ref:`Vytvářejte si vlastní pluginy ` pomocí GDScriptu " +"pro nové funkce nebo urychlení své práce." msgid "" ":ref:`Download projects from the asset library ` " "in the Project Manager and import them directly." msgstr "" ":ref:`Stáhněte si projekty z knihovny doplňků ` " -"ve správci projektů a obratem je naimportujte." +"ve Správci projektů a obratem je naimportujte." msgid "Rendering" msgstr "Vykreslování" @@ -205,8 +186,8 @@ msgstr "Vykreslování" msgid "" "3 rendering *methods* (running over 2 rendering *drivers*) are available:" msgstr "" -"K dispozici jsou 3 *metody* vykreslování (běží přes 2 *ovladače* " -"vykreslování):" +"K dispozici jsou 3 *metody* vykreslování, které běží přes 2 *ovladače* " +"vykreslování:" msgid "" "**Forward+**, running over Vulkan 1.0 (with optional Vulkan 1.1 and 1.2 " @@ -215,25 +196,25 @@ msgid "" msgstr "" "**Forward+** běží přes Vulkan 1.0 (s volitelnými funkcemi Vulkan 1.1 a 1.2). " "Nejpokročilejší grafický back-end uzpůsobený jen pro desktopové platformy. " -"Je použit jako defaultní na dektopových platformách." +"Výchozí nastavení na desktopových platformách." msgid "" "**Forward Mobile**, running over Vulkan 1.0 (with optional Vulkan 1.1 and " "1.2 features). Less features, but renders simple scenes faster. Suited for " "mobile and desktop platforms. Used by default on mobile platforms." msgstr "" -"**Forward Mobile**, běží na Vulkan 1.0 (s volitelnými funkcemi Vulkan 1.1 a " -"1.2). Méně funkcí, ale vykresluje jednodušší scény rychleji. Vhodný pro " -"mobilní a dektopové platformy. Je defaultně použitý pro mobilní platformy." +"**Forward Mobile** běží na Vulkan 1.0 (s volitelnými funkcemi Vulkan 1.1 a " +"1.2). Má méně funkcí, ale vykresluje jednodušší scény rychleji. Vhodný pro " +"mobilní a desktopové platformy. Výchozí nastavení pro mobilní platformy." msgid "" "**Compatibility**, running over OpenGL 3.3 / OpenGL ES 3.0 / WebGL 2.0. The " "least advanced graphics backend, suited for low-end desktop and mobile " "platforms. Used by default on the web platform." msgstr "" -"**Compatibility** běží na OpenGL 3.3 / OpenGL ES 3.0 / WebGL 2.0. Nejméně " -"pokročilý grafický back-end vhodný pro low-endové dektopové a mobilní " -"platformy. Je defaultne použitý pro webové platformy." +"**Compatibilitz** běží na OpenGL 3.3 / OpenGL ES 3.0 / WebGL 2.0. Nejméně " +"pokročilý grafický back-end vhodný pro nízkovýkonné desktopové a mobilní " +"platformy. Výchozí nastavení pro webové platformy." msgid "2D graphics" msgstr "2D grafika" @@ -245,8 +226,8 @@ msgid "" "High-level tools to draw lines and polygons such as :ref:`class_Polygon2D` " "and :ref:`class_Line2D`, with support for texturing." msgstr "" -"Nástroje špičkové kvality pro kreslení čar a mnohoúhelníků, jako je :ref:` " -"class_Polygon2D` a :ref:` class_Line2D` s podporou texturování." +"Vysokoúrovňové nástroje pro kreslení čar a mnohoúhelníků, jako například :" +"ref:` class_Polygon2D` a :ref:` class_Line2D` s podporou texturování." msgid "AnimatedSprite2D as a helper for creating animated sprites." msgstr "AnimatedSprite2D jako pomocník při vytváření animovaných spritů." @@ -255,7 +236,7 @@ msgid "Parallax layers." msgstr "Paralaxní vrstvy." msgid "Pseudo-3D support including preview in the editor." -msgstr "Podpora Pseudo-3D s náhledem v editoru." +msgstr "Podpora pseudo-3D zobrazení, včetně náhledu v editoru." msgid "" ":ref:`2D lighting ` with normal maps and specular " @@ -453,6 +434,13 @@ msgstr "" "Při použití backendu Forward+ se ke zlepšení výkonu ve složitých scénách " "používá hloubkový prepass, který snižuje náklady na překreslení." +msgid "" +":ref:`doc_variable_rate_shading` on supported GPUs in Forward+ and Forward " +"Mobile." +msgstr "" +":ref:`doc_variable_rate_shading` na podporovaných GPU v aplikacích Forward+ " +"a Forward Mobile." + msgid "**Physically-based rendering (built-in material features):**" msgstr "**Fyzikální vykreslování (vestavěné materiálové funkce):**" @@ -472,6 +460,13 @@ msgstr "Podporuje Schlick-GGX, Toon a Disabled specular stínovací mód." msgid "Uses a roughness-metallic workflow with support for ORM textures." msgstr "Používá roughness-metallic postup s podporou ORM textury." +msgid "" +"Uses horizon specular occlusion (Filament model) to improve material " +"appearance." +msgstr "" +"Používá se horizontální okluze (model Filament) pro zlepšení vzhledu " +"materiálů." + msgid "Normal mapping." msgstr "Normální mapování." @@ -531,6 +526,26 @@ msgstr "" "Volitelný systém ztlumení vzdálenosti pro ztlumení vzdálených světel a " "jejich stínů, což zlepšuje výkon." +msgid "" +"When using the Forward+ backend (default on desktop), lights are rendered " +"with clustered forward optimizations to decrease their individual cost. " +"Clustered rendering also lifts any limits on the number of lights that can " +"be used on a mesh." +msgstr "" +"Pokud je použit backend Forward+ (výchozí nastavení na ploše), jsou světla " +"vykreslována pomocí sdružených optimalizací forward, aby se snížily jejich " +"individuální náklady. Seskupená světla také odstraňují veškerá omezení počtu " +"světel, která lze v síti použít." + +msgid "" +"When using the Forward Mobile backend, up to 8 omni lights and 8 spot lights " +"can be displayed per mesh resource. Baked lighting can be used to overcome " +"this limit if needed." +msgstr "" +"Při použití backendu Forward Mobile lze na jeden zdroj sítě zobrazit až 8 " +"všesměrových světel a 8 bodových světel. V případě potřeby lze použít " +"zapečetěná světla, aby se tento limit překročil." + msgid "**Shadow mapping:**" msgstr "**Mapování stínů:**" @@ -685,9 +700,6 @@ msgstr "*GLES3:* ETC2 (není podporováno v systému macOS)." msgid "S3TC (not supported on mobile/Web platforms)." msgstr "S3TC (není podporováno na mobilních/webových platformách)." -msgid "**Anti-aliasing:**" -msgstr "**Anti aliasing:**" - msgid "Fast approximate antialiasing (FXAA)." msgstr "Rychlé přibližné vyhlazování (FXAA)." @@ -1301,6 +1313,3 @@ msgstr "" "Úložiště `Godot návrhy `__ " "obsahuje seznam funkcí, které byly požadovány komunitou a mohou být " "implementovány v budoucích verzích Godotu." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/about/release_policy.po b/sphinx/po/cs/LC_MESSAGES/about/release_policy.po index 9208ab3394..8d865f8b3a 100644 --- a/sphinx/po/cs/LC_MESSAGES/about/release_policy.po +++ b/sphinx/po/cs/LC_MESSAGES/about/release_policy.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -153,9 +153,6 @@ msgstr "Godot 1.0" msgid "December 2014" msgstr "Prosinec 2014" -msgid "partial" -msgstr "částečné" - msgid "" "**Legend:** |supported| Full support – |partial| Partial support – |eol| No " "support (end of life) – |unstable| Development version" @@ -163,6 +160,9 @@ msgstr "" "**Legenda:** |supported| Plná podpora - |partial| Částečná podpora - |eol| " "Žádná podpora (konec životnosti) - |unstable| Vývojová verze" +msgid "partial" +msgstr "částečné" + msgid "" "Pre-release Godot versions aren't intended to be used in production and are " "provided for testing purposes only." @@ -175,6 +175,3 @@ msgstr "Kdy vyjde další verze?" msgid "Significant new features." msgstr "Významné nové funkce." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/about/system_requirements.po b/sphinx/po/cs/LC_MESSAGES/about/system_requirements.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/about/system_requirements.po +++ b/sphinx/po/cs/LC_MESSAGES/about/system_requirements.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/community/asset_library/index.po b/sphinx/po/cs/LC_MESSAGES/community/asset_library/index.po index f384a6acb9..7708b51686 100644 --- a/sphinx/po/cs/LC_MESSAGES/community/asset_library/index.po +++ b/sphinx/po/cs/LC_MESSAGES/community/asset_library/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Asset Library" msgstr "Knihovna zdrojů (AssetLib)" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/community/asset_library/submitting_to_assetlib.po b/sphinx/po/cs/LC_MESSAGES/community/asset_library/submitting_to_assetlib.po index 0736521da5..b8654d1721 100644 --- a/sphinx/po/cs/LC_MESSAGES/community/asset_library/submitting_to_assetlib.po +++ b/sphinx/po/cs/LC_MESSAGES/community/asset_library/submitting_to_assetlib.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -55,6 +55,3 @@ msgstr "**Obrázek/YouTube Adresa**:" msgid "Either a link to the image, or to a video, hosted on YouTube." msgstr "Buď odkaz na obrázek či video, které je nahráno na YouTube." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/community/asset_library/using_assetlib.po b/sphinx/po/cs/LC_MESSAGES/community/asset_library/using_assetlib.po index 5a45a3e345..f44151e0af 100644 --- a/sphinx/po/cs/LC_MESSAGES/community/asset_library/using_assetlib.po +++ b/sphinx/po/cs/LC_MESSAGES/community/asset_library/using_assetlib.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -106,6 +106,3 @@ msgstr "|obrázek13|" msgid "image13" msgstr "image13" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/community/asset_library/what_is_assetlib.po b/sphinx/po/cs/LC_MESSAGES/community/asset_library/what_is_assetlib.po index 993474fc93..f58bd310ef 100644 --- a/sphinx/po/cs/LC_MESSAGES/community/asset_library/what_is_assetlib.po +++ b/sphinx/po/cs/LC_MESSAGES/community/asset_library/what_is_assetlib.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Frequently asked questions" msgstr "Často kladené otázky" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/community/channels.po b/sphinx/po/cs/LC_MESSAGES/community/channels.po index 9ad62d4538..5a5919ef73 100644 --- a/sphinx/po/cs/LC_MESSAGES/community/channels.po +++ b/sphinx/po/cs/LC_MESSAGES/community/channels.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -18,27 +18,3 @@ msgid "" "So, where is the Godot community and where can you ask questions and get " "help?" msgstr "Kde se nachází Godot komunita a kde můžete požádat o pomoc?" - -msgid "`Godot Contributors Chat `_" -msgstr "`Přispěvatelský chat Godot `_" - -msgid "`Discord `_" -msgstr "`Discord `_" - -msgid "`GitHub `_" -msgstr "`GitHub `_" - -msgid "`Facebook group `_" -msgstr "`Facebook skupina `_" - -msgid "`Reddit `_" -msgstr "`Reddit `_" - -msgid "`YouTube `_" -msgstr "`YouTube Kanál `_" - -msgid "`Steam `_" -msgstr "`Steam `_" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/community/tutorials.po b/sphinx/po/cs/LC_MESSAGES/community/tutorials.po index 6bdaf3ed7b..17189590e0 100644 --- a/sphinx/po/cs/LC_MESSAGES/community/tutorials.po +++ b/sphinx/po/cs/LC_MESSAGES/community/tutorials.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -23,8 +23,18 @@ msgstr "Textové tutoriály" msgid "Devlogs" msgstr "Devblogy" +msgid "`bitbrain `_" +msgstr "`bitbrain `_" + msgid "Resources" msgstr "Zdroje" -msgid "Translation status" -msgstr "Stav překladu" +msgid "`Godot Asset Library `_" +msgstr "`Godot Knihovna Pomůcek`_" + +msgid "" +"`Godot Shaders: A community-driven shader library `_" +msgstr "" +"`Godot Shaders: Knihovna shaderů řízená komunitou `_" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/best_practices_for_engine_contributors.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/best_practices_for_engine_contributors.po index 059511f9ba..4842b319b8 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/best_practices_for_engine_contributors.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/best_practices_for_engine_contributors.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "Úvod" msgid "Language" msgstr "Jazyk" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/code_style_guidelines.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/code_style_guidelines.po index ac7f16feb9..eb4e7b67ba 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/code_style_guidelines.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/code_style_guidelines.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -19,6 +19,3 @@ msgstr "Integrace editoru" msgid "Comment style guide" msgstr "Průvodce stylem komentářů" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_android.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_android.po index 9956f51fc5..14fd6a660f 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_android.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_android.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -19,6 +19,3 @@ msgstr "Čištění vygenerovaných šablon exportu" msgid "Troubleshooting" msgstr "Odstraňování problémů" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_ios.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_ios.po index a9ce27d307..835b1f0359 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_ios.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_ios.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -19,6 +19,3 @@ msgstr "Kompilace" msgid "Run" msgstr "Spustit" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_linuxbsd.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_linuxbsd.po index 74ccdc796c..7a352f6deb 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_linuxbsd.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_linuxbsd.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -19,9 +19,3 @@ msgstr "Vývojové knihovny:" msgid "Compiling" msgstr "Kompilace" - -msgid "Using Pyston for faster development" -msgstr "Použití Pystonu pro rychlejší vývoj" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_macos.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_macos.po index d49655157a..6997b29243 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_macos.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_macos.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,9 +16,3 @@ msgstr "Nároky" msgid "Compiling" msgstr "Kompilace" - -msgid "Using Pyston for faster development" -msgstr "Použití Pystonu pro rychlejší vývoj" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_web.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_web.po index 19765f1e25..2ca51e09cd 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_web.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_web.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Requirements" msgstr "Nároky" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_windows.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_windows.po index 73e1f4b4cb..a53de62899 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_windows.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_for_windows.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -19,6 +19,3 @@ msgstr "Kompilace" msgid "Troubleshooting" msgstr "Odstraňování problémů" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_with_dotnet.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_with_dotnet.po index 8968c877c0..235f580e2c 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_with_dotnet.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_with_dotnet.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -25,6 +25,3 @@ msgstr "Šablony pro export" msgid "Command-line options" msgstr "Možnosti příkazového řádku" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_with_script_encryption_key.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_with_script_encryption_key.po index c86d098b44..67554ccec1 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_with_script_encryption_key.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/compiling_with_script_encryption_key.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "Krok za krokem" msgid "Troubleshooting" msgstr "Odstraňování problémů" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/cross-compiling_for_ios_on_linux.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/cross-compiling_for_ios_on_linux.po index 19765f1e25..2ca51e09cd 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/cross-compiling_for_ios_on_linux.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/cross-compiling_for_ios_on_linux.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Requirements" msgstr "Nároky" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/getting_source.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/getting_source.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/getting_source.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/getting_source.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/index.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/index.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/index.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/introduction_to_the_buildsystem.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/introduction_to_the_buildsystem.po index 5f85996e9f..da80f5c6c4 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/introduction_to_the_buildsystem.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/introduction_to_the_buildsystem.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -28,6 +28,3 @@ msgstr "Použití souboru" msgid "Export templates" msgstr "Šablony pro export" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/optimizing_for_size.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/optimizing_for_size.po index 985ba7d3ab..b13f7e1b13 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/optimizing_for_size.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/compiling/optimizing_for_size.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -49,6 +49,3 @@ msgstr ":ref:`doc_overriding_build_options`." msgid "Web" msgstr "Web" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/android_studio.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/android_studio.po index 72858ba88f..cfbda8af43 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/android_studio.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/android_studio.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -26,6 +26,3 @@ msgstr "" msgid "``editor`` module:" msgstr "``editor`` modulů:" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/clion.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/clion.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/clion.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/clion.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/code_blocks.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/code_blocks.po index 6a77a73d1f..88a58d281d 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/code_blocks.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/code_blocks.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -25,6 +25,3 @@ msgstr "Konfigurace běhu" msgid "Adding files to the project" msgstr "Přidávání souborů do projektu" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/index.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/index.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/index.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/kdevelop.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/kdevelop.po index 2508e8f29a..0a23556f0a 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/kdevelop.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/kdevelop.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "Povolit" msgid "Debugging the project" msgstr "Ladění projektu" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/qt_creator.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/qt_creator.po index 3ce4f3fee7..f50a60830a 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/qt_creator.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/qt_creator.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -19,6 +19,3 @@ msgstr "Příkaz" msgid "Debugging the project" msgstr "Ladění projektu" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/rider.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/rider.po index 71323c88e0..1d9e7b8690 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/rider.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/rider.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Rider" msgstr "Rider" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio.po index 0d970a3efc..335cd30f53 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "Visual Studio" msgid "Debugging the project" msgstr "Ladění projektu" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio_code.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio_code.po index 192edc1061..58ba729414 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio_code.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio_code.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "Visual Studio Code" msgid "Debugging the project" msgstr "Ladění projektu" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/xcode.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/xcode.po index ee2df2bff7..2ec0d54095 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/xcode.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/configuring_an_ide/xcode.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -19,6 +19,3 @@ msgstr "Adresář" msgid "Debugging the project" msgstr "Ladění projektu" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/2d_coordinate_systems.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/2d_coordinate_systems.po index a7ce37c4d8..537b77576f 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/2d_coordinate_systems.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/2d_coordinate_systems.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Introduction" msgstr "Úvod" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/binding_to_external_libraries.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/binding_to_external_libraries.po index c376d60dbf..f6c20b8b01 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/binding_to_external_libraries.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/binding_to_external_libraries.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Modules" msgstr "Moduly" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/common_engine_methods_and_macros.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/common_engine_methods_and_macros.po index a56ab9eac1..67547daab7 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/common_engine_methods_and_macros.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/common_engine_methods_and_macros.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -22,6 +22,3 @@ msgstr "Získejte nastavení projektu / editoru" msgid "Error macros" msgstr "Chybová makra" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/core_types.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/core_types.po index 6fbc478f8f..c4525f12aa 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/core_types.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/core_types.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -19,6 +19,3 @@ msgstr "Vektor" msgid "Set" msgstr "Nastavit" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_audiostreams.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_audiostreams.po index a7ce37c4d8..537b77576f 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_audiostreams.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_audiostreams.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Introduction" msgstr "Úvod" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_godot_servers.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_godot_servers.po index c6067cea73..12db802461 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_godot_servers.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_godot_servers.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "Úvod" msgid "Binding Signals" msgstr "Vázané signály" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_modules_in_cpp.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_modules_in_cpp.po index 71ac100ec9..b394206a05 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_modules_in_cpp.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_modules_in_cpp.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "Moduly" msgid "Now we can generate the documentation:" msgstr "Nyní můžeme generovat dokumentaci:" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_platform_ports.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_platform_ports.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_platform_ports.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_platform_ports.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_resource_format_loaders.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_resource_format_loaders.po index 3478ca4e7f..b633737ecd 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_resource_format_loaders.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/custom_resource_format_loaders.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "Úvod" msgid "Creating a ResourceFormatSaver" msgstr "Vytvoření ResourceFormatSaver" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/godot_architecture_diagram.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/godot_architecture_diagram.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/godot_architecture_diagram.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/godot_architecture_diagram.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/index.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/index.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/index.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/inheritance_class_tree.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/inheritance_class_tree.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/inheritance_class_tree.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/inheritance_class_tree.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/internal_rendering_architecture.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/internal_rendering_architecture.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/internal_rendering_architecture.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/internal_rendering_architecture.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/object_class.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/object_class.po index 7e81e33bb7..3611e90f1c 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/object_class.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/object_class.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -22,6 +22,3 @@ msgstr "Oznámení" msgid "Resources" msgstr "Zdroje" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/scripting_development.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/scripting_development.po index 7df26009a2..1df71cb5c1 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/scripting_development.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/scripting_development.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "GDScript" msgstr "GDSkript" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/unit_testing.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/unit_testing.po index 21aa30f2c6..e386218b89 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/unit_testing.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/unit_testing.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,8 +14,8 @@ msgstr "" msgid "**Description**" msgstr "**Popis**" +msgid "Description" +msgstr "Popis" + msgid "Run GDScript tests with:" msgstr "Spustit test GDScript s:" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/variant_class.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/variant_class.po index e8b5fda575..a0828f2ba7 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/variant_class.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/core_and_modules/variant_class.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,5 +14,5 @@ msgstr "" msgid "About" msgstr "O aplikaci" -msgid "Translation status" -msgstr "Stav překladu" +msgid "Type" +msgstr "Typ" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/cpp_usage_guidelines.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/cpp_usage_guidelines.po index 335d37c490..70a37e5b22 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/cpp_usage_guidelines.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/cpp_usage_guidelines.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -28,6 +28,3 @@ msgstr "Použijte ``Array`` místo ``std::array``." msgid "``auto`` keyword" msgstr "``auto`` klíčové slovo" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/index.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/index.po index 56960a08f9..9b4391ebaf 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/index.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Debugging and profiling" msgstr "Ladění a profilování" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/macos_debug.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/macos_debug.po index f0f28f0edd..35ad4fbdcd 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/macos_debug.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/macos_debug.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -19,6 +19,3 @@ msgstr "Ladění editoru Godot" msgid "Debugging exported project" msgstr "Ladění exportovaného projektu" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/using_cpp_profilers.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/using_cpp_profilers.po index 04b2a3b918..d960e06622 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/using_cpp_profilers.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/using_cpp_profilers.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -26,6 +26,3 @@ msgid "" msgstr "" "Klikněte na tlačítko **Spustit nahrávání** a proveďte akce, které chcete v " "editoru/projektu profilovat." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/using_sanitizers.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/using_sanitizers.po index 97344f3f70..5c2b2de880 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/using_sanitizers.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/using_sanitizers.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Web" msgstr "Web" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/vulkan/index.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/vulkan/index.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/vulkan/index.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/vulkan/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/vulkan/vulkan_validation_layers.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/vulkan/vulkan_validation_layers.po index b3a1a856d0..60504e7f99 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/vulkan/vulkan_validation_layers.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/debugging/vulkan/vulkan_validation_layers.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -28,6 +28,3 @@ msgstr "Ios" msgid "Web" msgstr "Web" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/editor/creating_icons.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/editor/creating_icons.po index 1858e690af..309947d5aa 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/editor/creating_icons.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/editor/creating_icons.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -22,6 +22,3 @@ msgstr "Optimalizace ikon" msgid "Troubleshooting" msgstr "Odstraňování problémů" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/editor/editor_style_guide.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/editor/editor_style_guide.po index 7ec7ea12e5..fd53004683 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/editor/editor_style_guide.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/editor/editor_style_guide.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -31,6 +31,3 @@ msgstr "Pokyny inspektora pro výkon" msgid "Tooltips" msgstr "Tipy" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/editor/index.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/editor/index.po index d606f1954b..71c29b452e 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/editor/index.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/editor/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Editor development" msgstr "Vývoj editoru" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/editor/introduction_to_editor_development.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/editor/introduction_to_editor_development.po index 4b9530492d..25fc34eae1 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/editor/introduction_to_editor_development.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/editor/introduction_to_editor_development.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -22,6 +22,3 @@ msgstr "Struktura adresářů" msgid "Development tips" msgstr "Tipy pro vývoj" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/file_formats/gdscript_grammar.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/file_formats/gdscript_grammar.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/file_formats/gdscript_grammar.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/file_formats/gdscript_grammar.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/file_formats/index.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/file_formats/index.po index ad37dc48ec..9512b8507b 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/file_formats/index.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/file_formats/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Godot file formats" msgstr "Godot formáty souborů" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/file_formats/tscn.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/file_formats/tscn.po index 2a3707716a..a17dbaa0d9 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/file_formats/tscn.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/file_formats/tscn.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -34,6 +34,3 @@ msgstr "Zdroje" msgid "Animation" msgstr "Animace" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/handling_compatibility_breakages.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/handling_compatibility_breakages.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/handling_compatibility_breakages.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/handling_compatibility_breakages.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/development/index.po b/sphinx/po/cs/LC_MESSAGES/contributing/development/index.po index a69e79b8d8..437ac0efc5 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/development/index.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/development/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Engine development" msgstr "Vývoj enginu" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/building_the_manual.po b/sphinx/po/cs/LC_MESSAGES/contributing/documentation/building_the_manual.po index ea51a86632..2a24d91a54 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/building_the_manual.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/documentation/building_the_manual.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -19,6 +19,3 @@ msgstr "Windows" msgid "Build the docs:" msgstr "Sestavit dokumentaci:" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/class_reference_primer.po b/sphinx/po/cs/LC_MESSAGES/contributing/documentation/class_reference_primer.po index 2cb955c18e..d3b1369ffd 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/class_reference_primer.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/documentation/class_reference_primer.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -28,6 +28,3 @@ msgstr "``[b]`` ``[/b]``" msgid "``[i]`` ``[/i]``" msgstr "``[i]`` ``[/i]``" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/content_guidelines.po b/sphinx/po/cs/LC_MESSAGES/contributing/documentation/content_guidelines.po index 4b0a903376..a7167bdded 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/content_guidelines.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/documentation/content_guidelines.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Content guidelines" msgstr "Pokyny pro obsah" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/contributing_to_the_documentation.po b/sphinx/po/cs/LC_MESSAGES/contributing/documentation/contributing_to_the_documentation.po index 973435dd85..f1d1b3108e 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/contributing_to_the_documentation.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/documentation/contributing_to_the_documentation.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -37,6 +37,3 @@ msgstr "**Dobrý:** Pochopení signálů v Godotovi" msgid "License" msgstr "Licence" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/docs_image_guidelines.po b/sphinx/po/cs/LC_MESSAGES/contributing/documentation/docs_image_guidelines.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/docs_image_guidelines.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/documentation/docs_image_guidelines.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/docs_writing_guidelines.po b/sphinx/po/cs/LC_MESSAGES/contributing/documentation/docs_writing_guidelines.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/docs_writing_guidelines.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/documentation/docs_writing_guidelines.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/editor_and_docs_localization.po b/sphinx/po/cs/LC_MESSAGES/contributing/documentation/editor_and_docs_localization.po index 82511109ab..dfc3f2019c 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/editor_and_docs_localization.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/documentation/editor_and_docs_localization.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -28,6 +28,3 @@ msgstr "Dokumentace tříd (BBCode)" msgid "Offline translation and testing" msgstr "Offline překlad a testování" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/index.po b/sphinx/po/cs/LC_MESSAGES/contributing/documentation/index.po index 05545a5d30..7bdcca9a7f 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/index.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/documentation/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -28,6 +28,3 @@ msgstr "Níže uvedené stránky se zaměřují na referenci třídy." msgid "Translating the documentation" msgstr "Překlad dokumentace" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/updating_the_class_reference.po b/sphinx/po/cs/LC_MESSAGES/contributing/documentation/updating_the_class_reference.po index d0f176fea2..e3f3fac5ca 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/documentation/updating_the_class_reference.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/documentation/updating_the_class_reference.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Contributing to the class reference" msgstr "Přispějte k dokumentaci tříd" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/how_to_contribute.po b/sphinx/po/cs/LC_MESSAGES/contributing/how_to_contribute.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/how_to_contribute.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/how_to_contribute.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/workflow/bisecting_regressions.po b/sphinx/po/cs/LC_MESSAGES/contributing/workflow/bisecting_regressions.po index 082559d957..ceb848a218 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/workflow/bisecting_regressions.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/workflow/bisecting_regressions.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "Co je to protínání?" msgid "Example usage:" msgstr "Příklad použití:" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/workflow/bug_triage_guidelines.po b/sphinx/po/cs/LC_MESSAGES/contributing/workflow/bug_triage_guidelines.po index c20b064c56..3d4e0654d0 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/workflow/bug_triage_guidelines.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/workflow/bug_triage_guidelines.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,13 +13,3 @@ msgstr "" msgid "Documentation labels" msgstr "Dokumentační štítky" - -msgid "" -"In the `documentation repository `__, we use the following labels:" -msgstr "" -"V úložišti `dokumentace `__ " -"používáme následující značky:" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/workflow/first_steps.po b/sphinx/po/cs/LC_MESSAGES/contributing/workflow/first_steps.po index 34afe4a36b..99b7862c59 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/workflow/first_steps.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/workflow/first_steps.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -22,6 +22,3 @@ msgstr "" msgid "Contributing translations" msgstr "Přispějte k překladu" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/workflow/index.po b/sphinx/po/cs/LC_MESSAGES/contributing/workflow/index.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/workflow/index.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/workflow/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/workflow/pr_review_guidelines.po b/sphinx/po/cs/LC_MESSAGES/contributing/workflow/pr_review_guidelines.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/workflow/pr_review_guidelines.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/workflow/pr_review_guidelines.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/workflow/pr_workflow.po b/sphinx/po/cs/LC_MESSAGES/contributing/workflow/pr_workflow.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/workflow/pr_workflow.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/workflow/pr_workflow.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/contributing/workflow/testing_pull_requests.po b/sphinx/po/cs/LC_MESSAGES/contributing/workflow/testing_pull_requests.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/contributing/workflow/testing_pull_requests.po +++ b/sphinx/po/cs/LC_MESSAGES/contributing/workflow/testing_pull_requests.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/01.project_setup.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/01.project_setup.po index 31d14de311..e194d5bc2c 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/01.project_setup.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/01.project_setup.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -48,6 +48,3 @@ msgstr "" "scény a skripty do kořenového adresáře projektu identifikovaného pomocí " "``res: //``. Složky projektu můžete vidět v doku Souborový systém v levém " "dolním rohu:" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/02.player_scene.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/02.player_scene.po index 368e3ad179..9d1de1d3eb 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/02.player_scene.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/02.player_scene.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -36,13 +36,6 @@ msgstr "" "měl odrážet požadovanou funkčnost objektu - to čím objekt *je*. Klikněte na " "tlačítko \"Jiný uzel\" a do scény přidejte uzel :ref:`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 " @@ -92,6 +85,3 @@ 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 "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/03.coding_the_player.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/03.coding_the_player.po index 9b8170f537..2d62efacc3 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/03.coding_the_player.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/03.coding_the_player.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -243,6 +243,3 @@ msgid "" msgstr "" "Posledním kusem je přidání funkce, kterou můžeme nazvat resetem hráče při " "spuštění nové hry." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/04.creating_the_enemy.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/04.creating_the_enemy.po index df73511506..5a59776d52 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/04.creating_the_enemy.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/04.creating_the_enemy.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -80,6 +80,3 @@ msgstr "" msgid "This completes the `Mob` scene." msgstr "Tím je dokončena scéna `Mob`." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/05.the_main_game_scene.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/05.the_main_game_scene.po index 6e5c808a18..a1e4a463d9 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/05.the_main_game_scene.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/05.the_main_game_scene.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -138,6 +138,3 @@ msgid "" msgstr "" "Měli byste být schopni pohybovat hráčem do všech směrů, vidět rozmnožování " "nepřátek a sledovat, jak hráč zmizí, když je zasažen nepřítelem." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/06.heads_up_display.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/06.heads_up_display.po index d669c0ba73..2b26a2a4aa 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/06.heads_up_display.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/06.heads_up_display.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -180,30 +180,9 @@ msgstr "" "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 "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/07.finishing-up.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/07.finishing-up.po index 09aac4656e..3813a16e72 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/07.finishing-up.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/07.finishing-up.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -67,6 +67,3 @@ msgid "" msgstr "" "Nyní, když se objeví tlačítko Start, můžete na něj buď kliknout, nebo " "stisknout :kbd:`Enter` pro spuštění hry." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/index.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/index.po index 5f65d2676b..99859d312a 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/index.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/first_2d_game/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -68,6 +68,3 @@ msgstr "Prerekvizity" msgid "Contents" msgstr "Obsah" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/01.game_setup.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/01.game_setup.po index 120d260c80..420f459c14 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/01.game_setup.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/01.game_setup.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -25,6 +25,3 @@ msgstr "Vaše scéna by měla vypadat takto" msgid "At this point, your project should look like this." msgstr "V tomto okamžiku by váš projekt měl vypadat takto." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/02.player_input.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/02.player_input.po index a186344d57..48a33ed8b4 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/02.player_input.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/02.player_input.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -103,12 +103,3 @@ msgstr "| image18 |" msgid "image18" msgstr "image18" - -msgid "image11" -msgstr "image11" - -msgid "image17" -msgstr "image17" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/03.player_movement_code.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/03.player_movement_code.po index 4d40d27f65..dafd7cfa97 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/03.player_movement_code.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/03.player_movement_code.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -111,6 +111,3 @@ msgstr "|obrázek10|" msgid "image10" msgstr "image10" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/04.mob_scene.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/04.mob_scene.po index a506a9e49c..3ff8846b8b 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/04.mob_scene.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/04.mob_scene.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -85,6 +85,3 @@ msgstr "|obrázek10|" msgid "image10" msgstr "image10" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/05.spawning_mobs.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/05.spawning_mobs.po index f46250c62e..facdfca075 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/05.spawning_mobs.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/05.spawning_mobs.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -190,6 +190,3 @@ msgstr "| image25 |" msgid "image25" msgstr "image25" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/06.jump_and_squash.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/06.jump_and_squash.po index 8268e1ba8a..c051fb8386 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/06.jump_and_squash.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/06.jump_and_squash.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -88,6 +88,3 @@ msgstr "|obrázek8|" msgid "image8" msgstr "image8" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/07.killing_player.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/07.killing_player.po index 9ebaae5320..177e6d388e 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/07.killing_player.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/07.killing_player.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -55,6 +55,3 @@ msgstr "image5" msgid "Code checkpoint" msgstr "Kontrolní bod kódu" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/08.score_and_replay.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/08.score_and_replay.po index 21fbcf48c7..d1011c0008 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/08.score_and_replay.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/08.score_and_replay.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -132,13 +132,6 @@ msgstr "| image17 |" msgid "image17" msgstr "image17" -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 "|image18|" msgstr "| image18 |" @@ -156,6 +149,3 @@ msgstr "| image20 |" msgid "image20" msgstr "image20" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/09.adding_animations.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/09.adding_animations.po index 8a6928a263..b7760b63a9 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/09.adding_animations.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/09.adding_animations.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -175,6 +175,3 @@ msgstr "Animování nepřátel" msgid "**Congratulations**!" msgstr "**Gratulujeme**!" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/going_further.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/going_further.po index 2b57152f11..bce1474947 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/going_further.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/going_further.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "Jdeme dál" msgid "Exploring the manual" msgstr "Prozkoumání manuálu" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/index.po b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/index.po index 4815f23e15..c551743e6d 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/index.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/first_3d_game/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -25,6 +25,3 @@ msgstr "Naučíte se:" msgid "Contents" msgstr "Obsah" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/first_look_at_the_editor.po b/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/first_look_at_the_editor.po index 7050a60465..43a7a34afb 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/first_look_at_the_editor.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/first_look_at_the_editor.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,9 +11,6 @@ msgstr "" "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." @@ -21,33 +18,8 @@ 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 `." -msgstr "" -"Pro podrobnější rozbor uživatelského rozhraní a jak ho používat navštivte: :" -"ref:`Editor manual `." - -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 "First look at Godot's editor" +msgstr "Váš první pohled na Godot editor" msgid "" "On either side of the viewport sit the **docks**. And at the bottom of the " @@ -56,48 +28,9 @@ 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 "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." @@ -113,13 +46,6 @@ 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**." @@ -170,6 +96,3 @@ msgid "" msgstr "" "Dvojitým poklepáním na položku se otevře odpovídající stránka v hlavní " "obrazovce skriptu." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/godot_design_philosophy.po b/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/godot_design_philosophy.po index d05b9ef1d6..668290b9d5 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/godot_design_philosophy.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/godot_design_philosophy.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -42,13 +42,6 @@ msgstr "" "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 `_ 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 `_." - msgid "Object-oriented design and composition" msgstr "Objektově orientovaný návrh a kompozice" @@ -279,6 +272,3 @@ msgstr "" "**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" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/index.po b/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/index.po index c5cec22418..d80155bf83 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/index.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -30,6 +30,3 @@ msgstr "" "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" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/introduction_to_godot.po b/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/introduction_to_godot.po index fb7e9131b1..d1d001c177 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/introduction_to_godot.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/introduction_to_godot.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -12,7 +12,7 @@ msgstr "" "Content-Transfer-Encoding: 8bit\n" msgid "Introduction to Godot" -msgstr "Úvod do Godota" +msgstr "Úvod do Godotu" msgid "" "This article is here to help you figure out whether Godot might be a good " @@ -72,6 +72,3 @@ msgstr "" msgid "Programming languages" msgstr "Programovací jazyky" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/key_concepts_overview.po b/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/key_concepts_overview.po index ba344511b7..5237372fe1 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/key_concepts_overview.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/key_concepts_overview.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -163,6 +163,3 @@ msgid "" 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" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/learn_to_code_with_gdscript.po b/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/learn_to_code_with_gdscript.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/learn_to_code_with_gdscript.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/learn_to_code_with_gdscript.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/learning_new_features.po b/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/learning_new_features.po index d3de7928c1..717e70e995 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/learning_new_features.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/introduction/learning_new_features.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "Učení se novým funkcím" msgid "Community tutorials" msgstr "Tutoriály pro komunitu" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/index.po b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/index.po index 988bd3ec99..f9ecc6c665 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/index.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,5 +14,26 @@ msgstr "" msgid "Step by step" msgstr "Krok za krokem" -msgid "Translation status" -msgstr "Stav překladu" +msgid "" +"This series builds upon the :ref:`Introduction to Godot ` and will get you started with the editor and the engine. You " +"will learn more about nodes and scenes, code your first classes with " +"GDScript, use signals to make nodes communicate with one another, and more." +msgstr "" +"Tato sekce staví na :ref:`Úvod do Godotu ` a " +"seznámíte se v ní s editorem a enginem. Dozvíte se více o uzlech a scénách, " +"napíšete své první třídy v GDScriptu, využijete signály pro komunikaci mezi " +"uzly a mnoho dalšího." + +msgid "" +"The following lessons are here to prepare you for :ref:" +"`doc_your_first_2d_game`, a step-by-step tutorial where you will code a game " +"from scratch. By the end of it, you will have the necessary foundations to " +"explore more features in other sections. We also included links to pages " +"that cover a given topic in-depth where appropriate." +msgstr "" +"Následující lekce vás připraví na :ref:`doc_your_first_2d_game`, návod, ve " +"kterém napíšete kompletní hru úplně od začátku. Na jeho konci budete mít " +"potřebné základy pro zkoumání dalších funkcí v následujících částech. V " +"případě potřeby jsme také zahrnuli odkazy na stránky, které pokrývají daná " +"témata do hloubky." diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/instancing.po b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/instancing.po index d11c472809..4124fa88c0 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/instancing.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/instancing.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,8 +14,71 @@ msgstr "" msgid "Creating instances" msgstr "Vytváření instancí" +msgid "" +"In the previous part, we saw that a scene is a collection of nodes organized " +"in a tree structure, with a single node as its root. You can split your " +"project into any number of scenes. This feature helps you break down and " +"organize your game's different components." +msgstr "" +"V předchozí části jsme si ukázali, že scéna je kolekce uzlů uspořádaných do " +"stromové struktury s jedním kořenovým uzlem. Svůj projekt můžete rozdělit do " +"libovolného počtu scén, což vám pomůže lépe rozčlenit a organizovat " +"jednotlivé komponenty vaší hry." + +msgid "" +"You can create as many scenes as you'd like and save them as files with the " +"``.tscn`` extension, which stands for \"text scene\". The ``label.tscn`` " +"file from the previous lesson was an example. We call those files \"Packed " +"Scenes\" as they pack information about your scene's content." +msgstr "" +"Můžete vytvořit tolik scén, kolik chcete, a uložit je jako soubory s " +"příponou ``.tscn`` (zkratka pro \"textová scéna\"). Příkladem byl soubor " +"``label.tscn`` z předchozí lekce. Takovéto soubory nazýváme \"zabalené " +"scény\", protože obsahují informace o obsahu vaší scény." + +msgid "" +"Here's an example of a ball. It's composed of a :ref:`RigidBody2D " +"` node as its root named Ball, which allows the ball to " +"fall and bounce on walls, a :ref:`Sprite2D ` node, and a :" +"ref:`CollisionShape2D `." +msgstr "" +"Jako příklad si vezměme následující míč. Skládá se z kořenového uzlu :ref:" +"`RigidBody2D ` s názvem Míč, který mu umožňuje padat a " +"odrážet se po stěnách, uzlu :ref:`Sprite2D ` a uzlu :ref:" +"`CollisionShape2D `." + +msgid "" +"Once you have saved a scene, it works as a blueprint: you can reproduce it " +"in other scenes as many times as you'd like. Replicating an object from a " +"template like this is called **instancing**." +msgstr "" +"Jakmile scénu uložíte, funguje jako šablona: můžete ji opakovaně vkládat do " +"dalších scén, kolikrát chcete. Tento způsob opakovaného použití objektu na " +"základě šablony se nazývá **instancování**." + +msgid "" +"As we mentioned in the previous part, instanced scenes behave like a node: " +"the editor hides their content by default. When you instance the Ball, you " +"only see the Ball node. Notice also how each duplicate has a unique name." +msgstr "" +"Jak jsme zmínili v předchozí části, instance scén se chovají jako běžné " +"uzly: editor ve výchozím nastavení skryje jejich vnitřní strukturu. Když " +"tedy instancujete scénu Míč, uvidíte jen uzel s názvem Míč. Všimněte si " +"také, že každý duplikát má jedinečný název." + +msgid "" +"Every instance of the Ball scene starts with the same structure and " +"properties as ``ball.tscn``. However, you can modify each independently, " +"such as changing how they bounce, how heavy they are, or any property " +"exposed by the source scene." +msgstr "" +"Každá instance scény Míč vychází ze stejné struktury a vlastností " +"definováných v souboru ``ball.tscn``. Každou z nich však můžete nezávisle " +"upravit – například změnit, jak se odráží, jak jsou těžké nebo jakoukoli " +"vlastnost, kterou zdrojová scéna nabízí." + msgid "In practice" -msgstr "Osvědčené postupy" +msgstr "Praktická ukázka" msgid "The ball appears in the top-left corner of the viewport." msgstr "Koule se zobrazí v levém horním rohu okna zobrazení." @@ -102,6 +165,3 @@ msgstr "Shrnutí" msgid "The ability to divide your game into reusable components." msgstr "Možnost rozdělit hru na opakovaně použitelné komponenty." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/nodes_and_scenes.po b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/nodes_and_scenes.po index 089da63e20..7d6e8254ca 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/nodes_and_scenes.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/nodes_and_scenes.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,6 +14,15 @@ msgstr "" msgid "Nodes and Scenes" msgstr "Uzly a scény" +msgid "" +"In :ref:`doc_key_concepts_overview`, we saw that a Godot game is a tree of " +"scenes and that each scene is a tree of nodes. In this lesson, we explain a " +"bit more about them. You will also create your first scene." +msgstr "" +"V :ref:`doc_key_concepts_overview` jsme viděli, že hra je v Godotu stromem " +"scén a že každá scéna je stromem uzlů. V této lekci si o nich řekneme trochu " +"více. Vytvoříte také svou první scénu." + msgid "Nodes" msgstr "Uzly" @@ -23,27 +32,72 @@ msgid "" "image, play a sound, represent a camera, and much more." msgstr "" "**Uzly jsou základní stavební kameny vaší hry**. Jsou něco jako ingredience " -"v receptu. Existují desítky druhů uzlů, které mohou zobrazit obrázek, " -"přehrát zvuk, představovat kameru a mnohem více." +"v receptu. Existují desítky druhů uzlů. Některé dokážou zobrazit obrázek, " +"jiné přehrát zvuk, reprezentovat kameru a mnoho dalšího." + +msgid "All nodes have the following characteristics:" +msgstr "Všechny uzly mají následující atributy:" msgid "A name." -msgstr "Jméno." +msgstr "Název." msgid "Editable properties." -msgstr "Editovatelné vlastnosti." +msgstr "Upravitelné vlastnosti." msgid "They receive callbacks to update every frame." -msgstr "Může obdržet pokyn (callback), aby zpracoval každý snímek (frame)." +msgstr "" +"V každém snímku (frame) mohou obdržet pokyn k volání zpětných funkcí " +"(callbacks)." msgid "You can extend them with new properties and functions." msgstr "Můžete je rozšířit o nové vlastnosti a funkce." msgid "You can add them to another node as a child." -msgstr "Může být přidán do dalšího uzlu jako jeho potomek." +msgstr "Lze je přidat jinému uzlu jako potomka." + +msgid "" +"The last characteristic is important. **Together, nodes form a tree**, which " +"is a powerful feature to organize projects. Since different nodes have " +"different functions, combining them produces more complex behavior. As we " +"saw before, you can build a playable character the camera follows using a :" +"ref:`CharacterBody2D ` node, a :ref:`Sprite2D " +"` node, a :ref:`Camera2D ` node, and a :ref:" +"`CollisionShape2D ` node." +msgstr "" +"Poslední charakteristika je důležitá. **Společně uzly tvoří strom**, což je " +"mocný koncept pro organizaci projektů. Různé uzly mají různé funkce a jejich " +"kombinací vzniká složitější chování. Jak jsme již viděli, je možné vytvořit " +"ovladatelnou postavu, kterou bude sledovat kamera, za pomoci uzlu :ref:" +"`CharacterBody2D `, uzlu :ref:`Sprite2D " +"`, uzlu :ref:`Camera2D ` a uzlu :ref:" +"`CollisionShape2D `." msgid "Scenes" msgstr "Scény" +msgid "" +"When you organize nodes in a tree, like our character, we call this " +"construct a scene. Once saved, scenes work like new node types in the " +"editor, where you can add them as a child of an existing node. In that case, " +"the instance of the scene appears as a single node with its internals hidden." +msgstr "" +"Když uspořádáte uzly do stromové struktury, tak jako naši postavu, nazýváme " +"tento celek scénou. Jakmile scénu uložíte, funguje v editoru jako nový typ " +"uzlu, který lze přidat jako potomka existujícího uzlu. V takovém případě se " +"instance scény zobrazí jako jediný uzel, jehož vnitřní struktura zůstává " +"skrytá." + +msgid "" +"Scenes allow you to structure your game's code however you want. You can " +"**compose nodes** to create custom and complex node types, like a game " +"character that runs and jumps, a life bar, a chest with which you can " +"interact, and more." +msgstr "" +"Scény vám umožňují strukturovat kód hry podle vlastních představ. Můžete " +"**uzly skládat** a vytvářet tak vlastní a složitější typy uzlů – například " +"herní postavu, která běhá a skáče, ukazatel životů, interaktivní truhlu a " +"další." + msgid "" "The Godot editor essentially is a **scene editor**. It has plenty of tools " "for editing 2D and 3D scenes, as well as user interfaces. A Godot project " @@ -51,20 +105,101 @@ msgid "" "one as your application's **main scene**. This is the scene Godot will first " "load when you or a player runs the game." msgstr "" -"V podstatě je editor Godotu **editorem scén**. Má spoustu nástrojů pro " -"editaci 2D a 3D scén a uživatelských rozhraní, ale editor sám je založen na " -"konceptu úpravy scény a uzlů, které tu scénu tvoří. Projekt v Godot může " -"obsahovat tolik těchto scén, kolik potřebujete. Engine vyžaduje pouze jednu " -"jako **hlavní scénu** vaší aplikace. Tuto scénu Godot načte jako první, když " -"vy nebo hráč spustíte hru." +"Editor Godotu je v podstatě **editorem scén**. Disponuje množstvím nástrojů " +"pro práci s 2D a 3D scénami, stejně jako pro tvorbu uživatelských rozhraní. " +"Projekt v Godotu může obsahovat libovolný počet scén. Engine vždy vyžaduje " +"pouze jednu **hlavní scénu**, která se načte jako první, když hru vy nebo " +"hráč spustíte." + +msgid "On top of acting like nodes, scenes have the following characteristics:" +msgstr "Kromě toho, že se chovají jako uzly, mají scény tyto vlastnosti:" + +msgid "They always have one root node, like the \"Player\" in our example." +msgstr "Vždy mají jeden kořenový uzel, kterým je v našem příkladu \"Hráč\"." + +msgid "You can save them to your local drive and load them later." +msgstr "Lze je uložit na disk a později znovu načíst." + +msgid "" +"You can create as many instances of a scene as you'd like. You could have " +"five or ten characters in your game, created from your Character scene." +msgstr "" +"Můžete vytvořit libovolný počet instancí jedné scény. Můžete tak ve hře mít " +"být pět nebo deset postav vytvořených ze scény Postava." msgid "Creating your first scene" -msgstr "Vytvoření vaší první scény" +msgstr "Tvorba vaší první scény" + +msgid "" +"Let's create our first scene with a single node. To do so, you will need to :" +"ref:`create a new project ` first. " +"After opening the project, you should see an empty editor." +msgstr "" +"Vytvořme naši první scénu s jediným uzlem. K tomu nejdříve musíte :ref:" +"`vytvořit nový projekt `. Po jeho " +"otevření byste měli vidět prázdný editor." + +msgid "" +"In an empty scene, the Scene dock on the left shows several options to add a " +"root node quickly. \"2D Scene\" adds a :ref:`Node2D ` node, " +"\"3D Scene\" adds a :ref:`Node3D ` node, and \"User " +"Interface\" adds a :ref:`Control ` node. These presets are " +"here for convenience; they are not mandatory. \"Other Node\" lets you select " +"any node to be the root node. In an empty scene, \"Other Node\" is " +"equivalent to pressing the \"Add Child Node\" button at the top-left of the " +"Scene dock, which usually adds a new node as a child of the currently " +"selected node." +msgstr "" +"V prázdné scéně se v levém doku Scéna zobrazí několik možností, jak rychle " +"přidat kořenový uzel. \"2D scéna\" přidá uzel typu :ref:`Node2D " +"`, \"3D scéna\" přidá uzel typu :ref:`Node3D ` a " +"\"Uživatelské rozhraní\" přidá uzel typu :ref:`Control `. " +"Tyto předvolby slouží pro usnadnění práce, nejsou povinné. Možnost \"Jiný " +"uzel\" vám umožní vybrat libovolný uzel jako kořenový. V prázdné scéně je " +"\"Jiný uzel\" ekvivalentní stisknutí tlačítka \"Přidat podřízený uzel\" v " +"levém horním rohu doku Scéna, které obvykle přidá nový uzel jako potomka " +"aktuálně vybraného uzlu." + +msgid "" +"We're going to add a single :ref:`Label ` node to our scene. " +"Its function is to draw text on the screen." +msgstr "" +"Do naší scény přidáme jeden uzel typu :ref:`Label `. Slouží pro " +"vykreslování textu na obrazovku." + +msgid "" +"Press the \"Add Child Node\" button or \"Other Node\" to create a root node." +msgstr "" +"Vytvořte kořenový uzel tím, že stisknete tlačítko \"Přidat podřízený uzel\" " +"nebo \"Jiný uzel\"." msgid "The Create Node dialog opens, showing the long list of available nodes." msgstr "" -"Otevře se dialog Vytvořit uzel, kde se zobrazí dlouhý seznam uzlů, které lze " -"vytvořit." +"Otevře se dialogové okno Vytvořit uzel s dlouhým seznamem dostupných uzlů." + +msgid "Select the Label node. You can type its name to filter down the list." +msgstr "" +"Vyberte uzel Label. Napsáním jeho názvu můžete seznam filtrovat pro " +"rychlejší vyhledání." + +msgid "" +"Click on the Label node to select it and click the Create button at the " +"bottom of the window." +msgstr "" +"Kliknutím na uzel Label jej vyberte. Poté klikněte na tlačítko Vytvořit ve " +"spodní části okna." + +msgid "" +"A lot happens when you add a scene's first node. The scene changes to the 2D " +"workspace because Label is a 2D node type. The Label appears, selected, in " +"the top-left corner of the viewport. The node appears in the Scene dock on " +"the left, and the node's properties appear in the Inspector dock on the " +"right." +msgstr "" +"Při přidání prvního uzlu do scény se odehraje řada akcí: Scéna se " +"automaticky přepne do 2D pracovního prostoru, protože Label je 2D uzel. " +"Label se objeví, vybraný, v levém horním rohu průzoru. Uzel se zobrazí v " +"levém doku Scéna a jeho vlastnosti v doku Inspektor napravo." msgid "Changing a node's properties" msgstr "Změna vlastností uzlu" @@ -73,14 +208,131 @@ msgid "" "The next step is to change the Label's \"Text\" property. Let's change it to " "\"Hello World\"." msgstr "" -"Dalším krokem bude změna vlastnosti „Text“ popisku. Pojďme to změnit na " -"„Hello World“." +"Dalším krokem je změnit vlastnost \"Text\" štítku. Nastavme ji na hodnotu " +"\"Hello World\"." + +msgid "" +"Head to the Inspector dock on the right of the viewport. Click inside the " +"field below the Text property and type \"Hello World\"." +msgstr "" +"Přejděte do doku Inspektor napravo or průzoru, klikněte do pole pod " +"vlastností Text a zadejte \"Hello World\"." + +msgid "You will see the text draw in the viewport as you type." +msgstr "Během psaní se text okamžitě zobrazí v průzoru." + +msgid "" +"You can edit any property listed in the Inspector as we did with the Text. " +"For a complete reference of the Inspector dock, see :ref:" +"`doc_editor_inspector_dock`." +msgstr "" +"Můžete upravit jakoukoli vlastnost uvedenou v Inspektoru, stejně jako jsme " +"upravili Text. Úplný přehled o doku Inspektor naleznete v části :ref:" +"`doc_editor_inspector_dock`." + +msgid "" +"You can move your Label node in the viewport by selecting the move tool in " +"the toolbar." +msgstr "" +"Uzel Label můžete v průzoru přesunout výběrem nástroje pro přesun v panelu " +"nástrojů." + +msgid "" +"With the Label selected, click and drag anywhere in the viewport to move it " +"to the center of the view delimited by the rectangle." +msgstr "" +"Zatímco máte štítek vybraný, klikněte a táhněte myší kdekoli v průzoru, " +"abyste jej přemístili do středu zobrazení vymezeného obdélníkem." msgid "Running the scene" msgstr "Spuštění scény" +msgid "" +"Everything's ready to run the scene! Press the Play Scene button in the top-" +"right of the screen or press :kbd:`F6` (:kbd:`Cmd + R` on macOS)." +msgstr "" +"Nyní máme vše připraveno ke spuštění scény! Klkněte na tlačítko Spustit " +"aktuální scénu v pravém horním rohu obrazovky nebo stiskněte :kbd:`F6` (:kbd:" +"`Cmd + R` na macOS)." + +msgid "" +"A popup invites you to save the scene, which is required to run it. Click " +"the Save button in the file browser to save it as ``label.tscn``." +msgstr "" +"Objeví se okno s výzvou k uložení scény. To je nutné, aby ji šlo spustit. " +"Klikněte na tlačítko Uložit v prohlížeči souborů a uložte scénu jako ``label." +"tscn``." + +msgid "" +"The Save Scene As dialog, like other file dialogs in the editor, only allows " +"you to save files inside the project. The ``res://`` path at the top of the " +"window represents the project's root directory and stands for \"resource " +"path\". For more information about file paths in Godot, see :ref:" +"`doc_filesystem`." +msgstr "" +"Dialog Uložit scénu jako (stejně jako další dialogová okna pro výběr souborů " +"v editoru) vám dovoluje ukládat soubory pouze uvnitř projektu. Cesta ``res://" +"`` v horní části okna představuje kořenový adresář projektu a znamená " +"\"resource path\" (cesta ke zdrojům). Více informací o cestách k souborům v " +"Godotu najdete v :ref:`doc_filesystem`." + +msgid "" +"The application should open in a new window and display the text \"Hello " +"World\"." +msgstr "" +"Aplikace by se měla otevřít v novém okně a zobrazit text „Hello World“." + +msgid "" +"Close the window or press :kbd:`F8` (:kbd:`Cmd + .` on macOS) to quit the " +"running scene." +msgstr "" +"Pro ukončení scény zavřete okno nebo stiskněte :kbd:`F8` (:kbd:`Cmd + .` na " +"macOS)." + msgid "Setting the main scene" msgstr "Nastavení hlavní scény" -msgid "Translation status" -msgstr "Stav překladu" +msgid "" +"To run our test scene, we used the Run Current Scene button. Another button " +"next to it allows you to set and run the project's main scene. You can " +"press :kbd:`F5` (:kbd:`Cmd + B` on macOS) to do so." +msgstr "" +"Ke spuštění naší testovací scény jsme použili tlačítko Spustit aktuální " +"scénu. Vedle něj se nachází další tlačítko, kterým můžete nastavit a spustit " +"hlavní scénu projektu. Pro tento účel můžete také stisknout :kbd:`F5` (:kbd:" +"`Cmd + B` na macOS)." + +msgid "A popup window appears and invites you to select the main scene." +msgstr "Objeví se dialogové okno s výzvou k výběru hlavní scény." + +msgid "" +"Click the Select button, and in the file dialog that appears, double click " +"on ``label.tscn``." +msgstr "" +"Klikněte na tlačítko Vybrat a v otevřeném dialogu dvojklikem vyberte soubor " +"``label.tscn``." + +msgid "" +"The demo should run again. Moving forward, every time you run the project, " +"Godot will use this scene as a starting point." +msgstr "" +"Demo by se mělo spustit znovu. Od této chvíle Godot při spuštění projektu " +"vždy použije právě tuto scénu jako výchozí." + +msgid "" +"The editor saves the main scene's path in a project.godot file in your " +"project's directory. While you can edit this text file directly to change " +"project settings, you can also use the \"Project -> Project Settings\" " +"window to do so. For more information, see :ref:`doc_project_settings`." +msgstr "" +"Editor si uloží cestu k hlavní scéně v souboru project.godot v adresáři " +"vašeho projektu. I když lze měnit nastavení projektu přímou úpravou tohoto " +"textového soubore, můžete také použít nabídku \"Projekt -> Nastavení " +"projektu\". Další informace viz :ref:`doc_project_settings`." + +msgid "" +"In the next part, we will discuss another key concept in games and in Godot: " +"creating instances of a scene." +msgstr "" +"V příští části probereme další klíčový koncept ve hrách a Godotu: vytváření " +"instancí scény." diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scripting_first_script.po b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scripting_first_script.po index 142f26291d..972caf0003 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scripting_first_script.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scripting_first_script.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -36,6 +36,3 @@ msgstr "Pohyb vpřed" msgid "Complete script" msgstr "Kompletní skript" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scripting_languages.po b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scripting_languages.po index cdd2f41f0d..0ea59c3a03 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scripting_languages.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scripting_languages.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -51,10 +51,10 @@ msgid "" "iOS platform support is available as of Godot 4.2, but is experimental and :" "ref:`some limitations apply `." msgstr "" -"Projekty napsané v C# používající Godot 4 nemohou být momentálně exportovány " -"na webové platformy. Zvažte místo toho použití Godot 3 pro použití C# na " -"této platformě. Podpora platform Android a iOS je dostupná pro Godot 4.2, " -"ale je stále experimentální a `platí určitá omezení `." +"Projekty napsané v C# používající Godot 4 momentálně není možné exportovat " +"na webové platformy. Pro použití C# na webu zvažte raději použití Godotu 3. " +"Podpora platforem Android a iOS je od verze 4.2 dostupná, nicméně je stále " +"experimentální a platí pro ně `určitá omezení `." msgid "" "You can use any version of the language or mix compiler brands and versions " @@ -67,6 +67,3 @@ msgstr "" msgid "Summary" msgstr "Shrnutí" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scripting_player_input.po b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scripting_player_input.po index a27a35f41c..7e779c6d63 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scripting_player_input.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/scripting_player_input.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "Kompletní skript" msgid "Summary" msgstr "Shrnutí" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/signals.po b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/signals.po index dd3479ede2..9174eb96fa 100644 --- a/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/signals.po +++ b/sphinx/po/cs/LC_MESSAGES/getting_started/step_by_step/signals.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -102,6 +102,3 @@ msgid "" msgstr "" "V následující sekci :ref:`doc_your_first_2D_game` vytvoříte kompletní hru," "která ukáže využití signálů pro vzájené spojení různých herních komponent." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/index.po b/sphinx/po/cs/LC_MESSAGES/index.po index df0ed25b09..a9480a9523 100644 --- a/sphinx/po/cs/LC_MESSAGES/index.po +++ b/sphinx/po/cs/LC_MESSAGES/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -18,10 +18,10 @@ msgid "Getting started" msgstr "Začínáme" msgid "Manual" -msgstr "Manuály" +msgstr "Manuál" msgid "Contributing" -msgstr "Přispějte" +msgstr "Jak přispět" msgid "Community" msgstr "Komunita" @@ -33,9 +33,8 @@ msgid "" "Godot's documentation is available in various languages and versions. Expand " "the \"Read the Docs\" panel at the bottom of the sidebar to see the list." msgstr "" -"Dokumentace enginu Godot je dostupná v mnoha jazycích a verzích. Rozbalte " -"panel \"Přečtěte si dokumenty\" v dolní části postranního panelu pro " -"zobrazení seznamu." +"Dokumentace enginu Godot je dostupná v mnoha jazycích a verzích. Celý seznam " +"zobrazíte rozbalením panelu \"Read the Docs\" vespod postranní nabídky." msgid "" "This documentation is translated from the `original English one `__, " -"svobodném a open-source komunitou řízeném 2D a 3D herním enginu! Jste-li zde " -"poprvé, doporučujeme prečíst si :ref:`úvodní stránku ` pro " -"lepší představu, co tato dokumentace nabízí." +"svobodném, open-source, komunitou řízeném enginu pro 2D i 3D hry! Jste-li " +"zde poprvé, doporučujeme prečíst si :ref:`úvodní stránku `, " +"abyste dostali lepší představu, co tato dokumentace nabízí." msgid "" "The table of contents in the sidebar should let you easily access the " "documentation for your topic of interest. You can also use the search " "function in the top-left corner." msgstr "" -"Obsah v bočním panelu vám usnadní přístup k tématům v dokumentaci o která " -"máte zájem. Také můžete využít funkci vyhledávaní v levém horním rohu." +"Obsah v postranním panelu vám umožní snadný přístup k dokumentaci témat, " +"která vás zajímají. Můžete také použít funkci vyhledávání v levém horním " +"rohu." msgid "Get involved" -msgstr "Zapojit se" +msgstr "Zapojte se" msgid "" "Godot Engine is an open source project developed by a community of " @@ -96,11 +96,10 @@ msgid "" "something, or cannot find what you are looking for in the docs, help us make " "the documentation better by letting us know!" msgstr "" -"Godot Engine je projekt s otevřeným zdrojovým kódem vyvíjený komunitou " -"dobrovolníků. Tým dokumentaristů vždy ocení vaší zpětnou vazbu a pomoc ke " -"zlepšení návodů a třídních referencí. Pokud nečemu nerozumíte nebo nemůžete " -"najít to, co hledáte v dokumentaci, tak nám dejte vědět a pomozte udělat " -"dokumentaci lepší!" +"Godot Engine je open source projekt vyvíjený komunitou dobrovolníků. " +"Dokumentační tým vždy ocení vaši zpětnou vazbu a pomoc při zlepšování návodů " +"a dokumentaci tříd. Pokud něčemu nerozumíte, nebo se vám nedaří najít, co " +"hledáte, dejte nám vědět a pomozte nám tak dokumentaci vylepšit!" msgid "" "Submit an issue or pull request on the `GitHub repository `_!" msgstr "" -"Ohlašte problém (issue) nebo zašlete požadavek (pull request) na `GitHub " -"`_ , pomozte nám `přeložit " -"dokumentaci `_ do vašeho " -"jazyka nebo si s námi promluvte na ``#documentation`` kanálu na `Godot " -"Contributors Chat `_!" +"Ohlašte problém vytvořením issue nebo rovnou vytvořte pull request na " +"`GitHubu `_ , pomozte nám " +"`přeložit dokumentaci `_ do " +"vašeho jazyka, nebo si s námi promluvte na kanále ``#documentation`` v " +"`Godot Contributors Chat `_!" msgid "weblate_widget" msgstr "weblate_widget" @@ -123,3 +122,34 @@ msgstr "Stav překladu" msgid "Offline documentation" msgstr "Offline dokumentace" + +msgid "" +"To browse the documentation offline, you can download an HTML copy (updated " +"every Monday): `stable `__, `latest " +"`__, `3.6 `__. Extract the ZIP archive then open the top-level ``index." +"html`` in a web browser." +msgstr "" +"Pro čtení offline si také můžete `stáhnout kopii HTML `__ (aktualizováno každé pondělí). Rozbalte archiv ZIP a poté " +"otevřete nejvýše umístěný soubor ``index.html`` ve webovém prohlížeči." + +msgid "" +"For mobile devices or e-readers, you can also download an ePub copy (updated " +"every Monday): `stable `__, `latest " +"`__, `3.6 `__. Extract the ZIP archive then open the ``GodotEngine.epub`` " +"file in an e-book reader application." +msgstr "" +"Pro mobilní zařízení a čtečky knih si můžete také `stáhnout kopii ePub " +"`__ (aktualizováno každé pondělí). " +"Rozbalte archiv ZIP a poté otevřete soubor ``GodotEngine.epub`` v aplikaci " +"pro čtení e-knížek." diff --git a/sphinx/po/cs/LC_MESSAGES/sphinx.po b/sphinx/po/cs/LC_MESSAGES/sphinx.po index f7ac7c89cd..b78f84dbc5 100644 --- a/sphinx/po/cs/LC_MESSAGES/sphinx.po +++ b/sphinx/po/cs/LC_MESSAGES/sphinx.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_antialiasing.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_antialiasing.po index 3c937a6ffc..67bd7c9d86 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_antialiasing.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_antialiasing.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "Úvod" msgid "Multisample antialiasing (MSAA)" msgstr "Vícenásobné vyhlazování (MSAA)" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po index 6885f4f23a..531910e48a 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -19,6 +19,3 @@ msgstr "Uzly" msgid "Hard shadows" msgstr "Tvrdé stíny" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_meshes.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_meshes.po index bb3cf86553..3c69701b00 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_meshes.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_meshes.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -19,6 +19,3 @@ msgstr "Úvod" msgid "Optimizing pixels drawn" msgstr "Optimalizování nakreslených pixelů" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_movement.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_movement.po index 56b294e9bd..13d1d5ecbd 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_movement.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_movement.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -19,6 +19,3 @@ msgstr "Otáčení + pohyb" msgid "Summary" msgstr "Shrnutí" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_parallax.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_parallax.po index a7ce37c4d8..537b77576f 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_parallax.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_parallax.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Introduction" msgstr "Úvod" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po index 7a28925631..f8811ff79c 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -25,6 +25,3 @@ msgstr "Ovládání animace AnimationPlayer" msgid "Summary" msgstr "Shrnutí" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_transforms.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_transforms.po index a7ce37c4d8..537b77576f 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_transforms.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/2d_transforms.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Introduction" msgstr "Úvod" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/canvas_layers.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/canvas_layers.po index c122d1b523..8e7b829c9c 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/canvas_layers.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/canvas_layers.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "CanvasLayers" msgstr "Vrstvy plátna" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po index d491eca7e5..e105c70919 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -22,6 +22,3 @@ msgstr "Nástroje" msgid "Animation" msgstr "Animace" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/index.po index 59fa0f1c9e..2f4acdcb29 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -19,6 +19,3 @@ msgstr "Vykreslování" msgid "Tools" msgstr "Nástroje" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/introduction_to_2d.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/introduction_to_2d.po new file mode 100644 index 0000000000..82a13eeca1 --- /dev/null +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/introduction_to_2d.po @@ -0,0 +1,12 @@ +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.3\n" +"Report-Msgid-Bugs-To: \n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: cs\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/particle_systems_2d.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/particle_systems_2d.po index 7e04e353d2..5db5a281e6 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/particle_systems_2d.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/particle_systems_2d.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -67,6 +67,3 @@ msgstr "Emisní maska" msgid "Emission Colors" msgstr "Emisní barvy" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/using_tilemaps.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/using_tilemaps.po index 9a6352f051..2cb121af14 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/using_tilemaps.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/using_tilemaps.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -17,11 +17,17 @@ msgstr "Používání TileMaps" msgid "Introduction" msgstr "Úvod" +msgid "Rendering" +msgstr "Vykreslování" + +msgid "Physics" +msgstr "Fyzika" + +msgid "Navigation" +msgstr "Navigace" + msgid "Bucket Fill" msgstr "Vyplnit barvou" msgid "Example when using Paint mode:" msgstr "Příklad kdy použít barvící mód:" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/using_tilesets.po b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/using_tilesets.po index 90419b0a55..d819fac4c4 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/2d/using_tilesets.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/2d/using_tilesets.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "Úvod" msgid "Painting tile properties using the TileSet editor" msgstr "Upravte text v textovém editoru" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/3d_antialiasing.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/3d_antialiasing.po index 3c937a6ffc..67bd7c9d86 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/3d_antialiasing.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/3d_antialiasing.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "Úvod" msgid "Multisample antialiasing (MSAA)" msgstr "Vícenásobné vyhlazování (MSAA)" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po index e60563088f..4840fbedd8 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -22,6 +22,3 @@ msgstr "Limit velikosti textury" msgid "There are two main ways to alleviate banding:" msgstr "Existují dva hlavní způsoby, jak zmírnit páskování:" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/3d_text.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/3d_text.po index c52ffc9fd5..24dcb9325d 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/3d_text.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/3d_text.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -22,6 +22,3 @@ msgstr "Výhody" msgid "Limitations" msgstr "Omezení" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/csg_tools.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/csg_tools.po index 87a3058c4f..6b610451f2 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/csg_tools.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/csg_tools.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -31,6 +31,3 @@ msgstr "Prototypování úrovně" msgid "Using prototype textures" msgstr "Použití prototypových textur" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po index 28243ae4b3..01a55c390b 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -28,6 +28,3 @@ msgstr "Svítivost" msgid "Adjustments" msgstr "Úpravy" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/faking_global_illumination.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/faking_global_illumination.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/faking_global_illumination.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/faking_global_illumination.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/index.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/introduction_to_global_illumination.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/introduction_to_global_illumination.po index 16ffd4ed67..8ca2fda08d 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/introduction_to_global_illumination.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/introduction_to_global_illumination.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -25,6 +25,3 @@ msgstr "špatný" msgid "Summary" msgstr "Shrnutí" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/reflection_probes.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/reflection_probes.po index 673fd7681f..018bcd4074 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/reflection_probes.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/reflection_probes.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Limitations" msgstr "Omezení" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/using_lightmap_gi.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/using_lightmap_gi.po index a55a61fb60..af7e5c02a3 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/using_lightmap_gi.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/using_lightmap_gi.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -34,6 +34,3 @@ msgstr "Statické" msgid "Baking" msgstr "Pečení" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/using_sdfgi.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/using_sdfgi.po index 90ddd17469..dc3d8bed01 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/using_sdfgi.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/using_sdfgi.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "SDFGI disabled." msgstr "SDFGI deaktivováno." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/using_voxel_gi.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/using_voxel_gi.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/using_voxel_gi.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/global_illumination/using_voxel_gi.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/high_dynamic_range.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/high_dynamic_range.po index 8e681b174a..fd94bc4adf 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/high_dynamic_range.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/high_dynamic_range.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "Úvod" msgid "Parameters of HDR" msgstr "Parametry HDR" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/index.po index 1a8573dd53..5e854c2228 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -22,6 +22,3 @@ msgstr "Optimalizace" msgid "Tools" msgstr "Nástroje" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/introduction_to_3d.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/introduction_to_3d.po index 27d91dc848..91803ef1dc 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/introduction_to_3d.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/introduction_to_3d.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,12 +14,6 @@ msgstr "" msgid "Introduction to 3D" msgstr "Úvod do 3D" -msgid "2D in 3D" -msgstr "2D v 3D" - -msgid "Environment" -msgstr "Prostředí" - msgid "**X** is sides" msgstr "**X** je bokem" @@ -29,11 +23,14 @@ msgstr "**Y** je nahoru/dolu" msgid "**Z** is front/back" msgstr "**Z** je vpřed/zad" +msgid "2D in 3D" +msgstr "2D v 3D" + +msgid "Environment" +msgstr "Prostředí" + msgid "Cameras" msgstr "Kamery" msgid "Lights" msgstr "Světla" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/lights_and_shadows.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/lights_and_shadows.po index c66e2b9dd1..b41acd1368 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/lights_and_shadows.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/lights_and_shadows.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "3D světla a stíny" msgid "Introduction" msgstr "Úvod" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/mesh_lod.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/mesh_lod.po index a7ce37c4d8..537b77576f 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/mesh_lod.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/mesh_lod.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Introduction" msgstr "Úvod" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/occlusion_culling.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/occlusion_culling.po index 43caef3343..188a2cccc1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/occlusion_culling.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/occlusion_culling.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Troubleshooting" msgstr "Odstraňování problémů" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/attractors.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/attractors.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/attractors.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/attractors.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/collision.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/collision.po index 43caef3343..188a2cccc1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/collision.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/collision.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Troubleshooting" msgstr "Odstraňování problémů" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/index.po index 132b47b893..cf509cd5ce 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -19,6 +19,3 @@ msgstr "Částice" msgid "Basic usage" msgstr "Základní použití" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po index ca4b126437..5e3ae20d70 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -31,6 +31,3 @@ msgstr "Barva" msgid "Animation" msgstr "Animace" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/properties.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/properties.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/properties.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/properties.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/subemitters.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/subemitters.po index 673fd7681f..018bcd4074 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/subemitters.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/subemitters.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Limitations" msgstr "Omezení" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/trails.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/trails.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/trails.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/trails.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/turbulence.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/turbulence.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/turbulence.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/particles/turbulence.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/physical_light_and_camera_units.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/physical_light_and_camera_units.po index 91e69dde20..e77b9e2c22 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/physical_light_and_camera_units.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/physical_light_and_camera_units.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -22,6 +22,3 @@ msgstr "Nastavte prostředí." msgid "Configure Light3D nodes." msgstr "Nastavte uzly Light3D." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/arraymesh.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/arraymesh.po index 5a4443742c..076cd73830 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/arraymesh.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/arraymesh.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -60,6 +60,3 @@ msgstr "Generování geometrie" msgid "Saving" msgstr "Ukládání" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/immediatemesh.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/immediatemesh.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/immediatemesh.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/immediatemesh.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/index.po index 03af9e4544..3f6961f531 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -28,6 +28,3 @@ msgstr "Povrchy" msgid "Tools" msgstr "Nástroje" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/meshdatatool.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/meshdatatool.po index e39b9a1dc8..ae194cad51 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/meshdatatool.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/meshdatatool.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Using the MeshDataTool" msgstr "Použití MeshDataTool" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/surfacetool.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/surfacetool.po index 2b65499a29..39cdbc0204 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/surfacetool.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/procedural_geometry/surfacetool.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Using the SurfaceTool" msgstr "Používání nástroje SurfaceTool" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/resolution_scaling.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/resolution_scaling.po index 43caef3343..188a2cccc1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/resolution_scaling.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/resolution_scaling.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Troubleshooting" msgstr "Odstraňování problémů" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/spring_arm.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/spring_arm.po new file mode 100644 index 0000000000..537b77576f --- /dev/null +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/spring_arm.po @@ -0,0 +1,15 @@ +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.3\n" +"Report-Msgid-Bugs-To: \n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \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" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/standard_material_3d.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/standard_material_3d.po index f00f7a2524..9294be8d0e 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/standard_material_3d.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/standard_material_3d.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -82,6 +82,3 @@ msgstr "Transformace" msgid "Use Point Size" msgstr "Použijte velikost bodu" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_decals.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_decals.po index cef4b9b8a1..c77f3d60d4 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_decals.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_decals.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,13 +11,6 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -msgid "" -"The Godot demo projects repository contains a `3D decals demo `__." -msgstr "" -"Repozitář demo projektů Godot obsahuje ` demo 3D obtisků `__." - msgid "Use cases" msgstr "Případy použití" @@ -29,6 +22,3 @@ msgstr "Parametry" msgid "Limitations" msgstr "Omezení" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_gridmaps.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_gridmaps.po index 5c602cd09c..4f9087b440 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_gridmaps.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_gridmaps.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -31,6 +31,3 @@ msgstr "Navigační sítě" msgid "Exporting the MeshLibrary" msgstr "Exportování knihovny sítí" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po index b684c17201..05625eb7dc 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -19,6 +19,3 @@ msgstr "Měřítko" msgid "Amount" msgstr "Množství" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_transforms.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_transforms.po index b0431bc684..9eb3a343de 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_transforms.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/using_transforms.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -25,6 +25,3 @@ msgstr "Skok:" msgid "Interpolating with quaternions" msgstr "Interpolování kvaterniony" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/variable_rate_shading.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/variable_rate_shading.po index f0da8bbdd6..52378bdb6d 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/variable_rate_shading.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/variable_rate_shading.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "Co je proměnná doba stínování?" msgid "Color" msgstr "Barva" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/visibility_ranges.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/visibility_ranges.po index 8cf82aab35..1ad5905c8d 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/visibility_ranges.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/visibility_ranges.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Refraction" msgstr "Odraz" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/volumetric_fog.po b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/volumetric_fog.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/3d/volumetric_fog.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/3d/volumetric_fog.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/2d_skeletons.po b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/2d_skeletons.po index 1a47519d1f..c404e8d33b 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/2d_skeletons.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/2d_skeletons.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -22,6 +22,3 @@ msgstr "Vytváření polygonů" msgid "Creating the skeleton" msgstr "Vytvoření kostry" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/animation_track_types.po b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/animation_track_types.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/animation_track_types.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/animation_track_types.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/animation_tree.po b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/animation_tree.po index 3b4bfc61e6..862d6f294a 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/animation_tree.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/animation_tree.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -28,6 +28,3 @@ msgstr "Přechod" msgid "Root motion" msgstr "Kořenový pohyb" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/creating_movies.po b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/creating_movies.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/creating_movies.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/creating_movies.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/cutout_animation.po b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/cutout_animation.po index 7615760c19..37ec527610 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/cutout_animation.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/cutout_animation.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -22,6 +22,3 @@ msgstr "Vytváření klidové polohy" msgid "Create a new animation, rename it \"rest\"." msgstr "Vytvořte novou animaci, přejmenujte ji na \"rest\"." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/index.po index 30eb94434d..9a4c0f845b 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Animation" msgstr "Animace" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/introduction.po b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/introduction.po index ba1857a624..72fe750b25 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/introduction.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/introduction.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -105,6 +105,3 @@ msgstr "" msgid "Add Animation" msgstr "Přidání animace" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/playing_videos.po b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/playing_videos.po index 6d78c9297a..73a28b1f7c 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/animation/playing_videos.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/animation/playing_videos.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -15,6 +15,3 @@ msgid "" "There are several limitations with the current implementation of video " "playback in Godot:" msgstr "Současná implementace přehrávání videa v Godot má několik omezení:" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/animation.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/animation.po index cc086ca862..7625bddff0 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/animation.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/animation.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -136,6 +136,3 @@ msgstr "" "schopen generovat méně AnimationPlayerů; objekty ve vztahu rodič-dítě budou " "sdílet svůj AnimationPlayer. To je užitečné, pokud máte několik rigů a každý " "Skeleton a Mesh má akce; pak by jeden rig měl právě jeden AnimationPlayer." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/index.po index 4ad6cde9cd..c5e9368edd 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -57,6 +57,3 @@ msgstr "" msgid "Build pipeline integration" msgstr "Integrace vícero sestavení" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/lights.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/lights.po index 45f1790b70..a16bf609e4 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/lights.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/lights.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -66,6 +66,3 @@ msgid "" "There is no difference between buffer shadow and ray shadow in the export." msgstr "" "V exportu není žádný rozdíl mezi stíny ``Buffer Shadow`` a ``Ray Shadow``." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/material.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/material.po index a428315b61..d83f5d0202 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/material.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/material.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -109,6 +109,3 @@ msgstr "" "Výchozí konfigurace exportu materiálů by měla všechny materiály uchovávat v " "interním souboru ``escn``. Existuje volba, která by mohla povolit generování " "externího souboru ``.material``, když se soubor ``escn`` otevře v Godotu." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/mesh.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/mesh.po index 27c45eb260..94f3d2087a 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/mesh.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/mesh.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -51,6 +51,3 @@ msgstr "" "`seznamu problémů `__, což pomůže vývoji exportéru, aby měl přesnější kontrolu " "modifikátorů." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/physics.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/physics.po index 3f9dafa0c8..f00a4f879a 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/physics.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/physics.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -99,6 +99,3 @@ msgstr "" "To také ovlivní, jak se objekt zobrazí ve výřezu Blenderu. Většinou chcete, " "aby se kolizní geometrie při práci s modely zobrazovala průhledná, takže to " "funguje docela dobře." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/skeleton.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/skeleton.po index e9a4b3cebe..49b969d9c9 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/skeleton.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/skeleton.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -68,6 +68,3 @@ msgid "" msgstr "" "Kost může být v programu Blender rodičem objektu; tento vztah je ve scéně " "Godot exportován jako uzel BoneAttachment." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/exporting_3d_scenes.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/exporting_3d_scenes.po index 89aa62f071..0d641a2387 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/exporting_3d_scenes.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/exporting_3d_scenes.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -25,6 +25,3 @@ msgstr "Export glTF má několik omezení." msgid "No support for exporting 2D scenes." msgstr "Nepodporuje export 2D scén." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/import_process.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/import_process.po index 1f169951c5..76f6289ac6 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/import_process.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/import_process.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -98,6 +98,3 @@ msgid "" msgstr "" "Pro import je k dispozici mnoho typů zdrojů, proto pokračujte ve čtení, " "abyste pochopili, jak se všemi pracovat:" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/available_formats.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/available_formats.po index efa7d9f721..2f674c0a46 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/available_formats.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/available_formats.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -23,6 +23,3 @@ msgstr "Jsou zde tři možnosti jak exportovat glTF 2.0 z programu Blender:" msgid "Exporting DAE files from Blender" msgstr "Export souborů DAE z programu Blender" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.po index 2b298d7bee..b0aa97cd1e 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -135,6 +135,3 @@ msgstr "Dědičnost scény" msgid "Other than that, everything is allowed." msgstr "Jinak je vše povoleno." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/index.po index 8cc5f3f072..752d8bf180 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Importing 3D scenes" msgstr "Import 3D scén" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.po index 5da0524887..5b705b17ae 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -40,6 +40,3 @@ msgstr "" "Je důležité, aby síť nebyla při exportu deformována kostmi. Před exportem " "pomocí oblíbeného 3D editoru se ujistěte, že je kostra nastavena do T-pózy " "nebo výchozí klidové polohy." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.po index b4df110ea7..e0fc7294cb 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -102,6 +102,3 @@ msgid "" msgstr "" "V programu Blender je k tomu nutné použít editor NLA a pojmenovat akci " "předponou nebo příponou ``loop`` nebo ``cycle``." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_audio_samples.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_audio_samples.po index 316012556c..de3e1e49ad 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_audio_samples.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_audio_samples.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -89,6 +89,3 @@ msgstr "" "efekty. Díky tomu nemusí tvůrci SFX přidávat ke zvukovým efektům dozvuk, což " "výrazně snižuje jejich velikost a zajišťuje správné ořezání. Řekněte ne SFX " "se zabudovaným dozvukem." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_images.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_images.po index 04f34ee548..0cd5180b16 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_images.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_images.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -156,6 +156,3 @@ msgstr "" msgid "Best practices" msgstr "Osvědčené postupy" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_translations.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_translations.po index 48eec72dc2..d60ad64549 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_translations.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/importing_translations.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -219,6 +219,3 @@ msgid "Be sure to click **Reimport** after any change to these options." msgstr "" "Po jakékoli změně těchto možností nezapomeňte kliknout na tlačítko **Znovu " "importovat**." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/index.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/retargeting_3d_skeletons.po b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/retargeting_3d_skeletons.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/retargeting_3d_skeletons.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/assets_pipeline/retargeting_3d_skeletons.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/audio_buses.po b/sphinx/po/cs/LC_MESSAGES/tutorials/audio/audio_buses.po index 86cdeb4bca..8448df5dbd 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/audio_buses.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/audio/audio_buses.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "Audio sběrnice" msgid "Introduction" msgstr "Úvod" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/audio_effects.po b/sphinx/po/cs/LC_MESSAGES/tutorials/audio/audio_effects.po index 66cb3c907a..2ed3bdc29d 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/audio_effects.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/audio/audio_effects.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -28,6 +28,3 @@ msgstr "Filtr" msgid "Limiter" msgstr "Limiter" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/audio_streams.po b/sphinx/po/cs/LC_MESSAGES/tutorials/audio/audio_streams.po index e67621c3dd..fddd2ca044 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/audio_streams.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/audio/audio_streams.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -22,6 +22,3 @@ msgstr "AudioStreamPřehrávač2D" msgid "AudioStreamPlayer3D" msgstr "AudioStreamPřehrávač3D" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/audio/index.po index 815d337365..0b698b4f52 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/audio/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Audio" msgstr "Zvuk" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/recording_with_microphone.po b/sphinx/po/cs/LC_MESSAGES/tutorials/audio/recording_with_microphone.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/recording_with_microphone.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/audio/recording_with_microphone.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/sync_with_audio.po b/sphinx/po/cs/LC_MESSAGES/tutorials/audio/sync_with_audio.po index a7ce37c4d8..537b77576f 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/sync_with_audio.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/audio/sync_with_audio.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Introduction" msgstr "Úvod" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/text_to_speech.po b/sphinx/po/cs/LC_MESSAGES/tutorials/audio/text_to_speech.po index 63058f1142..af97f8710b 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/audio/text_to_speech.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/audio/text_to_speech.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "Odstraňování problémů" msgid "Best practices" msgstr "Osvědčené postupy" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/autoloads_versus_internal_nodes.po b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/autoloads_versus_internal_nodes.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/autoloads_versus_internal_nodes.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/autoloads_versus_internal_nodes.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/data_preferences.po b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/data_preferences.po index add4c662f7..d69ed57ba9 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/data_preferences.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/data_preferences.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Etc." msgstr "Atd." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/godot_interfaces.po b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/godot_interfaces.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/godot_interfaces.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/godot_interfaces.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/godot_notifications.po b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/godot_notifications.po index 8d71cf69f8..7913659fce 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/godot_notifications.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/godot_notifications.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Godot notifications" msgstr "Godot oznámení" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/index.po index 568c574ac0..37cd16d740 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Best practices" msgstr "Osvědčené postupy" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/introduction_best_practices.po b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/introduction_best_practices.po index a7ce37c4d8..537b77576f 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/introduction_best_practices.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/introduction_best_practices.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Introduction" msgstr "Úvod" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/logic_preferences.po b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/logic_preferences.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/logic_preferences.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/logic_preferences.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/node_alternatives.po b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/node_alternatives.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/node_alternatives.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/node_alternatives.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/project_organization.po b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/project_organization.po index 80eac5511e..d7a9a1e97f 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/project_organization.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/project_organization.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -192,6 +192,3 @@ msgstr "" "Pokud jste nepovolili podsystém Windows pro Linux, můžete do okna prostředí " "PowerShell *spuštěného jako správce* zadat následující řádek a po výzvě " "restartovat počítač::" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/scene_organization.po b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/scene_organization.po index a99d54df09..206911542a 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/scene_organization.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/scene_organization.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "Organizace scény" msgid "Choosing a node tree structure" msgstr "Výběr stromové struktury uzlu" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/scenes_versus_scripts.po b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/scenes_versus_scripts.po index 9324289d1d..058c2cb0e5 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/scenes_versus_scripts.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/scenes_versus_scripts.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -19,6 +19,3 @@ msgstr ":ref:`Třídy skriptů `" msgid "Conclusion" msgstr "Závěr" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/version_control_systems.po b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/version_control_systems.po index d4a00a2f3a..e7f465dfb7 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/version_control_systems.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/version_control_systems.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -40,6 +40,3 @@ msgstr "" "``core.autocrlf`` nastaveným na ``true``. To může vést k tomu, že soubory " "budou v systému Git zbytečně označeny jako změněné, protože jejich konce " "řádků budou automaticky převedeny. Je lepší nastavit tuto volbu jako." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/what_are_godot_classes.po b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/what_are_godot_classes.po index 79e0bef384..8ebae46121 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/what_are_godot_classes.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/best_practices/what_are_godot_classes.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -25,6 +25,3 @@ msgstr "Signály." msgid "Scenes" msgstr "Scény" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/command_line_tutorial.po b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/command_line_tutorial.po index 18cad5b3b7..66e6497846 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/command_line_tutorial.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/command_line_tutorial.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -245,6 +245,3 @@ msgstr "" "Pokud výše uvedený postup nefunguje ve vaší aktuální verzi Linuxu nebo " "macOS, můžete vždy nechat spustit Godot přímo z místa, kde se nachází, " "následujícím způsobem:" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/customizing_editor.po b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/customizing_editor.po index 34363cd5bc..24283c0f54 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/customizing_editor.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/customizing_editor.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Moving a dock." msgstr "Přesunutí ukotvení." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/default_key_mapping.po b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/default_key_mapping.po index d5cf1b5d0c..239ff9c16c 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/default_key_mapping.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/default_key_mapping.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,19 +14,6 @@ msgstr "" msgid "Default editor shortcuts" msgstr "Výchozí zkratky editoru" -msgid "" -"Many of Godot Editor functions can be executed with keyboard shortcuts. This " -"page lists functions which have associated shortcuts by default, but many " -"others are available for customization in editor settings as well. To change " -"keys associated with these and other actions navigate to ``Editor -> Editor " -"Settings -> Shortcuts``." -msgstr "" -"Mnoho funkcí editoru Godot lze provádět pomocí klávesových zkratek. Na této " -"stránce jsou uvedeny funkce, které mají ve výchozím nastavení přiřazené " -"klávesové zkratky, ale mnoho dalších je k dispozici také pro přizpůsobení v " -"nastavení editoru. Chcete-li změnit klávesy spojené s těmito a dalšími " -"akcemi, přejděte na ``Editor -> Nastavení editoru -> Klávesové zkratky``." - msgid "" "While some actions are universal, a lot of shortcuts are specific to " "individual tools. For this reason it is possible for some key combinations " @@ -51,9 +38,6 @@ msgstr "" "zběhlí ve standardních klávesových zkratkách v tomto operačním systému, bude " "výchozí mapování kláves editoru Godot více intuitivní." -msgid "General Editor Actions" -msgstr "Obecné akce editoru" - msgid "Action name" msgstr "Název akce" @@ -384,8 +368,14 @@ msgstr ":kbd:`Shift + F12`" msgid "``editor/bottom_panel_expand``" msgstr "``editor/bottom_panel_expand``" -msgid "2D / Canvas Item Editor" -msgstr "2D / Editor položek na plátně" +msgid ":kbd:`Ctrl + Shift + P`" +msgstr ":kbd:`Ctrl + Shift + P`" + +msgid ":kbd:`Cmd + Shift + P`" +msgstr ":kbd:`Cmd + Shift + P`" + +msgid ":kbd:`Alt + F`" +msgstr ":kbd:`Alt + F`" msgid "Zoom In" msgstr "Zvětšit" @@ -561,12 +551,6 @@ msgstr "``canvas_item_editor/frame_selection``" msgid "Preview Canvas Scale" msgstr "Náhled měřítka plátna" -msgid ":kbd:`Ctrl + Shift + P`" -msgstr ":kbd:`Ctrl + Shift + P`" - -msgid ":kbd:`Cmd + Shift + P`" -msgstr ":kbd:`Cmd + Shift + P`" - msgid "``canvas_item_editor/preview_canvas_scale``" msgstr "``canvas_item_editor/preview_canvas_scale``" @@ -612,9 +596,6 @@ msgstr ":kbd:`Shift + K`" msgid "``canvas_item_editor/anim_clear_pose``" msgstr "``canvas_item_editor/anim_clear_pose``" -msgid "3D / Spatial Editor" -msgstr "3D / Prostorový editor" - msgid "Toggle Freelook" msgstr "Přepnout volný pohled" @@ -888,9 +869,6 @@ msgstr ":kbd:`Cmd + 4`" msgid "``spatial_editor/4_viewports``" msgstr "``spatial_editor/4_viewports``" -msgid "Text Editor" -msgstr "Editor textu" - msgid "Cut" msgstr "Vyjmout" @@ -1062,9 +1040,6 @@ msgstr "``script_text_editor/toggle_comment``" msgid "Fold/Unfold Line" msgstr "Složit/Rozložit řádek" -msgid ":kbd:`Alt + F`" -msgstr ":kbd:`Alt + F`" - msgid "``script_text_editor/toggle_fold_line``" msgstr "``script_text_editor/toggle_fold_line``" @@ -1266,9 +1241,6 @@ msgstr ":kbd:`Alt + F1`" msgid "``script_text_editor/contextual_help``" msgstr "``script_text_editor/contextual_help``" -msgid "Script Editor" -msgstr "Editor skriptů" - msgid "``script_editor/find``" msgstr "``script_editor/find``" @@ -1410,9 +1382,6 @@ msgstr "Obnovit původní přiblížení" msgid "``script_editor/reset_zoom``" msgstr "``script_editor/reset_zoom``" -msgid "Editor Output" -msgstr "Výstup editoru" - msgid "Copy Selection" msgstr "Kopírovat výběr" @@ -1455,9 +1424,6 @@ msgstr ":kbd:`F12`" msgid "``debugger/continue``" msgstr "``debugger/continue``" -msgid "File Dialog" -msgstr "Souborový dialog" - msgid "Go Back" msgstr "Jít zpět" @@ -1536,12 +1502,6 @@ msgstr "``file_dialog/delete``" msgid "Focus Path" msgstr "Zvýraznit cestu" -msgid ":kbd:`Ctrl + D`" -msgstr ":kbd:`Ctrl + D`" - -msgid ":kbd:`Cmd + D`" -msgstr ":kbd:`Cmd + D`" - msgid "``file_dialog/focus_path``" msgstr "``file_dialog/focus_path``" @@ -1569,9 +1529,6 @@ msgstr ":kbd:`Cmd + Down Arrow`" msgid "``file_dialog/move_favorite_down``" msgstr "``file_dialog/move_favorite_down``" -msgid "FileSystem Dock" -msgstr "Souborový systém" - msgid "Copy Path" msgstr "Kopírovat cestu" @@ -1581,15 +1538,18 @@ msgstr "``filesystem_dock/copy_path``" msgid "Duplicate" msgstr "Duplikovat" +msgid ":kbd:`Ctrl + D`" +msgstr ":kbd:`Ctrl + D`" + +msgid ":kbd:`Cmd + D`" +msgstr ":kbd:`Cmd + D`" + msgid "``filesystem_dock/duplicate``" msgstr "``filesystem_dock/duplicate``" msgid "``filesystem_dock/delete``" msgstr "``filesystem_dock/delete``" -msgid "Scene Tree Dock" -msgstr "Dok stromu scény" - msgid "Add Child Node" msgstr "Přidat uzel" @@ -1632,9 +1592,6 @@ msgstr "``scene_tree/move_up``" msgid "``scene_tree/move_down``" msgstr "``scene_tree/move_down``" -msgid "Animation Track Editor" -msgstr "Editor animace stop" - msgid "``animation_editor/duplicate_selection``" msgstr "``animation_editor/duplicate_selection``" @@ -1677,9 +1634,6 @@ msgstr ":kbd:`Cmd + Left Arrow`" msgid "``animation_editor/goto_prev_step``" msgstr "``animation_editor/goto_prev_step``" -msgid "Tile Map Editor" -msgstr "Editor mapy dlaždic" - msgid "Select" msgstr "Vybrat" @@ -1707,9 +1661,6 @@ msgstr "Otočit doprava" msgid ":kbd:`X`" msgstr ":kbd:`X`" -msgid "Tileset Editor" -msgstr "Editor dlaždic" - msgid "Next Coordinate" msgstr "Další koordináta" @@ -1796,6 +1747,3 @@ msgstr ":kbd:`8`" msgid "``tileset_editor/editmode_z_index``" msgstr "``tileset_editor/editmode_z_index``" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/external_editor.po b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/external_editor.po index 204c90ea46..e447d93b51 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/external_editor.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/external_editor.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -98,6 +98,3 @@ msgid "" msgstr "" "Musite si nainstalovat oficiální `Visual Studio Code plugin `_." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/index.po index 8c0d39a2de..ebf4be9344 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Managing editor features" msgstr "Správa funkcí editoru" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/inspector_dock.po b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/inspector_dock.po index 018d6b15b4..e74fae0853 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/inspector_dock.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/inspector_dock.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "The Inspector" msgstr "Inspektor" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/managing_editor_features.po b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/managing_editor_features.po index 992afb204a..4599447f3d 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/managing_editor_features.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/managing_editor_features.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -22,6 +22,3 @@ msgstr "Vytvoření profilu" msgid "Sharing a profile" msgstr "Sdílení profilu" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/project_manager.po b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/project_manager.po index 182bf2f310..fd82f4a938 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/project_manager.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/project_manager.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "Vytvoření nového projektu:" msgid "On the page that opens, click the download button." msgstr "Na nové otevřené stránce cliknete na tlačítko download." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/project_settings.po b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/project_settings.po index 253d844820..3609c7b856 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/project_settings.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/project_settings.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Project Settings" msgstr "Nastavení projektu" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/using_the_android_editor.po b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/using_the_android_editor.po index 00cb684862..5b02290479 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/using_the_android_editor.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/using_the_android_editor.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "Žádná podpora C#/Mono" msgid "No support for external script editors" msgstr "Žádná podpora externích editorů skriptů" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/using_the_web_editor.po b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/using_the_web_editor.po index fa63d4dd01..5209bbd33e 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/editor/using_the_web_editor.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/editor/using_the_web_editor.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,14 +14,6 @@ msgstr "" msgid "Using the Web editor" msgstr "Použití webového editoru" -msgid "" -"Since Godot 3.3, there is a `Web editor `__ " -"you can use to work on new or existing projects." -msgstr "" -"Od verze Godot 3.3 je k dispozici `Webový editor `__, který můžete použít pro práci na nových nebo stávajících " -"projektech." - msgid "" "The web editor is in a preliminary stage. While its feature set may be " "sufficient for educational purposes, it is currently **not recommended for " @@ -119,16 +111,6 @@ msgstr "Žádná podpora externích editorů skriptů." msgid "No support for Android one-click deploy." msgstr "Žádná podpora nasazení jedním kliknutím systému Android." -msgid "" -"See the `list of open issues on GitHub related to the web editor `__ " -"for a list of known bugs." -msgstr "" -"Seznam známých chyb najdete v `seznamu otevřených problémů na GitHubu " -"týkajících se webového editoru `__." - msgid "Importing a project" msgstr "Import projektu" @@ -229,6 +211,3 @@ msgstr "" "developer.mozilla.org/en-US/docs/Web/API/FileSystem>`__ k ukládání souborů " "projektu do souborového systému uživatele, stejně jako by to dělal nativní " "editor. To však zatím není implementováno." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/export/android_gradle_build.po b/sphinx/po/cs/LC_MESSAGES/tutorials/export/android_gradle_build.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/export/android_gradle_build.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/export/android_gradle_build.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/export/changing_application_icon_for_windows.po b/sphinx/po/cs/LC_MESSAGES/tutorials/export/changing_application_icon_for_windows.po index 0b17422d48..a4d49d019c 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/export/changing_application_icon_for_windows.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/export/changing_application_icon_for_windows.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -191,6 +191,3 @@ msgstr "" "Pokud se ikona nezobrazuje správně, zkuste ve Windows 10 vymazat mezipaměť " "ikon. Za tímto účelem otevřete dialogové okno **Spustit** a zadejte " "``ie4uinit.exe -ClearIconCache`` nebo ``ie4uinit.exe -show``." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_android.po b/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_android.po index 5649971c71..86e318d045 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_android.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_android.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Exporting for Android" msgstr "Export pro systém Android" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_dedicated_servers.po b/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_dedicated_servers.po index eeeffc3d83..696864b195 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_dedicated_servers.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_dedicated_servers.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Starting the dedicated server" msgstr "Spuštění dedikovaného serveru" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_ios.po b/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_ios.po index cce22744f1..9552b1a2ea 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_ios.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_ios.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -19,6 +19,3 @@ msgstr "Zásuvné moduly pro iOS" msgid "Troubleshooting" msgstr "Odstraňování problémů" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_linux.po b/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_linux.po index 27316ea58a..ab170c3209 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_linux.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_linux.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -35,6 +35,3 @@ msgstr "" "soubory projektu a vytvoří soubor ``data.pck``. K tomuto souboru je " "přibalena speciálně optimalizovaná binárka, která je menší, rychlejší a " "neobsahuje editor a ladicí program." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_macos.po b/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_macos.po index ccde8b29f7..3706d45859 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_macos.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_macos.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -64,6 +64,3 @@ msgstr "Síťový server" msgid "Network Client" msgstr "Síťový klient" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_web.po b/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_web.po index 0efa4504a9..68535cb48b 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_web.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_web.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -28,6 +28,3 @@ msgstr "Sítě" msgid "Clipboard" msgstr "Schránka" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_windows.po b/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_windows.po index daad3ca307..8af946571a 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_windows.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_for_windows.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -53,6 +53,3 @@ msgstr "" "výsledky antivirových programů. Proto se doporučuje nepoužívat jej, pokud " "svůj projekt nedistribuujete prostřednictvím služby Steam, protože ta " "obchází podepisování kódu a antivirové kontroly." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_pcks.po b/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_pcks.po index d2365368bc..1a205dfaf3 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_pcks.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_pcks.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -189,6 +189,3 @@ msgstr "" msgid "Summary" msgstr "Shrnutí" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_projects.po b/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_projects.po index dcf838f6b4..2e785260b5 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_projects.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/export/exporting_projects.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -293,6 +293,3 @@ msgstr "" "Uožte spouštěcí skript a umístěte jej do stejné složky jako exportovanou " "binárku. V systému Linux se ujistěte pomocí příkazu ``chmod +x launch.sh``, " "že skript spouštěče má oprávnění ke spuštění ." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/export/feature_tags.po b/sphinx/po/cs/LC_MESSAGES/tutorials/export/feature_tags.po index bc98eada84..4cbd841408 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/export/feature_tags.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/export/feature_tags.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -220,6 +220,3 @@ msgstr "" msgid "Customizing the build" msgstr "Přizpůsobení sestavení" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/export/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/export/index.po index 8ad5045810..7b6553e47f 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/export/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/export/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Export" msgstr "Export" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/export/one-click_deploy.po b/sphinx/po/cs/LC_MESSAGES/tutorials/export/one-click_deploy.po index eef800647c..6600455b04 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/export/one-click_deploy.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/export/one-click_deploy.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -28,6 +28,3 @@ msgstr "Android" msgid "Web" msgstr "Web" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/export/running_on_macos.po b/sphinx/po/cs/LC_MESSAGES/tutorials/export/running_on_macos.po index 2977ebec24..61634be600 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/export/running_on_macos.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/export/running_on_macos.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "Spouštění aplikací Godot v systému macOS" msgid "Run the following commands:" msgstr "Spusťte následující příkazy:" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/index.po index 5606cb89dd..24c3524893 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Internationalization" msgstr "Internacionalizace" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/internationalizing_games.po b/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/internationalizing_games.po index 8a503bfccc..304ae266df 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/internationalizing_games.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/internationalizing_games.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -19,6 +19,3 @@ msgstr "PřekládajícíServr" msgid "Testing translations" msgstr "Testování překladů" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/locales.po b/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/locales.po index d9569bd8cf..80926b1b6a 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/locales.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/locales.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -352,6 +352,3 @@ msgstr "zh" msgid "Chinese" msgstr "Čínština" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po b/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po index 1d12327256..ab060260ed 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -19,6 +19,3 @@ msgstr "Výhody" msgid "Disadvantages" msgstr "Nevýhody" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/pseudolocalization.po b/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/pseudolocalization.po index a7ce37c4d8..537b77576f 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/pseudolocalization.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/i18n/pseudolocalization.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Introduction" msgstr "Úvod" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po index e4b2834145..1184b94d42 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -34,6 +34,3 @@ msgstr "Linux" msgid "HTML5" msgstr "HTML5" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/handling_quit_requests.po b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/handling_quit_requests.po index 11e7689c20..6a15bd950e 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/handling_quit_requests.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/handling_quit_requests.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Sending your own quit notification" msgstr "Odesílání vlastního oznámení o ukončení" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/index.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/input_examples.po b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/input_examples.po index a439bed1c1..0ee7a343fb 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/input_examples.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/input_examples.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -22,6 +22,3 @@ msgstr "Zachytávání akcí" msgid "Mouse motion" msgstr "Pohyb myši" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/inputevent.po b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/inputevent.po index 72196ad910..67922aaac5 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/inputevent.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/inputevent.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,9 +16,3 @@ msgstr "Událost" msgid "Description" msgstr "Popis" - -msgid "Actions" -msgstr "Akce" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po index e8b5fda575..80cfbcc043 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "About" msgstr "O aplikaci" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/io/background_loading.po b/sphinx/po/cs/LC_MESSAGES/tutorials/io/background_loading.po index 7fe034bb83..5e66ceffa3 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/io/background_loading.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/io/background_loading.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Example" msgstr "Příklad" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/io/binary_serialization_api.po b/sphinx/po/cs/LC_MESSAGES/tutorials/io/binary_serialization_api.po index bd20ef87ce..fbe18066c9 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/io/binary_serialization_api.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/io/binary_serialization_api.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -160,6 +160,3 @@ msgstr "Byt" msgid "Array length" msgstr "Délka pole" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/io/data_paths.po b/sphinx/po/cs/LC_MESSAGES/tutorials/io/data_paths.po index 4047d5b7c4..c13388e637 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/io/data_paths.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/io/data_paths.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -22,6 +22,3 @@ msgstr "Umístění" msgid "Default" msgstr "Výchozí" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/io/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/io/index.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/io/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/io/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/io/runtime_file_loading_and_saving.po b/sphinx/po/cs/LC_MESSAGES/tutorials/io/runtime_file_loading_and_saving.po index 38a1079a6a..46b19ac23d 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/io/runtime_file_loading_and_saving.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/io/runtime_file_loading_and_saving.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Runtime file loading and saving" msgstr "Načítání a ukládání souborů za běhu" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/io/saving_games.po b/sphinx/po/cs/LC_MESSAGES/tutorials/io/saving_games.po index a7ce37c4d8..537b77576f 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/io/saving_games.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/io/saving_games.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Introduction" msgstr "Úvod" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/math/beziers_and_curves.po b/sphinx/po/cs/LC_MESSAGES/tutorials/math/beziers_and_curves.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/math/beziers_and_curves.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/math/beziers_and_curves.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/math/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/math/index.po index 0c5c1c95fb..210d72de4c 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/math/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/math/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Math" msgstr "Matematika" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/math/interpolation.po b/sphinx/po/cs/LC_MESSAGES/tutorials/math/interpolation.po index a95e5c2307..c578f6c6c4 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/math/interpolation.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/math/interpolation.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -22,6 +22,3 @@ msgstr "Transformace interpolace" msgid "Smoothing motion" msgstr "Vyhlazování pohybu" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/math/matrices_and_transforms.po b/sphinx/po/cs/LC_MESSAGES/tutorials/math/matrices_and_transforms.po index 1b626938c4..85b3dd561d 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/math/matrices_and_transforms.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/math/matrices_and_transforms.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -25,6 +25,3 @@ msgstr "https://www.youtube.com/watch?v=d4EgbgTm0Bg" msgid "https://eater.net/quaternions" msgstr "https://eater.net/quaternions" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/math/random_number_generation.po b/sphinx/po/cs/LC_MESSAGES/tutorials/math/random_number_generation.po index acee3baf46..087d37bbe8 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/math/random_number_generation.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/math/random_number_generation.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "Generování náhodného čísla" msgid "Getting a random number" msgstr "Získání náhodného čísla" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/math/vector_math.po b/sphinx/po/cs/LC_MESSAGES/tutorials/math/vector_math.po index b5d36458b0..a91bb71d1e 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/math/vector_math.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/math/vector_math.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -290,6 +290,3 @@ msgid "" msgstr "" "Další informace o použití vektorové matematiky v Godot naleznete v " "následujících článcích:" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/math/vectors_advanced.po b/sphinx/po/cs/LC_MESSAGES/tutorials/math/vectors_advanced.po index 1e6c661175..3697f7ef52 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/math/vectors_advanced.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/math/vectors_advanced.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -93,6 +93,3 @@ msgstr "" msgid "More information" msgstr "Více informací" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/index.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.1.po b/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.1.po index a05cb2863b..ea7c802e4b 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.1.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.1.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -34,6 +34,3 @@ msgstr "**Navigační 3D server**" msgid "Networking" msgstr "Sítě" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.2.po b/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.2.po index e07f07b53f..6edbf11364 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.2.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.2.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -19,6 +19,3 @@ msgstr "Vykreslování" msgid "**Font**" msgstr "**Font**" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.3.po b/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.3.po new file mode 100644 index 0000000000..2b545bb464 --- /dev/null +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.3.po @@ -0,0 +1,33 @@ +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.3\n" +"Report-Msgid-Bugs-To: \n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: cs\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +msgid "Animation" +msgstr "Animace" + +msgid "Physics" +msgstr "Fyzika" + +msgid "Rendering" +msgstr "Vykreslování" + +msgid "**Font**" +msgstr "**Font**" + +msgid "Audio" +msgstr "Zvuk" + +msgid "Navigation" +msgstr "Navigace" + +msgid "Android" +msgstr "Android" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.po b/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.po index 63765b068e..c6277aa470 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -58,6 +58,3 @@ msgstr "Tlačítko" msgid "RoomManager" msgstr "RoomManager" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/index.po index 36c4383186..00e233776f 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Navigation" msgstr "Navigace" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_connecting_navmesh.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_connecting_navmesh.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_connecting_navmesh.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_connecting_navmesh.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_debug_tools.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_debug_tools.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_debug_tools.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_debug_tools.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_different_actor_area_access.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_different_actor_area_access.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_different_actor_area_access.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_different_actor_area_access.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_different_actor_locomotion.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_different_actor_locomotion.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_different_actor_locomotion.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_different_actor_locomotion.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_different_actor_types.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_different_actor_types.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_different_actor_types.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_different_actor_types.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_introduction_2d.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_introduction_2d.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_introduction_2d.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_introduction_2d.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_introduction_3d.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_introduction_3d.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_introduction_3d.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_introduction_3d.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_optimizing_performance.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_optimizing_performance.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_optimizing_performance.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_optimizing_performance.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationagents.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationagents.po index 83d12a0ba4..4e13efeb6e 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationagents.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationagents.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -18,6 +18,3 @@ msgstr "Výsledek hledan8 cesty lze ovlivnit následujícími způsoby." msgid "Pathfollowing common problems" msgstr "Mapování běžných problémů" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlayers.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlayers.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlayers.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlayers.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlinks.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlinks.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlinks.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlinks.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmaps.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmaps.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmaps.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmaps.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmeshes.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmeshes.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmeshes.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmeshes.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationobstacles.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationobstacles.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationobstacles.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationobstacles.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpathqueryobjects.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpathqueryobjects.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpathqueryobjects.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpathqueryobjects.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpaths.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpaths.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpaths.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpaths.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationregions.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationregions.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationregions.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationregions.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationservers.po b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationservers.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationservers.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/navigation/navigation_using_navigationservers.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po index 63a29cc1b4..c4a9f9d740 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -19,6 +19,3 @@ msgstr "``sync``:" msgid "``transfer_mode``:" msgstr "``transfer_mode``:" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/http_client_class.po b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/http_client_class.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/http_client_class.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/http_client_class.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/http_request_class.po b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/http_request_class.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/http_request_class.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/http_request_class.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/index.po index 6dd50bdd73..7bbc4abbe9 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Networking" msgstr "Sítě" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/ssl_certificates.po b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/ssl_certificates.po index a7ce37c4d8..537b77576f 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/ssl_certificates.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/ssl_certificates.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Introduction" msgstr "Úvod" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/webrtc.po b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/webrtc.po index b2d8baacfe..a50e30fc2c 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/webrtc.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/webrtc.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "WebRTC" msgstr "WebRTC" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/websocket.po b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/websocket.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/networking/websocket.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/networking/websocket.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/cpu_optimization.po b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/cpu_optimization.po index edba89bac0..9767afbe5f 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/cpu_optimization.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/cpu_optimization.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -46,6 +46,3 @@ msgstr "Strom scény" msgid "Physics" msgstr "Fyzika" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/general_optimization.po b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/general_optimization.po index 2f1b89c737..25a3ce392b 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/general_optimization.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/general_optimization.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -40,6 +40,3 @@ msgstr "Vraťte se ke kroku 1." msgid "Appendix" msgstr "Apendix" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/gpu_optimization.po b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/gpu_optimization.po index cc9677eb9f..5a0f03c525 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/gpu_optimization.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/gpu_optimization.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -25,6 +25,3 @@ msgstr "**Následné zpracování a stíny**" msgid "Multi-platform advice" msgstr "Rady pro multiplatforní projekty" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/index.po index f235333108..fd9691ff4a 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -31,6 +31,3 @@ msgstr "3D" msgid "Threads" msgstr "Vlákna" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/optimizing_3d_performance.po b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/optimizing_3d_performance.po index 8859760519..c7d08dcf98 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/optimizing_3d_performance.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/optimizing_3d_performance.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -19,6 +19,3 @@ msgstr "Eliminace části scén" msgid "Animation and skinning" msgstr "Animace a Skinování" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/thread_safe_apis.po b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/thread_safe_apis.po index d7f51aac7e..f4e898f3cc 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/thread_safe_apis.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/thread_safe_apis.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -22,6 +22,3 @@ msgstr "Vykreslování" msgid "Resources" msgstr "Zdroje" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/using_multimesh.po b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/using_multimesh.po index 8a6ae63766..fcc5e5518c 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/using_multimesh.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/using_multimesh.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -19,6 +19,3 @@ msgstr "MultiMeshes" msgid "Multimesh example" msgstr "Multimesh příklad" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/using_multiple_threads.po b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/using_multiple_threads.po index 9eb224aa0d..d3393824eb 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/using_multiple_threads.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/using_multiple_threads.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "Vlákna" msgid "Creating a Thread" msgstr "Vytvoření vlákna" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/using_servers.po b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/using_servers.po index 9167dc5055..40fc04b02b 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/using_servers.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/using_servers.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -19,6 +19,3 @@ msgstr "RIDs" msgid "Creating a sprite" msgstr "Vytvoření spritu" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/vertex_animation/animating_thousands_of_fish.po b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/vertex_animation/animating_thousands_of_fish.po index 4480d31cef..877ee9e2ea 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/vertex_animation/animating_thousands_of_fish.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/vertex_animation/animating_thousands_of_fish.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Animating one Fish" msgstr "Animace jedné Ryby" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/vertex_animation/controlling_thousands_of_fish.po b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/vertex_animation/controlling_thousands_of_fish.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/vertex_animation/controlling_thousands_of_fish.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/vertex_animation/controlling_thousands_of_fish.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/vertex_animation/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/vertex_animation/index.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/performance/vertex_animation/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/performance/vertex_animation/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/collision_shapes_2d.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/collision_shapes_2d.po index 1f8510e688..39e389d059 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/collision_shapes_2d.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/collision_shapes_2d.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -19,6 +19,3 @@ msgstr "Konvexní kolizní tvary" msgid "Concave or trimesh collision shapes" msgstr "Konkávní nebo trimesh kolizní tvary" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po index caad99b834..9eceb51e30 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -25,6 +25,3 @@ msgstr "Konvexní kolizní tvary" msgid "Concave or trimesh collision shapes" msgstr "Konkávní nebo trimesh kolizní tvary" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/index.po index ae13625c95..3b6b60d573 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Physics" msgstr "Fyzika" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po index 42d3e2050b..a05bec9356 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "Úvod" msgid "Scene setup" msgstr "Nastavení scény" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/large_world_coordinates.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/large_world_coordinates.po index 33aa2d51eb..3325f80a91 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/large_world_coordinates.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/large_world_coordinates.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "Rozsah" msgid "Limitations" msgstr "Omezení" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/physics_introduction.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/physics_introduction.po index 7ec622b103..09492f3b46 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/physics_introduction.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/physics_introduction.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -40,6 +40,3 @@ msgstr "StaticBody2D" msgid "RigidBody2D" msgstr "RigidBody2D" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/ragdoll_system.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/ragdoll_system.po index a128ab15f1..db1eaea112 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/ragdoll_system.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/ragdoll_system.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -23,6 +23,3 @@ msgid "" msgstr "" "Další informace naleznete v dokumentu :ref:" "`doc_physics_introduction_collision_layers_and_masks`." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/ray-casting.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/ray-casting.po index 0de938bee5..c0fafbcb48 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/ray-casting.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/ray-casting.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -22,6 +22,3 @@ msgstr "Místo" msgid "Collision Mask" msgstr "Kolizní maska" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/rigid_body.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/rigid_body.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/rigid_body.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/rigid_body.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/soft_body.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/soft_body.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/soft_body.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/soft_body.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/troubleshooting_physics_issues.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/troubleshooting_physics_issues.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/troubleshooting_physics_issues.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/troubleshooting_physics_issues.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/using_area_2d.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/using_area_2d.po index 0062663dca..6de1e648c5 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/using_area_2d.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/using_area_2d.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -19,6 +19,3 @@ msgstr "Co je to plocha?" msgid "Examples" msgstr "Příklady" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/using_character_body_2d.po b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/using_character_body_2d.po index 2e767a5c0f..58c96dd476 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/physics/using_character_body_2d.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/physics/using_character_body_2d.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "Úvod" msgid "Examples" msgstr "Příklady" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android/android_in_app_purchases.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android/android_in_app_purchases.po index 52d2f8da7b..b8e3ac0400 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android/android_in_app_purchases.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android/android_in_app_purchases.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -28,6 +28,3 @@ msgstr "Spotřebovatelné předměty" msgid "Subscriptions" msgstr "Předplatné" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android/android_library.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android/android_library.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android/android_library.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android/android_library.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android/android_plugin.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android/android_plugin.po index c2a8e41ca5..2bb3025faf 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android/android_plugin.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android/android_plugin.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -19,6 +19,3 @@ msgstr "Doplněk pro Android" msgid "For example::" msgstr "Například::" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android/index.po index 0729b094f3..da328762b7 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/android/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Android" msgstr "Android" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/consoles.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/consoles.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/consoles.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/consoles.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/index.po index 4107a88ccc..8d7ef41d21 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Platform-specific" msgstr "Specifické pro platformu" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/ios/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/ios/index.po index e3edec6545..ba7e5cdba9 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/ios/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/ios/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "iOS plugins" msgstr "Zásuvné moduly pro iOS" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po index 5abb6e165a..752377828c 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -29,6 +29,3 @@ msgid "" msgstr "" "Stáhněte si zdrojové kódy enginu Godot ze stránky `Godot GitHub `_." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po index a2d4c591f5..a06209ba86 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -36,6 +36,3 @@ msgstr "Příklad:" msgid "Examples:" msgstr "Příklady:" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/web/customizing_html5_shell.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/web/customizing_html5_shell.po index b0245a8e52..f6c7a56815 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/web/customizing_html5_shell.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/web/customizing_html5_shell.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "Zahájení projektu" msgid "Debugging" msgstr "Ladění" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/web/html5_shell_classref.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/web/html5_shell_classref.po index 6cfcfe877f..928631b683 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/web/html5_shell_classref.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/web/html5_shell_classref.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -60,6 +60,3 @@ msgstr "" msgid "``[]``" msgstr "``[]``" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/web/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/web/index.po index 97344f3f70..5c2b2de880 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/web/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/web/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Web" msgstr "Web" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/web/javascript_bridge.po b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/web/javascript_bridge.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/platform/web/javascript_bridge.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/platform/web/javascript_bridge.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/3d_gizmos.po b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/3d_gizmos.po index a7ce37c4d8..537b77576f 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/3d_gizmos.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/3d_gizmos.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Introduction" msgstr "Úvod" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po index 4b909bae2f..7b7f53b526 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -22,6 +22,3 @@ msgstr "Typ" msgid "Description" msgstr "Popis" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/index.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po index 19e08c821d..36764803f5 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -22,6 +22,3 @@ msgstr "Interakce s inspektorem" msgid "Adding an interface to edit properties" msgstr "Přidání rozhraní pro úpravu vlastností" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po index b517f24632..4da5e49650 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -19,6 +19,3 @@ msgstr "Hledání doplňků" msgid "Installing a plugin" msgstr "Instalace doplňku" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po index 2e0502b7ff..9ae93de2d0 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Main screen scene" msgstr "Hlavní obrazovka scény" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po index 7487f9bcee..766e6ec1e5 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "About plugins" msgstr "O doplňcích" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po index 21f955cc34..f5ded7a6b7 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Visual Shader plugins" msgstr "Doplňky pro Visual Shadery" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/index.po index 77a8c3f826..1835dfd9a3 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Plugins" msgstr "Pluginy" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/running_code_in_the_editor.po b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/running_code_in_the_editor.po index e70e0bc5a8..688eb29c99 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/running_code_in_the_editor.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/plugins/running_code_in_the_editor.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -19,6 +19,3 @@ msgstr "Úpravy proměnných" msgid "Instancing scenes" msgstr "Vytvoření instance scény" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/compositor.po b/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/compositor.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/compositor.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/compositor.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/index.po index 1ef4e1bbb1..bdb1ee0a9e 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Rendering" msgstr "Vykreslování" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/jitter_stutter.po b/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/jitter_stutter.po index 6923cd972c..bcb8e60922 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/jitter_stutter.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/jitter_stutter.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -25,6 +25,3 @@ msgstr "Android" msgid "iOS" msgstr "Ios" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/multiple_resolutions.po b/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/multiple_resolutions.po index 9069357b84..d840f792d8 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/multiple_resolutions.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/multiple_resolutions.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -31,6 +31,3 @@ msgstr "" "Podívejte se na __příklady zde `Ukázka úpravy měřítka 3D výřezu " "`." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/viewports.po b/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/viewports.po index faedcba773..e9c793fe15 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/viewports.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/rendering/viewports.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -25,6 +25,3 @@ msgstr "Snímat" msgid "Rendering" msgstr "Vykreslování" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_basics.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_basics.po index 134ab44b48..0e22cb28b4 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_basics.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_basics.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -73,9 +73,6 @@ msgstr "V Rideru:" msgid "Set **MSBuild version** to **.NET Core**." msgstr "Nastavte **verzi MSBuild** na **.NET Core**." -msgid "Install the **Godot support** plugin." -msgstr "Nainstalujte zásuvný modul **Godot support**." - msgid "" "After reading the \"Prerequisites\" section, you can download and install " "`Visual Studio Code `__ (aka VS " @@ -94,15 +91,6 @@ msgstr "" "Nainstalujte rozšíření `C# `__." -msgid "" -"If you are using Linux you need to install the `Mono SDK `__ for the C# tools plugin to " -"work." -msgstr "" -"Pokud používáte Linux, musíte si nainstalovat `Mono SDK `__, aby zásuvný modul nástrojů C# " -"fungoval." - msgid "Visual Studio (Windows only)" msgstr "Visual Studio (pouze pro Windows)" @@ -221,6 +209,3 @@ msgstr "" msgid "Profiling your C# code" msgstr "Profilování kódu C#" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_collections.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_collections.po index 383fa2ad8f..ccc50f63b2 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_collections.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_collections.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -37,6 +37,3 @@ msgstr "Slovník" msgid "keys" msgstr "keys" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_differences.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_differences.po index e75ae656f3..b8c7d8e76a 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_differences.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_differences.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -55,6 +55,3 @@ msgstr "Pole" msgid "Dictionary" msgstr "Slovník" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_exports.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_exports.po index b37f212401..0d647a1f5e 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_exports.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_exports.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -94,6 +94,3 @@ msgid "" msgstr "" "Skript musí pracovat v režimu ``tool``, aby výše uvedené metody mohly " "fungovat v editoru." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_features.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_features.po index ffa51ff86b..b9fad22716 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_features.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_features.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -20,6 +20,3 @@ msgid "" msgstr "" "Příklad projektu najdete v ukázce testování OS: https://github.com/" "godotengine/godot-demo-projects/tree/master/misc/os_test" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_global_classes.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_global_classes.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_global_classes.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_global_classes.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_signals.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_signals.po index 5dc2319045..b28c707c8d 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_signals.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_signals.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "C# signals" msgstr "C# signály" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_style_guide.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_style_guide.po index cd412a934d..b3f006c7fe 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_style_guide.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_style_guide.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -40,6 +40,3 @@ msgstr "" "Lokální proměnné deklarujte co nejblíže jejich prvnímu použití. To usnadňuje " "sledování kódu, aniž byste museli příliš rolovat, abyste našli místo, kde " "byla proměnná deklarována." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_variant.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_variant.po index 3c7bb18df6..37ca034b13 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_variant.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_variant.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "``Array``" msgid "``float[]``" msgstr "``float[]``" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0001.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0001.po index c5b3674717..b3d603add1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0001.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0001.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "**Kategorie**" msgid "Usage" msgstr "Používání" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0002.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0002.po index c5b3674717..b3d603add1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0002.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0002.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "**Kategorie**" msgid "Usage" msgstr "Používání" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0003.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0003.po index c5b3674717..b3d603add1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0003.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0003.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "**Kategorie**" msgid "Usage" msgstr "Používání" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0101.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0101.po index c5b3674717..b3d603add1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0101.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0101.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "**Kategorie**" msgid "Usage" msgstr "Používání" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0102.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0102.po index c5b3674717..b3d603add1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0102.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0102.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "**Kategorie**" msgid "Usage" msgstr "Používání" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0103.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0103.po index c5b3674717..b3d603add1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0103.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0103.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "**Kategorie**" msgid "Usage" msgstr "Používání" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0104.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0104.po index c5b3674717..b3d603add1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0104.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0104.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "**Kategorie**" msgid "Usage" msgstr "Používání" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0105.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0105.po index c5b3674717..b3d603add1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0105.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0105.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "**Kategorie**" msgid "Usage" msgstr "Používání" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0106.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0106.po index c5b3674717..b3d603add1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0106.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0106.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "**Kategorie**" msgid "Usage" msgstr "Používání" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0107.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0107.po index c5b3674717..b3d603add1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0107.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0107.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "**Kategorie**" msgid "Usage" msgstr "Používání" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0201.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0201.po index c5b3674717..b3d603add1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0201.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0201.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "**Kategorie**" msgid "Usage" msgstr "Používání" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0202.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0202.po index c5b3674717..b3d603add1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0202.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0202.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "**Kategorie**" msgid "Usage" msgstr "Používání" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0203.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0203.po index c5b3674717..b3d603add1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0203.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0203.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "**Kategorie**" msgid "Usage" msgstr "Používání" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0301.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0301.po index c5b3674717..b3d603add1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0301.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0301.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "**Kategorie**" msgid "Usage" msgstr "Používání" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0302.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0302.po index c5b3674717..b3d603add1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0302.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0302.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "**Kategorie**" msgid "Usage" msgstr "Používání" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0303.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0303.po index c5b3674717..b3d603add1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0303.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0303.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "**Kategorie**" msgid "Usage" msgstr "Používání" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0401.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0401.po index c5b3674717..b3d603add1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0401.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0401.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "**Kategorie**" msgid "Usage" msgstr "Používání" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0402.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0402.po index c5b3674717..b3d603add1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0402.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0402.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "**Kategorie**" msgid "Usage" msgstr "Používání" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/index.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/index.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/c_sharp/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/change_scenes_manually.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/change_scenes_manually.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/change_scenes_manually.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/change_scenes_manually.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/creating_script_templates.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/creating_script_templates.po index aa8771ed17..bc5ce9f874 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/creating_script_templates.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/creating_script_templates.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -22,6 +22,3 @@ msgstr "Ve výchozím:" msgid "Description" msgstr "Popis" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/cross_language_scripting.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/cross_language_scripting.po index b4ea6585da..b2a26a48cd 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/cross_language_scripting.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/cross_language_scripting.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "Skriptování mezi jazyky" msgid "Inheritance" msgstr "Dědičnost" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/custom_performance_monitors.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/custom_performance_monitors.po index a7ce37c4d8..537b77576f 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/custom_performance_monitors.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/custom_performance_monitors.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Introduction" msgstr "Úvod" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/debugger_panel.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/debugger_panel.po index c89e4aa83f..9e9fa3f978 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/debugger_panel.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/debugger_panel.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -34,6 +34,3 @@ msgstr "Video RAM" msgid "Misc" msgstr "Různé" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/index.po index 19ab579467..a2ac6bcd4e 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Debug" msgstr "Debug" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/overview_of_debugging_tools.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/overview_of_debugging_tools.po index 5a127ce40a..7002ecc0d1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/overview_of_debugging_tools.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/overview_of_debugging_tools.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -37,6 +37,3 @@ msgstr "GDSkript" msgid "Shapes" msgstr "Tvary" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/the_profiler.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/the_profiler.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/the_profiler.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/debug/the_profiler.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/evaluating_expressions.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/evaluating_expressions.po index 1b9b98ac66..2bedd5775a 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/evaluating_expressions.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/evaluating_expressions.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -34,6 +34,3 @@ msgstr "Příklad skriptu" msgid "The output from the script will be::" msgstr "Výstupem skriptu bude::" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/filesystem.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/filesystem.po index 7f0498e32f..d7011fd1f7 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/filesystem.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/filesystem.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -176,6 +176,3 @@ msgstr "" "fungovat dobře na jeho platformě, ale ne na jiných platformách, jako je " "Linux, Android atd. To se může týkat i exportovaných binárních souborů, " "které používají komprimovaný balíček pro uložení všech souborů." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_cpp_example.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_cpp_example.po index 1abd0a92f7..a2d42036a8 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_cpp_example.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_cpp_example.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "Úvod" msgid "Signals" msgstr "Signály" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_docs_system.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_docs_system.po new file mode 100644 index 0000000000..5e66ceffa3 --- /dev/null +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_docs_system.po @@ -0,0 +1,15 @@ +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.3\n" +"Report-Msgid-Bugs-To: \n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: cs\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +msgid "Example" +msgstr "Příklad" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_file.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_file.po index afd00129d7..6a5157dd11 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_file.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_file.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -37,6 +37,3 @@ msgstr "**x86_64**" msgid "**arm64**" msgstr "**arm64**" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdextension/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdextension/index.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdextension/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdextension/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdextension/what_is_gdextension.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdextension/what_is_gdextension.po index 991d041bb5..1d560bfc0d 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdextension/what_is_gdextension.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdextension/what_is_gdextension.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "Úvod" msgid "Supported languages" msgstr "Podporované jazyky" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_advanced.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_advanced.po index 6153d760a7..d377137526 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_advanced.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_advanced.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -364,6 +364,3 @@ msgid "" msgstr "" "Pak stačí definovat tuto metodu a vše, čeho se kámen dotkne, může být " "rozbito." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_basics.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_basics.po index 6eeb363e7a..6763640a6d 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_basics.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_basics.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -34,18 +34,6 @@ msgstr "" "doporučujeme vám přečíst si tento návod: :ref:" "`doc_gdscript_more_efficiently`." -msgid "Language" -msgstr "Jazyk" - -msgid "" -"In the following, an overview is given to GDScript. Details, such as which " -"methods are available to arrays or other objects, should be looked up in the " -"linked class descriptions." -msgstr "" -"V následujícím textu je uveden přehled GDScript. Podrobnosti, například jaké " -"metody jsou dostupné pro pole čí jiné objekty, je třeba vyhledat pomocí " -"přiložených odkazů na dokumentaci tříd." - msgid "Identifiers" msgstr "Identifikátory" @@ -608,22 +596,6 @@ msgstr "" "slovníků (viz níže). Velikost pole se může dynamicky měnit. Pole jsou " "indexována od indexu ``0``. Záporné indexy se počítají od konce." -msgid "" -"GDScript arrays are allocated linearly in memory for speed. Large arrays " -"(more than tens of thousands of elements) may however cause memory " -"fragmentation. If this is a concern, special types of arrays are available. " -"These only accept a single data type. They avoid memory fragmentation and " -"use less memory, but are atomic and tend to run slower than generic arrays. " -"They are therefore only recommended to use for large data sets:" -msgstr "" -"Pole jazyka GDScript jsou kvůli rychlosti alokována v paměti lineárně. Velká " -"pole (více než desítky tisíc prvků) však mohou způsobit fragmentaci paměti, " -"což může mít vliv na velikost dostupné paměti a rychlost její alokace. Pokud " -"vám to vadí, jsou k dispozici speciální typy polí. Ty akceptují pouze jeden " -"datový typ. Vyhnou se fragmentaci paměti, spotřebují paměti méně , ale jsou " -"atomická a mají tendenci pracovat pomaleji než obecná pole. Doporučuje se je " -"proto používat pouze pro velké objemy dat:" - msgid ":ref:`Dictionary `" msgstr ":ref:`Dictionary (Slovník) `" @@ -653,9 +625,6 @@ msgstr "" "ref:`Object.set() `, které v takovém případě vrátí " "null." -msgid "Data" -msgstr "Data" - msgid "Variables" msgstr "Proměnné" @@ -704,9 +673,6 @@ msgstr "Platné typy jsou:" msgid "Built-in types (Array, Vector2, int, String, etc.)." msgstr "Vestavěné typy (Array, Vektor2, int, String, atd.)." -msgid "Engine classes (Node, Resource, Reference, etc.)." -msgstr "Třídy Engine (Node, Resource, Reference atd.)." - msgid "" "Constant names if they contain a script resource (``MyScript`` if you " "declared ``const MyScript = preload(\"res://my_script.gd\")``)." @@ -1280,6 +1246,3 @@ msgid "" msgstr "" "Při spuštění projektu z editoru se projekt pozastaví, pokud dojde k chybě " "příkazu ``assert``." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_documentation_comments.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_documentation_comments.po index 1b262bbc8f..1c619ec5db 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_documentation_comments.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_documentation_comments.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -37,6 +37,3 @@ msgstr "``[i]`` ``[/i]``" msgid "Color" msgstr "Barva" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_exports.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_exports.po index a397f2e6ee..57464103c8 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_exports.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_exports.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -108,6 +108,3 @@ msgid "" msgstr "" "Vazba vlastností pomocí výše uvedených metod v C++, viz :ref:" "`doc_binding_properties_using_set_get_property_list`." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_format_string.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_format_string.po index 7dcc91c302..5638471b8e 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_format_string.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_format_string.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,36 +14,6 @@ msgstr "" msgid "GDScript format strings" msgstr "Formátovací řetězce GDScriptu" -msgid "" -"GDScript offers a feature called *format strings*, which allows reusing text " -"templates to succinctly create different but similar strings." -msgstr "" -"GDScript nabízí vlastnost nazvanou *formátové řetězce*, která umožňuje " -"opakované použití textových šablon pro rychlé vytváření podobných řetězců." - -msgid "" -"Format strings are just like normal strings, except they contain certain " -"placeholder character-sequences. These placeholders can then easily be " -"replaced by parameters handed to the format string." -msgstr "" -"Formátovací řetězce jsou stejné jako normální řetězce, jen obsahují určité " -"zástupné znaky. Tyto zástupné znaky pak lze snadno nahradit parametry " -"předanými formátovacímu řetězci." - -msgid "" -"As an example, with ``%s`` as a placeholder, the format string ``\"Hello %s, " -"how are you?\"`` can easily be changed to ``\"Hello World, how are you?\"``. " -"Notice the placeholder is in the middle of the string; modifying it without " -"format strings could be cumbersome." -msgstr "" -"Například s ``%s`` jako zástupným znakem lze formátovací řetězec ``\"Hello " -"%s, how are you?``` snadno změnit na ``\"Hello World, how are you?\"``. " -"Všimněte si, že zástupný znak je uprostřed řetězce; jeho úprava by bez " -"formátovacích řetězců mohla být těžkopádná." - -msgid "Usage in GDScript" -msgstr "Použití v GDScriptu" - msgid "Examine this concrete GDScript example:" msgstr "Prohlédněte si tento konkrétní příklad GDScript:" @@ -55,50 +25,6 @@ msgstr "" "Zástupné znaky vždy začínají znakem ``%``, ale další znak nebo znaky, " "*specifikátor formátu*, určují, jak bude daná hodnota převedena na řetězec." -msgid "" -"The ``%s`` seen in the example above is the simplest placeholder and works " -"for most use cases: it converts the value by the same method by which an " -"implicit String conversion or ``str()`` would convert it. Strings remain " -"unchanged, Booleans turn into either ``\"True\"`` or ``\"False\"``, an " -"integral or real number becomes a decimal, other types usually return their " -"data in a human-readable string." -msgstr "" -"``%s``, který vidíte ve výše uvedeném příkladu, je nejjednodušší zástupný " -"znak a funguje pro většinu případů: převádí hodnotu stejným způsobem, jakou " -"by ji převedl implicitní převod řetězce nebo ``str()``. Řetězce zůstanou " -"beze změny, logické hodnoty se transformují buď na ``\"True\"`` nebo " -"``\"False\"``, celé nebo reálné číslo se změní na desetinné, ostatní typy " -"obvykle vracejí svá data v lidsky čitelné podobě." - -msgid "" -"There is also another way to format text in GDScript, namely the ``String." -"format()`` method. It replaces all occurrences of a key in the string with " -"the corresponding value. The method can handle arrays or dictionaries for " -"the key/value pairs." -msgstr "" -"V jazyce GDScript existuje také další způsob formátování textu, a to metoda " -"``String.format()```. Ta nahradí všechny výskyty určitého znaku v řetězci " -"určitou hodnotou. Metoda může pracovat s poli nebo slovníky pro dvojice klíč/" -"hodnota." - -msgid "" -"Arrays can be used as key, index, or mixed style (see below examples). Order " -"only matters when the index or mixed style of Array is used." -msgstr "" -"Pole lze použít s klíči nebo indexy, oba styly lze i kombinovat (viz " -"příklady níže). Na pořadí záleží pouze při použití indexového nebo smíšeného " -"stylu pole." - -msgid "A quick example in GDScript:" -msgstr "Rychlý příklad v GDScript:" - -msgid "" -"There are other `format specifiers`_, but they are only applicable when " -"using the ``%`` operator." -msgstr "" -"Existují i další `formátové specifikátory`_, ale ty jsou použitelné pouze " -"při použití operátoru ``%``." - msgid "Multiple placeholders" msgstr "Více zástupných symbolů" @@ -168,47 +94,18 @@ msgstr "" msgid "``d``" msgstr "``d``" -msgid "" -"A **decimal integral** number. Expects an integral or real number (will be " -"floored)." -msgstr "" -"**desítkové celé číslo**. Očekává celé nebo reálné číslo (bude zaokrouhleno)." - msgid "``o``" msgstr "``o``" -msgid "" -"An **octal integral** number. Expects an integral or real number (will be " -"floored)." -msgstr "" -"**osmičkové celé číslo**. Očekává celé nebo reálné číslo (bude zaokrouhleno)." - msgid "``x``" msgstr "``x``" -msgid "" -"A **hexadecimal integral** number with **lower-case** letters. Expects an " -"integral or real number (will be floored)." -msgstr "" -"**hexadecimální celé číslo** s **malými** písmeny. Očekává celé nebo reálné " -"číslo (bude zaokrouhleno)." - msgid "``X``" msgstr "``X``" -msgid "" -"A **hexadecimal integral** number with **upper-case** letters. Expects an " -"integral or real number (will be floored)." -msgstr "" -"**hexadecimální celé číslo** s **velkými** písmeny. Očekává celé nebo reálné " -"číslo (bude zaokrouhleno)." - msgid "``f``" msgstr "``f``" -msgid "A **decimal real** number. Expects an integral or real number." -msgstr "**desítkové reálné** číslo. Očekává celé nebo reálné číslo." - msgid "Placeholder modifiers" msgstr "Modifikátory zástupných symbolů" @@ -240,13 +137,6 @@ msgstr "**Zarovnává doprava**, nikoli doleva." msgid "``*``" msgstr "``*``" -msgid "" -"**Dynamic padding**, expect additional integral parameter to set padding or " -"precision after ``.``, see `dynamic padding`_." -msgstr "" -"**Dynamické vyplňování**, očekávejte další celočíselný parametr pro " -"nastavení vyplňování nebo přesnosti za ``.``, viz `dynamické vyplňování`_." - msgid "Padding" msgstr "Zarovnávání" @@ -265,24 +155,6 @@ msgstr "" "Chcete-li řetězec zarovnat na minimální délku, přidejte ke specifikátoru " "celé číslo:" -msgid "" -"If the integer starts with ``0``, integral values are padded with zeroes " -"instead of white space:" -msgstr "" -"Pokud celé číslo začíná ``0``, jsou celočíselné hodnoty doplněny nulami " -"namísto mezer:" - -msgid "" -"Precision can be specified for real numbers by adding a ``.`` (*dot*) with " -"an integer following it. With no integer after ``.``, a precision of 0 is " -"used, rounding to integral value. The integer to use for padding must appear " -"before the dot." -msgstr "" -"Přesnost lze u reálných čísel zadat přidáním znaku ``.`` (*tečka*), za " -"kterým následuje celé číslo. Bez uvedení celého čísla za ``.`` se použije " -"přesnost 0 se zaokrouhlením na celočíselnou hodnotu. Celé číslo, které se má " -"použít pro zarovnání, se musí objevit před tečkou." - msgid "" "The ``-`` character will cause padding to the right rather than the left, " "useful for right text alignment:" @@ -321,15 +193,20 @@ msgstr "" "escapovat. Tak se zabrání jeho čtení jako zástupného znaku. Toto se provádí " "zdvojením znaku:" +msgid "" +"Arrays can be used as key, index, or mixed style (see below examples). Order " +"only matters when the index or mixed style of Array is used." +msgstr "" +"Pole lze použít s klíči nebo indexy, oba styly lze i kombinovat (viz " +"příklady níže). Na pořadí záleží pouze při použití indexového nebo smíšeného " +"stylu pole." + +msgid "A quick example in GDScript:" +msgstr "Rychlý příklad v GDScript:" + msgid "Format method examples" msgstr "Příklady formátovacích metod" -msgid "" -"The following are some examples of how to use the various invocations of the " -"``String.format`` method." -msgstr "" -"Následuje několik příkladů použití různých volání metody ``String.format``." - msgid "**Type**" msgstr "**Typ**" @@ -385,15 +262,9 @@ msgstr "" msgid "``\"Hi, {0} v{1}!\".format([\"Godette\",\"3.0\"])``" msgstr "``\"Hi, {0} v{1}!\".format([\"Godette\",\"3.0\"])``" -msgid "``\"Hi, {name} v{0}!\".format([3.0, [\"name\",\"Godette\"]])``" -msgstr "``\"Hi, {name} v{0}!\".format([3.0, [\"name\",\"Godette\"]])``" - msgid "no index" msgstr "žádný index" -msgid "``\"Hi, {} v{}!\".format([\"Godette\", 3.0], \"{}\")``" -msgstr "``\"Hi, {} v{}!\".format([\"Godette\", 3.0], \"{}\")``" - msgid "" "Placeholders can also be customized when using ``String.format``, here's " "some examples of that functionality." @@ -439,6 +310,3 @@ msgstr "" msgid "Hi, Godette v3.11" msgstr "Hi, Godette v3.11" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_styleguide.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_styleguide.po index 0eb3b46278..a5bcb8e274 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_styleguide.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_styleguide.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -248,18 +248,27 @@ msgstr "" msgid "Naming conventions" msgstr "Konvence pojmenování" -msgid "" -"These naming conventions follow the Godot Engine style. Breaking these will " -"make your code clash with the built-in naming conventions, leading to " -"inconsistent code." -msgstr "" -"Tyto konvence pojmenování odpovídají stylu Godot Engine. Jejich porušení " -"způsobí, že váš kód bude v rozporu se zabudovanými konvencemi pro " -"pojmenování, což povede k nekonzistentnímu kódu." +msgid "Type" +msgstr "Typ" + +msgid "Example" +msgstr "Příklad" msgid "File names" msgstr "Názvy souborů" +msgid "Functions" +msgstr "Funkce" + +msgid "Variables" +msgstr "Proměnné" + +msgid "Signals" +msgstr "Signály" + +msgid "Constants" +msgstr "Konstanty" + msgid "" "Use snake_case for file names. For named classes, convert the PascalCase " "class name to snake_case::" @@ -299,9 +308,6 @@ msgstr "" "K virtuálním metodám, které musí uživatel implementovat, soukromým funkcím a " "soukromým proměnným přidejte jedno podtržítko (\\_):" -msgid "Signals" -msgstr "Signály" - msgid "Use the past tense to name signals:" msgstr "Pro pojmenování signálů použijte minulý čas:" @@ -325,13 +331,6 @@ msgstr "" msgid "Code order" msgstr "Pořadí kódu" -msgid "" -"This first section focuses on code order. For formatting, see :ref:" -"`formatting`. For naming conventions, see :ref:`naming_conventions`." -msgstr "" -"Tato první část se zaměřuje na pořadí kódu. O formátování viz :ref:" -"`formatting`. Konvence pojmenování viz :ref:`naming_conventions`." - msgid "We suggest to organize GDScript code this way:" msgstr "Doporučujeme uspořádat kód GDScript tímto způsobem:" @@ -454,13 +453,6 @@ msgstr "" msgid "Static typing" msgstr "Statické typování" -msgid "" -"Since Godot 3.1, GDScript supports :ref:`optional static " -"typing`." -msgstr "" -"Od verze Godot 3.1 podporuje GDScript :ref:`volitelné statické " -"typování`." - msgid "Declared types" msgstr "Deklarované typy" @@ -472,6 +464,3 @@ msgstr "Chcete-li deklarovat návratový typ funkce, použijte ``-> ``:" msgid "Inferred types" msgstr "Odvozené typy" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/index.po index ed99b44db8..56efcbf4a4 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -20,6 +20,3 @@ msgid "" msgstr "" "Pokud máte zájem o napsání nástroje třetí strany, který spolupracuje s " "GDScriptem, jako je linter nebo formátovač, viz :ref:`doc_gdscript_grammar`." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/static_typing.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/static_typing.po index 345e44dd96..596ea688b6 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/static_typing.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/static_typing.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -127,6 +127,3 @@ msgstr "Typované slovníky nejsou v současné době podporovány::" msgid "Summary" msgstr "Shrnutí" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/warning_system.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/warning_system.po index b1b384fc1a..8c66bd36c9 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/warning_system.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/gdscript/warning_system.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -24,6 +24,3 @@ msgstr "" "typování` (ale může fungovat i bez statického " "typování). Je tu proto, aby vám pomohl vyhnout se chybám, které se během " "vývoje těžko odhalují a které mohou vést k chybám za běhu." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/groups.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/groups.po index 4d4ed6c920..fd409082ac 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/groups.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/groups.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -57,6 +57,3 @@ msgstr "" "metod pro práci se scénami, jejich hierarchií uzlů a skupinami. Umožňuje " "snadno přepínat scény nebo je znovu načítat, ukončovat hru nebo ji " "pozastavovat a rušit. Poskytuje také užitečné signály." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/how_to_read_the_godot_api.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/how_to_read_the_godot_api.po index 6d5c511d47..7d6e78ff7d 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/how_to_read_the_godot_api.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/how_to_read_the_godot_api.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -28,6 +28,3 @@ msgstr "Signály" msgid "Constants" msgstr "Konstanty" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/idle_and_physics_processing.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/idle_and_physics_processing.po index 472bd02a0b..ece7243d06 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/idle_and_physics_processing.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/idle_and_physics_processing.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -65,6 +65,3 @@ msgstr "" msgid "When you run the scene, you should see a counter increasing each frame." msgstr "" "Ukáže nám to počítadlo, které se s každým dalším framem (snímkem) zvyšuje." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/index.po index 0dba5a2af2..b454abed0c 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -26,6 +26,3 @@ msgstr "Programovací jazyky" msgid "Core features" msgstr "Základní vlastnosti" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/instancing_with_signals.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/instancing_with_signals.po index 7485fbaa7e..7ecaad9fa4 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/instancing_with_signals.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/instancing_with_signals.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Signal" msgstr "Signál" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/nodes_and_scene_instances.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/nodes_and_scene_instances.po index 8c00922a1e..f375d07186 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/nodes_and_scene_instances.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/nodes_and_scene_instances.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -52,6 +52,3 @@ msgstr "" "a připravena k použití, takže jste schopni vytvořit libovolný počet " "instancí. To je užitečné zejména při rychlém nasazení několika nepřátel, " "kulek a dalších entit do aktivní scény." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/overridable_functions.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/overridable_functions.po index 966c437699..a6eb4f0f10 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/overridable_functions.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/overridable_functions.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Overridable functions" msgstr "Přetěžovatelné (overridable) funkce" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/pausing_games.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/pausing_games.po index a7ce37c4d8..537b77576f 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/pausing_games.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/pausing_games.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Introduction" msgstr "Úvod" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/resources.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/resources.po index 08c774cc3f..7f44f82270 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/resources.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/resources.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -296,6 +296,3 @@ msgstr "" "V níže uvedeném příkladu by Godot načetl skript ``Node``, zjistil by, že " "nerozšiřuje ``Resource``, a poté by určil, že se skript nepodařilo načíst " "pro objekt Resource, protože typy jsou nekompatibilní." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/scene_tree.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/scene_tree.po index 563c8ddfb3..cb4d8b789e 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/scene_tree.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/scene_tree.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -196,6 +196,3 @@ msgstr "Scéna je načtena z disku nebo vytvořena pomocí skriptů." msgid "Changing current scene" msgstr "Změna aktuální scény" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/scene_unique_nodes.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/scene_unique_nodes.po index a7ce37c4d8..537b77576f 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/scene_unique_nodes.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/scene_unique_nodes.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Introduction" msgstr "Úvod" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/singletons_autoload.po b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/singletons_autoload.po index 178e39700f..dabf610ec4 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/singletons_autoload.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/scripting/singletons_autoload.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -178,6 +178,3 @@ msgstr "" "zobrazit \"načítací tabulku\", a to tak, že těsně před změnou scény " "zobrazíte nějaký 2D prvek. Ten pak můžete skrýt těsně po změně scény. Hráči " "tak naznačíte, že se načítá scéna." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/advanced_postprocessing.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/advanced_postprocessing.po index 5328864aee..4056af395c 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/advanced_postprocessing.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/advanced_postprocessing.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "Úvod" msgid "An optimization" msgstr "Optimalizace" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/compute_shaders.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/compute_shaders.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/compute_shaders.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/compute_shaders.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/converting_glsl_to_godot_shaders.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/converting_glsl_to_godot_shaders.po index 2361f2aa30..b883a0ed35 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/converting_glsl_to_godot_shaders.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/converting_glsl_to_godot_shaders.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -34,6 +34,3 @@ msgstr "Typy" msgid "fragColor" msgstr "fragColor" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/custom_postprocessing.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/custom_postprocessing.po index a7ce37c4d8..537b77576f 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/custom_postprocessing.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/custom_postprocessing.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Introduction" msgstr "Úvod" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/index.po index f067d45972..820ebe89ac 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Shaders" msgstr "Shadery" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/introduction_to_shaders.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/introduction_to_shaders.po index 6867bfcfb3..1629b3c032 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/introduction_to_shaders.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/introduction_to_shaders.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -28,6 +28,3 @@ msgstr ":ref:`canvas_item ` pro 2D vykreslování." msgid ":ref:`particles ` for particle systems." msgstr ":ref:`particles ` pro částicové systémy." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/making_trees.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/making_trees.po index 5c9b44df00..876d5cc290 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/making_trees.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/making_trees.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "https://sketchfab.com/models/ea5e6ed7f9d6445ba69589d503e8cebf" msgid "https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch16.html" msgstr "https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch16.html" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/screen-reading_shaders.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/screen-reading_shaders.po index a7ce37c4d8..537b77576f 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/screen-reading_shaders.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/screen-reading_shaders.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Introduction" msgstr "Úvod" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_materials.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_materials.po index a7ce37c4d8..537b77576f 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_materials.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_materials.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Introduction" msgstr "Úvod" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/canvas_item_shader.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/canvas_item_shader.po index c004056217..48d543a05e 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/canvas_item_shader.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/canvas_item_shader.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -25,6 +25,3 @@ msgstr "Vestavěný" msgid "Light built-ins" msgstr "Vestavěné světlé" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/fog_shader.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/fog_shader.po index d7ddf66ac7..d5f74464aa 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/fog_shader.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/fog_shader.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -22,6 +22,3 @@ msgstr "Vestavěný" msgid "Description" msgstr "Popis" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/index.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/particle_shader.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/particle_shader.po index baed7d0c35..3d1b2484d9 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/particle_shader.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/particle_shader.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -25,6 +25,3 @@ msgstr "Globální vestavěné" msgid "Built-in" msgstr "Vestavěný" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/shader_preprocessor.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/shader_preprocessor.po index 92c5bd785b..799cb3aec9 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/shader_preprocessor.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/shader_preprocessor.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Example shader include file:" msgstr "Příklad stínování obsahuje soubor:" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/shading_language.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/shading_language.po index 112d239811..f68f44380b 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/shading_language.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/shading_language.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -94,6 +94,3 @@ msgstr ":ref:`Shadery položek plátna `" msgid ":ref:`Particle shaders `" msgstr ":ref:`shadery částic `" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/sky_shader.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/sky_shader.po index 547c8d3b52..486bb1f865 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/sky_shader.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/sky_shader.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -22,6 +22,3 @@ msgstr "Globální vestavěné" msgid "Built-in" msgstr "Vestavěný" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/spatial_shader.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/spatial_shader.po index c004056217..48d543a05e 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/spatial_shader.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shader_reference/spatial_shader.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -25,6 +25,3 @@ msgstr "Vestavěný" msgid "Light built-ins" msgstr "Vestavěné světlé" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shaders_style_guide.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shaders_style_guide.po index 9d7239fada..9959c83b34 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shaders_style_guide.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/shaders_style_guide.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -158,6 +158,3 @@ msgstr "" "Lokální proměnné deklarujte co nejblíže jejich prvnímu použití. To usnadňuje " "sledování kódu, aniž byste museli příliš rolovat, abyste našli místo, kde " "byla proměnná deklarována." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/using_viewport_as_texture.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/using_viewport_as_texture.po index a7ce37c4d8..537b77576f 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/using_viewport_as_texture.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/using_viewport_as_texture.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Introduction" msgstr "Úvod" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/visual_shaders.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/visual_shaders.po index f2de20a2fb..9db4d74929 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/visual_shaders.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/visual_shaders.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -40,6 +40,3 @@ msgstr "Jsou zde i jiné typy ale tyto jsou ty hlavní." msgid "Visual Shader nodes" msgstr "Vizuální Shader uzly" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/your_first_shader/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/your_first_shader/index.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/your_first_shader/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/your_first_shader/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_2d_shader.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_2d_shader.po index d37700165e..b9c63c63e4 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_2d_shader.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_2d_shader.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -19,6 +19,3 @@ msgstr "Úvod" msgid "Conclusion" msgstr "Závěr" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_3d_shader.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_3d_shader.po index 58d0749563..bbe24163c2 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_3d_shader.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_3d_shader.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "Váš první 3D shader" msgid "Setting up" msgstr "Nastavení" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/your_first_shader/your_second_3d_shader.po b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/your_first_shader/your_second_3d_shader.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/your_first_shader/your_second_3d_shader.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/shaders/your_first_shader/your_second_3d_shader.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/troubleshooting.po b/sphinx/po/cs/LC_MESSAGES/tutorials/troubleshooting.po index 1ed2608b08..425b6adefb 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/troubleshooting.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/troubleshooting.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -120,6 +120,3 @@ msgstr "" "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" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/bbcode_in_richtextlabel.po b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/bbcode_in_richtextlabel.po index 51bc862ca5..744cb3a93b 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/bbcode_in_richtextlabel.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/bbcode_in_richtextlabel.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -25,6 +25,3 @@ msgstr "1" msgid "Unordered list bullet" msgstr "Odrážka neuspořádaného listu" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/control_node_gallery.po b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/control_node_gallery.po index e3a41f689c..32f180319d 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/control_node_gallery.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/control_node_gallery.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -19,6 +19,3 @@ msgstr "" "Pokud vám při učení vyhovují více příklady, můžete se také podívat na různé " "`Godot demo projekty `__." - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/custom_gui_controls.po b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/custom_gui_controls.po index c3fd4e023a..e760231582 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/custom_gui_controls.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/custom_gui_controls.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "Vstup" msgid "Notifications" msgstr "Oznámení" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_containers.po b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_containers.po index 4c2c1253cf..dcf12ef8b8 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_containers.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_containers.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -106,13 +106,6 @@ msgstr "Godot sám poskytuje několik typů kontejnerů pro různé účely:" msgid "Box Containers" msgstr "Krabicové kontejnery" -msgid "" -"These containers make use of the *Ratio* property for children with the " -"*Expand* flag set." -msgstr "" -"Tyto kontejnery využívají vlastnost *Ratio* pro podřízené uzly s nastaveným " -"příznakem *Expand* ." - msgid "Grid Container" msgstr "Mřížkový kontejner" @@ -228,6 +221,3 @@ msgstr "" msgid "Creating custom Containers" msgstr "Vytváření vlastních kontejnerů" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_navigation.po b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_navigation.po index eec451c581..3920962c97 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_navigation.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_navigation.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Node settings" msgstr "Nastavení uzlu" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_skinning.po b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_skinning.po index b29bba21a7..5d596ff0b1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_skinning.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_skinning.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -44,6 +44,3 @@ msgid "" msgstr "" "Pokud to shrneme, pro libovolný ovládací prvek by jeho vyhledávání položek " "tématu vypadalo takto:" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_theme_type_variations.po b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_theme_type_variations.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_theme_type_variations.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_theme_type_variations.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_using_fonts.po b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_using_fonts.po index 3a8bdfe872..b014b38938 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_using_fonts.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_using_fonts.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -28,6 +28,3 @@ msgstr "Linux" msgid "Android" msgstr "Android" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_using_theme_editor.po b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_using_theme_editor.po index 0e460e05af..b2214bda69 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_using_theme_editor.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/gui_using_theme_editor.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -19,6 +19,3 @@ msgstr "Přehled editoru motivů" msgid "Manage and import items" msgstr "Správa a import položek" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/index.po index 1a0dffee4b..a92f585081 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Control node tutorials" msgstr "Tutorialy pro řídicí uzly" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/size_and_anchors.po b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/size_and_anchors.po index 49463ed3db..e08fd19685 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/ui/size_and_anchors.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/ui/size_and_anchors.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -24,50 +24,5 @@ msgstr "" "rozmístění ovládacích prvků bylo jednoduchou záležitostí nastavení polohy a " "velikosti každého z nich. Bohužel je tomu tak zřídka." -msgid "" -"Only TVs nowadays have a standard resolution and aspect ratio. Everything " -"else, from computer monitors to tablets, portable consoles and mobile phones " -"have different resolutions and aspect ratios." -msgstr "" -"Standardní rozlišení a poměr stran mají dnes pouze televizory. Vše od " -"počítačových monitorů po tablety, přenosné konzole a mobilní telefony ma " -"různá rozlišení a poměry stran." - -msgid "" -"There are several ways to handle this, but for now, let's just imagine that " -"the screen resolution has changed and the controls need to be re-positioned. " -"Some will need to follow the bottom of the screen, others the top of the " -"screen, or maybe the right or left margins." -msgstr "" -"Existuje několik způsobů, jak to zvládnout, ale prozatím si představme, že " -"se změnilo rozlišení obrazovky a je třeba změnit umístění ovládacích prvků. " -"Některé budou muset následovat spodní část obrazovky, jiní horní část " -"obrazovky nebo možná pravý nebo levý okraj." - msgid "Centering a control" msgstr "Centrování ovládacího prvku" - -msgid "" -"To center a control in its parent, set its anchors to 0.5 and each margin to " -"half of its relevant dimension. For example, the code below shows how a " -"TextureRect can be centered in its parent:" -msgstr "" -"Chcete-li vycentrovat ovládací prvek v nadřazeném uzlu, nastavte jeho kotvy " -"na 0,5 a každý okraj na polovinu jeho příslušného rozměru. Například níže " -"uvedený kód ukazuje, jak může být TextureRect vystředěn na ve svém " -"rodičovském uzlu:" - -msgid "" -"Setting each anchor to 0.5 moves the reference point for the margins to the " -"center of its parent. From there, we set negative margins so that the " -"control gets its natural size." -msgstr "" -"Nastavení každé kotvy na 0,5 posune referenční bod pro okraje do středu jeho " -"nadřazeného uzlu. Odtud jsme nastavili záporné okraje tak, aby ovládací " -"prvek získal svoji přirozenou velikost." - -msgid "Layout Presets" -msgstr "Předvolby rozvržení" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/a_better_xr_start_script.po b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/a_better_xr_start_script.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/a_better_xr_start_script.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/a_better_xr_start_script.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/ar_passthrough.po b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/ar_passthrough.po index 6e8e31e6cb..2974b13161 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/ar_passthrough.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/ar_passthrough.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Description" msgstr "Popis" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/basic_xr_locomotion.po b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/basic_xr_locomotion.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/basic_xr_locomotion.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/basic_xr_locomotion.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/deploying_to_android.po b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/deploying_to_android.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/deploying_to_android.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/deploying_to_android.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/index.po b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/index.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/index.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/introducing_xr_tools.po b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/introducing_xr_tools.po index 5c07f58bfc..5e2bfce64c 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/introducing_xr_tools.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/introducing_xr_tools.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "More information" msgstr "Více informací" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/openxr_body_tracking.po b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/openxr_body_tracking.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/openxr_body_tracking.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/openxr_body_tracking.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/openxr_composition_layers.po b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/openxr_composition_layers.po index a7ce37c4d8..537b77576f 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/openxr_composition_layers.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/openxr_composition_layers.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Introduction" msgstr "Úvod" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/openxr_hand_tracking.po b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/openxr_hand_tracking.po index a7ce37c4d8..537b77576f 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/openxr_hand_tracking.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/openxr_hand_tracking.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Introduction" msgstr "Úvod" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/openxr_settings.po b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/openxr_settings.po index 7806ac061d..c474612842 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/openxr_settings.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/openxr_settings.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Enabled" msgstr "Povoleno" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/setting_up_xr.po b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/setting_up_xr.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/setting_up_xr.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/setting_up_xr.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/xr_action_map.po b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/xr_action_map.po index e0681bda04..f7b1b7152b 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/xr_action_map.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/xr_action_map.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -31,6 +31,3 @@ msgstr "Akce" msgid "Let's finish our configuration:" msgstr "Dokončeme naši konfiguraci:" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/xr_next_steps.po b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/xr_next_steps.po index 715a4be990..82a13eeca1 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/xr_next_steps.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/xr_next_steps.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/xr_room_scale.po b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/xr_room_scale.po index a981752646..098433b977 100644 --- a/sphinx/po/cs/LC_MESSAGES/tutorials/xr/xr_room_scale.po +++ b/sphinx/po/cs/LC_MESSAGES/tutorials/xr/xr_room_scale.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -19,6 +19,3 @@ msgstr "Krok 2" msgid "Step 3" msgstr "Krok 3" - -msgid "Translation status" -msgstr "Stav překladu" diff --git a/sphinx/po/de/LC_MESSAGES/about/complying_with_licenses.po b/sphinx/po/de/LC_MESSAGES/about/complying_with_licenses.po index f35954be88..c4c5ae1d02 100644 --- a/sphinx/po/de/LC_MESSAGES/about/complying_with_licenses.po +++ b/sphinx/po/de/LC_MESSAGES/about/complying_with_licenses.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -261,6 +261,3 @@ msgstr "" "dokumentieren, ist es, diese Datei in die Distribution Ihres Projekts " "aufzunehmen, die Sie z.B. in ``GODOT_COPYRIGHT.txt`` umbenennen können, um " "Verwechslungen mit Ihrem eigenen Code und Ihren Assets zu vermeiden." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/about/docs_changelog.po b/sphinx/po/de/LC_MESSAGES/about/docs_changelog.po index f3c2f8d053..c952975bfb 100644 --- a/sphinx/po/de/LC_MESSAGES/about/docs_changelog.po +++ b/sphinx/po/de/LC_MESSAGES/about/docs_changelog.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -34,6 +34,27 @@ msgstr "" "wiedergegeben sind. Viele Seiten wurden grundlegend aktualisiert, sind aber " "nicht in diesem Dokument enthalten." +msgid "About" +msgstr "Über" + +msgid "2D" +msgstr "2D" + +msgid "Contributing" +msgstr "Mitwirken" + +msgid "GDExtension" +msgstr "GDExtension" + +msgid "Migrating" +msgstr "Auf neue Version umziehen" + +msgid "Rendering" +msgstr "Rendern" + +msgid "XR" +msgstr "XR" + msgid "New pages since version 4.1" msgstr "Neue Seiten seit Version 4.1" @@ -49,9 +70,6 @@ msgstr "Entwicklung" msgid ":ref:`doc_2d_coordinate_systems`" msgstr ":ref:`doc_2d_coordinate_systems`" -msgid "Migrating" -msgstr "Auf neue Version umziehen" - msgid ":ref:`doc_upgrading_to_godot_4.2`" msgstr ":ref:`doc_upgrading_to_godot_4.2`" @@ -88,9 +106,6 @@ msgstr ":ref:`doc_troubleshooting_physics_issues`" msgid "New pages since version 3.6" msgstr "Neue Seiten seit Version 3.6" -msgid "2D" -msgstr "2D" - msgid ":ref:`doc_2d_antialiasing`" msgstr ":ref:`doc_2d_antialiasing`" @@ -178,9 +193,6 @@ msgstr "Workflow" msgid ":ref:`doc_pr_review_guidelines`" msgstr ":ref:`doc_pr_review_guidelines`" -msgid "XR" -msgstr "XR" - msgid ":ref:`doc_introducing_xr_tools`" msgstr ":ref:`doc_introducing_xr_tools`" @@ -232,9 +244,6 @@ msgstr "Neue Seiten seit Version 3.2" msgid ":ref:`doc_3d_rendering_limitations`" msgstr ":ref:`doc_3d_rendering_limitations`" -msgid "About" -msgstr "Über" - msgid ":ref:`doc_troubleshooting`" msgstr ":ref:`doc_troubleshooting`" @@ -619,6 +628,3 @@ msgstr "Engine-Entwicklung" msgid ":ref:`doc_binding_to_external_libraries`" msgstr ":ref:`doc_binding_to_external_libraries`" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/about/faq.po b/sphinx/po/de/LC_MESSAGES/about/faq.po index 4cfdd031d1..f09a2e2df7 100644 --- a/sphinx/po/de/LC_MESSAGES/about/faq.po +++ b/sphinx/po/de/LC_MESSAGES/about/faq.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -23,6 +23,18 @@ msgstr "" "Was kann ich mit Godot machen? Wie viel kostet es? Wie lauten die " "Lizenzbedingungen?" +msgid "" +"Godot is `Free and open source Software `_ available under the `OSI-approved `_ MIT license. This means it is free as in " +"\"free speech\" as well as in \"free beer.\"" +msgstr "" +"Godot ist `freie und quelloffene Software `_, die unter der von der `OSI genehmigten " +"`_ MIT-Lizenz verfügbar ist. Das " +"bedeutet, dass sie frei ist, sowohl im Sinne von „freier Rede“ als auch von " +"„Freibier.“" + msgid "In short:" msgstr "Zusammengefasst:" @@ -243,17 +255,6 @@ msgstr "" "über die Möglichkeiten, die Ihnen GDScript bietet, finden Sie in der :ref:" "`GDScript Skripting-Anleitung `." -msgid "" -"There are several reasons to use GDScript, especially when you are " -"prototyping, in alpha/beta stages of your project, or are not creating the " -"next AAA title. The most salient reason is the overall **reduction of " -"complexity**." -msgstr "" -"Es gibt mehrere Gründe, GDScript zu verwenden, insbesondere wenn Sie " -"Prototypen erstellen, sich in der Alpha-/Beta-Phase Ihres Projekts befinden " -"oder nicht gerade den nächsten AAA-Titel entwickeln. Der hervorstechendste " -"Grund ist die allgemeine **Reduzierung der Komplexität**." - msgid "" "The original intent of creating a tightly integrated, custom scripting " "language for Godot was two-fold: first, it reduces the amount of time " @@ -275,29 +276,6 @@ msgstr "" "kleinere inkrementelle Features über eine Vielzahl von Sprachen hinweg zum " "Laufen zu bringen." -msgid "" -"Since Godot is an open source project, it was imperative from the start to " -"prioritize a more integrated and seamless experience over attracting " -"additional users by supporting more familiar programming languages, " -"especially when supporting those more familiar languages would result in a " -"worse experience. We understand if you would rather use another language in " -"Godot (see the list of supported options above). That being said, if you " -"haven't given GDScript a try, try it for **three days**. Just like Godot, " -"once you see how powerful it is and rapid your development becomes, we think " -"GDScript will grow on you." -msgstr "" -"Da es sich bei Godot um ein Open-Source-Projekt handelt, war es von Anfang " -"an unumgänglich, einem stärker integrierten und nahtlosen Erlebnis den " -"Vorrang vor der Gewinnung zusätzlicher Nutzer durch die Unterstützung " -"vertrauterer Programmiersprachen zu geben, insbesondere wenn die " -"Unterstützung dieser vertrauten Sprachen zu einem schlechteren Erlebnis " -"führen würde. Wir verstehen, wenn Sie lieber eine andere Sprache in Godot " -"verwenden möchten (siehe die Liste der unterstützten Optionen oben). Wenn " -"Sie GDScript jedoch noch nicht ausprobiert haben, sollten Sie es **drei " -"Tage** lang testen. Sobald Sie sehen, wie leistungsfähig es ist und wie sehr " -"es Ihre Entwicklung beschleunigt, glauben wir, dass GDScript Ihnen genau wie " -"Godot ans Herz wachsen wird." - msgid "" "More information about getting comfortable with GDScript or dynamically " "typed languages can be found in the :ref:`doc_gdscript_more_efficiently` " @@ -1350,6 +1328,3 @@ msgid "" msgstr "" "Siehe die dazugehörige Seite auf der `Godot-Webseite `_." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/about/introduction.po b/sphinx/po/de/LC_MESSAGES/about/introduction.po index 3b8e368e1f..94419d05f5 100644 --- a/sphinx/po/de/LC_MESSAGES/about/introduction.po +++ b/sphinx/po/de/LC_MESSAGES/about/introduction.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -52,17 +52,6 @@ msgstr "" "die Seite :ref:`Erste Schritte ` ein guter " "Startpunkt." -msgid "" -"In case you have trouble with one of the tutorials or your project, you can " -"find help on the various :ref:`Community channels `, " -"especially the Godot `Discord`_ community and `Forum `_." -msgstr "" -"Falls Sie Probleme mit einem der Tutorials oder Ihrem Projekt haben, können " -"Sie Hilfe in den verschiedenen :ref:`Community-Kanälen " -"` finden, insbesondere in der Godot `Discord`_-" -"Community und im `Forum `_." - msgid "About Godot Engine" msgstr "Über die Godot Engine" @@ -159,17 +148,6 @@ msgstr "" "gedacht sind, mit Informationen zur Kompilierung der Engine, zum Mitwirken " "an der Entwicklungsumgebung oder zur Entwicklung von C++-Modulen." -msgid "" -"**Community** is dedicated to the life of Godot's community. It points to " -"various community channels like the `Godot Contributors Chat `_ and `Discord`_ and contains a list of recommended third-" -"party tutorials and materials outside of this documentation." -msgstr "" -"**Community** ist dem Leben der Godot-Community gewidmet. Sie verweist auf " -"verschiedene Community-Kanäle wie den `Godot Mitwirkenden-Chat `_, und `Discord`_ und enthält eine Liste empfohlener " -"Tutorials und Materialien von Drittanbietern außerhalb dieser Dokumentation." - msgid "" "Finally, the **Class reference** documents the full Godot API, also " "available directly within the engine's script editor. You can find " @@ -224,6 +202,3 @@ msgstr "" msgid "*Have fun reading and making games with Godot Engine!*" msgstr "*Viel Spaß beim Lesen und der Spieleentwicklung mit der Godot Engine!*" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/about/list_of_features.po b/sphinx/po/de/LC_MESSAGES/about/list_of_features.po index 6f8dba32c8..55d8cc8033 100644 --- a/sphinx/po/de/LC_MESSAGES/about/list_of_features.po +++ b/sphinx/po/de/LC_MESSAGES/about/list_of_features.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -19,16 +19,6 @@ msgstr "" "Diese Seite soll **alle** Features auflisten, die derzeit von Godot " "unterstützt werden." -msgid "" -"This page lists features supported by the current stable version of Godot. " -"Some of these features may not be available in the `LTS release series (3.x) " -"`__." -msgstr "" -"Diese Seite zeigt unterstützte Features der aktuell stabilen Godot-Version. " -"Einige dieser Features sind möglicherweise nicht in der `LTS Release-Reihe " -"(3.x) `__ " -"verfügbar." - msgid "Platforms" msgstr "**Plattformen**" @@ -42,9 +32,6 @@ msgstr "" msgid "**Can run both the editor and exported projects:**" msgstr "**Mit Editor und exportierten Projekten kompatibel:**" -msgid "Windows (x86, 64-bit and 32-bit)." -msgstr "Windows (x86, 64-bit und 32-bit)." - msgid "macOS (x86 and ARM, 64-bit only)." msgstr "macOS (x86 und ARM, nur 64-bit)." @@ -59,16 +46,6 @@ msgstr "" "ausgeführt werden, wenn sie auf einer ausreichend alten Basisdistribution " "kompiliert werden." -msgid "" -"Official binaries are compiled using the `Godot Engine buildroot `__, allowing for binaries that work across " -"common Linux distributions (including LTS variants)." -msgstr "" -"Offizielle Binärdateien werden unter Verwendung des `Godot Engine-Buildroot " -"`__ kompiliert, so dass die " -"Binärdateien mit allen gängigen Linux-Distributionen (einschließlich LTS-" -"Varianten) funktionieren." - msgid "Android (editor support is experimental)." msgstr "Android (Editor-Unterstützung ist experimentell)." @@ -1049,9 +1026,6 @@ msgstr "ETC2 (keine Unterstützung auf MacOS)." msgid "S3TC (not supported on mobile/Web platforms)." msgstr "S3TC (keine Unterstützung auf mobilen/Web-Plattformen)." -msgid "**Anti-aliasing:**" -msgstr "**Anti-Aliasing:**" - msgid "Temporal :ref:`antialiasing ` (TAA)." msgstr "Temporal :ref:`Antialiasing ` (TAA)." @@ -1344,20 +1318,6 @@ msgstr "" msgid "Use any build system and language features you wish." msgstr "Nutzen Sie das Buildsystem und die Sprachfeatures die Sie möchten." -msgid "" -"Actively developed GDExtension bindings for `D `__, `Haxe `__, `Swift " -"`__, and `Rust `__ bindings provided by the community. (Some of " -"these bindings may be experimental and not production-ready)." -msgstr "" -"Aktiv entwickelte GDExtension Bindings für `D `__, `Haxe `__, `Swift " -"`__, und `Rust `__-Bindings, die von der Community zur Verfügung " -"gestellt werden. (Einige dieser Bindings können experimentell und nicht " -"produktionsreif sein)." - msgid "Audio" msgstr "Audio" @@ -2129,6 +2089,3 @@ msgstr "" "Das `Godot Proposals-Repository `__ listet von der Community gewünschte Features auf, die " "möglicherweise in zukünftigen Godot-Versionen implementiert werden." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/about/release_policy.po b/sphinx/po/de/LC_MESSAGES/about/release_policy.po index 9a43193e95..10988d9929 100644 --- a/sphinx/po/de/LC_MESSAGES/about/release_policy.po +++ b/sphinx/po/de/LC_MESSAGES/about/release_policy.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -146,20 +146,6 @@ msgstr "" "Basis so lange, wie es aktive Benutzer gibt, die Wartungsaktualisierungen " "benötigen." -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 is the case for " -"the 3.6 branch." -msgstr "" -"Immer wenn eine neue Major-Version veröffentlicht wird, machen wir den " -"vorherigen stabilen Branch zu einer langfristig unterstützten Version (Long-" -"Term-Support, LTS) und tun unser Bestes, um Fehler zu beheben, die bei " -"Benutzern dieses Branches aufgetreten sind, die aber komplexe Projekte nicht " -"auf die neue Major-Version portieren können. Dies war der Fall für den 2.1-" -"Branch und ist es auch für den 3.6-Branch." - 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 " @@ -180,12 +166,6 @@ msgstr "**Release-Datum**" msgid "**Support level**" msgstr "**Support-Level**" -msgid "Godot 4.3 (`master`)" -msgstr "Godot 4.3 (`Master`)" - -msgid "June 2024 (estimate)" -msgstr "Juni 2024 (voraussichtlich)" - msgid "" "|unstable| *Development.* Receives new features, usability and performance " "improvements, as well as bug fixes, while under development." @@ -197,12 +177,6 @@ msgstr "" msgid "unstable" msgstr "unstable" -msgid "Godot 4.2" -msgstr "Godot 4.2" - -msgid "November 2023" -msgstr "November 2023" - msgid "" "|supported| Receives fixes for bugs and security issues, as well as patches " "that enable platform support." @@ -213,6 +187,12 @@ msgstr "" msgid "supported" msgstr "supported" +msgid "Godot 4.2" +msgstr "Godot 4.2" + +msgid "November 2023" +msgstr "November 2023" + msgid "Godot 4.1" msgstr "Godot 4.1" @@ -231,12 +211,6 @@ msgstr "|eol| Nicht mehr unterstützt (letztes Update: 4.0.4)." msgid "eol" msgstr "eol" -msgid "Godot 3.6 (`3.x`, LTS)" -msgstr "Godot 3.6 (`3.x`, LTS)" - -msgid "Q1 2024 (estimate)" -msgstr "Q1 2024 (voraussichtlich)" - msgid "" "|supported| *Beta.* Receives new features, usability and performance " "improvements, as well as bug fixes, while under development." @@ -329,9 +303,6 @@ msgstr "Godot 1.0" msgid "December 2014" msgstr "Dezember 2014" -msgid "partial" -msgstr "partial" - msgid "" "**Legend:** |supported| Full support – |partial| Partial support – |eol| No " "support (end of life) – |unstable| Development version" @@ -340,6 +311,9 @@ msgstr "" "Unterstützung - |eol| Keine Unterstützung (End of Life) - |unstable| " "Entwicklungsversion" +msgid "partial" +msgstr "partial" + msgid "" "Pre-release Godot versions aren't intended to be used in production and are " "provided for testing purposes only." @@ -501,20 +475,6 @@ msgstr "" "Branches mit den neuesten Fehlerkorrekturen für ihre " "Entwicklungsanforderungen zu versorgen." -msgid "" -"The 3.6 release is still planned and should be the last stable branch of " -"Godot 3.x. It will be a Long-Term Support (LTS) release, which we plan to " -"support for as long as users still need it (due to missing features in Godot " -"4.x, or having published games which they need to keep updating for platform " -"requirements)." -msgstr "" -"Das 3.6-Release ist nach wie vor geplant und sollte der letzte stabile " -"Branch von Godot 3.x sein. Es handelt sich dabei um eine LTS-Version (Long-" -"Term Support), die wir so lange unterstützen wollen, wie die Benutzer sie " -"noch benötigen (aufgrund fehlender Features in Godot 4.x oder weil sie " -"Spiele veröffentlicht haben, die sie weiterhin für die " -"Plattformanforderungen aktualisieren müssen)." - msgid "What are the criteria for compatibility across engine versions?" msgstr "" "Was sind die Kriterien für die Kompatibilität der verschiedenen Engine-" @@ -662,6 +622,3 @@ msgstr "" "bestehende GDExtensions über Patch- und Minor-Releases hinweg weiter " "funktionieren, so dass die Benutzer sie nicht neu kompilieren müssen. Siehe :" "ref:`doc_handling_compatibility_breakages` für weitere Informationen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/about/system_requirements.po b/sphinx/po/de/LC_MESSAGES/about/system_requirements.po index 143561edd7..cad563dd68 100644 --- a/sphinx/po/de/LC_MESSAGES/about/system_requirements.po +++ b/sphinx/po/de/LC_MESSAGES/about/system_requirements.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -42,13 +42,6 @@ msgstr "Desktop- oder Laptop-PC - Minimum" msgid "**CPU**" msgstr "**CPU**" -msgid "**Windows:** x86_32 CPU with SSE2 instructions, or any x86_64 CPU" -msgstr "" -"**Windows:** x86_32 CPU mit SSE2-Instruktionen oder beliebige x86_64 CPU" - -msgid "*Example: Intel Core 2 Duo E8200, AMD Athlon XE BE-2300*" -msgstr "*Beispiel: Intel Core 2 Duo E8200, AMD Athlon XE BE-2300*" - msgid "**macOS:** x86_64 or ARM CPU (Apple Silicon)" msgstr "**macOS:** x86_64 oder ARM CPU (Apple Silicon)" @@ -204,13 +197,6 @@ msgstr "**Nativer Editor:** 3 GB" msgid "**Web editor:** 6 GB" msgstr "**Web-Editor:** 6 GB" -msgid "" -"**Native editor:** Android 6.0 (Compatibility) or Android 9.0 (Forward+/" -"Mobile), iOS 11.0" -msgstr "" -"**Nativer Editor:** Android 6.0 (Kompatibilität) oder Android 9.0 (Forward+/" -"Mobile), iOS 11.0" - msgid "" "**Web editor:** Firefox 79, Chrome 88, Edge 79, Safari 15.2, Opera 64, " "Samsung Internet 15" @@ -228,16 +214,6 @@ msgstr "" msgid "Desktop or laptop PC - Recommended" msgstr "Desktop- oder Laptop-PC - Empfohlen" -msgid "" -"**Windows:** x86_64 CPU with SSE4.2 instructions, with 4 physical cores or " -"more" -msgstr "" -"**Windows:** x86_64 CPU mit SSE4.2-Befehlen, mit 4 physischen Kernen oder " -"mehr" - -msgid "*Example: Intel Core i5-6600K, AMD Ryzen 5 1600*" -msgstr "*Beispiel: Intel Core i5-6600K, AMD Ryzen 5 1600*" - msgid "*Example: Intel Core i5-8500, Apple M1*" msgstr "*Beispiel: Intel Core i5-8500, Apple M1*" @@ -340,9 +316,6 @@ msgstr "" msgid "**Native editor:** 6 GB" msgstr "**Nativer Editor:** 6 GB" -msgid "**Native editor:** Android 9.0 or iOS 11.0" -msgstr "**Nativer Editor:** Android 9.0 oder iOS 11.0" - msgid "" "**Web editor:** Latest version of Firefox, Chrome, Edge, Safari, Opera, " "Samsung Internet" @@ -418,31 +391,12 @@ msgstr "**iOS:** SoC mit beliebiger 64-Bit-ARM-CPU" msgid "*Example: Apple A7 (iPhone 5S)*" msgstr "*Beispiel: Apple A7 (iPhone 5S)*" -msgid "" -"*Example: Qualcomm Adreno 505, Mali-G71 MP2, PowerVR G6430 (iPhone 6S/iPhone " -"SE 1)*" -msgstr "" -"*Beispiel: Qualcomm Adreno 505, Mali-G71 MP2, PowerVR G6430 (iPhone 6S/" -"iPhone SE 1)*" - -msgid "" -"*Example: Qualcomm Adreno 306, Mali-T628 MP6, PowerVR G6430 (iPhone 5S)*" -msgstr "" -"*Beispiel: Qualcomm Adreno 306, Mali-T628 MP6, PowerVR G6430 (iPhone 5S)*" - msgid "**For native exports:** 1 GB" msgstr "**Für native Exporte:** 1 GB" msgid "**For web exports:** 2 GB" msgstr "**Für Web-Exporte:** 2 GB" -msgid "" -"**For native exports:** Android 6.0 (Compatibility) or Android 9.0 (Forward+/" -"Mobile), iOS 11.0" -msgstr "" -"**Für native Exporte:** Android 6.0 (Kompatibilität) oder Android 9.0 " -"(Forward+/Mobile), iOS 11.0" - msgid "" "**For web exports:** Firefox 79, Chrome 88, Edge 79, Safari 15.2, Opera 64, " "Samsung Internet 15" @@ -478,17 +432,6 @@ msgstr "" msgid "**iOS:** SoC with 64-bit ARM CPU" msgstr "**iOS:** SoC mit 64-bit ARM CPU" -msgid "*Example: Apple A11 (iPhone XS/XR)*" -msgstr "*Beispiel: Apple A11 (iPhone XS/XR)*" - -msgid "" -"*Example: Qualcomm Adreno 630, Mali-G72 MP18, Apple G11P (iPhone XR/XS)*" -msgstr "" -"*Beispiel: Qualcomm Adreno 630, Mali-G72 MP18, Apple G11P (iPhone XR/XS)*" - -msgid "**For native exports:** Android 9.0 or iOS 11.0" -msgstr "**Für native Exporte:** Android 9.0 oder iOS 11.0" - msgid "" "**For web exports:** Latest version of Firefox, Chrome, Edge, Safari, Opera, " "Samsung Internet" @@ -504,6 +447,3 @@ msgstr "" "Godot verwendet keine OpenGL/OpenGL ES-Erweiterungen, die nach OpenGL 3.3/" "OpenGL ES 3.0 eingeführt wurden, aber GPUs, die neuere OpenGL/OpenGL ES-" "Versionen unterstützen, haben im Allgemeinen weniger Treiberprobleme." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/community/asset_library/index.po b/sphinx/po/de/LC_MESSAGES/community/asset_library/index.po index 1105bb458c..0976a446e4 100644 --- a/sphinx/po/de/LC_MESSAGES/community/asset_library/index.po +++ b/sphinx/po/de/LC_MESSAGES/community/asset_library/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Asset Library" msgstr "Asset-Bibliothek" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/community/asset_library/submitting_to_assetlib.po b/sphinx/po/de/LC_MESSAGES/community/asset_library/submitting_to_assetlib.po index ef0d35b2a5..f026343b90 100644 --- a/sphinx/po/de/LC_MESSAGES/community/asset_library/submitting_to_assetlib.po +++ b/sphinx/po/de/LC_MESSAGES/community/asset_library/submitting_to_assetlib.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -474,15 +474,6 @@ msgstr "" "es kann einige Tage dauern, bis Ihr Asset angenommen (oder abgelehnt) wird. " "Bitte haben Sie etwas Geduld!" -msgid "" -"You may have some luck accelerating the approval process by messaging the " -"moderators and AssetLib reviewers on the `Godot Contributors Chat `_, or the official Discord server." -msgstr "" -"Vielleicht können Sie den Genehmigungsprozess beschleunigen, indem Sie die " -"Moderatoren und AssetLib-Reviewer im `Godot Mitwirkenden-Chat `_ oder auf dem offiziellen Discord-Server anschreiben." - 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 " @@ -491,6 +482,3 @@ msgstr "" "Sie werden benachrichtigt, wenn Ihr Beitrag geprüft wurde. Wenn er abgelehnt " "wurde, wird Ihnen mitgeteilt, warum dies der Fall war, und Sie können ihn " "mit den entsprechenden Änderungen erneut einreichen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/community/asset_library/using_assetlib.po b/sphinx/po/de/LC_MESSAGES/community/asset_library/using_assetlib.po index 951735186d..77290050d9 100644 --- a/sphinx/po/de/LC_MESSAGES/community/asset_library/using_assetlib.po +++ b/sphinx/po/de/LC_MESSAGES/community/asset_library/using_assetlib.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -441,6 +441,3 @@ msgstr "" "Herunterladen aus dem AssetLib-Web-Frontend). Dabei durchlaufen Sie dasselbe " "Paketinstallationsverfahren wie bei Assets, die direkt über Godot " "heruntergeladen wurden." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/community/asset_library/what_is_assetlib.po b/sphinx/po/de/LC_MESSAGES/community/asset_library/what_is_assetlib.po index 9c4ddbab98..266cb6f220 100644 --- a/sphinx/po/de/LC_MESSAGES/community/asset_library/what_is_assetlib.po +++ b/sphinx/po/de/LC_MESSAGES/community/asset_library/what_is_assetlib.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -87,26 +87,6 @@ msgstr "" "Beachten Sie, dass es im Allgemeinen zwei verschiedene Arten von Assets " "gibt, die Sie veröffentlichen können." -msgid "" -"Assets labeled as \"Templates\", \"Projects\", or \"Demos\" appear under the " -"\"Asset Library Projects\" tab in the Godot Project Manager. These assets " -"are standalone Godot projects that can run by themselves." -msgstr "" -"Assets, die als \"Vorlagen\", \"Projekte\" oder \"Demos\" gekennzeichnet " -"sind, erscheinen im Tab \"Asset-Bibliotheks-Projekte\" im Godot-" -"Projektmanager. Bei diesen Assets handelt es sich um eigenständige Godot-" -"Projekte, die selbständig ausgeführt werden können." - -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 "" -"Weitere Assets werden im Godot-Editor auf der Registerkarte \"AssetLib\" " -"neben \"2D\", \"3D\" und \"Skript\" angezeigt. Diese Assets sind dazu " -"gedacht, heruntergeladen und in ein bestehendes Godot-Projekt eingefügt zu " -"werden." - msgid "Frequently asked questions" msgstr "Häufig gestellte Fragen" @@ -121,6 +101,3 @@ msgstr "" "Nicht für die offizielle, obwohl es in Zukunft möglicherweise andere Asset-" "Bibliothek geben wird, die dies zulässt. Sie dürfen jedoch Godot-Assets " "außerhalb der Asset-Bibliothek zu Geld machen und verkaufen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/community/channels.po b/sphinx/po/de/LC_MESSAGES/community/channels.po index 069b5ae348..b2d34134ae 100644 --- a/sphinx/po/de/LC_MESSAGES/community/channels.po +++ b/sphinx/po/de/LC_MESSAGES/community/channels.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -21,92 +21,6 @@ msgstr "" "Also, wo ist die Godot-Community, und wo kann man Fragen stellen und Hilfe " "finden?" -msgid "" -"Note that some of these channels are run and moderated by members of the " -"Godot community or third parties." -msgstr "" -"Beachten Sie, dass einige dieser Kanäle von Mitgliedern der Godot-Community " -"oder Dritten betrieben und moderiert werden." - -msgid "" -"A brief overview over these and other channels is also available on the " -"`Godot website `_." -msgstr "" -"Eine kurze Übersicht über diese Kanäle ist auf der `Godot-Webseite `_ verfügbar." - -msgid "Forums" -msgstr "Foren" - -msgid "`Official Godot Forum `_" -msgstr "`Offizielles Godot-Forum `_" - -msgid "`Community Forum `_" -msgstr "`Community-Forum `_" - -msgid "Chats" -msgstr "Chats" - -msgid "`Godot Contributors Chat `_" -msgstr "`Godot Mitwirkenden-Chat `_" - -msgid "`Discord `_" -msgstr "`Discord `_" - -msgid "" -"`Matrix (IRC compatible) `_" -msgstr "" -"`Matrix (IRC kompatibel) `_" - -msgid "" -"`IRC (#godotengine on Libera.Chat) `_" -msgstr "" -"`IRC (#godotengine auf Libera.Chat) `_" - -msgid "" -"As of January 2021, core developer chat has moved to the Godot Contributors " -"Chat platform listed above. IRC is less active. Please stick around to get " -"an answer, as it may take several hours for someone to see and answer your " -"questions." -msgstr "" -"Ab Januar 2021 ist der Kernentwickler-Chat auf die oben genannte Godot " -"Mitwirkenden-Chat-Plattform umgezogen. IRC ist weniger aktiv. Bitte haben " -"Sie Gedult, um eine Antwort zu erhalten, da es mehrere Stunden dauern kann, " -"bis jemand Ihre Fragen sieht und beantwortet." - -msgid "Social networks and other sites" -msgstr "Soziale Netzwerke und andere Websites" - -msgid "`GitHub `_" -msgstr "`GitHub `_" - -msgid "`Facebook group `_" -msgstr "`Facebook-Gruppe `_" - -msgid "" -"`Twitter `_ (see also the `#GodotEngine " -"`_ hashtag)" -msgstr "" -"`Twitter `_ (siehe auch Hashtag " -"`#GodotEngine `_)" - -msgid "`Reddit `_" -msgstr "`Reddit `_" - -msgid "`YouTube `_" -msgstr "`YouTube `_" - -msgid "`Steam `_" -msgstr "`Steam `_" - -msgid "`itch.io `_" -msgstr "`itch.io `_" - -msgid "`Links `_" -msgstr "`Links `_" - msgid "Language-based communities" msgstr "Communities bestimmter Sprachen" @@ -116,6 +30,3 @@ msgid "" msgstr "" "Auf der Seite `Benutzergruppen `_ der Website finden Sie eine Liste von Communities in Ihrer Nähe." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/community/tutorials.po b/sphinx/po/de/LC_MESSAGES/community/tutorials.po index 827bbd2516..16844ad8a5 100644 --- a/sphinx/po/de/LC_MESSAGES/community/tutorials.po +++ b/sphinx/po/de/LC_MESSAGES/community/tutorials.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,21 +14,6 @@ msgstr "" msgid "Tutorials and resources" msgstr "Tutorials und Ressourcen" -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 `_ full of official and " -"community resources too! Also, have a look at this `huge list over at Reddit " -"`_." -msgstr "" -"Dies ist eine Liste von Drittanbieter-Anleitungen und -Ressourcen, die von " -"der Godot Community erstellt wurden. Weitere Ressourcen sind in der " -"offiziellen `Godot Asset-Bibliothek `_ erhältlich! Außerdem gibt es diese `riesige Liste auf Reddit " -"`_." - msgid "" "Think there is something missing here? Feel free to submit a `Pull Request " "`_ oder `im Browser `_ verfügbar." -msgid "" -"Some tutorials mentioned below provide more advanced tutorials, e.g. on 3D " -"or shaders." -msgstr "" -"Einige der unten genannten Tutorials bieten fortgeschrittene Tutorials, wie " -"z.B. über 3D oder Shader." - msgid "Video tutorials" msgstr "Video-Tutorials" -msgid "" -"`Bastiaan Olij `_ (3D, AR and VR, " -"GDScript)" -msgstr "" -"`Bastiaan Olij `_ (3D, AR und VR, " -"GDScript)" - -msgid "" -"`BornCG `_ (2D and 3D, GDScript)" -msgstr "" -"`BornCG `_ (2D und 3D, GDScript)" - -msgid "" -"`Clear Code `_ (2D, GDScript, " -"Programming Basics)" -msgstr "" -"`Clear Code `_ (2D, GDScript, " -"Programmiergrundlagen)" - -msgid "" -"`FencerDevLog `_ (2D, 3D, GDScript, " -"Shaders)" -msgstr "" -"`FencerDevLog `_ (2D, 3D, GDScript, " -"Shader)" - -msgid "" -"`FinePointCGI `_ " -"(2D, 3D, GDScript and C#)" -msgstr "" -"`FinePointCGI `_ " -"(2D, 3D, GDScript und C#)" - -msgid "" -"`GDQuest `_ (2D and 3D, GDScript and C#)" -msgstr "" -"`GDQuest `_ (2D and 3D, GDScript und C#)" - -msgid "" -"`Game Dev Artisan `_ (2D, GDScript)" -msgstr "" -"`Game Dev Artisan `_ (2D, GDScript)" - -msgid "" -"`Game Development Center `_ " -"(2D, networked multiplayer, GDScript)" -msgstr "" -"`Game Development Center `_ " -"(2D, Netzwerk-Multiplayer, GDScript)" - -msgid "" -"`Game Endeavor `_ (2D, GDScript)" -msgstr "" -"`Game Endeavor `_ (2D, GDScript)" - -msgid "`Gwizz `_ (2D, GDScript)" -msgstr "`Gwizz `_ (2D, GDScript)" - -msgid "" -"`Godotneers `_ (2D, Shaders, GDScript)" -msgstr "" -"`Godotneers `_ (2D, Shader, GDScript)" - -msgid "`HeartBeast `_ (2D, GDScript)" -msgstr "`HeartBeast `_ (2D, GDScript)" - -msgid "" -"`Malcolm Nixon `_ (AR and VR, GDScript)" -msgstr "" -"`Malcolm Nixon `_ (AR und VR, GDScript)" - -msgid "" -"`Muddy Wolf `_ (2D, 3D and VR, GDSCript)" -msgstr "" -"`Muddy Wolf `_ (2D, 3D und VR, GDSCript)" - -msgid "" -"`KidsCanCode `__ (2D and 3D, GDScript)" -msgstr "" -"`KidsCanCode `__ (2D und 3D, GDScript)" - -msgid "`Maker Tech `_ (2D, GDScript)" -msgstr "`Maker Tech `_ (2D, GDScript)" - -msgid "`Pigdev `_ (2D, GDScript)" -msgstr "`Pigdev `_ (2D, GDScript)" - -msgid "" -"`Queble `_ (2D, GDScript)" -msgstr "" -"`Queble `_ (2D, GDScript)" - -msgid "`Quiver `_ (2D, GDScript)" -msgstr "`Quiver `_ (2D, GDScript)" - -msgid "" -"`Snopek Games `_ (3D, networked " -"multiplayer, AR and VR, GDScript)" -msgstr "" -"`Snopek Games `_ (3D, Netzwerk-" -"Multiplayer, AR und VR, GDScript)" - msgid "Text tutorials" msgstr "Text-Tutorials" +msgid "`FinePointCGI website by Mitch `__" +msgstr "`FinePointCGI Webseite von Mitch `__" + msgid "`GDScript website by Andrew Wilkes `__" msgstr "`GDScript-Webseite von Andrew Wilkes `__" @@ -239,6 +110,3 @@ msgid "" msgstr "" "`Godot-Shader: Eine von der Community betriebene Shader-Bibliothek `_" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/best_practices_for_engine_contributors.po b/sphinx/po/de/LC_MESSAGES/contributing/development/best_practices_for_engine_contributors.po index eed4f6d5b7..656e97db5b 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/best_practices_for_engine_contributors.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/best_practices_for_engine_contributors.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -489,6 +489,3 @@ msgstr "" "gilt auch für den Editor, da wir ihn auf lange Sicht möglicherweise auf iOS " "einsetzen wollen. Da iOS kein dynamisches Linking unterstützt, ist " "statisches Linking die einzige Option auf dieser Plattform." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/code_style_guidelines.po b/sphinx/po/de/LC_MESSAGES/contributing/development/code_style_guidelines.po index ed172176c5..46c0d5cccb 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/code_style_guidelines.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/code_style_guidelines.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -521,6 +521,3 @@ msgid "" msgstr "" "Verwenden Sie für Member-Variablen keine Kommentare im Javadoc-Stil, sondern " "verwenden Sie stattdessen einzeilige Kommentare:" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_for_android.po b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_for_android.po index 4660bf9872..68ed4225dc 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_for_android.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_for_android.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -89,6 +89,13 @@ msgstr "" msgid "JDK 17 (either OpenJDK or Oracle JDK)." msgstr "JDK 17 (entweder OpenJDK oder Oracle JDK)." +msgid "" +"You can download a build from `Adoptium `_." +msgstr "" +"Sie können einen Build von `Adoptium `_ herunterladen." + msgid "" "To get the Godot source code for compiling, see :ref:`doc_getting_source`." msgstr "" @@ -178,19 +185,6 @@ msgstr "" msgid "Building the export templates" msgstr "Erstellen der Exportvorlagen" -msgid "" -"Godot needs two export templates for Android: the optimized \"release\" " -"template (``android_release.apk``) and the debug template (``android_debug." -"apk``). As Google requires all APKs to include ARMv8 (64-bit) libraries " -"since August 2019, the commands below build an APK containing both ARMv7 and " -"ARMv8 libraries." -msgstr "" -"Godot benötigt zwei Exportvorlagen für Android: die optimierte \"Release\"-" -"Vorlage (``android_release.apk``) und die Debug-Vorlage (``android_debug." -"apk``). Da Google ab August 2019 von allen APKs verlangt, dass sie ARMv8 (64-" -"Bit)-Bibliotheken enthalten, werden die folgenden Befehle eine APK " -"erstellen, die sowohl ARMv7- als auch ARMv8-Bibliotheken enthält." - msgid "" "Compiling the standard export templates is done by calling SCons from the " "Godot root directory with the following arguments:" @@ -204,27 +198,11 @@ msgstr "" "Release-Vorlage (wird beim Exportieren verwendet, wenn die Checkbox " "**Debugging aktiviert** deaktiviert ist)" -msgid "" -"If you are changing the list of architectures you're building, remember to " -"add ``generate_apk=yes`` to the *last* architecture you're building, so that " -"an APK file is generated after the build." -msgstr "" -"Wenn Sie die Liste der Architekturen, die Sie bauen, ändern, denken Sie " -"daran, ``generate_apk=yes`` zu der *letzten* Architektur, die Sie bauen, " -"hinzuzufügen, so dass eine APK-Datei nach dem Build erzeugt wird." - -msgid "The resulting APK will be located at ``bin/android_release.apk``." -msgstr "Die resultierende APK befindet sich unter ``bin/android_release.apk``." - msgid "Debug template (used when exporting with **Debugging Enabled** checked)" msgstr "" "Debug-Vorlage (wird beim Exportieren verwendet, wobei **Debugging " "aktiviert** ausgewählt ist)" -msgid "The resulting APK will be located at ``bin/android_debug.apk``." -msgstr "" -"Die resultierende APK befindet sich dann unter ``bin/android_debug.apk``." - msgid "" "If you want to enable Vulkan validation layers, see :ref:`Vulkan validation " "layers on Android `." @@ -246,17 +224,6 @@ msgstr "" "Argumenten ``arch=x86_32`` und ``arch=x86_64`` aus, bevor Sie die APK mit " "Gradle erstellen. Zum Beispiel für die Release-Vorlage:" -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 "" -"Dadurch wird eine große Binärdatei erstellt, die auf allen Plattformen " -"funktioniert. Die endgültige APK-Größe der exportierten Projekte hängt von " -"den Plattformen ab, die Sie beim Exportieren unterstützen; mit anderen " -"Worten: nicht verwendete Plattformen werden aus der APK entfernt." - msgid "Cleaning the generated export templates" msgstr "Bereinigen der generierten Exportvorlagen" @@ -269,36 +236,9 @@ msgstr "" msgid "Using the export templates" msgstr "Verwenden der Exportvorlagen" -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 "" -"Godot benötigt Release- und Debug-APKs, die mit der gleichen Version/Commit " -"wie der Editor kompiliert wurden. Wenn Sie offizielle Binärdateien für den " -"Editor verwenden, stellen Sie sicher, dass Sie die passenden Exportvorlagen " -"installieren, oder erstellen Sie Ihre eigenen aus derselben Version." - -msgid "" -"When exporting your game, Godot opens the APK, changes a few things inside " -"and adds your files." -msgstr "" -"Wenn Sie Ihr Spiel exportieren, öffnet Godot die APK, ändert ein paar Dinge " -"darin und fügt Ihre Dateien hinzu." - msgid "Installing the templates" msgstr "Vorlagen installieren" -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 "" -"Die neu kompilierten Vorlagen (``android_debug.apk`` und ``android_release." -"apk``) müssen mit ihren jeweiligen Namen in den Godot-Vorlagenordner kopiert " -"werden. Der Ordner heißt \"templates\" und befindet sich in:" - msgid "Windows: ``%APPDATA%\\Godot\\export_templates\\\\``" msgstr "Windows: ``%APPDATA%\\Godot\\export_templates\\\\``" @@ -324,14 +264,6 @@ msgstr "" "in eine Datei ``version.txt`` schreiben, die sich neben Ihren Exportvorlagen " "befindet." -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 "" -"Wenn Sie jedoch Ihre benutzerdefinierten Module oder benutzerdefinierten C++-" -"Code schreiben, sollten Sie Ihre APKs stattdessen hier als " -"benutzerdefinierte Exportvorlagen konfigurieren:" - 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 " @@ -352,36 +284,6 @@ msgstr "" "Die Kompilierung des Editors erfolgt durch den Aufruf von SCons aus dem " "Godot-Stammverzeichnis mit den folgenden Argumenten:" -msgid "" -"You can skip certain architectures depending on your target device to speed " -"up compilation. Remember to add ``generate_apk=yes`` to the *last* " -"architecture you're building, so that an APK file is generated after the " -"build." -msgstr "" -"Sie können je nach Target-Gerät bestimmte Architekturen überspringen, um die " -"Kompilierung zu beschleunigen. Denken Sie daran, ``generate_apk=yes`` zur " -"*letzten* Architektur hinzuzufügen, die Sie kompilieren, so dass nach der " -"Kompilierung eine APK-Datei erzeugt wird." - -msgid "" -"The resulting APK will be located at ``bin/android_editor_builds/" -"android_editor-release.apk``." -msgstr "" -"Die resultierende APK befindet sich dann unter ``bin/android_editor_builds/" -"android_editor-release.apk``." - -msgid "Removing the Editor templates" -msgstr "Entfernen der Editorvorlagen" - -msgid "" -"You can use the following commands to remove the generated editor templates:" -msgstr "" -"Sie können die folgenden Befehle verwenden, um die generierten " -"Editorvorlagen zu entfernen:" - -msgid "Installing the Godot editor" -msgstr "Installieren des Godot-Editors" - msgid "" "With an Android device with Developer Options enabled, connect the Android " "device to your computer via its charging cable to a USB/USB-C port. Open up " @@ -478,6 +380,3 @@ msgstr "" msgid "In any case, ``adb logcat`` should also show the cause of the error." msgstr "In jedem Fall sollte ``adb logcat`` auch die Fehlerursache anzeigen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_for_ios.po b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_for_ios.po index 6ac5c30001..0206e7c2b7 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_for_ios.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_for_ios.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -52,9 +52,6 @@ msgstr "" "Befehlszeilentools* und wählen Sie eine installierte Version aus. Auch wenn " "bereits eine Version ausgewählt ist, wählen Sie sie erneut aus." -msgid "If you are building the ``master`` branch:" -msgstr "Wenn Sie den ``master``-Branch kompilieren:" - msgid "" "Download and follow README instructions to build a static ``.xcframework`` " "from the `MoltenVK SDK \n" @@ -458,17 +458,6 @@ msgstr "" "Systembibliotheks-Paketen (oder im Buildsystem, da dieses Feature weniger " "getestet wird) nicht für alles Systembibliotheken verwenden können." -msgid "" -"To compile Godot with system libraries, install these dependencies *on top* " -"of the ones listed in the :ref:`doc_compiling_for_linuxbsd_oneliners`:" -msgstr "" -"Um Godot mit Systembibliotheken zu kompilieren, installieren Sie diese " -"Abhängigkeiten *zusätzlich* zu denen, die in :ref:" -"`doc_compiling_for_linuxbsd_oneliners` aufgeführt sind:" - -msgid "**Fedora**" -msgstr "**Fedora**" - msgid "" "After installing all required packages, use the following command to build " "Godot:" @@ -495,81 +484,3 @@ msgstr "" "diesen Ansatz nicht für die Erstellung von Binärdateien, die Sie an andere " "weitergeben möchten, es sei denn, Sie erstellen ein Paket für eine Linux-" "Distribution." - -msgid "Using Pyston for faster development" -msgstr "Pyston für eine schnellere Entwicklung nutzen" - -msgid "" -"You can use `Pyston `__ 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 "" -"Sie können `Pyston `__ verwenden, um SCons " -"auszuführen. Pyston ist eine JIT-fähige Implementierung der Sprache Python " -"(in der SCons geschrieben ist). Sie ist derzeit nur mit Linux kompatibel. " -"Pyston kann inkrementelle Builds erheblich beschleunigen, oft um einen " -"Faktor zwischen 1,5× und 2×. Pyston kann mit Clang und LLD kombiniert " -"werden, um noch schnellere Builds zu erhalten." - -msgid "" -"Download the `latest portable Pyston release `__." -msgstr "" -"Laden Sie das `neueste portable Pyston-Release `__ herunter." - -msgid "" -"Extract the portable ``.tar.gz`` to a set location, such as ``$HOME/.local/" -"opt/pyston/`` (create folders as needed)." -msgstr "" -"Entpacken Sie die portable ``.tar.gz``-Datei an einen bestimmten Ort, wie " -"``$HOME/.local/opt/pyston/`` (erstellen Sie Ordner nach Bedarf)." - -msgid "" -"Use ``cd`` to reach the extracted Pyston folder from a terminal, then run " -"``./pyston -m pip install scons`` to install SCons within Pyston." -msgstr "" -"Benutzen Sie ``cd``, um von einem Terminal aus zum entpackten Pyston-Ordner " -"zu gelangen, dann führen Sie ``./pyston -m pip install scons`` aus, um SCons " -"innerhalb von Pyston zu installieren." - -msgid "" -"To make SCons via Pyston easier to run, create a symbolic link of its " -"wrapper script to a location in your ``PATH`` environment variable::" -msgstr "" -"Um die Ausführung von SCons über Pyston zu vereinfachen, erstellen Sie einen " -"symbolischen Link des Wrapper-Skripts auf einen Ort in Ihrer ``PATH``-" -"Umgebungsvariablen::" - -msgid "" -"Instead of running ``scons ``, run ``pyston-scons `` to compile Godot." -msgstr "" -"Anstatt ``scons `` auszuführen, führen Sie ``pyston-scons " -"`` aus, um Godot zu kompilieren." - -msgid "" -"If you can't run ``pyston-scons`` after creating the symbolic link, make " -"sure ``$HOME/.local/bin/`` is part of your user's ``PATH`` environment " -"variable." -msgstr "" -"Wenn Sie ``pyston-scons`` nicht ausführen können, nachdem Sie den " -"symbolischen Link erstellt haben, stellen Sie sicher, dass ``$HOME/.local/" -"bin/`` Teil der ``PATH``-Umgebungsvariable Ihres Benutzers ist." - -msgid "" -"Alternatively, you can run ``python -m pip install pyston_lite_autoload`` " -"then run SCons as usual. This will automatically load a subset of Pyston's " -"optimizations in any Python program you run. However, this won't bring as " -"much of a performance improvement compared to installing \"full\" Pyston." -msgstr "" -"Alternativ können Sie auch ``python -m pip install pyston_lite_autoload`` " -"ausführen und dann SCons wie gewohnt starten. Dies wird automatisch eine " -"Teilmenge der Pyston-Optimierungen in jedes Python-Programm laden, das Sie " -"ausführen. Allerdings bringt dies keine so große Performanceverbesserung im " -"Vergleich zur Installation von \"vollem\" Pyston." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_for_macos.po b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_for_macos.po index 2fa917c03c..8d9d87cd6e 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_for_macos.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_for_macos.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -190,48 +190,6 @@ msgstr "" "kompilieren: ``target=template_release`` (Release-Vorlage) und " "``target=template_debug``." -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 "" -"Die offizielle Vorlagen sind universelle Binärdateien, die sowohl Intel " -"x86_64 als auch ARM64-Architekturen unterstützen. Sie können auch " -"Exportvorlagen erstellen, die nur eine der beiden Architekturen " -"unterstützen, indem Sie den Schritt ``lipo`` weglassen." - -msgid "For Intel x86_64::" -msgstr "Für Intel x86_64::" - -msgid "For Arm64 (Apple M1)::" -msgstr "For Arm64 (Apple M1)::" - -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 "" -"Um beide Architekturen in einer einzigen \"Universal 2\"-Binärdatei zu " -"unterstützen, führen Sie die beiden obigen Befehle in Blöcken aus und " -"benutzen Sie ``lipo``, um sie zu bündeln::" - -msgid "" -"To create an ``.app`` bundle like in the official builds, you need to use " -"the template located in ``misc/dist/macos_template.app``. The release and " -"debug builds should be placed in ``macos_template.app/Contents/MacOS`` with " -"the names ``godot_macos_release.universal`` and ``godot_macos_debug." -"universal`` 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 "" -"Um ein ``.app``-Bundle wie in den offiziellen Builds zu erstellen, müssen " -"Sie die Vorlage verwenden, die sich in ``misc/dist/macos_template.app`` " -"befindet. Die Release- und Debug-Builds sollten in ``macos_template.app/" -"Contents/MacOS`` mit den Namen ``godot_macos_release.universal`` bzw. " -"``godot_macos_debug.universal`` abgelegt werden. Sie können dies mit den " -"folgenden Befehlen tun (unter der Annahme eines Universal-Builds, " -"andernfalls ersetzen Sie die ``.universal``-Erweiterung durch die Ihrer arch-" -"spezifischen Binaries)::" - msgid "" "You can then zip the ``macos_template.app`` folder to reproduce the ``macos." "zip`` template from the official Godot distribution::" @@ -239,41 +197,6 @@ msgstr "" "Sie können dann den Ordner ``macos_template.app`` zippen, um die Vorlage " "``macos.zip`` aus der offiziellen Godot-Distribution zu reproduzieren::" -msgid "Using Pyston for faster development" -msgstr "Pyston für eine schnellere Entwicklung nutzen" - -msgid "" -"You can use `Pyston `__ to run SCons. Pyston is a " -"JIT-enabled implementation of the Python language (which SCons is written " -"in). Its \"full\" version is currently only compatible with Linux, but " -"Pyston-lite is also compatible with macOS (both x86 and ARM). Pyston can " -"speed up incremental builds significantly, often by a factor between 1.5× " -"and 2×. Pyston can be combined with alternative linkers such as LLD or Mold " -"to get even faster builds." -msgstr "" -"Sie können `Pyston `__ verwenden, um SCons " -"auszuführen. Pyston ist eine JIT-fähige Implementierung der Sprache Python " -"(in der SCons geschrieben ist). Die \"volle\" Version ist derzeit nur mit " -"Linux kompatibel, aber Pyston-lite ist auch mit macOS (sowohl x86 als auch " -"ARM) kompatibel. Pyston kann inkrementelle Builds erheblich beschleunigen, " -"oft um einen Faktor zwischen 1,5× und 2×. Pyston kann mit alternativen " -"Linkern wie LLD oder Mold kombiniert werden, um noch schnellere Builds zu " -"erhalten." - -msgid "" -"To install Pyston-lite, run ``python -m pip install pyston_lite_autoload`` " -"then run SCons as usual. This will automatically load a subset of Pyston's " -"optimizations in any Python program you run. However, this won't bring as " -"much of a performance improvement compared to installing \"full\" Pyston " -"(which currently can't be done on macOS)." -msgstr "" -"Um Pyston-lite zu installieren, führen Sie ``python -m pip install " -"pyston_lite_autoload`` aus und starten Sie SCons wie gewohnt. Dies wird " -"automatisch eine Teilmenge der Pyston-Optimierungen in jedes Python-Programm " -"laden, das Sie ausführen. Allerdings bringt dies keine so große " -"Performanceverbesserung im Vergleich zur Installation von \"vollem\" Pyston " -"(was derzeit unter macOS nicht möglich ist)." - msgid "Cross-compiling for macOS from Linux" msgstr "Cross-Kompilieren für MacOS unter Linux" @@ -333,6 +256,3 @@ msgstr "" "Wenn Sie eine andere OSXCross SDK-Version haben als die, die vom SCons " "Buildsystem erwartet wird, können Sie eine eigene Version mit dem " "``osxcross_sdk`` Argument angeben::" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_for_web.po b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_for_web.po index 9c20ba7615..2a8a6bd776 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_for_web.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_for_web.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -101,6 +101,16 @@ msgstr "" "Aufrufe ein Sicherheitsproblem sein können, kann die ``javascript_eval`` " "Option verwendet werden, um ohne das Singleton zu bauen::" +msgid "" +"By default, WebWorker threads support is enabled. To disable it and only use " +"a single thread, the ``threads`` option can be used to build the web " +"template without threads support::" +msgstr "" +"Standardmäßig ist die Unterstützung für WebWorker-Threads aktiviert. Um sie " +"zu deaktivieren und nur einen einzigen Thread zu verwenden, kann die Option " +"``Threads`` verwendet werden, um die Webvorlage ohne Thread-Unterstützung zu " +"erstellen::" + 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 " @@ -204,16 +214,6 @@ msgstr "" "im Ordner ``bin/`` erstellt wurde, und führen dann den folgenden Befehl im " "Godot-Repository-Stammverzeichnis aus:" -msgid "" -"This will serve the contents of the ``bin/`` folder and open the default web " -"browser automatically. In the page that opens, access ``godot.tools.html`` " -"and you should be able to test the web editor this way." -msgstr "" -"Dadurch wird der Inhalt des Ordners ``bin/`` bereitgestellt und der Standard-" -"Webbrowser automatisch geöffnet. Rufen Sie auf der sich öffnenden Seite " -"``godot.tools.html`` auf und Sie sollten den Webeditor auf diese Weise " -"testen können." - msgid "" "Note that for production use cases, this Python-based web server should not " "be used. Instead, you should use an established web server such as Apache or " @@ -222,6 +222,3 @@ msgstr "" "Beachten Sie, dass dieser auf Python basierende Webserver nicht für " "Produktionszwecke verwendet werden sollte. Stattdessen sollten Sie einen " "etablierten Webserver wie Apache oder nginx verwenden." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_for_windows.po b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_for_windows.po index 1529e0825d..c4b6d4e207 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_for_windows.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_for_windows.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -29,40 +29,6 @@ msgstr "Anforderungen" msgid "For compiling under Windows, the following is required:" msgstr "Zum Kompilieren unter Windows ist Folgendes erforderlich:" -msgid "" -"`Visual Studio Community `_, " -"version 2019 or later. Visual Studio 2022 is recommended. **Make sure to " -"enable C++ in the list of workflows to install.** If you've already " -"installed Visual Studio without C++ support, run the installer again; it " -"should present you a **Modify** button." -msgstr "" -"`Visual Studio Community `_, " -"Version 2019 oder höher. Visual Studio 2022 wird empfohlen. **Stellen Sie " -"sicher, dass Sie C++ in der Liste der zu installierenden Workflows " -"aktivieren. Wenn Sie Visual Studio bereits ohne C++-Unterstützung " -"installiert haben, führen Sie das Installationsprogramm erneut aus; es " -"sollte Ihnen einen **Ändern**-Button anzeigen." - -msgid "" -"`MinGW-w64 `_ with GCC can be used as an alternative " -"to Visual Studio. Be sure to install/configure it to use the ``posix`` " -"thread model. **Important:** When using MinGW to compile the ``master`` " -"branch, you need GCC 9 or later." -msgstr "" -"`MinGW-w64 `_ mit GCC kann als Alternative zu Visual " -"Studio verwendet werden. Stellen Sie sicher, dass Sie es so installieren/" -"konfigurieren, dass das ``posix``-Thread-Modell verwendet wird. **Wichtig:** " -"Wenn Sie MinGW verwenden, um den ``master``-Branch zu kompilieren, benötigen " -"Sie GCC 9 oder höher." - -msgid "" -"`Python 3.6+ `_. **Make sure to " -"enable the option to add Python to the ``PATH`` in the installer.**" -msgstr "" -"`Python 3.6+ `_. **Stellen Sie " -"sicher, dass die Option, Python zum ``PATH`` hinzuzufügen, im " -"Installationsprogramm aktiviert ist.**" - msgid "" "`SCons 3.1.2+ `_ build system. Using " "the latest release is recommended, especially for proper support of recent " @@ -200,22 +166,6 @@ msgstr "Kompilieren" msgid "Selecting a compiler" msgstr "Einen Compiler auswählen" -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 "" -"SCons wird automatisch eine vorhandene Visual Studio-Installation finden und " -"verwenden. Wenn Sie Visual Studio nicht installiert haben, wird versucht, " -"stattdessen MinGW zu verwenden. Wenn Sie Visual Studio bereits installiert " -"haben und MinGW verwenden wollen, übergeben Sie ``use_mingw=yes`` an die " -"SCons-Kommandozeile. Beachten Sie, dass MSVC-Builds nicht von den MSYS2- " -"oder MinGW-Shells aus durchgeführt werden können. Verwenden Sie stattdessen " -"entweder ``cmd.exe`` oder PowerShell." - 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 " @@ -259,19 +209,6 @@ msgstr "" "Beim Kompilieren mit mehreren CPU-Threads kann SCons eine Warnung über das " "Fehlen von pywin32 ausgeben. Sie können diese Warnung getrost ignorieren." -msgid "" -"If all goes well, the resulting binary executable will be placed in ``C:" -"\\godot\\bin\\`` with the name ``godot.windows.editor.x86_32.exe`` or " -"``godot.windows.editor.x86_64.exe``. By default, SCons will build a binary " -"matching your CPU architecture, but this can be overridden using " -"``arch=x86_64`` or ``arch=x86_32``." -msgstr "" -"Wenn alles gut geht, wird die resultierende Binärdatei unter dem Namen " -"``godot.windows.editor.x86_32.exe`` oder ``godot.windows.editor.x86_64.exe`` " -"in ``C:\\godot\\bin\\`` abgelegt. Standardmäßig wird SCons eine Binärdatei " -"erstellen, die zu Ihrer CPU-Architektur passt, aber dies kann mit " -"``arch=x86_64`` oder ``arch=x86_32`` überschrieben werden." - msgid "" "This executable file contains the whole engine and runs without any " "dependencies. Running it will bring up the Project Manager." @@ -289,18 +226,6 @@ msgstr "" "SCons-Option ``production=yes`` hinzufügen. Dies ermöglicht zusätzliche " "Compiler-Optimierungen und Link-Time-Optimierungen." -msgid "" -"LTO takes some time to run and requires about 7 GB of available RAM while " -"compiling. If you're running out of memory with the above option, use " -"``production=yes lto=none`` or ``production=yes lto=thin`` for a lightweight " -"but less effective form of LTO." -msgstr "" -"Die Ausführung von LTO nimmt einige Zeit in Anspruch und erfordert beim " -"Kompilieren etwa 7 GB verfügbaren Arbeitsspeicher. Wenn Ihnen mit der obigen " -"Option der Speicher ausgeht, verwenden Sie ``production=yes lto=none`` oder " -"``production=yes lto=thin`` für eine schlanke, aber weniger effektive Form " -"von LTO." - 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` " @@ -321,6 +246,13 @@ msgstr "" "Godot-Builds enthalten standardmäßig keine Unterstützung für die Direct3D 12-" "Grafik-API." +msgid "" +"To compile Godot with Direct3D 12 support you need at least the following " +"item:" +msgstr "" +"Um Godot mit Direct3D 12-Unterstützung zu kompilieren, benötigen Sie " +"mindestens das folgende Element:" + msgid "" "`godot-nir-static library `_. We compile the Mesa libraries you will need into a static " @@ -357,22 +289,6 @@ msgstr "" msgid "Run the following::" msgstr "Führen Sie das Folgende aus::" -msgid "" -"If you are building with MinGW, add ``use_mingw=yes`` to the ``scons`` " -"command, you can also specify build architecture using ``arch={architecture}" -"``." -msgstr "" -"Wenn Sie mit MinGW bauen, fügen Sie ``use_mingw=yes`` zum ``scons`` Kommando " -"hinzu, Sie können auch die Build-Architektur mit ``arch={architecture}`` " -"angeben." - -msgid "" -"Mesa static library should be built using the same compiler you are using " -"for building Godot." -msgstr "" -"Die statische Bibliothek von Mesa sollte mit demselben Compiler erstellt " -"werden, den Sie auch für Godot verwenden." - msgid "Optionally, you can compile with the following for additional features:" msgstr "" "Optional können Sie mit den folgenden Optionen kompilieren, um zusätzliche " @@ -522,20 +438,6 @@ msgstr "" msgid "Run the following command::" msgstr "Führen Sie den folgenden Befehl aus::" -msgid "" -"If you are buildng with MinGW, add ``use_mingw=yes`` to the command, you can " -"also specify build architecture using ``arch={architecture}``." -msgstr "" -"Wenn Sie mit MinGW bauen, fügen Sie ``use_mingw=yes`` zum Kommando hinzu, " -"Sie können auch die Build-Architektur mit ``arch={architecture}`` angeben." - -msgid "" -"ANGLE static library should be built using the same compiler you are using " -"for building Godot." -msgstr "" -"Die statische Bibliothek ANGLE sollte mit demselben Compiler erstellt " -"werden, mit dem Sie auch Godot erstellen." - msgid "Development in Visual Studio" msgstr "Entwickeln in Visual Studio" @@ -630,17 +532,6 @@ msgstr "" "der Shell ausführen, um einen funktionierenden Compiler zu erhalten (die " "Ausgabe der Version kann je nach System unterschiedlich sein)::" -msgid "" -"When cross-compiling for Windows using MinGW-w64, keep in mind only " -"``x86_64`` and ``x86_32`` architectures are supported. Be sure to specify " -"the right ``arch=`` option when invoking SCons if building from a different " -"architecture." -msgstr "" -"Beim Cross-Compiling für Windows mit MinGW-w64 ist zu beachten, dass nur " -"``x86_64`` und ``x86_32``-Architekturen unterstützt werden. Stellen Sie " -"sicher, dass Sie die richtige ``arch=``-Option beim Aufruf von SCons " -"angeben, wenn Sie von einer anderen Architektur aus kompilieren." - msgid "Troubleshooting" msgstr "Fehlersuche" @@ -700,6 +591,3 @@ msgstr "" "einfach die resultierenden Dateien im Verzeichnis ``bin\\`` Ihres Godot-" "Quellordners, so dass Sie beim nächsten Build automatisch die " "benutzerdefinierten Vorlagen referenziert haben." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_with_dotnet.po b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_with_dotnet.po index 1b964600e0..54a21afd31 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_with_dotnet.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_with_dotnet.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -340,6 +340,3 @@ msgstr "**module_mono_enabled**\\ =yes | **no**" msgid "Build Godot with the .NET module enabled." msgstr "Bauen von Godot mit aktiviertem .NET-Modul." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_with_script_encryption_key.po b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_with_script_encryption_key.po index 0296848a3e..ae29db0e34 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_with_script_encryption_key.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/compiling_with_script_encryption_key.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -134,6 +134,3 @@ msgstr "" "Schlüssel nicht ordnungsgemäß in Ihren Godot-Build aufgenommen wurde. Godot " "verschlüsselt die PCK-Datei während des Exports, kann sie aber zur Laufzeit " "nicht lesen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/cross-compiling_for_ios_on_linux.po b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/cross-compiling_for_ios_on_linux.po index 06bf52da7e..11f09e3150 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/cross-compiling_for_ios_on_linux.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/cross-compiling_for_ios_on_linux.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -50,6 +50,14 @@ msgstr "" msgid "Requirements" msgstr "Anforderungen" +msgid "" +"`XCode with the iOS SDK `__ (you must be logged into an Apple ID to download Xcode)." +msgstr "" +"`Xcode mit dem iOS-SDK `__ (Sie müssen mit einer Apple-ID angemeldet sein, um Xcode " +"herunterzuladen)." + msgid "" "`Clang >= 3.5 `__ for your development machine " "installed and in the ``PATH``. It has to be version >= 3.5 to target " @@ -59,6 +67,23 @@ msgstr "" "installiert und im ``PATH`` referenziert. Für die ``arm64``-Architektur als " "Target muss es Version >= 3.5 sein." +msgid "" +"`xar `__ and `pbzx `__ (required to extract the ``.xip`` archive Xcode " +"comes in)." +msgstr "" +"`xar `__ und `pbzx `__ (erforderlich, um das ``.xip``-Archiv zu " +"extrahieren, in dem Xcode vorliegt)." + +msgid "" +"For building xar and pbzx, you may want to follow `this guide `__." +msgstr "" +"Zum Erstellen von xar und pbzx möchten Sie möglicherweise `dieser Anleitung " +"`__ " +"folgen." + msgid "" "`cctools-port `__ for the " "needed build tools. The procedure for building is quite peculiar and is " @@ -78,9 +103,30 @@ msgstr "Die Umgebung konfigurieren" msgid "Preparing the SDK" msgstr "Vorbereiten des SDK" +msgid "" +"Extract the Xcode ``.xip`` file you downloaded from Apple's developer " +"website:" +msgstr "" +"Extrahieren Sie die Xcode-Datei ``.xip``, die Sie von der Entwickler-Website " +"von Apple heruntergeladen haben:" + +msgid "" +"Note that for the commands below, you will need to replace the version (``x." +"x``) with whatever iOS SDK version you're using. If you don't know your " +"iPhone SDK version, you can see the JSON file inside of ``Xcode.app/Contents/" +"Developer/Platforms/iPhoneOS.platform/Developer/SDKs``." +msgstr "" +"Beachten Sie, dass Sie für die folgenden Befehle die Version (``x.x``) durch " +"die von Ihnen verwendete iOS SDK-Version ersetzen müssen. Wenn Sie Ihre " +"iPhone SDK-Version nicht kennen, können Sie die JSON-Datei unter ``Xcode.app/" +"Contents/Developer/Platforms/iPhoneOS.platform/Developer/SDKs`` sehen." + msgid "Extract the iOS SDK:" msgstr "Extrahieren Sie das iOS SDK:" +msgid "Pack the SDK so that cctools can use it:" +msgstr "Packen Sie das SDK, damit CCTools es verwenden kann:" + msgid "Toolchain" msgstr "Toolchain" @@ -99,6 +145,13 @@ msgstr "" "ein solches Unterverzeichnis kopieren, ähnlich wie bei den folgenden " "Befehlen:" +msgid "" +"Now you should have the iOS toolchain binaries in ``$HOME/iostoolchain/usr/" +"bin``." +msgstr "" +"Jetzt sollten Sie die Binärdateien der iOS-Toolchain in ``$HOME/iostoolchain/" +"usr/bin`` haben." + msgid "Compiling Godot for iPhone" msgstr "Godot für iPhone kompilieren" @@ -127,6 +180,3 @@ msgstr "" "Jetzt können Sie mit SCons für das iPhone nach der Standard-Godot-" "Vorgehensweise kompilieren, mit einigen zusätzlichen Argumenten, um die " "richtigen Pfade anzugeben:" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/getting_source.po b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/getting_source.po index df47a49a97..87f826bfea 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/getting_source.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/getting_source.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -91,18 +91,9 @@ msgstr "" "Branch oder sein Tag nach dem Argument ``--branch`` (oder einfach ``-b``) " "angeben::" -msgid "" -"There are also generally branches besides ``master`` for each major version." -msgstr "" -"Im Allgemeinen gibt es für jede Major-Version auch andere Branches als den " -"``master``." - msgid "" "After downloading the Godot source code, you can :ref:`continue to compiling " "Godot `." msgstr "" "Nachdem Sie den Godot-Quellcode heruntergeladen haben, können Sie :ref:`mit " "der Kompilierung von Godot fortfahren `." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/index.po b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/index.po index 6e55f94f49..c3fe46f295 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/index.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -95,6 +95,3 @@ msgstr "" "In den folgenden Artikeln wird erläutert, wie das Buildsystem für solche " "Fälle konfiguriert werden kann, und es werden auch einige " "Optimierungstechniken behandelt." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/introduction_to_the_buildsystem.po b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/introduction_to_the_buildsystem.po index 7635ed57b8..e65e6bd954 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/introduction_to_the_buildsystem.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/introduction_to_the_buildsystem.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -740,6 +740,3 @@ msgstr "" "crosskompilieren können. Linux und Windows kommen an zweiter Stelle, aber " "Linux hat den Vorteil, dass es die einfachere Plattform ist, um dies " "einzurichten." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/optimizing_for_size.po b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/optimizing_for_size.po index d5c442f82e..5526cdfe48 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/optimizing_for_size.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/compiling/optimizing_for_size.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -474,6 +474,3 @@ msgid "See :ref:`doc_exporting_for_web_serving_the_files` for instructions." msgstr "" "Siehe :ref:`doc_exporting_for_web_serving_the_files` für weitere " "Informationen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/android_studio.po b/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/android_studio.po index b2c157ab1a..bdcac31e6a 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/android_studio.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/android_studio.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -247,6 +247,3 @@ msgid "" msgstr "" "Wenn Sie auf Probleme stoßen, bitten Sie um Hilfe im `Godot Android Dev " "Channel `__." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/clion.po b/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/clion.po index 72fb02873b..4ac279f322 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/clion.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/clion.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -186,6 +186,3 @@ msgstr "" "Attach to process...** aufrufen, ``godot`` eingeben und den Godot-Prozess " "mit der höchsten **pid** (Prozess-ID) auswählen, was normalerweise das " "laufende Projekt ist." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/code_blocks.po b/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/code_blocks.po index 246b8e3e36..ce9b8dd153 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/code_blocks.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/code_blocks.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -233,6 +233,3 @@ msgstr "" "Denken Sie daran, die Projektdatei und den **Arbeitsbereich** zu speichern. " "Wenn Sie auf Probleme stoßen, bitten Sie in einem der `Godot-Community-" "Kanäle `__ um Hilfe." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/index.po b/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/index.po index 0d7213dbd4..c06c0e7f1e 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/index.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -48,6 +48,3 @@ msgstr "" "clangd.llvm.org>`__ zur Vervollständigung, Diagnose und mehr verwenden. Sie " "können eine Kompilierungsdatenbank für die Verwendung mit clangd auf zwei " "Arten erzeugen:" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/kdevelop.po b/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/kdevelop.po index ef6742f5f0..f87fbca591 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/kdevelop.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/kdevelop.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -126,6 +126,3 @@ msgid "" msgstr "" "Wenn Sie auf Probleme stoßen, bitten Sie um Hilfe in einem von `Godots " "Community-Kanälen `__." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/qt_creator.po b/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/qt_creator.po index d1e7123acd..6f375c975e 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/qt_creator.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/qt_creator.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -183,6 +183,3 @@ msgid "" msgstr "" "Wenn Sie auf Probleme stoßen, bitten Sie um Hilfe in einem von `Godots " "Community-Kanälen `__." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/rider.po b/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/rider.po index f27b62ba5f..45776cdd7a 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/rider.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/rider.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -143,6 +143,3 @@ msgid "" msgstr "" "Alternativ dazu können Sie **Run > Attach to Process** verwenden, um den " "Debugger an eine laufende Godot-Instanz anzuhängen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio.po b/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio.po index c0688c0ae3..b7a04e3162 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -165,6 +165,3 @@ msgid "" msgstr "" "Wenn Sie auf Probleme stoßen, bitten Sie um Hilfe in einem von `Godots " "Community-Kanälen `__." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio_code.po b/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio_code.po index 06f83fbd38..83caa6b525 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio_code.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio_code.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -251,6 +251,3 @@ msgstr "" "Um Linting auf Klassenreferenz-XML-Dateien zu erhalten, installieren Sie die " "`vscode-xml-Erweiterung `__." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/xcode.po b/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/xcode.po index e6040abe8f..4f1db257cb 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/xcode.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/configuring_an_ide/xcode.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -199,6 +199,3 @@ msgid "" msgstr "" "Wenn Sie auf Probleme stoßen, bitten Sie um Hilfe in einem von `Godots " "Community-Kanälen `__." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/2d_coordinate_systems.po b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/2d_coordinate_systems.po index 6f14a80874..1ef5181d2d 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/2d_coordinate_systems.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/2d_coordinate_systems.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -375,6 +375,3 @@ msgstr "" "für einen *SubViewportContainer*, ob und um welchen Integer-Faktor das " "enthaltene *SubViewport* im Vergleich zur Containergröße skaliert werden " "soll." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/binding_to_external_libraries.po b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/binding_to_external_libraries.po index b57e15ad03..91de70690a 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/binding_to_external_libraries.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/binding_to_external_libraries.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -158,6 +158,3 @@ msgstr "Sie können Ihr neu erstelltes Modul jetzt in jedem Skript verwenden:" msgid "And the output will be ``is_spoken: True`` if the text is spoken." msgstr "" "Und die Ausgabe wird ``is_spoken: True`` sein, wenn der Text gesprochen wird." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/common_engine_methods_and_macros.po b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/common_engine_methods_and_macros.po index 528d9f3c0a..e440831155 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/common_engine_methods_and_macros.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/common_engine_methods_and_macros.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -245,6 +245,3 @@ msgstr "" "Fehlermakro zurückgegeben werden. Siehe die Liste der verfügbaren " "Fehlercodes in `core/error/error_list.h `__." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/core_types.po b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/core_types.po index 632679bd5a..388bd45745 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/core_types.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/core_types.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -407,6 +407,3 @@ msgid "" msgstr "" "`core/templates/rid.h `__" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/custom_audiostreams.po b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/custom_audiostreams.po index e5ec7759ee..73385b518c 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/custom_audiostreams.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/custom_audiostreams.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -148,6 +148,3 @@ msgid "" msgstr "" "`core/math/audio_frame.h `__" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/custom_godot_servers.po b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/custom_godot_servers.po index e7932ba3de..ed747747cb 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/custom_godot_servers.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/custom_godot_servers.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -215,6 +215,3 @@ msgstr "" msgid "Connecting signal example code is pretty hacky." msgstr "Der Beispielcode für das Verbindungssignal ist ziemlich hacky." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/custom_modules_in_cpp.po b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/custom_modules_in_cpp.po index 644c0467d1..898e385a3e 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/custom_modules_in_cpp.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/custom_modules_in_cpp.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -775,6 +775,3 @@ msgid "" msgstr "" "Mit derselben Logik können Sie den Editor und fast jeden Bereich der Engine " "erweitern." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/custom_platform_ports.po b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/custom_platform_ports.po index a75fd39679..17146f6839 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/custom_platform_ports.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/custom_platform_ports.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -198,15 +198,6 @@ msgstr "" "Klasse ``OS_Unix`` zu erben, um einen Großteil der Arbeit automatisch zu " "erledigen." -msgid "" -"If the platform is not UNIX-like, you might use the `Windows port ` " -"as a reference." -msgstr "" -"Wenn die Plattform nicht UNIX-ähnlich ist, können Sie den `Windows-Port " -"` als Referenz verwenden." - msgid "**detect.py file**" msgstr "**detect.py-Datei**" @@ -324,19 +315,6 @@ msgstr "" "relevant). Jeder Versuch, andere Fenster-IDs zu erzeugen oder zu " "manipulieren, kann zurückgewiesen werden." -msgid "" -"*If the target platform supports the graphics APIs in question:* Rendering " -"context for `Vulkan `__, `OpenGL 3.3 or OpenGL ES " -"3.0 `__." -msgstr "" -"*Wenn die Target-Plattform die fraglichen Grafik-APIs unterstützt:* " -"Rendering-Kontext für `Vulkan `__, `OpenGL 3.3 oder " -"OpenGL ES 3.0 `__." - msgid "" "Input handlers for `keyboard `__ and `controller " @@ -407,13 +385,6 @@ msgstr "" "Dieses Icon wird am oberen Rand des Editors angezeigt, wenn One-Click-Deploy " "für die Target-Plattform eingerichtet ist." -msgid "" -"If the target platform doesn't support running Vulkan, OpenGL 3.3 or OpenGL " -"ES 3.0, you have two options:" -msgstr "" -"Wenn die Target-Plattform die Ausführung von Vulkan, OpenGL 3.3 oder OpenGL " -"ES 3.0 nicht unterstützt, haben Sie zwei Möglichkeiten:" - msgid "" "Use a library at run-time to translate Vulkan or OpenGL calls to another " "graphics API. For example, `MoltenVK `__ is " @@ -475,6 +446,3 @@ msgstr "" "die Plattform-Portierung als Fork des Godot-Repositorys oder als eine " "Sammlung mehrerer Ordner veröffentlichen werden, die über einen Godot-Git-" "Repository-Klon hinzugefügt werden können." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/custom_resource_format_loaders.po b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/custom_resource_format_loaders.po index 6b4b75e65b..0511cf64e5 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/custom_resource_format_loaders.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/custom_resource_format_loaders.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -162,13 +162,6 @@ msgstr "" "`streambuf `_" -msgid "" -"`core/io/file_access.h `_" -msgstr "" -"`core/io/file_access.h `_" - msgid "Registering the new file format" msgstr "Registrierung des neuen Dateiformats" @@ -192,6 +185,3 @@ msgstr "" msgid "Then attach the following script to any node::" msgstr "Anschließend fügen Sie die folgenden beiden Funktionen hinzu::" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/godot_architecture_diagram.po b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/godot_architecture_diagram.po index ffb6623b86..03d6b72b8a 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/godot_architecture_diagram.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/godot_architecture_diagram.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -22,6 +22,3 @@ msgstr "" "Das folgende Diagramm beschreibt die Architektur von Godot, angefangen bei " "den Kernkomponenten bis hin zu den abstrahierten Treibern, neben " "Szenenstruktur und den Servern." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/index.po b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/index.po index bb2d6e8473..535844133c 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/index.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -41,6 +41,3 @@ msgid "" msgstr "" "Dieser Abschnitt beschreibt, was Sie tun können, wenn Sie den C++-Quellcode " "von Godot ändern." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/inheritance_class_tree.po b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/inheritance_class_tree.po index 0a180e5d5a..8cdc18617e 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/inheritance_class_tree.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/inheritance_class_tree.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -31,6 +31,3 @@ msgstr "Node3D" msgid "Source files: :download:`class_tree.zip `." msgstr "Quelldateien: :download:`class_tree.zip `." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/internal_rendering_architecture.po b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/internal_rendering_architecture.po index 445aedfaa8..f521210d68 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/internal_rendering_architecture.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/internal_rendering_architecture.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -493,17 +493,6 @@ msgstr "" "Grafiktreiber auf dem Desktop OpenGL ES nicht unterstützen. WebGL 2.0 wird " "für Web-Exporte verwendet." -msgid "" -"It is possible to use the use of OpenGL ES 3.0 directly on desktop platforms " -"using the ``--rendering-driver opengl3_es`` command line argument, although " -"this will only work on graphics drivers that feature native OpenGL ES " -"support (such as Mesa)." -msgstr "" -"Es ist möglich, OpenGL ES 3.0 direkt auf Desktop-Plattformen zu verwenden, " -"indem man das Kommandozeilenargument ``--rendering-driver opengl3_es`` " -"benutzt, obwohl dies nur auf Grafiktreibern funktioniert, die native OpenGL " -"ES-Unterstützung bieten (wie Mesa)." - msgid "" "Only the :ref:`doc_internal_rendering_architecture_compatibility` rendering " "method can be used with the OpenGL driver." @@ -2013,6 +2002,3 @@ msgstr "" msgid "**Mesh LOD determination C++ code:**" msgstr "**C++-Code zur Bestimmung von Mesh LOD:**" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/object_class.po b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/object_class.po index 14daee303f..2dcfc108f9 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/object_class.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/object_class.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -358,22 +358,6 @@ msgstr "" msgid "Resources" msgstr "Ressourcen" -msgid "" -":ref:`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)``, " -"though this is normally done by the resource loader. No two different " -"resources can have the same path; attempting to do so will result in an " -"error." -msgstr "" -":ref:`Resource ` erbt von Reference, sodass alle Ressourcen " -"als Referenz gezählt werden. Ressourcen können optional einen Pfad " -"enthalten, der auf eine Datei auf der Festplatte verweist. Dies kann mit " -"``resource.set_path(path)`` eingestellt werden, was normalerweise vom " -"Ressource-Loader durchgeführt wird. Keine zwei verschiedenen Ressourcen " -"können denselben Pfad haben. Wenn Sie dies versuchen, wird ein Fehler " -"angezeigt." - msgid "Resources without a path are fine too." msgstr "Ressourcen ohne Pfad sind ebenfalls in Ordnung." @@ -435,6 +419,3 @@ msgid "" msgstr "" "`core/io/resource_saver.h `__" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/scripting_development.po b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/scripting_development.po index 52e0cfe0cb..fc5456475e 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/scripting_development.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/scripting_development.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -50,6 +50,3 @@ msgstr "" "Funktion als Annotation oder als Sprachschlüsselwort implementiert wird, ist " "eine differenzierte Entscheidung, die im Gespräch mit anderen GDScript-" "Entwicklern getroffen werden sollte." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/unit_testing.po b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/unit_testing.po index 6c046177d6..d817157d25 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/unit_testing.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/unit_testing.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -449,6 +449,9 @@ msgstr "" "``ERR_PRINT_ON`` direkt in den Testfällen verwenden, um z.B. die " "Fehlerausgabe der Engine vorübergehend zu deaktivieren:" +msgid "Description" +msgstr "Beschreibung" + msgid "Test tools" msgstr "Test-Tools" @@ -629,6 +632,3 @@ msgstr "" "Tests deaktivieren, indem Sie die Skriptdatei so benennen, dass sie dem " "Muster ``*.notest.gd`` entspricht. Zum Beispiel: \"test_empty_file.notest." "gd\"." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/variant_class.po b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/variant_class.po index 766d6a8e27..ca677ce5f7 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/variant_class.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/core_and_modules/variant_class.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -17,26 +17,9 @@ msgstr "Die Klasse \"Variant\"" msgid "About" msgstr "Über" -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 "" -"Variant ist der wichtigste Datentyp von Godot, es ist die wichtigste Klasse " -"in der Engine. Ein Variant benötigt nur 20 Bytes und kann fast jeden Engine-" -"Datentyp darin speichern. Variants werden selten verwendet, um Informationen " -"über einen längeren Zeitraum zu speichern. Stattdessen werden sie " -"hauptsächlich für die Kommunikation, Bearbeitung, Serialisierung und das " -"allgemeine Verschieben von Daten verwendet." - msgid "A Variant can:" msgstr "Ein Variant kann:" -msgid "Store almost any datatype" -msgstr "fast jeden Datentyp speichern" - msgid "" "Perform operations between many variants (GDScript uses Variant as its " "atomic/native datatype)." @@ -44,20 +27,6 @@ msgstr "" "Operationen zwischen vielen Variants ausführen (GDScript verwendet Variant " "als atomaren/nativen Datentyp)." -msgid "Be hashed, so it can be compared quickly to other variants" -msgstr "" -"gehasht sein, damit sie schnell mit anderen Variants verglichen werden können" - -msgid "Be used to convert safely between datatypes" -msgstr "verwendet werden, um sicher zwischen Datentypen zu konvertieren" - -msgid "" -"Be used to abstract calling methods and their arguments (Godot exports all " -"its functions through variants)" -msgstr "" -"verwendet werden, um aufrufende Methoden und ihre Argumente zu abstrahieren " -"(Godot exportiert alle seine Funktionen über Variants)" - msgid "Be used to defer calls or move data between threads." msgstr "" "verwendet werden, um Anrufe zu verschieben oder Daten zwischen Threads zu " @@ -92,8 +61,8 @@ msgstr "" "ermöglicht, die in C++ nicht üblich sind. Werden Sie noch heute ein Freund " "von Variants." -msgid "References:" -msgstr "Referenzen:" +msgid "References" +msgstr "Referenzen" msgid "" "`core/variant/variant.h `__" -msgid "Containers: Dictionary and Array" -msgstr "Container: Dictionary und Array" +msgid "Type" +msgstr "Typ" -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 "" -"Beide werden mit Variants implementiert. Ein Dictionary kann jeden Datentyp " -"als Schlüssel jedem anderen Datentyp zuordnen. Ein Array enthält lediglich " -"ein Array von Variants. Natürlich kann eine Variant auch ein Dictionary und " -"ein Array enthalten, was es noch flexibler macht." - -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 "" -"Durch Änderungen an einem Container werden alle Verweise darauf geändert. Es " -"sollte ein Mutex erstellt werden, um ihn zu locken, wenn ein Multithreading-" -"Zugriff gewünscht wird." - -msgid "" -"Copy-on-write (COW) mode support for containers was dropped with Godot 3.0." -msgstr "" -"Die Unterstützung des COW-Modus (Copy-on-Write) für Container wurde mit " -"Godot 3.0 eingestellt." +msgid "Notes" +msgstr "Anmerkungen" msgid "" "`core/variant/dictionary.h `__" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/cpp_usage_guidelines.po b/sphinx/po/de/LC_MESSAGES/contributing/development/cpp_usage_guidelines.po index 9f29ed6246..ed654ed7af 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/cpp_usage_guidelines.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/cpp_usage_guidelines.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -204,6 +204,3 @@ msgid "" msgstr "" "Siehe :ref:`doc_code_style_guidelines_header_includes` für Richtlinien zur " "Sortierung von Includes in C++ und Objective-C Dateien." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/index.po b/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/index.po index d0f78e680f..47452a4935 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/index.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -65,6 +65,3 @@ msgstr "" "sehen Sie sich unsere :ref:`Konfigurationsanleitungen " "` an, die den Einrichtungsprozess für das " "Kompilieren und Debuggen mit Ihrem spezifischen Editor abdecken." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/macos_debug.po b/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/macos_debug.po index 48178acd2e..d28f607a9a 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/macos_debug.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/macos_debug.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -53,6 +53,3 @@ msgstr "" "``codesign\\debugging`` (``com.apple.security.get-task-allow``) während des " "Exports. Wenn diese Option ausgewählt ist, wird die Notarisierung nicht " "unterstützt und sollte deaktiviert werden." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/using_cpp_profilers.po b/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/using_cpp_profilers.po index d8e2f60df3..5f8847ccff 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/using_cpp_profilers.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/using_cpp_profilers.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -350,6 +350,3 @@ msgid "" msgstr "" "Sie können die Zeitleiste am oberen Rand des Fensters verwenden, um Details " "für den jeweiligen Zeitraum anzuzeigen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/using_sanitizers.po b/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/using_sanitizers.po index 06ce6a88a6..fa6a813e44 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/using_sanitizers.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/using_sanitizers.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -343,6 +343,3 @@ msgstr "" "spezifisch für WebAssembly sind. Es ist nicht garantiert, dass ``SAFE_HEAP`` " "mit ASAN und UBSAN in der gleichen Binärdatei kompatibel ist, so dass Sie es " "möglicherweise separat bauen müssen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/vulkan/index.po b/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/vulkan/index.po index 97daa13576..5290cf9475 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/vulkan/index.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/vulkan/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Vulkan" msgstr "Vulkan" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/vulkan/vulkan_validation_layers.po b/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/vulkan/vulkan_validation_layers.po index c2da5c8b09..9c0742822d 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/vulkan/vulkan_validation_layers.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/debugging/vulkan/vulkan_validation_layers.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -242,6 +242,3 @@ msgstr "" "geladen und aktiviert. Sie können Godots :ref:`doc_one-click_deploy`-Feature " "verwenden, um Ihr Projekt mit aktivierten Validation Layers schnell zu " "testen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/editor/creating_icons.po b/sphinx/po/de/LC_MESSAGES/contributing/development/editor/creating_icons.po index efdd102728..e2d6e96a0b 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/editor/creating_icons.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/editor/creating_icons.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -99,44 +99,6 @@ msgstr "" msgid "Icon optimization" msgstr "Icon-Optimierung" -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 "" -"Da der Editor SVGs einmalig zur Ladezeit rendert, müssen sie klein sein, " -"damit sie effizient geparst werden können. Editor-Icons müssen zuerst " -"optimiert werden, bevor sie der Engine hinzugefügt werden. Um dies zu tun:" - -msgid "" -"Install `svgcleaner `__ by " -"downloading a binary from its `Releases tab `__ and placing it into a location in your " -"``PATH`` environment variable." -msgstr "" -"Installieren Sie `svgcleaner `__, " -"indem Sie eine Binärdatei vom Tab `Releases `__ herunterladen und an einem Ort in Ihrer " -"``PATH``-Umgebungsvariablen ablegen." - -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 "" -"Führen Sie den folgenden Befehl aus und ersetzen Sie ``vg_source.svg`` durch " -"den Pfad zu Ihrer SVG-Datei (dies kann ein relativer oder absoluter Pfad " -"sein):" - -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 "" -"Das Argument ``--multipass`` verbessert die Komprimierung, stellen Sie also " -"sicher, dass es aktiviert ist. Das optimierte Icon wird unter dem Namen " -"``svg_optimized.svg`` gespeichert. Sie können auch den Ziel-Parameter in " -"einen beliebigen relativen oder absoluten Pfad ändern, den Sie wünschen." - 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 " @@ -209,6 +171,3 @@ msgid "" msgstr "" "`editor/icons `__" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/editor/editor_style_guide.po b/sphinx/po/de/LC_MESSAGES/contributing/development/editor/editor_style_guide.po index e2aa59336c..398b1bb40e 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/editor/editor_style_guide.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/editor/editor_style_guide.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -215,6 +215,3 @@ msgstr "**Gut:** *Computes global illumination for the selected GIProbe.*" msgid "**Bad:** *Compute global illumination for the selected GIProbe.*" msgstr "**Schlecht:** *Compute global illumination for the selected GIProbe.*" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/editor/index.po b/sphinx/po/de/LC_MESSAGES/contributing/development/editor/index.po index 82ebd0d5e4..6409e1b071 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/editor/index.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/editor/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Editor development" msgstr "Editor-Entwicklung" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/editor/introduction_to_editor_development.po b/sphinx/po/de/LC_MESSAGES/contributing/development/editor/introduction_to_editor_development.po index 912327facd..ebffec8317 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/editor/introduction_to_editor_development.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/editor/introduction_to_editor_development.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -206,6 +206,3 @@ msgstr "" "zu erstellen und es nach dem Kompilieren des Editors :ref:`über die " "Kommandozeile zu öffnen `. Auf diese Weise müssen " "Sie nicht jedes Mal, wenn Sie Godot starten, über den Projektmanager gehen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/file_formats/gdscript_grammar.po b/sphinx/po/de/LC_MESSAGES/contributing/development/file_formats/gdscript_grammar.po index 04eb337bcd..e5ff8a12d0 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/file_formats/gdscript_grammar.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/file_formats/gdscript_grammar.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -33,6 +33,3 @@ msgstr "" "wird **nicht** aus einer Grammatikdefinition generiert. Inkonsistenzen " "bedeuten hier wahrscheinlich einen Fehler in dieser Grammatik, keinen Bug in " "GDScript." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/file_formats/index.po b/sphinx/po/de/LC_MESSAGES/contributing/development/file_formats/index.po index ad9df6dff2..bf447543fe 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/file_formats/index.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/file_formats/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Godot file formats" msgstr "Godot-Dateiformate" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/file_formats/tscn.po b/sphinx/po/de/LC_MESSAGES/contributing/development/file_formats/tscn.po index ca76601a1b..15d96d2a95 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/file_formats/tscn.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/file_formats/tscn.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -331,15 +331,6 @@ msgstr "" msgid "Skeleton3D" msgstr "Skeleton3D" -msgid "" -"The :ref:`class_Skeleton3D` node inherits the Node3D node, but may alsohave " -"a list of bones described in key-value pairs in the format ``bones//" -" = value``. The bone attributes consist of:" -msgstr "" -"Der :ref:`class_Skeleton3D`-Node erbt den Node3D-Node, kann aber auch eine " -"Liste von Knochen haben, die in Schlüssel-Wert-Paaren im Format ``bones//" -" = value`` beschrieben werden. Die Knochen-Attribute bestehen aus:" - msgid "``position``: Vector3" msgstr "``position``: Vector3" @@ -799,6 +790,3 @@ msgstr "" "(derzeit immer ``1``). Für 3D-Positions- und Skalierungs-Tracks sind ``X``, " "``Y``, ``Z`` die Koordinaten des Vector3. Für 3D-Rotationstracks sind ``X``, " "``Y``, ``Z`` und ``W`` die Koordinaten des Quaternions." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/handling_compatibility_breakages.po b/sphinx/po/de/LC_MESSAGES/contributing/development/handling_compatibility_breakages.po index 74d083c71f..2da26abb9f 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/handling_compatibility_breakages.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/handling_compatibility_breakages.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -139,6 +139,3 @@ msgid "" msgstr "" "Für weitere Informationen siehe `pull request #76446 `_." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/development/index.po b/sphinx/po/de/LC_MESSAGES/contributing/development/index.po index 73d2c585bb..89b96f0a86 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/development/index.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/development/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -38,6 +38,3 @@ msgstr "Buildsystem und Arbeitsumgebung" msgid "Engine architecture" msgstr "Engine-Architektur" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/documentation/building_the_manual.po b/sphinx/po/de/LC_MESSAGES/contributing/documentation/building_the_manual.po index e952386443..d007dc4d0e 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/documentation/building_the_manual.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/documentation/building_the_manual.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -179,6 +179,3 @@ msgid "" msgstr "" "Sie können eine Liste der zu erstellenden Dateien angeben, was die " "Kompilierung erheblich beschleunigen kann:" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/documentation/class_reference_primer.po b/sphinx/po/de/LC_MESSAGES/contributing/documentation/class_reference_primer.po index b9917dc279..98e003a7d5 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/documentation/class_reference_primer.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/documentation/class_reference_primer.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -601,6 +601,3 @@ msgstr "" "Markup wird unterstützt), oder ein leerer String (die Standardnachricht wird " "verwendet). Wenn ein API-Element als veraltet/experimentell gekennzeichnet " "ist, gilt es als dokumentiert, auch wenn die Beschreibung leer ist." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/documentation/content_guidelines.po b/sphinx/po/de/LC_MESSAGES/contributing/documentation/content_guidelines.po index 20c7d09f0b..336dca5bb2 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/documentation/content_guidelines.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/documentation/content_guidelines.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -208,6 +208,3 @@ msgstr "" "Sprache gegenüber spezifischer Terminologie wie \"Metaprogrammierung\" " "bevorzugen. Wenn Sie präzise Begriffe verwenden müssen, sollten Sie diese " "auch definieren." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/documentation/contributing_to_the_documentation.po b/sphinx/po/de/LC_MESSAGES/contributing/documentation/contributing_to_the_documentation.po index 0835131698..5f9af69679 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/documentation/contributing_to_the_documentation.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/documentation/contributing_to_the_documentation.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -105,16 +105,6 @@ msgstr "" msgid "Contributing changes" msgstr "Änderungen beitragen" -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 "" -"**Pull Requests sollten standardmäßig den** ``master``-**Branch verwenden.** " -"Machen Sie nur Pull Requests gegen andere Branches (z.B. ``2.1`` oder " -"``3.0``), wenn Ihre Änderungen nur für diese spezielle Version von Godot " -"gelten." - 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 " @@ -174,30 +164,9 @@ msgstr "" msgid "Click the **Edit on GitHub** button." msgstr "Drücken Sie auf den **Edit on GitHub**-Button." -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 "" -"Klicken Sie auf der GitHub-Seite, zu der Sie weitergeleitet werden, auf das " -"Stift-Icon in der oberen rechten Ecke neben den Buttons **Raw**, **Blame** " -"und **History**. Es hat den Quickinfo-Text \"Fork this project and edit the " -"file\"." - msgid "Edit the text in the text editor." msgstr "Bearbeiten Sie den Text mit dem Texteditor." -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 "" -"Fassen Sie unten auf der Webseite die von Ihnen vorgenommenen Änderungen " -"zusammen und klicken Sie auf den Button **Propose file change**. Achten Sie " -"darauf, den Platzhalter \"Update file.rst\" durch eine kurze, aber klare " -"einzeilige Beschreibung zu ersetzen, da dies der Commit-Titel ist." - 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 " @@ -391,6 +360,3 @@ msgid "" msgstr "" "Durch das Beitragen zu dieser Dokumentation im GitHub-Repository akzeptieren " "Sie die Veröffentlichung Ihrer Inhalte unter dieser Lizenz." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/documentation/docs_image_guidelines.po b/sphinx/po/de/LC_MESSAGES/contributing/documentation/docs_image_guidelines.po index a693a02b44..128dc16f74 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/documentation/docs_image_guidelines.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/documentation/docs_image_guidelines.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -149,6 +149,20 @@ msgstr "" "pixelgenau zu arbeiten. Natürlich können Sie auch ein anderes Programm " "verwenden, mit dem Sie vertraut sind." +msgid "" +"If you've never used Krita before download it from the `official Krita " +"website `_, on Linux you may also be able to " +"download it from your distributions repository, flathub is also an option. " +"Once it's installed on your computer open Krita then open the image you want " +"to crop. This button on the left panel is the crop tool." +msgstr "" +"Wenn Sie Krita noch nie verwendet haben, laden Sie es von der `offiziellen " +"Krita-Website `_ herunter. Unter Linux " +"können Sie es möglicherweise auch aus Ihrem Distributions-Repository " +"herunterladen. Flathub ist auch eine Option. Sobald es auf Ihrem Computer " +"installiert ist, öffnen Sie Krita und dann das Bild, das Sie zuschneiden " +"möchten. Diese Schaltfläche auf der linken Seite ist das Zuschneidewerkzeug." + msgid "" "After selecting it, click on the image, you should now have cropping tools " "available." @@ -484,6 +498,3 @@ msgstr "" "Die Flags ``:autoplay:``, ``:loop:`` und ``:muted:`` sollten immer angegeben " "werden, es sei denn, das Video muss Audio abspielen. In diesem Fall sollten " "Sie *keine* dieser Flags angeben." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/documentation/docs_writing_guidelines.po b/sphinx/po/de/LC_MESSAGES/contributing/documentation/docs_writing_guidelines.po index 85b7ea0bc9..555f6aebf9 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/documentation/docs_writing_guidelines.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/documentation/docs_writing_guidelines.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -628,6 +628,3 @@ msgstr "" msgid "Press ``:kbd:`Shift + Up Arrow``` to move the node upwards by 8 pixels." msgstr "" "Press ``:kbd:`Umschalt + Pfeil oben``` to move the node upwards by 8 pixels." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/documentation/editor_and_docs_localization.po b/sphinx/po/de/LC_MESSAGES/contributing/documentation/editor_and_docs_localization.po index 721918561f..0be1f6e421 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/documentation/editor_and_docs_localization.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/documentation/editor_and_docs_localization.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -741,6 +741,3 @@ msgid "" msgstr "" "Wiederholen Sie diesen Vorgang für andere Bilder und :ref:`erstellen einen " "Pull Request `." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/documentation/index.po b/sphinx/po/de/LC_MESSAGES/contributing/documentation/index.po index 8f2a90da3d..cbf563cd69 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/documentation/index.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/documentation/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -81,6 +81,3 @@ msgstr "" "Die Community arbeitet immer hart daran, Godot und seine Dokumentation für " "mehr Menschen zugänglich zu machen. Die Lokalisierung der Dokumentation ist " "eine kolossale und laufende Anstrengung, an der Sie sich beteiligen können." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/documentation/updating_the_class_reference.po b/sphinx/po/de/LC_MESSAGES/contributing/documentation/updating_the_class_reference.po index 7f8051a1df..7076566c5b 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/documentation/updating_the_class_reference.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/documentation/updating_the_class_reference.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -248,6 +248,3 @@ msgid "You will then need to add descriptions to any newly generated entries." msgstr "" "Anschließend müssen Sie allen neu erstellten Einträgen Beschreibungen " "hinzufügen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/how_to_contribute.po b/sphinx/po/de/LC_MESSAGES/contributing/how_to_contribute.po index 93d9538ed4..c75d6702f0 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/how_to_contribute.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/how_to_contribute.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,5 +11,247 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -msgid "Translation status" -msgstr "Übersetzungsstatus" +msgid "How to contribute" +msgstr "So können Sie beitragen" + +msgid "" +"The Godot Engine is free and open-source. Like any community-driven project, " +"we rely on volunteer contributions. On this page we want to showcase the " +"various ways you as users can participate - to help you find the right " +"starting place with the skillset you have. Because contrary to popular " +"opinion, we need more than just programmers on the project!" +msgstr "" +"Die Godot Engine ist kostenlos und Open Source. Wie jedes Community-Projekt " +"sind wir auf freiwillige Beiträge angewiesen. Auf dieser Seite möchten wir " +"die verschiedenen Möglichkeiten aufzeigen, wie Sie als Benutzer teilnehmen " +"können – um Ihnen zu helfen, mit Ihren Fähigkeiten den richtigen " +"Ausgangspunkt zu finden. Denn entgegen der landläufigen Meinung brauchen wir " +"für das Projekt mehr als nur Programmierer!" + +msgid "Fundraising" +msgstr "Spendensammlung" + +msgid "**Donate**" +msgstr "**Spenden**" + +msgid "" +"We created the non-profit `Godot Foundation `_ to " +"be able to support the Godot Engine in both matters of finance and " +"administration. In practice, this means the Foundation hires people to work " +"part-time or full-time on the project. These jobs include engine development " +"as well as related tasks like code reviews, production management, community " +"& marketing efforts, and more." +msgstr "" +"Wir haben die gemeinnützige `godot foundation `_ " +"gegründet, um die Godot Engine sowohl in finanziellen als auch in " +"administrativen Belangen unterstützen zu können. In der Praxis bedeutet " +"dies, dass die Foundation Leute einstellt, die in Teilzeit oder Vollzeit an " +"dem Projekt arbeiten. Diese Jobs umfassen die Engine-Entwicklung sowie damit " +"verbundene Aufgaben wie Code-Reviews, Produktionsmanagement, Community- und " +"Marketing-Aktivitäten und mehr." + +msgid "" +"**Donation Drives** Think about your followers on social media, or other " +"communities you are active in. Use that reach to remind your social " +"environment that even small contributions can make a difference, especially " +"when done by a great number of people at the same time." +msgstr "" +"**Spendenaktionen** Denken Sie an Ihre Follower in den sozialen Medien oder " +"anderen Communities, in denen Sie aktiv sind. Nutzen Sie diese Reichweite, " +"um Ihr soziales Umfeld daran zu erinnern, dass auch kleine Beiträge einen " +"Unterschied machen können, insbesondere wenn sie von vielen Menschen " +"gleichzeitig geleistet werden." + +msgid "" +"**Publish Godot Games.** You heard right, simply publishing a game " +"#MadeWithGodot can positively impact the well-being of this project. Your " +"personal success elevates the engine to a viable alternative for other " +"developers, growing the community further. Additionally, it opens the doors " +"for us to approach industry contacts about possible cooperations." +msgstr "" +"**Godot-Spiele veröffentlichen.** Sie haben richtig gehört, allein die " +"Veröffentlichung eines Spiels #MadeWithGodot kann sich positiv auf das " +"Gedeihen dieses Projekts auswirken. Ihr persönlicher Erfolg macht die Engine " +"zu einer brauchbaren Alternative für andere Entwickler und lässt die " +"Community weiter wachsen. Außerdem öffnet es uns die Türen, Branchenkontakte " +"wegen möglicher Kooperationen anzusprechen." + +msgid "Technical contributions" +msgstr "Technische Beiträge" + +msgid "" +"**Report bugs & other issues** As active users of the engine, you are better " +"equipped to identify bugs and other issues than anyone else. To let us know " +"about your findings, fill out this `bug report form `_ on our GitHub. Make sure to include " +"as much information as possible to ensure these issues can easily be " +"reproduced by others." +msgstr "" +"**Fehler und andere Probleme melden** Als aktive Benutzer der Engine sind " +"Sie besser in der Lage, Fehler und andere Probleme zu identifizieren als " +"jeder andere. Um uns Ihre Erkenntnisse mitzuteilen, füllen Sie dieses " +"`Fehlerberichtsformular `_ auf unserem GitHub aus. Geben Sie so viele Informationen wie " +"möglich an, damit diese Probleme von anderen leicht reproduziert werden " +"können." + +msgid "" +"If you are interested in helping keep our bug tracker organized, you can " +"even join the `bugsquad `_!" +msgstr "" +"Wenn Sie Interesse haben, uns bei der Organisation unseres Bugtrackers zu " +"helfen, können Sie sogar dem „Bugsquad “_ beitreten!" + +msgid "" +"**Test Development Versions** While it is recommended to use the stable " +"releases for your projects, you can help us test dev releases, betas, and " +"release candidates by opening a copy of your project in them and checking " +"what problems this introduces or maybe even solves. Make sure to have a " +"backup ready, since this can produce irreversible changes." +msgstr "" +"**Testen Sie Entwicklungsversionen** Obwohl es empfohlen wird, für Ihre " +"Projekte die stabilen Versionen zu verwenden, können Sie uns beim Testen von " +"Entwicklungsversionen, Betaversionen und Release-Kandidaten helfen, indem " +"Sie eine Kopie Ihres Projekts darin öffnen und prüfen, welche Probleme " +"dadurch entstehen oder vielleicht sogar gelöst werden. Halten Sie unbedingt " +"ein Backup bereit, da dies zu irreversiblen Änderungen führen kann." + +msgid "" +"Find recent `development versions `_ directly on our download page, or linked in their own blog posts." +msgstr "" +"Aktuelle Entwicklungsversionen _ " +"finden Sie direkt auf unserer Download-Seite oder über Links in den eigenen " +"Blog-Posts." + +msgid "" +"**Contribute Engine Code (mainly C++)** The engine development is mainly " +"coordinated on our `Contributor RocketChat `_, so if you are serious about making PRs you should join us there!" +msgstr "" +"**Engine-Code beisteuern (hauptsächlich C++)** Die Engine-Entwicklung wird " +"hauptsächlich auf unserem `Contributor Rocketchat `_ koordiniert, wenn Sie also ernsthaft PRs erstellen möchten, sollten " +"Sie sich uns dort anschließen!" + +msgid "" +"Read more about the **technical submission process**: :ref:`doc_first_steps`" +msgstr "" +"Lesen Sie mehr über den **technischen Einreichungsprozess**: :ref:" +"`doc_first_steps`" + +msgid "" +"For each subject area of the engine, there is a corresponding team to " +"coordinate the work. Join the linked chat to get more eyes on your related " +"PR, learn about open todos, or partake in meetings. For some areas, " +"specialists might even be encouraged to step up as maintainer! `List of " +"teams `_" +msgstr "" +"Für jeden Themenbereich der Engine gibt es ein entsprechendes Team, das die " +"Arbeit koordiniert. Treten Sie dem verknüpften Chat bei, um mehr " +"Aufmerksamkeit auf Ihre entsprechende PR zu lenken, sich über offene " +"Aufgaben zu informieren oder an Meetings teilzunehmen. Für einige Bereiche " +"werden Spezialisten möglicherweise sogar ermutigt, als Betreuer " +"einzuspringen! `Liste der Teams `_" + +msgid "" +"**Review Code Contributions** All pull requests need to be thoroughly " +"reviewed before they can be merged into the master branch. Help us get a " +"headstart by participating in the code review process." +msgstr "" +"**Codebeiträge prüfen** Alle Pull Requests müssen gründlich geprüft werden, " +"bevor sie in den Master-Branch integriert werden können. Verhelfen Sie uns " +"zu einem Vorsprung, indem Sie am Codeüberprüfungsprozess teilnehmen." + +msgid "" +"To get started, chose any `open pull request `_ and reference our **style guide**: :ref:" +"`doc_pr_review_guidelines`" +msgstr "" +"Wählen Sie zunächst einen beliebigen `offenen Pull Request `_ und verweisen Sie auf unseren " +"**Styleguide**: :ref:`doc_pr_review_guidelines`" + +msgid "" +"**Demo projects (GDScript, C#, and making Assets)** We provide new users " +"with `demo projects `_ " +"so they can quickly test new features or get familiar with the engine in the " +"first place. At industry events, we might even exhibit these demo projects " +"to showcase what Godot can do! Help improve existing projects or supply your " +"own to be added to the pool, and join the `demo channel `_ in the Contributor RocketChat to " +"talk about it." +msgstr "" +"**Demoprojekte (GDScript, C# und Erstellen von Assets)** Wir stellen neuen " +"Benutzern `Demoprojekte `_ zur Verfügung, damit sie schnell neue Funktionen testen oder sich " +"zunächst mit der Engine vertraut machen können. Bei Branchenveranstaltungen " +"stellen wir diese Demoprojekte möglicherweise sogar aus, um zu " +"demonstrieren, was Godot kann! Helfen Sie dabei, bestehende Projekte zu " +"verbessern, oder stellen Sie Ihre eigenen zur Verfügung, um sie dem Pool " +"hinzuzufügen, und treten Sie dem `Demokanal `_ im Contributor RocketChat bei, um darüber zu " +"sprechen." + +msgid "" +"**Documentation** The documentation is one of the most essential parts of " +"any tech project, yet the need to document new features and substantial " +"changes often gets overlooked. Join the `documentation team `_ to improve the Godot Engine with " +"your technical writing skills." +msgstr "" +"**Dokumentation** Die Dokumentation ist einer der wesentlichsten Teile jedes " +"technischen Projekts, doch die Notwendigkeit, neue Funktionen und " +"wesentliche Änderungen zu dokumentieren, wird oft übersehen. Treten Sie dem " +"`Dokumentationsteam `_ " +"bei, um die Godot-Engine mit Ihren technischen Schreibfähigkeiten zu " +"verbessern." + +msgid "" +"**Translations (spoken languages other than English)** Are you interested in " +"making the Godot Engine more accessible to non-English speakers? Contribute " +"to our `community-translations `_." +msgstr "" +"**Übersetzungen (gesprochene Sprachen außer Englisch)** Sind Sie daran " +"interessiert, die Godot-Engine für Nicht-Englischsprachige zugänglicher zu " +"machen? Tragen Sie zu unseren `Community-Übersetzungen `_ bei." + +msgid "Community support" +msgstr "Unterstützung durch die Gemeinschaft" + +msgid "" +"**Call for Moderators** With a community of our size, we need people to step " +"up as volunteer moderators in all kinds of places. These teams are organized " +"by the Godot Foundation, but would not function without the dedication of " +"active community members like you." +msgstr "" +"**Aufruf an Moderatoren** Bei einer Community unserer Größe brauchen wir " +"Leute, die sich an allen möglichen Stellen als freiwillige Moderatoren " +"melden. Diese Teams werden von der Godot Foundation organisiert, würden aber " +"ohne das Engagement aktiver Community-Mitglieder wie Ihnen nicht " +"funktionieren." + +msgid "" +"Have a look around your favorite community platform and you might come " +"across open application calls." +msgstr "" +"Schauen Sie sich auf Ihrer bevorzugten Community-Plattform um. " +"Möglicherweise stoßen Sie auf offene Bewerbungsaufrufe." + +msgid "" +"**Create tutorials & more** How did you get started with the Godot Engine? " +"Chances are you looked for learning materials outside of what the " +"documentation provides. Without content creators covering the game " +"development process, there would not be this big of a community today. " +"Therefore it seemed only right to mention them in a page about important " +"contributions to the project." +msgstr "" +"**Tutorials und mehr erstellen** Wie sind Sie mit der Godot Engine " +"gestartet? Wahrscheinlich haben Sie nach Lernmaterialien gesucht, die über " +"die Dokumentation hinausgehen. Ohne Inhaltsersteller, die den " +"Spielentwicklungsprozess abdecken, gäbe es heute keine so große Community. " +"Daher schien es nur richtig, sie auf einer Seite über wichtige Beiträge zum " +"Projekt zu erwähnen." diff --git a/sphinx/po/de/LC_MESSAGES/contributing/workflow/bisecting_regressions.po b/sphinx/po/de/LC_MESSAGES/contributing/workflow/bisecting_regressions.po index c30ce579b1..9548e1fba3 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/workflow/bisecting_regressions.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/workflow/bisecting_regressions.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -298,6 +298,3 @@ msgid "" msgstr "" "Sie können die vollständige Dokumentation über ``git bisect`` `hier `__ lesen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/workflow/bug_triage_guidelines.po b/sphinx/po/de/LC_MESSAGES/contributing/workflow/bug_triage_guidelines.po index e9fa959aee..dbfdfceebc 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/workflow/bug_triage_guidelines.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/workflow/bug_triage_guidelines.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -74,9 +74,6 @@ msgstr "" msgid "Labels" msgstr "Labels" -msgid "The following labels are currently defined in the Godot repository:" -msgstr "Die folgenden Labels sind derzeit im Godot-Repository definiert:" - msgid "**Categories:**" msgstr "**Kategorien:**" @@ -137,35 +134,12 @@ msgstr "" "Diskussion, um zu definieren, was genau getan werden soll, um das Thema " "anzugehen." -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 `_ repository." -msgstr "" -"*Documentation*: Problem im Zusammenhang mit der Dokumentation, " -"hauptsächlich, um Verbesserungen in der API-Dokumentation anzufordern. " -"Probleme im Zusammenhang mit der ReadTheDocs-Dokumentation sollten im `godot-" -"docs `_ Repository eingereicht " -"werden." - msgid "" "*Enhancement*: describes a proposed enhancement to an existing functionality." msgstr "" "*Enhancement*: Beschreibt eine vorgeschlagene Erweiterung einer vorhandenen " "Funktionalität." -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 `__ instead." -msgstr "" -"*Feature Proposal*: beschreibt den Wunsch nach einem neuen Feature, das " -"implementiert werden soll. Beachten Sie, dass das Godot-Hauptrepository " -"keine Feature Requests mehr annimmt. Bitte verwenden Sie stattdessen `godot-" -"proposals `__." - 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 " @@ -205,12 +179,6 @@ msgstr "" "auf verschiedenen Hardware-/Softwarekonfigurationen getestet werden muss " "oder dass die zu reproduzierenden Schritte nicht klar sind." -msgid "" -"*Needs work*: the pull request needs additional work before it can be merged." -msgstr "" -"*Needs work*: Der Pull Request benötigt zusätzliche Arbeit, bevor er gemergt " -"werden kann." - msgid "" "*Performance*: issues that directly impact engine or editor performance. Can " "also be used for pull requests that improve performance or add low-end-" @@ -366,9 +334,6 @@ msgstr "" "*Navigation*: bezieht sich auf das Navigationssystem (einschließlich A* und " "Navmeshes)." -msgid "*Network*: relates to (lot-level) networking." -msgstr "*Network*: bezieht sich auf (Lot-Level) Netzwerke." - msgid "*Particles*: particles, particle systems and their editors." msgstr "*Particles*: Partikel, Partikelsysteme und ihre Editoren." @@ -434,13 +399,6 @@ msgstr "" msgid "Documentation labels" msgstr "Dokumentations-Labels" -msgid "" -"In the `documentation repository `__, we use the following labels:" -msgstr "" -"Im `Dokumentations-Repository `__ " -"verwenden wir die folgenden Labels:" - msgid "" "*Bug*: Incorrect information in an existing page. Not to be used for " "*missing* information." @@ -458,6 +416,12 @@ msgstr "" "*Enhancement*: neue Informationen, die einer bestehenden Seite hinzugefügt " "werden sollen." +msgid "" +"*Needs work*: the pull request needs additional work before it can be merged." +msgstr "" +"*Needs work*: Der Pull Request benötigt zusätzliche Arbeit, bevor er gemergt " +"werden kann." + msgid "*Python*: Pull requests that update Python code." msgstr "*Python*: Pull Requests, die Python-Code aktualisieren." @@ -589,6 +553,3 @@ msgstr "" "Milestone auszuwählen. Wenn ein Fix für einen Bug vorgeschlagen wird, der " "nicht als dringend und damit ohne Milestone eingestuft wurde, wäre er " "wahrscheinlich immer noch sehr willkommen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/workflow/first_steps.po b/sphinx/po/de/LC_MESSAGES/contributing/workflow/first_steps.po index 7a34dcf6e2..09962bffec 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/workflow/first_steps.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/workflow/first_steps.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -283,6 +283,3 @@ msgstr "" msgid "See :ref:`doc_editor_and_docs_localization` for more details." msgstr "Siehe :ref:`doc_editor_and_docs_localization` für weitere Details." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/workflow/index.po b/sphinx/po/de/LC_MESSAGES/contributing/workflow/index.po index 5d68e35d95..971aafca3a 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/workflow/index.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/workflow/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -24,6 +24,3 @@ msgstr "" "auf die Arbeitsbelastung der Mitwirkenden. Die folgenden Anleitungen dienen " "als Hilfe, wenn Sie mit Git oder GitHub nicht weiterkommen, oder wenn Sie " "allgemein daran interessiert sind, wie die Maintainer das Projekt angehen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/workflow/pr_review_guidelines.po b/sphinx/po/de/LC_MESSAGES/contributing/workflow/pr_review_guidelines.po index f88365583f..63132924c5 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/workflow/pr_review_guidelines.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/workflow/pr_review_guidelines.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -920,6 +920,3 @@ msgstr "" "Sie zuversichtlich sind, dass der Pull Request ausreichend gereviewt wurde, " "und sobald Sie diese Schritte ausgeführt haben, können Sie fortfahren und " "den Pull Request mergen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/workflow/pr_workflow.po b/sphinx/po/de/LC_MESSAGES/contributing/workflow/pr_workflow.po index 447ecd26b4..43dd5ecfd2 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/workflow/pr_workflow.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/workflow/pr_workflow.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -201,14 +201,6 @@ msgid "To clone your fork from GitHub, use the following command:" msgstr "" "Verwenden Sie den folgenden Befehl, um Ihren Fork von GitHub zu klonen:" -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 "" -"In unseren Beispielen kennzeichnet das Zeichen \"$\" die Eingabeaufforderung " -"in typischen UNIX-Shells. Es ist nicht Teil des Befehls und sollte nicht " -"eingegeben werden." - msgid "" "After a little while, you should have a ``godot`` directory in your current " "working directory. Move into it using the ``cd`` command:" @@ -971,6 +963,3 @@ msgid "" msgstr "" "Sie können den Remote-Branch auch aus dem GitHub PR selbst löschen. Nach dem " "Mergen oder Schließen sollte dort ein Button angezeigt werden." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/contributing/workflow/testing_pull_requests.po b/sphinx/po/de/LC_MESSAGES/contributing/workflow/testing_pull_requests.po index c248c76c48..c48e54486a 100644 --- a/sphinx/po/de/LC_MESSAGES/contributing/workflow/testing_pull_requests.po +++ b/sphinx/po/de/LC_MESSAGES/contributing/workflow/testing_pull_requests.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -225,6 +225,3 @@ msgid "" msgstr "" "Und folgen Sie den :ref:`Kompilier `-Anweisungen für " "Ihr Betriebssystem." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/01.project_setup.po b/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/01.project_setup.po index bd13cab5b4..8eff074141 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/01.project_setup.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/01.project_setup.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -123,6 +123,3 @@ msgid "" msgstr "" "Mit dem so vorbereiteten Projekt kann im nächsten Schritt die Spieler-Szene " "erstellt werden." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/02.player_scene.po b/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/02.player_scene.po index e186dcfb77..ae60629c5f 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/02.player_scene.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/02.player_scene.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -46,13 +46,6 @@ msgstr "" "Klicken Sie auf den \"Anderer Node\"-Button und fügen einen :ref:`Area2D " "`-Node zu der Szene hinzu." -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 zeigt ein Icon mit einem Warnhinweis im Node des Szenenbaumes. Dieses " -"kann vorerst ignoriert werden, wir werden uns später darum kümmern." - 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 " @@ -111,49 +104,6 @@ msgstr "" msgid "Sprite animation" msgstr "Sprite-Animation" -msgid "" -"Click on the ``Player`` node and add (:kbd:`Ctrl + A` on Windows/Linux or :" -"kbd:`Cmd + A` on macOS) a child node :ref:`AnimatedSprite2D " -"`. The ``AnimatedSprite2D`` will handle the " -"appearance and animations for our player. Notice that there is a warning " -"symbol next to the node. An ``AnimatedSprite2D`` requires a :ref:" -"`SpriteFrames ` resource, which is a list of the " -"animations it can display. To create one, find the ``Sprite Frames`` " -"property under the ``Animation`` tab in the Inspector and click \"[empty]\" -" -"> \"New SpriteFrames\". Click on the ``SpriteFrames`` you just created to " -"open the \"SpriteFrames\" panel:" -msgstr "" -"Klicken Sie auf den Node ``Player`` und fügen Sie einen Child-Node :ref:" -"`AnimatedSprite2D ` hinzu (:kbd:`Strg + A` unter " -"Windows/Linux oder :kbd:`Cmd + A` unter macOS). Der ``AnimatedSprite2D`` " -"wird das Aussehen und die Animationen für unseren Spieler übernehmen. " -"Beachten Sie, dass neben dem Node ein Warnsymbol steht. Ein " -"``AnimatedSprite2D`` benötigt eine :ref:`SpriteFrames `-" -"Ressource, die eine Liste der Animationen repräsentiert, die es anzeigen " -"kann. Um eine solche Ressource zu erstellen, suchen Sie die Eigenschaft " -"``Sprite-Frames`` unter dem ``Animation`` Tab im Inspektor und klicken Sie " -"auf \"[leer]\" -> \"Neue SpriteFrames\". Klicken Sie auf die " -"``SpriteFrames``, die Sie gerade erstellt haben, um das \"SpriteFrames\"-" -"Panel zu öffnen:" - -msgid "" -"On the left is a list of animations. Click the \"default\" one and rename it " -"to \"walk\". Then click the \"Add 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 "" -"Auf der linken Seite befindet sich eine Liste mit Animationen. Klicken Sie " -"auf die \"default\"-Animation und benennen Sie sie in \"walk\" um. Klicken " -"Sie dann auf den \"Animation Hinzufügen\"-Button, um eine zweite Animation " -"mit dem Namen \"up\" zu erstellen. Suchen Sie die Spieler-Bilder im " -"\"Dateisystem\"-Tab - sie befinden sich im Ordner ``art``, den Sie zuvor " -"entpackt haben. Ziehen Sie die beiden Bilder für jede Animation mit den " -"Namen ``playerGrey_up[1/2]`` und ``playerGrey_walk[1/2]`` in die " -"\"Animations-Frames\"-Seite des Fensters für die entsprechende Animation:" - msgid "" "The player images are a bit too large for the game window, so we need to " "scale them down. Click on the ``AnimatedSprite2D`` node and set the " @@ -197,6 +147,3 @@ msgstr "" "Im nächsten Schritt werden wir ein Skript für Bewegung und Animation zum " "Spieler-Node hinzufügen. Anschließend werden wir eine Kollisionserkennung " "einrichten, um zu erkennen, wenn der Player von etwas getroffen wird." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/03.coding_the_player.po b/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/03.coding_the_player.po index a7d7cb8a15..5afa2ec960 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/03.coding_the_player.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/03.coding_the_player.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -495,6 +495,3 @@ msgid "With the player working, we'll work on the enemy in the next lesson." msgstr "" "Da der Spieler nun funktioniert, werden wir in der nächsten Lektion an dem " "Gegner arbeiten." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/04.creating_the_enemy.po b/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/04.creating_the_enemy.po index 38fad24c37..bbc07586f4 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/04.creating_the_enemy.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/04.creating_the_enemy.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -188,6 +188,3 @@ msgstr "" "Teil in einer neuen Szene zusammenführen. Wir werden die Gegner zufällig " "rund um das Spielfeld spawnen lassen und sie vorwärts bewegen, was unser " "Projekt zu einem spielbaren Spiel macht." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/05.the_main_game_scene.po b/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/05.the_main_game_scene.po index b195047284..45a863fa5d 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/05.the_main_game_scene.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/05.the_main_game_scene.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -318,6 +318,3 @@ msgstr "" "Was fehlt noch in unserem Spiel? Eine Benutzeroberfläche. In der nächsten " "Lektion werden wir ein Titelbild hinzufügen und die Punktzahl anzeigen " "lassen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/06.heads_up_display.po b/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/06.heads_up_display.po index bf59385db1..39762ce8c2 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/06.heads_up_display.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/06.heads_up_display.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -307,14 +307,6 @@ msgstr "" "entfernen, falls Sie das nicht schon getan haben, sonst wird Ihr Spiel " "automatisch gestartet." -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 "" -"Jetzt können Sie spielen! Klicken Sie auf den \"Projekt abspielen\"-Button. " -"Sie werden aufgefordert, eine Hauptszene auszuwählen, also wählen Sie ``main." -"tscn``." - msgid "Removing old creeps" msgstr "Alte Creeps entfernen" @@ -331,24 +323,6 @@ msgstr "" "Wir benötigen einen Weg um *alle* Mobs zu entfernen und dies geschieht mit " "dem \"Gruppen\"-Feature." -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 "" -"Wählen Sie in der Szene ``Mob`` den Root-Node und klicken Sie auf den " -"\"Node\"-Tab neben dem Inspektor (die gleiche Stelle, an der Sie die Signale " -"des Nodes finden). Klicken Sie neben \"Signale\" auf \"Gruppen\", und Sie " -"können einen neuen Gruppennamen eingeben und auf \"Hinzufügen\" klicken." - -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 "" -"Nun sind alle Mobs in der Gruppe\"mobs\". Jetzt können wir folgende Zeile " -"zur Funktion ``new_game()`` in ``Main`` hinzufügen:" - 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." @@ -365,6 +339,3 @@ msgstr "" "Das Spiel ist nun zum größten Teil fertig. Im nächsten und letzten Teil " "werden wir es etwas aufpolieren, indem wir einen Hintergrund, eine " "Musikschleife und einige Tastenkombinationen hinzufügen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/07.finishing-up.po b/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/07.finishing-up.po index 225487b8c4..64dfb358e0 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/07.finishing-up.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/07.finishing-up.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -204,6 +204,3 @@ msgstr "" "Und wenn Sie bereit sind, können Sie mit :ref:`doc_your_first_3d_game` " "weitermachen, um zu lernen, wie man ein komplettes 3D-Spiel von Grund auf in " "Godot erstellt." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/index.po index da4538da44..f6a100802d 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/first_2d_game/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -145,6 +145,3 @@ msgstr "" msgid "Contents" msgstr "Inhalt" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/01.game_setup.po b/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/01.game_setup.po index be3fe503eb..769eb7509e 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/01.game_setup.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/01.game_setup.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -76,6 +76,30 @@ msgstr "" msgid "Setting up the playable area" msgstr "Einrichten des spielbaren Bereichs" +msgid "" +"We're going to create our main scene with a plain :ref:`Node ` " +"as its root. In the *Scene* dock, click the *Add Child Node* button " +"represented by a \"+\" icon in the top-left and double-click on *Node*. Name " +"the node ``Main``. An alternate method to rename the node is to right-click " +"on *Node* and choose *Rename* (or :kbd:`F2`). Alternatively, to add a node " +"to the scene, you can press :kbd:`Ctrl + A` (:kbd:`Cmd + A` on macOS)." +msgstr "" +"Wir werden unsere Hauptszene mit einem einfachen :ref:`Node ` " +"als Root erstellen. Im *Szenen*-Dock klicken Sie auf den Button *Child-Node " +"hinzufügen*, der durch ein \"+\"-Icon oben links dargestellt wird, und " +"doppelklicken Sie auf *Node*. Benennen Sie den Node ``Main``. Eine " +"alternative Methode zum Umbenennen des Nodes ist, mit der rechten Maustaste " +"auf *Node* zu klicken und *Umbenennen* zu wählen (oder :kbd:`F2`). " +"Alternativ können Sie auch :kbd:`Strg + a` (oder :kbd:`Cmd + a` unter macOS) " +"drücken, um einen Node zur Szene hinzuzufügen." + +msgid "" +"Save the scene as ``main.tscn`` by pressing :kbd:`Ctrl + S` (:kbd:`Cmd + S` " +"on macOS)." +msgstr "" +"Speichern Sie die Szene als ``main.tscn`` durch Drücken von :kbd:`Strg + s` " +"(:kbd:`Cmd + s` unter 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 :" @@ -124,6 +148,20 @@ msgstr "" "Die Box-Shape ist perfekt für flache Böden und Wände. Dank ihrer Dicke " "blockiert sie sogar sich schnell bewegende Objekte zuverlässig." +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 :ref:`BoxShape3D " +"` to expand the resource. Set its *Size* to ``60`` on the " +"X-axis, ``2`` for the Y-axis, and ``60`` for the Z-axis." +msgstr "" +"Das Drahtgitter einer Box wird im Viewport mit drei orangefarbenen Punkten " +"angezeigt. Sie können diese anklicken und ziehen, um die Ausmaße der Shape " +"interaktiv zu bearbeiten. Wir können auch die Größe im Inspektor präzise " +"einstellen. Klicken Sie auf die :ref:`BoxShape3D `, um die " +"Ressource zu erweitern. Setzen Sie die *Größe* auf ``60`` für die X-Achse, " +"``2`` für die Y-Achse und ``60`` für die Z-Achse." + msgid "" "Collision shapes are invisible. We need to add a visual floor that goes " "along with it. Select the ``Ground`` node and add a :ref:`MeshInstance3D " @@ -155,6 +193,30 @@ msgstr "" "Sie sollten eine breite graue Platte sehen, die das Gitter und die blauen " "und roten Achsen im Viewport verdeckt." +msgid "" +"We're going to move the ground down so we can see the floor grid. To do " +"this, the grid snapping feature can be used. Grid snapping can be activated " +"2 ways in the 3D editor. The first is by pressing the *Use Snap* button (or " +"pressing the :kbd:`Y` key). The second is by selecting a node, dragging a " +"handle on the gizmo **then** holding :kbd:`Ctrl` while still clicking to " +"enable snapping as long as :kbd:`Ctrl` is held." +msgstr "" +"Wir werden den Boden nach unten verschieben, damit wir das Bodenraster sehen " +"können. Dazu kann die Rasterfangfunktion verwendet werden. Das Rasterfangen " +"kann im 3D-Editor auf zwei Arten aktiviert werden. Die erste ist durch " +"Drücken der Schaltfläche *Fangen verwenden* (oder durch Drücken der Taste :" +"kbd:`Y`). Die zweite ist durch Auswählen eines Knotens, Ziehen eines Griffs " +"am Gizmo **und anschließend** Halten von :kbd:`Strg` während des Klickens, " +"um das Fangen zu aktivieren, solange :kbd:`Strg` gedrückt wird." + +msgid "" +"Start by setting snapping with your preferred method. Then move the " +"``Ground`` node using the Y-axis (the green arrow on the gizmo)." +msgstr "" +"Beginnen Sie damit, das Einrasten mit Ihrer bevorzugten Methode " +"einzustellen. Verschieben Sie dann den Knoten ``Boden`` mithilfe der Y-Achse " +"(dem grünen Pfeil auf dem Gizmo)." + 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." @@ -193,6 +255,18 @@ msgstr "" "grau ist. Wählen Sie den Node ``Main`` und fügen Sie einen Child-Node :ref:" "`DirectionalLight3D ` hinzu." +msgid "" +"We need to move and rotate the :ref:`DirectionalLight3D " +"` node. 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 "" +"Wir müssen den Node :ref:`DirectionalLight3D ` " +"verschieben und rotieren. Verschieben Sie ihn nach oben, indem Sie auf den " +"grünen Pfeil des Manipulators klicken und ziehen, und klicken und ziehen Sie " +"auf den roten Bogen, um ihn um die X-Achse zu drehen, bis der Boden " +"beleuchtet ist." + msgid "" "In the *Inspector*, turn on *Shadow -> Enabled* by clicking the checkbox." msgstr "" @@ -208,6 +282,3 @@ msgid "" msgstr "" "Das ist unser Ausgangspunkt. Im nächsten Teil werden wir an unserer " "Spielerszene und grundsätzlicher Bewegung arbeiten." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/02.player_input.po b/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/02.player_input.po index 402379ec00..9a08c09f14 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/02.player_input.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/02.player_input.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -108,20 +108,6 @@ 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 `__ and exported " -"it to GLTF." -msgstr "" -"Die ``.glb``-Dateien enthalten 3D-Szenendaten, die auf der Open-Source-" -"Spezifikation GLTF 2.0 basieren. Sie sind eine moderne und leistungsfähige " -"Alternative zu einem proprietären Format wie FBX, das auch von Godot " -"unterstützt wird. Um diese Dateien zu erstellen, haben wir das Modell in " -"`Blender 3D `__ entworfen und es in GLTF " -"exportiert." - 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 " @@ -368,12 +354,3 @@ msgid "In the next part, we'll code and test the player's movement." msgstr "" "Im nächsten Teil werden wir die Bewegung des Spielers programmieren und " "testen." - -msgid "image11" -msgstr "|image11|" - -msgid "image17" -msgstr "|image17|" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/03.player_movement_code.po b/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/03.player_movement_code.po index 893da42310..33227d12cb 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/03.player_movement_code.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/03.player_movement_code.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -227,6 +227,9 @@ msgstr "" "Und das ist schon der gesamte Code den Sie brauchen, um den Charakter auf " "dem Boden zu bewegen." +msgid "Here is the complete ``player.gd`` code for reference." +msgstr "Hier ist der vollständige ``Player.gd``-Code als Referenz." + msgid "Testing our player's movement" msgstr "Testen der Bewegung unseres Spielers" @@ -469,6 +472,3 @@ msgid "" msgstr "" "Zuletzt haben wir sowohl die Bewegungen des Spielers als auch die Ansicht " "fertiggestellt. Als Nächstes werden wir an den Monstern arbeiten." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/04.mob_scene.po b/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/04.mob_scene.po index 03448c1f41..f68934638e 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/04.mob_scene.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/04.mob_scene.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -360,5 +360,5 @@ msgstr "" "Unser Monster ist endlich bereit, das Spiel zu betreten! I'm nächsten Teil " "werden Sie Monster im Spiellevel spawnen." -msgid "Translation status" -msgstr "Übersetzungsstatus" +msgid "Here is the complete ``mob.gd`` script for reference." +msgstr "Hier ist das vollständige ``Mob.gd`` Skript als Referenz." diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/05.spawning_mobs.po b/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/05.spawning_mobs.po index 7bc063c419..1bcf3c8e6d 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/05.spawning_mobs.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/05.spawning_mobs.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -564,6 +564,3 @@ msgid "" msgstr "" "Noch stoßen sie in einander, wenn sich ihre Wege kreuzen. Wir werden dieses " "Problem im nächsten Teil angehen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/06.jump_and_squash.po b/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/06.jump_and_squash.po index 1a04874c95..ea0e76e751 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/06.jump_and_squash.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/06.jump_and_squash.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -478,6 +478,17 @@ msgstr "" "Wir rufen eine undefinierte Funktion, ``mob.squash()``, auf, also müssen wir " "sie der Mob-Klasse hinzufügen." +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 "" +"Öffnen Sie das Skript ``mob.gd``, indem Sie im Dock *FileSystem* darauf " +"doppelklicken. Oben im Skript möchten wir ein neues Signal mit dem Namen " +"``squashed`` definieren. Und unten können Sie die Squash-Funktion " +"hinzufügen, mit der wir das Signal senden und den Mob zerstören." + msgid "" "When using C#, Godot will create the appropriate events automatically for " "all Signals ending with `EventHandler`, see :ref:`C# Signals " @@ -505,6 +516,3 @@ msgid "However, the player won't die yet. We'll work on that in the next part." msgstr "" "Allerdings wird der Spieler noch nicht sterben. Daran werden wir im nächsten " "Teil arbeiten." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/07.killing_player.po b/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/07.killing_player.po index 11fff0c03a..603a096fb1 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/07.killing_player.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/07.killing_player.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -208,14 +208,6 @@ msgstr "" "des ``Mob`` abhängt. Es kann sein, daß Sie sie verschieben und in der Größe " "verändern müssen, um ein gutes Spielgefühl zu erreichen." -msgid "" -"You can pat yourself in the back: you prototyped a complete 3D game, even if " -"it's still a bit rough." -msgstr "" -"Sie können sich selbst auf die Schulter klopfen: Sie haben einen " -"vollständigen Prototypen für ein 3D Spiel erstellt, auch wenn er noch etwas " -"unfertig ist." - 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." @@ -238,10 +230,13 @@ msgstr "" msgid "Starting with ``main.gd``." msgstr "Wir beginnen mit ``main.gd``." +msgid "Next is ``mob.gd``." +msgstr "Als nächstes ``Mob.gd``." + +msgid "Finally, the longest script, ``player.gd``:" +msgstr "Schließlich das längste Skript, ``Player.gd``:" + msgid "See you in the next lesson to add the score and the retry option." msgstr "" "Wir sehen uns in der nächsten Lektion, um den Punktestand und die Option das " "Spiel zu wiederholen, hinzuzufügen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/08.score_and_replay.po b/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/08.score_and_replay.po index c3849fded1..d4cd882f71 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/08.score_and_replay.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/08.score_and_replay.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -252,6 +252,13 @@ msgstr "" "``ScoreLabel``-Node es empfängt und die Funktion ``_on_mob_squashed()`` " "aufruft." +msgid "" +"Head back to the ``score_label.gd`` script to define the " +"``_on_mob_squashed()`` callback function." +msgstr "" +"Gehen Sie zurück zum Skript ``ScoreLabel.gd``, um die Callback-Funktion " +"``_on_mob_squashed()`` zu definieren." + msgid "There, we increment the score and update the displayed text." msgstr "Dort wird die Punktzahl erhöht und der angezeigte Text aktualisiert." @@ -539,12 +546,18 @@ msgstr "|image17|" msgid "image17" msgstr "|image17|" +msgid "Save the scene as ``music_player.tscn``." +msgstr "Speichern Sie die Szene als „music_player.tscn“." + msgid "" -"We have to register it as an autoload. Head to the *Project -> Project " -"Settings…* menu and click on the *Autoload* tab." +"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 ``music_player." +"tscn``. Then, click the *Add* button on the right to register the node." msgstr "" -"Sie müssen es für Autoload registrieren. Gehen Sie zu *Projekt -> " -"Projekteinstellungen...* und klicken sie auf den *Autoload*-Tab." +"Geben Sie in das Feld *Pfad* den Pfad zu Ihrer Szene ein. Klicken Sie das " +"Order-Icon um die Dateiauswahl zu öffnen und doppelklicken Sie auf " +"``MusicPlayer.tscn``. Dann klicken Sie auf den *Hinzufügen*-Button auf der " +"rechten Seite, um den Node zu registrieren." msgid "|image18|" msgstr "|image18|" @@ -552,6 +565,14 @@ msgstr "|image18|" msgid "image18" msgstr "|image18|" +msgid "" +"``music_player.tscn`` now loads into any scene you open or play. So if you " +"run the game now, the music will play automatically in any scene." +msgstr "" +"``MusicPlayer.tscn`` wird nun in jede Szene geladen, die Sie öffnen oder " +"spielen. Wenn Sie also das Spiel jetzt starten, wird die Musik automatisch " +"in jeder Szene gespielt." + 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: " @@ -598,6 +619,3 @@ msgstr "" msgid "Here is the complete ``main.gd`` script for reference." msgstr "Hier ist das vollständige Skript ``main.gd`` als Referenz." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/09.adding_animations.po b/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/09.adding_animations.po index 492505ea42..b7464c20a4 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/09.adding_animations.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/09.adding_animations.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -588,11 +588,18 @@ msgstr "" msgid "**Congratulations**!" msgstr "**Herzlichen Glückwunsch**!" +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 "" +"Im nächsten Teil werden wir das Gelernte noch einmal kurz zusammenfassen und " +"Ihnen einige Links geben, wenn Sie noch mehr lernen möchten. Aber erstmal " +"sind hier nochmal die vollständigen ``Player.gd`` und ``Mob.gd`` Skripte, " +"damit Sie Ihren Code damit vergleichen können." + msgid "Here's the *Player* script." msgstr "Hier ist das *Player*-Skript." msgid "And the *Mob*'s script." msgstr "Und hier das *Mob*-Skript." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/going_further.po b/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/going_further.po index 803d6215fc..21bc3bdc99 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/going_further.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/going_further.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -111,6 +111,3 @@ msgid "" msgstr "" "Wir hoffen, dass Ihnen diese Tutorial-Artikelreihe gefallen hat, und wir " "freuen uns darauf, zu sehen, was Sie mit Godot erreichen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/index.po index 7beb22c6fb..5556443ae0 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/first_3d_game/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -130,6 +130,3 @@ msgstr "" msgid "Contents" msgstr "Inhalt" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/introduction/first_look_at_the_editor.po b/sphinx/po/de/LC_MESSAGES/getting_started/introduction/first_look_at_the_editor.po index 551798d6cc..0e3e17ce64 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/introduction/first_look_at_the_editor.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/introduction/first_look_at_the_editor.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,9 +11,6 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -msgid "First look at Godot's editor" -msgstr "Ein erster Blick auf den 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." @@ -22,91 +19,17 @@ msgstr "" "von Godot. Wir werden uns die verschiedenen Hauptbildschirme und Docks " "ansehen, um Ihnen zu helfen, sich zurechtzufinden." -msgid "" -"For a comprehensive breakdown of the editor's interface and how to use it, " -"see the :ref:`Editor manual `." -msgstr "" -"Eine ausführliche Beschreibung der Benutzeroberfläche des Editors und seiner " -"Bedienung finden Sie im :ref:`Editor-Handbuch `." - msgid "The Project Manager" msgstr "Der Projektmanager" -msgid "" -"When you launch Godot, the first window you see is the Project Manager. In " -"the default tab **Local Projects**, you can manage existing projects, import " -"or create new ones, and more." -msgstr "" -"Wenn Sie Godot starten, ist das erste Fenster, das Sie sehen, der " -"Projektmanager. Im Default-Tab **Lokale Projekte** können Sie vorhandene " -"Projekte verwalten, neue Projekte importieren oder erstellen, und vieles " -"mehr." - -msgid "" -"At the top of the window, there is another tab named \"Asset Library " -"Projects\". The first time you go to this tab you'll see a \"Go Online\" " -"button. For privacy reasons the Godot project manager does not access the " -"internet by default. To change this click the \"Go Online button\", if you " -"want to change your network mode back to \"offline\" you can do so from the " -"project manager settings." -msgstr "" -"Am oberen Rand des Fensters befindet sich ein weiterer Tab mit der " -"Bezeichnung \"Asset-Bibliothek-Projekte\". Wenn Sie zum ersten Mal zu diesem " -"Tab gehen, sehen Sie einen Button \"Online gehen\". Aus Gründen des " -"Datenschutzes greift der Godot-Projektmanager standardmäßig nicht auf das " -"Internet zu. Um dies zu ändern, klicken Sie auf den Button \"Online gehen\". " -"Wenn Sie den Netzwerkmodus wieder auf \"Offline\" ändern möchten, können Sie " -"dies in den Einstellungen des Projektmanagers tun." - -msgid "" -"Once your network mode is set to \"online\" you can search for demo projects " -"in the open source asset library, which includes many projects developed by " -"the community." -msgstr "" -"Sobald Ihr Netzwerkmodus auf \"Online\" eingestellt ist, können Sie in der " -"Open-Source-Asset-Bibliothek, die viele von der Community entwickelte " -"Projekte enthält, nach Demoprojekten suchen." - msgid "" "To learn the Project Manager's ins and outs, read :ref:`doc_project_manager`." msgstr "" "Wenn Sie mehr über den Projektmanager erfahren möchten, lesen Sie :ref:" "`doc_project_manager`." -msgid "" -"You can also change the editor's language by going into the settings menu." -msgstr "" -"Sie können auch die Sprache des Editors ändern, indem Sie in das " -"Einstellungsmenü gehen." - -msgid "" -"From here use the language drop down menu to select your language. By " -"default, it is in English (EN)." -msgstr "" -"Wählen Sie hier aus dem Dropdown-Menü die gewünschte Sprache aus. " -"Standardmäßig ist sie auf Englisch (EN) eingestellt." - -msgid "" -"When you open a new or an existing project, the editor's interface appears. " -"Let's look at its main areas." -msgstr "" -"Wenn Sie ein neues oder ein bestehendes Projekt öffnen, erscheint die " -"Benutzeroberfläche des Editors. Schauen wir uns die Hauptbereiche an." - -msgid "" -"By default, it features **menus**, **main screens**, and playtest buttons " -"along the window's top edge." -msgstr "" -"Standardmäßig verfügt der Editor über **Menüs**, **Hauptbildschirme** und " -"Spieltest-Buttons am oberen Rand des Fensters." - -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 "" -"In der Mitte befindet sich der **Viewport** mit der **Toolbar** am oberen " -"Rand, in der Sie Tools zum Verschieben, Skalieren oder Sperren von Nodes der " -"Szene finden." +msgid "First look at Godot's editor" +msgstr "Ein erster Blick auf den Godot-Editor" msgid "" "On either side of the viewport sit the **docks**. And at the bottom of the " @@ -115,58 +38,9 @@ msgstr "" "Auf beiden Seiten des Viewports befinden sich die **Docks**. Und am unteren " "Rand des Fensters befindet sich das **Untere Bedienfeld**." -msgid "" -"The toolbar changes based on the context and selected node. Here is the 2D " -"toolbar." -msgstr "" -"Die Toolbar ändert sich je nach Kontext und ausgewähltem Node. Hier ist die " -"2D-Toolbar." - -msgid "Below is the 3D one." -msgstr "Hier ist die 3D-Version." - -msgid "" -"Let's look at the docks. The **FileSystem** dock lists your project files, " -"including scripts, images, audio samples, and more." -msgstr "" -"Schauen wir uns die Docks an. Das **Dateisystem**-Dock listet Ihre " -"Projektdateien auf, darunter Skripte, Bilder, Audio-Samples und mehr." - -msgid "The **Scene** dock lists the active scene's nodes." -msgstr "Das **Szenen**-Dock listet die aktiven Nodes der Szene auf." - -msgid "The **Inspector** allows you to edit the properties of a selected node." -msgstr "" -"Mit dem **Inspektor** können Sie die Propertys eines ausgewählten Nodes " -"bearbeiten." - -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 "" -"Das **Untere Bedienfeld**, das sich unterhalb des Viewports befindet, " -"beherbergt die Debug-Konsole, den Animations-Editor, den Audiomixer und " -"vieles mehr. Diese können wertvollen Platz einnehmen, deshalb sind sie " -"standardmäßig eingeklappt." - -msgid "" -"When you click on one, it expands vertically. Below, you can see the " -"animation editor opened." -msgstr "" -"Wenn Sie auf eines klicken, wird es vertikal erweitert. Unten sehen Sie den " -"geöffneten Animations-Editor." - msgid "The four main screens" msgstr "Die vier Hauptbildschirme" -msgid "" -"There are four main screen buttons centered at the top of the editor: 2D, " -"3D, Script, and AssetLib." -msgstr "" -"Im oberen Bereich des Editors befinden sich vier Buttons: 2D, 3D, Skript und " -"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." @@ -182,13 +56,6 @@ msgstr "" "Im **3D-Bildschirm** können Sie mit Meshes und Lichtern arbeiten und Level " "für 3D-Spiele entwerfen." -msgid "" -"Notice the perspective button under the toolbar. Clicking on it opens a list " -"of options related to the 3D view." -msgstr "" -"Beachten Sie den „Perspektivisch“-Button unter der Toolbar. Wenn Sie darauf " -"klicken, wird eine Liste mit Optionen für die 3D-Ansicht geöffnet." - msgid "" "Read :ref:`doc_introduction_to_3d` for more detail about the **3D main " "screen**." @@ -203,13 +70,6 @@ msgstr "" "Der **Skript-Bildschirm** ist ein vollständiger Code-Editor mit Debugger, " "umfassender Autovervollständigung und integrierten Code-Referenzen." -msgid "" -"Finally, the **AssetLib** is a library of free and open source add-ons, " -"scripts, and assets to use in your projects." -msgstr "" -"Die **AssetLib** schließlich ist eine Bibliothek mit freien und quelloffenen " -"Add-ons, Skripten und Assets, die Sie in Ihren Projekten verwenden können." - msgid "" "You can learn more about the asset library in :ref:`doc_what_is_assetlib`." msgstr "" @@ -229,13 +89,6 @@ msgstr "" "Sie können nach Informationen über eine Klasse, Methode, Property, Konstante " "oder ein Signal mit einer der folgenden Methoden suchen:" -msgid "" -"Pressing :kbd:`F1` (or :kbd:`Opt + Space` on macOS, or :kbd:`fn + F1` for " -"laptops with a :kbd:`fn` key) anywhere in the editor." -msgstr "" -"Druck auf :kbd:`F1` (oder :kbd:`Opt + Leertaste` unter macOS, oder :kbd:`fn " -"+ F1` für Laptops mit einer :kbd:`fn` Taste) irgendwo im Editor." - msgid "" "Clicking the \"Search Help\" button in the top-right of the Script main " "screen." @@ -246,6 +99,13 @@ msgstr "" msgid "Clicking on the Help menu and Search Help." msgstr "Klick auf das Hilfe-Menü und „Hilfe durchsuchen“." +msgid "" +":kbd:`Ctrl + Click` (:kbd:`Cmd + Click` on macOS) on a class name, function " +"name, or built-in variable in the script editor." +msgstr "" +":kbd:`Strg + Klick` (:kbd:`Cmd + Klick` unter macOS) auf einen Klassennamen, " +"Funktionsnamen oder eine integrierte Variable im Skript-Editor." + 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." @@ -260,6 +120,3 @@ msgid "" msgstr "" "Doppelklicken Sie auf einen Eintrag, um die entsprechende Seite im Skript-" "Hauptfenster zu öffnen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/introduction/godot_design_philosophy.po b/sphinx/po/de/LC_MESSAGES/getting_started/introduction/godot_design_philosophy.po index 6803a6a66d..7a9e3cf410 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/introduction/godot_design_philosophy.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/introduction/godot_design_philosophy.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -44,14 +44,6 @@ msgstr "" "für Ihr Projekt gut geeignet ist, müssen Sie sie selbst ausprobieren und " "deren Design und Einschränkungen verstehen." -msgid "" -"Please watch `Godot explained in 5 minutes `_ if you're looking for an overview of the engine's features." -msgstr "" -"Bitte schauen Sie sich `Godot explained in 5 minutes `_ an, wenn Sie einen Überblick über die Features " -"der Engine suchen." - msgid "Object-oriented design and composition" msgstr "Objektorientiertes Design und Komposition" @@ -384,6 +376,3 @@ msgstr "" "Basiseinheit für 2D-Szenen Pixel.** Obwohl die Engines getrennt sind, können " "Sie 2D in 3D und 3D in 2D rendern sowie 2D-Sprites und -Benutzeroberflächen " "über Ihre 3D-Welt platzieren." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/introduction/index.po b/sphinx/po/de/LC_MESSAGES/getting_started/introduction/index.po index ec1feaba26..55561b8a0b 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/introduction/index.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/introduction/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -32,6 +32,3 @@ msgstr "" "wir Ihnen die wichtigsten Konzepte der Engine vor, führen Sie durch die " "Benutzeroberfläche des Editors und geben Ihnen Tipps, wie Sie die Zeit, die " "Sie zum Erlernen der Engine benötigen, optimal nutzen können." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/introduction/introduction_to_godot.po b/sphinx/po/de/LC_MESSAGES/getting_started/introduction/introduction_to_godot.po index e284491add..3d1dd074df 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/introduction/introduction_to_godot.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/introduction/introduction_to_godot.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -225,6 +225,3 @@ msgid "" msgstr "" "Im nächsten Teil erhalten Sie einen Überblick über die wesentlichen Konzepte " "der Engine." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/introduction/key_concepts_overview.po b/sphinx/po/de/LC_MESSAGES/getting_started/introduction/key_concepts_overview.po index f2900b99e3..118b90f091 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/introduction/key_concepts_overview.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/introduction/key_concepts_overview.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -188,6 +188,3 @@ msgstr "" "Nach diesem kurzen Überblick haben Sie wahrscheinlich viele Fragen. Haben " "Sie Geduld mit uns, denn Sie werden im Laufe der Artikelreihe „Erste " "Schritte“ viele Antworten erhalten." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/introduction/learn_to_code_with_gdscript.po b/sphinx/po/de/LC_MESSAGES/getting_started/introduction/learn_to_code_with_gdscript.po index 316921068f..5e354cda11 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/introduction/learn_to_code_with_gdscript.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/introduction/learn_to_code_with_gdscript.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -76,6 +76,3 @@ msgid "" msgstr "" "Im nächsten Teil erhalten Sie einen Überblick über die wesentlichen Konzepte " "der Engine." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/introduction/learning_new_features.po b/sphinx/po/de/LC_MESSAGES/getting_started/introduction/learning_new_features.po index 7c02dcbc70..3efca608d7 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/introduction/learning_new_features.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/introduction/learning_new_features.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -104,6 +104,15 @@ msgstr "" "docs `_ GitHub Repository, " "um dies zu melden." +msgid "" +"You can hold :kbd:`Ctrl` (macOS :kbd:`Cmd`) and then mouseover text like the " +"name of a class, property, method, signal, or constant to underline it, " +"then :kbd:`Ctrl + Click` (macOS :kbd:`Cmd + Click`) it to jump to it." +msgstr "" +"Sie können bei gedrückter Strg-Taste (Cmd unter MacOS) auf jeden " +"unterstrichenen Text wie den Namen einer Klasse, Property, Methode, eines " +"Signals oder einer Konstante klicken, um dorthin zu springen." + msgid "Learning to think like a programmer" msgstr "Lernen, wie ein Programmierer zu denken" @@ -228,6 +237,30 @@ msgstr "" "in Ihren Szenen aus. Daher sollten Sie diese Szenen als Teil Ihres " "Quellcodes betrachten." +msgid "" +"Also, please don't take a picture with your phone, the low quality and " +"screen reflections can make it hard to understand the image. Your operating " +"system should have a built-in tool to take screenshots with the :kbd:`PrtSc` " +"(Print Screen) key (macOS: use :kbd:`Cmd + Shift + 3` for a full screen " +"shot, `more information here `_)." +msgstr "" +"Machen Sie bitte außerdem keine Fotos mit Ihrem Telefon, da die schlechte " +"Qualität und Bildschirmreflexionen das Bild schwer verständlich machen " +"können. Ihr Betriebssystem sollte über ein integriertes Tool zum Erstellen " +"von Screenshots mit der Taste :kbd:`PrtSc` (Druck) verfügen (macOS: " +"verwenden Sie :kbd:`Cmd + Shift + 3` für einen vollständigen Screenshot, " +"`weitere Informationen hier `_)." + +msgid "" +"Alternatively, you can use a program like `ShareX `_ " +"on Windows, or `FlameShot `_ on Linux." +msgstr "" +"Alternativ können Sie ein Programm wie `sharex `_ " +"unter Windows oder `FlameShot `_ unter Linux " +"verwenden." + msgid "" "Sharing a video of your running game can also be really **useful to " "troubleshoot your game**. You can use programs like `OBS Studio \n" @@ -39,6 +39,3 @@ msgstr "" "Grundlagen haben, um weitere Features in anderen Abschnitten zu erkunden. Wo " "es angebracht ist, haben wir auch Links zu Seiten eingefügt, die ein " "bestimmtes Thema ausführlich behandeln." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/instancing.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/instancing.po index 5b3c162317..1649631e18 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/instancing.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/instancing.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -219,14 +219,6 @@ msgstr "" "Die Änderung einer Eigenschaft einer Instanz setzt immer die Werte der " "entsprechenden gepackten Szene außer Kraft." -msgid "" -"Let's try this. Open ``ball.tscn`` and select the Ball node. In the " -"Inspector on the right, click on the PhysicsMaterial property to expand it." -msgstr "" -"Versuchen wir es. Öffnen Sie ``ball.tscn`` und wählen Sie den Node „Ball“ " -"aus. Im Inspektor auf der rechten Seite klicken Sie auf die Eigenschaft " -"Physik-Material, um sie zu erweitern." - msgid "" "Set its Bounce property to ``0.5`` by clicking on the number field, typing " "``0.5``, and pressing :kbd:`Enter`." @@ -283,22 +275,6 @@ msgstr "" "Starten Sie das Spiel erneut und achten Sie darauf, dass dieser Ball jetzt " "viel schneller fällt als die anderen." -msgid "" -"You may notice you are unable to change the values of the " -"``PhysicsMaterial`` of the ball. This is because ``PhysicsMaterial`` is a " -"resource, and needs to be made unique before you can edit it in a scene that " -"is linking to its original scene. To make a resource unique for one " -"instance, right-click on it in the Inspector and click Make Unique in the " -"contextual menu." -msgstr "" -"Sie werden feststellen, dass Sie die Werte des ``PhysicsMaterial`` des Balls " -"nicht ändern können. Das liegt daran, dass ``PhysicsMaterial`` eine " -"Ressource ist und erst einmal eindeutig gemacht werden muß, bevor man sie in " -"einer Szene bearbeiten kann, die mit der Originalszene verknüpft ist. Um " -"eine Ressource für eine Instanz eindeutig zu machen, klicken Sie mit der " -"rechten Maustaste auf die Ressource im Inspektor und klicken Sie im " -"Kontextmenü auf Einzigartig machen." - msgid "" "Resources are another essential building block of Godot games we will cover " "in a later lesson." @@ -437,6 +413,3 @@ msgid "" msgstr "" "Eine Sprache, mit der Sie auf natürliche Weise über die Struktur Ihres " "Spielprojekts nachdenken können." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/nodes_and_scenes.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/nodes_and_scenes.po index fb4c166da1..bfca57116d 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/nodes_and_scenes.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/nodes_and_scenes.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -353,6 +353,3 @@ msgid "" msgstr "" "Im nächsten Teil werden wir ein weiteres Schlüsselkonzept in Spielen und in " "Godot besprechen: das Erstellen von Instanzen einer Szene." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting_first_script.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting_first_script.po index 9b0d216b5d..52cd84e422 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting_first_script.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting_first_script.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -452,6 +452,3 @@ msgstr "Vollständiges Skript" msgid "Here is the complete ``sprite_2d.gd`` file for reference." msgstr "Hier ist die vollständige Datei ``sprite_2d.gd`` als Referenz." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting_languages.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting_languages.po index 0575edc241..5e324a6f5f 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting_languages.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting_languages.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -335,6 +335,3 @@ msgstr "" "Sie können Sprachen mischen, um beispielsweise anspruchsvolle Algorithmen " "mit C oder C++ zu implementieren und den Großteil der Spiellogik mit " "GDScript oder C# zu schreiben." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting_player_input.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting_player_input.po index 7686ab8f0b..3e9dace706 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting_player_input.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/scripting_player_input.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -244,6 +244,3 @@ msgstr "" "In der nächsten Lektion, :ref:`doc_signals`, bauen wir auf der Beziehung " "zwischen Skripten und Nodes auf, indem wir unsere Nodes Code in Skripten " "auslösen lassen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/signals.po b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/signals.po index 2fd402d9ad..995088c282 100644 --- a/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/signals.po +++ b/sphinx/po/de/LC_MESSAGES/getting_started/step_by_step/signals.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -50,6 +50,29 @@ msgstr "" "einen Heiltrank benutzt, soll der Balken die Veränderung anzeigen. Dazu " "würden Sie in Godot Signale verwenden." +msgid "" +"Like methods (:ref:`class_callable`), signals are a first-class type since " +"Godot 4.0. This means you can pass them around as method arguments directly " +"without having to pass them as strings, which allows for better " +"autocompletion and is less error-prone. See the :ref:`class_signal` class " +"reference for a list of what you can do with the Signal type directly." +msgstr "" +"Wie Methoden (:ref:`class_callable`) sind Signale seit Godot 4.0 ein " +"erstklassiger Typ. Das bedeutet, dass Sie sie direkt als Methodenargumente " +"weitergeben können, ohne sie als Zeichenfolgen übergeben zu müssen, was eine " +"bessere automatische Vervollständigung ermöglicht und weniger fehleranfällig " +"ist. Eine Liste dessen, was Sie direkt mit dem Signaltyp tun können, finden " +"Sie in der Klassenreferenz :ref:`class_signal`." + +msgid "" +"As mentioned in the introduction, signals are Godot's version of the " +"observer pattern. You can learn more about it in `Game Programming Patterns " +"`__." +msgstr "" +"Wie in der Einleitung erwähnt, sind Signale Godots Version des " +"Beobachtermusters. Weitere Informationen hierzu finden Sie unter „Game " +"Programming Patterns “__." + msgid "" "We will now use a signal to make our Godot icon from the previous lesson (:" "ref:`doc_scripting_player_input`) move and stop by pressing a button." @@ -229,15 +252,6 @@ msgstr "" "festlegen. Sie können den Modus unten rechts im Fenster ein- und " "ausschalten, indem Sie auf den Erweitert-Button klicken." -msgid "" -"If you are using an external editor (such as VS Code) this automatic code " -"generation might not work. In this case you need to to connect the signal " -"via code as explained in the next section." -msgstr "" -"Wenn Sie einen externen Editor (z. B. VS Code) verwenden, funktioniert diese " -"automatische Codegenerierung möglicherweise nicht. In diesem Fall müssen Sie " -"das Signal über Code verbinden, wie im nächsten Abschnitt erläutert." - msgid "" "Click the Connect button to complete the signal connection and jump to the " "Script workspace. You should see the new method with a connection icon in " @@ -572,6 +586,3 @@ msgstr "" "Im nächsten Abschnitt, :ref:`doc_your_first_2d_game`, erstellen Sie ein " "komplettes 2D-Spiel und setzen alles, was Sie bisher gelernt haben, in die " "Praxis um." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/index.po b/sphinx/po/de/LC_MESSAGES/index.po index f8cad9ac49..930aed1bd3 100644 --- a/sphinx/po/de/LC_MESSAGES/index.po +++ b/sphinx/po/de/LC_MESSAGES/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -29,9 +29,6 @@ msgstr "Community" msgid "Class reference" msgstr "Klassenreferenz" -msgid "Godot Docs – *master* branch" -msgstr "Godot-Dokumentation – *master*-Branch" - msgid "" "Godot's documentation is available in various languages and versions. Expand " "the \"Read the Docs\" panel at the bottom of the sidebar to see the list." diff --git a/sphinx/po/de/LC_MESSAGES/sphinx.po b/sphinx/po/de/LC_MESSAGES/sphinx.po index 25cc43b13a..66a0419a92 100644 --- a/sphinx/po/de/LC_MESSAGES/sphinx.po +++ b/sphinx/po/de/LC_MESSAGES/sphinx.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_antialiasing.po b/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_antialiasing.po index ed89fbe103..17fe8656ab 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_antialiasing.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_antialiasing.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -157,17 +157,6 @@ msgstr "Specular Aliasing bei Verwendung von Light2D." msgid "Aliasing in font rendering." msgstr "Aliasing beim Rendern von Schriftarten." -msgid "" -"MSAA can be enabled in the Project Settings by changing the value of the " -"**Rendering > Anti Aliasing > Quality > MSAA 2D** setting. It's important to " -"change the value of the **MSAA 2D** setting and not **MSAA 3D**, as these " -"are entirely separate settings." -msgstr "" -"MSAA kann in den Projekteinstellungen aktiviert werden, indem der Wert der " -"Einstellung **Rendern > Kantenglättung > Qualität > MSAA 2D** geändert wird. " -"Es ist wichtig, den Wert der Einstellung **MSAA 2D** und nicht **MSAA 3D** " -"zu ändern, da es sich um völlig separate Einstellungen handelt." - msgid "" "Comparison between no antialiasing (left) and various MSAA levels (right). " "The top-left corner contains a Line2D node, the top-right corner contains 2 " @@ -180,6 +169,3 @@ msgstr "" "Ecke enthält 2 TextureProgressBar-Nodes. Der untere Bereich enthält 8 Pixel " "Art-Sprites, von denen 4 die Kanten berühren (grüner Hintergrund) und 4 die " "Kanten nicht berühren (Godot-Logo):" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po b/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po index 66879ff83a..917c7e0686 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -71,10 +71,6 @@ msgid "" msgstr "" ":ref:`LightOccluder2D ` (für Lichtschattenwerfer)" -msgid "Other 2D nodes that receive lighting, such as Sprite2D or TileMap." -msgstr "" -"Andere 2D Nodes, die beleuchtet werden, wie z.B. Sprite2D oder TileMap." - msgid "" ":ref:`CanvasModulate ` is used to darken the scene by " "specifying a color that will act as the base \"ambient\" color. This is the " @@ -108,16 +104,6 @@ msgstr "" "Textur über den Rest der Szene gelegt wird, um eine Beleuchtung zu " "simulieren." -msgid "" -":ref:`LightOccluder2Ds ` are used to tell the shader " -"which parts of the scene cast shadows. These occluders can be placed as " -"independent nodes or can be part of a TileMap node." -msgstr "" -":ref:`LightOccluder2Ds ` werden verwendet, um dem " -"Shader mitzuteilen, welche Teile der Szene Schatten werfen. Diese Occluder " -"können als unabhängige Nodes platziert werden oder Teil eines TileMap-Nodes " -"sein." - msgid "" "The shadows appear only on areas covered by the :ref:`PointLight2D " "` and their direction is based on the center of the :ref:" @@ -809,6 +795,3 @@ msgstr "" "Sie **Neues CanvasItemMaterial**, klicken Sie auf das neu erstellte " "Material, um es zu bearbeiten, und stellen Sie dann **Mischmodus** auf " "**Hinzufügen**." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_meshes.po b/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_meshes.po index e0bfa9415e..f6eefbb78a 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_meshes.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_meshes.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -122,6 +122,3 @@ msgid "" msgstr "" "Zum Schluss drücken Sie den Button ``2D-Mesh konvertieren`` und Ihr Sprite2D " "wird ersetzt:" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_movement.po b/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_movement.po index d04f78f05d..8a75ea2530 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_movement.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_movement.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -223,6 +223,3 @@ msgstr "" "Sie können dieses Beispielprojekt hier herunterladen: `2d_movement_starter." "zip `_" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_parallax.po b/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_parallax.po index 0ccce2b5f2..010f293b7b 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_parallax.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_parallax.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,8 +11,460 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" +msgid "2D Parallax" +msgstr "2D-Parallaxe" + msgid "Introduction" msgstr "Einführung" -msgid "Translation status" -msgstr "Übersetzungsstatus" +msgid "" +"Parallax is an effect used to simulate depth by having textures move at " +"different speeds relative to the camera. Godot provides the :ref:" +"`Parallax2D` node to achieve this effect. It can still be " +"easy to get tripped up though, so this page provides in-depth descriptions " +"of some properties and how to fix some common mistakes." +msgstr "" +"Parallaxe ist ein Effekt, der verwendet wird, um Tiefe zu simulieren, indem " +"sich Texturen mit unterschiedlicher Geschwindigkeit relativ zur Kamera " +"bewegen. Godot stellt den Knoten :ref:`Parallax2D` bereit, " +"um diesen Effekt zu erzielen. Man kann jedoch immer noch leicht ins Stolpern " +"geraten, daher bietet diese Seite ausführliche Beschreibungen einiger " +"Eigenschaften und wie man einige häufige Fehler behebt." + +msgid "" +"This page only covers how to use :ref:`Parallax2D`. This " +"node is still experimental, so the implementation might change in future " +"versions of Godot. However, it is still recommended to use over the :ref:" +"`ParallaxLayer` and :ref:" +"`ParallaxBackground` nodes." +msgstr "" +"diese Seite behandelt nur die Verwendung von :ref:" +"`Parallax2D`. Dieser Knoten ist noch experimentell, daher " +"kann sich die Implementierung in zukünftigen Versionen von Godot ändern. Es " +"wird jedoch weiterhin empfohlen, ihn über den Knoten :ref:" +"`ParallaxLayer` und :ref:" +"`ParallaxBackground` zu verwenden." + +msgid "Scroll scale" +msgstr "Scroll-Skala" + +msgid "" +"The backbone of the parallax effect is the :ref:`scroll_scale " +"` property. It works as a scroll-" +"speed multiplier, allowing layers to move at a different speed than the " +"camera for each axis set. A value of 1 makes the parallax node scroll at the " +"same speed as the camera. If you want your image to look further away when " +"scrolling, use a value lower than 1, with 0 bringing it to a complete stop. " +"If you want something to appear closer to the camera, use a value higher " +"than 1, making it scroll faster." +msgstr "" +"Das Rückgrat des Parallaxeffekts ist die Eigenschaft :ref:`scroll_scale " +"`. Sie fungiert als " +"Scrollgeschwindigkeitsmultiplikator und ermöglicht es Ebenen, sich für jeden " +"Achsensatz mit einer anderen Geschwindigkeit als die Kamera zu bewegen. Ein " +"Wert von 1 lässt den Parallaxknoten mit der gleichen Geschwindigkeit wie die " +"Kamera scrollen. Wenn Sie möchten, dass Ihr Bild beim Scrollen weiter weg " +"erscheint, verwenden Sie einen Wert unter 1, bei 0 kommt es vollständig zum " +"Stillstand. Wenn Sie möchten, dass etwas näher an der Kamera erscheint, " +"verwenden Sie einen Wert über 1, wodurch es schneller scrollt." + +msgid "" +"The scene above is comprised of five layers. Some good :ref:`scroll_scale " +"` values might be:" +msgstr "" +"Die obige Szene besteht aus fünf Ebenen. Einige gute :ref:`scroll_scale " +"`-Werte könnten sein:" + +msgid "``(0.7, 1)`` - Forest" +msgstr "``(0.7, 1)`` - Wald" + +msgid "``(0.5, 1)`` - Hills" +msgstr "``(0.5, 1)`` - Hügel" + +msgid "``(0.3, 1)`` - Lower Clouds" +msgstr "``(0.3, 1)`` - Untere Wolken" + +msgid "``(0.2, 1)`` - Higher Clouds" +msgstr "``(0.2, 1)`` - Höhere Wolken" + +msgid "``(0.1, 1)`` - Sky" +msgstr "``(0.1, 1)`` – Himmel" + +msgid "" +"The video below displays how these values affect scrolling while in-game:" +msgstr "" +"Das folgende Video zeigt, wie sich diese Werte auf das Scrollen im Spiel " +"auswirken:" + +msgid "Infinite repeat" +msgstr "Unendliche Wiederholung" + +msgid "" +":ref:`Parallax2D` provides a bonus effect that gives " +"textures the illusion of repeating infinitely. :ref:" +"`repeat_size` tells the node to snap " +"its position forward or back when the camera scrolls by the set value. This " +"effect is achieved by adding a single repeat to all the child canvas items " +"offset by the value. While the camera scrolls between the image and its " +"repeat, it invisibly snaps back giving the appearance of a looping image." +msgstr "" +":ref:`Parallax2D` bietet einen Bonuseffekt, der Texturen " +"die Illusion einer unendlichen Wiederholung verleiht. :ref:" +"`repeat_size` weist den Knoten an, " +"seine Position nach vorne oder hinten zu verschieben, wenn die Kamera um den " +"eingestellten Wert scrollt. Dieser Effekt wird erreicht, indem allen um den " +"Wert versetzten untergeordneten Canvas-Elementen eine einzelne Wiederholung " +"hinzugefügt wird. Während die Kamera zwischen dem Bild und seiner " +"Wiederholung scrollt, springt sie unsichtbar zurück, wodurch der Eindruck " +"eines sich wiederholenden Bildes entsteht." + +msgid "" +"Being a delicate effect, it's easy for unfamiliar users to make mistakes " +"with their setup. Let's go over the \"how\" and \"why\" of a few common " +"problems users encounter." +msgstr "" +"Da es sich um einen heiklen Effekt handelt, können unerfahrene Benutzer bei " +"der Einrichtung leicht Fehler machen. Lassen Sie uns das „Wie“ und „Warum“ " +"einiger häufiger Probleme durchgehen, auf die Benutzer stoßen." + +msgid "Poor sizing" +msgstr "Schlechte Dimensionierung" + +msgid "" +"The infinite repeat effect is easiest to work with when you have an image " +"designed to repeat seamlessly and is the same size or larger than your " +"viewport **before** setting the :ref:" +"`repeat_size`. If you aren't able to " +"obtain assets that are designed for this task, there are some other things " +"you can do to better prepare your image in regards to size." +msgstr "" +"Der Effekt der unendlichen Wiederholung lässt sich am einfachsten " +"bearbeiten, wenn Sie ein Bild haben, das für eine nahtlose Wiederholung " +"konzipiert ist und die gleiche Größe oder größer als Ihr Ansichtsfenster " +"hat, **bevor** Sie :ref:`repeat_size` " +"festlegen. Wenn Sie keine Assets erhalten können, die für diese Aufgabe " +"konzipiert sind, gibt es einige andere Dinge, die Sie tun können, um Ihr " +"Bild hinsichtlich der Größe besser vorzubereiten." + +msgid "Here is an example of a texture that is too small for its viewport:" +msgstr "" +"hier ist ein Beispiel für eine Textur, die für ihr Ansichtsfenster zu klein " +"ist:" + +msgid "" +"We can see that the viewport size is 500x300 but the texture is 288x208. If " +"we set the :ref:`repeat_size` to the " +"size of our image, the infinite repeat effect doesn't scroll properly " +"because the original texture doesn't cover the viewport. If we set the :ref:" +"`repeat_size` to the size of the " +"viewport, we have a large gap. What can we do?" +msgstr "" +"Wir können sehen, dass die Größe des Ansichtsfensters 500 x 300 beträgt, die " +"Textur jedoch 288 x 208. Wenn wir :ref:" +"`repeat_size` auf die Größe unseres " +"Bildes einstellen, wird der unendliche Wiederholungseffekt nicht richtig " +"gescrollt, da die Originaltextur das Ansichtsfenster nicht abdeckt. Wenn " +"wir :ref:`repeat_size` auf die Größe " +"des Ansichtsfensters einstellen, haben wir eine große Lücke. Was können wir " +"tun?" + +msgid "Make the viewport smaller" +msgstr "Verkleinern Sie das Ansichtsfenster" + +msgid "Scale the Parallax2D" +msgstr "Skalieren Sie Parallax2D" + +msgid "" +"If you're not aiming for a pixel-perfect style, or don't mind a little " +"blurriness, you may opt to scale the textures larger to fit your screen. Set " +"the :ref:`scale` of the :ref:" +"`Parallax2D`, and all child textures scale with it." +msgstr "" +"Wenn Sie keinen pixelgenauen Stil anstreben oder eine leichte Unschärfe " +"Ihnen nichts ausmacht, können Sie die Texturen auch größer skalieren, damit " +"sie auf Ihren Bildschirm passen. Legen Sie die :ref:" +"`scale` von :ref:`Parallax2D` " +"fest und alle untergeordneten Texturen werden entsprechend skaliert." + +msgid "Scale the child nodes" +msgstr "Skalieren der untergeordneten Knoten" + +msgid "" +"Similar to scaling the :ref:`Parallax2D`, you can scale " +"your :ref:`Sprite2D` nodes to be large enough to cover the " +"screen. Keep in mind that some settings like :ref:`Parallax2D." +"repeat_size` and :ref:`Sprite2D." +"region_rect` do not take scaling into " +"account, so it's necessary to adjust these values based on the scale." +msgstr "" +"Ähnlich wie beim Skalieren von :ref:`Parallax2D` können " +"Sie Ihre :ref:`Sprite2D`-Knoten so skalieren, dass sie groß " +"genug sind, um den Bildschirm abzudecken. Beachten Sie, dass einige " +"Einstellungen wie :ref:`Parallax2D." +"repeat_size` und :ref:`Sprite2D." +"region_rect` die Skalierung nicht " +"berücksichtigen. Daher müssen diese Werte basierend auf der Skalierung " +"angepasst werden." + +msgid "Repeat the textures" +msgstr "Wiederholen Sie die Texturen" + +msgid "" +"You can also start off on the right foot by preparing child nodes earlier in " +"the process. If you have a :ref:`Sprite2D` you'd like to " +"repeat, but is too small, you can do the following to repeat it:" +msgstr "" +"Sie können auch gleich von vorne beginnen, indem Sie zu einem früheren " +"Zeitpunkt im Prozess untergeordnete Knoten vorbereiten. Wenn Sie " +"beispielsweise ein :ref:`Sprite2D` haben, das Sie " +"wiederholen möchten, das aber zu klein ist, können Sie es wie folgt " +"wiederholen:" + +msgid "" +"set :ref:`texture_repeat` to :ref:" +"`CanvasItem." +"TEXTURE_REPEAT_ENABLED`" +msgstr "" +"setze :ref:`texture_repeat` auf :" +"ref:`CanvasItem." +"TEXTURE_REPEAT_ENABLED`" + +msgid "" +"set :ref:`region_enabled` to ``true``" +msgstr "" +"setze :ref:`region_enabled` auf " +"``true``" + +msgid "" +"set the :ref:`region_rect` to a " +"multiple of the size of your texture large enough to cover the viewport." +msgstr "" +"Stellen Sie :ref:`region_rect` auf ein " +"Vielfaches der Größe Ihrer Textur ein, groß genug, um das Ansichtsfenster " +"abzudecken." + +msgid "" +"Below, you can see that repeating the image twice makes it large enough to " +"cover the screen." +msgstr "" +"Unten können Sie sehen, dass das Bild durch zweimaliges Wiederholen groß " +"genug wird, um den Bildschirm abzudecken." + +msgid "Poor positioning" +msgstr "Schlechte Positionierung" + +msgid "" +"It's common to see users mistakenly set all of their textures to be centered " +"at ``(0,0)``:" +msgstr "" +"Es kommt häufig vor, dass Benutzer alle ihre Texturen fälschlicherweise so " +"einstellen, dass sie auf ``(0,0)`` zentriert sind:" + +msgid "" +"This creates problems with the infinite repeat effect and should be avoided. " +"The \"infinite repeat canvas\" starts at ``(0,0)`` and expands down and to " +"the right to the size of the :ref:" +"`repeat_size` value." +msgstr "" +"dies erzeugt Probleme mit dem Endloswiederholungseffekt und sollte vermieden " +"werden. Die „Endloswiederholungsleinwand“ beginnt bei ``(0,0)`` und dehnt " +"sich nach unten und rechts bis zur Größe des Werts :ref:" +"`repeat_size` aus." + +msgid "" +"If the textures are centered on the ``(0,0)`` crossing, the infinite repeat " +"canvas is only partly covered, so it only partly repeats." +msgstr "" +"Wenn die Texturen auf dem Schnittpunkt ``(0,0)`` zentriert sind, wird die " +"Leinwand mit der unendlichen Wiederholung nur teilweise abgedeckt und " +"wiederholt sich daher nur teilweise." + +msgid "Would increasing ``repeat_times`` fix this?" +msgstr "Würde eine Erhöhung der ``repeat_times`` das Problem beheben?" + +msgid "" +"Increasing :ref:`repeat_times` " +"technically *would* work in some scenarios, but is a brute force solution " +"and not the problem it is designed to solve (we'll go over this in a bit). A " +"better fix is to understand how the repeat effect works and set up the " +"parallax textures appropriately to begin with." +msgstr "" +"Das Erhöhen von :ref:`repeat_times` " +"*würde* in einigen Szenarien technisch funktionieren, ist aber eine Lösung " +"mit roher Gewalt und nicht das Problem, das sie lösen soll (wir werden das " +"gleich besprechen). Eine bessere Lösung besteht darin, zu verstehen, wie der " +"Wiederholungseffekt funktioniert, und die Parallaxentexturen von Anfang an " +"entsprechend einzurichten." + +msgid "" +"First, check to see if any textures are spilling over onto the negative " +"parts of the canvas. Make sure the textures used in the parallax nodes fit " +"inside the \"infinite repeat canvas\" starting at ``(0,0)``. That way, if :" +"ref:`Parallax2D.repeat_size` is set " +"correctly, it should look something like this, with one single loop of the " +"image the same size or larger than the viewport:" +msgstr "" +"Überprüfen Sie zunächst, ob Texturen auf die negativen Teile der Leinwand " +"überlaufen. Stellen Sie sicher, dass die in den Parallaxknoten verwendeten " +"Texturen in die „unendliche Wiederholungsleinwand“ passen, beginnend bei " +"``(0,0)``. Wenn :ref:`Parallax2D." +"repeat_size` richtig eingestellt ist, " +"sollte es ungefähr so aussehen, mit einer einzelnen Schleife des Bilds, die " +"gleich groß oder größer als das Ansichtsfenster ist:" + +msgid "" +"If you think of how the image scrolls across the screen, it starts by " +"displaying what's inside the red rectangle (determined by :ref:" +"`repeat_size`), and when it reaches " +"what's inside the yellow rectangle it zips the image forward to give the " +"illusion of scrolling forever." +msgstr "" +"Wenn Sie darüber nachdenken, wie das Bild über den Bildschirm scrollt, wird " +"zunächst angezeigt, was sich innerhalb des roten Rechtecks befindet " +"(bestimmt durch :ref:`repeat_size`), " +"und wenn es den Bereich innerhalb des gelben Rechtecks erreicht, wird das " +"Bild nach vorne gescrollt, um die Illusion eines endlosen Scrollens zu " +"erzeugen." + +msgid "" +"If you have the image positioned away from the \"infinite repeat canvas\", " +"when the camera reaches the yellow rectangle, half of the image is cut off " +"before it jumps forward like in the image below:" +msgstr "" +"Wenn Sie das Bild außerhalb der „Leinwand mit unendlicher Wiederholung“ " +"positioniert haben und die Kamera das gelbe Rechteck erreicht, wird die " +"Hälfte des Bildes abgeschnitten, bevor es wie im folgenden Bild nach vorne " +"springt:" + +msgid "Scroll offset" +msgstr "Scroll-Offset" + +msgid "" +"If your parallax textures are already working correctly, but you prefer it " +"to start at a different point, :ref:`Parallax2D` comes " +"with a :ref:`scroll_offset` " +"property used to offset where the infinite repeat canvas starts. As an " +"example, if your image is 288x208, setting the :ref:" +"`scroll_offset` to ``(-144,0)`` or " +"``(144,0)`` allows it to begin halfway across the image." +msgstr "" +"Wenn Ihre Parallax-Texturen bereits korrekt funktionieren, Sie aber lieber " +"an einem anderen Punkt beginnen möchten, verfügt :ref:" +"`Parallax2D` über eine Eigenschaft :ref:" +"`scroll_offset`, mit der der Beginn " +"der unendlichen Wiederholungsleinwand verschoben wird. Wenn Ihr Bild " +"beispielsweise 288 x 208 groß ist, können Sie durch Festlegen von :ref:" +"`scroll_offset` auf ``(-144,0)`` " +"oder ``(144,0)`` beginnen, wenn Sie es auf halber Höhe des Bildes beginnen " +"lassen." + +msgid "Repeat times" +msgstr "Wiederholungsdurchläufe" + +msgid "" +"Ideally, following this guide, your parallax textures are large enough to " +"cover the screen even when zoomed out. Until now, we have had a perfectly " +"fitting 288x208 texture inside of a 288x208 viewport. However, problems " +"occur when we zoom out by setting the :ref:`Camera2D." +"zoom` to ``(0.5, 0.5)``:" +msgstr "" +"Im Idealfall sind Ihre Parallaxentexturen gemäß dieser Anleitung groß genug, " +"um den Bildschirm auch beim Herauszoomen abzudecken. Bisher hatten wir eine " +"perfekt passende 288 x 208-Textur in einem 288 x 208-Ansichtsfenster. Es " +"treten jedoch Probleme auf, wenn wir herauszoomen, indem wir :ref:`Camera2D." +"zoom` auf ``(0,5, 0,5)`` setzen:" + +msgid "" +"Even though everything is correctly set for the viewport at the default zoom " +"level, zooming out makes it smaller than the viewport, breaking the infinite " +"repeat effect. This is where :ref:" +"`repeat_times` can help out. Setting " +"a value of ``3`` (one extra repeat behind and in front), it is now large " +"enough to accommodate the infinite repeat effect." +msgstr "" +"Auch wenn für das Ansichtsfenster bei der Standardzoomstufe alles richtig " +"eingestellt ist, wird es beim Herauszoomen kleiner als das Ansichtsfenster, " +"wodurch der unendliche Wiederholungseffekt unterbrochen wird. Hier kann :ref:" +"`repeat_times` Abhilfe schaffen. " +"Durch Festlegen eines Werts von ``3`` (eine zusätzliche Wiederholung hinten " +"und vorne) ist es jetzt groß genug, um den unendlichen Wiederholungseffekt " +"zu ermöglichen." + +msgid "" +"If these textures were meant to be repeated vertically, we would have " +"specified a ``y`` value for the :ref:" +"`repeat_size`. The :ref:" +"`repeat_times` would automatically " +"add a repeat above and below as well. This is only a horizontal parallax, so " +"it leaves an empty block above and below the image. How do we solve this? We " +"need to get creative! In this example, we stretch the sky higher, and grass " +"sprite lower. The textures now support the normal zoom level and zooming out " +"to half size." +msgstr "" +"Wenn diese Texturen vertikal wiederholt werden sollten, hätten wir einen " +"``y``-Wert für :ref:`repeat_size` " +"angegeben. :ref:`repeat_times` würde " +"automatisch auch oben und unten eine Wiederholung hinzufügen. Dies ist nur " +"eine horizontale Parallaxe, sodass über und unter dem Bild ein leerer Block " +"verbleibt. Wie lösen wir das? Wir müssen kreativ werden! In diesem Beispiel " +"strecken wir den Himmel höher und das Gras-Sprite tiefer. Die Texturen " +"unterstützen jetzt die normale Zoomstufe und das Herauszoomen auf die halbe " +"Größe." + +msgid "Split screen" +msgstr "Geteilter Bildschirm" + +msgid "" +"Most tutorials for making a split screen game in Godot begin by writing a " +"small script to assign the :ref:`Viewport." +"world_2d` of the first SubViewport to the " +"second, so they have a shared display. Questions often pop up about how to " +"share a parallax effect between both screens." +msgstr "" +"Die meisten Tutorials zum Erstellen eines Splitscreen-Spiels in Godot " +"beginnen mit dem Schreiben eines kleinen Skripts, um das :ref:`Viewport." +"world_2d` des ersten SubViewports dem " +"zweiten zuzuweisen, sodass sie eine gemeinsame Anzeige haben. Häufig tauchen " +"Fragen dazu auf, wie ein Parallaxeffekt zwischen beiden Bildschirmen geteilt " +"werden kann." + +msgid "" +"The parallax effect fakes a perspective by moving the positions of different " +"textures in relation to the camera. This is understandably problematic if " +"you have multiple cameras, because your textures can't be in two places at " +"once!" +msgstr "" +"Der Parallaxeffekt täuscht eine Perspektive vor, indem er die Positionen " +"verschiedener Texturen im Verhältnis zur Kamera verschiebt. Dies ist " +"verständlicherweise problematisch, wenn Sie mehrere Kameras haben, da Ihre " +"Texturen nicht an zwei Orten gleichzeitig sein können!" + +msgid "Previewing in the editor" +msgstr "Vorschau im Editor" + +msgid "" +"Prior to 4.3, the recommendation was to place every layer in their own :ref:" +"`ParallaxBackground`, enable the :ref:" +"`follow_viewport_enabled` " +"property, and scale the individual layer. This method has always been tricky " +"to get right, but is still achievable by using a :ref:" +"`CanvasLayer` instead of a :ref:" +"`ParallaxBackground`." +msgstr "" +"Vor 4.3 wurde empfohlen, jede Ebene in ihrem eigenen :ref:" +"`ParallaxBackground` zu platzieren, die " +"Eigenschaft :ref:" +"`follow_viewport_enabled` " +"zu aktivieren und die einzelnen Ebenen zu skalieren. Diese Methode war schon " +"immer schwierig umzusetzen, ist aber immer noch möglich, indem man einen :" +"ref:`CanvasLayer` anstelle eines :ref:" +"`ParallaxBackground` verwendet." + +msgid "" +"Another recommendation is `KoBeWi's \"Parallax2D Preview\" addon `_. It provides a few different " +"preview modes and is very handy!" +msgstr "" +"eine weitere Empfehlung ist `KoBeWis „parallax2d preview“-Add-on `_. Es bietet ein paar " +"verschiedene Vorschaumodi und ist sehr praktisch!" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po b/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po index becb1e9baf..9fa8e95ed7 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -364,6 +364,3 @@ msgstr "" "``AnimationPlayer`` kann auch mit einem ``AnimatedSprite2D`` verwendet " "werden. Experimentieren Sie, um zu sehen, was für Ihre Bedürfnisse am besten " "funktioniert." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_transforms.po b/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_transforms.po index 0f93de7721..33f1ab9d14 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_transforms.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/2d/2d_transforms.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -185,6 +185,3 @@ msgstr "" "Oft ist es erwünscht, benutzerdefinierte Eingabeereignisse an das Spiel " "weiterzuleiten. Mit dem obigen Wissen muss dies im fokussierten Fenster auf " "die folgende Weise geschehen:" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/2d/canvas_layers.po b/sphinx/po/de/LC_MESSAGES/tutorials/2d/canvas_layers.po index 8861edaa51..6265d28ff3 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/2d/canvas_layers.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/2d/canvas_layers.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -154,6 +154,3 @@ msgstr "" "die obersten Nodes im Szenenfenster *hinter* den niedrigeren im Viewport " "gezeichnet. 2D-Nodes haben auch die Property :ref:`CanvasItem.z_index " "`, um ihre Zeichenreihenfolge zu steuern." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po b/sphinx/po/de/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po index 070bf77b8f..68ca2c5327 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -255,21 +255,6 @@ msgstr "" msgid "You will have to code a function to perform this and draw it yourself." msgstr "Sie müssen dafür eine Funktion programmieren und es selbst zeichnen." -msgid "" -"The following instructions use a fixed set of coordinates that could be too " -"small for high resolution screens (larger than 1080p). If that is your case, " -"and the drawing is too small consider increasing your window scale in ``Menu " -"> Project > Project settings > display/window/stretch/scale`` to adjust the " -"project to a higher resolution (a 2 or 4 scale tends to work well)." -msgstr "" -"Die folgenden Anweisungen verwenden einen festen Satz von Koordinaten, der " -"für hochauflösende Bildschirme (größer als 1080p) zu klein sein könnte. Wenn " -"dies bei Ihnen der Fall ist und die Zeichnung zu klein ist, sollten Sie die " -"Skalierung des Fensters unter ``Menü > Projekt > Projekteinstellungen > " -"Anzeige/Fenster/Strecken/Skalierung`` erhöhen, um das Projekt an eine höhere " -"Auflösung anzupassen (eine Skalierung von 2 oder 4 funktioniert in der Regel " -"gut)." - msgid "Drawing a custom polygon shape" msgstr "Zeichnen eines benutzerdefinierten Polygons" @@ -389,18 +374,6 @@ msgstr "" msgid "You should get the following output:" msgstr "Sie sollten die folgende Ausgabe erhalten:" -msgid "" -"Unlike ``draw_polygon()``, polylines can only have a single unique color for " -"all its points (the second argument). This method has 2 additional " -"arguments: the width of the line (which is as small as possible by default) " -"and enabling or disabling the anti-aliasing (it is disabled by default)." -msgstr "" -"Im Gegensatz zu ``draw_polygon()`` können Polylinien nur eine einzige Farbe " -"für alle ihre Punkte haben (das zweite Argument). Diese Methode hat 2 " -"zusätzliche Argumente: die Breite der Linie (die standardmäßig so klein wie " -"möglich ist) und die Aktivierung oder Deaktivierung der Kantenglättung " -"(standardmäßig ist sie deaktiviert)." - msgid "" "The order of the ``_draw`` calls is important- like with the Node positions " "on the tree hierarchy, the different shapes will be drawn from top to " @@ -828,6 +801,3 @@ msgstr "" "Ergebnisse zu erzielen: Ändern Sie die Farbe, die Breite, das Antialiasing " "und erhöhen Sie die Anzahl der Segmente, um die Glätte der Kurve zu erhöhen, " "allerdings zum Preis von zusätzlicher Rechenzeit." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/2d/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/2d/index.po index f64ebf4809..8edfdd795a 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/2d/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/2d/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -22,6 +22,3 @@ msgstr "Physik und Bewegung" msgid "Tools" msgstr "Tools" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/2d/introduction_to_2d.po b/sphinx/po/de/LC_MESSAGES/tutorials/2d/introduction_to_2d.po new file mode 100644 index 0000000000..3ecaab137d --- /dev/null +++ b/sphinx/po/de/LC_MESSAGES/tutorials/2d/introduction_to_2d.po @@ -0,0 +1,15 @@ +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.3\n" +"Report-Msgid-Bugs-To: \n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: de\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +msgid "Coordinate system" +msgstr "Koordinatensystem" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/2d/particle_systems_2d.po b/sphinx/po/de/LC_MESSAGES/tutorials/2d/particle_systems_2d.po index 95e7d6b98d..f0a25aa6d9 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/2d/particle_systems_2d.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/2d/particle_systems_2d.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -767,6 +767,3 @@ msgstr "" "Ein Bild sollte nicht direkt zur ``Punkt-Textur`` oder ``Farb-Textur`` " "hinzugefügt werden. Es sollte immer das \"Emissionsmaske laden\"-Menü " "benutzt werden." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/2d/using_tilemaps.po b/sphinx/po/de/LC_MESSAGES/tutorials/2d/using_tilemaps.po index 9a94e96933..7311cee6e0 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/2d/using_tilemaps.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/2d/using_tilemaps.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -27,100 +27,11 @@ msgstr "" msgid "Introduction" msgstr "Einführung" -msgid "" -"A tilemap is a grid of tiles used to create a game's layout. There are " -"several benefits to using :ref:`TileMap ` nodes to design " -"your levels. First, they make it possible to draw the layout by \"painting\" " -"the tiles onto a grid, which is much faster than placing individual :ref:" -"`Sprite2D ` nodes one by one. Second, they allow for much " -"larger levels because they are optimized for drawing large numbers of tiles. " -"Finally, you can add collision, occlusion, and navigation shapes to tiles, " -"adding greater functionality to the TileMap." -msgstr "" -"Eine Tilemap ist ein Raster aus Tiles, das für das Layout eines Spiels " -"verwendet wird. Die Verwendung von :ref:`TileMap `-Nodes für " -"die Gestaltung von Levels hat mehrere Vorteile. Erstens ermöglichen sie es, " -"das Layout zu zeichnen, indem man die Tiles auf ein Gitter \"malt\", was " -"viel schneller ist, als einzelne :ref:`Sprite2D `-Nodes " -"einzeln zu platzieren. Zweitens ermöglichen sie viel größere Levels, da sie " -"für das Zeichnen einer großen Anzahl von Tiles optimiert sind. Schließlich " -"können Sie den Tiles Kollisions-, Okklusions- und Navigations-Shapes " -"hinzufügen, was der TileMap eine größere Funktionalität verleiht." - -msgid "Specifying the TileSet in the TileMap" -msgstr "Festlegen des TileSet in der TileMap" - -msgid "" -"If you've followed the previous page on :ref:`doc_using_tilesets`, you " -"should have a TileSet resource that is built-in to the TileMap node. This is " -"good for prototyping, but in a real world project, you will generally have " -"multiple levels reusing the same tileset." -msgstr "" -"Wenn Sie die vorherige Seite zu :ref:`doc_using_tilesets` durchgearbeitet " -"haben, sollten Sie eine TileSet-Ressource haben, die in den TileMap-Node " -"eingebaut ist. Dies ist gut für Prototypen, aber in einem realen Projekt " -"werden Sie in der Regel mehrere Levels haben, die das gleiche Tileset " -"verwenden." - -msgid "" -"The recommended way to reuse the same TileSet in several TileMap nodes is to " -"save the TileSet to an external resource. To do so, click the dropdown next " -"to the TileSet resource and choose **Save**:" -msgstr "" -"Um dasselbe TileSet in mehreren TileMap Nodes wiederzuverwenden, wird " -"empfohlen, das TileSet in einer externen Ressource zu speichern. Klicken Sie " -"dazu auf das Dropdown-Menü neben der TileSet-Ressource und wählen Sie " -"**Speichern**:" - msgid "Saving the built-in TileSet resource to an external resource file" msgstr "" "Speichern der integrierten TileSet-Ressource in einer externen " "Ressourcendatei" -msgid "Creating TileMap layers" -msgstr "Erstellen von TileMap-Ebenen" - -msgid "" -"As of Godot 4.0, you can place several *layers* in a single TileMap node. " -"For example, this allows you to distinguish foreground tiles from background " -"tiles for better organization. You can place one tile per layer at a given " -"location, which allows you to overlap several tiles together if you have " -"more than one layer." -msgstr "" -"Ab Godot 4.0 können Sie mehrere *Layer* in einem einzigen TileMap-Node " -"unterbringen. So können Sie zum Beispiel Vordergrund-Tiles von Hintergrund-" -"Tiles unterscheiden, um die Organisation zu verbessern. Sie können eine Tile " -"pro Layer an einer bestimmten Stelle platzieren, was es Ihnen ermöglicht, " -"mehrere Tiles zu überlappen, wenn Sie mehr als einen Layer haben." - -msgid "" -"By default, a TileMap node automatically has one premade layer. You do not " -"have to create additional layers if you only need a single layer, but if you " -"wish to do so now, select the TileMap node and unfold the **Layers** section " -"in the inspector:" -msgstr "" -"Standardmäßig hat ein TileMap-Node automatisch eine vorgefertigte Ebene. Sie " -"müssen keine zusätzlichen Ebenen erstellen, wenn Sie nur eine einzige Ebene " -"benötigen. Wenn Sie dies jedoch jetzt tun möchten, wählen Sie den TileMap-" -"Node und klappen Sie den Abschnitt **Ebenen** im Inspektor auf:" - -msgid "" -"Creating layers in a TileMap node (example with \"background\" and " -"\"foreground\")" -msgstr "" -"Erstellen von Ebenen in einem TileMap-Node (Beispiel mit \"Hintergrund\" und " -"\"Vordergrund\")" - -msgid "Each layer has several properties you can adjust:" -msgstr "Jede Ebene hat mehrere Propertys, die Sie anpassen können:" - -msgid "" -"**Name:** A human-readable name to display in the TileMap editor. This can " -"be something like \"background\", \"buildings\", \"vegetation\", etc." -msgstr "" -"**Name:** Ein menschenlesbarer Name, der im TileMap-Editor angezeigt wird. " -"Dies kann etwas wie \"Hintergrund\", \"Gebäude\", \"Vegetation\" usw. sein." - msgid "" "**Enabled:** If ``true``, the layer is visible in the editor and when " "running the project." @@ -128,57 +39,14 @@ msgstr "" "**Aktiviert:** Wenn ``true``, ist die Ebene im Editor und beim Ausführen des " "Projekts sichtbar." -msgid "" -"**Modulate:** The color to use as a multiplier for all tiles on the layer. " -"This is also multiplied with the per-tile **Modulate** property and the " -"TileMap node's **Modulate** property. For example, you can use this to " -"darken background tiles to make foreground tiles stand out more." -msgstr "" -"**Modulieren:** Die Farbe, die als Multiplikator für alle Tiles auf der " -"Ebene verwendet wird. Dieser wird auch mit der Property **Modulieren** pro " -"Tile und der Property **Modulieren** des TileMap-Nodes multipliziert. So " -"können Sie zum Beispiel die Hintergrund-Tiles abdunkeln, um die Vordergrund-" -"Tiles stärker hervorzuheben." +msgid "Rendering" +msgstr "Rendern" -msgid "" -"**Y Sort Enabled:** If ``true``, sorts tiles based on their Y position on " -"the TileMap. This can be used to prevent sorting issues with certain tile " -"setups, especially with isometric tiles." -msgstr "" -"**Y-Sortierung aktiviert:** Wenn ``true``, werden die Tiles anhand ihrer Y-" -"Position auf der TileMap sortiert. Dies kann verwendet werden, um " -"Sortierprobleme bei bestimmten Tile-Setups zu vermeiden, insbesondere bei " -"isometrischen Tiles." +msgid "Physics" +msgstr "Physik" -msgid "" -"**Y Sort Origin:** The vertical offset to use for Y-sorting on each tile (in " -"pixels). Only effective if **Y Sort Enabled** is ``true``." -msgstr "" -"**Y-Sortierungsursprung:** Der vertikale Offset, der für die Y-Sortierung " -"auf jeder Tile verwendet wird (in Pixel). Nur wirksam, wenn **Y-Sortierung " -"aktiviert** auf ``true`` steht." - -msgid "" -"**Z Index:** Controls whether this layer is drawn in front of or behind " -"other TileMap layers. This value can be positive or negative; the layer with " -"the highest Z Index is drawn on top of other layers. If several layers have " -"an equal Z Index property, the layer that is *last* in the list of layers " -"(the one which appears at the bottom in the list) is drawn on top." -msgstr "" -"**Z Index:** Steuert, ob diese Ebene vor oder hinter anderen TileMap-Ebenen " -"gezeichnet wird. Dieser Wert kann positiv oder negativ sein; die Ebene mit " -"dem höchsten Z-Index wird über den anderen Ebenen gezeichnet. Wenn mehrere " -"Ebenen die gleiche Z-Index-Property haben, wird die Ebene, die *letzte* in " -"der Liste der Ebenen ist (diejenige, die in der Liste ganz unten steht), " -"oben gezeichnet." - -msgid "" -"You can reorder layers by drag-and-dropping the \"three horizontal bars\" " -"icon on the left of the entries in the **Layers** section." -msgstr "" -"Sie können die Ebenen neu anordnen, indem Sie das Icon mit den \"drei " -"horizontalen Balken\" links neben den Einträgen im Abschnitt **Ebenen** per " -"Drag-and-Drop verschieben." +msgid "Navigation" +msgstr "Navigation" msgid "" "You can create, rename or reorder layers in the future without affecting " @@ -193,20 +61,6 @@ msgstr "" msgid "Opening the TileMap editor" msgstr "Öffnen des TileMap-Editors" -msgid "" -"Select the TileMap node, then open the TileMap panel at the bottom of the " -"editor:" -msgstr "" -"Wählen Sie den Node TileMap aus und öffnen Sie das TileMap-Panel am unteren " -"Rand des Editors:" - -msgid "" -"Opening the TileMap panel at the bottom of the editor. The TileMap node must " -"be selected first." -msgstr "" -"Öffnen des TileMap-Panels am unteren Rand des Editors. Der TileMap-Node muss " -"zuerst ausgewählt werden." - msgid "Selecting tiles to use for painting" msgstr "Auswahl der Kacheln zum Malen" @@ -220,17 +74,6 @@ msgstr "" msgid "Selecting a layer to paint on in the TileMap editor" msgstr "Auswählen einer Ebene zum Malen im TileMap-Editor" -msgid "" -"In the 2D editor, the layers you aren't currently editing from the same " -"TileMap node will appear grayed out while in the TileMap editor. You can " -"disable this behavior by clicking the icon next to the layer selection menu " -"(**Highlight Selected TileMap Layer** tooltip)." -msgstr "" -"Im 2D-Editor werden die Ebenen, die Sie gerade nicht über denselben TileMap-" -"Node bearbeiten, im TileMap-Editor ausgegraut angezeigt. Sie können dieses " -"Verhalten deaktivieren, indem Sie auf das Icon neben dem Ebenenauswahlmenü " -"klicken (Tooltip **Ausgewählte TileMap-Ebene hervorheben**)." - msgid "" "You can skip the above step if you haven't created additional layers, as the " "first layer is automatically selected when entering the TileMap editor." @@ -717,42 +560,14 @@ msgstr "" "Wie bei der Auswahl von mehreren Tiles werden die Muster wiederholt, wenn " "sie mit den Malmodi Linie, Rechteck oder Füllung verwendet werden." -msgid "" -"Despite being edited in the TileMap editor, patterns are stored in the " -"TileSet resource. This allows reusing patterns in different TileMap nodes " -"after loading a TileSet resource saved to an external file." -msgstr "" -"Obwohl sie im TileMap-Editor bearbeitet werden, werden die Muster in der " -"TileSet-Ressource gespeichert. Dies ermöglicht die Wiederverwendung von " -"Mustern in verschiedenen TileMap-Nodes nach dem Laden einer TileSet-" -"Ressource, die in einer externen Datei gespeichert wurde." - msgid "Handling tile connections automatically using terrains" msgstr "Automatische Handhabung von Tile-Verbindungen durch Terrains" -msgid "" -"To use terrains, the TileMap node must feature at least one terrain set and " -"a terrain within this terrain set. See :ref:" -"`doc_using_tilesets_creating_terrain_sets` if you haven't created a terrain " -"set for the TileSet yet." -msgstr "" -"Um Terrains zu verwenden, muss der TileMap-Node mindestens ein Terrain-Set " -"und ein Terrain innerhalb dieses Terrain-Sets enthalten. Siehe :ref:" -"`doc_using_tilesets_creating_terrain_sets` wenn Sie noch kein Terrain-Set " -"für das TileSet erstellt haben." - msgid "There are 3 kinds of painting modes available for terrain connections:" msgstr "" "Es gibt 3 Arten von Malmodi, die für Terrainverbindungen zur Verfügung " "stehen:" -msgid "" -"**Connect**, where tiles are connected to surrounding tiles on the same " -"TileMap layer." -msgstr "" -"**Verbinden**, bei dem Tiles mit umliegenden Tiles auf derselben TileMap-" -"Ebene verbunden werden." - msgid "" "**Path**, where tiles are connected to tiles painted in the same stroke " "(until the mouse button is released)." @@ -831,13 +646,3 @@ msgstr "" "solche Szenen sicher schließen und wieder öffnen. Sobald Sie eine Tile mit " "der passenden ID wieder hinzufügen, erscheinen die Tiles mit dem Aussehen " "der neuen Tile." - -msgid "" -"Missing tile placeholders may not be visible until you select the TileMap " -"node and open the TileMap editor." -msgstr "" -"Fehlende Tile-Platzhalter werden möglicherweise erst sichtbar, wenn Sie den " -"TileMap-Node auswählen und den TileMap-Editor öffnen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/2d/using_tilesets.po b/sphinx/po/de/LC_MESSAGES/tutorials/2d/using_tilesets.po index eff81bb925..9edd234f06 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/2d/using_tilesets.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/2d/using_tilesets.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -17,37 +17,6 @@ msgstr "TileSets verwenden" msgid "Introduction" msgstr "Einführung" -msgid "" -"A tilemap is a grid of tiles used to create a game's layout. There are " -"several benefits to using :ref:`TileMap ` nodes to design " -"your levels. First, they let you draw a layout by \"painting\" tiles onto a " -"grid, which is much faster than placing individual :ref:`Sprite2D " -"` nodes one by one. Second, they allow for larger levels " -"because they are optimized for drawing large numbers of tiles. Finally, they " -"allow you to add greater functionality to your tiles with collision, " -"occlusion, and navigation shapes." -msgstr "" -"Eine Tilemap ist ein Raster aus Tiles, das zur Gestaltung eines Spiellayouts " -"verwendet wird. Es gibt mehrere Vorteile bei der Verwendung von :ref:" -"`TileMap `-Nodes, um Ihre Level zu gestalten. Erstens können " -"Sie ein Layout zeichnen, indem Sie Tiles auf ein Raster \"malen\", was viel " -"schneller ist, als einzelne :ref:`Sprite2D `-Nodes einzeln " -"zu platzieren. Zweitens erlauben sie größere Levels, da sie für das Zeichnen " -"einer großen Anzahl von Tiles optimiert sind. Und schließlich können Sie " -"Ihren Tiles mit Kollisions-, Okklusions- und Navigations-Shapes eine größere " -"Funktionalität verleihen." - -msgid "" -"To use tilemaps, you will need to create a TileSet first. A TileSet is a " -"collection of tiles that can be placed in a TileMap node. After creating a " -"TileSet, you will be able to place them :ref:`using the TileMap editor " -"`." -msgstr "" -"Um Tilemaps zu verwenden, müssen Sie zunächst ein TileSet erstellen. Ein " -"TileSet ist eine Sammlung von Tiles, die in einem TileMap Node platziert " -"werden können. Nachdem Sie ein TileSet erstellt haben, können Sie sie :ref:" -"`mit dem TileMap-Editor ` platzieren." - msgid "" "To follow this guide, you will need an image containing your tiles where " "every tile has the same size (large objects can be split into several " @@ -85,16 +54,6 @@ msgstr "" "Tilesheet mit 64×64 Tiles. Quelle: `Kenney `__" -msgid "" -"Create a new **TileMap** node, then select it and create a new TileSet " -"resource in the inspector:" -msgstr "" -"Erstellen Sie einen neuen Node **TileMap**, wählen Sie ihn aus und erstellen " -"Sie eine neue TileSet-Ressource im Inspektor:" - -msgid "Creating a new TileSet resource within the TileMap node" -msgstr "Erstellen einer neuen TileSet-Ressource innerhalb des TileMap-Nodes" - msgid "" "After creating the TileSet resource, click the value to unfold it in the " "inspector. The default tile shape is Square, but you can also choose " @@ -128,16 +87,13 @@ msgstr "" "entsprechen" msgid "" -"If relying on automatic tiles creation (like we're about to do here), you " -"must set the tile size **before** creating the *atlas*. The atlas will " -"determine which tiles from the tilesheet can be added to a TileMap node (as " -"not every part of the image may be a valid tile)." +"Open the **TileSet** panel at the bottom of the editor, then click and drag " +"the tilesheet image onto the panel. You will be asked whether to create " +"tiles automatically. Answer **Yes**:" msgstr "" -"Wenn Sie sich auf die automatische Erstellung von Tiles verlassen (wie wir " -"es hier tun werden), müssen Sie die Größe der Tiles **vor** der Erstellung " -"des *Atlas* festlegen. Der Atlas bestimmt, welche Tiles aus dem Tilesheet zu " -"einem TileMap-Node hinzugefügt werden können (da nicht jeder Teil des Bildes " -"ein gültiges Tile sein kann)." +"Öffnen Sie das **TileSet**-Bedienfeld unten im Editor, klicken Sie dann auf " +"das Tilesheet-Bild und ziehen Sie es auf das Bedienfeld. Sie werden gefragt, " +"ob Kacheln automatisch erstellt werden sollen. Antworten Sie mit **Ja**:" msgid "Automatically creating tiles based on tilesheet image content" msgstr "" @@ -250,16 +206,6 @@ msgstr "" "verwendete Tilesheet-Bild Hilfslinien enthält (z. B. Umrisse zwischen den " "einzelnen Tiles)." -msgid "" -"**Texture Region Size:** The size of each tile on the atlas in pixels. In " -"most cases, this should match the tile size defined in the TileMap property " -"(although this is not strictly necessary)." -msgstr "" -"**Textur-Regionsgröße:** Die Größe der einzelnen Tiles im Atlas in Pixeln. " -"In den meisten Fällen sollte dies mit der in der Property TileMap " -"definierten Tile-Größe übereinstimmen (obwohl dies nicht unbedingt " -"erforderlich ist)." - msgid "" "**Use Texture Padding:** If checked, adds a 1-pixel transparent edge around " "each tile to prevent texture bleeding when filtering is enabled. It's " @@ -314,28 +260,6 @@ msgstr "" "Overhead verbunden, da jede Szene einzeln für jedes platzierte Tile " "instanziiert wird." -msgid "" -"It's recommended to use only scene tiles when necessary. To draw sprites in " -"a tile without any kind of advanced manipulation, :ref:`use atlases instead " -"`." -msgstr "" -"Es wird empfohlen, nur Szenen-Tiles zu verwenden, wenn es nötig ist. Um " -"Sprites in einer Tile ohne irgendeine Art von fortgeschrittener Manipulation " -"zu zeichnen, :ref:`verwenden Sie stattdessen Atlasse " -"`." - -msgid "" -"For this example, we'll create a scene containing a CPUParticles2D root " -"node. Save this scene to a scene file (separate from the scene containing " -"the TileMap), then switch to the scene containing the TileMap node. Open the " -"TileSet editor, and create a new **Scenes Collection** in the left column:" -msgstr "" -"Für dieses Beispiel erstellen wir eine Szene, die einen CPUParticles2D Root-" -"Node enthält. Speichern Sie diese Szene in einer Szenendatei (getrennt von " -"der Szene mit der TileMap) und wechseln Sie dann zu der Szene, die den " -"TileMap-Node enthält. Öffnen Sie den TileSet-Editor und erstellen Sie eine " -"neue **Szenensammlung** in der linken Spalte:" - msgid "Creating a scenes collection in the TileSet editor" msgstr "Erstellen einer Szenensammlung im TileSet-Editor" @@ -470,17 +394,6 @@ msgstr "" msgid "Adding collision, navigation and occlusion to the TileSet" msgstr "Hinzufügen von Kollision, Navigation und Occlusion zum TileSet" -msgid "" -"We've now successfully created a basic TileSet. We could start using in the " -"TileMap node now, but it currently lacks any form of collision detection. " -"This means the player and other objects could walk straight through the " -"floor or walls." -msgstr "" -"Wir haben nun erfolgreich ein grundlegendes TileSet erstellt. Wir könnten " -"nun den TileMap-Node verwenden, aber dieser verfügt derzeit über keine Form " -"der Kollisionserkennung. Das bedeutet, dass der Spieler und andere Objekte " -"direkt durch den Boden oder die Wände laufen könnten." - msgid "" "If you use :ref:`2D navigation `, you'll also " "need to define navigation polygons for tiles to generate a navigation mesh " @@ -501,27 +414,6 @@ msgstr "" "mit Partikeln kollidiert. Dazu müssen Occluder-Polygone für \"solide\" Tiles " "auf dem TileSet definiert werden." -msgid "" -"To be able to define collision, navigation and occlusion shapes for each " -"tile, you will need to create a physics, navigation or occlusion layer for " -"the TileSet resource first. To do so, select the TileMap node, click the " -"TileSet property value in the inspector to edit it then unfold **Physics " -"Layers** and choose **Add Element**:" -msgstr "" -"Um Kollisions-, Navigations- und Occlusion-Shapes für jede Tile definieren " -"zu können, müssen Sie zunächst eine Physik-, Navigations- oder Occlusion-" -"Schicht für die TileSet-Ressource erstellen. Wählen Sie dazu den Node " -"TileMap aus, klicken Sie im Inspektor auf den Property-Wert TileSet, um ihn " -"zu bearbeiten, klappen Sie dann **Physik-Ebenen** auf und wählen Sie " -"**Element hinzufügen**:" - -msgid "" -"Creating a physics layer in the TileSet resource inspector (within the " -"TileMap node)" -msgstr "" -"Erstellen einer Physik-Ebene im TileSet-Ressourceninspektor (innerhalb des " -"TileMap-Nodes)" - msgid "" "If you also need navigation support, now is a good time to create a " "navigation layer:" @@ -529,13 +421,6 @@ msgstr "" "Wenn Sie auch Navigationsunterstützung benötigen, ist jetzt ein guter " "Zeitpunkt, um eine Navigationsebene zu erstellen:" -msgid "" -"Creating a navigation layer in the TileSet resource inspector (within the " -"TileMap node)" -msgstr "" -"Erstellen einer Navigationsebene im TileSet-Ressourceninspektor (innerhalb " -"des TileMap-Nodes)" - msgid "" "If you need support for light polygon occluders, now is a good time to " "create an occlusion layer:" @@ -543,13 +428,6 @@ msgstr "" "Wenn Sie Unterstützung für Licht-Polygon-Occluder benötigen, ist jetzt ein " "guter Zeitpunkt, um eine Okklusionsebene zu erstellen:" -msgid "" -"Creating an occlusion layer in the TileSet resource inspector (within the " -"TileMap node)" -msgstr "" -"Erstellen einer Occlusion-Ebene im TileSet-Ressourceninspektor (innerhalb " -"des TileMap-Nodes)" - msgid "" "Future steps in this tutorial are tailored to creating collision polygons, " "but the procedure for navigation and occlusion is very similar. Their " @@ -706,13 +584,6 @@ msgstr "" "` und die benutzerdefinierten " "Daten nur für die alternative Tile ändern." -msgid "" -"Creating a custom data layer in the TileSet resource inspector (within the " -"TileMap node)" -msgstr "" -"Erstellen einer benutzerdefinierten Datenebene im TileSet-" -"Ressourceninspektor (innerhalb des TileMap-Nodes)" - msgid "Example of configured custom data layers with game-specific properties" msgstr "" "Beispiel für konfigurierte benutzerdefinierte Datenebenen mit " @@ -726,19 +597,6 @@ msgstr "" "zu zerstören: Der TileSet-Editor wird automatisch aktualisiert, nachdem " "benutzerdefinierte Daten-Propertys neu angeordnet wurden." -msgid "" -"Note that in the editor, property names do not appear (only their index, " -"which matches the order in which they are defined). For example, with the " -"custom data layers example shown above, we're assigning a tile to have the " -"``damage_per_second`` metadata set to ``25`` and the ``destructible`` " -"metadata to ``false``:" -msgstr "" -"Beachten Sie, dass im Editor die Namen der Propertys nicht erscheinen (nur " -"ihr Index, in der Reihenfolge, in der sie definiert sind). In dem oben " -"gezeigten Beispiel für benutzerdefinierte Datenebenen weisen wir einer Tile " -"die Metadaten ``damage_per_second`` auf ``25`` und ``destructible`` auf " -"``false`` zu:" - msgid "Editing custom data in the TileSet editor while in Select mode" msgstr "" "Bearbeiten von benutzerdefinierten Daten im TileSet-Editor aus dem " @@ -801,15 +659,6 @@ msgstr "" "Handhabung dieser Situation mit prozedural generierten Levels kann ebenfalls " "schwierig sein und eine Menge Code erfordern." -msgid "" -"Godot offers *terrains* to perform this kind of tile connections " -"automatically. This allows you to have the \"correct\" tile variants " -"automatically used." -msgstr "" -"Godot bietet *Terrains*, um diese Art von Tile-Verbindungen automatisch " -"durchzuführen. So können Sie automatisch die \"richtigen\" Tile-Varianten " -"verwenden." - msgid "" "Terrains are grouped into terrain sets. Each terrain set is assigned a mode " "from **Match Corners and Sides**, **Match Corners** and **Match sides**. " @@ -829,20 +678,6 @@ msgstr "" "Godot 3.x verwendet wurden: 2×2, 3×3 oder 3×3 minimal. Dies entspricht auch " "den Funktionen des `Tiled `__-Editors." -msgid "" -"Select the TileMap node, go to the inspector and create a new terrain set " -"within the TileSet *resource*:" -msgstr "" -"Wählen Sie den TileMap-Node, gehen Sie zum Inspektor und erstellen Sie ein " -"neues Terrain-Set innerhalb der TileSet-*Ressource*:" - -msgid "" -"Creating a terrain set in the TileSet resource inspector (within the TileMap " -"node)" -msgstr "" -"Erstellen eines Terrainsets im TileSet-Ressourceninspektor (innerhalb des " -"TileMap-Nodes)" - msgid "" "After creating a terrain set, you **must** create one or more terrains " "*within* the terrain set:" @@ -941,13 +776,6 @@ msgstr "" msgid "Using multiple tile selection" msgstr "Mehrfachauswahl von Tiles verwenden" -msgid "" -"If you wish to configure various properties on several times at once, choose " -"the **Select** mode at the top of the TileSet editor:" -msgstr "" -"Wenn Sie verschiedene Propertys für mehrere Tiles gleichzeitig konfigurieren " -"möchten, wählen Sie den Modus **Auswählen** oben im TileSet-Editor:" - msgid "" "After doing this, you can select multiple tiles on the right column by " "holding :kbd:`Shift` then clicking on tiles. You can also perform rectangle " @@ -1163,21 +991,6 @@ msgstr "" "**Z-Index:** Die Sortierreihenfolge für diese Tile. Bei höheren Werten wird " "die Kachel vor anderen auf derselben Ebene gerendert." -msgid "" -"**Y Sort Origin:** The vertical offset to use for tile sorting based on its " -"Y coordinate (in pixels). This allows using layers as if they were on " -"different height for top-down games. Adjusting this can help alleviate " -"issues with sorting certain tiles. Only effective if **Y Sort Enabled** is " -"``true`` on the TileMap layer the tile is placed on." -msgstr "" -"**Y-Sortierungsursprung:** Der vertikale Offset, der für die Sortierung der " -"Tiles basierend auf ihrer Y-Koordinate (in Pixel) verwendet wird. Dies " -"ermöglicht die Verwendung von Ebenen, wie wenn sie auf verschiedenen Höhen " -"bei Top-Down-Spiele wären. Die Anpassung dieses Wertes kann helfen, Probleme " -"bei der Sortierung bestimmter Tiles zu beheben. Nur wirksam, wenn **Y-" -"Sortierung aktiviert** auf dem TileMap Layer, auf dem das Tile platziert " -"ist, auf ``true`` steht." - msgid "" "You can create an additional alternative tile variant by clicking the large " "\"+\" icon next to the alternative tile. This is equivalent to selecting the " @@ -1198,6 +1011,3 @@ msgstr "" "Basis-Tile übernommen. Sie müssen die Propertys auf der alternativen Tile " "erneut festlegen, wenn Sie möchten, dass diese auf der Basis-Tile und der " "alternativen Tile identisch sind." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/3d_antialiasing.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/3d_antialiasing.po index aaee160a56..c6a8f8bce4 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/3d_antialiasing.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/3d_antialiasing.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -122,17 +122,6 @@ msgstr "" "moderaten Performance-Aufwand, aber es ist effektiv bei der Reduzierung von " "Aliasing auf transparenten Materialien, ohne Unschärfe einzuführen." -msgid "" -"MSAA can be enabled in the Project Settings by changing the value of the " -"**Rendering > Anti Aliasing > Quality > MSAA 3D** setting. It's important to " -"change the value of the **MSAA 3D** setting and not **MSAA 2D**, as these " -"are entirely separate settings." -msgstr "" -"MSAA kann in den Projekteinstellungen aktiviert werden, indem der Wert der " -"Einstellung **Rendern > Antialiasing > Qualität > MSAA 3D** geändert wird. " -"Es ist wichtig, den Wert der Einstellung **MSAA 3D** und nicht **MSAA 2D** " -"zu ändern, da es sich um völlig separate Einstellungen handelt." - msgid "" "Comparison between no antialiasing (left) and various MSAA levels (right). " "Note that alpha antialiasing is not used here:" @@ -189,20 +178,28 @@ msgstr "" "höheren Framerate rendern, kann TAA schneller konvergieren, so dass diese " "Ghosting-Artefakte weniger sichtbar sind." -msgid "" -"Temporal antialiasing can be enabled in the Project Settings by changing the " -"value of the **Rendering > Anti Aliasing > Quality > Use TAA** setting." -msgstr "" -"Temporales Antialiasing kann in den Projekteinstellungen aktiviert werden, " -"indem der Wert der Einstellung **Rendern > Antialiasing > Qualität > TAA " -"verwenden** geändert wird." - msgid "Comparison between no antialiasing (left) and TAA (right):" msgstr "Vergleich zwischen keinem Antialiasing (links) und TAA (rechts):" msgid "AMD FidelityFX Super Resolution 2.2 (FSR2)" msgstr "AMD FidelityFX Super Resolution 2.2 (FSR2)" +msgid "" +"Since Godot 4.2, there is built-in support for `AMD FidelityFX Super " +"Resolution `__ 2.2. This is an :ref:`upscaling method " +"` compatible with all recent GPUs from any vendor. " +"FSR2 is normally designed to improve performance by lowering the internal 3D " +"rendering resolution, then upscaling to the output resolution." +msgstr "" +"Seit Godot 4.2 gibt es Built-in-Unterstützung für `AMD FidelityFX Super " +"Resolution `__ 2.2. Dabei handelt es sich um eine :ref:`Upscaling-Methode " +"`, die mit allen aktuellen GPUs aller Hersteller " +"kompatibel ist. FSR2 ist normalerweise darauf ausgelegt, die Performance zu " +"verbessern, indem die interne 3D-Rendering-Auflösung herabgesetzt und dann " +"auf die Ausgabeauflösung hochskaliert wird." + msgid "" "However, unlike FSR1, FSR2 also provides temporal antialiasing. This means " "FSR2 can be used at native resolution for high-quality antialiasing, with " @@ -291,15 +288,6 @@ msgstr "" "TAA, wenn die Kamera still steht, aber weniger als TAA, wenn die Kamera sich " "bewegt)." -msgid "" -"FXAA can be enabled in the Project Settings by changing the value of the " -"**Rendering > Anti Aliasing > Quality > Screen Space AA** setting to " -"**FXAA**." -msgstr "" -"FXAA kann in den Projekteinstellungen aktiviert werden, indem der Wert der " -"Einstellung **Rendern > Antialiasing > Qualität > Screen-Space AA** auf " -"**FXAA** geändert wird." - msgid "Comparison between no antialiasing (left) and FXAA (right):" msgstr "Vergleich zwischen keinem Antialiasing (links) und FXAA (rechts):" @@ -329,26 +317,6 @@ msgstr "" "Supersampling immer noch nützlich finden für :ref:`Offline-Rendering " "`." -msgid "" -"Supersample antialiasing is performed by increasing the **Rendering > " -"Scaling 3D > Scale** advanced project setting above ``1.0`` while ensuring " -"**Rendering > Scaling 3D > Mode** is set to **Bilinear** (the default). " -"Since the scale factor is defined per-axis, a scale factor of ``1.5`` will " -"result in 2.25× SSAA while a scale factor of ``2.0`` will result in 4× SSAA. " -"Since Godot uses the hardware's own bilinear filtering to perform the " -"downsampling, the result will look crisper at integer scale factors (namely, " -"``2.0``)." -msgstr "" -"Supersample-Antialiasing wird durchgeführt, indem die erweiterte " -"Projekteinstellung **Rendern > Skalierung 3D > Skalierung** über ``1.0`` " -"erhöht wird, während sichergestellt wird, dass **Rendern > Skalierung 3D > " -"Modus** auf **Bilinear** (der Default) gesetzt ist. Da der Skalierungsfaktor " -"pro Achse definiert ist, wird ein Skalierungsfaktor von ``1.5`` zu 2.25× " -"SSAA führen, während ein Skalierungsfaktor von ``2.0`` zu 4× SSAA führen " -"wird. Da Godot die hardwareeigene bilineare Filterung verwendet, um das " -"Downsampling durchzuführen, sieht das Ergebnis bei ganzzahligen " -"Skalierungsfaktoren (nämlich ``2,0``) schärfer aus." - msgid "" "Comparison between no antialiasing (left) and various SSAA levels (right):" msgstr "" @@ -512,6 +480,3 @@ msgstr "" "beim :ref:`Nicht-Echtzeit-Rendering ` für eine bessere " "Darstellung sorgen. Um zum Beispiel bewegte Kanten besser aussehen zu " "lassen, wenn TAA aktiviert ist, können Sie gleichzeitig MSAA aktivieren." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po index 5ce9211613..398805b1c0 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -96,16 +96,6 @@ msgstr "" msgid "There are two main ways to alleviate banding:" msgstr "Es gibt im Wesentlichen zwei Möglichkeiten, Banding zu mindern:" -msgid "" -"If using the Forward+ or Forward Mobile rendering methods, enable **Use " -"Debanding** in the advanced Project Settings. This applies a fullscreen " -"debanding shader as a post-processing effect and is very cheap." -msgstr "" -"Wenn Sie die Render-Methoden Forward+ oder Forward Mobile verwenden, " -"aktivieren Sie **Debanding verwenden** in den erweiterten " -"Projekteinstellungen. Dies wendet einen Fullscreen-Debanding-Shader als Post-" -"Processing-Effekt an und ist sehr kostengünstig." - msgid "" "Alternatively, bake some noise into your textures. This is mainly effective " "in 2D, e.g. for vignetting effects. In 3D, you can also use a `custom " @@ -401,6 +391,3 @@ msgstr "" "Diese Technik wird Supersample Antialiasing (SSAA) genannt und ist sehr " "langsam. Ihre Verwendung wird im Allgemeinen nur für Offline-Rendering " "empfohlen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/3d_text.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/3d_text.po index 02651a1ec3..e9d9de9da1 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/3d_text.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/3d_text.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -364,6 +364,3 @@ msgstr "" "Wenn Sie Featues wie BBCode- oder Control-Theme-Unterstützung benötigen, ist " "die Verwendung eines projizierten RichTextLabel-Nodes die einzige " "Möglichkeit." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/csg_tools.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/csg_tools.po index be7993ca28..b0f840f96b 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/csg_tools.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/csg_tools.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -539,6 +539,3 @@ msgstr "" "als 3D-Modell zu exportieren, um ihn in eine 3D-Modellierungssoftware zu " "importieren. Sie können dies tun, indem Sie **Szene > Exportieren als... > " "glTF 2.0-Szene**." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po index 8f13af0510..a3cad1fa16 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -1365,13 +1365,6 @@ msgstr "" "(verwenden Sie den RAW-Modus in der Farbauswahl). Die Aktivierung von HDR " "kann auch die Streifenbildung in der 2D-Rendering-Ausgabe reduzieren." -msgid "" -"To enable HDR in 2D, open the Project Settings, enable **Rendering > " -"Viewport > HDR 2D** then restart the editor." -msgstr "" -"Um HDR in 2D zu aktivieren, öffnen Sie die Projekteinstellungen, aktivieren " -"Sie **Rendern > Viewport > HDR 2D** und starten Sie den Editor neu." - msgid "" "If you want to maximize performance, you can leave HDR disabled for 2D " "rendering. However, you will have less control on which objects glow." @@ -1408,18 +1401,6 @@ msgstr "" "aktiviert, und die **Modulieren**-Property der Münzen und der Kugel wurde " "mithilfe des RAW-Modus in der Farbpalette auf überhelle Werte erhöht." -msgid "" -"The 2D renderer renders in linear color space if the **Rendering > Viewport " -"> HDR 2D** project setting is enabled, so ``source_color`` must also be used " -"for uniform samplers that are used as color input in ``canvas_item`` " -"shaders. If this is not done, the texture will appear washed out." -msgstr "" -"Der 2D-Renderer rendert im linearen Farbraum, wenn die Projekteinstellung " -"**Rendern > Viewport > HDR 2D** aktiviert ist. Daher muss ``source_color`` " -"auch für Uniform-Sampler verwendet werden, die als Farbeingabe in " -"``canvas_item``-Shadern eingesetzt werden. Wenn dies nicht gemacht wird, " -"wird die Textur verwaschen erscheinen." - msgid "" "If 2D HDR is disabled, ``source_color`` will keep working correctly in " "``canvas_item`` shaders, so it's recommend to use it when relevant either " @@ -1826,6 +1807,3 @@ msgstr "" "Siehe :ref:`doc_physical_light_and_camera_units`, wenn Sie reale Einheiten " "zur Konfiguration der Belichtung, des Sichtfelds und der Schärfentiefe Ihrer " "Kamera verwenden möchten." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/faking_global_illumination.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/faking_global_illumination.po index a38e47179b..916f9d59af 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/faking_global_illumination.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/faking_global_illumination.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -241,6 +241,3 @@ msgstr "" "Umgebung reflektiert wird. Mit einem OmniLight3D-Node, der zwischen dem " "Ursprung des SpotLight3D und dem Boden positioniert wird, kann dieser Effekt " "simuliert werden:" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/index.po index 512132ee34..a3ce5a44dd 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Global illumination" msgstr "Global Illumination" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/introduction_to_global_illumination.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/introduction_to_global_illumination.po index 750d5bbaa9..ec60c1dec3 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/introduction_to_global_illumination.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/introduction_to_global_illumination.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -840,6 +840,3 @@ msgstr "" "verlassen. Dies kann zu einer flacheren Optik führen, aber durch die " "Anpassung der Umgebungslichtfarbe und des Himmelsanteils können in den " "meisten Fällen immer noch akzeptable Ergebnisse erzielt werden." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/reflection_probes.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/reflection_probes.po index a918992c5b..a85a94a7dd 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/reflection_probes.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/reflection_probes.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -388,27 +388,6 @@ msgstr "" msgid "Limitations" msgstr "Einschränkungen" -msgid "" -"When using the Forward+ renderer, Godot uses a *clustering* approach for " -"reflection probe rendering. As many reflection probes as desired can be " -"added (as long as performance allows). However, there's still a default " -"limit of 512 *clustered elements* that can be present in the current camera " -"view. A clustered element is an omni light, a spot light, a :ref:`decal " -"` or a :ref:`reflection probe `. " -"This limit can be increased by adjusting the **Rendering > Limits > Cluster " -"Builder > Max Clustered Elements** advanced project setting." -msgstr "" -"Bei Verwendung des Forward+-Renderers verwendet Godot einen *Cluster*-Ansatz " -"für das Rendering von Reflection-Probes. Es können so viele Reflection-" -"Probes wie gewünscht hinzugefügt werden (solange die Performance es " -"zulässt). Es gibt jedoch immer noch eine Default-Grenze von 512 *Cluster-" -"Elementen*, die in der aktuellen Kameraansicht vorhanden sein können. Ein " -"Clusterelement ist ein Omni-Licht, ein Spotlicht, ein :ref:`Decal " -"` oder eine :ref:`Reflection-Probe " -"`. Diese Grenze kann durch Anpassen der erweiterten " -"Projekteinstellung **Rendering > Limits > Cluster Builder > Max Clustered " -"Elements** erhöht werden." - msgid "" "When using the Forward Mobile backend, only 8 reflection probes can be " "applied on each individual Mesh *resource*. If there are more reflection " @@ -418,6 +397,3 @@ msgstr "" "auf jede einzelne Mesh-*Ressource* angewendet werden. Wenn mehr Reflection-" "Probes auf ein einzelnes Mesh wirken, werden nicht alle von ihnen auf dem " "Mesh gerendert." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/using_lightmap_gi.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/using_lightmap_gi.po index c94797b987..0e36d1bd4b 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/using_lightmap_gi.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/using_lightmap_gi.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -147,6 +147,16 @@ msgstr "" msgid "Setting up" msgstr "Einrichtung" +msgid "" +"Baking lightmaps in the Android and web editors is not supported due to " +"graphics API limitations on those devices. On Android and web platforms, " +"only *rendering* lightmaps that were baked on a desktop PC is supported." +msgstr "" +"Das Backen von Lightmaps in den Android- und Web-Editoren wird aufgrund von " +"Grafik-API-Einschränkungen auf diesen Geräten nicht unterstützt. Auf " +"Android- und Webplattformen wird nur das *Rendern* von Lightmaps " +"unterstützt, die auf einem Desktop-PC gebacken wurden." + msgid "" "First of all, before the lightmapper can do anything, the objects to be " "baked need a UV2 layer and a texture size. A UV2 layer is a set of secondary " @@ -1094,6 +1104,3 @@ msgstr "" "8 LightmapGI-Nodes gleichzeitig zu rendern, was bedeutet, dass bis zu 8 " "Instanzen in der Kameraansicht sein können, bevor einige von ihnen anfangen " "zu flackern." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/using_sdfgi.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/using_sdfgi.po index 4b1febcc29..4582a0148b 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/using_sdfgi.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/using_sdfgi.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -555,6 +555,3 @@ msgstr "" "Die scharfen Reflexionen von SDFGI sind nur bei undurchsichtigen Materialien " "sichtbar. Bei transparenten Materialien werden nur grobe Reflexionen " "verwendet, selbst wenn die Rauheit des Materials unter 0,2 liegt." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/using_voxel_gi.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/using_voxel_gi.po index 2d3a1e5331..a41fdfe4a0 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/using_voxel_gi.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/global_illumination/using_voxel_gi.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -486,6 +486,3 @@ msgstr "" "einem bestimmten Pixel auf dem Bildschirm überblenden. Wenn sich mehr als 2 " "VoxelGI-Nodes überlappen, kann die globale Beleuchtung flackern, wenn sich " "die Kamera bewegt oder dreht." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/high_dynamic_range.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/high_dynamic_range.po index ed4c163ce7..784b17c15c 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/high_dynamic_range.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/high_dynamic_range.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -244,6 +244,3 @@ msgstr "" "`WorldEnvironment `-Node oder in einem Kamera-Node. " "Weitere Informationen finden Sie unter :ref:" "`doc_environment_and_post_processing`." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/index.po index 7136d3f195..ab5a214eae 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -22,6 +22,3 @@ msgstr "Optimierungen" msgid "Tools" msgstr "Tools" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/introduction_to_3d.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/introduction_to_3d.po index ee66dbe7c6..46fb835639 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/introduction_to_3d.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/introduction_to_3d.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -32,16 +32,144 @@ msgstr "" "Plattformer-Tutorial oder die Tutorials für kinematische 3D-Charaktere " "reinzuschauen, die fast identisch mit ihren 2D-Pendants sind." +msgid "Coordinate system" +msgstr "Koordinatensystem" + msgid "" -"In 3D, math is a little more complex than in 2D, so also checking the :ref:" -"`doc_vector_math` entry in the wiki (which was especially created for game " -"developers, not mathematicians or engineers) will help pave the way for you " -"to develop 3D games efficiently." +"Godot uses the `metric `__ " +"system for everything in 3D, with 1 unit being equal to 1 meter. Physics and " +"other areas are tuned for this scale. Therefore, attempting to use a " +"different scale is usually a bad idea (unless you know what you are doing)." msgstr "" -"In 3D ist Mathematik etwas komplexer als in 2D. Wenn Sie also den Eintrag :" -"ref:`doc_vector_math` im Wiki ansehen (der speziell für Spieleentwickler " -"erstellt wurde, nicht für Mathematiker oder Ingenieure), ebnen Sie sich den " -"Weg zur effizienten 3D-Spiele Entwicklung." +"Godot verwendet für alles das `metrische `__ System, wobei eine Einheit einem Meter entspricht. Physik " +"und andere Bereiche sind darauf abgestimmt, daher ist der Versuch, einen " +"anderen Maßstab zu verwenden, in der Regel eine schlechte Idee (es sei denn, " +"Sie wissen, was Sie tun)." + +msgid "" +"When working with 3D assets, it's always best to work in the correct scale " +"(set the unit to metric in your 3D modeling software). Godot allows scaling " +"post-import and, while this works in most cases, in rare situations it may " +"introduce floating-point precision issues (and thus, glitches or artifacts) " +"in delicate areas such as rendering or physics. Make sure your artists " +"always work in the right scale!" +msgstr "" +"Bei der Arbeit mit 3D-Assets ist es immer am besten, im richtigen Maßstab zu " +"arbeiten (stellen Sie die Einheit in Ihrer 3D-Modellierungssoftware auf " +"metrisch). Godot erlaubt die Skalierung nach dem Import, und obwohl dies in " +"den meisten Fällen funktioniert, kann es in seltenen Fällen zu Problemen mit " +"der Float-Präzision (und damit zu Störungen oder Artefakten) in heiklen " +"Bereichen wie Rendering oder Physik kommen. Stellen Sie sicher, dass Ihre " +"Künstler immer im richtigen Maßstab arbeiten!" + +msgid "" +"The Y coordinate is used for \"up\". As for the horizontal X/Z axes, Godot " +"uses a **right-handed** coordinate system. This means that for most objects " +"that need alignment (such as lights or cameras), the Z axis is used as a " +"\"pointing towards\" direction. This convention roughly means that:" +msgstr "" +"Die Y-Koordinate wird für \"oben\" verwendet. Was die horizontalen X/Z-" +"Achsen betrifft, so verwendet Godot ein **rechtshändiges** " +"Koordinatensystem. Das bedeutet, dass für die meisten Objekte, die " +"ausgerichtet werden müssen (z. B. Lichter oder Kameras), die Z-Achse als " +"\"vorwärts\" verwendet wird. Diese Konvention bedeutet in etwa Folgendes:" + +msgid "**X** is sides" +msgstr "**X** ist seitlich" + +msgid "**Y** is up/down" +msgstr "**Y** ist oben/unten" + +msgid "**Z** is front/back" +msgstr "**Z** ist vorne/hinten" + +msgid "See this chart for comparison with other 3D software:" +msgstr "In dieser Tabelle finden Sie einen Vergleich mit anderer 3D-Software:" + +msgid "3D coordinate systems comparison chart" +msgstr "3D-Koordinatensysteme - Vergleichstabelle" + +msgid "Image by `Freya Holmér `__" +msgstr "Bild von `Freya Holmér `__" + +msgid "Space and manipulation gizmos" +msgstr "Raum- und Manipulations-Gizmos" + +msgid "Some useful keybindings:" +msgstr "Einige nützliche Tastenkürzel:" + +msgid "To center the view on the selected object, press :kbd:`F`." +msgstr "" +"Zum Zentrieren der Ansicht auf das ausgewählte Objekt, drücken Sie :kbd:`F`." + +msgid "Using Blender-style transform shortcuts" +msgstr "Transformations-Tastenkürzel im Stil von Blender verwenden" + +msgid "" +"Since Godot 4.2, you can enable Blender-style shortcuts for translating, " +"rotating and scaling nodes. In Blender, these shortcuts are:" +msgstr "" +"Seit Godot 4.2 können Sie Blender-ähnliche Tastenkürzel zum Verschieben, " +"Rotieren und Skalieren von Nodes aktivieren. In Blender sind diese " +"Tastenkürzel:" + +msgid ":kbd:`G` for translating" +msgstr ":kbd:`G` zum Verschieben" + +msgid ":kbd:`R` for rotating" +msgstr ":kbd:`R` zum Rotieren" + +msgid ":kbd:`S` for scaling" +msgstr ":kbd:`S` zum Skalieren" + +msgid "" +"After pressing a shortcut key while focusing on the 3D editor viewport, move " +"the mouse or enter a number to move the selected node(s) by the specified " +"amount in 3D units. You can constrain movement to a specific axis by " +"specifying the axis as a letter, then the distance (if entering a value with " +"the keyboard)." +msgstr "" +"Nachdem Sie ein Tastenkürzel gedrückt haben, während der Fokus dem 3D-Editor-" +"Viewport liegt, bewegen Sie die Maus oder geben Sie eine Zahl ein, um den/" +"die ausgewählten Node(s) um den angegebenen Betrag in 3D-Einheiten zu " +"verschieben. Sie können die Bewegung auf eine bestimmte Achse beschränken, " +"indem Sie die Achse als Buchstaben und dann den Abstand angeben (wenn Sie " +"einen Wert über die Tastatur eingeben)." + +msgid "" +"For instance, to move the selection upwards by 2.5 units, enter the " +"following sequence in order (Y+ is upwards in Godot):" +msgstr "" +"Um z. B. die Auswahl um 2,5 Einheiten nach oben zu verschieben, geben Sie " +"nacheinander die folgende Sequenz ein (Y+ steht in Godot für \"nach oben\"):" + +msgid ":kbd:`G`-:kbd:`Y`-:kbd:`2`-:kbd:`.`-:kbd:`5`-:kbd:`Enter`" +msgstr ":kbd:`G`-:kbd:`Y`-:kbd:`2`-:kbd:`.`-:kbd:`5`-:kbd:`Enter`" + +msgid "" +"To use Blender-style transform shortcuts in Godot, go to the Editor " +"Settings' **Shortcuts** tab, then in the Spatial Editor section:" +msgstr "" +"Um Blender-ähnliche Transformations-Shortcuts in Godot zu verwenden, gehen " +"Sie in den Editor-Einstellungen auf den Tab **Tastenkürzel** und dann in den " +"Abschnitt Spatial Editor:" + +msgid "Bind **Begin Translate Transformation** to :kbd:`G`." +msgstr "Binden Sie **Verschiebungs-Transformation starten** an :kbd:`G`." + +msgid "Bind **Begin Rotate Transformation** to :kbd:`R`." +msgstr "Binden Sie **Rotations-Transformation starten** an :kbd:`R`." + +msgid "Bind **Begin Scale Transformation** to :kbd:`S`." +msgstr "Binden Sie **Skalierungs-Transformation starten** an :kbd:`S`." + +msgid "" +"Finally, unbind **Scale Mode** so that its shortcut won't conflict with " +"**Begin Rotate Transformation**." +msgstr "" +"Heben Sie schließlich die Bindung von **Skalierungsmodus** auf, damit sein " +"Tastenkürzel nicht mit **Rotations-Transformation starten** kollidiert." msgid "Node3D node" msgstr "Node3D-Node" @@ -91,26 +219,6 @@ msgstr "" msgid "Manually authored models (using 3D modeling software)" msgstr "Manuell erstellte Modelle (mit 3D-Modellierungssoftware)" -msgid "" -"There are two pipelines to import 3D models in Godot. The first and most " -"common one is by :ref:`doc_importing_3d_scenes`, which allows you to import " -"entire scenes (exactly as they look in the 3D modeling software), including " -"animation, skeletal rigs, blend shapes, etc." -msgstr "" -"Es gibt zwei Pipelines zum Importieren von 3D-Modellen in Godot. Die erste " -"und häufigste ist :ref:`doc_importing_3d_scenes` mit der Sie ganze Szenen " -"(genau so, wie sie in der 3D-Modellierungssoftware aussehen) importieren " -"können, einschließlich Animationen, Skelett-Rigs, Blend-Shapes etc." - -msgid "" -"The second pipeline is by importing simple .OBJ files as mesh resources, " -"which can be then put inside a :ref:`MeshInstance3D ` " -"node for display." -msgstr "" -"Die zweite Pipeline besteht darin, einfache .OBJ-Dateien als Mesh-Ressourcen " -"zu importieren, die dann in einen :ref:`MeshInstance3D " -"`-Node zur Anzeige eingefügt werden können." - msgid "Generated geometry" msgstr "Generierte Geometrie" @@ -204,213 +312,6 @@ msgstr "" "built-in-Nachbearbeitungseffekten anzuwenden. Environments können auch in " "der Kamera überschrieben werden." -msgid "3D viewport" -msgstr "3D-Viewport" - -msgid "" -"Editing 3D scenes is done in the 3D tab. This tab can be selected manually, " -"but it will be automatically enabled when a Node3D node is selected." -msgstr "" -"Die Bearbeitung von 3D-Szenen erfolgt im 3D-Tab. Dieser Tab kann manuell " -"ausgewählt werden, wird jedoch automatisch aktiviert, wenn ein Node3D " -"ausgewählt wird." - -msgid "" -"Default 3D scene navigation controls are similar to Blender (aiming to have " -"some sort of consistency in the free software pipeline..), but options are " -"included to customize mouse buttons and behavior to be similar to other " -"tools in the Editor Settings:" -msgstr "" -"Die Default-steuerelemente für die 3D-Szenennavigation ähneln denen von " -"Blender (um eine gewisse Konsistenz in der Pipeline freier Software zu " -"erreichen...), aber in den Editor-Einstellungen sind Optionen enthalten, mit " -"denen die Maustasten und das Verhalten ähnlich zu anderen Tools angepasst " -"werden können:" - -msgid "Coordinate system" -msgstr "Koordinatensystem" - -msgid "" -"Godot uses the `metric `__ " -"system for everything in 3D, with 1 unit being equal to 1 meter. Physics and " -"other areas are tuned for this scale. Therefore, attempting to use a " -"different scale is usually a bad idea (unless you know what you are doing)." -msgstr "" -"Godot verwendet für alles das `metrische `__ System, wobei eine Einheit einem Meter entspricht. Physik " -"und andere Bereiche sind darauf abgestimmt, daher ist der Versuch, einen " -"anderen Maßstab zu verwenden, in der Regel eine schlechte Idee (es sei denn, " -"Sie wissen, was Sie tun)." - -msgid "" -"When working with 3D assets, it's always best to work in the correct scale " -"(set the unit to metric in your 3D modeling software). Godot allows scaling " -"post-import and, while this works in most cases, in rare situations it may " -"introduce floating-point precision issues (and thus, glitches or artifacts) " -"in delicate areas such as rendering or physics. Make sure your artists " -"always work in the right scale!" -msgstr "" -"Bei der Arbeit mit 3D-Assets ist es immer am besten, im richtigen Maßstab zu " -"arbeiten (stellen Sie die Einheit in Ihrer 3D-Modellierungssoftware auf " -"metrisch). Godot erlaubt die Skalierung nach dem Import, und obwohl dies in " -"den meisten Fällen funktioniert, kann es in seltenen Fällen zu Problemen mit " -"der Float-Präzision (und damit zu Störungen oder Artefakten) in heiklen " -"Bereichen wie Rendering oder Physik kommen. Stellen Sie sicher, dass Ihre " -"Künstler immer im richtigen Maßstab arbeiten!" - -msgid "" -"The Y coordinate is used for \"up\". As for the horizontal X/Z axes, Godot " -"uses a **right-handed** coordinate system. This means that for most objects " -"that need alignment (such as lights or cameras), the Z axis is used as a " -"\"pointing towards\" direction. This convention roughly means that:" -msgstr "" -"Die Y-Koordinate wird für \"oben\" verwendet. Was die horizontalen X/Z-" -"Achsen betrifft, so verwendet Godot ein **rechtshändiges** " -"Koordinatensystem. Das bedeutet, dass für die meisten Objekte, die " -"ausgerichtet werden müssen (z. B. Lichter oder Kameras), die Z-Achse als " -"\"vorwärts\" verwendet wird. Diese Konvention bedeutet in etwa Folgendes:" - -msgid "**X** is sides" -msgstr "**X** ist seitlich" - -msgid "**Y** is up/down" -msgstr "**Y** ist oben/unten" - -msgid "**Z** is front/back" -msgstr "**Z** ist vorne/hinten" - -msgid "See this chart for comparison with other 3D software:" -msgstr "In dieser Tabelle finden Sie einen Vergleich mit anderer 3D-Software:" - -msgid "3D coordinate systems comparison chart" -msgstr "3D-Koordinatensysteme - Vergleichstabelle" - -msgid "Image by `Freya Holmér `__" -msgstr "Bild von `Freya Holmér `__" - -msgid "Space and manipulation gizmos" -msgstr "Raum- und Manipulations-Gizmos" - -msgid "" -"Moving objects in the 3D view is done through the manipulator gizmos. Each " -"axis is represented by a color: Red, Green, Blue represent X, Y, Z " -"respectively. This convention applies to the grid and other gizmos too (and " -"also to the shader language, ordering of components for Vector3, Color, " -"etc.)." -msgstr "" -"Das Bewegen von Objekten in der 3D-Ansicht erfolgt über den Manipulator. " -"Jede Achse wird durch eine Farbe dargestellt: Rot, Grün, Blau stehen für X, " -"Y bzw. Z. Diese Konvention gilt auch für das Raster und andere Gizmos (und " -"auch für die Shader-Sprache, die Reihenfolge der Komponenten für Vector3, " -"Farbe etc.)." - -msgid "Some useful keybindings:" -msgstr "Einige nützliche Tastenkürzel:" - -msgid "" -"To snap placement or rotation, press :kbd:`Ctrl` while moving, scaling or " -"rotating." -msgstr "" -"Um die Platzierung oder Rotation einzurasten, drücken Sie :kbd:`Strg` " -"während des Verschiebens, Skalierens oder Rotierens." - -msgid "To center the view on the selected object, press :kbd:`F`." -msgstr "" -"Zum Zentrieren der Ansicht auf das ausgewählte Objekt, drücken Sie :kbd:`F`." - -msgid "Using Blender-style transform shortcuts" -msgstr "Transformations-Tastenkürzel im Stil von Blender verwenden" - -msgid "" -"Since Godot 4.2, you can enable Blender-style shortcuts for translating, " -"rotating and scaling nodes. In Blender, these shortcuts are:" -msgstr "" -"Seit Godot 4.2 können Sie Blender-ähnliche Tastenkürzel zum Verschieben, " -"Rotieren und Skalieren von Nodes aktivieren. In Blender sind diese " -"Tastenkürzel:" - -msgid ":kbd:`G` for translating" -msgstr ":kbd:`G` zum Verschieben" - -msgid ":kbd:`R` for rotating" -msgstr ":kbd:`R` zum Rotieren" - -msgid ":kbd:`S` for scaling" -msgstr ":kbd:`S` zum Skalieren" - -msgid "" -"After pressing a shortcut key while focusing on the 3D editor viewport, move " -"the mouse or enter a number to move the selected node(s) by the specified " -"amount in 3D units. You can constrain movement to a specific axis by " -"specifying the axis as a letter, then the distance (if entering a value with " -"the keyboard)." -msgstr "" -"Nachdem Sie ein Tastenkürzel gedrückt haben, während der Fokus dem 3D-Editor-" -"Viewport liegt, bewegen Sie die Maus oder geben Sie eine Zahl ein, um den/" -"die ausgewählten Node(s) um den angegebenen Betrag in 3D-Einheiten zu " -"verschieben. Sie können die Bewegung auf eine bestimmte Achse beschränken, " -"indem Sie die Achse als Buchstaben und dann den Abstand angeben (wenn Sie " -"einen Wert über die Tastatur eingeben)." - -msgid "" -"For instance, to move the selection upwards by 2.5 units, enter the " -"following sequence in order (Y+ is upwards in Godot):" -msgstr "" -"Um z. B. die Auswahl um 2,5 Einheiten nach oben zu verschieben, geben Sie " -"nacheinander die folgende Sequenz ein (Y+ steht in Godot für \"nach oben\"):" - -msgid ":kbd:`G`-:kbd:`Y`-:kbd:`2`-:kbd:`.`-:kbd:`5`-:kbd:`Enter`" -msgstr ":kbd:`G`-:kbd:`Y`-:kbd:`2`-:kbd:`.`-:kbd:`5`-:kbd:`Enter`" - -msgid "" -"To use Blender-style transform shortcuts in Godot, go to the Editor " -"Settings' **Shortcuts** tab, then in the Spatial Editor section:" -msgstr "" -"Um Blender-ähnliche Transformations-Shortcuts in Godot zu verwenden, gehen " -"Sie in den Editor-Einstellungen auf den Tab **Tastenkürzel** und dann in den " -"Abschnitt Spatial Editor:" - -msgid "Bind **Begin Translate Transformation** to :kbd:`G`." -msgstr "Binden Sie **Verschiebungs-Transformation starten** an :kbd:`G`." - -msgid "Bind **Begin Rotate Transformation** to :kbd:`R`." -msgstr "Binden Sie **Rotations-Transformation starten** an :kbd:`R`." - -msgid "Bind **Begin Scale Transformation** to :kbd:`S`." -msgstr "Binden Sie **Skalierungs-Transformation starten** an :kbd:`S`." - -msgid "" -"Finally, unbind **Scale Mode** so that its shortcut won't conflict with " -"**Begin Rotate Transformation**." -msgstr "" -"Heben Sie schließlich die Bindung von **Skalierungsmodus** auf, damit sein " -"Tastenkürzel nicht mit **Rotations-Transformation starten** kollidiert." - -msgid "View menu" -msgstr "Ansicht-Menü" - -msgid "" -"The view options are controlled by the \"View\" menu in the viewport's " -"toolbar." -msgstr "" -"Die Ansichtsoptionen werden über das Menü \"Ansicht\" in der Toolbar des " -"Viewport gesteuert." - -msgid "You can hide the gizmos in the 3D view of the editor through this menu:" -msgstr "" -"Sie können die Gizmos in der 3D-Ansicht des Editors über dieses Menü " -"ausblenden:" - -msgid "" -"To hide a specific type of gizmos, you can toggle them off in the \"View\" " -"menu." -msgstr "" -"Um eine bestimmte Art von Gizmos auszublenden, können Sie sie im Menü " -"\"Ansicht\" deaktivieren." - -msgid "preview environment and light" -msgstr "Vorschau-Environment und Licht" - msgid "" "By default, any 3D scene that doesn't have a :ref:`WorldEnvironment " "` node, or a :ref:`DirectionalLight3D " @@ -431,17 +332,6 @@ msgstr "" "Sie sich im Editor befinden. Wenn Sie die Szene ausführen oder das Projekt " "exportieren, haben sie keinen Einfluss auf die Szene." -msgid "" -"The preview light and environment can be turned on or off from the top menu " -"by clicking on their respective icon, and the 3 dots dropdown menu next to " -"those icons can be used to adjust the properties of the preview environment " -"and light." -msgstr "" -"Das Vorschau-Licht und die Environment können über das obere Menü ein- und " -"ausgeschaltet werden, indem Sie auf das entsprechende Symbol klicken. Über " -"das Dropdown-Menü mit den drei Punkten neben diesen Icons können Sie die " -"Propertys der Vorschau-Environment und des Lichts anpassen." - msgid "" "The same preview sun and environment is used for every scene in the same " "project, So only make adjustments that would apply to all of the scenes you " @@ -533,6 +423,3 @@ msgstr "" "Mond), während Innenszenen typischerweise mehrere Positionslichter (Lampen, " "Fackeln, ...) haben. Siehe :ref:`doc_lights_and_shadows` für weitere " "Informationen zum Einrichten von Lichtern in Godot." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/lights_and_shadows.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/lights_and_shadows.po index d39f6142c4..850f0bef6f 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/lights_and_shadows.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/lights_and_shadows.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -155,26 +155,6 @@ msgstr "" msgid "Light number limits" msgstr "Grenzwerte für die Anzahl von Lichtern" -msgid "" -"When using the Forward+ renderer, Godot uses a *clustering* approach for " -"real-time lighting. As many lights as desired can be added (as long as " -"performance allows). However, there's still a default limit of 512 " -"*clustered elements* that can be present in the current camera view. A " -"clustered element is an omni light, a spot light, a :ref:`decal " -"` or a :ref:`reflection probe `. " -"This limit can be increased by adjusting the **Rendering > Limits > Cluster " -"Builder > Max Clustered Elements** advanced project setting." -msgstr "" -"Bei Verwendung des Forward+-Renderers verwendet Godot einen *Cluster*-Ansatz " -"für die Echtzeitbeleuchtung. Es können so viele Lichter wie gewünscht " -"hinzugefügt werden (solange die Performance dies zulässt). Es gibt jedoch " -"immer noch eine Standardgrenze von 512 *Cluster-Elementen*, die in der " -"aktuellen Kameraansicht vorhanden sein können. Ein Cluster-Element ist ein " -"Rundumlicht, ein Spotlight, ein :ref:`Decal ` oder eine :" -"ref:`Reflexions-Probe `. Diese Grenze kann durch " -"Anpassen der erweiterten Projekteinstellung **Rendering > Limits > Cluster " -"Builder > Max. geclusterte Elemente** erhöht werden." - msgid "" "When using the Forward Mobile renderer, there is a limitation of 8 " "OmniLights + 8 SpotLights per mesh resource. There is also a limit of 256 " @@ -186,24 +166,6 @@ msgstr "" "von 256 OmniLights + 256 SpotLights, die in der aktuellen Kameraansicht " "gerendert werden können. Diese Grenzen können derzeit nicht geändert werden." -msgid "" -"When using the Compatibility renderer, up to 8 OmniLights + 8 SpotLights can " -"be rendered per mesh resource. This limit can be increased in the advanced " -"Project Settings by adjusting **Rendering > Limits > OpenGL > Max Renderable " -"Lights** and/or **Rendering > Limits > OpenGL > Max Lights Per Object** at " -"the cost of performance and longer shader compilation times. The limit can " -"also be decreased to reduce shader compilation times and improve performance " -"slightly." -msgstr "" -"Wenn Sie den Kompatibilitäts-Renderer verwenden, können bis zu 8 OmniLights " -"+ 8 SpotLights pro Mesh-Ressource gerendert werden. Diese Grenze kann in den " -"erweiterten Projekteinstellungen durch Anpassen von **Rendering > Limits > " -"OpenGL > Max. renderbare Lichter** und/oder **Rendering > Limits > OpenGL > " -"Max Lichtinstanzen pro Object** auf Kosten der Performance und längerer " -"Shader-Kompilierungszeiten erhöht werden. Der Grenzwert kann auch verringert " -"werden, um die Shader-Kompilierungszeiten zu reduzieren und die Performance " -"leicht zu verbessern." - msgid "" "With all rendering methods, up to 8 DirectionalLights can be visible at a " "time. However, each additional DirectionalLight with shadows enabled will " @@ -1183,6 +1145,3 @@ msgstr "" "Wenn Ihr Projekt einen Pixel-Art-Stil hat, sollten Sie den Filter auf einen " "der **Nearest**-Werte einstellen, damit die Projektoren die Filterung nach " "dem Nearest-Neighbor-Prinzip verwenden. Bleiben Sie ansonsten bei **Linear**." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/mesh_lod.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/mesh_lod.po index b4d3d910f6..12a042d4a3 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/mesh_lod.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/mesh_lod.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -376,6 +376,3 @@ msgstr "" "werden. Dadurch wird auch die Performance des Renderings verbessert, da " "Frustum und Occlusion Culling einzelne Nodes ausblenden können (während sie " "einzelne Instanzen in einem MultiMesh nicht ausblenden können)." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/occlusion_culling.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/occlusion_culling.po index 5a8c3b7efe..0524652e5a 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/occlusion_culling.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/occlusion_culling.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -630,6 +630,3 @@ msgstr "" "Occlusion Culling für dieses Objekt auf, aber es ist sinnvoll, dies für " "Objekte zu tun, die nie gecullt werden (wie z. B. ein First-Person-View-" "Modell)." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/attractors.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/attractors.po index d42244659c..e78540d220 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/attractors.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/attractors.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -377,6 +377,3 @@ msgstr "" "Zwei Partikel-Systeme sind von demselben Vektorfeld-Attraktor betroffen. :" "download: `Klicken Sie hier, um die 3D-Textur ` herunterzuladen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/collision.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/collision.po index a065df1a04..10f46796a5 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/collision.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/collision.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -390,5 +390,47 @@ msgstr "" msgid "Troubleshooting" msgstr "Fehlersuche" -msgid "Translation status" -msgstr "Übersetzungsstatus" +msgid "" +"For particle collision to work, the particle's :ref:`visibility AABB " +"` must overlap with the collider's AABB. " +"If collisions appear to be not working despite colliders being set up, " +"generate an updated visibility AABB by selecting the GPUParticles3D node and " +"choosing **GPUParticles3D > Generate Visibility AABB…** at the top of the 3D " +"editor viewport." +msgstr "" +"Damit Partikelkollisionen funktionieren, muss sich die :ref:`Sichtbarkeits-" +"AABB ` des Partikels mit der AABB des " +"Colliders überschneiden. Wenn Kollisionen trotz eingerichteter Collider " +"nicht zu funktionieren scheinen, generieren Sie eine aktualisierte " +"Sichtbarkeits-AABB, indem Sie den GPUParticles3D-Knoten auswählen und oben " +"im Ansichtsfenster des 3D-Editors **GPUParticles3D > Sichtbarkeits-AABB " +"generieren…** wählen." + +msgid "" +"If the particles move fast and colliders are thin. There are two solutions " +"for this:" +msgstr "" +"Wenn sich die Partikel schnell bewegen und die Kollider dünn sind, gibt es " +"hierfür zwei Lösungen:" + +msgid "" +"Make the colliders thicker. For instance, if particles cannot get below a " +"solid floor, you could make the collider representing the floor thicker than " +"its actual visual representation. The heightfield collider automatically " +"handles this by design, as heightfields cannot represent \"room over room\" " +"collision." +msgstr "" +"Machen Sie die Kollider dicker. Wenn Partikel beispielsweise nicht unter " +"einen festen Boden gelangen können, können Sie den Kollider, der den Boden " +"darstellt, dicker machen als seine tatsächliche visuelle Darstellung. Der " +"Höhenfeld-Kollider handhabt dies automatisch, da Höhenfelder keine „Raum-" +"über-Raum“-Kollisionen darstellen können." + +msgid "" +"Increased ``Fixed FPS`` in the GPUParticles3D node, which will perform " +"collision checks more often. This comes at a performance cost, so avoid " +"setting this too high." +msgstr "" +"Erhöhte ``Fixed FPS`` im GPUParticles3D-Knoten, der häufiger " +"Kollisionsprüfungen durchführt. Dies geht auf Kosten der Leistung, also " +"vermeiden Sie, diesen Wert zu hoch einzustellen." diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po index dc8baa5b05..e3af257c89 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -183,6 +183,3 @@ msgstr "" "Es gibt auch die Property ``Punktanzahl``, mit der Sie die Anzahl der " "Emissionspunkte jederzeit nach der Erstellung der Shape ändern können. Dies " "gilt auch für die dynamische Änderung zur Laufzeit während des Spieles." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po index c16fbec6ad..7b258a8b7a 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -213,6 +213,3 @@ msgstr "" "Die Umwandlung von GPU-Partikeln in CPU-Partikel kann notwendig werden, wenn " "Sie ein Spiel auf älteren Geräten veröffentlichen wollen, die keine modernen " "Grafik-APIs unterstützen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/index.po index 4a6a84c8c6..4dc5041d42 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -190,6 +190,3 @@ msgstr "Grundlegende Verwendung" msgid "Advanced topics" msgstr "Fortgeschrittene Themen" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po index e9a70a745d..4d27536811 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -953,6 +953,3 @@ msgstr "" "Siehe den Abschnitt :ref:`Sub-Emitter ` in " "diesem Handbuch für eine detaillierte Erklärung, wie man einen Sub-Emitter " "zu einem Partikelsystem hinzufügt." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/properties.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/properties.po index db3e3fb9bb..dc84127a80 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/properties.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/properties.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -213,9 +213,6 @@ msgstr "" msgid "Particles running at low FPS" msgstr "Partikel, die mit niedrigen FPS laufen" -msgid "Interpolation on (left) vs. off (right)" -msgstr "Interpolation ein (links) vs. aus (rechts)" - msgid "" "The ``Fixed FPS`` property limits how often the particle system is " "processed. This includes property updates as well as collision and " @@ -248,9 +245,26 @@ msgstr "" "``10`` FPS läuft, so gleichmäßig erscheint wie ein System, das mit ``60`` " "läuft." +msgid "" +"When using :ref:`particle collision `, tunneling " +"can occur if the particles move fast and colliders are thin. This can be " +"remedied by increasing ``Fixed FPS`` (at a performance cost)." +msgstr "" +"Bei Verwendung von :ref:`Partikelkollision ` " +"kann es zu Tunneleffekten kommen, wenn sich die Partikel schnell bewegen und " +"die Kollider dünn sind. Dies kann durch Erhöhen der ``Festen FPS`` (auf " +"Kosten der Leistung) behoben werden." + msgid "Collision properties" msgstr "Kollisions-Propertys" +msgid "" +"Setting up particle collision requires following further steps described in :" +"ref:`doc_3d_particles_collision`." +msgstr "" +"Zum Einrichten einer Partikelkollision sind die folgenden weiteren Schritte " +"erforderlich, die in :ref:`doc_3d_particles_collision` beschrieben sind." + msgid "" "The ``Base Size`` property defines each particle's default collision size, " "which is used to check whether a particle is currently colliding with the " @@ -286,6 +300,19 @@ msgstr "" "diese Property verwenden, um die Performance zu steigern, indem Sie die Box " "so klein wie möglich halten." +msgid "" +"One thing to keep in mind when you set a size for the ``Visibility AABB`` is " +"that particles that are outside of its bounds disappear instantly when it " +"leaves the camera's field of view. Particle collision will also not occur " +"outside the ``Visibility AABB``. While not technically a bug, this can have " +"a negative effect on the visual experience." +msgstr "" +"Beachten Sie beim Festlegen einer Größe für „Sichtbarkeit AABB“ Folgendes: " +"Partikel, die sich außerhalb dieser Grenzen befinden, verschwinden sofort, " +"wenn sie das Sichtfeld der Kamera verlassen. Partikelkollisionen treten auch " +"außerhalb von „Sichtbarkeit AABB“ nicht auf. Obwohl dies technisch gesehen " +"kein Fehler ist, kann es sich negativ auf das visuelle Erlebnis auswirken." + msgid "" "When the ``Local Coords`` property is checked, all particle calculations use " "the local coordinate system to determine things like up and down, gravity, " @@ -382,6 +409,3 @@ msgstr "" "Siehe den Abschnitt :ref:`Partikel-Trails ` in " "diesem Handbuch für eine detaillierte Erklärung, wie Partikel-Trails " "funktionieren und wie man sie einrichtet." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/subemitters.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/subemitters.po index 145ed40b76..ed9cad67d8 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/subemitters.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/subemitters.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -162,6 +162,3 @@ msgstr "" "Emitter gespawnt wird. Die Property ``Explosivität`` zum Beispiel hat keinen " "Effekt. Je nach Emitter-Modus werden die Partikel entweder nacheinander in " "festen Intervallen oder explosionsartig auf einmal gespawnt." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/trails.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/trails.po index 057d0e3c36..3628624565 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/trails.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/trails.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -312,6 +312,3 @@ msgid "" msgstr "" "Röhrenpartikel-Trails ohne Ausrichtung (links) und mit an der " "Bewegungsrichtung ausgerichteter Y-Achse (rechts)" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/turbulence.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/turbulence.po index c9ad7bbfcf..e2496d71a3 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/turbulence.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/particles/turbulence.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -255,6 +255,3 @@ msgid "" msgstr "" "Keine Verschiebung (links), Verschiebungswert von 5 (Mitte), " "Verschiebungsbereich [-20, 20] (rechts)" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/physical_light_and_camera_units.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/physical_light_and_camera_units.po index 68ef7e4242..211339cb6b 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/physical_light_and_camera_units.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/physical_light_and_camera_units.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -629,6 +629,3 @@ msgstr "" "100 gemessen wird. In `dieser Tabelle `__ finden Sie gängige EV100-Werte " "aus der echten Welt." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/procedural_geometry/arraymesh.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/procedural_geometry/arraymesh.po index 6ddb165d4e..305a144622 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/procedural_geometry/arraymesh.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/procedural_geometry/arraymesh.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -315,6 +315,3 @@ msgstr "" "verwenden, um das ArrayMesh zu speichern. Dies ist nützlich, wenn man ein " "Mesh generieren und es später verwenden möchte, ohne es erneut generieren zu " "müssen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/procedural_geometry/immediatemesh.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/procedural_geometry/immediatemesh.po index c4fc26681b..70d6879f27 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/procedural_geometry/immediatemesh.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/procedural_geometry/immediatemesh.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -132,6 +132,3 @@ msgid "" msgstr "" "Der obige Code erstellt und zeichnet dynamisch eine einzelne Oberfläche pro " "Frame." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/procedural_geometry/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/procedural_geometry/index.po index ffa123e4f6..ac9803ec6a 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/procedural_geometry/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/procedural_geometry/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -329,6 +329,3 @@ msgstr "" "es zu verwenden, wenn diese zusätzlichen Informationen nicht benötigt " "werden. Das MeshDataTool ist am besten geeignet, wenn Sie einen Algorithmus " "verwenden, der Zugriff auf das Flächen- oder Kanten-Array benötigt." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/procedural_geometry/meshdatatool.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/procedural_geometry/meshdatatool.po index de1a3100a1..398da5751b 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/procedural_geometry/meshdatatool.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/procedural_geometry/meshdatatool.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -140,6 +140,3 @@ msgstr "" "``Mesh`` in einen zufällig deformierten Blob mit aktualisierten Normalen und " "Vertex-Farben verwandelt. Siehe :ref:`ArrayMesh-Tutorial ` " "für die Erzeugung des Basismeshs." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/procedural_geometry/surfacetool.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/procedural_geometry/surfacetool.po index 21176ffeb8..5338166354 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/procedural_geometry/surfacetool.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/procedural_geometry/surfacetool.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -118,6 +118,3 @@ msgstr "" "``add_smooth_group()`` muss während der Erstellung der Geometrie aufgerufen " "werden, z.B. vor dem Aufruf von ``add_vertex()`` (wenn nicht indiziert) oder " "``add_index()`` (wenn indiziert)." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/resolution_scaling.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/resolution_scaling.po index e1527129ee..83782729ca 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/resolution_scaling.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/resolution_scaling.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -571,6 +571,3 @@ msgstr "" msgid "See the :ref:`doc_performance` tutorials for more information." msgstr "" "Weitere Informationen finden Sie in den :ref:`doc_performance`-Tutorials." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/spring_arm.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/spring_arm.po new file mode 100644 index 0000000000..2ac10898fe --- /dev/null +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/spring_arm.po @@ -0,0 +1,15 @@ +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.3\n" +"Report-Msgid-Bugs-To: \n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: de\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +msgid "Introduction" +msgstr "Einführung" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/standard_material_3d.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/standard_material_3d.po index 76541ff379..c882e2c5e7 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/standard_material_3d.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/standard_material_3d.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -648,16 +648,6 @@ msgstr "" "**SchlickGGX:** Der heutzutage von PBR-3D-Engines am häufigsten verwendete " "Blob." -msgid "" -"**Blinn:** Common in previous-generation engines. Not worth using nowadays, " -"but left here for the sake of compatibility." -msgstr "" -"**Blinn:** In früheren Engine-Generationen üblich. Heutzutage nicht mehr " -"sinnvoll, aber aus Kompatibilitätsgründen hier belassen." - -msgid "**Phong:** Same as above." -msgstr "**Phong:** Wie oben." - msgid "" "**Toon:** Creates a toon blob, which changes size depending on roughness." msgstr "" @@ -929,21 +919,6 @@ msgstr "" msgid "Height" msgstr "Höhe" -msgid "" -"Setting a depth map on a material produces a ray-marched search to emulate " -"the proper displacement of cavities along the view direction. This is not " -"real added geometry, but an illusion of depth. It may not work for complex " -"objects, but it produces a realistic depth effect for textures. For best " -"results, *Depth* should be used together with normal mapping." -msgstr "" -"Wenn Sie eine Tiefenkarte für ein Material festlegen, wird eine " -"strahlenförmige Suche durchgeführt, um die korrekte Verschiebung von " -"Hohlräumen entlang der Blickrichtung zu emulieren. Dies ist keine echte " -"hinzugefügte Geometrie, sondern eine Illusion von Tiefe. Bei komplexen " -"Objekten funktioniert das vielleicht nicht, aber bei Texturen erzeugt es " -"einen realistischen Tiefeneffekt. Um optimale Ergebnisse zu erzielen, sollte " -"*Tiefe* zusammen mit Normal Mapping verwendet werden." - msgid "Subsurface Scattering" msgstr "Subsurface Scattering" @@ -1431,13 +1406,3 @@ msgstr "" msgid "Next Pass" msgstr "Nächster Durchlauf" - -msgid "" -"Sets the material to be used for the next pass. This renders the object " -"again with a different material." -msgstr "" -"Legt das Material fest, das für den nächsten Durchlauf verwendet werden " -"soll. Dadurch wird das Objekt erneut mit einem anderen Material gerendert." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_decals.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_decals.po index b272e8023f..1e672e5083 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_decals.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_decals.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -68,13 +68,6 @@ msgstr "" "Wie man bei der Konfiguration von Decals ein Gleichgewicht zwischen " "Performance und Qualität findet." -msgid "" -"The Godot demo projects repository contains a `3D decals demo `__." -msgstr "" -"Das Godot-Demoprojekt-Repository enthält eine `3D-Decals-Demo `__." - msgid "" "If you're looking to write arbitrary 3D text on top of a surface, use :ref:" "`doc_3d_text` placed close to a surface instead of a Decal node." @@ -491,26 +484,6 @@ msgstr "" "verhindern, dass nicht benötigte dekorative Decals basierend auf einer " "Benutzerkonfiguration erscheinen." -msgid "" -"The way decals are rendered also has an impact on performance. The " -"**Rendering > Textures > Decals > Filter** advanced project setting lets you " -"control how decal textures should be filtered. **Nearest/Linear** does not " -"use mipmaps. However, decals will look grainy at a distance. **Nearest/" -"Linear Mipmaps** will look smoother at a distance, but decals will look " -"blurry when viewed from oblique angles. This can be resolved by using " -"**Nearest/Linear Mipmaps Anisotropic**, which provides the highest quality " -"but is also slower to render." -msgstr "" -"Die Art und Weise, wie Decals gerendert werden, wirkt sich ebenfalls auf die " -"Performance aus. Mit der erweiterten Projekteinstellung **Rendern > Texturen " -"> Decals > Filter** können Sie steuern, wie Decal-Texturen gefiltert werden " -"sollen. Bei **Nearest/Linear** werden keine Mipmaps verwendet. Allerdings " -"sehen Decals aus der Entfernung körnig aus. **Nearest/Linear Mipmaps** sieht " -"aus der Entfernung glatter aus, aber die Decals sehen aus schrägen Winkeln " -"unscharf aus. Dies kann durch die Verwendung von **Nearest/Linear Mipmaps " -"Anisotropic** gelöst werden, welches die höchste Qualität bietet, aber auch " -"langsamer gerendert wird." - msgid "" "If your project has a pixel art style, consider setting the filter to one of " "the **Nearest** values so that decals use nearest-neighbor filtering. " @@ -542,26 +515,6 @@ msgstr "" "der Lage, die Informationen zu lesen, die von den darüber liegenden Decals " "überschrieben werden, z. B. Rauheit und Metallisch." -msgid "" -"When using the Forward+ renderer, Godot uses a *clustering* approach for " -"decal rendering. As many decals as desired can be added (as long as " -"performance allows). However, there's still a default limit of 512 " -"*clustered elements* that can be present in the current camera view. A " -"clustered element is an omni light, a spot light, a :ref:`decal " -"` or a :ref:`reflection probe `. " -"This limit can be increased by adjusting the **Rendering > Limits > Cluster " -"Builder > Max Clustered Elements** advanced project setting." -msgstr "" -"Bei Verwendung des Forward+-Renderers verwendet Godot einen *Cluster*-Ansatz " -"für die Darstellung von Decals. Es können so viele Decals wie gewünscht " -"hinzugefügt werden (solange es die Performance zulässt). Es gibt jedoch " -"immer noch eine Standardgrenze von 512 *Cluster-Elementen*, die im aktuellen " -"Kamera-View vorhanden sein können. Ein Clusterelement ist ein Omni-Licht, " -"ein Spotlicht, ein :ref:`Decal ` oder eine :ref:" -"`Reflexions-Probe `. Diese Grenze kann durch Anpassen " -"der erweiterten Projekteinstellung **Rendern > Limits > Cluster Builder > " -"Max. geclusterte Elements** erhöht werden." - msgid "" "When using the Forward Mobile backend, only 8 decals can be applied on each " "individual Mesh *resource*. If there are more decals affecting a single " @@ -570,6 +523,3 @@ msgstr "" "Wenn Sie das Forward Mobile-Backend verwenden, können nur 8 Decals auf jede " "einzelne Mesh *Ressource* angewendet werden. Wenn ein einzelnes Mesh von " "mehr Decals betroffen ist, werden nicht alle auf dem Mesh gerendert." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_gridmaps.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_gridmaps.po index b590a2f024..a34b0d10cb 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_gridmaps.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_gridmaps.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -256,6 +256,3 @@ msgid "" msgstr "" "Siehe :ref:`class_GridMap` für Details zu den Methoden und Membervariablen " "des Nodes." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po index 8e52f2abd6..e2cd67205a 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -179,6 +179,3 @@ msgid "" msgstr "" "Um das Ergebnis zu ändern, wiederholen Sie die vorherigen Schritte mit " "verschiedenen Parametern." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_transforms.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_transforms.po index 383bf4d443..932ec402dd 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_transforms.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/using_transforms.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -527,6 +527,3 @@ msgstr "" "Zögern Sie nicht, in einer von Godots `Online-Communitys `_ um Hilfe zu diesem Thema zu bitten, und wenn " "Sie sich sicher genug fühlen, helfen Sie bitte auch anderen!" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/variable_rate_shading.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/variable_rate_shading.po index 59ef7773d5..5a3027553e 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/variable_rate_shading.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/variable_rate_shading.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -484,6 +484,3 @@ msgstr "" "Für Nicht-VR-Spiele müssen Sie wahrscheinlich eine weniger aggressive VRS-" "Textur als die in diesem Beispiel verwendete verwenden. Infolgedessen werden " "die effektiven Performance-Gewinne geringer ausfallen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/visibility_ranges.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/visibility_ranges.po index 860dc0ea76..b8744f73fd 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/visibility_ranges.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/visibility_ranges.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -600,6 +600,3 @@ msgstr "" "Dither**. Setzen Sie **Min Distanz** auf denselben Wert wie den " "Sichtbarkeitsbereich **Beginn**. Setzen Sie **Max Distanz** auf denselben " "Wert *plus* die Fading-Übergangsdistanz." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/3d/volumetric_fog.po b/sphinx/po/de/LC_MESSAGES/tutorials/3d/volumetric_fog.po index 0e33d3af9e..71ce05d082 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/3d/volumetric_fog.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/3d/volumetric_fog.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -737,6 +737,3 @@ msgstr "" "platzieren, dass alle seine Ecken in fester Geometrie sind. Dies kann " "nützlich sein, um große Flächen zu vernebeln, in die von der Kamera nicht " "durchdrungen werden können, wie z. B. bodenlose Gruben." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/animation/2d_skeletons.po b/sphinx/po/de/LC_MESSAGES/tutorials/animation/2d_skeletons.po index 335ef46927..e937f99c0c 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/animation/2d_skeletons.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/animation/2d_skeletons.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -28,15 +28,6 @@ msgstr "" "wird diese Funktion nicht so häufig verwendet, daher ist es schwierig, " "Mainstream-Software zu finden, die darauf ausgerichtet ist." -msgid "" -"One option is to create animations in third-party software such as Spine or " -"Dragonbones. From Godot 3.1 onwards, though, this functionality is supported " -"built-in." -msgstr "" -"Eine Möglichkeit besteht darin, Animationen in Software von Drittanbietern " -"wie Spine oder Dragonbones zu erstellen. Ab Godot 3.1 wird diese Funktion " -"jedoch direkt unterstützt." - msgid "" "Why would you want to do skeletal animations directly in Godot? The answer " "is that there are many advantages to it:" @@ -412,6 +403,3 @@ msgstr "" msgid "Once you are all set, you will get much better results:" msgstr "Sobald Sie fertig sind, erhalten Sie viel bessere Ergebnisse:" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/animation/animation_track_types.po b/sphinx/po/de/LC_MESSAGES/tutorials/animation/animation_track_types.po index 8d395a7dbd..bc67c3b3bb 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/animation/animation_track_types.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/animation/animation_track_types.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -312,6 +312,3 @@ msgstr "" "instanziiert haben, müssen Sie \" Bearbeitbare Child-Objekte\" im Szenenbaum " "aktivieren, um auf den Animationsplayer zugreifen zu können. Außerdem kann " "ein Animationsplayer nicht auf sich selbst verweisen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/animation/animation_tree.po b/sphinx/po/de/LC_MESSAGES/tutorials/animation/animation_tree.po index 2340ad5998..3e11fe5254 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/animation/animation_tree.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/animation/animation_tree.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -38,17 +38,6 @@ msgstr "" "``AnimationPlayer`` ist jedoch relativ begrenzt, da nur eine feste Crossfade-" "Zeit eingestellt werden kann." -msgid "" -":ref:`AnimationTree ` is a new node introduced in Godot " -"3.1 to deal with advanced transitions. It supersedes the ancient " -"``AnimationTreePlayer``, while adding a huge amount of features and " -"flexibility." -msgstr "" -":ref:`AnimationTree ` ist ein neuer Node, der in Godot " -"3.1 eingeführt wurde, um fortgeschrittene Übergänge zu behandeln. Er ersetzt " -"den alten ``AnimationTreePlayer`` und bietet gleichzeitig eine große Menge " -"an Funktionen und Flexibilität." - msgid "Creating an AnimationTree" msgstr "Erstellen eines AnimationTree" @@ -710,6 +699,3 @@ msgstr "" "Die State Machine muss laufen, bevor Sie Traveling verwenden können. Stellen " "Sie sicher, dass Sie entweder ``start()`` aufrufen oder einen Node für " "**Autoplay beim Laden** auswählen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/animation/creating_movies.po b/sphinx/po/de/LC_MESSAGES/tutorials/animation/creating_movies.po index b84eaf664a..05ed00c324 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/animation/creating_movies.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/animation/creating_movies.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -878,6 +878,3 @@ msgstr "" "konvergieren und daher besser aussehen, da sie mit mehr Daten in pro Zeit " "arbeiten können. Siehe :ref:`doc_creating_movies_reducing_framerate`, wenn " "Sie diesen Vorteil nutzen wollen, ohne Bewegungsunschärfe hinzuzufügen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/animation/cutout_animation.po b/sphinx/po/de/LC_MESSAGES/tutorials/animation/cutout_animation.po index 72cc76ddd9..2485e923f0 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/animation/cutout_animation.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/animation/cutout_animation.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -702,6 +702,3 @@ msgid "" msgstr "" "Dieser Prozess wird in einer :ref:`separaten Anleitung ` " "beschrieben." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/animation/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/animation/index.po index 947193cc0b..be60b6c1fc 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/animation/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/animation/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -27,6 +27,3 @@ msgid "" msgstr "" "Siehe :ref:`doc_importing_3d_scenes` für Informationen zum Importieren von " "Animationen aus einem 3D-Modell." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/animation/introduction.po b/sphinx/po/de/LC_MESSAGES/tutorials/animation/introduction.po index c167601d22..bc4f469553 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/animation/introduction.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/animation/introduction.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -231,9 +231,6 @@ msgstr "Animation hinzufügen" msgid "Add a new animation" msgstr "Fügen Sie eine neue Animation hinzu" -msgid "Manage an animation libraries" -msgstr "Verwalten einer Animationsbibliothek" - msgid "" "For reusability, the animation is registered in a list in the animation " "library resource. If you add an animation to AnimationPlayer without " @@ -633,22 +630,6 @@ msgstr "" "wählen Sie im Dropdown-Menü **Bearbeiten** des Animationseditors die Option " "**Zurücksetzen anwenden**." -msgid "" -"when using the keyframe icon next to a property in the inspector the editor " -"will ask you to automatically create a RESET track." -msgstr "" -"Wenn Sie das Keyframe-Symbol neben einer Property im Inspektor verwenden, " -"werden Sie vom Editor aufgefordert, automatisch einen RESET-Track zu " -"erstellen." - -msgid "" -"RESET tracks is also used as a reference value for blending. See also `For " -"better blending <../animation/animation_tree.html#for-better-blending>`__." -msgstr "" -"RESET-Tracks werden auch als Referenzwert für Blending verwendet. Siehe auch " -"`Für besseres Blending <../animation/animation_tree.html#for-better-" -"blending>`__." - msgid "Onion Skinning" msgstr "Onion-Skinning" @@ -673,6 +654,3 @@ msgstr "" "Dropdown-Menü, mit dem Sie die Funktionsweise anpassen können, " "einschließlich der Möglichkeit, das Onion Skinning für zukünftige Bilder zu " "verwenden." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/animation/playing_videos.po b/sphinx/po/de/LC_MESSAGES/tutorials/animation/playing_videos.po index 858bef8101..5cdcbd88b5 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/animation/playing_videos.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/animation/playing_videos.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -646,6 +646,3 @@ msgstr "" "Benutzeroberfläche können Sie jetzt die Chroma Key-Farbe, den " "Aufnahmebereich und den Fading-Grad in Echtzeit anpassen und so die " "gewünschte Chroma Key-Funktionalität für Ihre Videoinhalte erzielen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/animation.po b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/animation.po index 86c1e080f1..64728de67a 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/animation.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/animation.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -164,6 +164,3 @@ msgstr "" "Child-Beziehung würden ihren AnimationPlayer teilen. Das ist nützlich, wenn " "Sie mehrere Rigs haben und jedes Skelett und Mesh Aktionen hat; dann würde " "ein Rig nur einen AnimationPlayer haben." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/index.po index c78d081af0..64925065b6 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -77,6 +77,3 @@ msgstr "" "alle Blends in einem Verzeichnis exportiert, befinden sich im `godot-blender-" "exporter repository `__." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/lights.po b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/lights.po index 06733c1b90..f20cec2644 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/lights.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/lights.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -71,6 +71,3 @@ msgid "" msgstr "" "Beim Export gibt es keinen Unterschied zwischen Pufferschatten und " "Strahlenschatten." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/material.po b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/material.po index ca3c901567..00d9718443 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/material.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/material.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -150,6 +150,3 @@ msgid "" msgstr "" "Die Datei ``.material`` kann jedem Material-Slot als externe Ressource " "zugewiesen werden." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/mesh.po b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/mesh.po index 5dd9f2652c..e2f303b1fc 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/mesh.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/mesh.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -52,6 +52,3 @@ msgstr "" "exporter/issues>`__ zu melden, was dazu beiträgt, den Exporter " "weiterzuentwickeln, um eine genauere Überprüfung der Modifizierer zu " "erlauben." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/physics.po b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/physics.po index 03e2dbea37..fbe71bb4f3 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/physics.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/physics.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -112,6 +112,3 @@ msgstr "" "angezeigt wird. Meistens möchten Sie, dass Ihre Kollisionsgeometrie bei der " "Arbeit an den Modellen durchsichtig dargestellt wird, also funktioniert dies " "recht gut." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/skeleton.po b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/skeleton.po index d54da2fab7..ef1031cc14 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/skeleton.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/skeleton.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -80,6 +80,3 @@ msgid "" msgstr "" "Ein Knochen kann das Parent-Element eines Objekts in Blender sein. Diese " "Beziehung wird als BoneAttachment-Node in der Godot-Szene exportiert." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/exporting_3d_scenes.po b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/exporting_3d_scenes.po index 5da2a94cc8..8a58d2b999 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/exporting_3d_scenes.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/exporting_3d_scenes.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -70,6 +70,3 @@ msgstr "" "3D-Szenen können zur Laufzeit mit :ref:`Laden und Speichern zur Laufzeit " "` gespeichert werden, auch " "aus einem exportierten Projekt." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/import_process.po b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/import_process.po index 76ee15427e..896ca63c60 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/import_process.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/import_process.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -282,6 +282,3 @@ msgstr ":ref:`doc_importing_3d_scenes`" msgid ":ref:`doc_importing_translations`" msgstr ":ref:`doc_importing_translations`" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/available_formats.po b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/available_formats.po index 76f685745e..c918e0f42c 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/available_formats.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/available_formats.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -60,6 +60,20 @@ msgstr "" "Formats (keine Unterstützung für Pivot-Punkte, Skelette, Animationen, UV2, " "PBR-Materialien, ...)." +msgid "" +"FBX, supported via the `ufbx `__ library. The " +"previous import workflow used `FBX2glTF `__ integration. This requires installing an external program that " +"links against the proprietary FBX SDK, so we recommend using the default " +"ubfx method or other formats listed above (if suitable for your workflow)." +msgstr "" +"FBX unterstützt über die `ufbx `__-Bibliothek. " +"Der vorherige Import-Workflow verwendete die `FBX2glTF `__-Integration. Dies erfordert die Installation eines " +"externen Programms, das mit dem proprietären FBX SDK verknüpft ist. Daher " +"empfehlen wir die Verwendung der standardmäßigen ubfx-Methode oder anderer " +"oben aufgeführter Formate (sofern für Ihren Workflow geeignet)." + msgid "" "Copy the scene file together with the textures and mesh data (if separate) " "to the project repository, then Godot will do a full import when focusing " @@ -325,15 +339,6 @@ msgstr "" "Collada-Unterstützung exportiert wurden, für einfache Szenen ohne Animation " "noch funktionieren." -msgid "" -"For complex scenes or scenes that contain animations, Godot provides a " -"`Blender plugin `_ that " -"will correctly export COLLADA scenes for use in Godot." -msgstr "" -"Für komplexe Szenen oder Szenen, die Animationen enthalten, bietet Godot ein " -"`Blender-Plugin `_, das " -"COLLADA-Szenen für die Verwendung in Godot korrekt exportiert." - msgid "Importing OBJ files in Godot" msgstr "Importieren von OBJ-Dateien in Godot" @@ -392,6 +397,19 @@ msgstr "" msgid "Importing FBX files in Godot" msgstr "Importieren von FBX-Dateien in Godot" +msgid "" +"By default any FBX file added to a Godot project in Godot 4.3 or later will " +"use the ufbx import method. Any file that was was added to a project in a " +"previous version, such as 4.2, will continue to be imported via the FBX2glTF " +"method unless you go into that files import settings, and change the " +"importer to ``ufbx``." +msgstr "" +"Standardmäßig verwendet jede FBX-Datei, die einem Godot-Projekt in Godot 4.3 " +"oder höher hinzugefügt wird, die ufbx-Importmethode. Jede Datei, die einem " +"Projekt in einer früheren Version, z. B. 4.2, hinzugefügt wurde, wird " +"weiterhin über die FBX2glTF-Methode importiert, es sei denn, Sie gehen in " +"die Importeinstellungen dieser Dateien und ändern den Importer in „ufbx“." + msgid "" "If you keep ``.fbx`` files within your project folder but don't want them to " "be imported by Godot, disable **Filesystem > Import > FBX > Enabled** in the " @@ -401,5 +419,40 @@ msgstr "" "wollen, dass sie von Godot importiert werden, deaktivieren Sie **Dateisystem " "> Import > FBX > Aktiviert** in den erweiterten Projekteinstellungen." -msgid "Translation status" -msgstr "Übersetzungsstatus" +msgid "" +"If you want to setup the FBX2glTF workflow, which is generally not recommend " +"unless you have a specific reason to use it, you need to download the " +"`FBX2glTF `__ executable, then " +"specify the path to that executable in the editor settings under " +"**Filesystem > Import > FBX > FBX2glTFPath**" +msgstr "" +"Wenn Sie den fbx2gltf-Workflow einrichten möchten, was im Allgemeinen nicht " +"empfohlen wird, es sei denn, Sie haben einen bestimmten Grund, ihn zu " +"verwenden, müssen Sie die ausführbare Datei `fbx2gltf `__ herunterladen und dann den Pfad zu dieser " +"ausführbaren Datei in den Editoreinstellungen unter **Dateisystem > " +"Importieren > FBX > FBX2glTFPath** angeben." + +msgid "" +"The FBX2glTF import process converts to glTF first, so it still uses Godot's " +"glTF import code. Therefore, the FBX import process is the same as the glTF " +"import process, but with an extra step at the beginning." +msgstr "" +"Der FBX-Importprozess konvertiert zuerst in glTF, verwendet also weiterhin " +"den glTF-Importcode von Godot. Daher ist der FBX-Importprozess derselbe wie " +"der glTF-Importprozess, nur mit einem zusätzlichen Schritt am Anfang." + +msgid "" +"Diagram explaining the import process for FBX files in Godot via FBX2glTF" +msgstr "" +"Diagramm zur Erläuterung des Importvorgangs für FBX-Dateien in Godot über " +"FBX2glTF" + +msgid "" +"The full installation process for using FBX2glTF in Godot is described on " +"the `FBX import page of the Godot website `__." +msgstr "" +"Der vollständige Installationsprozess für die Verwendung von FBX in Godot " +"wird auf der Seite `\"FBX-Import\" auf der Godot-Website `__ beschrieben." diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.po b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.po index bdc514cd64..066b49b059 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -384,6 +384,34 @@ msgstr "" "und **Einbetten als Unkomprimiert** lässt die Texturen in der importierten " "Szene eingebettet, mit bzw. ohne VRAM-Kompression." +msgid "**FBX**" +msgstr "**FBX**" + +msgid "" +"**Allow Geometry Helper Nodes** enables or disables geometry helper nodes" +msgstr "" +"**Geometrie-Hilfsknoten zulassen** aktiviert oder deaktiviert Geometrie-" +"Hilfsknoten" + +msgid "" +"**Embedded Texture Handling:** Controls how textures embedded within fbx " +"scenes should be handled. **Discard All Textures** will not import any " +"textures, which is useful if you wish to manually set up materials in Godot " +"instead. **Extract Textures** extracts textures to external images, " +"resulting in smaller file sizes and more control over import options. " +"**Embed as Basis Universal** and **Embed as Uncompressed** keeps the " +"textures embedded in the imported scene, with and without VRAM compression " +"respectively." +msgstr "" +"**Behandlung eingebetteter Texturen:** Steuert, wie mit in FBX-Szenen " +"eingebetteten Texturen umgegangen werden soll. **Alle Texturen verwerfen** " +"importiert keine Texturen, was nützlich ist, wenn Sie Materialien " +"stattdessen manuell in Godot einrichten möchten. **Texturen extrahieren** " +"extrahiert Texturen in externe Bilder, was zu kleineren Dateigrößen und mehr " +"Kontrolle über die Importoptionen führt. **Als Basis universell einbetten** " +"und **Als unkomprimiert einbetten** behalten die Texturen in der " +"importierten Szene eingebettet bei, mit bzw. ohne VRAM-Komprimierung." + msgid "Using the Advanced Import Settings dialog" msgstr "Verwendung des Dialogs Erweiterte Importeinstellungen" @@ -1120,6 +1148,3 @@ msgstr "" msgid "Other than that, everything is allowed." msgstr "Ansonsten ist alles erlaubt." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/index.po index feb2d1053d..e5105d55c4 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -39,6 +39,3 @@ msgstr "" "3D-Szenen können zur Laufzeit mit :ref:`Laden und Speichern zur Laufzeit " "` geladen werden, auch aus " "einem exportierten Projekt." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.po b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.po index 7e5832ece1..b766689ee6 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -87,6 +87,24 @@ msgstr "" msgid "Exporting textures separately" msgstr "Texturen separat exportieren" +msgid "" +"While textures can be exported with a model in certain file formats, such as " +"glTF 2.0, you can also export them separately. Godot uses PBR (physically " +"based rendering) for its materials, so if a texturing program can export PBR " +"textures, they can work in Godot. This includes the `Substance suite " +"`__, `ArmorPaint (open " +"source) `__, and `Material Maker (open source) " +"`__." +msgstr "" +"Während Texturen in bestimmten Dateiformaten, wie etwa gltf 2.0, mit einem " +"Modell exportiert werden können, ist auch ein separater Export möglich. " +"Godot verwendet PBR (Physically Based Rendering) für seine Materialien. Wenn " +"also ein Texturierungsprogramm PBR-Texturen exportieren kann, können diese " +"in Godot funktionieren. Dazu gehören die „Substance Suite “, „ArmorPaint (Open Source) “ und „Material Maker (Open Source) “." + msgid "" "For more information on Godot's materials, see :ref:" "`doc_standard_material_3d`." @@ -168,6 +186,3 @@ msgstr "" "verschiedene Engines Lichter auf unterschiedliche Weise rendern. Auf diese " "Weise wird auch vermieden, dass die Lichter durch den Importvorgang zu stark " "oder zu schwach erscheinen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.po b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.po index 7ad77041b5..787d726edd 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -275,6 +275,3 @@ msgid "" msgstr "" "In Blender erfordert dies die Verwendung des NLA-Editors und die Benennung " "der Aktion mit dem Präfix oder Suffix ``loop`` oder ``cycle``." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_audio_samples.po b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_audio_samples.po index 5c785d6b21..42cc60025d 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_audio_samples.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_audio_samples.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -428,17 +428,6 @@ msgstr "" msgid "BPM" msgstr "BPM" -msgid "" -"The Beats Per Minute of the audio track. This should match the BPM measure " -"that was used to compose the track. This is only relevant for music that " -"wishes to make use of interactive music functionality (not implemented yet), " -"not sound effects." -msgstr "" -"Die Beats pro Minute des Audio-Tracks. Dieser Wert sollte mit dem BPM-Maß " -"übereinstimmen, das für die Komposition des Tracks verwendet wurde. Dies ist " -"nur für Musik relevant, die interaktive Musikfunktionen nutzen soll (noch " -"nicht implementiert), nicht für Soundeffekte." - msgid "" "A more convenient editor for **BPM** is provided in the :ref:`Advanced " "import settings ` " @@ -453,15 +442,6 @@ msgstr "" msgid "Beat Count" msgstr "Beat-Zahl" -msgid "" -"The beat count of the audio track. This is only relevant for music that " -"wishes to make use of interactive music functionality (not implemented yet), " -"not sound effects." -msgstr "" -"Die Beat-Anzahl des Audio Tracks. Dies ist nur für Musik relevant, die " -"interaktive Musikfunktionalität nutzen soll (noch nicht implementiert), " -"nicht für Soundeffekte." - msgid "" "A more convenient editor for **Beat Count** is provided in the :ref:" "`Advanced import settings " @@ -476,15 +456,6 @@ msgstr "" msgid "Bar Beats" msgstr "Takt-Beats" -msgid "" -"The number of bars within a single beat in the audio track. This is only " -"relevant for music that wishes to make use of interactive music " -"functionality (not implemented yet), not sound effects." -msgstr "" -"Die Anzahl der Beats innerhalb eines einzelnen Takts im Audio-Track. Dies " -"ist nur für Musik relevant, die interaktive Musikfunktionen nutzen soll " -"(noch nicht implementiert), nicht für Soundeffekte." - msgid "" "A more convenient editor for **Bar Beats** is provided in the :ref:`Advanced " "import settings ` " @@ -637,6 +608,3 @@ msgstr "" "Audio-Samples können zur Laufzeit mit :ref:`Laufzeit-Laden und -Speichern " "` geladen und " "gespeichert werden, auch aus einem exportierten Projekt." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_images.po b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_images.po index c78168c12a..42085d31d1 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_images.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_images.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -238,22 +238,6 @@ msgstr "" "`3D ` erstellen, um eine Textur aus einem Textur-Array " "anzuzeigen." -msgid "" -"**Texture3D:** Import the image as a 3-dimensional texture. This is *not* a " -"2D texture applied onto a 3D surface. Texture3D is similar to a texture " -"array, but with interpolation between layers. Texture3D is typically used " -"for :ref:`class_FogMaterial` density maps in :ref:`volumetric fog " -"`, :ref:`class_Environment` 3D LUT color correction and " -"custom shaders." -msgstr "" -"**Texture3D:** Importieren Sie das Bild als 3-dimensionale Textur. Dies ist " -"*nicht* eine 2D-Textur, die auf eine 3D-Oberfläche angewendet wird. " -"Texture3D ist ähnlich wie ein Textur-Array, aber mit Interpolation zwischen " -"den Ebenen. Texture3D wird typischerweise für :ref:`class_FogMaterial`-" -"Dichtekarten in :ref:`volumetrischem Nebel `, :ref:" -"`class_Environment`-3D-LUT-Farbkorrektur und benutzerdefinierten Shadern " -"verwendet." - msgid "" "**TextureAtlas:** Import the image as an *atlas* of different textures. Can " "be used to reduce memory usage for animated 2D sprites. Only supported in 2D " @@ -1313,6 +1297,3 @@ msgstr "" "Bilder können zur Laufzeit mit :ref:`Laden und Speichern von Laufzeitdateien " "` geladen und gespeichert " "werden, auch aus einem exportierten Projekt." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_translations.po b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_translations.po index 25556f82f1..36fe5e4680 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_translations.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/importing_translations.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -264,6 +264,3 @@ msgid "Be sure to click **Reimport** after any change to these options." msgstr "" "Achten Sie darauf, nach jeder Änderung dieser Optionen auf **Neuimport** zu " "klicken." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/index.po index a774853eab..9f3b7bacc3 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Assets pipeline" msgstr "Assets-Pipeline" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/retargeting_3d_skeletons.po b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/retargeting_3d_skeletons.po index 7b58d23e20..74d5c2ec63 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/retargeting_3d_skeletons.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/assets_pipeline/retargeting_3d_skeletons.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -386,6 +386,3 @@ msgstr "" "Außerdem kann es bei Modellen mit gebeugten Knien oder Füßen notwendig sein, " "die Höhe der ``scale_base_bone`` anzupassen. Hierfür können Sie die Option " "``base_height_adjustment`` verwenden." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/audio/audio_buses.po b/sphinx/po/de/LC_MESSAGES/tutorials/audio/audio_buses.po index 799c39474f..1f38bcf161 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/audio/audio_buses.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/audio/audio_buses.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -244,6 +244,3 @@ msgstr "" "Das Default-Buslayout wird automatisch in der Datei ``res://" "default_bus_layout.tres`` gespeichert. Benutzerdefinierte Busanordnungen " "können gespeichert und von der Festplatte geladen werden." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/audio/audio_effects.po b/sphinx/po/de/LC_MESSAGES/tutorials/audio/audio_effects.po index 7e518ce1b4..3e8e775f35 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/audio/audio_effects.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/audio/audio_effects.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -447,6 +447,3 @@ msgid "This effect uses a few algorithms to enhance a signal's stereo width." msgstr "" "Dieser Effekt verwendet einige Algorithmen, um die Stereobreite eines " "Signals zu verbessern." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/audio/audio_streams.po b/sphinx/po/de/LC_MESSAGES/tutorials/audio/audio_streams.po index f76b3d9eec..6e8076f6e1 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/audio/audio_streams.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/audio/audio_streams.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -43,6 +43,19 @@ msgstr "" "platziert werden. Informationen über unterstützte Formate und Unterschiede " "finden Sie in :ref:`doc_importing_audio_samples`." +msgid "" +"There are other types of AudioStreams, such as :ref:" +"`AudioStreamRandomizer`. This one picks a " +"different audio stream from a list of streams each time it's played back, " +"and applies random pitch and volume shifting. This can be helpful for adding " +"variation to sounds that are played back often." +msgstr "" +"Es gibt noch andere Arten von Audiostreams, wie z. B. :ref:" +"`AudioStreamRandomizer`. Dieser wählt bei jeder " +"Wiedergabe einen anderen Audiostream aus einer Liste von Streams aus und " +"wendet zufällige Tonhöhen- und Lautstärkeänderungen an. Dies kann hilfreich " +"sein, um Abwechslung in häufig wiedergegebene Sounds zu bringen." + msgid "AudioStreamPlayer" msgstr "AudioStreamPlayer" @@ -54,6 +67,29 @@ msgstr "" "auf jedem Bus spielen. In 5.1-Sound-Setups kann er Audio an den Stereomix " "oder die Frontlautsprecher senden." +msgid "" +"Playback Type is an experimental setting, and could change in future " +"versions of Godot. It exists so Web exports use Web Audio-API based samples " +"instead of streaming all sounds to the browser, unlike most platforms. This " +"prevents the audio from being garbled in single-threaded Web exports. By " +"default, only the Web platform will use samples. Changing this setting is " +"not recommended, unless you have an explicit reason to. You can change the " +"default playback type for the web and other platforms in the project " +"settings under **Audio > General** (advanced settings must be turned on to " +"see the setting)." +msgstr "" +"Der Wiedergabetyp ist eine experimentelle Einstellung und könnte sich in " +"zukünftigen Versionen von Godot ändern. Er existiert, damit Webexporte auf " +"Web Audio-API basierende Samples verwenden, anstatt alle Sounds an den " +"Browser zu streamen, anders als bei den meisten Plattformen. Dies " +"verhindert, dass der Ton bei einfädigen Webexporten verstümmelt wird. " +"Standardmäßig verwendet nur die Webplattform Samples. Es wird nicht " +"empfohlen, diese Einstellung zu ändern, es sei denn, Sie haben einen " +"ausdrücklichen Grund dafür. Sie können den Standardwiedergabetyp für das Web " +"und andere Plattformen in den Projekteinstellungen unter **Audio > " +"Allgemein** ändern (erweiterte Einstellungen müssen aktiviert sein, um die " +"Einstellung anzuzeigen)." + msgid "AudioStreamPlayer2D" msgstr "AudioStreamPlayer2D" @@ -92,6 +128,13 @@ msgstr "" "Players im Verhältnis zum Bildschirm kann er den Ton in Stereo, 5.1 oder 7.1 " "ausgeben, je nach gewähltem Audio-Setup." +msgid "" +"Similar to AudioStreamPlayer2D, an Area3D can divert the sound to an audio " +"bus." +msgstr "" +"Ähnlich wie AudioStreamPlayer2D kann Area3D den Ton auf einen Audiobus " +"umleiten." + msgid "" "Unlike for 2D, the 3D version of AudioStreamPlayer has a few more advanced " "options:" @@ -102,6 +145,41 @@ msgstr "" msgid "Reverb buses" msgstr "Reverb-Busse" +msgid "" +"Godot allows for 3D audio streams that enter a specific Area3D node to send " +"dry and wet audio to separate buses. This is useful when you have several " +"reverb configurations for different types of rooms. This is done by enabling " +"this type of reverb in the **Reverb Bus** section of the Area3D's properties:" +msgstr "" +"Godot ermöglicht es 3D-Audiostreams, die einen bestimmten Area3D-Knoten " +"erreichen, trockenes und nasses Audio an separate Busse zu senden. Dies ist " +"nützlich, wenn Sie mehrere Hallkonfigurationen für unterschiedliche " +"Raumtypen haben. Dies wird erreicht, indem dieser Halltyp im Abschnitt " +"**Hallbus** der Area3D-Eigenschaften aktiviert wird:" + +msgid "" +"At the same time, a special bus layout is created where each Area3D receives " +"the reverb info from each Area3D. A Reverb effect needs to be created and " +"configured in each reverb bus to complete the setup for the desired effect:" +msgstr "" +"Gleichzeitig wird ein spezielles Bus-Layout erstellt, bei dem jeder Area3D " +"die Hallinformationen von jedem Area3D empfängt. In jedem Hallbus muss ein " +"Halleffekt erstellt und konfiguriert werden, um die Einrichtung für den " +"gewünschten Effekt abzuschließen:" + +msgid "" +"The Area3D's **Reverb Bus** section also has a parameter named " +"**Uniformity**. Some types of rooms bounce sounds more than others (like a " +"warehouse), so reverberation can be heard almost uniformly across the room " +"even though the source may be far away. Playing around with this parameter " +"can simulate that effect." +msgstr "" +"Der Abschnitt **Reverb Bus** von Area3D hat auch einen Parameter namens " +"**Uniformity**. In manchen Raumtypen werden Geräusche stärker reflektiert " +"als in anderen (z. B. in einem Lagerhaus), sodass der Nachhall im ganzen " +"Raum fast gleichmäßig zu hören ist, auch wenn die Quelle weit entfernt ist. " +"Durch Herumspielen mit diesem Parameter können Sie diesen Effekt simulieren." + msgid "Doppler" msgstr "Dopplereffekt" @@ -126,6 +204,3 @@ msgstr "" "Sie **Leerlauf** für Objekte, die mit ``_process`` verschoben wurden, oder " "**Physik** für Objekte, die mit ``_physics_process`` verschoben wurden. Das " "Tracking erfolgt automatisch." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/audio/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/audio/index.po index c05475952c..77e0415235 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/audio/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/audio/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Audio" msgstr "Audio" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/audio/recording_with_microphone.po b/sphinx/po/de/LC_MESSAGES/tutorials/audio/recording_with_microphone.po index 5c2e120d51..59e9263ab9 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/audio/recording_with_microphone.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/audio/recording_with_microphone.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -30,15 +30,6 @@ msgstr "" "wird als Unterstützung für diese Anleitung verwendet: ``_." -msgid "" -"You will need to enable audio input in the project settings ``Project " -"Settings -> Audio -> Driver -> Enable Input``, or you'll just get empty " -"audio files." -msgstr "" -"Sie müssen die Audioeingabe in den Projekteinstellungen " -"``Projekteinstellungen -> Audio -> Treiber -> Eingabe aktivieren`` " -"aktivieren, sonst erhalten Sie nur leere Audiodateien." - msgid "The structure of the demo" msgstr "Der Aufbau der Demo" @@ -106,6 +97,3 @@ msgstr "" "Um die Aufnahme zu speichern, rufen Sie ``save_to_wav()`` mit dem Pfad zu " "einer Datei auf. In dieser Demo wird der Pfad vom Benutzer über ein " "``LineEdit`` Eingabefeld definiert." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/audio/sync_with_audio.po b/sphinx/po/de/LC_MESSAGES/tutorials/audio/sync_with_audio.po index bbb6e7ee1b..7169f92221 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/audio/sync_with_audio.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/audio/sync_with_audio.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -91,16 +91,6 @@ msgstr "" "Dies ist ein häufiger Kompromiss, daher wird Godot mit vernünftigen Default-" "Einstellungen geliefert, die nicht geändert werden müssen." -msgid "" -"The problem, in the end, is not this slight delay but synchronizing graphics " -"and audio for games that require it. Beginning with Godot 3.2, some helpers " -"were added to obtain more precise playback timing." -msgstr "" -"Das Problem ist letztendlich nicht diese leichte Verzögerung, sondern die " -"Synchronisierung von Grafik und Audio für Spiele, die dies erfordern. " -"Beginnend mit Godot 3.2 wurden einige Hilfen hinzugefügt, um ein genaueres " -"Wiedergabe-Timing zu erhalten." - msgid "Using the system clock to sync" msgstr "Synchronisierung mit der Systemuhr" @@ -217,6 +207,3 @@ msgstr "" msgid "Here is the same code as before using this approach:" msgstr "Hier ist derselbe Code wie zuvor, aber mit diesem Ansatz:" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/audio/text_to_speech.po b/sphinx/po/de/LC_MESSAGES/tutorials/audio/text_to_speech.po index b5f01cdfff..00aa3306cc 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/audio/text_to_speech.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/audio/text_to_speech.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -235,6 +235,3 @@ msgstr "" "Windows Text-to-Speech-APIs haben in der Regel eine bessere Performance als " "ihre Äquivalente auf anderen Systemen (z. B. spricht `tts_stop` gefolgt von " "`tts_speak` sofort die neue Nachricht)." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/autoloads_versus_internal_nodes.po b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/autoloads_versus_internal_nodes.po index 236fdf3871..30cc620f5d 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/autoloads_versus_internal_nodes.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/autoloads_versus_internal_nodes.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -199,15 +199,6 @@ msgstr "" "müssen, um sie aufzurufen. Diese statischen Funktionen können jedoch keine " "Member-Variablen, nicht-statische Funktionen oder ``self`` referenzieren." -msgid "" -"Since Godot 4.1, GDScript also supports ``static`` variables using ``static " -"var``. This means you can now share a variables across instances of a class " -"without having to create a separate autoload." -msgstr "" -"Seit Godot 4.1 unterstützt GDScript auch ``statische`` Variablen über " -"``static var``. So können Sie Variablen zwischen den Instanzen einer Klasse " -"teilen ohne ein separates Autoload zu erstellen." - msgid "" "Still, autoloaded nodes can simplify your code for systems with a wide " "scope. If the autoload is managing its own information and not invading the " @@ -240,6 +231,3 @@ msgstr "" "Als Ergebnis können Sie den Autoload-Node, zum Beispiel einen Autoload " "namens ``Sound``, durch den Aufruf von ``get_node(\"/root/Sound\")`` " "erhalten." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/data_preferences.po b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/data_preferences.po index 96b2f0e5b3..32fcee4b89 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/data_preferences.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/data_preferences.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -507,6 +507,18 @@ msgstr "" msgid "Enumerations: int vs. string" msgstr "Enumerationen: int vs. string" +msgid "" +"Most languages offer an enumeration type option. GDScript is no different, " +"but unlike most other languages, it allows one to use either integers or " +"strings for the enum values (the latter only when using the ``@export_enum`` " +"annotation in GDScript). The question then arises, \"which should one use?\"" +msgstr "" +"Die meisten Programmiersprachen bieten einen Enumerationstypen an. So auch " +"GDScript, aber anders als die meisten anderen Sprachen erlaubt es, Integer-" +"Zahlen oder Strings als Enum-Werte zu nutzen (letzteres nur, wenn das " +"``export`` Schlüsselwort in GDScript verwendet wird). Doch dann stellt sich " +"die Frage: \"Welches sollte man nehmen?\"" + msgid "" "The short answer is, \"whichever you are more comfortable with.\" This is a " "feature specific to GDScript and not Godot scripting in general; The " @@ -589,52 +601,6 @@ msgstr "" "erfordert. Die schlechte Nachricht ist, dass der Benutzer sehr wenig " "Kontrolle hat." -msgid "" -"Also note that AnimatedTexture is a :ref:`Resource ` unlike " -"the other :ref:`Node ` objects discussed here. One might create " -"a :ref:`Sprite2D ` node that uses AnimatedTexture as its " -"texture. Or (something the others can't do) one could add AnimatedTextures " -"as tiles in a :ref:`TileSet ` and integrate it with a :ref:" -"`TileMap ` for many auto-animating backgrounds that all " -"render in a single batched draw call." -msgstr "" -"Beachten Sie auch, dass AnimatedTexture eine :ref:`Resource " -"` ist, im Gegensatz zu den anderen hier besprochenen :ref:" -"`Node `-Objekten. Man könnte einen :ref:`Sprite2D " -"`-Node erstellen, der AnimatedTexture als seine Textur " -"verwendet. Oder man könnte (was die anderen nicht können) AnimatedTextures " -"als Tiles in einem :ref:`TileSet ` hinzufügen und es mit " -"einer :ref:`TileMap ` für viele autoanimierende Hintergründe " -"integrieren, die alle in einem einzigen, gebündelten Zeichnen-Aufruf " -"gerendert werden." - -msgid "" -"The AnimatedSprite2D node, in combination with the :ref:`SpriteFrames " -"` resource, allows one to create a variety of animation " -"sequences through spritesheets, flip between animations, and control their " -"speed, regional offset, and orientation. This makes them well-suited to " -"controlling 2D frame-based animations." -msgstr "" -"Der AnimatedSprite2D-Node in Kombination mit der Ressource :ref:" -"`SpriteFrames ` ermöglicht es, eine Vielzahl von " -"Animationssequenzen durch Spritesheets zu erstellen, zwischen Animationen zu " -"wechseln und deren Geschwindigkeit, regionalen Versatz und Ausrichtung zu " -"steuern. Dadurch sind sie gut geeignet, um 2D-framebasierte Animationen zu " -"steuern." - -msgid "" -"If one needs trigger other effects in relation to animation changes (for " -"example, create particle effects, call functions, or manipulate other " -"peripheral elements besides the frame-based animation), then will need to " -"use an :ref:`AnimationPlayer ` node in conjunction " -"with the AnimatedSprite2D." -msgstr "" -"Wenn sie andere Effekte in Bezug auf Animationsänderungen auslösen müssen (z." -"B. Partikeleffekte erstellen, Funktionen aufrufen oder andere " -"Peripherieelemente neben der framebasierten Animation bearbeiten), müssen " -"Sie einen :ref:`AnimationPlayer `-Node in Verbindung " -"mit dem AnimatedSprite verwenden." - msgid "" "AnimationPlayers are also the tool one will need to use if they wish to " "design more complex 2D animation systems, such as..." @@ -677,6 +643,3 @@ msgstr "" "die Fälle, in denen der :ref:`AnimationTree ` glänzt. " "Eine ausführliche Anleitung zur Verwendung des AnimationTree findet man :ref:" "`hier `." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/godot_interfaces.po b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/godot_interfaces.po index 914b377799..4062007718 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/godot_interfaces.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/godot_interfaces.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -219,6 +219,3 @@ msgstr "" "Diese Strategien tragen zu Godots flexiblem Design bei. Die Benutzer " "verfügen so über eine Vielzahl von Tools , um ihre spezifischen " "Anforderungen zu erfüllen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/godot_notifications.po b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/godot_notifications.po index ce845d9b4a..13c551ee06 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/godot_notifications.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/godot_notifications.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -302,6 +302,3 @@ msgstr "" "benutzerdefinierten Signal auf dem Parent-Node verbindet, ohne dass dies " "fehlschlägt. Nützlich für datenzentrierte Nodes, die man zur Laufzeit " "erstellen kann." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/index.po index 9074f3157f..90d8c7cf7b 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Best practices" msgstr "Bewährte Praktiken" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/introduction_best_practices.po b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/introduction_best_practices.po index 7d7590dfca..a0c6d07f1e 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/introduction_best_practices.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/introduction_best_practices.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -71,6 +71,3 @@ msgstr "" "Entwurfsprinzipien. Wir verwenden Werkzeuge wie das `Single Responsibility-" "Prinzip `_ und " "`Kapselung `_." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/logic_preferences.po b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/logic_preferences.po index 9cbbe3d496..f0ee458b6d 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/logic_preferences.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/logic_preferences.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -136,6 +136,15 @@ msgstr "" "oft die beste Vorgehensweise. In Ausnahmefällen sollte man dies jedoch nicht " "tun:" +msgid "" +"If the 'imported' class is liable to change, then it should be a property " +"instead, initialized either using an ``@export`` or a ``load()`` (and " +"perhaps not even initialized until later)." +msgstr "" +"Wenn sich die 'importierte' Klasse ändern kann, dann sollte sie stattdessen " +"eine Property sein, die entweder mit ``@export`` oder ``load()`` " +"initialisiert wird (und vielleicht sogar erst später initialisiert wird)." + msgid "" "If the script requires a great many dependencies, and one does not wish to " "consume so much memory, then one may wish to, load and unload various " @@ -255,6 +264,3 @@ msgstr "" "Ein Beispiel für die verschiedenen Möglichkeiten, wie man Szenen zur " "Laufzeit austauschen kann, finden Sie in der Dokumentation :ref:`\"Szenen " "manuell ändern\" `." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/node_alternatives.po b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/node_alternatives.po index 96d45a4286..477e05dbcc 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/node_alternatives.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/node_alternatives.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -143,6 +143,3 @@ msgstr "" "exportieren. Dadurch erfüllen sie bezüglich Benutzerfreundlichkeit einen " "ähnlichen Zweck wie Unter-Nodes, verbessern aber auch die Performance, wenn " "man plant, viele solcher Resources/Nodes in seinen Szenen zu haben." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/project_organization.po b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/project_organization.po index 86d82e1e13..1007f614cb 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/project_organization.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/project_organization.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -225,6 +225,3 @@ msgstr "" "Sie die folgende Zeile in ein PowerShell-Fenster eingeben, das *als " "Administrator ausgeführt* wird, und dann neu starten, wenn Sie dazu " "aufgefordert werden::" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/scene_organization.po b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/scene_organization.po index 8a9efa8cae..b5e9f987e3 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/scene_organization.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/scene_organization.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,15 +14,6 @@ msgstr "" msgid "Scene organization" msgstr "Szenenorganisation" -msgid "" -"This article covers topics related to the effective organization of scene " -"content. Which nodes should one use? Where should one place them? How should " -"they interact?" -msgstr "" -"Dieser Artikel behandelt Themen im Zusammenhang mit der effektiven " -"Organisation von Szeneninhalten. Welche Nodes sollte man verwenden? Wo " -"sollte man sie platzieren? Wie sollten sie interagieren?" - msgid "How to build relationships effectively" msgstr "Wie man effektiv Beziehungen aufbaut" @@ -51,17 +42,6 @@ msgstr "" "ihre Ziele finden und Signalverbindungen, die im Editor erstellt wurde, " "abbrechen." -msgid "" -"To fix these problems, one must instantiate the sub-scenes without them " -"requiring details about their environment. One needs to be able to trust " -"that the sub-scene will create itself without being picky about how one uses " -"it." -msgstr "" -"Um diese Probleme zu beheben, muss man die Unterszenen so instanziieren, " -"dass sie keine Details zu ihrer Umgebung benötigen. Man muss darauf " -"vertrauen können, dass sich die Unterszene selbst erstellt, ohne wählerisch " -"damit zu sein, wie man sie verwendet." - msgid "" "One of the biggest things to consider in OOP is maintaining focused, " "singular-purpose classes with `loose coupling ` node when it has no child :ref:" -"`CollisionShape2D ` nodes defined. The editor then " -"self-documents the scene through the script code. No content duplication via " -"documentation is necessary." -msgstr "" -"Um die Erstellung und Pflege einer solchen Dokumentation zu vermeiden, " -"konvertiert man den abhängigen Node (\"Child\" oben) in ein Tool-Skript, das " -"``_get_configuration_warnings()`` implementiert. Die Rückgabe eines nicht " -"leeren PackedStringArray bewirkt, dass das Szenen-Dock ein Warnsymbol mit " -"den Strings als Tooltip neben dem Node erzeugt. Dies ist das gleiche Symbol, " -"das für Nodes wie dem :ref:`Area2D `-Node erscheint, wenn er " -"keine Child-:ref:`CollisionShape2D `-Nodes definiert " -"hat. Der Editor dokumentiert die Szene dann selbst durch den Skriptcode. " -"Keine inhaltliche Duplizierung über die Dokumentation ist mehr notwendig." - msgid "" "A GUI like this can better inform project users of critical information " "about a Node. Does it have external dependencies? Have those dependencies " @@ -248,81 +140,15 @@ msgstr "`YAGNI `_" msgid "Choosing a node tree structure" msgstr "Auswahl einer Node-Baum-Struktur" -msgid "" -"So, a developer starts work on a game only to stop at the vast possibilities " -"before them. They might know what they want to do, what systems they want to " -"have, but *where* to put them all? Well, how one goes about making their " -"game is always up to them. One can construct node trees in countless ways. " -"But, for those who are unsure, this helpful guide can give them a sample of " -"a decent structure to start with." -msgstr "" -"Ein Entwickler beginnt also mit der Arbeit an einem Spiel, um dann " -"angesichts der riesigen Möglichkeiten, die sich ihm bieten, stecken zu " -"bleiben. Sie wissen vielleicht, was sie tun wollen, welche Systeme sie haben " -"wollen, aber *wo* soll das alles hin? Nun, wie man bei der Entwicklung " -"seines Spiels vorgeht, bleibt immer jedem selbst überlassen. Man kann Node-" -"Bäume auf unzählige Arten konstruieren. Aber für diejenigen, die sich nicht " -"sicher sind, kann diese hilfreiche Anleitung ein Beispiel für eine sinnvolle " -"Struktur geben, mit der man beginnen kann." - -msgid "" -"A game should always have a sort of \"entry point\"; somewhere the developer " -"can definitively track where things begin so that they can follow the logic " -"as it continues elsewhere. This place also serves as a bird's eye view of " -"all of the other data and logic in the program. For traditional " -"applications, this would be the \"main\" function. In this case, it would be " -"a Main node." -msgstr "" -"Ein Spiel sollte immer eine Art \"Einstiegspunkt\" haben; irgendwo kann der " -"Entwickler definitiv nachvollziehen, wo die Dinge beginnen, damit er die " -"Logik verfolgen kann, wenn sie an anderer Stelle fortgesetzt wird. Dieser " -"Ort dient auch als grobe Übersicht über alle weiteren Daten und die Logik im " -"Programm. Bei traditionellen Anwendungen wäre dies die \"main\"-Funktion. In " -"unserem Fall wäre es ein Main-Node." - msgid "Node \"Main\" (main.gd)" msgstr "Node \"Main\" (main.gd)" -msgid "" -"The ``main.gd`` script would then serve as the primary controller of one's " -"game." -msgstr "" -"Das ``main.gd``-Skript würde dann als primärer Steuerblock des eigenen " -"Spiels dienen." - -msgid "" -"Then one has their actual in-game \"World\" (a 2D or 3D one). This can be a " -"child of Main. In addition, one will need a primary GUI for their game that " -"manages the various menus and widgets the project needs." -msgstr "" -"Dann hat man seine eigentliche \"Welt\" im Spiel (eine 2D- oder 3D-Welt). " -"Dies kann ein Child-Node von Main sein. Außerdem benötigt man für sein Spiel " -"eine primäre GUI, von der die verschiedenen Menüs und Widgets des Projekts " -"verwaltet werden." - msgid "Node2D/Node3D \"World\" (game_world.gd)" msgstr "Node2D/Node3D \"Welt\" (game_world.gd)" msgid "Control \"GUI\" (gui.gd)" msgstr "Control \"GUI\" (gui.gd)" -msgid "" -"When changing levels, one can then swap out the children of the \"World\" " -"node. :ref:`Changing scenes manually ` gives " -"users full control over how their game world transitions." -msgstr "" -"Beim Wechseln von Leveln kann man dann die Child-Nodes des \"Welt\"-Nodes " -"austauschen. :ref:`Das manuelle Ändern von Szenen " -"` gibt dem Benutzer die volle Kontrolle über die " -"Übergänge seiner Spielwelt." - -msgid "" -"The next step is to consider what gameplay systems one's project requires. " -"If one has a system that..." -msgstr "" -"Der nächste Schritt besteht darin, zu überlegen, welche Gameplay-Systeme für " -"ein Projekt erforderlich sind. Wenn man ein System hat, das ..." - msgid "tracks all of its data internally" msgstr "alle seine Daten intern trackt" @@ -332,13 +158,6 @@ msgstr "global zugänglich sein sollte" msgid "should exist in isolation" msgstr "isoliert existieren sollte" -msgid "" -"... then one should create an :ref:`autoload 'singleton' node " -"`." -msgstr "" -"... dann sollte man einen :ref:`Autoload-'Singleton'-Node " -"` erstellen." - msgid "" "For smaller games, a simpler alternative with less control would be to have " "a \"Game\" singleton that simply calls the :ref:`SceneTree." @@ -352,108 +171,15 @@ msgstr "" "aufruft, um den Inhalt der Hauptszene auszutauschen. Diese Struktur behält " "mehr oder weniger \"Welt\" als Haupt-Spiel-Node." -msgid "" -"Any GUI would need to also be a singleton; be a transitory part of the " -"\"World\"; or be manually added as a direct child of the root. Otherwise, " -"the GUI nodes would also delete themselves during scene transitions." -msgstr "" -"Jede GUI müsste ebenfalls ein Singleton sein, ein vorübergehender Teil der " -"\"Welt\" sein oder manuell als direkter Child-Node zum Root hinzugefügt " -"werden. Andernfalls würden sich die GUI-Nodes bei Szenenübergängen auch " -"selbst löschen." - -msgid "" -"If one has systems that modify other systems' data, one should define those " -"as their own scripts or scenes rather than autoloads. For more information " -"on the reasons, please see the :ref:`Autoloads versus regular nodes " -"` documentation." -msgstr "" -"Wenn man Systeme hat, die Daten anderer Systeme ändern, sollte man diese als " -"eigene Skripte oder Szenen und nicht als Autoloads definieren. Weitere " -"Informationen zu den Gründen finden Sie in der Dokumentation :ref:`Autoloads " -"im Vergleich zu Internal Nodes `." - -msgid "" -"Each subsystem within one's game should have its own section within the " -"SceneTree. One should use parent-child relationships only in cases where " -"nodes are effectively elements of their parents. Does removing the parent " -"reasonably mean that one should also remove the children? If not, then it " -"should have its own place in the hierarchy as a sibling or some other " -"relation." -msgstr "" -"Jedes Subsystem innerhalb eines Spiels sollte seinen eigenen Abschnitt " -"innerhalb des Szenenbaums haben. Man sollte Parent-Child-Beziehungen nur in " -"Fällen verwenden, in denen die Nodes tatsächlich Elemente ihrer Parent-Nodes " -"sind. Würde das Entfernen des Parent-Nodes bedeuten, dass man " -"sinnvollerweise auch die Child-Nodes entfernen sollte? Wenn nicht, dann " -"sollten sie ihren eigenen Platz in der Hierarchie als Nachbarn oder als eine " -"andere Beziehung haben." - -msgid "" -"In some cases, one needs these separated nodes to *also* position themselves " -"relative to each other. One can use the :ref:`RemoteTransform " -"` / :ref:`RemoteTransform2D " -"` nodes for this purpose. They will allow a target " -"node to conditionally inherit selected transform elements from the Remote\\* " -"node. To assign the ``target`` :ref:`NodePath `, use one of " -"the following:" -msgstr "" -"In manchen Fällen muss man diese getrennten Nodes *auch* relativ zueinander " -"positionieren. Zu diesem Zweck kann man die :ref:`RemoteTransform3D " -"` / :ref:`RemoteTransform2D " -"`-Nodes verwenden. Sie ermöglichen es einem Ziel-" -"Node, ausgewählte Transformationselemente von dem Remote\\*-Node zu erben. " -"Um den``Ziel``-:ref:`NodePath ` zuzuweisen, verwenden Sie " -"eine der folgenden Möglichkeiten:" - msgid "" "A reliable third party, likely a parent node, to mediate the assignment." msgstr "" "Ein zuverlässiger Dritter, wahrscheinlich ein Parent-Node, der die Zuweisung " "vermittelt." -msgid "" -"A group, to easily pull a reference to the desired node (assuming there will " -"only ever be one of the targets)." -msgstr "" -"Eine Gruppe, um einfach eine Referenz auf den gewünschten Node zu ziehen " -"(vorausgesetzt, es wird immer nur eines der Ziele geben)." - -msgid "" -"When should one do this? Well, this is subjective. The dilemma arises when " -"one must micro-manage when a node must move around the SceneTree to preserve " -"itself. For example..." -msgstr "" -"Wann sollte man das tun? Das ist subjektiv. Das Dilemma entsteht, wenn man " -"kleinteilig organisieren muss, wann ein Node sich durch den Szenenbaum " -"bewegen muss, um sich selbst am Leben zu erhalten. Zum Beispiel..." - msgid "Add a \"player\" node to a \"room\"." msgstr "Fügen Sie einen \"Spieler\"-Node zu einem \"Raum\" hinzu." -msgid "Need to change rooms, so one must delete the current room." -msgstr "" -"Sie wollen den Raum wechseln, also müssen Sie den aktuellen Raum löschen." - -msgid "" -"Before the room can be deleted, one must preserve and/or move the player." -msgstr "" -"Bevor der Raum gelöscht werden kann, muss der Spieler gesichert und/oder " -"bewegt werden." - -msgid "Is memory a concern?" -msgstr "Gibt es Bedenken in Hinsicht auf Speicherplatz?" - -msgid "" -"If not, one can just create the two rooms, move the player and delete the " -"old one. No problem." -msgstr "" -"Falls nicht, kann man einfach die beiden Räume erstellen, den Spieler " -"bewegen und den alten Raum löschen. Kein Problem." - -msgid "If so, one will need to..." -msgstr "Falls doch, muss man..." - msgid "Move the player somewhere else in the tree." msgstr "Den Spieler an eine andere Stelle im Baum bewegen." @@ -463,34 +189,6 @@ msgstr "Den Raum löschen." msgid "Instantiate and add the new room." msgstr "Den neuen Raum instanziieren und hinzufügen." -msgid "Re-add the player." -msgstr "Den Spieler wieder hinzufügen." - -msgid "" -"The issue is that the player here is a \"special case\"; one where the " -"developers must *know* that they need to handle the player this way for the " -"project. As such, the only way to reliably share this information as a team " -"is to *document* it. Keeping implementation details in documentation however " -"is dangerous. It's a maintenance burden, strains code readability, and " -"bloats the intellectual content of a project unnecessarily." -msgstr "" -"Das Problem ist, dass der Spieler hier ein \"Sonderfall\" ist; Einer, bei " -"dem die Entwickler *wissen* müssen, dass sie den Spieler für das Projekt so " -"handhaben müssen. Daher besteht die einzige Möglichkeit, diese Informationen " -"in einem Team zuverlässig weiterzugeben darin, sie zu dokumentieren. Es ist " -"jedoch gefährlich, Implementierungsdetails in der Dokumentation zu " -"verwalten. Dies ist eine Wartungslast, von der die Lesbarkeit des Codes " -"beeinträchtigt wird und die den Wissensgehalt eines Projekts unnötig " -"aufbläht." - -msgid "" -"In a more complex game with larger assets, it can be a better idea to simply " -"keep the player somewhere else in the SceneTree entirely. This results in:" -msgstr "" -"In einem etwas komplexeren Spiel mit größeren Assets kann es durchaus eine " -"gute Idee sein, den Spieler irgendwo anders im Szenenbaum aufzubewahren. " -"Dies führt zu:" - msgid "More consistency." msgstr "Mehr Konsistenz." @@ -506,22 +204,6 @@ msgstr "" "Keine Möglichkeit für das Auftreten von Fehlern, da diese Details nicht " "berücksichtigt werden müssen." -msgid "" -"In contrast, if one ever needs to have a child node that does *not* inherit " -"the transform of their parent, one has the following options:" -msgstr "" -"Wenn man dagegen einen Child-Node haben möchte, der die Transformation des " -"Parent-Nodes *nicht* erbt, hat man folgende Möglichkeiten:" - -msgid "" -"The **declarative** solution: place a :ref:`Node ` in between " -"them. As nodes with no transform, Nodes will not pass along such information " -"to their children." -msgstr "" -"Die **deklarative** Lösung: Setzen Sie einen :ref:`Node ` " -"dazwischen. Als Node ohne Transformation geben Nodes solche Informationen " -"nicht an ihre Child-Nodes weiter." - msgid "" "The **imperative** solution: Use the ``top_level`` property for the :ref:" "`CanvasItem ` or :ref:`Node3D " @@ -533,22 +215,6 @@ msgstr "" "`-Node. Dies führt dazu, dass der Node " "seine geerbte Transformation ignoriert." -msgid "" -"If building a networked game, keep in mind which nodes and gameplay systems " -"are relevant to all players versus those just pertinent to the authoritative " -"server. For example, users do not all need to have a copy of every players' " -"\"PlayerController\" logic. Instead, they need only their own. As such, " -"keeping these in a separate branch from the \"world\" can help simplify the " -"management of game connections and the like." -msgstr "" -"Wenn Sie ein Netzwerkspiel erstellen, sollten Sie darauf achten, welche " -"Nodes und Spielsysteme für alle Spieler relevant sind und welche nur für den " -"steuernden Server. Zum Beispiel müssen nicht alle Benutzer eine Kopie der " -"\"PlayerController\"-Logik jedes Spielers haben. Stattdessen benötigen sie " -"nur ihre eigene. Wenn Sie diese in einem von \"Welt\" getrennten Zweig " -"aufbewahren, können Sie die Verwaltung von Spielverbindungen und Ähnlichem " -"vereinfachen." - msgid "" "The key to scene organization is to consider the SceneTree in relational " "terms rather than spatial terms. Are the nodes dependent on their parent's " @@ -562,18 +228,3 @@ msgstr "" "können sie ganz allein an anderer Stelle gedeihen. Wenn sie abhängig sind, " "dann ist es logisch, dass sie Child-Nodes dieses Parents sein sollten (und " "wahrscheinlich Teil der Szene dieses Parents, wenn sie es nicht schon sind)." - -msgid "" -"Does this mean nodes themselves are components? Not at all. Godot's node " -"trees form an aggregation relationship, not one of composition. But while " -"one still has the flexibility to move nodes around, it is still best when " -"such moves are unnecessary by default." -msgstr "" -"Bedeutet dies, dass die Nodes selbst Komponenten sind? Ganz und gar nicht. " -"Die Node-Bäume von Godot bilden eine Aggregationsbeziehung, keine " -"Kompositionsbeziehung. Man hat zwar immer noch die Flexibilität, Nodes zu " -"verschieben, aber es ist immer noch am besten, wenn solche Verschiebungen im " -"Normalfall unnötig sind." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/scenes_versus_scripts.po b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/scenes_versus_scripts.po index 9fd1c18b83..2e2ee43f1c 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/scenes_versus_scripts.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/scenes_versus_scripts.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -170,9 +170,6 @@ msgstr "" "Engine-Entwickler müssen die Unterstützung für Sprachen manuell hinzufügen " "(sowohl verfügbar machen von Namen als auch Zugriff zur Laufzeit)." -msgid "Godot 3.1+ only." -msgstr "Nur in Godot 3.1+ verfügbar." - msgid "" "The Editor scans project folders and registers any exposed names for all " "scripting languages. Each scripting language must implement its own support " @@ -299,6 +296,3 @@ msgstr "" "Wenn man einer Szene einen Namen geben möchte, kann man das immer noch tun, " "indem man eine Skriptklasse deklariert und ihr eine Szene als Konstante " "gibt. Das Skript wird sozusagen zu einem Namespace:" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/version_control_systems.po b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/version_control_systems.po index 21f110bff5..0c248745a4 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/version_control_systems.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/version_control_systems.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -173,6 +173,3 @@ msgstr "" "dem Editor erstellen, werden die LF-Zeilenenden automatisch in der Datei ``." "gitattributes`` festgelegt. In diesem Fall brauchen Sie Ihre Git-" "Konfiguration nicht zu ändern." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/what_are_godot_classes.po b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/what_are_godot_classes.po index fc7f291812..2696714952 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/what_are_godot_classes.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/best_practices/what_are_godot_classes.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -177,6 +177,3 @@ msgid "" msgstr "" "Die meisten der Konzepte in dieser \"bewährte Praktiken\"-Artikelreihe bauen " "auf diesem Punkt auf." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/editor/command_line_tutorial.po b/sphinx/po/de/LC_MESSAGES/tutorials/editor/command_line_tutorial.po index b335dc4c39..26a1955032 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/editor/command_line_tutorial.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/editor/command_line_tutorial.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -54,15 +54,6 @@ msgstr "" msgid "Command line reference" msgstr "Kommandozeilen-Referenz" -msgid "release" -msgstr "Release" - -msgid "debug" -msgstr "Debuggen" - -msgid "editor" -msgstr "Editor" - msgid "**Legend**" msgstr "**Legende**" @@ -73,12 +64,21 @@ msgstr "" "|release| Verfügbar in Editor-Builds, Debug-Exportvorlagen und Release-" "Exportvorlagen." +msgid "release" +msgstr "Release" + msgid "|debug| Available in editor builds and debug export templates only." msgstr "|debug| Nur in Editor-Builds und Debug-Exportvorlagen verfügbar." +msgid "debug" +msgstr "Debuggen" + msgid "|editor| Only available in editor builds." msgstr "|editor| Nur in Editor-Builds verfügbar." +msgid "editor" +msgstr "Editor" + msgid "" "Note that unknown command line arguments have no effect whatsoever. The " "engine will **not** warn you when using a command line argument that doesn't " @@ -1009,6 +1009,3 @@ msgstr "" "Wenn das oben genannte unter Ihrer aktuellen Linux- oder MacOS-Version nicht " "funktioniert, können Sie den \"Shebang\" immer wie folgt direkt von Godot " "ausführen lassen:" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/editor/customizing_editor.po b/sphinx/po/de/LC_MESSAGES/tutorials/editor/customizing_editor.po index 76244f25b0..75e94c31bc 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/editor/customizing_editor.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/editor/customizing_editor.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -345,6 +345,3 @@ msgstr "" "vollständige Beschreibung der meisten Editoreinstellungen. Sie können auch " "mit der Maus über den Namen einer Editor-Einstellung in den Editor-" "Einstellungen fahren, um ihre Beschreibung anzuzeigen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/editor/default_key_mapping.po b/sphinx/po/de/LC_MESSAGES/tutorials/editor/default_key_mapping.po index 265da40632..1fcb121ac0 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/editor/default_key_mapping.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/editor/default_key_mapping.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -17,19 +17,6 @@ msgstr "Cheatsheet, Cheat Sheet, Shortcut" msgid "Default editor shortcuts" msgstr "Default-Editor-Tastenkürzel" -msgid "" -"Many of Godot Editor functions can be executed with keyboard shortcuts. This " -"page lists functions which have associated shortcuts by default, but many " -"others are available for customization in editor settings as well. To change " -"keys associated with these and other actions navigate to ``Editor -> Editor " -"Settings -> Shortcuts``." -msgstr "" -"Viele der Funktionen des Godot Editors können auch mittels Tastenkürzeln " -"erreicht werden. Diese Seite listet Funktionen mit den Default-Tastenkürzeln " -"auf, es können aber auch eigene in den Editor-Einstellungen zugewiesen " -"werden. Um die Tastenkürzel zu ändern oder für andere Aktionen zu erzeugen, " -"gehnavigieren Sie zu ``Editor -> Editoreinstellungen -> Tastenkürzel``." - msgid "" "While some actions are universal, a lot of shortcuts are specific to " "individual tools. For this reason it is possible for some key combinations " @@ -55,9 +42,6 @@ msgstr "" "Betriebssystem vertraut sind, sollten die Default-Tastenbelegung des Godot-" "Editors intuitiv finden." -msgid "General Editor Actions" -msgstr "Allgemeine Editoraktionen" - msgid "Action name" msgstr "Name der Aktion" @@ -415,8 +399,14 @@ msgstr ":kbd:`Umschalt + F12`" msgid "``editor/bottom_panel_expand``" msgstr "``editor/bottom_panel_expand``" -msgid "2D / Canvas Item Editor" -msgstr "2D / Canvas-Element-Editor" +msgid ":kbd:`Ctrl + Shift + P`" +msgstr ":kbd:`Strg + Umschalt + P`" + +msgid ":kbd:`Cmd + Shift + P`" +msgstr ":kbd:`Cmd + Umschalt + P`" + +msgid ":kbd:`Alt + F`" +msgstr ":kbd:`Alt + F`" msgid "Zoom In" msgstr "Hereinzoomen" @@ -592,12 +582,6 @@ msgstr "``canvas_item_editor/frame_selection``" msgid "Preview Canvas Scale" msgstr "Vorschau Canvas-Skalierung" -msgid ":kbd:`Ctrl + Shift + P`" -msgstr ":kbd:`Strg + Umschalt + P`" - -msgid ":kbd:`Cmd + Shift + P`" -msgstr ":kbd:`Cmd + Umschalt + P`" - msgid "``canvas_item_editor/preview_canvas_scale``" msgstr "``canvas_item_editor/preview_canvas_scale``" @@ -643,9 +627,6 @@ msgstr ":kbd:`Umschalt + K`" msgid "``canvas_item_editor/anim_clear_pose``" msgstr "``canvas_item_editor/anim_clear_pose``" -msgid "3D / Spatial Editor" -msgstr "3D / Spatial-Editor" - msgid "Toggle Freelook" msgstr "Freelook ein-/ausschalten" @@ -943,9 +924,6 @@ msgstr ":kbd:`Cmd + 4`" msgid "``spatial_editor/4_viewports``" msgstr "``spatial_editor/4_viewports``" -msgid "Text Editor" -msgstr "Texteditor" - msgid "Cut" msgstr "Ausschneiden" @@ -1123,9 +1101,6 @@ msgstr "``script_text_editor/toggle_comment``" msgid "Fold/Unfold Line" msgstr "Zeile ein-/ausklappen" -msgid ":kbd:`Alt + F`" -msgstr ":kbd:`Alt + F`" - msgid ":kbd:`Ctrl + Cmd + F`" msgstr ":kbd:`Ctrl + Cmd + F`" @@ -1342,9 +1317,6 @@ msgstr ":kbd:`Opt + Umschalt + Space`" msgid "``script_text_editor/contextual_help``" msgstr "``script_text_editor/contextual_help``" -msgid "Script Editor" -msgstr "Skript-Editor" - msgid "``script_editor/find``" msgstr "``script_editor/find``" @@ -1501,9 +1473,6 @@ msgstr "Zoom zurücksetzen" msgid "``script_editor/reset_zoom``" msgstr "``script_editor/reset_zoom``" -msgid "Editor Output" -msgstr "Editor-Ausgabe" - msgid "Copy Selection" msgstr "Auswahl kopieren" @@ -1546,9 +1515,6 @@ msgstr ":kbd:`F12`" msgid "``debugger/continue``" msgstr "``debugger/continue``" -msgid "File Dialog" -msgstr "Dateidialog" - msgid "Go Back" msgstr "Zurück" @@ -1633,12 +1599,6 @@ msgstr "``file_dialog/delete``" msgid "Focus Path" msgstr "Zu Pfad springen" -msgid ":kbd:`Ctrl + D`" -msgstr ":kbd:`Strg + D`" - -msgid ":kbd:`Cmd + D`" -msgstr ":kbd:`Cmd + D`" - msgid "``file_dialog/focus_path``" msgstr "``file_dialog/focus_path``" @@ -1666,9 +1626,6 @@ msgstr ":kbd:`Cmd + Pfeil unten`" msgid "``file_dialog/move_favorite_down``" msgstr "``file_dialog/move_favorite_down``" -msgid "FileSystem Dock" -msgstr "Dateisystem-Dock" - msgid "Copy Path" msgstr "Pfad kopieren" @@ -1678,15 +1635,18 @@ msgstr "``filesystem_dock/copy_path``" msgid "Duplicate" msgstr "Duplicate" +msgid ":kbd:`Ctrl + D`" +msgstr ":kbd:`Strg + D`" + +msgid ":kbd:`Cmd + D`" +msgstr ":kbd:`Cmd + D`" + msgid "``filesystem_dock/duplicate``" msgstr "``filesystem_dock/duplicate``" msgid "``filesystem_dock/delete``" msgstr "``filesystem_dock/delete``" -msgid "Scene Tree Dock" -msgstr "Szenenbaum-Dock" - msgid "Add Child Node" msgstr "Child-Node hinzufügen" @@ -1735,9 +1695,6 @@ msgstr "``scene_tree/move_up``" msgid "``scene_tree/move_down``" msgstr "``scene_tree/move_down``" -msgid "Animation Track Editor" -msgstr "Animationstrack-Editor" - msgid "``animation_editor/duplicate_selection``" msgstr "``animation_editor/duplicate_selection``" @@ -1780,9 +1737,6 @@ msgstr ":kbd:`Cmd + Pfeil links`" msgid "``animation_editor/goto_prev_step``" msgstr "``animation_editor/goto_prev_step``" -msgid "Tile Map Editor" -msgstr "TileMap-Editor" - msgid "Select" msgstr "Auswählen" @@ -1897,9 +1851,6 @@ msgstr ":kbd:`X`" msgid "``tiles_editor/rotate_tile_right``" msgstr "``tiles_editor/rotate_tile_right``" -msgid "Tileset Editor" -msgstr "TileSet-Editor" - msgid "Next Coordinate" msgstr "Nächste Koordinate" @@ -1986,6 +1937,3 @@ msgstr ":kbd:`8`" msgid "``tileset_editor/editmode_z_index``" msgstr "``tileset_editor/editmode_z_index``" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/editor/external_editor.po b/sphinx/po/de/LC_MESSAGES/tutorials/editor/external_editor.po index f726327677..05bc5cf5bc 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/editor/external_editor.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/editor/external_editor.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -251,6 +251,3 @@ msgstr "" "github.com/godotengine/emacs-gdscript-mode#auto-completion-with-the-language-" "server-protocol-lsp>`_ und `DAP `_." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/editor/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/editor/index.po index 0388604bf7..850f4a7fb3 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/editor/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/editor/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -90,6 +90,3 @@ msgstr "" "nützlich sein, wenn Sie als Lehrkraft versuchen, Ihre Schüler langsam an den " "Editor heranzuführen, oder wenn Sie an einem Projekt arbeiten, das nur 2D " "oder nur 3D verwendet, und nicht sehen wollen, was Sie nicht brauchen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/editor/inspector_dock.po b/sphinx/po/de/LC_MESSAGES/tutorials/editor/inspector_dock.po index 8f080af5bb..255a32dcc9 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/editor/inspector_dock.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/editor/inspector_dock.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -54,6 +54,3 @@ msgid "" msgstr "" "Dann kommt die Suchleiste. Geben Sie hier etwas ein, um die angezeigten " "Propertys zu filtern. Löschen Sie den Text, um die Suche zurückzusetzen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/editor/managing_editor_features.po b/sphinx/po/de/LC_MESSAGES/tutorials/editor/managing_editor_features.po index 82cbc2037b..966e02892b 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/editor/managing_editor_features.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/editor/managing_editor_features.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -101,6 +101,3 @@ msgstr "" "den \"self-contained mode\" für Godot aktivieren, der es erlaubt, die " "gesamte Editor-Konfiguration in denselben Ordner zu legen wie die Editor-" "Binärdatei. Siehe :ref:`doc_data_paths_self_contained_mode` für Details." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/editor/project_manager.po b/sphinx/po/de/LC_MESSAGES/tutorials/editor/project_manager.po index ea0aedfe4e..c3b0850065 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/editor/project_manager.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/editor/project_manager.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,37 +14,12 @@ msgstr "" msgid "Using the Project Manager" msgstr "Verwenden des Projektmanagers" -msgid "" -"When you launch Godot, the first window you see is the Project Manager. It " -"lets you create, remove, import, or play game projects." -msgstr "" -"Wenn Sie Godot starten, ist das erste Fenster, das Sie sehen, der " -"Projektmanager. Hier können Sie Spieleprojekte erstellen, entfernen, " -"importieren oder spielen." - -msgid "" -"To change the editors language click on the \"Settings\" Button in the top " -"right corner." -msgstr "" -"Um die Sprache des Editors zu ändern, klicken Sie auf den Button " -"\"Einstellungen\" in der oberen rechten Ecke." - msgid "Creating and importing projects" msgstr "Erstellen und Importieren von Projekten" msgid "To create a new project:" msgstr "So erstellen Sie ein neues Projekt:" -msgid "Click the **New** button on the top-left of the window." -msgstr "Klicken Sie auf den Button **Neu** oben links im Fenster." - -msgid "" -"Give the project a name, choose an empty folder on your computer to save the " -"files, and select a rendering backend." -msgstr "" -"Geben Sie dem Projekt einen Namen, wählen Sie einen leeren Ordner auf Ihrem " -"Computer zum Speichern der Dateien aus und wählen Sie ein Rendering-Backend." - msgid "" "Click the **Create & Edit** button to create the project folder and open it " "in the editor." @@ -55,24 +30,6 @@ msgstr "" msgid "Using the file browser" msgstr "Verwenden des Dateibrowsers" -msgid "" -"Click the **Browse** button to open Godot's file browser and pick a location " -"or type the folder's path in the Project Path field." -msgstr "" -"Klicken Sie auf den **Durchsuchen**-Button, um den Dateibrowser von Godot zu " -"öffnen, und wählen Sie einen Speicherort aus oder geben Sie den Pfad des " -"Ordners in das Feld Projektpfad ein." - -msgid "" -"When you see the green tick on the right, it means the engine detects an " -"empty folder. You can also click the **Create Folder** button to create an " -"empty folder based on your project's name." -msgstr "" -"Wenn Sie das grüne Häkchen auf der rechten Seite sehen, bedeutet dies, dass " -"die Engine einen leeren Ordner erkannt hat. Sie können auch auf den Button " -"**Ordner erstellen** klicken, um einen leeren Ordner basierend auf dem Namen " -"Ihres Projekts zu erstellen." - msgid "Opening and importing projects" msgstr "Öffnen und Importieren von Projekten" @@ -98,33 +55,6 @@ msgstr "Wenn der Ordnerpfad korrekt ist, werden Sie einen grünen Haken sehen." msgid "Downloading demos and templates" msgstr "Herunterladen von Demos und Templates" -msgid "" -"From the **Asset Library Projects** tab you can download open source project " -"templates and demos from the :ref:`Asset Library ` to " -"help you get started faster." -msgstr "" -"Auf dem **Asset-Bibliotheks-Projekte**-Tab können Sie Open-Source-" -"Projektvorlagen und Demos aus der :ref:`Asset-" -"Bibliothek` herunterladen, um Ihnen den Einstieg zu " -"erleichtern." - -msgid "" -"The first time you open this tab you'll notice that it's asking you to go " -"online. For privacy reasons the project manager, and Godot editor, can't " -"access the internet by default. To enable accessing the internet click the " -"\"Go Online\" button. This will also allow project manager to notify you " -"about updates. If you wish to turn this off in the future go into project " -"manager settings and change \"Network Mode\" to \"Offline\"" -msgstr "" -"Wenn Sie diesen Tab zum ersten Mal öffnen, werden Sie feststellen, dass Sie " -"aufgefordert werden, online zu gehen. Aus Gründen des Datenschutzes können " -"der Projektmanager und der Godot-Editor standardmäßig nicht auf das Internet " -"zugreifen. Um den Internetzugang zu aktivieren, klicken Sie auf den Button " -"\"Online gehen\". Dies ermöglicht es dem Projektmanager auch, Sie über " -"Aktualisierungen zu informieren. Wenn Sie dies in Zukunft ausschalten " -"möchten, gehen Sie in die Projektmanager-Einstellungen und ändern Sie " -"\"Netzwerkmodus\" in \"Offline\"" - msgid "" "Now that Godot is connected to the internet you can download a demo or " "template, to do this:" @@ -148,17 +78,6 @@ msgstr "" msgid "Managing projects with tags" msgstr "Projekte mit Tags verwalten" -msgid "" -"For users with a lot of projects on one PC it can be a lot to keep track of. " -"To aid in this Godot allows you to create project tags. To add a tag to a " -"project click on the project in the project manager, then click on the " -"\"Manage Tags\" button" -msgstr "" -"Für Benutzer mit vielen Projekten auf einem PC kann es schwierig sein, den " -"Überblick zu behalten. Um dies zu erleichtern, können Sie in Godot Projekt-" -"Tags erstellen. Um ein Tag zu einem Projekt hinzuzufügen, klicken Sie im " -"Projektmanager auf das Projekt und dann auf den Button \"Tags verwalten\"" - msgid "" "This will open up the manage project tags window. To add a tag click the " "plus button." @@ -174,6 +93,3 @@ msgstr "" "Um ein Tag aus dem Projektmanager zu entfernen, muss er aus allen Projekten " "entfernt werden, in denen er verwendet wird. Schließen Sie dann den " "Projektmanager, öffnen Sie ihn erneut, und der Tag sollte verschwunden sein." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/editor/project_settings.po b/sphinx/po/de/LC_MESSAGES/tutorials/editor/project_settings.po index fcede97ef3..19797b74c3 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/editor/project_settings.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/editor/project_settings.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -60,6 +60,3 @@ msgstr "" "Defaultwerte an. Wenn Sie einen Wert ändern, erscheint ein Häkchen links " "neben seinem Namen. Dies bedeutet, dass die Property in der project.godot-" "Datei gespeichert wird und nicht vergessen wird." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/editor/using_the_android_editor.po b/sphinx/po/de/LC_MESSAGES/tutorials/editor/using_the_android_editor.po index 330f20f8b0..69a2535ac6 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/editor/using_the_android_editor.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/editor/using_the_android_editor.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -26,15 +26,6 @@ msgstr "" "für die Arbeit an neuen oder bestehenden Projekten auf Android-Geräten " "verwendet werden kann." -msgid "" -"The Android editor is in beta testing stage, while we continue to refine the " -"experience, and bring it up to parity with the Desktop version of the " -"editor. See :ref:`doc_using_the_android_editor_limitations` below." -msgstr "" -"Der Android-Editor befindet sich in der Beta-Phase, während wir weiter daran " -"arbeiten, ihn zu verfeinern und an die Desktop-Version des Editors " -"anzugleichen. Siehe :ref:`doc_using_the_android_editor_limitations` unten." - msgid "Android devices support" msgstr "Unterstützung von Android-Geräten" @@ -109,13 +100,6 @@ msgstr "" "Keine Unterstützung für die Erstellung und den Export von Binärdateien für " "andere Plattformen" -msgid "" -"Performance and stability issues when using the *Vulkan Mobile* renderer for " -"a project" -msgstr "" -"Performance- und Stabilitätsprobleme bei der Verwendung des *Vulkan Mobile*-" -"Renderers für ein Projekt" - msgid "UX not optimized for Android phones form-factor" msgstr "UX nicht für den Formfaktor von Android-Smartphones optimiert" @@ -149,6 +133,3 @@ msgstr "" "Android-Editor `__ " "für eine Liste der bekannten Fehler." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/editor/using_the_web_editor.po b/sphinx/po/de/LC_MESSAGES/tutorials/editor/using_the_web_editor.po index eee8e0af13..e2a059a0d8 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/editor/using_the_web_editor.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/editor/using_the_web_editor.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,13 +14,6 @@ msgstr "" msgid "Using the Web editor" msgstr "Den Web-Editor nutzen" -msgid "" -"Since Godot 3.3, there is a `Web editor `__ " -"you can use to work on new or existing projects." -msgstr "" -"Seit Godot 3.3 gibt es einen `Web editor `__, um an neuen oder existierenden Projekten zu arbeiten." - msgid "" "The web editor is in a preliminary stage. While its feature set may be " "sufficient for educational purposes, it is currently **not recommended for " @@ -142,17 +135,6 @@ msgstr "Keine Unterstützung für externe Skript-Editoren." msgid "No support for Android one-click deploy." msgstr "Keine Unterstützung für das Ein-Klick-Ausliefern unter Android." -msgid "" -"See the `list of open issues on GitHub related to the web editor `__ " -"for a list of known bugs." -msgstr "" -"Siehe `Liste der offenen Probleme im Zusammenhang mit dem Web-Editor " -"`__ " -"für eine Liste der bekannten Fehler." - msgid "Importing a project" msgstr "Importieren eines Projekts" @@ -269,6 +251,3 @@ msgstr "" "developer.mozilla.org/en-US/docs/Web/API/FileSystem>`__ zu verwenden, um die " "Projektdateien im Dateisystem des Benutzers zu speichern, wie es der native " "Editor tun würde. Dies ist jedoch noch nicht implementiert." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/export/android_gradle_build.po b/sphinx/po/de/LC_MESSAGES/tutorials/export/android_gradle_build.po index 6ce12d3ae4..c9f21a890c 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/export/android_gradle_build.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/export/android_gradle_build.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -114,6 +114,3 @@ msgid "" msgstr "" "Zum Beispiel wird ``_example/image.png`` **nicht** als Asset aufgenommen, " "aber ``_image.png`` schon." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/export/changing_application_icon_for_windows.po b/sphinx/po/de/LC_MESSAGES/tutorials/export/changing_application_icon_for_windows.po index 3d3d2924cb..73e1f9e298 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/export/changing_application_icon_for_windows.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/export/changing_application_icon_for_windows.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -243,6 +243,3 @@ msgstr "" "Wenn Ihr Icon nicht richtig angezeigt wird, versuchen Sie unter Windows 10, " "den Icon-Cache zu leeren. Öffnen Sie dazu den **Ausführen**-Dialog und geben " "Sie ``ie4uinit.exe -ClearIconCache`` oder ``ie4uinit.exe -show`` ein." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_android.po b/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_android.po index f83e6b2e2d..ad311a02ab 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_android.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_android.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -57,13 +57,6 @@ msgstr "Android-SDK herunterladen" msgid "Download and install the Android SDK." msgstr "Laden Sie das Android SDK herunter und installieren Sie es." -msgid "" -"You can install the Android SDK using `Android Studio Hedgehog (version " -"2023.1.1) or later `__." -msgstr "" -"Sie können das Android SDK mit `Android Studio Hedgehog (Version 2023.1.1) " -"oder höher `__ installieren." - msgid "" "Run it once to complete the SDK setup using these `instructions `__." @@ -72,6 +65,13 @@ msgstr "" "` __ " "abzuschließen." +msgid "" +"Ensure that the `required packages `__ are installed as well." +msgstr "" +"Stellen Sie sicher, dass auch die `erforderlichen Pakete `__ installiert sind." + msgid "Android SDK Platform-Tools version 34.0.0 or later" msgstr "Android SDK Platform-Tools Version 34.0.0 oder höher" @@ -278,28 +278,6 @@ msgstr "" msgid "Exporting for Google Play Store" msgstr "Export für den Google Play Store" -msgid "" -"Uploading an APK to Google's Play Store requires you to sign using a non-" -"debug keystore file; such file can be generated like this:" -msgstr "" -"Das Hochladen eines APKs in Googles Play Store erfordert eine Signierung mit " -"einer Nicht-Debug-Keystore-Datei; eine solche Datei kann wie folgt generiert " -"werden:" - -msgid "" -"This keystore and key are used to verify your developer identity, remember " -"the password and keep it in a safe place! It is suggested to use only upper " -"and lowercase letters and numbers. Special characters may cause errors. Use " -"Google's Android Developer guides to learn more about `APK signing `__." -msgstr "" -"Dieser Keystore und Schlüssel werden verwendet, um Ihre Entwickleridentität " -"zu verifizieren, sich das Passwort zu merken und es an einem sicheren Ort " -"aufzubewahren! Es wird empfohlen, nur Groß- und Kleinbuchstaben und Zahlen " -"zu verwenden. Sonderzeichen können zu Fehlern führen. Nutzen Sie die Android " -"Developer Guides von Google, um mehr über das `Signieren von APKs `__ zu erfahren." - msgid "Now fill in the following forms in your Android Export Presets:" msgstr "" "Füllen Sie nun die folgenden Formulare in Ihrem Android-Export-Profil aus:" @@ -324,43 +302,6 @@ msgstr "" "Vergessen Sie nicht, beim Exportieren die Checkbox **Exportieren mit Debug** " "zu deaktivieren." -msgid "Optimizing the APK size" -msgstr "Optimieren der APK-Größe" - -msgid "" -"By default, the APK will contain native libraries for both ARMv7 and ARMv8 " -"architectures. This increases its size significantly. To create a smaller " -"APK, uncheck either **Armeabi-v 7a** or **Arm 64 -v 8a** in your project's " -"Android export preset. This will create an APK that only contains a library " -"for a single architecture. Note that applications targeting ARMv7 can also " -"run on ARMv8 devices, but the opposite is not true." -msgstr "" -"Standardmäßig enthält das APK native Bibliotheken sowohl für ARMv7- als auch " -"für ARMv8-Architekturen. Dadurch erhöht sich seine Größe erheblich. Um ein " -"kleineres APK zu erstellen, deaktivieren Sie entweder **Armeabi-v 7a** oder " -"**Arm 64 -v 8a** im Android-Export-Profil Ihres Projekts. Dadurch wird ein " -"APK erstellt, das nur eine Bibliothek für eine einzelne Architektur enthält. " -"Beachten Sie, dass Anwendungen, die für ARMv7 entwickelt sind, auch auf " -"ARMv8-Geräten laufen können, aber nicht umgekehrt." - -msgid "" -"Since August 2019, Google Play requires all applications to be available in " -"64-bit form. This means you cannot upload an APK that contains *just* an " -"ARMv7 library. To solve this, you can upload several APKs to Google Play " -"using its `Multiple APK support `__. Each APK should target a single architecture; " -"creating an APK for ARMv7 and ARMv8 is usually sufficient to cover most " -"devices in use today." -msgstr "" -"Seit August 2019 verlangt Google Play, dass alle Anwendungen in 64-Bit-Form " -"verfügbar sind. Das bedeutet, dass Sie kein APK hochladen können, das *nur* " -"eine ARMv7-Bibliothek enthält. Um dieses Problem zu lösen, können Sie " -"mehrere APKs in Google Play hochladen, indem Sie die `Mehrfach-APK-" -"Unterstützung `__ verwenden. Jedes APK sollte für eine einzelne Architektur " -"entwickelt werden; die Erstellung eines APKs für ARMv7 und ARMv8 reicht in " -"der Regel aus, um die meisten heute verwendeten Geräte abzudecken." - msgid "" "You can optimize the size further by compiling an Android export template " "with only the features you need. See :ref:`doc_optimizing_for_size` for more " @@ -432,6 +373,3 @@ msgstr "Optionen / Keystore / Release Passwort" msgid "``GODOT_ANDROID_KEYSTORE_RELEASE_PASSWORD``" msgstr "``GODOT_ANDROID_KEYSTORE_RELEASE_PASSWORD``" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_dedicated_servers.po b/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_dedicated_servers.po index c29a4534ef..c078a160ea 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_dedicated_servers.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_dedicated_servers.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -376,6 +376,3 @@ msgstr "" "zu verpacken. Auf diese Weise kann er leichter in einer Einrichtung mit " "automatischer Skalierung verwendet werden (was den Rahmen dieses Tutorials " "sprengen würde)." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_ios.po b/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_ios.po index e1fe056840..4d483eacb3 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_ios.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_ios.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -338,6 +338,3 @@ msgid "" msgstr "" "Nach der Ausführung dieses Befehls sollte Godot in der Lage sein, " "erfolgreich nach iOS zu exportieren." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_linux.po b/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_linux.po index 0b7d24daba..d3cbbc43e4 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_linux.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_linux.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -71,6 +71,3 @@ msgstr "Verschlüsselung / Verschlüsselungsschlüssel" msgid "``GODOT_SCRIPT_ENCRYPTION_KEY``" msgstr "``GODOT_SCRIPT_ENCRYPTION_KEY``" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_macos.po b/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_macos.po index 480b858fa9..aaef4d9ef7 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_macos.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_macos.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -23,26 +23,6 @@ msgstr "" "Wenn Sie stattdessen Editor- oder Exportvorlagen-Binärdateien aus dem " "Quellcode kompilieren möchten, lesen Sie :ref:`doc_compiling_for_macos`." -msgid "" -"macOS apps exported with the official export templates are exported as a " -"single \"Universal 2\" binary ``.app`` bundle, a folder with a specific " -"structure which stores the executable, libraries and all the project files. " -"This bundle can be exported as is, packed in a ZIP archive or DMG disk image " -"(only supported when exporting from a computer running macOS). `Universal " -"binaries for macOS support both Intel x86_64 and ARM64 (Apple silicon, i.e. " -"M1) architectures `__." -msgstr "" -"macOS-Apps, die mit den offiziellen Exportvorlagen exportiert werden, werden " -"als ein einziges \"Universal 2\"-Binärpaket ``.app`` exportiert, ein Ordner " -"mit einer bestimmten Struktur, der die ausführbare Datei, die Bibliotheken " -"und alle Projektdateien enthält. Dieses Paket kann als ZIP-Archiv oder DMG-" -"Disk-Image exportiert werden (nur unterstützt, wenn von einem Computer mit " -"macOS exportiert wird). `Universelle Binärdateien für macOS unterstützen " -"sowohl Intel x86_64 als auch ARM64 (Apple Silicon, d.h. M1)-Architekturen " -"`__." - msgid "Requirements" msgstr "Anforderungen" @@ -778,6 +758,3 @@ msgstr "Optionen / Notarisierung / Apple ID-Passwort" msgid "``GODOT_MACOS_NOTARIZATION_APPLE_ID_PASSWORD``" msgstr "``GODOT_MACOS_NOTARIZATION_APPLE_ID_PASSWORD``" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_web.po b/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_web.po index 93868a28a0..b65697ac60 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_web.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_web.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -23,20 +23,6 @@ msgstr "" "Wenn Sie stattdessen Editor- oder Exportvorlagen-Binärdateien aus dem " "Quellcode kompilieren möchten, lesen Sie :ref:`doc_compiling_for_web`." -msgid "" -"HTML5 export allows publishing games made in Godot Engine to the browser. " -"This requires support for `WebAssembly `__, `WebGL " -"`__ and `SharedArrayBuffer `_ in the user's browser." -msgstr "" -"Der HTML5-Export ermöglicht die Veröffentlichung von Spielen im Browser, die " -"in der Godot Engine erstellt wurden. Dies erfordert Unterstützung für " -"`WebAssembly `__, `WebGL `__ und `SharedArrayBuffer `_ im Browser des " -"Benutzers." - msgid "" "Projects written in C# using Godot 4 currently cannot be exported to the " "web. To use C# on web platforms, use Godot 3 instead." @@ -55,40 +41,9 @@ msgstr "" "wird, um **Debug-Informationen** wie JavaScript-, Engine- und WebGL-Fehler " "anzuzeigen." -msgid "" -"Godot 4's HTML5 exports currently cannot run on macOS and iOS due to " -"upstream bugs with SharedArrayBuffer and WebGL 2.0. We recommend using :ref:" -"`macOS ` and :ref:`iOS ` " -"native export functionality instead, as it will also result in better " -"performance." -msgstr "" -"Die HTML5-Exporte von Godot 4 können derzeit aufgrund von Upstream-Fehlern " -"mit SharedArrayBuffer und WebGL 2.0 nicht auf macOS und iOS ausgeführt " -"werden. Wir empfehlen, stattdessen die nativen Exportfunktionen :ref:`macOS " -"` und :ref:`iOS ` zu " -"verwenden, da diese auch eine bessere Performance bieten." - -msgid "" -"Godot 3's HTML5 exports are more compatible with various browsers in " -"general, especially when using the GLES2 rendering backend (which only " -"requires WebGL 1.0)." -msgstr "" -"Die HTML5-Exporte von Godot 3 sind im Allgemeinen besser mit verschiedenen " -"Browsern kompatibel, insbesondere bei Verwendung des GLES2-Rendering-" -"Backends (das nur WebGL 1.0 erfordert)." - msgid "WebGL version" msgstr "WebGL-Version" -msgid "" -"Godot 4.0 and later can only target WebGL 2.0 (using the Compatibility " -"rendering method). There is no stable way to run Vulkan applications on the " -"web yet." -msgstr "" -"Godot 4.0 und spätere Versionen können nur WebGL 2.0 (unter Verwendung der " -"Kompatibilitäts-Rendering-Methode) ansteuern. Es gibt noch keine stabile " -"Möglichkeit, Vulkan-Anwendungen im Web auszuführen." - msgid "" "See `Can I use WebGL 2.0 `__ for a list of " "browser versions supporting WebGL 2.0. Note that Safari has several issues " @@ -120,17 +75,6 @@ msgstr "" "Wenn Ihr Projekt GDExtension verwendet, muss **Extension-Unterstützung** " "aktiviert sein." -msgid "" -"If you plan to use :ref:`VRAM compression ` make sure " -"that **Vram Texture Compression** is enabled for the targeted platforms " -"(enabling both **For Desktop** and **For Mobile** will result in a bigger, " -"but more compatible export)." -msgstr "" -"Wenn Sie :ref:`VRAM-Komprimierung ` verwenden wollen, " -"stellen Sie sicher, dass **Vram-Texturkompression** für die Target-" -"Plattformen aktiviert ist (wenn Sie sowohl **Für Desktop** als auch **Für " -"Mobile** aktivieren, wird der Export größer, aber kompatibler)." - msgid "" "If a path to a **Custom HTML shell** file is given, it will be used instead " "of the default HTML page. See :ref:`doc_customizing_html5_shell`." @@ -416,38 +360,6 @@ msgstr "" "für die Präsentation. Eine benutzerdefinierte HTML-Datei kann verwendet " "werden, siehe :ref:`doc_customizing_html5_shell`." -msgid "" -"To ensure low audio latency and the ability to use :ref:`class_Thread` in " -"web exports, Godot 4 web exports always use `SharedArrayBuffer `__. This requires a :ref:`secure context " -"`, while also requiring the following CORS " -"headers to be set when serving the files:" -msgstr "" -"Um eine niedrige Audio-Latenz und die Fähigkeit zur Verwendung von :ref:" -"`class_Thread` in Web-Exporten zu gewährleisten, verwenden Godot 4-Web-" -"Exporte immer `SharedArrayBuffer `__. Dies " -"erfordert einen :ref:`sicheren Kontext `, " -"wobei auch die folgenden CORS-Header beim Servieren der Dateien gesetzt " -"werden müssen:" - -msgid "" -"If you don't control the web server or are unable to add response headers, " -"use `coi-serviceworker `__ as " -"a workaround." -msgstr "" -"Wenn Sie keine Kontrolle über den Webserver haben oder nicht in der Lage " -"sind, Response-Header hinzuzufügen, verwenden Sie `coi-serviceworker " -"`__ als Workaround." - -msgid "" -"If the client doesn't receive the required response headers, **the project " -"will not run**." -msgstr "" -"Wenn der Client die erforderlichen Antwort-Header nicht erhält, wird **das " -"Projekt nicht ausgeführt**." - msgid "" "The generated ``.html`` file can be used as ``DirectoryIndex`` in Apache " "servers and can be renamed to e.g. ``index.html`` at any time. Its name is " @@ -612,6 +524,3 @@ msgstr "Verschlüsselung / Verschlüsselungsschlüssel" msgid "``GODOT_SCRIPT_ENCRYPTION_KEY``" msgstr "``GODOT_SCRIPT_ENCRYPTION_KEY``" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_windows.po b/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_windows.po index 3d95898967..f98cd1e85c 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_windows.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_for_windows.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -48,22 +48,6 @@ msgstr "" msgid "Code signing" msgstr "Code-Signierung" -msgid "" -"Godot is capable of automatic code signing on export. To do this you must " -"have the ``Windows SDK`` (on Windows) or `osslsigncode `__ (on any other OS) installed. You will also need a " -"package signing certificate, information on creating one can be found `here " -"`__." -msgstr "" -"Godot ist in der Lage, Code beim Export automatisch zu signieren. Dazu " -"müssen Sie das ``Windows SDK`` (unter Windows) oder `osslsigncode `__ (unter jedem anderen Betriebssystem) " -"installiert haben. Sie benötigen auch ein Paket-Signierungszertifikat. " -"Informationen zur Erstellung eines solchen Zertifikats finden Sie `hier " -"`__." - msgid "" "If you export for Windows with embedded PCK files, you will not be able to " "sign the program as it will break." @@ -161,6 +145,3 @@ msgstr "Optionen / Codesign / Passwort" msgid "``GODOT_WINDOWS_CODESIGN_PASSWORD``" msgstr "``GODOT_WINDOWS_CODESIGN_PASSWORD``" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_pcks.po b/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_pcks.po index be4be0381c..067c1a73eb 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_pcks.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_pcks.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -258,6 +258,3 @@ msgstr "" "für sein Spiel verteilen will, und einen Workflow zu entwickeln, der auf " "diesen Zweck zugeschnitten ist. Godot sollte diesen Prozess reibungslos " "gestalten, unabhängig davon, welchen Weg ein Entwickler wählt." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_projects.po b/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_projects.po index 4cdadfb0cb..6888bc1bec 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_projects.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/export/exporting_projects.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -473,6 +473,3 @@ msgstr "" "Speichern Sie das Launcher-Skript und legen Sie es im selben Ordner wie die " "exportierte Binärdatei ab. Erteilen Sie unter Linux dem Launcher-Skript mit " "dem Befehl ``chmod +x launch.sh`` die Berechtigung zur Ausführung." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/export/feature_tags.po b/sphinx/po/de/LC_MESSAGES/tutorials/export/feature_tags.po index 472ecee892..17438d160e 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/export/feature_tags.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/export/feature_tags.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -329,6 +329,20 @@ msgstr "**movie**" msgid ":ref:`Movie Maker mode ` is active" msgstr ":ref:`Movie Maker mode ` ist aktiv" +msgid "" +"With the exception of texture compression, ``web_`` and ``movie`` " +"feature tags, default feature tags are **immutable**. This means that they " +"will *not* change depending on run-time conditions. For example, ``OS." +"has_feature(\"mobile\")`` will return ``false`` when running a project " +"exported to Web on a mobile device." +msgstr "" +"Mit Ausnahme der Texturkomprimierung sowie der Feature-Tags " +"``web_`` und ``movie`` sind die Standard-Feature-Tags " +"**unveränderlich**. Das bedeutet, dass sie sich je nach Laufzeitbedingungen " +"*nicht* ändern. Beispielsweise gibt ``OS.has_feature(\"mobile\")`` ``false`` " +"zurück, wenn ein ins Web exportiertes Projekt auf einem mobilen Gerät " +"ausgeführt wird." + msgid "Custom features" msgstr "Benutzerdefinierte Features" @@ -416,6 +430,3 @@ msgstr "" "indem man ein eigenes **ExportPlugin** schreibt. Sie werden auch verwendet, " "um festzulegen, welche Shared Library in **GDExtension** geladen und " "exportiert wird." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/export/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/export/index.po index ec59c5dfef..a36f0d240a 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/export/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/export/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Export" msgstr "Export" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/export/one-click_deploy.po b/sphinx/po/de/LC_MESSAGES/tutorials/export/one-click_deploy.po index 7b01bc6122..2112055feb 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/export/one-click_deploy.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/export/one-click_deploy.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -365,6 +365,3 @@ msgstr "" "**Export > Web > TLS-Zertifikat** angeben. Dies funktioniert nur, wenn der " "Zugriff auf das Projekt über einen Domänennamen erfolgt, der Teil des TLS-" "Zertifikats ist." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/export/running_on_macos.po b/sphinx/po/de/LC_MESSAGES/tutorials/export/running_on_macos.po index bb5adde7ad..c27668b63b 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/export/running_on_macos.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/export/running_on_macos.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -243,6 +243,3 @@ msgid "" msgstr "" "``codesign -s - --force --deep \"Unsigned Game.app\"`` (einschließlich " "Anführungszeichen und \".app\" Dateiendung)." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/i18n/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/i18n/index.po index 7ce904687f..021151eb1b 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/i18n/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/i18n/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Internationalization" msgstr "Internationalisierung" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/i18n/internationalizing_games.po b/sphinx/po/de/LC_MESSAGES/tutorials/i18n/internationalizing_games.po index 26672e8f8b..e7063c2500 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/i18n/internationalizing_games.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/i18n/internationalizing_games.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -17,6 +17,18 @@ msgstr "Übersetzung von Spielen" msgid "Introduction" msgstr "Einführung" +msgid "" +"While indie or niche games usually do not need localization, games targeting " +"a more massive market often require localization. Godot offers many tools to " +"make this process more straightforward, so this tutorial is more like a " +"collection of tips and tricks." +msgstr "" +"Während Indie- oder Nischenspiele normalerweise nicht lokalisiert werden " +"müssen, ist bei Spielen, die auf einen größeren Markt abzielen, häufig eine " +"Lokalisierung erforderlich. Godot bietet viele Tools, um diesen Prozess zu " +"vereinfachen. Daher ist dieses Tutorial eher eine Sammlung von Tipps und " +"Tricks." + msgid "" "Localization is usually done by specific studios hired for the job. Despite " "the huge amount of software and file formats available for this, the most " @@ -617,6 +629,3 @@ msgid "" msgstr "" "Wenn Sie sich nicht sicher sind, welchen Sprachcode Sie verwenden sollen, " "sehen Sie in der :ref:`Liste der Gebietsschema-Codes ` nach." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/i18n/locales.po b/sphinx/po/de/LC_MESSAGES/tutorials/i18n/locales.po index ffab1d07a6..1147732986 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/i18n/locales.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/i18n/locales.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -6291,6 +6291,3 @@ msgstr "ZW" msgid "Zimbabwe" msgstr "Simbabwe" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po b/sphinx/po/de/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po index 11ca101acb..4fcb071597 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -395,6 +395,3 @@ msgid "" msgstr "" "Die dekompilierte Datei enthält keine Kommentare oder Fuzzy-Strings, da " "diese in der MO-Datei gar nicht erst kompiliert werden." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/i18n/pseudolocalization.po b/sphinx/po/de/LC_MESSAGES/tutorials/i18n/pseudolocalization.po index e528e4ac0d..df8bc44080 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/i18n/pseudolocalization.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/i18n/pseudolocalization.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -195,6 +195,3 @@ msgstr "" "Pseudolokalisierung neu geladen wird. Das folgende Codeschnipsel schaltet " "die Propertys ``replace_with_accents`` und ``double_vowels`` ein und ruft " "dann ``reload_pseudolocalization()`` auf, um die Änderungen zu übernehmen::" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po b/sphinx/po/de/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po index aec4403a71..f3af013508 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -148,15 +148,6 @@ msgstr "" "wird, gibt ``Input.is_action_just_pressed()`` nur ``true`` für einen Frame " "zurück, nachdem die Taste gedrückt wurde." -msgid "" -"In Godot versions before 3.4, such as 3.3, ``Input.get_vector()`` and " -"``Input.get_axis()`` aren't available. Only ``Input.get_action_strength()`` " -"and ``Input.is_action_pressed()`` are available in Godot 3.3." -msgstr "" -"In Godot-Versionen vor 3.4, wie 3.3, sind ``Input.get_vector()`` und ``Input." -"get_axis()`` nicht verfügbar. Nur ``Input.get_action_strength()`` und " -"``Input.is_action_pressed()`` sind in Godot 3.3 verfügbar." - msgid "Vibration" msgstr "Vibrationen" @@ -536,6 +527,3 @@ msgstr "" "Unterstützung ist von Browser zu Browser sehr unterschiedlich. Daher müssen " "Sie Ihre Spieler möglicherweise anweisen, einen anderen Browser zu " "verwenden, wenn sie ihren Controller nicht zum Laufen bringen können." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po b/sphinx/po/de/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po index ddc4f06580..a628dc0f28 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -23,34 +23,6 @@ msgstr "" "Spiel ändern, um es an das Gesamtdesign anzupassen. Es gibt zwei " "Möglichkeiten, den Mauszeiger anzupassen:" -msgid "Using project settings" -msgstr "Verwenden der Projekteinstellungen" - -msgid "Using a script" -msgstr "Verwenden eines Skripts" - -msgid "" -"Using project settings is a simpler (but more limited) way to customize the " -"mouse cursor. The second way is more customizable, but involves scripting:" -msgstr "" -"Die Verwendung von Projekteinstellungen ist eine einfachere (aber " -"eingeschränktere) Möglichkeit, den Mauszeiger anzupassen. Die zweite " -"Möglichkeit ist anpassungsfähiger, erfordert aber Skripting:" - -msgid "" -"You could display a \"software\" mouse cursor by hiding the mouse cursor and " -"moving a Sprite2D to the cursor position in a ``_process()`` method, but " -"this will add at least one frame of latency compared to an \"hardware\" " -"mouse cursor. Therefore, it's recommended to use the approach described here " -"whenever possible." -msgstr "" -"Sie könnten einen \"Software\"-Mauszeiger anzeigen, indem Sie den Mauszeiger " -"ausblenden und ein Sprite2D in einer ``_process()``-Methode an die Position " -"des Mauszeigers bewegen, aber dies führt zu einer zusätzlichen Latenz von " -"mindestens einem Frame im Vergleich zu einem \"Hardware\"-Mauszeiger. Daher " -"ist es empfehlenswert, wann immer möglich, den hier beschriebenen Ansatz zu " -"verwenden." - msgid "" "If you have to use the \"software\" approach, consider adding an " "extrapolation step to better display the actual mouse input." @@ -59,36 +31,17 @@ msgstr "" "Extrapolationsschritt hinzufügen, um die tatsächliche Mauseingabe besser " "anzuzeigen." -msgid "" -"Open project settings, go to Display>Mouse Cursor. You will see Custom " -"Image, Custom Image Hotspot and Tooltip Position Offset." -msgstr "" -"Öffnen Sie die Projekteinstellungen und gehen Sie zu Anzeige>Mauszeiger. Sie " -"sehen Benutzerdefiniertes Bild, Benutzerdefinierter Bild-Hotspot und Tooltip-" -"Positionsversatz." - -msgid "" -"Custom Image is the desired image that you would like to set as the mouse " -"cursor. Custom Hotspot is the point in the image that you would like to use " -"as the cursor's detection point." -msgstr "" -"Benutzerdefiniertes Bild ist das gewünschte Bild, das Sie als Mauszeiger " -"festlegen möchten. Benutzerdefinierter Hotspot ist der Punkt im Bild, den " -"Sie als Erkennungspunkt für den Cursor verwenden möchten." - -msgid "" -"The custom image **must** be 256×256 pixels at most. To avoid rendering " -"issues, sizes lower than or equal to 128×128 are recommended." -msgstr "" -"Das benutzerdefinierte Bild **muss** höchstens 256×256 Pixel groß sein. Um " -"Rendering-Probleme zu vermeiden, werden Größen kleiner oder gleich 128×128 " -"empfohlen." +msgid "Using project settings" +msgstr "Verwenden der Projekteinstellungen" msgid "On the web platform, the maximum allowed cursor image size is 128×128." msgstr "" "Auf der Web-Plattform beträgt die maximal zulässige Größe des Mauszeiger-" "Bildes 128×128." +msgid "Using a script" +msgstr "Verwenden eines Skripts" + msgid "Create a Node and attach the following script." msgstr "Erstellen Sie einen Node und hängen Sie das folgende Skript an." @@ -103,15 +56,3 @@ msgstr "" msgid "Cursor list" msgstr "Mauszeigerliste" - -msgid "" -"As documented in the :ref:`Input ` class (see the " -"**CursorShape** enum), there are multiple mouse cursors you can define. " -"Which ones you want to use depends on your use case." -msgstr "" -"Wie in der Klasse :ref:`Input ` dokumentiert (siehe das Enum " -"**CursorShape**), gibt es mehrere Mauszeiger, die Sie definieren können. " -"Welche Sie verwenden möchten, hängt von Ihrem Anwendungsfall ab." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/inputs/handling_quit_requests.po b/sphinx/po/de/LC_MESSAGES/tutorials/inputs/handling_quit_requests.po index c321f95551..552d9af480 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/inputs/handling_quit_requests.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/inputs/handling_quit_requests.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -74,17 +74,6 @@ msgstr "" "von ``NOTIFICATION_APPLICATION_PAUSED``, um notwendige Aktionen " "durchzuführen, während die App angehalten wird." -msgid "" -"On Android, pressing the Back button will exit the application if " -"**Application > Config > Quit** On Go Back is checked in the Project " -"Settings (which is the default). This will fire " -"``NOTIFICATION_WM_GO_BACK_REQUEST``." -msgstr "" -"Unter Android wird die Anwendung durch Drücken des Zurück-Buttons beendet, " -"wenn **Anwendung > Konfig > Beenden** Beim Zurückgehen in den " -"Projekteinstellungen aktiviert ist (was der Default ist). Dadurch wird " -"``NOTIFICATION_WM_GO_BACK_REQUEST`` ausgelöst." - msgid "Sending your own quit notification" msgstr "Senden einer eigenen Beenden-Benachrichtigung" @@ -122,6 +111,3 @@ msgstr "" "des Programms, beendet aber nicht das Programm selbst, *anders als in 3.X*. " "Um das vorherige Verhalten zu erreichen, sollte :ref:`SceneTree.quit " "` nach der Benachrichtigung aufgerufen werden." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/inputs/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/inputs/index.po index d5a8130f9e..b8c8a6e163 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/inputs/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/inputs/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Input handling" msgstr "Behandlung von Eingaben" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/inputs/input_examples.po b/sphinx/po/de/LC_MESSAGES/tutorials/inputs/input_examples.po index e5029fe196..bd98f06d4e 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/inputs/input_examples.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/inputs/input_examples.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -337,6 +337,3 @@ msgstr "" "die Projekteinstellungen und gehen Sie zum Abschnitt \"Eingabegeräte/" "Zeigen\". Aktivieren Sie \"Touch durch Maus emulieren\", damit Ihr Projekt " "Mausklicks und Bewegungen als Touch Events interpretiert." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/inputs/inputevent.po b/sphinx/po/de/LC_MESSAGES/tutorials/inputs/inputevent.po index fac452afe6..73f97816d8 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/inputs/inputevent.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/inputs/inputevent.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -435,23 +435,6 @@ msgstr "" "Enthält eine generische Aktion. Diese Events werden häufig vom Programmierer " "als Feedback generiert. (mehr dazu weiter unten)" -msgid "Actions" -msgstr "Aktionen" - -msgid "" -"Actions are a grouping of zero or more InputEvents into a commonly " -"understood title (for example, the default \"ui_left\" action grouping both " -"joypad-left input and a keyboard's left arrow key). They are not required to " -"represent an InputEvent but are useful because they abstract various inputs " -"when programming the game logic." -msgstr "" -"Aktionen sind eine Gruppierung von null oder mehr InputEvents zu einem " -"allgemein verständlichen Titel (z.B. die Default-Aktion \"ui_left\", die " -"sowohl die Joypad-Links-Eingabe als auch die linke Pfeiltaste der Tastatur " -"gruppiert). Sie sind nicht erforderlich, um ein InputEvent darzustellen, " -"sind aber nützlich, weil sie verschiedene Eingaben bei der Programmierung " -"der Spiellogik abstrahieren." - msgid "This allows for:" msgstr "Dies ermöglicht:" @@ -517,6 +500,3 @@ msgstr "" "Projekteinstellungen (project.godot) gesteuert. Daher muss jedes dynamische " "System dieser Art die Einstellungen so speichern, wie es der Programmierer " "für richtig hält." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po b/sphinx/po/de/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po index c2cde9217b..0da9d399f2 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -66,6 +66,3 @@ msgstr "" "Bildschirms. Verwenden Sie ``event.relative`` anstelle von ``event." "position`` und ``event.velocity``, um Mausbewegungen und Positionsänderungen " "zu verarbeiten." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/io/background_loading.po b/sphinx/po/de/LC_MESSAGES/tutorials/io/background_loading.po index 1de9881f11..18175e07d8 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/io/background_loading.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/io/background_loading.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -120,6 +120,3 @@ msgid "" msgstr "" "Jetzt wird ``_on_button_pressed`` aufgerufen, wenn der Button gedrückt wird. " "Diese Methode wird benutzt, um einen Gegner zu spawnen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/io/binary_serialization_api.po b/sphinx/po/de/LC_MESSAGES/tutorials/io/binary_serialization_api.po index 17ac10698e..ec9d45f93f 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/io/binary_serialization_api.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/io/binary_serialization_api.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -769,6 +769,3 @@ msgstr "8..16+Länge\\*16" msgid "8..20+length\\*16" msgstr "8..20+Länge\\*16" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/io/data_paths.po b/sphinx/po/de/LC_MESSAGES/tutorials/io/data_paths.po index 0f6e1a480a..3e185e701f 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/io/data_paths.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/io/data_paths.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -331,17 +331,6 @@ msgstr "" "**Cache** enthält temporäre Daten, oder solche, die vom Editor generiert " "wurden. Er kann gefahrlos entfernt werden, wenn Godot geschlossen ist." -msgid "" -"Godot complies with the `XDG Base Directory Specification `__ on " -"all platforms. You can override environment variables following the " -"specification to change the editor and project data paths." -msgstr "" -"Godot entspricht auf allen Plattformen der `XDG Base Directory-Spezifikation " -"`__. Sie können die Umgebungsvariablen entsprechend der Spezifikation " -"überschreiben, um den Editor und die Projektdatenpfade zu ändern." - msgid "" "If you use `Godot packaged as a Flatpak `__, the editor data paths will be located in " @@ -393,6 +382,3 @@ msgstr "" "ausführbare Datei an einem beschreibbaren Ort liegt (d.h. **nicht** " "Programmdateien oder ein anderes Verzeichnis, das für normale Benutzer " "schreibgeschützt ist)." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/io/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/io/index.po index f34b20c2bc..d479f78876 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/io/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/io/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "File and data I/O" msgstr "Datei und Daten-I/O" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/io/runtime_file_loading_and_saving.po b/sphinx/po/de/LC_MESSAGES/tutorials/io/runtime_file_loading_and_saving.po index a18687ca95..9f95b53d36 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/io/runtime_file_loading_and_saving.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/io/runtime_file_loading_and_saving.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -448,6 +448,3 @@ msgstr "" "Beispiel, das die Dateien in einem ZIP-Archiv in einem :ref:`class_ItemList` " "Node auflistet und dann den daraus gelesenen Inhalt in ein neues ZIP-Archiv " "schreibt (und damit das Archiv dupliziert):" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/io/saving_games.po b/sphinx/po/de/LC_MESSAGES/tutorials/io/saving_games.po index 9b8a25608a..50ab83bb85 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/io/saving_games.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/io/saving_games.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -83,22 +83,6 @@ msgstr "" msgid "Serializing" msgstr "Serialisierung" -msgid "" -"The next step is to serialize the data. This makes it much easier to read " -"from and store to disk. In this case, we're assuming each member of group " -"Persist is an instanced node and thus has a path. GDScript has helper class :" -"ref:`JSON` to convert between dictionary and string, Our node " -"needs to contain a save function that returns this data. The save function " -"will look like this:" -msgstr "" -"Der nächste Schritt ist die Serialisierung der Daten. Dies erleichtert das " -"Auslesen und Speichern auf der Festplatte. In diesem Fall gehen wir davon " -"aus, dass jedes Mitglied der Gruppe Persist ein instanziierter Node ist und " -"somit einen Pfad hat. GDScript verfügt über die Hilfsklasse :ref:" -"`JSON`, um zwischen Dictionary und String zu konvertieren. Unser " -"Node muss eine Speicherfunktion enthalten, die diese Daten zurückgibt. Die " -"Speicherfunktion wird wie folgt aussehen:" - msgid "" "This gives us a dictionary with the style ``{ \"variable_name\":" "value_of_variable }``, which will be useful when loading." @@ -289,6 +273,3 @@ msgstr "" "aufrufen. Siehe :ref:" "`PropertyUsageFlags` für die möglichen " "Usage-Flags." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/math/beziers_and_curves.po b/sphinx/po/de/LC_MESSAGES/tutorials/math/beziers_and_curves.po index 9d7f822fe9..c7e473cf5a 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/math/beziers_and_curves.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/math/beziers_and_curves.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -315,6 +315,3 @@ msgstr "" msgid "And the output will, then, move at constant speed:" msgstr "" "Und das Ergebnis ist dann eine Bewegung mit konstanter Geschwindigkeit:" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/math/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/math/index.po index fa05fc3da0..601ca025a4 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/math/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/math/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Math" msgstr "Mathematik" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/math/interpolation.po b/sphinx/po/de/LC_MESSAGES/tutorials/math/interpolation.po index df11322619..3d9e54d6b9 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/math/interpolation.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/math/interpolation.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -141,14 +141,3 @@ msgstr "" msgid "Here is how it looks:" msgstr "So sieht es aus:" - -msgid "" -"This useful for smoothing camera movement, allies following you (ensuring " -"they stay within a certain range), and many other common game patterns." -msgstr "" -"Dies ist nützlich, um Kamerabewegung zu glätten, Verbündete zu verfolgen (um " -"sicherzustellen, dass sie innerhalb eines bestimmten Bereichs bleiben) und " -"viele andere gängige Game Design Patterns." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/math/matrices_and_transforms.po b/sphinx/po/de/LC_MESSAGES/tutorials/math/matrices_and_transforms.po index a1d806e66f..e62753a66c 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/math/matrices_and_transforms.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/math/matrices_and_transforms.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -519,16 +519,6 @@ msgstr "" "ist. Dies stimmt mit unserer Beobachtung überein, wo sich die rechte obere " "Ecke des Bildes befindet." -msgid "" -"Hopefully you now fully understand the how a transformation matrix affects " -"the object, and the relationship between the basis vectors and how the " -"object's \"UV\" or \"intra-coordinates\" have their world position changed." -msgstr "" -"Sie verstehen nun hoffentlich, wie sich eine Transformationsmatrix auf das " -"Objekt auswirkt und welche Beziehung zwischen den Basisvektoren und der " -"Änderung der Weltposition der \"UV\"- oder \"Intra-Koordinaten\" des Objekts " -"besteht." - msgid "" "In Godot, all transform math is done relative to the parent node. When we " "refer to \"world position\", that would be relative to the node's parent " @@ -875,6 +865,3 @@ msgstr "https://www.youtube.com/watch?v=d4EgbgTm0Bg" msgid "https://eater.net/quaternions" msgstr "https://eater.net/quaternions" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/math/random_number_generation.po b/sphinx/po/de/LC_MESSAGES/tutorials/math/random_number_generation.po index 6ad78274f8..9836eae150 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/math/random_number_generation.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/math/random_number_generation.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -147,17 +147,6 @@ msgstr "" "Sehen wir uns einige der am häufigsten verwendeten Funktionen und Methoden " "zur Erzeugung von Zufallszahlen in Godot an." -msgid "" -"The function :ref:`randi() ` returns a " -"random number between 0 and 2^32-1. Since the maximum value is huge, you " -"most likely want to use the modulo operator (``%``) to bound the result " -"between 0 and the denominator:" -msgstr "" -"Die Funktion :ref:`randi() ` gibt eine " -"Zufallszahl zwischen 0 und 2^32-1 zurück. Da der Maximalwert sehr groß ist, " -"wollen Sie wahrscheinlich den Modulo-Operator (``%``) verwenden, um das " -"Ergebnis zwischen 0 und den Nenner zu begrenzen:" - msgid "" ":ref:`randf() ` returns a random floating-" "point number between 0 and 1. This is useful to implement a :ref:" @@ -169,20 +158,6 @@ msgstr "" "`doc_random_number_generation_weighted_random_probability`-System zu " "implementieren." -msgid "" -":ref:`randfn() ` returns a random " -"floating-point number following a `normal distribution `__. This means the returned value is more " -"likely to be around the mean (0.0 by default), varying by the deviation (1.0 " -"by default):" -msgstr "" -":ref:`randfn() ` gibt eine " -"zufällige Float-Zahl zurück, die einer `Normalverteilung `__ folgt. Das bedeutet, dass der " -"zurückgegebene Wert mit größerer Wahrscheinlichkeit um den Mittelwert " -"(standardmäßig 0.0) liegt und um die Standardabweichung (standardmäßig 1.0) " -"variiert:" - msgid "" ":ref:`randf_range() ` takes two " "arguments ``from`` and ``to``, and returns a random floating-point number " @@ -192,33 +167,9 @@ msgstr "" "Argumente ``from`` und ``to``, und gibt eine zufällige Float-Zahl zwischen " "``from`` und ``to`` zurück:" -msgid "" -":ref:`RandomNumberGenerator.randi_range() " -"` takes two arguments " -"``from`` and ``to``, and returns a random integer between ``from`` and " -"``to``:" -msgstr "" -":ref:`RandomNumberGenerator.randi_range() " -"` nimmt zwei Argumente " -"``from`` und ``to``, und gibt eine zufällige Integer-Zahl zwischen ``from`` " -"und ``to`` zurück:" - msgid "Get a random array element" msgstr "Auf ein zufälliges Array-Element zugreifen" -msgid "" -"We can use random integer generation to get a random element from an array:" -msgstr "" -"Wir können zufällige Integer-Zahlen erzeugen, um ein zufälliges Element aus " -"einem Array zu erhalten:" - -msgid "" -"To prevent the same fruit from being picked more than once in a row, we can " -"add more logic to this method:" -msgstr "" -"Um zu verhindern, dass dieselbe Frucht mehrmals hintereinander ausgewählt " -"wird, können wir dieser Methode mehr Logik hinzufügen:" - msgid "" "This approach can be useful to make random number generation feel less " "repetitive. Still, it doesn't prevent results from \"ping-ponging\" between " @@ -370,6 +321,3 @@ msgstr "" "Siehe die Dokumentation von :ref:`class_PackedByteArray` für andere " "Methoden, die Sie verwenden können, um die erzeugten Bytes in verschiedene " "Datentypen zu dekodieren, wie z.B. Integer oder Floats." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/math/vector_math.po b/sphinx/po/de/LC_MESSAGES/tutorials/math/vector_math.po index 3bff0a2b96..28265065e0 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/math/vector_math.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/math/vector_math.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -520,6 +520,3 @@ msgstr ":ref:`doc_vectors_advanced`" msgid ":ref:`doc_matrices_and_transforms`" msgstr ":ref:`doc_matrices_and_transforms`" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/math/vectors_advanced.po b/sphinx/po/de/LC_MESSAGES/tutorials/math/vectors_advanced.po index 06bb081354..8dfecc287e 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/math/vectors_advanced.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/math/vectors_advanced.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -46,21 +46,6 @@ msgstr "" "**Normale** *ist*ein **Einheitsvektor**, wird aber aufgrund seiner " "Verwendung *Normale* genannt. (Genau wie wir (0,0) den Ursprung nennen!)." -msgid "" -"The plane passes by the origin and the surface of it is perpendicular to the " -"unit vector (or *normal*). The side towards the vector points to is the " -"positive half-space, while the other side is the negative half-space. In 3D " -"this is exactly the same, except that the plane is an infinite surface " -"(imagine an infinite, flat sheet of paper that you can orient and is pinned " -"to the origin) instead of a line." -msgstr "" -"Die Ebene geht durch den Ursprung und ihre Oberfläche steht senkrecht auf " -"dem Einheitsvektor (oder *Normalen*). Die Seite, auf die der Vektor zeigt, " -"ist der positive Halbraum, während die andere Seite der negative Halbraum " -"ist. In 3D ist dies genau dasselbe, nur dass die Ebene eine unendliche " -"Fläche ist und keine Linie (stellen Sie sich ein unendliches, flaches Blatt " -"Papier vor, das Sie ausrichten können und das an den Ursprung geheftet ist)." - msgid "Distance to plane" msgstr "Abstand zur Fläche" @@ -205,19 +190,6 @@ msgstr "" "getan, da die Normale bereits berechnet ist. Berechnen Sie also D aus dem " "Skalarprodukt der Normalen und des Punktes." -msgid "" -"For two points in space, there are actually two planes that pass through " -"them, sharing the same space but with normal pointing to the opposite " -"directions. To compute the normal from the two points, the direction vector " -"must be obtained first, and then it needs to be rotated 90° degrees to " -"either side:" -msgstr "" -"Für zwei Punkte im Raum gibt es tatsächlich zwei Ebenen, die durch sie " -"hindurchgehen und denselben Raum teilen, aber mit Normalen, die in " -"entgegengesetzte Richtungen zeigen. Um die Normale aus den beiden Punkten zu " -"berechnen, muss zuerst der Richtungsvektor ermittelt und dann um 90 ° nach " -"beiden Seiten gedreht werden:" - msgid "" "The rest is the same as the previous example. Either point_a or point_b will " "work, as they are in the same plane:" @@ -392,6 +364,3 @@ msgstr "" "exzellente Videoserie \"Essence of Linear Algebra\" von 3Blue1Brown ansehen: " "https://www.youtube.com/watch?" "v=fNk_zzaMoSs&list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/migrating/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/migrating/index.po index f5b85d0f3e..75452a4880 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/migrating/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/migrating/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -41,6 +41,3 @@ msgstr "" "Upgrade Ihres Projekts zwischen den Versionen helfen sollen. Jeder Artikel " "versucht sein Bestes, um jeden wichtigen Unterschied zu dokumentieren und " "Ihnen einen Migrationspfad aufzuzeigen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.1.po b/sphinx/po/de/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.1.po index a2c8aae9c8..179210d725 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.1.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.1.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -605,6 +605,3 @@ msgid "" msgstr "" "Damit wird Godot mitgeteilt, dass Ihre GDExtension aktualisiert wurde und " "sicher in Godot 4.1 geladen werden kann." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.2.po b/sphinx/po/de/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.2.po index e4614f2ba6..34741ffd8b 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.2.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.2.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -672,6 +672,3 @@ msgstr "" "Property mit dem Namen eines existierenden Enum kollidiert und der C# " "Binding-Generator den Propertys Priorität einräumt. Daher wurde der Enum-Typ " "von ``EnvironmentBlendMode`` in ``EnvironmentBlendModeEnum`` umbenannt." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.3.po b/sphinx/po/de/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.3.po new file mode 100644 index 0000000000..6b348a050f --- /dev/null +++ b/sphinx/po/de/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.3.po @@ -0,0 +1,118 @@ +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.3\n" +"Report-Msgid-Bugs-To: \n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: de\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +msgid "Breaking changes" +msgstr "Änderungen, die etwas kaputtmachen können" + +msgid "" +"This article indicates whether each breaking change affects GDScript and " +"whether the C# breaking change is *binary compatible* or *source compatible*:" +msgstr "" +"Dieser Artikel gibt an, ob die einzelnen Änderungen GDScript betreffen und " +"ob die C#-Änderung *binärkompatibel* oder *quelltextkompatibel* ist:" + +msgid "" +"**Binary compatible** - Existing binaries will load and execute successfully " +"without recompilation, and the run-time behavior won't change." +msgstr "" +"**Binärkompatibel** - Vorhandene Binärdateien werden ohne Neukompilierung " +"erfolgreich geladen und ausgeführt, und das Laufzeitverhalten ändert sich " +"nicht." + +msgid "" +"**Source compatible** - Source code will compile successfully without " +"changes when upgrading Godot." +msgstr "" +"**Quellcodekompatibel** - Der Quellcode wird beim Upgrade von Godot ohne " +"Änderungen erfolgreich kompiliert." + +msgid "GDExtension" +msgstr "GDExtension" + +msgid "Change" +msgstr "Veränderung" + +msgid "GDScript Compatible" +msgstr "GDScript- kompatibel" + +msgid "C# Binary Compatible" +msgstr "C#-binär- kompatibel" + +msgid "C# Source Compatible" +msgstr "C#-quellcode- kompatibel" + +msgid "Introduced" +msgstr "Eingeführt in" + +msgid "|❌|" +msgstr "|❌|" + +msgid "Animation" +msgstr "Animation" + +msgid "**Animation**" +msgstr "**Animation**" + +msgid "|✔️|" +msgstr "|✔️|" + +msgid "|✔️ with compat|" +msgstr "|✔️ with compat|" + +msgid "GUI nodes" +msgstr "GUI-Nodes" + +msgid "Physics" +msgstr "Physik" + +msgid "Rendering" +msgstr "Rendern" + +msgid "**RenderingDevice**" +msgstr "**RenderingDevice**" + +msgid "**RenderingServer**" +msgstr "**RenderingServer**" + +msgid "Text" +msgstr "Text" + +msgid "**Font**" +msgstr "**Font**" + +msgid "**RichTextLabel**" +msgstr "**RichTextLabel**" + +msgid "Audio" +msgstr "Audio" + +msgid "Navigation" +msgstr "Navigation" + +msgid "TileMap" +msgstr "TileMap" + +msgid "XR" +msgstr "XR" + +msgid "Editor plugins" +msgstr "Editor-Plugins" + +msgid "Behavior changes" +msgstr "Änderungen am Verhalten" + +msgid "Core" +msgstr "Kern" + +msgid "Android" +msgstr "Android" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.po b/sphinx/po/de/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.po index 94253c6c5b..912653fe6d 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -170,15 +170,6 @@ msgstr "" "gibt keine Pläne, die Bullet-Physik wieder in den Kern einzubauen, aber dank " "der GDExtension könnte ein Add-on eines Drittanbieters dafür erstellt werden." -msgid "" -"Rendering in 2D is no longer performed in HDR, which means \"overbright\" " -"modulate values have no visible effect. This is planned to be restored at " -"some point in the future." -msgstr "" -"Das Rendering in 2D wird nicht mehr in HDR durchgeführt, was bedeutet, dass " -"\"überhelle\" Modulationswerte keinen sichtbaren Effekt haben. Es ist " -"geplant, dies irgendwann in der Zukunft wiederherzustellen." - msgid "" "While rendering still happens in HDR in 3D when using the Forward Plus or " "Forward Mobile backends, Viewports cannot return HDR data anymore. This is " @@ -1127,6 +1118,13 @@ msgid "TileMap's ``map_to_world()`` is now ``map_to_local()``." msgstr "" "Die Methode ``map_to_world()`` von TileMap ist jetzt ``map_to_local()``." +msgid "" +"Transform2D's ``xform()`` is ``mat * vec`` and ``xform_inv()`` is ``vec * " +"mat``." +msgstr "" +"Transform2Ds ``xform()`` ist ``mat * vec`` und ``xform_inv()`` ist ``vec * " +"mat``." + msgid "**Properties**" msgstr "**Propertys**" @@ -1300,13 +1298,6 @@ msgstr "" msgid "Updating shaders" msgstr "Shader upgraden" -msgid "" -"There have been some changes to shaders that aren't covered by the upgrade " -"tool." -msgstr "" -"Es wurden einige Änderungen an Shadern vorgenommen, die nicht durch das " -"Upgrade-Tool abgedeckt werden." - msgid "" "The ``.shader`` file extension is no longer supported, which means you must " "rename ``.shader`` files to ``.gdshader`` and update references accordingly " @@ -1317,10 +1308,6 @@ msgstr "" "Szenen-/Ressourcendateien mit einem externen Texteditor entsprechend " "aktualisieren." -msgid "Some notable renames you will need to perform in shaders are:" -msgstr "" -"Einige nennenswerte Umbenennungen, die Sie in Shadern vornehmen müssen, sind:" - msgid "" "Texture filter and repeat modes are now set on individual uniforms, rather " "than the texture files themselves." @@ -1896,6 +1883,3 @@ msgstr "" "Die Namen und Kategorien vieler Einstellungen haben sich seit Godot 3.x " "geändert. Editor-Einstellungen, deren Name oder Kategorie sich geändert hat, " "werden nicht in Godot 4.0 übernommen; Sie müssen die Werte erneut einstellen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/navigation/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/navigation/index.po index 0ceb05f7f4..93ad178783 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/navigation/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/navigation/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Navigation" msgstr "Navigation" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_connecting_navmesh.po b/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_connecting_navmesh.po index 2291e8da6f..3125038a81 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_connecting_navmesh.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_connecting_navmesh.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -116,6 +116,3 @@ msgid "" msgstr "" "Eine Änderung des Abstands einer Kantenverbindung löst eine vollständige " "Aktualisierung aller Mesh-Verbindungen auf dem Navigationsserver aus." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_debug_tools.po b/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_debug_tools.po index eaaa3a3974..171beff5d4 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_debug_tools.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_debug_tools.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -194,6 +194,3 @@ msgstr "" "Wegfindung, die durch zu detaillierte Navigations-Meshes mit Tausenden von " "Kanten/Polygonen entstehen, oder Probleme, die durch schiefgelaufene " "prozedurale Navigation verursacht werden." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_different_actor_area_access.po b/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_different_actor_area_access.po index 395f235f6e..e9df4b52e5 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_different_actor_area_access.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_different_actor_area_access.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -74,6 +74,3 @@ msgid "" msgstr "" "Eine Änderung der Navigationsebenen wirkt sich nur auf neue Pfadabfragen " "aus, aktualisiert aber nicht automatisch bestehende Pfade." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_different_actor_locomotion.po b/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_different_actor_locomotion.po index 4aa1854990..f4d29bfd71 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_different_actor_locomotion.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_different_actor_locomotion.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -58,6 +58,3 @@ msgstr "" "Während eine Pfadabfrage für mehrere Maps sofort ausgeführt werden kann, " "wird der Wechsel der Map des Ausweichagenten erst bei der nächsten " "Serversynchronisation wirksam." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_different_actor_types.po b/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_different_actor_types.po index f6a4c51fd4..ef7172fd68 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_different_actor_types.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_different_actor_types.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -34,6 +34,3 @@ msgstr "" "Agenten werden ausschließlich durch einen Radius- und Höhenwert für das " "Backen von Navigations-Meshes, Wegfindung und Ausweichen definiert. " "Komplexere Geometrien werden nicht unterstützt." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_introduction_2d.po b/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_introduction_2d.po index a25d5c7100..71fb60e3ee 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_introduction_2d.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_introduction_2d.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -347,6 +347,3 @@ msgstr "" "synchronisiert und jede Pfadabfrage liefert \"leer\" zurück. Warten Sie auf " "die NavigationServer-Synchronisierung, indem Sie im Skript ein Frame " "abwarten." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_introduction_3d.po b/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_introduction_3d.po index a3e1c4d9a9..5d1d01967c 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_introduction_3d.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_introduction_3d.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -350,6 +350,3 @@ msgstr "" "synchronisiert und jede Pfadabfrage liefert \"leer\" zurück. Warten Sie auf " "die NavigationServer-Synchronisierung, indem Sie im Skript ein Frame " "abwarten." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_optimizing_performance.po b/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_optimizing_performance.po index c7c828099f..753d1dfa2d 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_optimizing_performance.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_optimizing_performance.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -387,6 +387,3 @@ msgstr "" "Vertex und per Kantenverbindung vereinigten Vertices überhaupt nicht passt " "(Vertex-Vereinigungen sollte deutlich häufiger vorkommen), werden die " "Navigations-Meshes nicht richtig erstellt oder sehr ineffizient platziert." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_using_navigationagents.po b/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_using_navigationagents.po index c7e78b8c14..4610a555a5 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_using_navigationagents.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_using_navigationagents.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -523,41 +523,3 @@ msgid "" msgstr "" "Die folgenden Abschnitte enthalten Skriptvorlagen für Nodes, die häufig mit " "NavigationAgents verwendet werden." - -msgid "Actor as Node3D" -msgstr "Akteur als Node3D" - -msgid "" -"This script adds basic navigation movement to a :ref:`Node3D ` " -"with a :ref:`NavigationAgent3D ` child node." -msgstr "" -"Dieses Skript fügt grundlegende Navigationsbewegungen zu einem :ref:`Node3D " -"` mit einem :ref:`NavigationAgent3D `-" -"Node hinzu." - -msgid "Actor as CharacterBody3D" -msgstr "Akteur als CharacterBody3D" - -msgid "" -"This script adds basic navigation movement to a :ref:`CharacterBody3D " -"` with a :ref:`NavigationAgent3D " -"` child node." -msgstr "" -"Dieses Skript fügt grundlegende Navigationsbewegungen zu einem :ref:" -"`CharacterBody3D ` mit einem :ref:`NavigationAgent3D " -"`-Child-Node hinzu." - -msgid "Actor as RigidBody3D" -msgstr "Akteur als RigidBody3D" - -msgid "" -"This script adds basic navigation movement to a :ref:`RigidBody3D " -"` with a :ref:`NavigationAgent3D " -"` child node." -msgstr "" -"Dieses Skript fügt grundlegende Navigationsbewegungen zu einem :ref:" -"`RigidBody3D ` mit einem :ref:`NavigationAgent3D " -"`-Child-Node hinzu." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlayers.po b/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlayers.po index 3843722940..64bf1169d7 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlayers.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlayers.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,6 +14,18 @@ msgstr "" msgid "Using NavigationLayers" msgstr "Verwenden von NavigationLayers" +msgid "" +"NavigationLayers are an optional feature to further control which navigation " +"meshes are considered in a path query. They work similar to how physics " +"layers control collision between collision objects or how visual layers " +"control what is rendered to the Viewport." +msgstr "" +"Navigationsebenen sind eine optionale Funktion, mit der Sie weiter steuern " +"können, welche Navigationsnetze bei einer Pfadabfrage berücksichtigt werden. " +"Sie funktionieren ähnlich wie Physikebenen die Kollision zwischen " +"Kollisionsobjekten steuern oder visuelle Ebenen steuern, was im " +"Ansichtsfenster gerendert wird." + msgid "" "NavigationLayers can be named in the **ProjectSettings** the same as physics " "layers or visual layers." @@ -65,5 +77,12 @@ msgstr "" "mit verschiedenen Navigationsebenen keine großen Updates auf dem " "NavigationServer aus." -msgid "Translation status" -msgstr "Übersetzungsstatus" +msgid "" +"Changing the navigation layers of NavigationAgent nodes will have an " +"immediate effect on the next path query. Changing the navigation layers of " +"regions will have an effect after the next NavigationServer sync." +msgstr "" +"Das Ändern der Navigationsebenen von NavigationAgent-Knoten wirkt sich " +"unmittelbar auf die nächste Pfadabfrage aus. Das Ändern der " +"Navigationsebenen von Regionen wirkt sich nach der nächsten NavigationServer-" +"Synchronisierung aus." diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlinks.po b/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlinks.po index b57450af01..f9646213cf 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlinks.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlinks.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -43,6 +43,19 @@ msgstr "" "`NavigationLink2D` bzw. :ref:" "`NavigationLink3D` verfügbar." +msgid "" +"Different NavigationRegions can connect their navigation meshes without the " +"need for a NavigationLink as long as they have overlapping edges or edges " +"that are within navigation map ``edge_connection_margin``. As soon as the " +"distance becomes too large, building valid connections becomes a problem - a " +"problem that NavigationLinks can solve." +msgstr "" +"Verschiedene Navigationsregionen können ihre Navigationsnetze ohne " +"Navigationslink verbinden, solange sie überlappende Kanten oder Kanten " +"haben, die innerhalb der Navigationskarte ``edge_connection_margin`` liegen. " +"Sobald die Distanz zu groß wird, wird das Erstellen gültiger Verbindungen " +"zum Problem – ein Problem, das NavigationLinks lösen können." + msgid "" "See :ref:`doc_navigation_using_navigationregions` to learn more about the " "use of navigation regions. See :ref:`doc_navigation_connecting_navmesh` to " @@ -142,6 +155,3 @@ msgid "" msgstr "" "Das folgende Skript verwendet den NavigationServer, um einen neuen " "Navigationslink zu erstellen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmaps.po b/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmaps.po index cc416e7942..745d594a5c 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmaps.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmaps.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -127,6 +127,3 @@ msgid "" msgstr "" "Es gibt keinen Unterschied zwischen Navigations-Maps, die mit der " "NavigationServer2D-API oder der NavigationServer3D-API erstellt wurden." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmeshes.po b/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmeshes.po index 4c1ff427cd..89db08067b 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmeshes.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmeshes.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -724,6 +724,24 @@ msgstr "" "Sie eine kleinere \"Dummy\"-Geometrie mit so wenig Dreiecken wie möglich " "hinzu, damit die Zellen mit etwas belegt sind." +msgid "" +"A :ref:`NavigationObstacle3D` shape set to bake " +"with navigation mesh can be used to discard geometry as well." +msgstr "" +"Eine :ref:`NavigationObstacle3D`-Form, die zum " +"Backen mit dem Navigationsnetz festgelegt ist, kann auch zum Verwerfen der " +"Geometrie verwendet werden." + +msgid "NavigationObstacle3D unwanted geometry discard" +msgstr "NavigationObstacle3D unerwünschte Geometrie verwerfen" + +msgid "" +"A NavigationObstacle3D shape can be used to discard unwanted navigation mesh " +"parts." +msgstr "" +"Mithilfe einer NavigationObstacle3D-Form können unerwünschte Teile des " +"Navigationsnetzes verworfen werden." + msgid "Navigation mesh script templates" msgstr "Skriptvorlagen für Navigations-Meshes" @@ -742,6 +760,3 @@ msgid "" msgstr "" "Das folgende Skript verwendet den NavigationServer, um eine " "Navigationsregion mit prozedural erzeugten Mesh-Daten zu aktualisieren." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_using_navigationobstacles.po b/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_using_navigationobstacles.po index 84daea3e49..a8447d431e 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_using_navigationobstacles.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_using_navigationobstacles.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -62,14 +62,6 @@ msgid "Navigation obstacles affecting navigation mesh baking." msgstr "" "Navigationshindernisse, die das Backen des Navigationsmeshes beeinträchtigen." -msgid "" -"For navigation mesh baking obstacles can be used to discard parts of all " -"other source geometry inside the obstacle shape." -msgstr "" -"Beim Backen von Navigations-Meshes können Hindernisse verwendet werden, um " -"Teile aller anderen Quellgeometrien innerhalb der Hindernis-Shape zu " -"verwerfen." - msgid "" "This can be used to stop navigation meshes being baked in unwanted places, e." "g. inside \"solid\" geometry like thick walls or on top of other geometry " @@ -363,6 +355,3 @@ msgstr "" "``Map`` und eine ``Position``. Für die dynamische Verwendung wird ein " "``Radius`` benötigt. Für die statische Verwendung wird ein Array von " "``Vertices`` benötigt." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpathqueryobjects.po b/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpathqueryobjects.po index c88f06ea4e..2cf926f425 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpathqueryobjects.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpathqueryobjects.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -95,6 +95,3 @@ msgstr "" "auf die Performance vermieden, die sich aus der häufigen Erstellung von " "Objekten ergeben, wenn ein Projekt eine große Anzahl gleichzeitiger Agenten " "hat, die ihre Pfade regelmäßig aktualisieren." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpaths.po b/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpaths.po index 57d5195213..2c2e04511f 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpaths.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpaths.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -139,6 +139,3 @@ msgstr "" "Das folgende Skript verschiebt einen von Node3D geerbten Node entlang eines " "Navigationspfades unter Verwendung der Default-Navigations-Map, indem es die " "Zielposition mit ``set_movement_target()`` setzt." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_using_navigationregions.po b/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_using_navigationregions.po index b8beebcc2b..f8eb158aaa 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_using_navigationregions.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_using_navigationregions.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -138,6 +138,3 @@ msgstr "" "Navigations-Regionen können nur einer einzigen Navigation Map zugewiesen " "werden. Wenn eine bestehende Region einer neuen Map zugewiesen wird, " "verlässt sie die alte Map." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_using_navigationservers.po b/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_using_navigationservers.po index ae062e4b1f..2933c36818 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_using_navigationservers.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/navigation/navigation_using_navigationservers.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -331,6 +331,3 @@ msgstr "" "der sicheren Geschwindigkeit vollkommen thread- und physik-safe, da alles " "innerhalb desselben Physik-Frames geschieht, bevor der PhysicsServer die " "Änderungen festlegt und seine eigenen Berechnungen durchführt." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po b/sphinx/po/de/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po index 9a7688b0a3..365ecab854 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -463,21 +463,6 @@ msgstr "" "als auch in den Server-Skripten deklariert werden, **auch Funktionen, die " "gerade nicht verwendet werden**." -msgid "" -"The signature of the RPC includes the ``@rpc()`` declaration, the function, " -"return type, AND the nodepath. If an RPC resides in a script attached to ``/" -"root/Main/Node1``, then it must reside in precisely the same path and node " -"on both the client script and the server script. Function arguments " -"(example: ``func sendstuff():`` and ``func sendstuff(arg1, arg2):`` **will " -"pass** signature matching)." -msgstr "" -"Die Signatur der RPC beinhaltet die ``@rpc()``-Deklaration, die Funktion, " -"den Rückgabetyp UND den Nodepfad. Wenn eine RPC in einem Skript liegt, das " -"an ``/root/Main/Node1`` angehängt ist, dann muss sie in genau demselben Pfad " -"und Node sowohl im Client- als auch im Server-Skript liegen. " -"Funktionsargumente (Beispiel: ``func sendstuff():`` und ``func " -"sendstuff(arg1, arg2):`` **werden den Signaturabgleich bestehen**)." - msgid "" "If these conditions are not met (if all RPCs do not pass signature " "matching), the script may print an error or cause unwanted behavior. The " @@ -511,13 +496,6 @@ msgstr "Die Parameter und ihre Funktionen sind wie folgt:" msgid "``mode``:" msgstr "``mode``:" -msgid "" -"``\"authority\"``: Only the multiplayer authority (the server) can call " -"remotely." -msgstr "" -"``\"authority\"``: Nur die Multiplayer-Autorität (der Server) kann aus der " -"Remote-Calls ausführen." - msgid "" "``\"any_peer\"``: Clients are allowed to call remotely. Useful for " "transferring user input." @@ -676,6 +654,3 @@ msgstr "" "ausgeführt werden. Sie müssen sie ändern, damit der Server nicht als Spieler " "betrachtet wird. Sie müssen auch den Spielstartmechanismus ändern, damit der " "erste Spieler, der beitritt, das Spiel starten kann." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/networking/http_client_class.po b/sphinx/po/de/LC_MESSAGES/tutorials/networking/http_client_class.po index ae87841e39..e33bdedc00 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/networking/http_client_class.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/networking/http_client_class.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -46,6 +46,3 @@ msgstr "" msgid "It will connect and fetch a website." msgstr "Es wird sich mit einer Webseite verbinden und diese abrufen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/networking/http_request_class.po b/sphinx/po/de/LC_MESSAGES/tutorials/networking/http_request_class.po index eac239ff39..2898011c01 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/networking/http_request_class.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/networking/http_request_class.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -203,6 +203,3 @@ msgstr "" "Dinge wie Datenbank-Zugangsdaten in Ihr Spiel einzubetten. Vermeiden Sie es, " "wann immer möglich, für einen Angreifer nützliche Informationen " "bereitzustellen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/networking/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/networking/index.po index 7ad2891228..f182cd78a9 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/networking/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/networking/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Networking" msgstr "Netzwerkfunktionen" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/networking/ssl_certificates.po b/sphinx/po/de/LC_MESSAGES/tutorials/networking/ssl_certificates.po index 4e8e4b83de..417d0334ff 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/networking/ssl_certificates.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/networking/ssl_certificates.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,73 +11,16 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -msgid "SSL/TLS certificates" -msgstr "SSL/TLS-Zertifikate" - msgid "Introduction" msgstr "Einführung" -msgid "" -"It is often desired to use :abbr:`SSL (Secure Sockets Layer)` connections " -"(also known as :abbr:`TLS (Transport Layer Security)` connections) for " -"communications to avoid \"man in the middle\" attacks. Godot has a " -"connection wrapper, :ref:`StreamPeerTLS `, which can " -"take a regular connection and add security around it. The :ref:`HTTPClient " -"` and :ref:`HTTPRequest ` classes also " -"support HTTPS using this same wrapper." -msgstr "" -"Es ist oft erwünscht, :abbr:`SSL (Secure Sockets Layer)`-Verbindungen (auch " -"bekannt als :abbr:`TLS (Transport Layer Security)`-Verbindungen) für die " -"Kommunikation zu verwenden, um \"Man in the Middle\"-Angriffe zu vermeiden. " -"Godot verfügt über einen Verbindungs-Wrapper, :ref:`StreamPeerTLS " -"`, der eine reguläre Verbindung mit zusätzlichen " -"Sicherheitsfunktionen versehen kann. Die Klassen :ref:`HTTPClient " -"` und :ref:`HTTPRequest ` unterstützen " -"ebenfalls HTTPS unter Verwendung dieses Wrappers." - -msgid "" -"Godot includes the `SSL certificate bundle from Mozilla `__, but " -"you can provide your own with a CRT file in the Project Settings:" -msgstr "" -"Godot enthält das `SSL-Zertifikatspaket von Mozilla `__, aber " -"Sie können Ihr eigenes mit einer CRT-Datei in den Projekteinstellungen " -"bereitstellen:" - msgid "Setting the TLS certificate bundle override project setting" msgstr "" "Einstellung des TLS-Zertifikat-Bundles überschreibt die Projekteinstellung" -msgid "" -"When set, this file *overrides* the Mozilla certificate bundle Godot uses by " -"default. This file should contain any number of public certificates in `PEM " -"format `__." -msgstr "" -"Wenn diese Datei gesetzt ist, *überschreibt* sie das Mozilla-Zertifikat-" -"Bundle, das Godot standardmäßig verwendet. Diese Datei sollte eine beliebige " -"Anzahl von öffentlichen Zertifikaten im `PEM-Format `__ enthalten." - -msgid "" -"Remember to add ``*.crt`` as the non-resource export filter to your export " -"preset, so that the exporter recognizes this when exporting your project:" -msgstr "" -"Denken Sie daran, ``*.crt`` als Nicht-Ressourcen-Exportfilter zu Ihrer " -"Exportvorgabe hinzuzufügen, damit der Exporter dies beim Exportieren Ihres " -"Projekts erkennt:" - -msgid "Adding ``*.crt`` to non-resource export filter in the export preset" -msgstr "" -"Hinzufügen von ``*.crt`` zum Nicht-Ressourcen-Exportfilter in der " -"Exportvorgabe" - msgid "There are two ways to obtain certificates:" msgstr "Es gibt zwei Wege Zertifikate zu erhalten:" -msgid "Acquire a certificate from a certificate authority" -msgstr "Erwerben Sie ein Zertifikat von einer Zertifizierungsstelle" - msgid "" "The main approach to getting a certificate is to use a certificate authority " "(CA) such as `Let's Encrypt `__. This is a more " @@ -140,17 +83,3 @@ msgstr "" "Der private Schlüssel sollte **nur** auf Ihrem Server liegen. Der Client " "darf keinen Zugang zu ihm haben: Andernfalls ist die Sicherheit des " "Zertifikats gefährdet." - -msgid "" -"OpenSSL has `some documentation `__ about this. For local development " -"purposes **only**, `mkcert `__ can be " -"used as an alternative." -msgstr "" -"OpenSSL hat `einige Dokumentationen `__ dazu. Für **ausschließlich** " -"lokale Entwicklungszwecke kann `mkcert `__ als Alternative verwendet werden." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/networking/webrtc.po b/sphinx/po/de/LC_MESSAGES/tutorials/networking/webrtc.po index 478a339053..9717e466f0 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/networking/webrtc.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/networking/webrtc.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -211,6 +211,3 @@ msgstr "" "und :ref:`WebRTCMultiplayerPeer ` verwendet, " "ist in den `Godot-Demoprojekten `_ unter `networking/webrtc_signaling` verfügbar." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/networking/websocket.po b/sphinx/po/de/LC_MESSAGES/tutorials/networking/websocket.po index 4337387ea5..18b1c46a2e 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/networking/websocket.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/networking/websocket.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -125,6 +125,3 @@ msgstr "" "`Godot-Demo-Projekten `_ " "unter `Networking/websocket_chat` und `networking/websocket_multiplayer` " "verfügbar." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/performance/cpu_optimization.po b/sphinx/po/de/LC_MESSAGES/tutorials/performance/cpu_optimization.po index deb31a9cf7..1497ba6208 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/performance/cpu_optimization.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/performance/cpu_optimization.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -544,6 +544,3 @@ msgstr "" "Ausführung eines Physik-Ticks. Sie ist um Größenordnungen schneller, so dass " "dies ein erheblicher Performance-Gewinn sein kann, während gleichzeitig " "Jitter reduziert wird." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/performance/general_optimization.po b/sphinx/po/de/LC_MESSAGES/tutorials/performance/general_optimization.po index 890d22fe06..13070dc078 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/performance/general_optimization.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/performance/general_optimization.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -127,19 +127,6 @@ msgstr "Verwendung des :ref:`Godot-Profilers `." msgid "Using :ref:`external CPU profilers `." msgstr "Verwendung :ref:`externer CPU-Profiler `." -msgid "" -"Using external GPU profilers/debuggers such as `NVIDIA Nsight Graphics " -"`__, `Radeon GPU Profiler " -"`__ or `Intel Graphics Performance Analyzers " -"`__." -msgstr "" -"Verwendung externer GPU-Profiler/Debugger wie `NVIDIA Nsight Graphics " -"`__, `Radeon GPU Profiler " -"`__ oder `Intel Graphics Performance Analyzers " -"`__." - msgid "" "Checking the frame rate (with V-Sync disabled). Third-party utilities such " "as `RivaTuner Statistics Server \n" @@ -645,6 +645,3 @@ msgstr "" "Renderns verschiedener Kacheln oder auf den Ergebnissen früherer Vorgänge " "beruhen, können sehr langsam sein. Testen Sie unbedingt die Performance von " "Shadern, Viewport-Texturen und der Nachbearbeitung." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/performance/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/performance/index.po index 50f82ab86e..069fa2ea62 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/performance/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/performance/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -110,6 +110,3 @@ msgstr "3D" msgid "Threads" msgstr "Threads" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/performance/optimizing_3d_performance.po b/sphinx/po/de/LC_MESSAGES/tutorials/performance/optimizing_3d_performance.po index 9926f1e0c7..7380153f7d 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/performance/optimizing_3d_performance.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/performance/optimizing_3d_performance.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -361,6 +361,3 @@ msgstr "" "ist, können Sie vielleicht Techniken wie die Ausrichtung der Welt um den " "Spieler (statt umgekehrt) oder das periodische Verschieben des Ursprungs " "verwenden, um die Dinge um ``Vector3(0, 0, 0)`` zu zentrieren." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/performance/thread_safe_apis.po b/sphinx/po/de/LC_MESSAGES/tutorials/performance/thread_safe_apis.po index bab1896324..8697140e1a 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/performance/thread_safe_apis.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/performance/thread_safe_apis.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -107,16 +107,6 @@ msgstr "" msgid "Rendering" msgstr "Rendern" -msgid "" -"Instancing nodes that render anything in 2D or 3D (such as Sprite) is *not* " -"thread-safe by default. To make rendering thread-safe, set the **Rendering > " -"Driver > Thread Model** project setting to **Multi-Threaded**." -msgstr "" -"Die Instanziierung von Nodes, die irgendetwas in 2D oder 3D rendern (wie z." -"B. Sprite), ist standardmäßig *nicht* threadsicher. Um das Rendern " -"threadsicher zu machen, setzen Sie die Projekteinstellung **Rendering > " -"Treiber > Thread-Modell** auf **Multi-Threaded**." - msgid "" "Note that the Multi-Threaded thread model has several known bugs, so it may " "not be usable in all scenarios." @@ -175,6 +165,3 @@ msgstr "" "dieselbe Ressource von mehreren Threads gleichzeitig zu laden, daher ist es " "am einfachsten, **einen** Thread zum Laden und Ändern von Ressourcen und " "dann den Hauptthread zum Hinzufügen zu verwenden." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/performance/using_multimesh.po b/sphinx/po/de/LC_MESSAGES/tutorials/performance/using_multimesh.po index daa1b99f6c..eb480e6fbc 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/performance/using_multimesh.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/performance/using_multimesh.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -35,17 +35,6 @@ msgstr "" msgid "MultiMeshes" msgstr "MultiMeshes" -msgid "" -"A :ref:`MultiMesh` is a single draw primitive that can draw " -"up to millions of objects in one go. It's extremely efficient because it " -"uses the GPU hardware to do this (in OpenGL ES 2.0, it's less efficient " -"because there is no hardware support for it, though)." -msgstr "" -"Ein :ref:`MultiMesh ` ist ein einzelnes Zeichenelement, das " -"bis zu Millionen von Objekten auf einmal zeichnen kann. Es ist äußerst " -"effizient, da hierfür die GPU-Hardware verwendet wird (in OpenGL ES 2.0 ist " -"es jedoch weniger effizient, da es keine Hardwareunterstützung gibt)." - msgid "" "The only drawback is that there is no *screen* or *frustum* culling possible " "for individual instances. This means, that millions of objects will be " @@ -128,6 +117,3 @@ msgstr "" "Hier ist ein Beispiel für die Verwendung eines MultiMeshs aus Code heraus. " "Andere Sprachen als GDScript sind möglicherweise für Millionen von Objekten " "effizienter, aber für einige Tausend sollte GDScript ausreichen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/performance/using_multiple_threads.po b/sphinx/po/de/LC_MESSAGES/tutorials/performance/using_multiple_threads.po index 3f8e2b2bc9..9da461d75b 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/performance/using_multiple_threads.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/performance/using_multiple_threads.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -141,6 +141,3 @@ msgstr "" "Der Hauptthread verwendet stattdessen :ref:`Semaphore." "post()`, um zu signalisieren, dass die Daten " "zur Verarbeitung bereit sind:" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/performance/using_servers.po b/sphinx/po/de/LC_MESSAGES/tutorials/performance/using_servers.po index 3980592daa..b1cbb0f6e1 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/performance/using_servers.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/performance/using_servers.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -345,6 +345,3 @@ msgstr "" "Aus diesem Grund sind die meisten APIs in solchen Servern so konzipiert, " "dass es nicht einmal möglich ist, Informationen zurückzufordern, solange es " "sich nicht um tatsächliche Daten handelt, die gespeichert werden können." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/performance/vertex_animation/animating_thousands_of_fish.po b/sphinx/po/de/LC_MESSAGES/tutorials/performance/vertex_animation/animating_thousands_of_fish.po index f4a31e625a..a23ed9491d 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/performance/vertex_animation/animating_thousands_of_fish.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/performance/vertex_animation/animating_thousands_of_fish.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -491,6 +491,3 @@ msgstr "" "`GPUParticles3D ` verwendet, um die Vorteile der GPU " "zu nutzen und jeden Fisch einzeln zu bewegen, ohne auf die Vorteile der " "Instanziierung zu verzichten." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/performance/vertex_animation/controlling_thousands_of_fish.po b/sphinx/po/de/LC_MESSAGES/tutorials/performance/vertex_animation/controlling_thousands_of_fish.po index f2b6cc478d..8901d1a470 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/performance/vertex_animation/controlling_thousands_of_fish.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/performance/vertex_animation/controlling_thousands_of_fish.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -192,6 +192,3 @@ msgstr "" "auch ``COLOR``, Rotation, Skalierung (durch ``TRANSFORM``) einstellen. Bitte " "lesen Sie die :ref:`Partikel-Shader-Referenz ` für " "weitere Informationen über Partikel Shader." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/performance/vertex_animation/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/performance/vertex_animation/index.po index b661a2ad77..ff1e45e813 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/performance/vertex_animation/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/performance/vertex_animation/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Animating thousands of objects" msgstr "Animieren von Tausenden Objekten" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/physics/collision_shapes_2d.po b/sphinx/po/de/LC_MESSAGES/tutorials/physics/collision_shapes_2d.po index 265baeb62e..d3925101e0 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/physics/collision_shapes_2d.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/physics/collision_shapes_2d.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -290,6 +290,3 @@ msgstr "" "Abstriche bei der Genauigkeit machen. Bei den meisten Spielen gibt es keine " "100% genaue Kollision. Sie finden kreative Wege, um sie zu verstecken oder " "anderweitig während des normalen Spielverlaufs unbemerkbar zu machen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po b/sphinx/po/de/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po index 867bec8dd8..ac09ba8a61 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -287,6 +287,3 @@ msgstr "" "Abstriche bei der Genauigkeit machen. Bei den meisten Spielen gibt es keine " "100% genaue Kollision. Sie finden kreative Wege, um sie zu verstecken oder " "anderweitig während des normalen Spielverlaufs unbemerkbar zu machen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/physics/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/physics/index.po index ef6d601a97..8c7297dfa7 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/physics/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/physics/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Physics" msgstr "Physik" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po b/sphinx/po/de/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po index 5159a6d819..147f57518a 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -238,6 +238,3 @@ msgstr "" "Beispiel finden Sie in der mit der Engine veröffentlichen Demo-Zip-Datei " "oder unter https://github.com/godotengine/godot-demo-projects/tree/master/2d/" "kinematic_character." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/physics/large_world_coordinates.po b/sphinx/po/de/LC_MESSAGES/tutorials/physics/large_world_coordinates.po index 7728af41ca..02953f86c1 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/physics/large_world_coordinates.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/physics/large_world_coordinates.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -614,6 +614,3 @@ msgstr "" "Modell sichtbar einrastet, wenn es weit vom Weltursprung entfernt ist (ab " "einigen Millionen Pixeln bei typischen Zoomstufen). Die 2D-" "Physikberechnungen profitieren jedoch von der erhöhten Präzision." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/physics/physics_introduction.po b/sphinx/po/de/LC_MESSAGES/tutorials/physics/physics_introduction.po index aed608b259..ff17ab635d 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/physics/physics_introduction.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/physics/physics_introduction.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -287,16 +287,6 @@ msgid "" msgstr "" "Diese Eigenschaften können per Code oder im Inspektor konfiguriert werden." -msgid "" -"Keeping track of what you're using each layer for can be difficult, so you " -"may find it useful to assign names to the layers you're using. Names can be " -"assigned in Project Settings -> Layer Names." -msgstr "" -"Es kann schwierig sein den Überblick darüber zu behalten, wofür Sie die " -"einzelnen Ebenen verwenden. Daher ist es möglicherweise hilfreich, den von " -"Ihnen verwendeten Ebenen Namen zuzuweisen. Namen können unter " -"Projekteinstellungen -> Ebenen-Namen vergeben werden." - msgid "GUI example" msgstr "GUI-Beispiel" @@ -441,16 +431,6 @@ msgstr "" "\"Reibung\" oder \"Elastizität\" ändern, die im Inspektor eingestellt werden " "können." -msgid "" -"The body's behavior is also affected by the world's properties, as set in " -"`Project Settings -> Physics`, or by entering an :ref:`Area2D " -"` that is overriding the global physics properties." -msgstr "" -"Das Verhalten des Bodys wird auch von den Eigenschaften der Welt " -"beeinflusst, wie unter `Projekteinstellungen -> Physik` festgelegt ist, oder " -"durch Eingabe eines :ref:`Area2D `, das die globalen Physik-" -"Eigenschaften überschreibt." - msgid "" "When a rigid body is at rest and hasn't moved for a while, it goes to sleep. " "A sleeping body acts like a static body, and its forces are not calculated " @@ -673,6 +653,3 @@ msgstr "" "Siehe :ref:`doc_kinematic_character_2d` für weitere Details zur Verwendung " "von ``move_and_slide()``, einschließlich eines Demo-Projekts mit " "detailliertem Code." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/physics/ragdoll_system.po b/sphinx/po/de/LC_MESSAGES/tutorials/physics/ragdoll_system.po index c73eee3952..6a427c5101 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/physics/ragdoll_system.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/physics/ragdoll_system.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -195,6 +195,3 @@ msgid "" msgstr "" "Für weitere Informationen, siehe :ref:" "`doc_physics_introduction_collision_layers_and_masks`." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/physics/ray-casting.po b/sphinx/po/de/LC_MESSAGES/tutorials/physics/ray-casting.po index e782c4c7b6..3f99ac6f4e 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/physics/ray-casting.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/physics/ray-casting.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -251,6 +251,3 @@ msgstr "" "Denken Sie daran, dass während ``_input()`` der Space gesperrt sein kann, so " "dass in der Praxis diese Abfrage in ``_physics_process()`` ausgeführt werden " "sollte." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/physics/rigid_body.po b/sphinx/po/de/LC_MESSAGES/tutorials/physics/rigid_body.po index f97b82f7f5..7a654927c6 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/physics/rigid_body.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/physics/rigid_body.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -128,6 +128,3 @@ msgstr "" "``axis_lock_angular_*`` verwendet werden. Wenn eine genauere Kontrolle " "benötigt wird, können Lösungen, die auf :ref:`class_Quaternion` beruhen, " "erforderlich sein, wie in :ref:`doc_using_transforms` beschrieben." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/physics/soft_body.po b/sphinx/po/de/LC_MESSAGES/tutorials/physics/soft_body.po index 477696d62b..aed8d680c5 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/physics/soft_body.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/physics/soft_body.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -167,6 +167,3 @@ msgid "" msgstr "" "Experimentieren Sie mit den Parametern, um den Effekt zu erzielen, den Sie " "bei der Entwicklung Ihres Spiels anstreben." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/physics/troubleshooting_physics_issues.po b/sphinx/po/de/LC_MESSAGES/tutorials/physics/troubleshooting_physics_issues.po index fb1b012bb3..f0ceba23bc 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/physics/troubleshooting_physics_issues.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/physics/troubleshooting_physics_issues.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -70,22 +70,6 @@ msgstr "" "größer sollte die Shape für die Kollision außerhalb des Objekts sein, damit " "es zuverlässiger mit dünnen Wänden kollidieren kann." -msgid "" -"Increase **Physics Ticks Per Second** in the advanced Project Settings. " -"While this has other benefits (such as more stable simulation and reduced " -"input lag), this increases CPU utilization and may not be viable for mobile/" -"web platforms. Multipliers of the default value of ``60`` (such as ``120``, " -"``180`` or ``240``) should be preferred for a smooth appearance on most " -"displays." -msgstr "" -"Erhöhen Sie **Physik-Ticks pro Sekunde** in den erweiterten " -"Projekteinstellungen. Dies hat zwar andere Vorteile (wie z.B. eine stabilere " -"Simulation und eine geringere Eingabeverzögerung), erhöht aber die CPU-" -"Auslastung und ist für Mobil-/Webplattformen möglicherweise nicht " -"praktikabel. Multiplikatoren des Default-Wertes von ``60`` (wie ``120``, " -"``180`` oder ``240``) sollten für ein flüssiges Erscheinungsbild auf den " -"meisten Displays bevorzugt werden." - msgid "Stacked objects are unstable and wobbly" msgstr "Gestapelte Objekte sind instabil und wackelig" @@ -105,22 +89,6 @@ msgstr "" "dazu, dass die Simulation wackelig wird und die Objekte nicht mehr " "aufeinander liegen können, ohne sich zu bewegen." -msgid "" -"Increasing the physics simulation rate can help alleviate this issue. To do " -"so, increase **Physics Ticks Per Second** in the advanced Project Settings. " -"Note that increases CPU utilization and may not be viable for mobile/web " -"platforms. Multipliers of the default value of ``60`` (such as ``120``, " -"``180`` or ``240``) should be preferred for a smooth appearance on most " -"displays." -msgstr "" -"Eine Erhöhung der Physiksimulationsrate kann dieses Problem beheben. Erhöhen " -"Sie dazu **Physik-Ticks pro Sekunde** in den erweiterten " -"Projekteinstellungen. Beachten Sie, dass dies die CPU-Auslastung erhöht und " -"für Mobil-/Webplattformen möglicherweise nicht praktikabel ist. " -"Multiplikatoren des Standardwertes von ``60`` (wie ``120``, ``180`` oder " -"``240``) sollten für ein flüssiges Erscheinungsbild auf den meisten Displays " -"bevorzugt werden." - msgid "Scaled physics bodies or collision shapes do not collide correctly" msgstr "" "Skalierte Physik-Bodys oder Kollisions-Shapes kollidieren nicht korrekt" @@ -190,22 +158,6 @@ msgstr "" "Unterschied zwischen der visuellen Darstellung des RigidBodys und seiner " "Kollision führen würde)." -msgid "" -"In both cases, increasing the physics simulation rate can also help " -"alleviate this issue. To do so, increase **Physics Ticks Per Second** in the " -"advanced Project Settings. Note that this increases CPU utilization and may " -"not be viable for mobile/web platforms. Multipliers of the default value of " -"``60`` (such as ``120``, ``180`` or ``240``) should be preferred for a " -"smooth appearance on most displays." -msgstr "" -"In beiden Fällen kann auch eine Erhöhung der Physiksimulationsrate helfen, " -"dieses Problem zu beheben. Erhöhen Sie dazu **Physik-Ticks pro Sekunde** in " -"den erweiterten Projekteinstellungen. Beachten Sie, dass dies die CPU-" -"Auslastung erhöht und für Mobil-/Webplattformen möglicherweise nicht " -"praktikabel ist. Multiplikatoren des Default-Wertes von ``60`` (wie ``120``, " -"``180`` oder ``240``) sollten für ein flüssiges Erscheinungsbild auf den " -"meisten Displays bevorzugt werden." - msgid "Cylinder collision shapes are unstable" msgstr "Zylinder-Kollisions-Shapes sind instabil" @@ -259,22 +211,6 @@ msgstr "" "Simulation bei einer so hohen Geschwindigkeit im Allgemeinen wenig Daten zur " "Verfügung hat." -msgid "" -"Fast-moving vehicles can benefit a lot from an increased physics simulation " -"rate. To do so, increase **Physics Ticks Per Second** in the advanced " -"Project Settings. Note that this increases CPU utilization and may not be " -"viable for mobile/web platforms. Multipliers of the default value of ``60`` " -"(such as ``120``, ``180`` or ``240``) should be preferred for a smooth " -"appearance on most displays." -msgstr "" -"Schnell fahrende Fahrzeuge können sehr von einer erhöhten " -"Physiksimulationsrate profitieren. Erhöhen Sie dazu **Physik-Ticks pro " -"Sekunde** in den erweiterten Projekteinstellungen. Beachten Sie, dass dies " -"die CPU-Auslastung erhöht und für Mobil-/Web-Plattformen möglicherweise " -"nicht praktikabel ist. Multiplikatoren des Default-Wertes von ``60`` (wie " -"``120``, ``180`` oder ``240``) sollten für ein flüssiges Erscheinungsbild " -"auf den meisten Displays bevorzugt werden." - msgid "Collision results in bumps when an object moves across tiles" msgstr "" "Kollisionen führen zu Erschütterungen, wenn sich ein Objekt über Tiles bewegt" @@ -372,6 +308,3 @@ msgstr "" "wackeligen Kamerabewegungen führt, wenn man weit vom Ursprung der Welt " "entfernt ist. Siehe :ref:`doc_large_world_coordinates` für weitere " "Informationen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/physics/using_area_2d.po b/sphinx/po/de/LC_MESSAGES/tutorials/physics/using_area_2d.po index 373263d1d5..5e00c207af 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/physics/using_area_2d.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/physics/using_area_2d.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -289,6 +289,3 @@ msgstr "" "Sie können dieses Projekt hier herunterladen: `area_2d_starter.zip `_" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/physics/using_character_body_2d.po b/sphinx/po/de/LC_MESSAGES/tutorials/physics/using_character_body_2d.po index aa857870f0..2b86078f15 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/physics/using_character_body_2d.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/physics/using_character_body_2d.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -574,6 +574,3 @@ msgstr "" "obige Code ist nur ein Startpunkt. Sie können ihn als Basis verwenden, um " "das Bewegungsverhalten zu erweitern, das Sie für Ihre eigenen Projekte " "benötigen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/platform/android/android_in_app_purchases.po b/sphinx/po/de/LC_MESSAGES/tutorials/platform/android/android_in_app_purchases.po index def6164c5c..bd3761a258 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/platform/android/android_in_app_purchases.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/platform/android/android_in_app_purchases.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -364,6 +364,3 @@ msgstr "" msgid "Example use of ``confirmPriceChange()``:" msgstr "Beispiel für die Verwendung von ``confirmPriceChange()``:" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/platform/android/android_library.po b/sphinx/po/de/LC_MESSAGES/tutorials/platform/android/android_library.po index 60e1a90061..3b9cdb7b24 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/platform/android/android_library.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/platform/android/android_library.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -134,32 +134,6 @@ msgstr "" "eingebetteten Godot-Instanz zu ermöglichen, was eine größere Kontrolle über " "das gewünschte Nutzererlebnis bietet." -msgid "" -"We showcase how this is done using a sample Android app that embeds the " -"Godot Engine as an Android view, and uses it to render 3D GLTF models." -msgstr "" -"Wir zeigen dies anhand einer Android-Beispielanwendung, die von der Godot-" -"Engine als Android-Ansicht eingebettet wird und zum Rendern von 3D-GLTF-" -"Modellen verwendet." - -msgid "" -"The `GLTF Viewer `_ sample app uses an `Android RecyclerView " -"component `_ to create a list of GLTF items, populated from `Kenney's " -"Food Kit pack `_. When an item on the " -"list is selected, the app's logic interacts with the embedded Godot Engine " -"to render the selected GLTF item as a 3D model." -msgstr "" -"Die Beispielanwendung `GLTF-Viewer `_ verwendet eine `Android RecyclerView-" -"Komponente `_, um eine Liste von GLTF-Artikeln zu erstellen, die aus dem " -"`Kenney's Food Kit-Paket `_ " -"zusammengestellt werden. Wenn ein Element in der Liste ausgewählt wird, " -"interagiert die Logik der App mit der eingebetteten Godot-Engine, um das " -"ausgewählte GLTF-Element als 3D-Modell zu rendern." - msgid "" "The sample app source code can be found `on GitHub `_. Follow the " @@ -273,22 +247,6 @@ msgstr "" "Datei der App ein. Dadurch kann ``gradle`` die versteckten Verzeichnisse von " "Godot einbeziehen, wenn die App-Binärdatei gebaut wird." -msgid "" -"If your build system does not support including hidden directories, you can " -"`configure the Godot project to not use hidden directories `_ by deselecting ``Project Settings... > Application > Config > " -"Use Hidden Project Data Directory``." -msgstr "" -"Wenn Ihr Build-System die Einbeziehung versteckter Verzeichnisse nicht " -"unterstützt, können Sie das Godot-Projekt so `konfigurieren, dass es keine " -"versteckten Verzeichnisse verwendet `_, indem Sie " -"``Projekteinstellungen... > Anwendung > Konfig > Verstecktes " -"Projektdatenverzeichnis verwenden`` deaktivieren." - msgid "" "Create / update the application's Activity that will be hosting the Godot " "Engine instance. For the sample app, this is `MainActivity `_ (and related classes), a fragment used to build " -"and show the list of GLTF items" -msgstr "" -"Für die Beispielanwendung beinhaltet dies das Hinzufügen des Fragments " -"`ItemsSelectionFragment `_ (und zugehöriger Klassen), ein " -"Fragment, das zum Erstellen und Anzeigen der Liste der GLTF-Elemente " -"verwendet wird" - msgid "" "Open the ``AndroidManifest.xml`` file, and configure the orientation if " "needed using the `android:screenOrientation attribute `_ die ``GodotPlugin``-Runtime-Instanz ab und verwendet sie, um sich für " "Signale zu registrieren, die von der Anwendungslogik ausgelöst werden" -msgid "" -"The app logic fires a signal every time an item is selected in the list. The " -"signal contains the filepath of the GLTF model, which is used by the " -"``gdscript`` logic to render the model." -msgstr "" -"Die Anwendungslogik feuert jedes Mal ein Signal ab, wenn ein Element in der " -"Liste ausgewählt wird. Das Signal enthält den Dateipfad des GLTF-Modells, " -"der von der ``gdscript``-Logik zum Rendern des Modells verwendet wird." - msgid "3. Build and run the app" msgstr "3. Bauen und starten Sie die App" @@ -560,6 +495,3 @@ msgstr "" "Als Referenz können Sie die `Build- und Installationsanweisungen `_ für die GLTF Viewer Beispielanwendung lesen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/platform/android/android_plugin.po b/sphinx/po/de/LC_MESSAGES/tutorials/platform/android/android_plugin.po index c946dc8b78..fcad9ec40a 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/platform/android/android_plugin.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/platform/android/android_plugin.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -789,6 +789,17 @@ msgstr "" "könnten Entwickler / Benutzer daran gehindert werden, Code zu schreiben, der " "vom Godot-Editor aus auf das Plugin zugreift." +msgid "" +"This may involve creating dummy plugins for the host OS just so the API is " +"published to the editor. You can use the `godot-cpp-template `__ github template for reference on how " +"to do so." +msgstr "" +"Dies kann das Erstellen von Dummy-Plugins für das Host-Betriebssystem " +"beinhalten, nur damit die API im Editor veröffentlicht wird. Sie können die " +"GitHub-Vorlage `godot-cpp-template `__ als Referenz verwenden, wie das geht." + msgid "Godot crashes upon load" msgstr "Godot stürzt beim Laden ab" @@ -808,6 +819,3 @@ msgstr "" msgid "More complex datatypes are not supported for now." msgstr "Komplexere Datentypen werden derzeit nicht unterstützt." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/platform/android/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/platform/android/index.po index 7dcc119692..f8b29664de 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/platform/android/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/platform/android/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Android" msgstr "Android" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/platform/consoles.po b/sphinx/po/de/LC_MESSAGES/tutorials/platform/consoles.po index 919f33929a..5af97725b9 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/platform/consoles.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/platform/consoles.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -221,6 +221,15 @@ msgstr "" "Godot-Spielen für Switch, Xbox One, Xbox Series, PlayStation 4 und " "PlayStation 5 an." +msgid "" +"`Sickhead Games `_ offers console porting to " +"Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X/S " +"for Godot games." +msgstr "" +"`Sickhead Games `_ bietet Konsolen-Portierung für " +"Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One und Xbox Series X/S " +"für Godot-Spiele an." + msgid "" "If your company offers porting, or porting *and* publishing services for " "Godot games, feel free to `contact the Godot Foundation `_ wenden, um Ihr Unternehmen in die " "obige Liste aufzunehmen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/platform/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/platform/index.po index 79a7bac00c..e679e35acf 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/platform/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/platform/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Platform-specific" msgstr "Plattformspezifisch" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/platform/ios/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/platform/ios/index.po index 2383f78a0a..0f91c4e5be 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/platform/ios/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/platform/ios/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "iOS plugins" msgstr "iOS-Plugins" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po b/sphinx/po/de/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po index 8b00575536..33d711f055 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -368,6 +368,3 @@ msgid "" msgstr "" "Wenn der Typ ``string_input`` verwendet wird, können Sie den Wert im " "Exportfenster ändern." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po b/sphinx/po/de/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po index b844062624..0bf0217884 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -365,6 +365,3 @@ msgstr "Beispiele:" msgid "On close:" msgstr "beim Beenden:" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/platform/web/customizing_html5_shell.po b/sphinx/po/de/LC_MESSAGES/tutorials/platform/web/customizing_html5_shell.po index e5a19c587f..174f91cc42 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/platform/web/customizing_html5_shell.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/platform/web/customizing_html5_shell.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -399,6 +399,3 @@ msgid "" msgstr "" "Bedenken Sie bei der Handhabung der Engine-Ausgabe, dass es möglicherweise " "nicht wünschenswert ist, sie im fertigen Produkt auszugeben." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/platform/web/html5_shell_classref.po b/sphinx/po/de/LC_MESSAGES/tutorials/platform/web/html5_shell_classref.po index 3aac337fa7..a97c3e38d3 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/platform/web/html5_shell_classref.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/platform/web/html5_shell_classref.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -591,6 +591,3 @@ msgstr "Standardmäßig wird ``console.error()`` verwendet." msgid "A variadic number of arguments to be printed as errors." msgstr "Eine variable Menge von Argumenten, die als Fehler ausgegeben werden." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/platform/web/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/platform/web/index.po index c068ef641e..c61a860bca 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/platform/web/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/platform/web/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Web" msgstr "Web" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/platform/web/javascript_bridge.po b/sphinx/po/de/LC_MESSAGES/tutorials/platform/web/javascript_bridge.po index d912f4bcfe..e163fe9f8f 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/platform/web/javascript_bridge.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/platform/web/javascript_bridge.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,9 +11,6 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -msgid "The JavaScriptBridge Singleton" -msgstr "Das JavaScriptBridge-Singleton" - msgid "" "In web builds, the :ref:`JavaScriptBridge ` " "singleton allows interaction with JavaScript and web browsers, and can be " @@ -260,6 +257,3 @@ msgid "" msgstr "" "Und hier ist ein ausführlicheres Beispiel für das Herunterladen einer zuvor " "gespeicherten Datei:" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/3d_gizmos.po b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/3d_gizmos.po index 0a975d7d4e..0973bc66fd 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/3d_gizmos.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/3d_gizmos.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -167,6 +167,3 @@ msgstr "" "hinzugefügt haben, aber wir müssen noch den Rest der Handle-bezogenen " "Callbacks in :ref:`EditorNode3DGizmo` " "implementieren, um richtig funktionierende Handles zu bekommen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po index c2b98ba708..43f631aa41 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -648,6 +648,3 @@ msgstr "" "schreiben und sie dann in Godot zu verwenden, als wären es native " "Ressourcen. Dies zeigt, wie leistungsfähig und erweiterbar das Importsystem " "ist." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/index.po index a90e40b25c..855f3cb359 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Editor plugins" msgstr "Editor-Plugins" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po index b5f65aa96c..66627e1671 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -210,6 +210,3 @@ msgstr "" "benutzerdefiniertes Widget zu erstellen, um das Default-Control :ref:" "`class_SpinBox` für Integer-Zahlen durch einen :ref:`class_Button` zu " "ersetzen, der Zufallswerte generiert." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po index 12141f5a2e..717e6b2fed 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -133,6 +133,3 @@ msgstr "" "Sie können das Plugin sofort nach der Aktivierung verwenden; ein Neustart " "des Editors ist nicht erforderlich. Ebenso kann ein Plugin deaktiviert " "werden, ohne dass der Editor neu gestartet werden muss." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po index 2ad18ce81a..578e4c1dea 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -221,6 +221,3 @@ msgstr "" "Wenn Sie ein vollständigeres Beispiel für die Funktionen von Hauptbildschirm-" "Plugins sehen möchten, sehen Sie sich die 2.5D Demo-Projekte hier an: " "https://github.com/godotengine/godot-demo-projects/tree/master/misc/ 2.5d" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po index fa53768a1f..c65ddea325 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -440,6 +440,3 @@ msgid "Use the following code to register a singleton from an editor plugin:" msgstr "" "Verwenden Sie den folgenden Code, um ein Singleton aus einem Editor-Plugin " "zu registrieren:" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po index eb20590a87..99d9cf1209 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -88,6 +88,3 @@ msgid "" msgstr "" "Das ist alles, was Sie tun müssen. Wie Sie sehen können, ist es einfach, " "Ihre eigenen VisualShader-Nodes zu erstellen!" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/index.po index 7b062d1211..1d13b35829 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Plugins" msgstr "Plugins" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/running_code_in_the_editor.po b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/running_code_in_the_editor.po index 2469a00fe2..62adf07039 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/plugins/running_code_in_the_editor.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/plugins/running_code_in_the_editor.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -220,15 +220,6 @@ msgstr "" msgid "Getting notified when resources change" msgstr "Benachrichtigung bei Ressourcenänderungen" -msgid "" -"Some times you want your tool to use a resource. However, when you change a " -"property of that resource in the editor, the ``set()`` method of your tool " -"will not be called." -msgstr "" -"Manchmal möchten Sie, dass Ihr Tool eine Ressource verwendet. Wenn Sie " -"jedoch eine Property dieser Ressource im Editor ändern, wird die Methode " -"``set()`` Ihres Tools nicht aufgerufen." - msgid "" "To get around this problem you first have to make your resource a tool and " "make it emit the ``changed`` signal whenever a property is set:" @@ -439,6 +430,3 @@ msgstr "" "dann das ``@tool``-Schlüsselwort am Anfang hinzuzufügen. Stellen Sie " "außerdem sicher, dass Sie Code, der im Editor läuft, von Code, der im Spiel " "läuft, trennen. Auf diese Weise können Sie Bugs leichter finden." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/rendering/compositor.po b/sphinx/po/de/LC_MESSAGES/tutorials/rendering/compositor.po index ca4ca9a9be..3ad368eb3a 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/rendering/compositor.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/rendering/compositor.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -420,6 +420,3 @@ msgstr "" "Ein fortgeschrittenes Beispiel für Post-Effekte finden Sie in dem " "Beispielprojekt `Radial blur based sky rays `_ von Bastiaan Olij." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/rendering/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/rendering/index.po index ec4eabdfce..9ca934f2a1 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/rendering/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/rendering/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Rendering" msgstr "Rendern" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/rendering/jitter_stutter.po b/sphinx/po/de/LC_MESSAGES/tutorials/rendering/jitter_stutter.po index cc2020f9b3..7fe896fce7 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/rendering/jitter_stutter.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/rendering/jitter_stutter.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -304,16 +304,6 @@ msgstr "Input-Lag" msgid "Project configuration" msgstr "Projektkonfiguration" -msgid "" -"On platforms that support disabling V-Sync, input lag can be made less " -"noticeable by disabling V-Sync in the project settings. This will however " -"cause tearing to appear, especially on monitors with low refresh rates." -msgstr "" -"Auf Plattformen, auf denen die Deaktivierung von V-Sync möglich ist, kann " -"der Input-Lag durch die Deaktivierung von V-Sync in den Projekteinstellungen " -"verringert werden. Dies führt jedoch zu Tearing, insbesondere bei Monitoren " -"mit niedrigen Bildwiederholraten." - msgid "" "Increasing the number of physics iterations per second can also reduce " "physics-induced input latency. This is especially noticeable when using " @@ -508,6 +498,3 @@ msgstr "" "Problem schneller zu verstehen. Geben Sie ein Projekt an, mit dem das " "Problem reproduziert werden kann, und fügen Sie, wenn möglich, eine " "Bildschirmaufnahme bei, die den Bug demonstriert." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/rendering/multiple_resolutions.po b/sphinx/po/de/LC_MESSAGES/tutorials/rendering/multiple_resolutions.po index c74c7da34c..93ceb2f87e 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/rendering/multiple_resolutions.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/rendering/multiple_resolutions.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -1148,6 +1148,3 @@ msgid "" msgstr "" "Siehe die `3D-Viewport-Skalierungs-Demo `__ für Beispiele." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/rendering/viewports.po b/sphinx/po/de/LC_MESSAGES/tutorials/rendering/viewports.po index a8b82f5ec3..9fd4645d13 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/rendering/viewports.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/rendering/viewports.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -526,6 +526,3 @@ msgstr "" "Sehen Sie sich unbedingt die Viewport-Demos an. Sie sind im Viewport-Ordner " "des Demos-Archivs oder unter https://github.com/godotengine/godot-demo-" "projects/tree/master/viewport verfügbar." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_basics.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_basics.po index c6963a5153..7c6ea64a72 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_basics.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_basics.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -173,9 +173,6 @@ msgstr "In Rider:" msgid "Set **MSBuild version** to **.NET Core**." msgstr "Setzen Sie **MSBuild-Version** auf **.NET Core**." -msgid "Install the **Godot support** plugin." -msgstr "Installieren Sie das **Godot-Support** Plugin." - msgid "" "After reading the \"Prerequisites\" section, you can download and install " "`Visual Studio Code `__ (aka VS " @@ -202,15 +199,6 @@ msgstr "" "Installieren Sie die `C# `__-Erweiterung." -msgid "" -"If you are using Linux you need to install the `Mono SDK `__ for the C# tools plugin to " -"work." -msgstr "" -"Wenn Sie Linux benutzen, müssen Sie das `Mono SDK `__ installieren, damit die C# Tools " -"funktionieren." - msgid "" "To configure a project for debugging, you need a ``tasks.json`` and ``launch." "json`` file in the ``.vscode`` folder with the necessary configuration." @@ -554,22 +542,6 @@ msgstr "" msgid "Performance of C# in Godot" msgstr "Die Performance von C# in Godot" -msgid "" -"According to some preliminary `benchmarks `_, the performance of C# in Godot — while generally in the same " -"order of magnitude — is roughly **~4×** that of GDScript in some naive " -"cases. C++ is still a little faster; the specifics are going to vary " -"according to your use case. GDScript is likely fast enough for most general " -"scripting workloads." -msgstr "" -"Nach einigen vorläufigen `Benchmarks `_ liegt die Performance von C# in Godot - obwohl sie im " -"Allgemeinen in der gleichen Größenordnung liegt - in einigen naiven Fällen " -"etwa **~4×** über der von GDScript. C++ ist immer noch ein wenig schneller; " -"die Einzelheiten werden je nach Anwendungsfall variieren. GDScript ist " -"wahrscheinlich schnell genug für die Rechenlast der meisten allgemeinen " -"Skripting-Aufgaben." - msgid "" "Most properties of Godot C# objects that are based on ``GodotObject`` (e.g. " "any ``Node`` like ``Control`` or ``Node3D`` like ``Camera3D``) require " @@ -648,6 +620,3 @@ msgstr "" "Das gleichzeitige Profiling von managed und unmanaged Code ist sowohl mit " "JetBrains-Tools als auch mit Visual Studio möglich, jedoch auf Windows " "beschränkt." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_collections.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_collections.po index b85abf242d..c49e9caeab 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_collections.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_collections.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -673,6 +673,3 @@ msgstr "Values" msgid "Dictionary[Variant] indexer, Add or TryGetValue" msgstr "Dictionary[Variant]-Indexer, Add oder TryGetValue" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_differences.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_differences.po index dde9c4953a..dae6bf6103 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_differences.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_differences.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -2239,6 +2239,3 @@ msgid "" msgstr "" "Eine Entsprechung des Wartens auf ein Signal in GDScript kann mit dem " "Schlüsselwort ``await`` und ``GodotObject.ToSignal`` erreicht werden." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_exports.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_exports.po index 4adf76f400..4a11c69c43 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_exports.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_exports.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -262,10 +262,6 @@ msgstr "" msgid "Floats with easing hint" msgstr "Floats mit Easing-Hint" -msgid "Display a visual representation of the 'ease()' function when editing." -msgstr "" -"Zeigt eine visuelle Darstellung der Funktion 'ease()' bei der Bearbeitung an." - msgid "Colors" msgstr "Farben" @@ -597,6 +593,3 @@ msgid "" msgstr "" "Das Skript muss im ``Tool`` -Modus arbeiten, damit die oben genannten " "Methoden im Editor ausgeführt werden können." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_features.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_features.po index d8b1b37e9d..e30ded2b27 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_features.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_features.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -127,15 +127,6 @@ msgstr "" "Godot verfügt über eine Reihe von Defines, mit denen Sie Ihren C#-Code " "ändern können, je nach Umgebung, in die Sie kompilieren." -msgid "" -"If you created your project before Godot 3.2, you have to modify or " -"regenerate your `csproj` file to use this feature (compare " -"```` with a new 3.2+ project)." -msgstr "" -"Wenn Sie Ihr Projekt vor Godot 3.2 erstellt haben, müssen Sie Ihre `csproj`-" -"Datei ändern oder neu generieren, um dieses Feature zu verwenden " -"(vergleichen Sie ```` mit einem neuen 3.2+ -Projekt)." - msgid "Examples" msgstr "Beispiele" @@ -184,21 +175,6 @@ msgstr "" "Eine von ``GODOT_64`` oder ``GODOT_32`` ist definiert, je nachdem ob die " "Architektur 64-bit oder 32-bit ist." -msgid "" -"One of ``GODOT_LINUXBSD``, ``GODOT_WINDOWS``, ``GODOT_OSX``, " -"``GODOT_ANDROID``, ``GODOT_IOS``, ``GODOT_HTML5``, or ``GODOT_SERVER`` " -"depending on the OS. These names may change in the future. These are created " -"from the ``get_name()`` method of the :ref:`OS ` singleton, but " -"not every possible OS the method returns is an OS that Godot with .NET runs " -"on." -msgstr "" -"Eine von ``GODOT_LINUXBSD``, ``GODOT_WINDOWS``, ``GODOT_OSX``, " -"``GODOT_ANDROID``, ``GODOT_IOS``, ``GODOT_HTML5`` oder ``GODOT_SERVER``, " -"abhängig vom Betriebssystem. Diese Namen können sich in Zukunft ändern. Sie " -"werden von der Methode ``get_name()`` des Singletons :ref:`OS ` " -"erzeugt, aber nicht jedes mögliche Betriebssystem, das die Methode " -"zurückgibt, ist ein Betriebssystem, auf dem Godot mit .NET läuft." - msgid "" "``GODOTX``, ``GODOTX_Y``, ``GODOTX_Y_Z``, ``GODOTx_OR_GREATER``, " "``GODOTX_y_OR_GREATER``, and ``GODOTX_Y_z_OR_GREATER``, where ``X``, ``Y``, " @@ -265,6 +241,3 @@ msgid "" msgstr "" "Ein Beispielprojekt finden Sie in der Betriebssystem-Testdemo: https://" "github.com/godotengine/godot-demo-projects/tree/master/misc/os_test" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_global_classes.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_global_classes.po index 5afb3c48b7..b0785649bd 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_global_classes.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_global_classes.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,13 +14,6 @@ msgstr "" msgid "C# global classes" msgstr "Globale C#-Klassen" -msgid "" -"Global classes (also known as named scripts) are types registered in Godot's " -"editor so they can be used more conveniently." -msgstr "" -"Globale Klassen (auch als benannte Skripte bekannt) sind Typen, die im Godot-" -"Editor registriert sind, damit sie bequemer verwendet werden können." - msgid "Global classes show up in the *Add Node* and *Create Resource* dialogs." msgstr "" "Globale Klassen werden in den Dialogen *Node hinzufügen* und *Ressource " @@ -84,6 +77,3 @@ msgstr "" "` des Typs ``Stats`` erlaubt nur die Zuweisung von " "Instanzen dieses Ressourcentyps, und mit dem Inspektor können Sie Instanzen " "dieses Typs einfach erstellen und laden." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_signals.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_signals.po index 3482d0001c..95040306f6 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_signals.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_signals.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -376,6 +376,3 @@ msgid "" msgstr "" "Eine andere Lösung ist die Verwendung von ``Connect``, das die Verbindung " "automatisch mit benutzerdefinierten Signalen trennt:" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_style_guide.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_style_guide.po index 1acc2e2410..e54160b457 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_style_guide.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_style_guide.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -391,6 +391,3 @@ msgid "" msgstr "" "Verwenden Sie einen sicheren Cast, wenn die Möglichkeit besteht, dass der " "Wert ein anderer Typ ist und verwenden Sie andernfalls einen direkten Cast." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_variant.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_variant.po index 8ed5e6d6e3..4aeedb1695 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_variant.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_variant.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -464,6 +464,3 @@ msgstr "" "Attribut ``[MustBeVariant]`` versehen ist, muss der Wert ein Variant-" "kompatibler Typ oder ein generischer ``T``-Typ sein, der ebenfalls mit dem " "Attribut ``[MustBeVariant]`` versehen ist." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0001.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0001.po index 7c7b8e96da..18835462cb 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0001.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0001.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -84,6 +84,3 @@ msgstr "" "``GodotObject`` erben, aber nicht partiell sind, können von den " "Quelltextgeneratoren nicht erweitert werden, was zu unerwarteten " "Laufzeitfehlern führt." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0002.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0002.po index 298149e5f4..e305ce757e 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0002.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0002.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -87,6 +87,3 @@ msgstr "" "``GodotObject`` erben, aber nicht partiell sind, können von den " "Quelltextgeneratoren nicht erweitert werden, was zu unerwarteten " "Laufzeitfehlern führt." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0003.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0003.po index a97d49e8da..8828212557 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0003.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0003.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -85,6 +85,3 @@ msgstr "" "``GodotObject`` ableiten, müssen einen eindeutigen Pfad haben, sonst kann " "die Engine das Skript nicht nach Pfad laden, was zu unerwarteten " "Laufzeitfehlern führt." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0101.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0101.po index 58c3668c9f..ba4a2fcddc 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0101.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0101.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -78,6 +78,3 @@ msgstr "" "Unterdrücken Sie nicht eine Warnung zu dieser Regel. Statische Member können " "nicht exportiert werden, so dass sie von Godot ignoriert werden, was zu " "Laufzeitfehlern führt." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0102.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0102.po index 1cd4278141..f12f373a9e 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0102.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0102.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -84,6 +84,3 @@ msgid "" msgstr "" "Unterdrücken Sie nicht eine Warnung zu dieser Regel. Member mit Typen, die " "nicht marshalled werden können, führen zu Laufzeitfehlern ." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0103.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0103.po index 2f2906dfad..fa86f82352 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0103.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0103.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -82,6 +82,3 @@ msgstr "" "Unterdrücken Sie nicht eine Warnung zu dieser Regel. Schreibgeschützte " "Member können nicht exportiert werden, so dass sie von Godot ignoriert " "werden, was zu Laufzeitfehlern führt." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0104.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0104.po index fa693a1d54..e246e13b38 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0104.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0104.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -75,6 +75,3 @@ msgstr "" "Unterdrücken Sie nicht eine Warnung zu dieser Regel. Lesegeschützte Member " "können nicht exportiert werden, so dass sie von Godot ignoriert werden, was " "zu Laufzeitfehlern führt." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0105.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0105.po index 13ddb6fc52..32ecb5a7e2 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0105.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0105.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -72,6 +72,3 @@ msgstr "" "Unterdrücken Sie nicht eine Warnung zu dieser Regel. Da Indexer nicht " "exportiert werden können, werden sie von Godot ignoriert, was zu " "Laufzeitfehlern führt." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0106.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0106.po index 0f339b5e01..2cacd6bca9 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0106.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0106.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -90,6 +90,3 @@ msgstr "" "Unterdrücken Sie nicht eine Warnung zu dieser Regel. Explizite " "Implementierungen von Interface-Propertys können nicht exportiert werden, so " "dass sie von Godot ignoriert werden und zu Laufzeitfehlern führen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0107.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0107.po index 9c184201db..8a0e714988 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0107.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0107.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -82,6 +82,3 @@ msgstr "" "``Node`` erben, sind nicht in der Lage, die richtige Node-Instanz für " "exportierte ``Node``-Member zu finden, was zu unerwarteten Laufzeitfehlern " "führt." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0201.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0201.po index 4e4e644f4a..b60d5f0d2d 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0201.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0201.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -102,6 +102,3 @@ msgstr "" "Unterdrücken Sie nicht eine Warnung zu dieser Regel. Signal-Delegates ohne " "das Suffix werden vom Quellcodegenerator ignoriert, so dass das Signal nicht " "registriert wird." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0202.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0202.po index 70eb450fcb..536f0735f0 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0202.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0202.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -110,6 +110,3 @@ msgstr "" "Unterdrücken Sie nicht eine Warnung zu dieser Regel. Signal-Delegates mit " "Parametern, die nicht marshalled werden können, führen zu Laufzeitfehlern " "beim Aussenden des Signals oder beim Aufrufen der Callbacks." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0203.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0203.po index 4b17d6b425..ef136aecc4 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0203.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0203.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -105,6 +105,3 @@ msgid "" msgstr "" "Unterdrücken Sie nicht eine Warnung zu dieser Regel. Signal-Delegates, die " "etwas zurückgeben, führen zu unerwarteten Laufzeitfehlern." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0301.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0301.po index 49bca3f5e1..691e134705 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0301.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0301.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -90,6 +90,3 @@ msgstr "" "sind, haben in der Regel diese Anforderung, da die Werte an die Engine " "übergeben werden; wenn der Typ nicht marshalled werden kann, führt dies zu " "Laufzeitfehlern." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0302.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0302.po index 1ebc39d5d5..017633ad4f 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0302.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0302.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -102,6 +102,3 @@ msgstr "" "sind, haben in der Regel diese Anforderung, da die Werte an die Engine " "übergeben werden; wenn der Typ nicht marshalled werden kann, führt dies zu " "Laufzeitfehlern." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0303.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0303.po index 363ec3042e..e178e2b6e9 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0303.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0303.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -81,6 +81,3 @@ msgstr "" "behandelt werden muss, um zu verhindern, dass Typen, die nicht Varianten-" "kompatibel sind, die Engine erreichen. Der Versuch, inkompatible Typen zu " "marshalen, führt zu Laufzeitfehlern." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0401.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0401.po index cfcac41468..c3e9220a6b 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0401.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0401.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -89,6 +89,3 @@ msgstr "" "``[GlobalClass]`` zu einem Typ, der nicht von ``GodotObject`` erbt, ist ein " "leicht zu begehender Schnitzer, und diese Warnung hilft den Benutzern zu " "erkennen, dass dies zu unerwarteten Fehlern führen kann." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0402.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0402.po index ece381a749..0ba793edf6 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0402.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0402.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -79,6 +79,3 @@ msgstr "" "``[GlobalClass]`` zu einem generischen Typ ist ein leicht zu begehender " "Schnitzer, und diese Warnung hilft den Benutzern zu erkennen, dass dies zu " "unerwarteten Fehlern führen kann." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/index.po index 855fca8819..16a92edc58 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -25,6 +25,3 @@ msgstr "" msgid "Rules" msgstr "Regeln" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/index.po index 2e7ae9eb8b..69771dbc11 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/c_sharp/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -113,6 +113,3 @@ msgstr "" "Derzeit können in C# geschriebene Projekte nicht auf die Web-Plattform " "exportiert werden. Wenn Sie C# auf dieser Plattform verwenden möchten, " "sollten Sie stattdessen Godot 3 in Betracht ziehen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/change_scenes_manually.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/change_scenes_manually.po index ad74ca9fb7..2a3423ab20 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/change_scenes_manually.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/change_scenes_manually.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,49 +14,6 @@ msgstr "" msgid "Change scenes manually" msgstr "Manuelles Wechseln von Szenen" -msgid "" -"Sometimes it helps to have more control over how one swaps scenes around. A :" -"ref:`Viewport `'s child nodes will render to the image it " -"generates, this holds true even for nodes outside of the \"current\" scene. " -"Autoloads fall into this category, but so do scenes which one instances and " -"adds to the tree at runtime:" -msgstr "" -"Manchmal ist es hilfreich, mehr Kontrolle darüber zu haben, wie man zwischen " -"Szenen wechselt. Die Child-Nodes eines :ref:`Viewport ` " -"werden in dem Bild gerendert, das er erzeugt. Dies gilt auch für Nodes " -"außerhalb der \"aktuellen\" Szene. Autoloads fallen in diese Kategorie, aber " -"auch Szenen, die man zur Laufzeit instanziiert und dem Baum hinzufügt:" - -msgid "" -"To complete the cycle and swap out the new scene with the old one, " -"developers have a choice to make. Many strategies exist for removing a scene " -"from view of the :ref:`Viewport `. The tradeoffs involve " -"balancing operation speed and memory consumption as well as balancing data " -"access and integrity." -msgstr "" -"Um den Zyklus zu schließen und die neue Szene mit der alten auszutauschen, " -"müssen die Entwickler eine Entscheidung treffen. Es gibt viele Strategien, " -"um eine Szene aus der Ansicht des :ref:`Viewport ` zu " -"entfernen. Die Kompromisse beinhalten ein Gleichgewicht zwischen " -"Laufzeitgeschwindigkeit und Speicherverbrauch sowie ein Gleichgewicht " -"zwischen Datenzugriff und -integrität." - -msgid "" -"**We can delete the existing scene.** :ref:`SceneTree.change_scene_to_file() " -"` and :ref:`SceneTree." -"change_scene_to_packed() ` " -"will delete the current scene immediately. Developers can also delete the " -"main scene though. Assuming the root node's name is \"Main\", one could do " -"``get_node(\"/root/Main\").free()`` to delete the whole scene." -msgstr "" -"**Wir können die bestehende Szene löschen.** :ref:`SceneTree." -"change_scene_to_file() ` und :" -"ref:`SceneTree.change_scene_to_packed() " -"` werden die aktuelle Szene " -"sofort löschen. Der Entwickler kann aber auch die Hauptszene löschen. " -"Angenommen, der Name des Root-Nodes ist \"Main\", könnte man ``get_node(\"/" -"root/Main\").free()`` ausführen, um die gesamte Szene zu löschen." - msgid "Unloads memory." msgstr "Der Speicher wird endladen." @@ -92,14 +49,6 @@ msgstr "" msgid "Processing stops." msgstr "Die Prozessierung stoppt." -msgid "" -"Pro: No nodes means no process, physics process, or input handling. The CPU " -"is available to work on the new scene's contents." -msgstr "" -"Vorteil: Keine Nodes bedeutet keine Prozessierung, keine Physik-" -"Prozessierung oder keine Eingabebehandlung. Die CPU steht zur Verfügung, um " -"den Inhalt der neuen Szene zu bearbeiten." - msgid "" "Con: Those nodes' processing and input handling no longer operate. Not a " "problem if using the updated data is unnecessary." @@ -108,44 +57,17 @@ msgstr "" "funktioniert nicht mehr. Kein Problem, wenn die Verwendung der " "aktualisierten Daten nicht erforderlich ist." -msgid "" -"**We can hide the existing scene.** By changing the visibility or collision " -"detection of the nodes, we can hide the entire node sub-tree from the " -"player's perspective." -msgstr "" -"**Wir können die vorhandene Szene ausblenden.** Durch Ändern der " -"Sichtbarkeit oder Kollisionserkennung der Nodes können wir den gesamten Node-" -"Unterbaum aus der Sicht des Spielers ausblenden." - msgid "Memory still exists." msgstr "Der Speicher ist noch vorhanden." -msgid "Pro: One can still access the data if need be." -msgstr "Vorteil: Man kann bei Bedarf immer noch auf die Daten zugreifen." - msgid "Pro: There's no need to move any more nodes around to save data." msgstr "" "Vorteil: Es ist nicht erforderlich, weitere Nodes zu verschieben, um Daten " "zu speichern." -msgid "" -"Con: More data is being kept in memory which will become a problem on memory-" -"sensitive platforms like web or mobile." -msgstr "" -"Nachteil: Es werden mehr Daten im Speicher gehalten, was auf " -"speichersensitiven Plattformen wie Web oder Mobile zu einem Problem wird." - msgid "Processing continues." msgstr "Die Prozessierung geht weiter." -msgid "" -"Pro: Data continues to receive processing updates, so the scene will keep " -"updated any data within it that relies on delta time or frame data." -msgstr "" -"Vorteil: Daten erhalten weiterhin Verarbeitungsaktualisierungen, sodass die " -"Szene alle darin enthaltenen Daten aktualisiert, die auf Delta-Zeit oder " -"Framedaten beruhen." - msgid "" "Pro: Nodes are still members of groups (since groups belong to the :ref:" "`SceneTree `)." @@ -153,48 +75,6 @@ msgstr "" "Vorteil: Nodes sind immer noch Bestandteil von Gruppen (da Gruppen zum :ref:" "`Szenenbaum ` gehören)." -msgid "" -"Con: The CPU's attention is now divided between both scenes. Too much load " -"could result in low frame rates. One should be sure to test performance as " -"they go to ensure the target platform can support the load they are giving " -"it." -msgstr "" -"Nachteil: Die Aufmerksamkeit der CPU wird jetzt auf beide Szenen aufgeteilt. " -"Zu viel Last kann zu niedrigen Frameraten führen. Man sollte unbedingt die " -"Performance testen, um sicherzustellen, dass die Target-Plattform der " -"Belastung standhalten kann." - -msgid "" -"**We can remove the existing scene from the tree.** Assign a variable to the " -"existing scene's root node. Then use :ref:`Node.remove_child(Node) " -"` to detach the entire scene from the tree." -msgstr "" -"**Wir können die vorhandene Szene aus dem Baum entfernen.** Weisen Sie dem " -"Root-Node der vorhandenen Szene eine Variable zu. Verwenden Sie dann :ref:" -"`Node.remove_child (Node) ` um die gesamte " -"Szene vom Baum zu trennen." - -msgid "Memory still exists (similar pros/cons as with hiding it from view)." -msgstr "" -"Der Speicher ist noch vorhanden (ähnliche Vor- und Nachteile wie beim " -"Ausblenden)." - -msgid "Processing stops (similar pros/cons as with deleting it completely)." -msgstr "" -"Die Verarbeitung wird gestoppt (ähnliche Vor- und Nachteile wie beim " -"vollständigen Löschen)." - -msgid "" -"Pro: This variation of \"hiding\" it is much easier to show/hide. Rather " -"than potentially keeping track of multiple changes to the scene, one must " -"only call the one method add/remove_child pair of methods. It is similar to " -"disabling game objects in other engines." -msgstr "" -"Vorteil: Diese Variante des \"Ausblendens\" ist viel einfacher zu ein- und " -"auszublenden. Anstatt möglicherweise mehrere Änderungen an der Szene zu " -"verfolgen, muss nur das eine Methodenpaar add/remove_child aufgerufen " -"werden. Es ähnelt dem Deaktivieren von Spielobjekten in anderen Engines." - msgid "" "Con: Unlike with hiding it from view only, the data contained within the " "scene will become stale if it relies on delta time, input, groups, or other " @@ -204,38 +84,3 @@ msgstr "" "Szene enthaltenen Daten nicht aktualisiert, wenn sie auf Delta-Zeit, " "Eingaben, Gruppen oder anderen vom :ref:`Szenenbaum ` " "abgeleiteten Daten beruhen." - -msgid "" -"There are also cases where one may wish to have many scenes present at the " -"same time. Perhaps one is adding their own singleton at runtime, or " -"preserving a scene's data between scene changes (adding the scene to the " -"root node)." -msgstr "" -"Es gibt auch Fälle, in denen viele Szenen gleichzeitig vorhanden sein " -"sollen. Möglicherweise fügt man zur Laufzeit einen eigenen Singleton hinzu " -"oder behält die Daten einer Szene zwischen Szenenänderungen bei (Hinzufügen " -"der Szene zum Root-Node)." - -msgid "" -"Perhaps instead they wish to display multiple scenes at the same time using :" -"ref:`SubViewportContainers `. This is optimal in " -"cases where the intent is to render different content in different parts of " -"the screen. Minimaps and split-screen multiplayer are good examples." -msgstr "" -"Vielleicht möchten sie stattdessen mehrere Szenen gleichzeitig mit :ref:" -"`SubViewportContainern ` anzeigen. Dies ist " -"optimal in Fällen, in denen die Absicht besteht, verschiedene Inhalte in " -"verschiedenen Teilen des Bildschirms darzustellen. Minimaps und Split-Screen-" -"Multiplayer sind gute Beispiele." - -msgid "" -"Each option will have cases where it is best appropriate, so one must " -"examine the effects of each and determine what path best fits their unique " -"situation." -msgstr "" -"Jede Option hat ihre eigenen optimalen Anwendungsfälle. Daher muss man die " -"Auswirkungen jeder Option prüfen und entscheiden, welcher Weg am besten zu " -"der jeweiligen Situation passt." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/creating_script_templates.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/creating_script_templates.po index 47a60b9aa4..6660324cd3 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/creating_script_templates.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/creating_script_templates.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -84,18 +84,6 @@ msgstr "" msgid "Project-defined templates" msgstr "Projektdefinierte Vorlagen" -msgid "" -"The default path to search for templates is the ``res://script_templates/`` " -"directory. The path can be changed by configuring the ``editor/" -"script_templates_search_path`` setting in the :ref:`ProjectSettings " -"`, both via code and the editor." -msgstr "" -"Der Default-Pfad für die Suche nach Vorlagen ist das Verzeichnis ``res://" -"script_templates/``. Der Pfad kann geändert werden, indem die Einstellung " -"``editor/script_templates_search_path`` in den :ref:`Projekteinstellungen " -"` sowohl über Code als auch über den Editor " -"konfiguriert wird." - msgid "" "If no ``script_templates`` directory is found within a project, it is simply " "ignored." @@ -115,41 +103,6 @@ msgstr "" msgid "where:" msgstr "wobei:" -msgid "" -"``template_path`` is one of the 2 locations discussed in the previous two " -"sections" -msgstr "" -"``template_path`` einer der 2 Orte ist, die in den beiden vorherigen " -"Abschnitten besprochen wurden" - -msgid "" -"``node_type`` is the node it will apply to (for example, :ref:`Node " -"`, or :ref:`CharacterBody3D `), casing " -"doesn't matter for the folder name, however adding a ``_`` to a name will " -"not work, for example ``Mesh_Instance3D`` does not work. if a script isn't " -"in the proper ``node_type`` folder it will not be detected." -msgstr "" -"``Node_type`` ist der Node, auf den es angewendet wird (z.B. :ref:`Node " -"`, oder :ref:`CharacterBody3D `), die " -"Groß- und Kleinschreibung spielt für den Ordnernamen keine Rolle, aber das " -"Hinzufügen eines ``_`` zum Namen funktioniert nicht, z.B. " -"``Mesh_Instance3D`` funktioniert nicht. Wenn ein Skript nicht im richtigen " -"``node_type`` Ordner ist, wird es nicht erkannt." - -msgid "" -"``file`` is the custom name you can chose for the template (for example: " -"``platformer_movement`` or ``smooth_camera``)" -msgstr "" -"``file`` der benutzerdefinierte Name ist, den Sie für die Vorlage wählen " -"können (zum Beispiel: ``platformer_movement`` oder ``smooth_camera``)" - -msgid "" -"``extension``: will indicate which language the template will apply to (it " -"should be ``gd`` for GDScript or ``cs`` for C#)" -msgstr "" -"``Extension``: gibt an, für welche Sprache die Vorlage gelten soll (es " -"sollte ``gd`` für GDScript oder ``cs`` für C# sein)" - msgid "For example:" msgstr "Zum Beispiel:" @@ -375,6 +328,3 @@ msgstr "``void``" msgid "``:=`` will be transformed into ``=``" msgstr "``:=`` wird in ``=`` umgewandelt" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/cross_language_scripting.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/cross_language_scripting.po index 651fa7337a..752b6f3263 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/cross_language_scripting.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/cross_language_scripting.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -117,18 +117,6 @@ msgstr "" msgid "Accessing GDScript fields from C#" msgstr "Zugriff auf GDScript-Felder über C#" -msgid "" -"As C# is statically typed, accessing GDScript from C# is a bit more " -"convoluted, you will have to use :ref:`GodotObject.Get() " -"` and :ref:`GodotObject.Set() " -"`. The first argument is the name of the field you " -"want to access." -msgstr "" -"Da C# statisch typisiert ist, ist der Zugriff auf GDScript von C# aus etwas " -"umständlicher. Sie müssen :ref:`GodotObject.Get() ` " -"und :ref:`GodotObject.Set() ` verwenden. Das erste " -"Argument ist der Name des Feldes, auf das Sie zugreifen möchten." - msgid "" "Keep in mind that when setting a field value you should only use types the " "GDScript side knows about. Essentially, you want to work with built-in types " @@ -170,16 +158,6 @@ msgstr "" "Name der Methode, die Sie aufrufen möchten. Die folgenden Argumente werden " "an diese Methode übergeben." -msgid "" -"As you can see, if the first argument of the called method is an array, " -"you'll need to cast it as ``object``. Otherwise, each element of your array " -"will be treated as a single argument and the function signature won't match." -msgstr "" -"Wie Sie sehen können, müssen Sie das erste Argument der aufgerufenen Methode " -"nach ``object`` casten, wenn es sich um ein Array handelt. Andernfalls wird " -"jedes Element Ihres Arrays als einzelnes Argument behandelt und die " -"Funktionssignatur stimmt nicht überein." - msgid "Connecting to signals" msgstr "Mit Signalen verbinden" @@ -219,6 +197,3 @@ msgstr "" "Implementierung ist es unwahrscheinlich, dass diese Einschränkung in Zukunft " "aufgehoben wird. Weitere Informationen finden Sie in `dieser GitHub-Issue " "`__." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/debug/custom_performance_monitors.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/debug/custom_performance_monitors.po index db3f1b47c1..5bd69686f7 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/debug/custom_performance_monitors.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/debug/custom_performance_monitors.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -158,6 +158,3 @@ msgstr "" "Diese Methode kann auch in exportierten Projekten verwendet werden (Debug- " "und Freigabemodus), wodurch Sie Visualisierungen außerhalb des Editors " "erstellen können." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/debug/debugger_panel.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/debug/debugger_panel.po index 605d1b4fa3..0290fe991f 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/debug/debugger_panel.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/debug/debugger_panel.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -393,6 +393,3 @@ msgid "**Clicked Control Type** tells you the type of the node you clicked is." msgstr "" "**Typ des angeklickten Control-Nodes** gibt den Typ des angeklickten Nodes " "an." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/debug/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/debug/index.po index 1750645783..68aa82094e 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/debug/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/debug/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Debug" msgstr "Debugging" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/debug/overview_of_debugging_tools.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/debug/overview_of_debugging_tools.po index 2a2c665718..8617dda56d 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/debug/overview_of_debugging_tools.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/debug/overview_of_debugging_tools.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -413,15 +413,6 @@ msgstr "" "gesprungen, und **Step Into** führt in eine Funktion, falls möglich. " "Andernfalls tut es das Gleiche wie **Step Over**." -msgid "" -"The **Debug with External Editor** option lets you debug your game with an " -"external editor. This option is also accessible in **Editor Settings > " -"Debugger**." -msgstr "" -"Mit der Option **Debuggen mit externem Editor** können Sie Ihr Spiel mit " -"einem externen Editor debuggen. Diese Option ist auch unter " -"**Editoreinstellungen > Debugger** verfügbar." - msgid "" "When the debugger breaks on a breakpoint, a green triangle arrow is visible " "in the script editor's gutter. This arrow indicates the line of code the " @@ -434,13 +425,6 @@ msgstr "" msgid "Debug project settings" msgstr "Debug-Projekteinstellungen" -msgid "" -"In the project settings, there is a **Debug** category with three " -"subcategories which control different things." -msgstr "" -"In den Projekteinstellungen gibt es eine **Debug**-Kategorie mit drei " -"Unterkategorien, die verschiedene Dinge steuern." - msgid "Settings" msgstr "Einstellungen" @@ -455,14 +439,6 @@ msgstr "" msgid "GDScript" msgstr "GDScript" -msgid "" -"These settings allow you to toggle specific GDScript warnings, such as for " -"unused variables. You can also turn off warnings completely." -msgstr "" -"Mit diesen Einstellungen können Sie bestimmte GDScript-Warnungen ein- und " -"ausschalten, z.B. für nicht verwendete Variablen. Sie können Warnungen auch " -"vollständig deaktivieren." - msgid "Shapes" msgstr "Shapes" @@ -493,6 +469,3 @@ msgstr "" "Einige Editor-Einstellungen, die sich auf das Debugging beziehen, finden Sie " "in den **Editor-Einstellungen**, unter den Abschnitten **Netzwerk > Debug** " "und **Debugger**." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/debug/the_profiler.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/debug/the_profiler.po index f76c53fcb4..8eb59d984e 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/debug/the_profiler.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/debug/the_profiler.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -63,16 +63,6 @@ msgstr "" "Spiel passiert, messen und an den Debugger zurückmelden, daher ist er " "standardmäßig deaktiviert." -msgid "" -"To begin profiling, click on the **Start** button in the top-left. Run your " -"game and data will start appearing. You can also start profiling at any time " -"before or during gameplay, depending on if you want." -msgstr "" -"Um mit dem Profiling zu beginnen, klicken Sie auf **Start**-Button oben " -"links. Starten Sie Ihr Spiel und die Daten werden angezeigt. Sie können das " -"Profiling auch jederzeit vor oder während des Spiels starten, je nachdem, " -"was Sie möchten." - msgid "" "The profiler does not currently support C# scripts. C# scripts can be " "profiled using JetBrains Rider and JetBrains dotTrace with the Godot support " @@ -335,6 +325,3 @@ msgid "" msgstr "" "Aber mit dem Profiler und den Tick-Funktionen sollten Sie genug in der Hand " "haben, um herauszufinden, welche Teile Ihres Codes optimiert werden müssen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/evaluating_expressions.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/evaluating_expressions.po index 2701f59f8b..accc9e7778 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/evaluating_expressions.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/evaluating_expressions.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -90,12 +90,6 @@ msgstr "" "mindestens einer der beiden Operanden eine Float-Zahl ist, wird ein Float-" "Wert zurückgegeben." -msgid "Modulo (``%``)" -msgstr "Modulo (``%``)" - -msgid "Returns the remainder of an integer division." -msgstr "Gibt den Rest einer Integer-Division zurück." - msgid "" "Spaces around operators are optional. Also, keep in mind the usual `order of " "operations `__ applies. " @@ -219,6 +213,3 @@ msgstr "" "wenn sie in der Klassenreferenz als optional angegeben sind. Im Gegensatz " "dazu gilt diese Einschränkung für Argumente nicht für benutzerdefinierte " "Funktionen, wenn Sie eine Basisinstanz an den Ausdruck binden." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/filesystem.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/filesystem.po index fbeef013c6..621a650123 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/filesystem.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/filesystem.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -213,6 +213,3 @@ msgstr "" "Es wird empfohlen, dass Ihr Team eine klare Namenskonvention für Dateien bei " "der Arbeit mit Godot festlegt. Eine narrensichere Konvention besteht darin, " "dass Datei- und Pfadnamen nur in Kleinbuchstaben geschrieben werden dürfen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_cpp_example.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_cpp_example.po index 7128739313..6d1bb919f6 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_cpp_example.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_cpp_example.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -357,22 +357,6 @@ msgstr "" "kleines Stück Code, das Godot über alle Klassen in unserem GDExtension-" "Plugin informiert." -msgid "" -"The ``initialize_example_module`` and ``uninitialize_example_module`` " -"functions get called respectively when Godot loads our plugin and when it " -"unloads it. All we're doing here is parse through the functions in our " -"bindings module to initialize them, but you might have to set up more things " -"depending on your needs. We call the function ``register_class`` for each of " -"our classes in our library." -msgstr "" -"Die Funktionen ``initialize_example_module`` und " -"``uninitialize_example_module`` werden jeweils aufgerufen, wenn Godot unser " -"Plugin lädt und wenn es das Plugin entlädt. Alles, was wir hier tun, ist, " -"die Funktionen in unserem Binding-Modul zu parsen, um sie zu initialisieren, " -"aber Sie müssen vielleicht noch mehr einrichten, je nach Ihren Bedürfnissen. " -"Wir rufen die Funktion ``register_class`` für jede unserer Klassen in " -"unserer Bibliothek auf." - msgid "" "The important function is the third function called " "``example_library_init``. We first call a function in our bindings library " @@ -461,17 +445,6 @@ msgstr "" "einzelnen Plattformen geladen werden sollen und wie die Eingabefunktion für " "das Modul lautet. Sie heißt ``gdexample.gdextension``." -msgid "" -"This file contains a ``configuration`` section that controls the entry " -"function of the module. You should also set the minimum compatible Godot " -"version with ``compatability_minimum``, which prevents older version of " -"Godot from trying to load your extension." -msgstr "" -"Diese Datei enthält einen Abschnitt ``configuration``, der die " -"Eingabefunktion des Moduls steuert. Sie sollten auch die minimale kompatible " -"Godot-Version mit ``compatability_minimum`` festlegen, die verhindert, dass " -"ältere Godot-Versionen versuchen, Ihre Erweiterung zu laden." - msgid "" "The ``libraries`` section is the important bit: it tells Godot the location " "of the dynamic library in the project's filesystem for each supported " @@ -761,6 +734,3 @@ msgstr "" "Wir hoffen, das obige Beispiel hat Ihnen die Grundlagen gezeigt. Sie können " "auf diesem Beispiel aufbauen, um vollwertige Skripte zur Steuerung von Nodes " "in Godot mit C++ zu erstellen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_docs_system.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_docs_system.po new file mode 100644 index 0000000000..7b371c918c --- /dev/null +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_docs_system.po @@ -0,0 +1,176 @@ +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.3\n" +"Report-Msgid-Bugs-To: \n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: de\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +msgid "Tag" +msgstr "Tag" + +msgid "Example" +msgstr "Beispiel" + +msgid "**b**" +msgstr "**b**" + +msgid "" +"Makes ``{text}`` use the bold (or bold italics) font of ``RichTextLabel``." +msgstr "" +"Verwendet die fette (oder fett-kursive) Schriftart von ``RichTextLabel`` für " +"``{text}``." + +msgid "``[b]{text}[/b]``" +msgstr "``[b]{text}[/b]``" + +msgid "**i**" +msgstr "**i**" + +msgid "" +"Makes ``{text}`` use the italics (or bold italics) font of ``RichTextLabel``." +msgstr "" +"Macht ``{text}`` zur kursiven (oder fett-kursiven) Schriftart von " +"``RichTextLabel``." + +msgid "``[i]{text}[/i]``" +msgstr "``[i]{text}[/i]``" + +msgid "**u**" +msgstr "**u**" + +msgid "Makes ``{text}`` underlined." +msgstr "Stellt ``{text}`` unterstrichen dar." + +msgid "``[u]{text}[/u]``" +msgstr "``[u]{text}[/u]``" + +msgid "**s**" +msgstr "**s**" + +msgid "Makes ``{text}`` strikethrough." +msgstr "Stellt ``{Text}`` durchgestrichen dar." + +msgid "``[s]{text}[/s]``" +msgstr "``[s]{text}[/s]``" + +msgid "**code**" +msgstr "**code**" + +msgid "``[code]{text}[/code]``" +msgstr "``[code]{text}[/code]``" + +msgid "``{text}``" +msgstr "``{text}``" + +msgid "**center**" +msgstr "**center**" + +msgid "Makes ``{text}`` horizontally centered." +msgstr "Stellt ``{text}`` horizontal zentriert dar." + +msgid "Same as ``[p align=center]``." +msgstr "Dasselbe wie ``[p align=center]``." + +msgid "``[center]{text}[/center]``" +msgstr "``[center]{text}[/center]``" + +msgid "**url**" +msgstr "**url**" + +msgid "" +"Creates a hyperlink (underlined and clickable text). Can contain optional " +"``{text}`` or display ``{link}`` as is." +msgstr "" +"Erzeugt einen Hyperlink (unterstrichener und anklickbarer Text). Kann " +"optionalen ``{text}`` enthalten oder ``{link}`` so anzeigen, wie er ist." + +msgid "``[url]{link}[/url]``" +msgstr "``[url]{link}[/url]``" + +msgid "``[url={link}]{text}[/url]``" +msgstr "``[url={link}]{text}[/url]``" + +msgid "**img**" +msgstr "**img**" + +msgid "" +"Inserts an image from the ``{path}`` (can be any valid :ref:" +"`class_Texture2D` resource)." +msgstr "" +"Fügt ein Bild aus dem ``{path}`` ein (kann jede gültige :ref:" +"`class_Texture2D`-Ressource sein)." + +msgid "" +"If ``{width}`` is provided, the image will try to fit that width maintaining " +"the aspect ratio." +msgstr "" +"Wenn ``{width}`` angegeben ist, wird das Bild versuchen, sich dieser Breite " +"anzupassen, wobei das Seitenverhältnis beibehalten wird." + +msgid "" +"If both ``{width}`` and ``{height}`` are provided, the image will be scaled " +"to that size." +msgstr "" +"Wenn sowohl ``{width}`` als auch ``{height}`` angegeben werden, wird das " +"Bild auf diese Größe skaliert." + +msgid "" +"Add ``%`` to the end of ``{width}`` or ``{height}`` value to specify it as " +"percentages of the control width instead of pixels." +msgstr "" +"Fügen Sie ``%`` am Ende des ``{width}``- oder ``{height}``-Wertes hinzu, um " +"ihn als Prozentsatz der Breite des Steuerelements anstelle von Pixeln " +"anzugeben." + +msgid "" +"If ``{valign}`` configuration is provided, the image will try to align to " +"the surrounding text, see :ref:" +"`doc_bbcode_in_richtextlabel_image_and_table_alignment`." +msgstr "" +"Wenn die Konfiguration ``{valign}`` angegeben ist, wird das Bild versuchen, " +"sich an dem umgebenden Text auszurichten, siehe :ref:" +"`doc_bbcode_in_richtextlabel_image_and_table_alignment`." + +msgid "" +"Supports configuration options, see :ref:" +"`doc_bbcode_in_richtextlabel_image_options`." +msgstr "" +"Unterstützt Konfigurationsoptionen, siehe :ref:" +"`doc_bbcode_in_richtextlabel_image_options`." + +msgid "``[img]{path}[/img]``" +msgstr "``[img]{path}[/img]``" + +msgid "``[img={width}]{path}[/img]``" +msgstr "``[img={width}]{path}[/img]``" + +msgid "``[img={width}x{height}]{path}[/img]``" +msgstr "``[img={width}x{height}]{path}[/img]``" + +msgid "``[img={valign}]{path}[/img]``" +msgstr "``[img={valign}]{path}[/img]``" + +msgid "``[img {options}]{path}[/img]``" +msgstr "``[img {options}]{path}[/img]``" + +msgid "**color**" +msgstr "**color**" + +msgid "" +"Changes the color of ``{text}``. Color must be provided by a common name " +"(see :ref:`doc_bbcode_in_richtextlabel_named_colors`) or using the HEX " +"format (e.g. ``#ff00ff``, see :ref:`doc_bbcode_in_richtextlabel_hex_colors`)." +msgstr "" +"Ändert die Farbe von ``{text}``. Die Farbe muss durch einen allgemeinen " +"Namen (siehe :ref:`doc_bbcode_in_richtextlabel_named_colors`) oder durch das " +"HEX-Format (z.B. ``#ff00ff``, siehe :ref:" +"`doc_bbcode_in_richtextlabel_hex_colors`) angegeben werden." + +msgid "``[color={code/name}]{text}[/color]``" +msgstr "``[color={code/name}]{text}[/color]``" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_file.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_file.po index 58e322055f..d307b83c41 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_file.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_file.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,78 +11,274 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" +msgid "The .gdextension file" +msgstr "Die .gdextension-Datei" + msgid "Introduction" msgstr "Einführung" +msgid "" +"The ``.gdextension`` file in your project contains the instructions for how " +"to load the GDExtension. The instructions are separated into specific " +"sections. This page should give you a quick overview of the different " +"options available to you. For an introduction how to get started with " +"GDExtensions take a look at the :ref:`GDExtension C++ Example " +"`." +msgstr "" +"Die ``.gdextension``-Datei in Ihrem Projekt enthält die Anweisungen zum " +"Laden der GDextension. Die Anweisungen sind in bestimmte Abschnitte " +"unterteilt. Diese Seite soll Ihnen einen schnellen Überblick über die " +"verschiedenen Ihnen zur Verfügung stehenden Optionen geben. Eine Einführung " +"in die ersten Schritte mit Gdextensions finden Sie im :ref:`GDExtension C++-" +"Beispiel `." + +msgid "Configuration section" +msgstr "Abschnitt „Konfiguration“" + +msgid "Property" +msgstr "Propertys" + msgid "Type" msgstr "Typ" msgid "Description" msgstr "Beschreibung" +msgid "**entry_symbol**" +msgstr "**entry_symbol**" + msgid "String" msgstr "String" +msgid "" +"Name of the entry function for initializing the GDExtension. This function " +"should be defined in the ``register_types.cpp`` file when using godot-cpp. " +"Adding this is necessary for the extension to work." +msgstr "" +"Name der Einstiegsfunktion zum Initialisieren der GDExtension. Diese " +"Funktion sollte bei Verwendung von godot-cpp in der Datei ``register_types." +"cpp`` definiert werden. Das Hinzufügen ist erforderlich, damit die " +"Erweiterung funktioniert." + +msgid "**compatibility_minimum**" +msgstr "**compatibility_minimum**" + +msgid "" +"Minimum compatible version. This prevents older versions of Godot from " +"loading extensions that depend on features from newer versions of Godot. " +"**Only supported in Godot 4.1 or later**" +msgstr "" +"Minimale kompatible Version. Dies verhindert, dass ältere Versionen von " +"Godot Erweiterungen laden, die von Funktionen neuerer Versionen von Godot " +"abhängen. **Wird nur in Godot 4.1 oder höher unterstützt**" + +msgid "**compatibility_maximum**" +msgstr "**compatibility_maximum**" + +msgid "" +"Maximum compatible version. This prevents newer versions of Godot from " +"loading the extension. **Only supported in Godot 4.3 or later**" +msgstr "" +"Maximal kompatible Version. Dies verhindert, dass neuere Versionen von Godot " +"die Erweiterung laden. **Wird nur in Godot 4.3 oder höher unterstützt**" + +msgid "**reloadable**" +msgstr "**reloadable**" + msgid "Boolean" msgstr "Boolean" +msgid "" +"Reloads the extension upon recompilation. Reloading is supported for the " +"godot-cpp binding in Godot 4.2 or later. Other language bindings may or may " +"not support it as well. This flag should be mainly used for developing or " +"debugging an extension." +msgstr "" +"Lädt die Erweiterung beim Neukompilieren neu. Das Neuladen wird für die " +"Godot-CPP-Bindung in Godot 4.2 oder höher unterstützt. Andere " +"Sprachbindungen unterstützen dies möglicherweise auch, müssen es aber nicht. " +"Dieses Flag sollte hauptsächlich zum Entwickeln oder Debuggen einer " +"Erweiterung verwendet werden." + +msgid "**android_aar_plugin**" +msgstr "**android_aar_plugin**" + +msgid "" +"The GDExtension is part of a :ref:`v2 Android plugin `. " +"During export this flag will indicate to the editor that the GDExtension " +"native shared libraries are exported by the Android plugin AAR binaries." +msgstr "" +"Die GDExtension ist Teil eines :ref:`v2 Android-Plugins " +"`. Während des Exports zeigt dieses Flag dem Editor an, " +"dass die nativen gemeinsam genutzten Bibliotheken von GDExtension von den " +"AAR-Binärdateien des Android-Plugins exportiert werden." + +msgid "Libraries section" +msgstr "Abschnitt „Bibliotheken“" + +msgid "" +"In this section you can set the paths to the compiled binaries of your " +"GDExtension libraries. By specifying feature flags you can filter which " +"version should be loaded and exported with your game depending on which " +"feature flags are active. Every feature flag must match to Godot's feature " +"flags or your custom export flags to be loaded in an exported game. For " +"instance ``macos.debug`` means that it will be loaded if Godot has both the " +"``macos`` and ``debug`` flag active. Each line of the section is evaluated " +"from top to bottom." +msgstr "" +"In diesem Abschnitt können Sie die Pfade zu den kompilierten Binärdateien " +"Ihrer GDExtension-Bibliotheken festlegen. Durch die Angabe von Feature-Flags " +"können Sie filtern, welche Version mit Ihrem Spiel geladen und exportiert " +"werden soll, je nachdem, welche Feature-Flags aktiv sind. Jedes Feature-Flag " +"muss mit den Feature-Flags von Godot oder Ihren benutzerdefinierten Export-" +"Flags übereinstimmen, um in ein exportiertes Spiel geladen zu werden. " +"Beispielsweise bedeutet „macos.debug“, dass es geladen wird, wenn in Godot " +"sowohl das Flag „macos“ als auch das Flag „debug“ aktiv ist. Jede Zeile des " +"Abschnitts wird von oben nach unten ausgewertet." + +msgid "Here is an example of what that can look like:" +msgstr "Hier ist ein Beispiel, wie das aussehen kann:" + +msgid "" +"Here are lists of some of the available built-in options (for more look at " +"the :ref:`feature tags `):" +msgstr "" +"Hier sind Listen einiger der verfügbaren integrierten Optionen (weitere " +"finden Sie in den :ref:`Feature-Tags `):" + +msgid "Running system" +msgstr "Laufendes System" + +msgid "Flag" +msgstr "Flag" + msgid "**windows**" msgstr "**windows**" +msgid "Windows operating system" +msgstr "Windows-Betriebssystem" + msgid "**macos**" msgstr "**macos**" +msgid "Mac operating system" +msgstr "Mac-Betriebssystem" + msgid "**linux**" msgstr "**linux**" +msgid "Linux operating system" +msgstr "Linux-Betriebssystem" + msgid "**bsd**" msgstr "**bsd**" +msgid "BSD operating system" +msgstr "BSD-Betriebssystem" + msgid "**linuxbsd**" msgstr "**linuxbsd**" +msgid "Linux or BSD operating system" +msgstr "Linux- oder BSD-Betriebssystem" + msgid "**android**" msgstr "**android**" +msgid "Android operating system" +msgstr "Android-Betriebssystem" + msgid "**ios**" msgstr "**ios**" +msgid "iOS operating system" +msgstr "iOS-Betriebssystem" + msgid "**web**" msgstr "**web**" +msgid "Web browser" +msgstr "Webbrowser" + +msgid "Build" +msgstr "Builds" + msgid "**debug**" msgstr "**debug**" +msgid "Build with debug symbols" +msgstr "Erstellen mit Debugsymbolen" + msgid "**release**" msgstr "**release**" +msgid "Optimized build without debug symbols" +msgstr "Optimierter Build ohne Debugsymbole" + msgid "**editor**" msgstr "**editor**" +msgid "Editor build" +msgstr "Editor-Build" + msgid "Architecture" msgstr "Architektur" msgid "**double**" msgstr "**double**" +msgid "double-precision build" +msgstr "Doppelt präziser Aufbau" + msgid "**single**" msgstr "**single**" +msgid "single-precision build" +msgstr "Einfachpräziser Aufbau" + msgid "**x86_64**" msgstr "**x86_64**" +msgid "64-bit x86 build" +msgstr "64-Bit x86-Build" + msgid "**arm64**" msgstr "**arm64**" +msgid "64-bit ARM build" +msgstr "64-Bit-ARM-Build" + msgid "**rv64**" msgstr "**rv64**" +msgid "64-bit RISC-V build" +msgstr "64-Bit-RISC-V-Build" + msgid "**riscv**" msgstr "**riscv**" +msgid "RISC-V build (any bitness)" +msgstr "RISC-V-Build (beliebige Bitanzahl)" + msgid "**wasm32**" msgstr "**wasm32**" +msgid "32-bit WebAssembly build" +msgstr "32-Bit-WebAssembly-Build" + +msgid "Icons section" +msgstr "Abschnitt „Symbole“" + +msgid "" +"By default, Godot uses the Node icon in the scene dock for GDExtension " +"nodes. A custom icon can be set by reference to its name and resource path " +"of an SVG file." +msgstr "" +"Standardmäßig verwendet Godot das Node-Icon im Szenendock für GDExtension-" +"Nodes. Das eigene Icon kann über die Datei ``gdextension`` hinzugefügt " +"werden. Das Icon des Nodes wird durch Bezugnahme auf seinen Namen und den " +"Ressourcenpfad einer SVG-Datei festgelegt." + msgid "For example:" msgstr "Zum Beispiel:" @@ -94,5 +290,32 @@ msgstr "" "die Anleitung für :ref:`Erstellung von Icons ` für weitere " "Informationen." -msgid "Translation status" -msgstr "Übersetzungsstatus" +msgid "Dependencies section" +msgstr "Abschnitt „Abhängigkeiten“" + +msgid "" +"In this section you set the paths of the GDExtension dependencies. This is " +"used internally to export the dependencies when exporting your game " +"executable. You are able to set which dependency is loaded depending on the " +"feature flags of the exported executable. In addition, you are able to set " +"an optional subdirectory to move your dependencies into. If no path is " +"supplied Godot will move the libraries into the same directory as your game " +"executable." +msgstr "" +"In diesem Abschnitt legen Sie die Pfade der GDExtension-Abhängigkeiten fest. " +"Dies wird intern verwendet, um die Abhängigkeiten beim Exportieren Ihrer " +"ausführbaren Spieldatei zu exportieren. Sie können festlegen, welche " +"Abhängigkeit abhängig von den Feature-Flags der exportierten ausführbaren " +"Datei geladen wird. Darüber hinaus können Sie ein optionales " +"Unterverzeichnis festlegen, in das Ihre Abhängigkeiten verschoben werden. " +"Wenn kein Pfad angegeben wird, verschiebt Godot die Bibliotheken in dasselbe " +"Verzeichnis wie Ihre ausführbare Spieldatei." + +msgid "" +"In MacOS it is necessary to have shared libraries inside a folder called " +"``Frameworks`` with a directory structure like this: ``Game.app/Contents/" +"Frameworks``." +msgstr "" +"Unter macOS müssen gemeinsam genutzte Bibliotheken in einem Ordner namens " +"``Frameworks`` mit einer Verzeichnisstruktur wie dieser vorhanden sein: " +"``Game.app/Contents/Frameworks``." diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdextension/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdextension/index.po index f955431600..e3ef8b7f5d 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdextension/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdextension/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "GDExtension" msgstr "GDExtension" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdextension/what_is_gdextension.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdextension/what_is_gdextension.po index ffa8be5510..258c17d829 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdextension/what_is_gdextension.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdextension/what_is_gdextension.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -248,6 +248,3 @@ msgstr "" "wurde. Das bedeutet, dass, wenn Sie ein Engine-Build mit Double-Precision-" "Floats verwenden, die Erweiterung auch für Double-Precision-Floats " "kompiliert sein muss. Siehe :ref:`doc_large_world_coordinates` für Details." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_advanced.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_advanced.po index 4c57349267..e6a24b8e44 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_advanced.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_advanced.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -452,6 +452,3 @@ msgid "" msgstr "" "Dann definieren Sie einfach diese Methode und alles, was der Stein berührt, " "kann zerschlagen werden." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_basics.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_basics.po index c9e38806cf..45d6decaab 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_basics.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_basics.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -67,18 +67,6 @@ msgstr "" "C# haben, aber bisher keine dynamisch typisierte verwendet haben, wird das " "Lesen dieses Tutorials empfohlen: :ref:`doc_gdscript_more_efficiently`." -msgid "Language" -msgstr "Sprache" - -msgid "" -"In the following, an overview is given to GDScript. Details, such as which " -"methods are available to arrays or other objects, should be looked up in the " -"linked class descriptions." -msgstr "" -"Im Folgenden wird ein Überblick über GDScript gegeben. Details, wie welche " -"Methoden es für Arrays oder andere Objekte gibt, sollten in den verlinkten " -"Klassenbeschreibungen nachgeschlagen werden." - msgid "Identifiers" msgstr "Bezeichner" @@ -1550,22 +1538,6 @@ msgstr "" msgid "Packed arrays" msgstr "Gepackte Arrays" -msgid "" -"GDScript arrays are allocated linearly in memory for speed. Large arrays " -"(more than tens of thousands of elements) may however cause memory " -"fragmentation. If this is a concern, special types of arrays are available. " -"These only accept a single data type. They avoid memory fragmentation and " -"use less memory, but are atomic and tend to run slower than generic arrays. " -"They are therefore only recommended to use for large data sets:" -msgstr "" -"GDScript-Arrays werden aus Geschwindigkeitsgründen linear im Speicher " -"alloziert. Große Arrays (mehr als Zehntausende von Elementen) können jedoch " -"eine Speicherfragmentierung verursachen. Wenn dies ein Problem darstellt, " -"stehen spezielle Arten von Arrays zur Verfügung. Diese akzeptieren nur einen " -"einzigen Datentyp. Sie vermeiden Speicherfragmentierung und verbrauchen " -"weniger Speicher, sind jedoch atomar und laufen tendenziell langsamer als " -"generische Arrays. Sie werden daher nur für große Datenmengen empfohlen:" - msgid "" ":ref:`PackedByteArray `: An array of bytes (integers " "from 0 to 255)." @@ -1708,9 +1680,6 @@ msgstr "" msgid "You can call it using the ``call`` method: ``x.call(PI)``." msgstr "Sie können es mit der Methode ``call`` aufrufen: ``x.call(PI)``." -msgid "Data" -msgstr "Daten" - msgid "Variables" msgstr "Variablen" @@ -1759,9 +1728,6 @@ msgstr "Gültige Typen sind:" msgid "Built-in types (Array, Vector2, int, String, etc.)." msgstr "Built-in-Typen (Array, Vector2, int, String, etc.)." -msgid "Engine classes (Node, Resource, Reference, etc.)." -msgstr "Engine-Klassen (Node, Resource, Reference, etc.)." - msgid "" "Constant names if they contain a script resource (``MyScript`` if you " "declared ``const MyScript = preload(\"res://my_script.gd\")``)." @@ -1822,6 +1788,21 @@ msgstr "" "(untypisierte Variablen und Objekte) oder hat einen Defaultwert des Typs " "(``0`` für ``int``, ``false`` für ``bool``, etc.)." +msgid "" +"The specified values are assigned in the order of the variables in the " +"script, from top to bottom." +msgstr "" +"Die angegebenen Werte werden in der Reihenfolge der Variablen im Skript von " +"oben nach unten zugewiesen." + +msgid "" +"(Only for ``Node``-derived classes) If the ``@onready`` annotation is " +"applied to a variable, its initialization is deferred to step 5." +msgstr "" +"(Nur für von ``Node`` abgeleitete Klassen) Wenn die Annotation ``@onready`` " +"auf eine Variable angewendet wird, wird ihre Initialisierung auf Schritt 5 " +"verschoben." + msgid "If defined, the ``_init()`` method is called." msgstr "Falls definiert, wird die Methode ``_init()`` aufgerufen." @@ -1831,6 +1812,19 @@ msgstr "" "Bei der Instanziierung von Szenen und Ressourcen werden die exportierten " "Werte zugewiesen." +msgid "" +"(Only for ``Node``-derived classes) ``@onready`` variables are initialized." +msgstr "" +"*(Nur für von ``Node`` abgeleitete Klassen)* ``@onready`` Variablen werden " +"initialisiert." + +msgid "" +"(Only for ``Node``-derived classes) If defined, the ``_ready()`` method is " +"called." +msgstr "" +"*(Nur für von ``Node`` abgeleitete Klassen)* Falls definiert, wird die " +"Methode ``_ready()`` aufgerufen." + msgid "" "You can specify a complex expression as a variable initializer, including " "function calls. Make sure the variables are initialized in the correct " @@ -2143,9 +2137,102 @@ msgstr "" msgid "Referencing functions" msgstr "Funktionen referenzieren" +msgid "" +"Functions are first-class values in terms of the :ref:`Callable " +"` object. Referencing a function by name without calling it " +"will automatically generate the proper callable. This can be used to pass " +"functions as arguments." +msgstr "" +"Funktionen sind erstklassige Werte im Sinne des :ref:`Callable " +"`-Objekts. Wenn Sie eine Funktion mit Namen referenzieren, " +"ohne sie aufzurufen, wird automatisch die richtige aufrufbare Funktion " +"generiert. Dies kann verwendet werden, um Funktionen als Argumente zu " +"übergeben." + +msgid "" +"Callables **must** be called with the :ref:`call() " +"` method. You cannot use the ``()`` operator " +"directly. This behavior is implemented to avoid performance issues on direct " +"function calls." +msgstr "" +"Callables **müssen** mit der Methode :ref:`call() " +"` aufgerufen werden. Sie können den Operator " +"``()`` nicht direkt verwenden. Dieses Verhalten wird implementiert, um " +"Leistungsprobleme bei direkten Funktionsaufrufen zu vermeiden." + msgid "Lambda functions" msgstr "Lambda-Funktionen" +msgid "" +"Lambda functions allow you to declare functions that do not belong to a " +"class. Instead, a :ref:`Callable ` object is created and " +"assigned to a variable directly. This can be useful to create callables to " +"pass around without polluting the class scope." +msgstr "" +"Mit Lambda-Funktionen können Sie Funktionen deklarieren, die nicht zu einer " +"Klasse gehören. Stattdessen wird ein :ref:`Callable `-Objekt " +"erstellt und direkt einer Variablen zugewiesen. Dies kann nützlich sein, um " +"aufrufbare Objekte zu erstellen, die weitergegeben werden können, ohne den " +"Klassenbereich zu beeinträchtigen." + +msgid "" +"To call the created lambda you can use the :ref:`call() " +"` method::" +msgstr "" +"Um das erstellte Lambda aufzurufen, können Sie die Methode :ref:`call() " +"` verwenden::" + +msgid "" +"Lambda functions can be named for debugging purposes (the name is displayed " +"in the Debugger)::" +msgstr "" +"Lambda-Funktionen können zu Debugzwecken benannt werden (der Name wird im " +"Debugger angezeigt):" + +msgid "" +"You can specify type hints for lambda functions in the same way as for " +"regular ones::" +msgstr "" +"Sie können Typhinweise für Lambda-Funktionen auf die gleiche Weise angeben " +"wie für normale Funktionen:" + +msgid "" +"Note that if you want to return a value from a lambda function, an explicit " +"``return`` is required (you can't omit ``return``)::" +msgstr "" +"Beachten Sie, dass, wenn Sie einen Wert aus einem Lambda zurückgeben wollen, " +"ein explizites ``return`` erforderlich ist (Sie können ``return`` nicht " +"weglassen)::" + +msgid "Lambda functions capture the local environment::" +msgstr "Lambda-Funktionen erfassen die lokale Umgebung::" + +msgid "" +"Local variables are captured by value once, when the lambda is created. So " +"they won't be updated in the lambda if reassigned in the outer function::" +msgstr "" +"Lokale Variablen werden einmal nach Wert erfasst, wenn das Lambda erstellt " +"wird. Sie werden daher im Lambda nicht aktualisiert, wenn sie in der äußeren " +"Funktion neu zugewiesen werden::" + +msgid "" +"Also, a lambda cannot reassign an outer local variable. After exiting the " +"lambda, the variable will be unchanged, because the lambda capture " +"implicitly shadows it::" +msgstr "" +"Außerdem kann ein Lambda eine äußere lokale Variable nicht neu zuweisen. " +"Nach dem Verlassen des Lambdas bleibt die Variable unverändert, da die " +"Lambda-Erfassung sie implizit überschattet::" + +msgid "" +"However, if you use pass-by-reference data types (arrays, dictionaries, and " +"objects), then the content changes are shared until you reassign the " +"variable::" +msgstr "" +"Wenn Sie jedoch Datentypen mit Übergabe per Referenz verwenden (Arrays, " +"Wörterbücher und Objekte), werden die Inhaltsänderungen weitergegeben, bis " +"Sie die Variable neu zuweisen::" + msgid "Static functions" msgstr "Statische Funktionen" @@ -2161,6 +2248,9 @@ msgstr "" "Auch statische Funktionen sind nützlich, um Bibliotheken von Hilfsfunktionen " "zu erstellen::" +msgid "Lambda functions cannot be declared static." +msgstr "Lambda-Funktionen können nicht als statisch deklariert werden." + msgid "See also `Static variables`_ and `Static constructor`_." msgstr "Siehe auch `Statische Variablen`_ und `Statischer Konstruktor`_." @@ -2472,32 +2562,6 @@ msgstr "" msgid "Pattern guards" msgstr "Muster-Guards" -msgid "" -"Only one branch can be executed per ``match``. Once a branch is chosen, the " -"rest are not checked. If you want to use the same pattern for multiple " -"branches or to prevent choosing a branch with too general pattern, you can " -"specify a guard expression after the list of patterns with the ``when`` " -"keyword::" -msgstr "" -"Pro ``match`` kann nur ein Zweig ausgeführt werden. Sobald ein Zweig " -"ausgewählt wurde, werden die anderen nicht mehr geprüft. Wenn Sie dasselbe " -"Muster für mehrere Verzweigungen verwenden wollen oder um zu verhindern, " -"dass eine Verzweigung mit einem zu allgemeinen Muster gewählt wird, können " -"Sie einen Guard-Ausdruck nach der Liste der Muster mit dem Schlüsselwort " -"``when`` angeben::" - -msgid "" -"If there is no matching pattern for the current branch, the guard expression " -"is **not** evaluated and the patterns of the next branch are checked." -msgstr "" -"Gibt es kein passendes Muster für die aktuelle Verzweigung, wird der guard-" -"Ausdruck **nicht** ausgewertet und die Muster der nächsten Verzweigung " -"werden geprüft." - -msgid "If a matching pattern is found, the guard expression is evaluated." -msgstr "" -"Wenn ein passendes Muster gefunden wird, wird der Guard-Ausdruck ausgewertet." - msgid "" "If it's true, then the body of the branch is executed and ``match`` ends." msgstr "" @@ -2678,6 +2742,20 @@ msgstr "" msgid "Class constructor" msgstr "Klassen-Konstruktor" +msgid "" +"The class constructor, called on class instantiation, is named ``_init``. If " +"you want to call the base class constructor, you can also use the ``super`` " +"syntax. Note that every class has an implicit constructor that is always " +"called (defining the default values of class variables). ``super`` is used " +"to call the explicit constructor::" +msgstr "" +"Der Klassenkonstruktor, der bei der Klasseninstanziierung aufgerufen wird, " +"heißt ``_init``. Wenn Sie den Basisklassenkonstruktor aufrufen möchten, " +"können Sie auch die „super“-Syntax verwenden. Beachten Sie, dass jede Klasse " +"einen impliziten Konstruktor hat, der immer aufgerufen wird (und die " +"Standardwerte der Klassenvariablen definiert). ``super`` wird verwendet, um " +"den expliziten Konstruktor aufzurufen::" + msgid "This is better explained through examples. Consider this scenario::" msgstr "" "Dies lässt sich besser anhand von Beispielen erklären. Betrachten Sie dieses " @@ -2805,6 +2883,20 @@ msgstr "" msgid "Example::" msgstr "Beispiel::" +msgid "" +"Unlike ``setget`` in previous Godot versions, ``set`` and ``get`` methods " +"are **always** called (except as noted below), even when accessed inside the " +"same class (with or without prefixing with ``self.``). This makes the " +"behavior consistent. If you need direct access to the value, use another " +"variable for direct access and make the property code use that name." +msgstr "" +"Im Gegensatz zu ``setget`` in früheren Godot-Versionen werden die Proprety-" +"Setter und -Getter **immer** aufgerufen (außer wie unten angegeben), auch " +"wenn auf sie innerhalb derselben Klasse zugegriffen wird (mit oder ohne " +"Voranstellen von ``self.``). Dies macht das Verhalten konsistent. Wenn Sie " +"direkten Zugriff auf den Wert benötigen, verwenden Sie eine andere Variable " +"für den direkten Zugriff und lassen den Property-Code diesen Namen verwenden." + msgid "Alternative syntax" msgstr "Alternative Syntax" @@ -3212,6 +3304,3 @@ msgid "" msgstr "" "Sie können optional eine benutzerdefinierte Fehlermeldung übergeben, die " "angezeigt wird, wenn die Assertion fehlschlägt::" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_documentation_comments.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_documentation_comments.po index c5115de29e..9d4cb244a0 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_documentation_comments.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_documentation_comments.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -134,27 +134,27 @@ msgstr "Dokumentieren von Skript-Membern" msgid "Members that are applicable for documentation:" msgstr "Member, die für die Dokumentation in Frage kommen:" -msgid "Inner class" -msgstr "Innere Klasse" - -msgid "Constant" -msgstr "Konstante" - -msgid "Function" -msgstr "Funktion" - msgid "Signal" msgstr "Signal" -msgid "Variable" -msgstr "Variable" - msgid "Enum" msgstr "Enum" msgid "Enum value" msgstr "Enum-Wert" +msgid "Constant" +msgstr "Konstante" + +msgid "Variable" +msgstr "Variable" + +msgid "Function" +msgstr "Funktion" + +msgid "Inner class" +msgstr "Innere Klasse" + msgid "" "Documentation of a script member must immediately precede the member or its " "annotations if it has any. The description can have more than one line but " @@ -611,6 +611,3 @@ msgid "" msgstr "" "``[codeblock lang=csharp]`` verwendet C#-Syntax-Highlighting (nur in der ." "NET-Version)." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_exports.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_exports.po index 15ce598a1d..1db9ae6941 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_exports.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_exports.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -82,8 +82,8 @@ msgstr "" msgid "Resources and nodes can be exported." msgstr "Ressourcen und Nodes können exportiert werden." -msgid "Grouping Exports" -msgstr "Gruppierung von Exporten" +msgid "Grouping exports" +msgstr "Gruppieren der Exporte" msgid "" "It is possible to group your exported properties inside the Inspector with " @@ -182,20 +182,9 @@ msgstr "" "Erlauben von Floats zwischen -10 und 20 und Einrasten des Wertes auf " "Vielfache von 0.2." -msgid "" -"The limits can be only for the slider if you add the hints \"or_greater\" " -"and/or \"or_less\"." -msgstr "" -"Die Grenzen können nur für den Schieberegler gelten, wenn Sie die Hinweise " -"\"or_greater\" und/oder \"or_less\" hinzufügen." - msgid "Floats with easing hint" msgstr "Floats mit Easing-Hint" -msgid "Display a visual representation of the 'ease()' function when editing." -msgstr "" -"Zeigt eine visuelle Darstellung der Funktion 'ease()' bei der Bearbeitung an." - msgid "Colors" msgstr "Farben" @@ -509,6 +498,3 @@ msgid "" msgstr "" "Das Skript muss im ``@tool`` -Modus arbeiten, damit die oben genannten " "Methoden im Editor ausgeführt werden können." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_format_string.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_format_string.po index e9148ad830..76811c51a4 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_format_string.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_format_string.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,37 +14,6 @@ msgstr "" msgid "GDScript format strings" msgstr "GDScript Format-Strings" -msgid "" -"GDScript offers a feature called *format strings*, which allows reusing text " -"templates to succinctly create different but similar strings." -msgstr "" -"GDScript bietet ein Funktion namens *Format-Strings*, die es ermöglicht, " -"Textvorlagen wieder zu verwenden, um schnell unterschiedliche, aber ähnliche " -"Strings zu erzeugen." - -msgid "" -"Format strings are just like normal strings, except they contain certain " -"placeholder character-sequences. These placeholders can then easily be " -"replaced by parameters handed to the format string." -msgstr "" -"Format-Strings sind wie normale Strings, mit der Ausnahme, dass sie " -"bestimmte Platzhalter für Zeichensequenzen enthalten. Diese Platzhalter " -"können einfach durch Parameter im Format-String ersetzt werden." - -msgid "" -"As an example, with ``%s`` as a placeholder, the format string ``\"Hello %s, " -"how are you?\"`` can easily be changed to ``\"Hello World, how are you?\"``. " -"Notice the placeholder is in the middle of the string; modifying it without " -"format strings could be cumbersome." -msgstr "" -"Mit ``%s`` als Platzhalter kann zum Beispiel der Format-String ``\"Hallo %s, " -"wie geht es dir?\"`` leicht in ``\"Hallo Welt, wie geht es dir?\"`` geändert " -"werden. Beachten Sie, dass der Platzhalter in der Mitte des Strings steht; " -"ohne Format-Strings wäre es umständlich, ihn zu ändern." - -msgid "Usage in GDScript" -msgstr "Verwendung in GDScript" - msgid "Examine this concrete GDScript example:" msgstr "Versuchen Sie, das folgende GDScript-Beispiel zu verstehen:" @@ -57,51 +26,6 @@ msgstr "" "nächsten Zeichen, der *Formatkennzeichner*, legt fest, wie der gegebene Wert " "zu einem String konvertiert wird." -msgid "" -"The ``%s`` seen in the example above is the simplest placeholder and works " -"for most use cases: it converts the value by the same method by which an " -"implicit String conversion or ``str()`` would convert it. Strings remain " -"unchanged, Booleans turn into either ``\"True\"`` or ``\"False\"``, an " -"integral or real number becomes a decimal, other types usually return their " -"data in a human-readable string." -msgstr "" -"Das ``%s`` im Beispiel oben ist der einfachste Platzhalter und funktioniert " -"in den meisten Fällen: er konvertiert den Wert mit der gleichen Methode, von " -"der eine implizierte String-Konvertierung oder ``str()`` es konvertieren " -"würde. Strings bleiben unverändert. Booleans schalten entweder in " -"``\"True\"`` oder ``\"False\"``, eine ganze oder reelle Zahl wird eine " -"Dezimalzahl, andere Typen geben meist ihre Daten in einem lesbaren String " -"zurück." - -msgid "" -"There is also another way to format text in GDScript, namely the ``String." -"format()`` method. It replaces all occurrences of a key in the string with " -"the corresponding value. The method can handle arrays or dictionaries for " -"the key/value pairs." -msgstr "" -"Es gibt auch einen anderen Weg, um Text in GDScript zu formatieren, nämlich " -"die ``String.format()``-Methode. Sie ersetzt alle Keys im String mit dem " -"entsprechenden Wert. Die Methode kommt mit Arrays oder Dictionarys für die " -"Key/Value-Paare klar." - -msgid "" -"Arrays can be used as key, index, or mixed style (see below examples). Order " -"only matters when the index or mixed style of Array is used." -msgstr "" -"Arrays können als Key, Index oder in gemischtem Stil (siehe Beispiele unten) " -"vorkommen. Die Reihenfolge ist nur wichtig, wenn der Index oder der " -"gemischte Stil des Arrays benutzt wird." - -msgid "A quick example in GDScript:" -msgstr "Ein kurzes Beispiel in GDScript:" - -msgid "" -"There are other `format specifiers`_, but they are only applicable when " -"using the ``%`` operator." -msgstr "" -"Es gibt auch andere `Formatbezeichner`_, aber diese sind nur anwendbar beim " -"Benutzen des ``%``-Operators." - msgid "Multiple placeholders" msgstr "Mehrere Platzhalter" @@ -174,49 +98,18 @@ msgstr "" msgid "``d``" msgstr "``d``" -msgid "" -"A **decimal integral** number. Expects an integral or real number (will be " -"floored)." -msgstr "" -"Eine **dezimale ganze Zahl**. Erwartet eine ganze oder reelle Zahl (wird " -"abgerundet)." - msgid "``o``" msgstr "``o``" -msgid "" -"An **octal integral** number. Expects an integral or real number (will be " -"floored)." -msgstr "" -"Eine **oktale ganze Zahl**. Erwartet eine ganze oder reelle Zahl (wird " -"abgerundet)." - msgid "``x``" msgstr "``x``" -msgid "" -"A **hexadecimal integral** number with **lower-case** letters. Expects an " -"integral or real number (will be floored)." -msgstr "" -"Eine **hexadezimale ganze Zahl** mit **Kleinbuchstaben**. Erwartet eine " -"ganze oder reelle Zahl (wird abgerundet)." - msgid "``X``" msgstr "``X``" -msgid "" -"A **hexadecimal integral** number with **upper-case** letters. Expects an " -"integral or real number (will be floored)." -msgstr "" -"Eine **hexadezimale ganz Zahl** mit **Großbuchstaben**. Erwartet eine ganze " -"oder reelle Zahl (wird abgerundet)." - msgid "``f``" msgstr "``f``" -msgid "A **decimal real** number. Expects an integral or real number." -msgstr "Eine **reelle Dezimalzahl**. Erwartet eine ganze oder reelle Zahl." - msgid "``v``" msgstr "``v``" @@ -282,14 +175,6 @@ msgstr "**Rechts-Padding** statt Links-Padding." msgid "``*``" msgstr "``*``" -msgid "" -"**Dynamic padding**, expect additional integral parameter to set padding or " -"precision after ``.``, see `dynamic padding`_." -msgstr "" -"**Dynamisches Padding**, erwartet einen zusätzlichen ganzzahligen Parameter. " -"Um das Padding oder die Genauigkeit nach ``.`` festzulegen, siehe " -"`dynamisches Padding`_." - msgid "Padding" msgstr "Padding" @@ -308,25 +193,6 @@ msgstr "" "Um einen String auf eine Minimallänge zu padden, fügen Sie eine Ganzzahl zum " "Bezeichner hinzu:" -msgid "" -"If the integer starts with ``0``, integral values are padded with zeroes " -"instead of white space:" -msgstr "" -"Falls die Ganzzahl mit ``0`` beginnt, werden die Ganzzahlwerte mit Nullen " -"aufgefüllt anstatt mit Leerzeichen:" - -msgid "" -"Precision can be specified for real numbers by adding a ``.`` (*dot*) with " -"an integer following it. With no integer after ``.``, a precision of 0 is " -"used, rounding to integral value. The integer to use for padding must appear " -"before the dot." -msgstr "" -"Die Genauigkeit für reelle Zahlen kann durch das Hinzufügen von ``.`` " -"(*Punkt*) und einer darauffolgenden Ganzzahl festgelegt werden. Ohne " -"Ganzzahl nach ``.`` wird eine Genauigkeit von 0 genutzt, wobei auf einen " -"ganzzahligen Wert gerundet wird. Die Anzahl der Füllzeichen muss vor dem " -"Punkt angegeben werden." - msgid "" "The ``-`` character will cause padding to the right rather than the left, " "useful for right text alignment:" @@ -366,16 +232,20 @@ msgstr "" "„escaped“ werden, damit es nicht als Platzhalter aufgefasst wird. Dies " "schafft man durch das Verdoppeln des Zeichens:" +msgid "" +"Arrays can be used as key, index, or mixed style (see below examples). Order " +"only matters when the index or mixed style of Array is used." +msgstr "" +"Arrays können als Key, Index oder in gemischtem Stil (siehe Beispiele unten) " +"vorkommen. Die Reihenfolge ist nur wichtig, wenn der Index oder der " +"gemischte Stil des Arrays benutzt wird." + +msgid "A quick example in GDScript:" +msgstr "Ein kurzes Beispiel in GDScript:" + msgid "Format method examples" msgstr "Beispiele für Formatierungsmethoden" -msgid "" -"The following are some examples of how to use the various invocations of the " -"``String.format`` method." -msgstr "" -"Im Folgenden finden Sie einige Beispiele für die verschiedenen Aufrufarten " -"der ``String.format``-Methode." - msgid "**Type**" msgstr "**Typ**" @@ -432,15 +302,9 @@ msgstr "" msgid "``\"Hi, {0} v{1}!\".format([\"Godette\",\"3.0\"])``" msgstr "``\"Hallo, {0} v{1}!\".format([\"Godette\",\"3.0\"])``" -msgid "``\"Hi, {name} v{0}!\".format([3.0, [\"name\",\"Godette\"]])``" -msgstr "``\"Hallo, {name} v{0}!\".format([3.0, [\"name\":\"Godette\"]])``" - msgid "no index" msgstr "kein Index" -msgid "``\"Hi, {} v{}!\".format([\"Godette\", 3.0], \"{}\")``" -msgstr "``\"Hallo, {} v{}\".format([\"Godette\", \"3.0\"], \"{}\")``" - msgid "" "Placeholders can also be customized when using ``String.format``, here's " "some examples of that functionality." @@ -487,6 +351,3 @@ msgstr "" msgid "Hi, Godette v3.11" msgstr "Hallo, Godette v3.11" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_styleguide.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_styleguide.po index 5bd9e89c19..cd727fda25 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_styleguide.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_styleguide.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -355,18 +355,27 @@ msgstr "" msgid "Naming conventions" msgstr "Namenskonventionen" -msgid "" -"These naming conventions follow the Godot Engine style. Breaking these will " -"make your code clash with the built-in naming conventions, leading to " -"inconsistent code." -msgstr "" -"Diese Namenskonventionen folgen dem Godot Engine-Stil. Bei Nichtbeachtung " -"würde Ihr Code mit den Built-in-Namenskonventionen kollidieren, was zu " -"inkonsistentem Code führt." +msgid "Type" +msgstr "Typ" + +msgid "Example" +msgstr "Beispiel" msgid "File names" msgstr "Dateinamen" +msgid "Functions" +msgstr "Funktionen" + +msgid "Variables" +msgstr "Variablen" + +msgid "Signals" +msgstr "Signale" + +msgid "Constants" +msgstr "Konstanten" + msgid "" "Use snake_case for file names. For named classes, convert the PascalCase " "class name to snake_case::" @@ -409,9 +418,6 @@ msgstr "" "Funktionen, die der Benutzer überschreiben muss, privaten Funktionen und " "privaten Variablen:" -msgid "Signals" -msgstr "Signale" - msgid "Use the past tense to name signals:" msgstr "Verwenden Sie die Vergangenheitsform, um Signale zu benennen:" @@ -432,27 +438,9 @@ msgstr "" "Verwenden Sie PascalCase für Enum-*Namen* und CONSTANT\\_CASE für deren " "Member, da sie Konstanten sind:" -msgid "" -"Write enums with each item on its own line. This allows adding documentation " -"comments abve each item more easily, and also makes for cleaner diffs in " -"version control when items are added or removed." -msgstr "" -"Schreiben Sie Enums mit jedem Element in einer eigenen Zeile. Dies " -"vereinfacht das Hinzufügen von Dokumentationskommentaren über jedem Element, " -"und sorgt auch für sauberere Unterschiede in der Versionsverwaltung, wenn " -"Elemente hinzugefügt oder entfernt werden." - msgid "Code order" msgstr "Code-Reihenfolge" -msgid "" -"This first section focuses on code order. For formatting, see :ref:" -"`formatting`. For naming conventions, see :ref:`naming_conventions`." -msgstr "" -"Dieser erste Abschnitt geht auf die Reihenfolge der Befehle im Code ein. Für " -"Formatierung, siehe :ref:`formatting`. Für Namenskonventionen, siehe :ref:" -"`naming_conventions`." - msgid "We suggest to organize GDScript code this way:" msgstr "Wir empfehlen, GDScript-Code auf folgende Art zu organisieren:" @@ -544,6 +532,17 @@ msgstr "" "Schreiben Sie dann Konstanten, exportierte Variablen, öffentliche, private " "und onready-Variablen in dieser Reihenfolge." +msgid "" +"GDScript evaluates ``@onready`` variables right before the ``_ready`` " +"callback. You can use that to cache node dependencies, that is to say, to " +"get child nodes in the scene that your class relies on. This is what the " +"example above shows." +msgstr "" +"GDScript wertet ``@onready``-Variablen direkt vor dem ``_ready``-Callback " +"aus. Sie können dies verwenden, um Knotenabhängigkeiten zwischenzuspeichern, " +"das heißt, um untergeordnete Knoten in der Szene abzurufen, auf die sich " +"Ihre Klasse stützt. Dies zeigt das obige Beispiel." + msgid "Member variables" msgstr "Membervariablen" @@ -610,13 +609,6 @@ msgstr "" msgid "Static typing" msgstr "Statische Typisierung" -msgid "" -"Since Godot 3.1, GDScript supports :ref:`optional static " -"typing`." -msgstr "" -"Seit Godot 3.1 unterstützt GDScript :ref:`optionale statische Typisierung " -"`." - msgid "Declared types" msgstr "Deklarierte Typen" @@ -676,6 +668,3 @@ msgid "" msgstr "" "Diese Option wird auch als mehr :ref:`type-" "safe` angesehen als die erste." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdscript/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdscript/index.po index 6eff6536af..44290b25aa 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdscript/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdscript/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -21,6 +21,3 @@ msgstr "" "Siehe :ref:`doc_gdscript_grammar`, wenn Sie daran interessiert sind, ein " "Drittanbieter-Tool zu schreiben, das mit GDScript interagiert, wie z.B. " "einen Linter oder Formatierer." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdscript/static_typing.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdscript/static_typing.po index 270f14c9b0..579d6f205b 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdscript/static_typing.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdscript/static_typing.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -311,20 +311,6 @@ msgstr "" "Um den Typ eines ``Arrays`` zu definieren, schließen Sie den Typnamen in " "``[]`` ein." -msgid "" -"An array's type applies to ``for`` loop variables, as well as some operators " -"like ``[]``, ``[]=``, and ``+``. Array methods (such as ``push_back``) and " -"other operators (such as ``==``) are still untyped. Built-in types, native " -"and custom classes, and enums may be used as element types. Nested array " -"types are not supported." -msgstr "" -"Der Typ eines Arrays gilt für ``for``-Schleifenvariablen, sowie für einige " -"Operatoren wie ``[]``, ``[]=`` und ``+``. Array-Methoden (wie ``push_back``) " -"und andere Operatoren (wie ``==``) sind weiterhin untypisiert. Built-in-" -"Typen, native und benutzerdefinierte Klassen und Enums können als " -"Elementtypen verwendet werden. Verschachtelte Array-Typen werden nicht " -"unterstützt." - msgid "" "Since Godot 4.2, you can also specify a type for the loop variable in a " "``for`` loop. For instance, you can write::" @@ -536,17 +522,6 @@ msgstr "" "Die ausführliche Dokumentation über das GDScript-Warnsystem wurde nach :ref:" "`doc_gdscript_warning_system` verschoben." -msgid "" -"From version 3.1, Godot gives you warnings about your code as you write it: " -"the engine identifies sections of your code that may lead to issues at " -"runtime, but lets you decide whether or not you want to leave the code as it " -"is." -msgstr "" -"Ab Version 3.1 gibt Godot bereits während des Schreibens Warnungen zu Ihrem " -"Code aus: Die Engine identifiziert Abschnitte Ihres Codes, die zur Laufzeit " -"zu Problemen führen könnten, lässt Ihnen aber die Entscheidung, ob Sie den " -"Code so belassen wollen, wie er ist oder nicht." - msgid "" "We have a number of warnings aimed specifically at users of typed GDScript. " "By default, these warnings are disabled, you can enable them in Project " @@ -707,6 +682,3 @@ msgstr "" "skalierbare und zuverlässige Systeme zu erstellen. Statische Typen " "verbessern die Leistung von GDScript, und weitere Optimierungen sind für die " "Zukunft geplant." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdscript/warning_system.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdscript/warning_system.po index 33e2ae52b5..c143ed8e3a 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdscript/warning_system.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/gdscript/warning_system.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -75,6 +75,3 @@ msgstr "" "gewünschte Warnung zu aktivieren. Hier ist die gleiche Datei wie das " "vorherige Beispiel mit der ``unused_variable``-Warnung bei aktivierter " "Fehleroption:" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/groups.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/groups.po index 7b0c1b9749..ff4686dc43 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/groups.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/groups.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -205,6 +205,3 @@ msgstr "" "erlaubt es, Szenen einfach zu wechseln oder neu zu laden, das Spiel zu " "beenden oder es zu pausieren und zu beenden. Außerdem bietet sie nützliche " "Signale." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/how_to_read_the_godot_api.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/how_to_read_the_godot_api.po index bbdd834cb4..feabdf9e3d 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/how_to_read_the_godot_api.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/how_to_read_the_godot_api.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -314,6 +314,3 @@ msgstr "" "Darunter befindet sich eine ausführliche Zusammenfassung der Funktion der " "Methode und ihres Anwendungsfalls/ihrer Anwendungsfälle. Sie kann " "Codebeispiele und/oder Links zu relevanten Teilen der Godot-API enthalten." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/idle_and_physics_processing.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/idle_and_physics_processing.po index 7656758e87..97d514c64d 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/idle_and_physics_processing.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/idle_and_physics_processing.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -130,6 +130,3 @@ msgid "When you run the scene, you should see a counter increasing each frame." msgstr "" "Wenn Sie die Szene laufen lassen, sollten Sie einen Zähler sehen, der mit " "jedem Frame steigt." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/index.po index 4b6c6d58a4..0482e45a8b 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -51,6 +51,3 @@ msgstr "" "unterstützten Sprachen verfügbar. Egal, ob Sie in GDScript, C# oder einer " "anderen Sprache programmieren, die folgenden Seiten helfen Ihnen, Godot " "optimal zu nutzen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/instancing_with_signals.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/instancing_with_signals.po index e8feb624f9..869f96a268 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/instancing_with_signals.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/instancing_with_signals.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -132,6 +132,3 @@ msgid "" msgstr "" "Jetzt werden die Geschosse ihre Bewegung beibehalten, unabhängig von der " "Rotation des Spielers:" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/nodes_and_scene_instances.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/nodes_and_scene_instances.po index 47bc95e6db..fdbf023887 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/nodes_and_scene_instances.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/nodes_and_scene_instances.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -236,6 +236,3 @@ msgstr "" "Der Vorteil dieses zweistufigen Prozesses besteht darin, dass Sie eine " "gepackte Szene geladen lassen und neue Instanzen im Handumdrehen erstellen " "können. Zum Beispiel, um schnell mehrere Feinde oder Kugeln zu instanziieren." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/overridable_functions.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/overridable_functions.po index d3506a636a..f175a71b77 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/overridable_functions.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/overridable_functions.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -140,6 +140,3 @@ msgstr "" "` um programmatisch zu zeichnen oder :" "ref:`Control._gui_input() ` um " "Klicks und Eingaben auf UI-Elementen zu behandeln." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/pausing_games.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/pausing_games.po index 1f841184cf..65a0db38b8 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/pausing_games.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/pausing_games.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -201,6 +201,3 @@ msgstr "" msgid "You should now have a working pause menu." msgstr "Sie sollten nun ein funktionierendes Pausenmenü haben." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/resources.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/resources.po index 0027fd905e..75fd375b7b 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/resources.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/resources.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -495,6 +495,3 @@ msgstr "" "Im folgenden Beispiel würde Godot das ``Node``-Skript laden, prüfen, dass es " "``Resource`` nicht erweitert, und dann feststellen, dass das Skript nicht " "für das Ressourcenobjekt geladen wurde, da die Typen nicht kompatibel sind." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/scene_tree.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/scene_tree.po index db7098fc89..3d362e3881 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/scene_tree.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/scene_tree.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -323,6 +323,3 @@ msgstr "" "Indikatoren oder Hintergrundladen mit Threading zu erstellen. Dies muss " "manuell mit :ref:`doc_singletons_autoload` und :ref:`doc_background_loading` " "gemacht werden." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/scene_unique_nodes.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/scene_unique_nodes.po index e5082297a7..a7f83793ec 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/scene_unique_nodes.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/scene_unique_nodes.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -186,6 +186,3 @@ msgstr "" "zwischengespeichert und sind schnell auffindbar, aber jedes Mal, wenn die " "Methode aufgerufen wird, muss ``find_child()`` jeden Unter-Node überprüfen " "(jedes Child, dessen Child, und so weiter.)." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/singletons_autoload.po b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/singletons_autoload.po index 761f6a60f4..453ff903c4 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/scripting/singletons_autoload.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/scripting/singletons_autoload.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -128,6 +128,13 @@ msgstr "" "erstellt und das Skript wird daran angehängt. Dieser Node wird dem Root-" "Viewport hinzugefügt, bevor weitere Szenen geladen werden." +msgid "" +"To autoload a scene or script, start from the menu and navigate to **Project " +"> Project Settings > Globals > Autoload**." +msgstr "" +"Um eine Szene oder ein Skript automatisch zu laden, beginnen Sie im Menü und " +"navigieren Sie zu **Projekt > Projekteinstellungen > Globals > Autoload**." + msgid "" "Here you can add any number of scenes or scripts. Each entry in the list " "requires a name, which is assigned as the node's ``name`` property. The " @@ -232,6 +239,18 @@ msgstr "" "Öffnen Sie das **Skript**-Fenster und erstellen Sie ein neues Skript mit dem " "Namen ``global.gd``. Stellen Sie sicher, dass es von ``Node`` erbt:" +msgid "" +"The next step is to add this script to the autoLoad list. Starting from the " +"menu, open **Project > Project Settings > Globals > Autoload** and select " +"the script by clicking the browse button or typing its path: ``res://global." +"gd``. Press **Add** to add it to the autoload list:" +msgstr "" +"Der nächste Schritt besteht darin, dieses Skript zur AutoLoad-Liste " +"hinzuzufügen. Öffnen Sie **Projekt > Projekteinstellungen** aus dem Menü, " +"wechseln Sie zum **Autoload**-Tab und wählen Sie das Skript aus, indem Sie " +"auf den Durchsuchen-Button klicken oder den Pfad eingeben: ``res://global." +"gd``. Drücken Sie **Hinzufügen**, um es der Autoload-Liste hinzuzufügen:" + msgid "" "Now whenever we run any scene in the project, this script will always be " "loaded." @@ -310,6 +329,3 @@ msgstr "" "der Szene irgendein 2D-Element anzeigen. Sie können es dann direkt nach dem " "Ändern der Szene ausblenden. Dies kann verwendet werden, um dem Spieler " "anzuzeigen, dass eine Szene gerade geladen wird." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/advanced_postprocessing.po b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/advanced_postprocessing.po index e8dc32019d..87545c8e3d 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/advanced_postprocessing.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/advanced_postprocessing.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -191,31 +191,6 @@ msgstr "" "wird. Auf die Tiefentextur kann nicht von einem anderen Viewport aus " "zugegriffen werden, in das Sie gerendert haben." -msgid "" -"The values returned by ``depth_texture`` are between ``0.0`` and ``1.0`` and " -"are nonlinear. When displaying depth directly from the ``depth_texture``, " -"everything will look almost white unless it is very close. This is because " -"the depth buffer stores objects closer to the camera using more bits than " -"those further, so most of the detail in depth buffer is found close to the " -"camera. In order to make the depth value align with world or model " -"coordinates, we need to linearize the value. When we apply the projection " -"matrix to the vertex position, the z value is made nonlinear, so to " -"linearize it, we multiply it by the inverse of the projection matrix, which " -"in Godot, is accessible with the variable ``INV_PROJECTION_MATRIX``." -msgstr "" -"Die von ``depth_texture`` zurückgegebenen Werte liegen zwischen ``0.0`` und " -"``1.0`` und sind nichtlinear. Wenn die Tiefe direkt von der " -"``depth_texture`` angezeigt wird, sieht alles fast weiß aus, es sei denn, es " -"ist sehr nah. Das liegt daran, dass der Tiefenpuffer Objekte, die sich näher " -"an der Kamera befinden, mit mehr Bits speichert als solche, die weiter " -"entfernt sind, so dass die meisten Details im Tiefenpuffer in der Nähe der " -"Kamera zu finden sind. Damit der Tiefenwert mit den Welt- oder " -"Modellkoordinaten übereinstimmt, müssen wir den Wert linearisieren. Wenn wir " -"die Projektionsmatrix auf die Scheitelpunktposition anwenden, wird der z-" -"Wert nichtlinear. Um ihn zu linearisieren, multiplizieren wir ihn mit der " -"Inversen der Projektionsmatrix, die in Godot über die Variable " -"``INV_PROJECTION_MATRIX`` zugänglich ist." - msgid "" "Firstly, take the screen space coordinates and transform them into " "normalized device coordinates (NDC). NDC run ``-1.0`` to ``1.0`` in ``x`` " @@ -229,15 +204,6 @@ msgstr "" "Backend benutzt wird. Rekonstruieren Sie den NDC unter Verwendung von " "``SCREEN_UV`` für die ``x``- und ``y``-Achse, und den Tiefenwert für ``z``." -msgid "" -"This tutorial assumes the use of the Vulkan renderer, which uses NDCs with a " -"Z-range of ``[0.0, 1.0]``. In contrast, OpenGL uses NDCs with a Z-range of " -"``[-1.0, 1.0]``." -msgstr "" -"Dieses Tutorial setzt die Verwendung des Vulkan-Renderers voraus, der NDCs " -"mit einem Z-Bereich von ``[0.0, 1.0]`` verwendet. Im Gegensatz dazu " -"verwendet OpenGL NDCs mit einem Z-Bereich von ``[-1.0, 1.0]``." - msgid "" "Convert NDC to view space by multiplying the NDC by " "``INV_PROJECTION_MATRIX``. Recall that view space gives positions relative " @@ -257,17 +223,6 @@ msgstr "" "negativen ``z``-Wert haben.Um einen brauchbaren Tiefenwert zu erhalten, " "müssen wir ``view.z`` negieren." -msgid "" -"The world position can be constructed from the depth buffer using the " -"following code. Note that the ``INV_VIEW_MATRIX`` is needed to transform the " -"position from view space into world space, so it needs to be passed to the " -"fragment shader with a varying." -msgstr "" -"Die Weltposition kann mit dem folgenden Code aus dem Tiefenpuffer " -"konstruiert werden. Man beachte, dass der ``INV_VIEW_MATRIX`` benötigt wird, " -"um die Position vom View Space in den World Space zu transformieren, daher " -"muss er dem Fragment Shader mit einer Variation übergeben werden." - msgid "An optimization" msgstr "Eine Optimierung" @@ -331,6 +286,3 @@ msgstr "" "Dreieck erst beim Ausführen der Szene konstruiert wird. Um dies zu umgehen, " "konstruieren Sie ein einzelnes Dreiecks-Mesh in einem Modellierungsprogramm " "und verwenden Sie dieses stattdessen in der MeshInstance3D." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/compute_shaders.po b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/compute_shaders.po index 10a1063c45..d83f7bb2fc 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/compute_shaders.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/compute_shaders.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -426,6 +426,3 @@ msgstr "" "vergleichen können, wie ein ähnlicher Algorithmus auf zwei verschiedene " "Arten implementiert werden kann (wobei die GPU-Implementierung in den " "meisten Fällen schneller ist)." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/converting_glsl_to_godot_shaders.po b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/converting_glsl_to_godot_shaders.po index 2440923456..15e15542d6 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/converting_glsl_to_godot_shaders.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/converting_glsl_to_godot_shaders.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -534,6 +534,3 @@ msgid "" msgstr "" "The Book of Shaders verwendet dasselbe Koordinatensystem wie :ref:`GLSL " "`." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/custom_postprocessing.po b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/custom_postprocessing.po index ec3eacdf87..9a5703cc60 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/custom_postprocessing.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/custom_postprocessing.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -161,6 +161,3 @@ msgid "" msgstr "" "Wenn Sie den obigen Code verwenden, sollten Sie einen Unschärfeeffekt für " "den gesamten Bildschirm erhalten, wie unten dargestellt." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/index.po index a215458b2b..54436e0104 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Shaders" msgstr "Shader" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/introduction_to_shaders.po b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/introduction_to_shaders.po index 30db50f1ae..36e77135ef 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/introduction_to_shaders.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/introduction_to_shaders.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -357,6 +357,3 @@ msgstr "" "Beschreibung, wie er in beiden Fällen arbeitet, siehe deren Dokumentation, :" "ref:`CanvasItem-Shader ` und :ref:`Spatial-Shader " "`." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/making_trees.po b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/making_trees.po index b3c2e6594c..df25964c4a 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/making_trees.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/making_trees.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -138,6 +138,3 @@ msgstr "" msgid "https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch16.html" msgstr "https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch16.html" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/screen-reading_shaders.po b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/screen-reading_shaders.po index 1017298ca2..2f9fa75bb4 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/screen-reading_shaders.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/screen-reading_shaders.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -305,6 +305,3 @@ msgstr "" "Das folgende Beispiel zeigt einen Shader, der die Screen Space-Normale mit " "linearer Filterung, die Screen Space-Rauheit jedoch mit Nearest Neighbour-" "Filterung ausliest." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/shader_materials.po b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/shader_materials.po index 6ace34d8ea..9ff738e351 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/shader_materials.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/shader_materials.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -159,6 +159,3 @@ msgid "" msgstr "" "Mit der Option \"Konvertieren\" wird aus dem StandardMaterial3D ein " "ShaderMaterial mit einem Text-Shader, nicht mit einem visuellen Shader." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/shader_reference/canvas_item_shader.po b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/shader_reference/canvas_item_shader.po index 61547766ef..83b4e1fd4e 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/shader_reference/canvas_item_shader.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/shader_reference/canvas_item_shader.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -132,20 +132,6 @@ msgstr "Built-in" msgid "in float **TIME**" msgstr "in float **TIME**" -msgid "" -"Global time since the engine has started, in seconds (always positive). It's " -"subject to the rollover setting (which is 3,600 seconds by default). It's " -"not affected by :ref:`time_scale` or " -"pausing, but you can define a global shader uniform to add a \"scaled\" " -"``TIME`` variable if desired." -msgstr "" -"Globale Zeit seit dem Start der Engine, in Sekunden (immer positiv). Sie " -"unterliegt der Rollover-Einstellung (die standardmäßig 3.600 Sekunden " -"beträgt). Sie wird nicht von :ref:" -"`time_scale` oder dem Pausieren " -"beeinflusst, aber Sie können ein globales Shader-Uniform definieren, um eine " -"\"skalierte\" ``TIME``-Variable hinzuzufügen, falls gewünscht." - msgid "in float **PI**" msgstr "in float **PI**" @@ -316,26 +302,15 @@ msgstr "Punktgröße für Punktzeichnen." msgid "in vec4 **CUSTOM0**" msgstr "in vec4 **CUSTOM0**" +msgid "Custom value from vertex primitive." +msgstr "Benutzerdefinierter Wert vom Scheitelpunktprimitiv." + msgid "in vec4 **CUSTOM1**" msgstr "in vec4 **CUSTOM1**" msgid "Fragment built-ins" msgstr "Fragment-Built-ins" -msgid "" -"Certain Nodes (for example, :ref:`Sprite2Ds `) display a " -"texture by default. However, when a custom fragment function is attached to " -"these nodes, the texture lookup needs to be done manually. Godot provides " -"the texture color in the ``COLOR`` built-in variable multiplied by the " -"node's color. To read the texture color by itself, you can use:" -msgstr "" -"Bestimmte Nodes (zum Beispiel :ref:`Sprite2Ds `) zeigen " -"standardmäßig eine Textur an. Wenn jedoch eine benutzerdefinierte " -"Fragmentfunktion an diese Nodes angehängt wird, muss die Textur manuell " -"gesucht werden. Godot liefert die Texturfarbe in der Built-in-Variable " -"``COLOR`` multipliziert mit der Farbe des Nodes. Um die Texturfarbe selbst " -"zu lesen, können Sie folgendes verwenden:" - msgid "" "Similarly, if a normal map is used in the :ref:`CanvasTexture " "`, Godot uses it by default and assigns its value to " @@ -463,13 +438,6 @@ msgstr "" "Dasselbe wie ``VERTEX``, kann aber geschrieben werden, um die Beleuchtung zu " "verändern. Die Z-Komponente stellt die Höhe dar." -msgid "" -"Color from vertex function multiplied by the **TEXTURE** color. Also output " -"color value." -msgstr "" -"Farbe aus der Vertex-Funktion multipliziert mit der **TEXTURE**-Farbe. Gibt " -"auch den Farbwert aus." - msgid "Light built-ins" msgstr "Licht-Built-ins" @@ -653,6 +621,3 @@ msgstr "vec2 **screen_uv_to_sdf** (vec2 uv)" msgid "Converts screen UV to an SDF." msgstr "Konvertiert Bildschirm-UV in ein SDF." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/shader_reference/fog_shader.po b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/shader_reference/fog_shader.po index 6029f28be3..23beb503a6 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/shader_reference/fog_shader.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/shader_reference/fog_shader.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -81,9 +81,6 @@ msgstr "Beschreibung" msgid "in float **TIME**" msgstr "in float **TIME**" -msgid "Global time, in seconds." -msgstr "Globale Zeit in Sekunden." - msgid "in float **PI**" msgstr "in float **PI**" @@ -204,6 +201,3 @@ msgstr "" "Ausgabe -Emissionsfarbwert, der während des Lichtdurchlaufs zur Farbe " "addiert wird, um die endgültige Farbe zu erzeugen. Wird nur in das " "Nebelvolumen geschrieben, wenn es verwendet wird." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/shader_reference/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/shader_reference/index.po index 3b66b4aefa..805cb156ba 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/shader_reference/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/shader_reference/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Shading reference" msgstr "Shader-Referenz" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/shader_reference/particle_shader.po b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/shader_reference/particle_shader.po index 3d30896b80..71cbab70f2 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/shader_reference/particle_shader.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/shader_reference/particle_shader.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -126,9 +126,6 @@ msgstr "Built-in" msgid "in float **TIME**" msgstr "in float **TIME**" -msgid "Global time, in seconds." -msgstr "Globale Zeit in Sekunden." - msgid "in float **PI**" msgstr "in float **PI**" @@ -482,6 +479,3 @@ msgstr "" msgid "Emits a particle from a sub-emitter." msgstr "Sendet ein Partikel von einem Sub-Emitter aus." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/shader_reference/shader_preprocessor.po b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/shader_reference/shader_preprocessor.po index f86ae3ad20..6f928a68c9 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/shader_reference/shader_preprocessor.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/shader_reference/shader_preprocessor.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -506,6 +506,3 @@ msgstr "" "den Präprozessor nicht benötigen, verwenden Sie diese Direktive, um die " "Shader-Kompilierung zu beschleunigen, indem Sie den Präprozessorschritt " "weglassen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/shader_reference/shading_language.po b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/shader_reference/shading_language.po index 0089b2328f..fabdd2d349 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/shader_reference/shading_language.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/shader_reference/shading_language.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -81,9 +81,6 @@ msgstr "Vier-Komponenten-Vektor mit Bools." msgid "**int**" msgstr "**int**" -msgid "Signed scalar integer." -msgstr "Signed skalarer Integer." - msgid "**ivec2**" msgstr "**ivec2**" @@ -129,9 +126,6 @@ msgstr "Vier-Komponenten-Vektor mit Unsigned Integern." msgid "**float**" msgstr "**float**" -msgid "Floating-point scalar." -msgstr "Float-Skalar." - msgid "**vec2**" msgstr "**vec2**" @@ -249,10 +243,6 @@ msgstr "Samplertyp um Cubemaps zu binden, welche als Float gelesen werden." msgid "**samplerCubeArray**" msgstr "**samplerCubeArray**" -msgid "Sampler type for binding Cubemap arrays, which are read as float." -msgstr "" -"Samplertyp um Cubemap-Arrays zu binden, welche als Float gelesen werden." - msgid "Comments" msgstr "Kommentare" @@ -325,32 +315,12 @@ msgstr "" "Verwendung von \"r\", \"g\", \"b\" und \"a\" und ist gleichwertig. Verwenden " "Sie, was für Ihre Bedürfnisse am besten geeignet ist." -msgid "" -"For matrices, use the ``m[column][row]`` indexing syntax to access each " -"scalar, or ``m[idx]`` to access a vector by row index. For example, for " -"accessing the y position of an object in a mat4 you use ``m[3][1]``." -msgstr "" -"Für Matrizen verwenden Sie die ``m[Spalte][Zeile]`` Indizierungssyntax, um " -"auf jeden Skalar zuzugreifen, oder ``m[idx]``, um auf einen Vektor nach " -"Zeilenindex zuzugreifen. Um zum Beispiel auf die y-Position eines Objekts in " -"einer mat4 zuzugreifen, verwenden Sie ``m[3][1]``." - msgid "Constructing" msgstr "Konstruieren" msgid "Construction of vector types must always pass:" msgstr "Die Konstruktion von Vektortypen muss immer bestehen aus:" -msgid "" -"Construction of matrix types requires vectors of the same dimension as the " -"matrix. You can also build a diagonal matrix using ``matx(float)`` syntax. " -"Accordingly, ``mat4(1.0)`` is an identity matrix." -msgstr "" -"Die Konstruktion von Matrixtypen erfordert Vektoren der gleichen Dimension " -"wie die Matrix. Sie können auch eine Diagonalmatrix mit der Syntax " -"``matx(float)`` konstruieren. Dementsprechend ist ``mat4(1.0)`` eine " -"Einheitsmatrix." - msgid "" "Matrices can also be built from a matrix of another dimension. There are two " "rules:" @@ -2463,6 +2433,3 @@ msgid "" msgstr "" "Für ``x`` gleich Null sind sowohl die Mantisse als auch der Exponent gleich " "Null. Für ``x`` von unendlich oder NaN sind die Ergebnisse undefiniert." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/shader_reference/sky_shader.po b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/shader_reference/sky_shader.po index b73a8f05bf..610254caaa 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/shader_reference/sky_shader.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/shader_reference/sky_shader.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -245,9 +245,6 @@ msgstr "Built-in" msgid "in float **TIME**" msgstr "in float **TIME**" -msgid "Global time, in seconds." -msgstr "Globale Zeit in Sekunden." - msgid "in vec3 **POSITION**" msgstr "in vec3 **POSITION**" @@ -416,6 +413,3 @@ msgstr "Alphawert der Ausgabe, kann nur in Unterdurchläufen verwendet werden." msgid "out vec4 **FOG**" msgstr "out vec4 **FOG**" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/shader_reference/spatial_shader.po b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/shader_reference/spatial_shader.po index 259d3e720c..adbb663827 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/shader_reference/spatial_shader.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/shader_reference/spatial_shader.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -285,9 +285,6 @@ msgstr "Built-in" msgid "in float **TIME**" msgstr "in float **TIME**" -msgid "Global time, in seconds." -msgstr "Globale Zeit in Sekunden." - msgid "in float **PI**" msgstr "in float **PI**" @@ -625,6 +622,9 @@ msgstr "in vec4 **CUSTOM2**" msgid "in vec4 **CUSTOM3**" msgstr "in vec4 **CUSTOM3**" +msgid "Custom value from vertex primitive." +msgstr "Benutzerdefinierter Wert vom Scheitelpunktprimitiv." + msgid "" "``MODELVIEW_MATRIX`` combines both the ``MODEL_MATRIX`` and ``VIEW_MATRIX`` " "and is better suited when floating point issues may arise. For example, if " @@ -637,6 +637,18 @@ msgstr "" "ist, kann es bei der Verwendung des getrennten ``MODEL_MATRIX`` und " "``VIEW_MATRIX`` zu Float-Problemen kommen." +msgid "" +"``INV_VIEW_MATRIX`` is the matrix used for rendering the object in that " +"pass, not like ``MAIN_CAM_INV_VIEW_MATRIX``, which is the matrix of the " +"camera in the scene. In the shadow pass, ``INV_VIEW_MATRIX``'s view is based " +"on the camera that is located at the position of the light." +msgstr "" +"``INV_VIEW_MATRIX`` ist die Matrix, die zum Rendern des Objekts in diesem " +"Durchgang verwendet wird, nicht wie ``MAIN_CAM_INV_VIEW_MATRIX``, die die " +"Matrix der Kamera in der Szene ist. Im Schattendurchgang basiert die Ansicht " +"von ``INV_VIEW_MATRIX`` auf der Kamera, die sich an der Position des Lichts " +"befindet." + msgid "Fragment built-ins" msgstr "Fragment-Built-ins" @@ -656,15 +668,6 @@ msgstr "" msgid "in vec4 **FRAGCOORD**" msgstr "in vec4 **FRAGCOORD**" -msgid "" -"Coordinate of pixel center in screen space. ``xy`` specifies position in " -"window, ``z`` specifies fragment depth if ``DEPTH`` is not used. Origin is " -"lower-left." -msgstr "" -"Koordinate der Pixelmitte im Bildschirmraum. ``xy`` spezifiziert die " -"Position im Fenster, ``z`` spezifiziert die Fragmenttiefe, wenn ``DEPTH`` " -"nicht benutzt wird. Der Ursprung ist unten links." - msgid "in bool **FRONT_FACING**" msgstr "in bool **FRONT_FACING**" @@ -1019,6 +1022,15 @@ msgstr "" "Schattierung > Vertex-Schattierung erzwingen** in den Projekteinstellungen " "aktiviert ist. (Auf mobilen Plattformen ist es standardmäßig aktiviert)." +msgid "" +"Coordinate of pixel center in screen space. ``xy`` specifies position in " +"window, ``z`` specifies fragment depth if ``DEPTH`` is not used. Origin is " +"lower-left." +msgstr "" +"Koordinate der Pixelmitte im Bildschirmraum. ``xy`` spezifiziert die " +"Position im Fenster, ``z`` spezifiziert die Fragmenttiefe, wenn ``DEPTH`` " +"nicht benutzt wird. Der Ursprung ist unten links." + msgid "in vec3 **NORMAL**" msgstr "in vec3 **NORMAL**" @@ -1122,6 +1134,3 @@ msgstr "" "Brechung erscheinen. :ref:`SDFGI ` scharfe Reflexionen sind " "auf transparenten Materialien nicht sichtbar (nur grobe Reflexionen sind auf " "transparenten Materialien sichtbar)." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/shaders_style_guide.po b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/shaders_style_guide.po index 103b050c23..bb582c1ec7 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/shaders_style_guide.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/shaders_style_guide.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -355,6 +355,3 @@ msgstr "" "Deklarieren Sie lokale Variablen so nah wie möglich am Ort ihrer ersten " "Verwendung. Dies erleichtert das Lesen des Codes, ohne zu viel scrollen zu " "müssen, um herauszufinden, wo die Variable deklariert wurde." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/using_viewport_as_texture.po b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/using_viewport_as_texture.po index 9cd42e90e9..745dd6e57c 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/using_viewport_as_texture.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/using_viewport_as_texture.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -537,6 +537,3 @@ msgid "" msgstr "" "Und da haben Sie es. Ein prozeduraler Planet, der unter Verwendung eines :" "ref:`SubViewport ` generiert wurde." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/visual_shaders.po b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/visual_shaders.po index 63e15cf26c..25af40ab53 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/visual_shaders.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/visual_shaders.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -51,27 +51,6 @@ msgstr "" "VisualShader zu benutzen, erstellen Sie ein neues ``ShaderMaterial`` in " "einem Objekt Ihrer Wahl." -msgid "" -"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property." -msgstr "" -"Weisen Sie dann der Property ``Shader`` eine Ressource :ref:" -"`class_VisualShader` zu." - -msgid "" -"Click on the new ``Shader`` resource and the Create Shader dialog will open " -"automatically. Change the Type option to VisualShader in the dropdown." -msgstr "" -"Klicken Sie auf die neue ``Shader``-Ressource und der Dialog Shader Erzeugen " -"wird automatisch geöffnet. Ändern Sie in der Dropdown-Liste die Option " -"\"Typ\" in \"VisualShader\"." - -msgid "" -"The layout of the Visual Shader Editor comprises two parts: the upper " -"toolbar and the graph itself." -msgstr "" -"Das Layout des Visual Shader-Editors besteht aus zwei Teilen: der oberen " -"Symbolleiste und dem Diagramm selbst." - msgid "From left to right in the toolbar:" msgstr "Von links nach rechts in der Toolbar:" @@ -215,21 +194,6 @@ msgstr "" "Diese Ports sind farblich gekennzeichnet, um den Typ des Ports zu " "unterscheiden:" -msgid "scalar" -msgstr "scalar" - -msgid "vector" -msgstr "vector" - -msgid "boolean" -msgstr "boolean" - -msgid "transform" -msgstr "transform" - -msgid "sampler" -msgstr "sampler" - msgid "Port types" msgstr "Port-Typen" @@ -248,15 +212,15 @@ msgstr "Beispiel" msgid "Scalar" msgstr "Skalar" -msgid "Cyan" -msgstr "Türkis" - msgid "Scalar is a single value." msgstr "Skalar ist ein einzelner Wert." msgid "|scalar|" msgstr "|scalar|" +msgid "scalar" +msgstr "scalar" + msgid "Vector" msgstr "Vektor" @@ -269,24 +233,24 @@ msgstr "Ein Vektor ist eine Menge von Werten." msgid "|vector|" msgstr "|vector|" +msgid "vector" +msgstr "vector" + msgid "Boolean" msgstr "Boolean" -msgid "Blue" -msgstr "Blau" - msgid "On or off, true or false." msgstr "Ein oder aus, wahr oder falsch." msgid "|boolean|" msgstr "|boolean|" +msgid "boolean" +msgstr "boolean" + msgid "Transform" msgstr "Transformation" -msgid "Orange" -msgstr "Orange" - msgid "A matrix, usually used to transform vertices." msgstr "" "Eine Matrix, wird in der Regel zur Transformation von Vertices verwendet." @@ -294,11 +258,14 @@ msgstr "" msgid "|transform|" msgstr "|transform|" +msgid "transform" +msgstr "transform" + msgid "Sampler" msgstr "Sampler" -msgid "Yellow" -msgstr "Gelb" +msgid "Orange" +msgstr "Orange" msgid "A texture sampler. It can be used to sample textures." msgstr "Ein Textur-Sampler. Er kann verwendet werden, um Texturen abzutasten." @@ -306,6 +273,9 @@ msgstr "Ein Textur-Sampler. Er kann verwendet werden, um Texturen abzutasten." msgid "|sampler|" msgstr "|sampler|" +msgid "sampler" +msgstr "sampler" + msgid "" "All of the types are used in the calculations of vertices, fragments, and " "lights in the shader. For example: matrix multiplication, vector addition, " @@ -420,6 +390,3 @@ msgstr "" "``true`` oder ``false`` ist. ``Boolean`` wurde oben eingeführt. Wenn Sie " "einen Vektor in einen booleschen true-Wert umwandeln, sollten alle " "Komponenten des Vektors über Null liegen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/your_first_shader/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/your_first_shader/index.po index 0eafd6d7ed..65a73d28d5 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/your_first_shader/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/your_first_shader/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -42,6 +42,3 @@ msgid "" msgstr "" "Um eine allgemeinere Einführung in Shader und die OpenGL Shader-Sprache zu " "erhalten, siehe `The Book of Shaders `_." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_2d_shader.po b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_2d_shader.po index dd774c1230..0b631817de 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_2d_shader.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_2d_shader.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -71,22 +71,6 @@ msgstr "" "mehrere Objekte mit demselben Material zu zeichnen, muss das Material an " "jedes Objekt angehängt werden." -msgid "" -"All objects derived from a :ref:`CanvasItem ` have a " -"material property. This includes all :ref:`GUI elements `, :" -"ref:`Sprite2Ds `, :ref:`TileMaps `, :ref:" -"`MeshInstance2Ds ` etc. They also have an option to " -"inherit their parent's material. This can be useful if you have a large " -"number of nodes that you want to use the same material." -msgstr "" -"Alle Objekte, die von einem :ref:`CanvasItem ` abgeleitet " -"sind, haben eine Material-Property. Dazu gehören alle :ref:`GUI-Elemente " -"`, :ref:`Sprite2Ds `, :ref:`TileMaps " -"`, :ref:`MeshInstance2Ds ` usw. Sie " -"haben auch die Möglichkeit, das Material ihrer Eltern zu erben. Dies kann " -"nützlich sein, wenn Sie eine große Anzahl von Nodes haben, die das gleiche " -"Material verwenden sollen." - msgid "" "To begin, create a Sprite2D node. :ref:`You can use any CanvasItem " "`, so long as it is drawing to the canvas, so for " @@ -395,6 +379,3 @@ msgstr "" "Shader-Tutorials an, und schauen Sie sich andere Seiten wie `Shadertoy " "`_ und " "`The Book of Shaders `_ an." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_3d_shader.po b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_3d_shader.po index 566f2c99cc..130151f8de 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_3d_shader.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_3d_shader.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -469,14 +469,6 @@ msgstr "" msgid "Interacting with light" msgstr "Mit Licht interagieren" -msgid "" -"First, turn wireframe off. To do so, click in the upper-left of the Viewport " -"again, where it says \"Perspective\", and select \"Display Normal\"." -msgstr "" -"Schalten Sie zunächst die Drahtgitterdarstellung aus. Klicken Sie dazu " -"erneut oben links im Ansichtsfenster, wo \"Perspektive\" steht, und wählen " -"Sie \"Normalen anzeigen\"." - msgid "" "Note how the mesh color goes flat. This is because the lighting on it is " "flat. Let's add a light!" @@ -617,6 +609,3 @@ msgstr "" "werden wir eine Fragment-Funktion schreiben, um diese Vertex-Funktion zu " "begleiten, und wir werden eine fortgeschrittenere Technik behandeln, um " "dieses Terrain in ein Meer von sich bewegenden Wellen zu verwandeln." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/your_first_shader/your_second_3d_shader.po b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/your_first_shader/your_second_3d_shader.po index 4e504f8bb4..61967de6f7 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/shaders/your_first_shader/your_second_3d_shader.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/shaders/your_first_shader/your_second_3d_shader.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -478,6 +478,3 @@ msgstr "" "`. Weitere fortgeschrittene Anleitungen finden Sie im :" "ref:`Shading-Abschnitt ` und den :ref:`3D `-Abschnitten." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/troubleshooting.po b/sphinx/po/de/LC_MESSAGES/tutorials/troubleshooting.po index c6077aa145..80f92d150c 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/troubleshooting.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/troubleshooting.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -325,6 +325,19 @@ msgstr "" "(Standardkürzel für das NVIDIA-Overlay) und deaktivieren Sie **Einstellungen " "> HUD-Layout > Statusindikator** im NVIDIA-Overlay." +msgid "" +"Alternatively, you can install the `new NVIDIA app ` which replaces GeForce Experience and does not " +"suffer from this issue. Unlike GeForce Experience, the NVIDIA app draws the " +"replay indicator in the corner of the screen as opposed to the corner of " +"each window." +msgstr "" +"Alternativ können Sie die „neue Nvidia-App “ installieren, die GeForce Experience ersetzt und " +"dieses Problem nicht hat. Anders als GeForce Experience zeichnet die NVIDIA-" +"App den Wiedergabeindikator in der Ecke des Bildschirms und nicht in der " +"Ecke jedes Fensters." + msgid "The editor or project appears overly sharp or blurry" msgstr "Der Editor oder das Projekt erscheint übermäßig scharf oder unscharf" @@ -395,18 +408,6 @@ msgstr "" "Server Settings**. Wählen Sie auf der linken Seite **Antialiasing-" "Einstellungen** und deaktivieren Sie dann **FXAA aktivieren**." -msgid "" -"**AMD (Windows):** Open the start menu and choose **AMD Software**. Click " -"the settings \"cog\" icon in the top-right corner. Go to the **Graphics** " -"tab, scroll to the bottom and click **Advanced** to unfold its settings. " -"Disable **Morphological Anti-Aliasing**." -msgstr "" -"**AMD (Windows):** Öffnen Sie das Startmenü und wählen Sie **AMD Software**. " -"Klicken Sie auf das „Zahnrad“-Icon für die Einstellungen in der oberen " -"rechten Ecke. Gehen Sie zum Tab **Grafik**, scrollen Sie nach unten und " -"klicken Sie auf **Erweitert**, um die Einstellungen auszuklappen. " -"Deaktivieren Sie **Morphologisches Anti-Aliasing**." - msgid "" "Third-party vendor-independent utilities such as vkBasalt may also force " "sharpening or FXAA on all Vulkan applications. You may want to check their " @@ -584,6 +585,3 @@ msgstr "" "Sie das Projekt exportieren. Dies liegt daran, da das virtuelle PCK-" "Dateisystem zwischen Groß- und Kleinschreibung unterscheidet, während das " "Windows-Dateisystem dies standardmäßig nicht unterscheidet." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/ui/bbcode_in_richtextlabel.po b/sphinx/po/de/LC_MESSAGES/tutorials/ui/bbcode_in_richtextlabel.po index ec91061a6d..7a823a5b81 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/ui/bbcode_in_richtextlabel.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/ui/bbcode_in_richtextlabel.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -318,6 +318,16 @@ msgstr "" msgid "Reference" msgstr "Referenz" +msgid "" +"*Some* of these BBCode tags can be used in tooltips for ``@export`` script " +"variables as well as in the XML source of the class reference. For more " +"information, see :ref:`Class reference BBCode `." +msgstr "" +"*Einige* dieser BBCode-Tags können in Tooltips für ``@export``-" +"Skriptvariablen sowie in der XML-Quelle der Klassenreferenz verwendet " +"werden. Weitere Informationen finden Sie unter :ref:`Klassenreferenz BBCode " +"`." + msgid "Tag" msgstr "Tag" @@ -1162,9 +1172,6 @@ msgstr "" "durch ``width`` und ``height`` angegebene Größe ist, wird Bild-Padding " "hinzugefügt, um die Größe anzupassen, anstatt es hochzuskalieren." -msgid "**tootip**" -msgstr "**tootip**" - msgid "String" msgstr "String" @@ -1174,24 +1181,6 @@ msgstr "Bild-Tooltip." msgid "Image and table vertical alignment" msgstr "Vertikale Ausrichtung von Bildern und Tabellen" -msgid "" -"When a vertical alignment value is provided with the ``[img]`` or " -"``[table]``` tag the image/table will try to align itself against the " -"surrounding text. Alignment is performed using a vertical point of the image " -"and a vertical point of the text. There are 3 possible points on the image " -"(``top``, ``center``, and ``bottom``) and 4 possible points on the text and " -"table (``top``, ``center``, ``baseline``, and ``bottom``), which can be used " -"in any combination." -msgstr "" -"Wenn ein Wert für die vertikale Ausrichtung mit dem ``[img]`` oder " -"``[table]``-Tag angegeben wird, versucht das Bild/die Tabelle, sich an dem " -"umgebenden Text auszurichten. Die Ausrichtung wird anhand eines vertikalen " -"Punktes des Bildes und eines vertikalen Punktes des Textes durchgeführt. Es " -"gibt 3 mögliche Punkte auf dem Bild (``oben``, ``Mitte`` und ``unten``) und " -"4 mögliche Punkte auf dem Text und der Tabelle (``oben``, ``Mitte``, " -"``Grundlinie`` und ``unten``), die in jeder Kombination verwendet werden " -"können." - msgid "" "To specify both points, use their full or short names as a value of the " "image/table tag:" @@ -1242,9 +1231,6 @@ msgstr "**glyph_spacing**, **gl**" msgid "Extra spacing for each glyph." msgstr "Zusätzliche Abstände für jede Glyphe." -msgid "**glyph_spacing**, **sp**" -msgstr "**glyph_spacing**, **sp**" - msgid "Extra spacing for the space character." msgstr "Zusätzlicher Abstand für das Leerzeichen." @@ -1335,18 +1321,6 @@ msgstr "" msgid "Named colors" msgstr "Benannte Farben" -msgid "" -"For tags that allow specifying a color by name you can use names of the " -"constants from the built-in :ref:`class_Color` class. Named classes can be " -"specified in a number of styles using different casings: ``DARK_RED``, " -"``DarkRed``, and ``darkred`` will give the same exact result." -msgstr "" -"Für Tags, die es erlauben, eine Farbe durch einen Namen zu spezifizieren, " -"können Sie die Namen der Konstanten der Built-in-Klasse :ref:`class_Color` " -"verwenden. Benannte Klassen können in einer Reihe von Stilen mit " -"verschiedenen Schreibstilen angegeben werden: ``DARK_RED``, ``DarkRed`` und " -"``darkred`` ergeben genau das gleiche Ergebnis." - msgid "Hexadecimal color codes" msgstr "Hexadezimale Farbcodes" @@ -1838,6 +1812,3 @@ msgid "This will add a few new BBCode commands, which can be used like so:" msgstr "" "Dadurch werden einige neue BBCode-Befehle hinzugefügt, die wie folgt " "verwendet werden können:" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/ui/control_node_gallery.po b/sphinx/po/de/LC_MESSAGES/tutorials/ui/control_node_gallery.po index 8134db5886..6e143a8dd6 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/ui/control_node_gallery.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/ui/control_node_gallery.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -27,6 +27,3 @@ msgstr "" "Die oben abgebildete Control Galerie-Demo finden Sie `auf GitHub `__." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/ui/custom_gui_controls.po b/sphinx/po/de/LC_MESSAGES/tutorials/ui/custom_gui_controls.po index ab7591566e..b973467c7d 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/ui/custom_gui_controls.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/ui/custom_gui_controls.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -177,6 +177,3 @@ msgstr "" "Controls haben auch viele nützliche Benachrichtigungen, für die es keinen " "eigenen Callback gibt, die aber mit dem _notification-Callback überprüft " "werden können:" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/ui/gui_containers.po b/sphinx/po/de/LC_MESSAGES/tutorials/ui/gui_containers.po index ec35e036bd..b9878c47fe 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/ui/gui_containers.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/ui/gui_containers.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -200,13 +200,6 @@ msgstr "" "der entgegengesetzten Richtung (z. B. vertikal für einen horizontalen " "Container) werden die Child-Controls einfach erweitert." -msgid "" -"These containers make use of the *Ratio* property for children with the " -"*Expand* flag set." -msgstr "" -"Diese Container verwenden die *Ratio*-Property für Child-Nodes, bei denen " -"das *Expandieren*-Flag gesetzt ist." - msgid "Grid Container" msgstr "Raster-Container" @@ -437,6 +430,3 @@ msgstr "" "Es ist möglich, einen benutzerdefinierten Container mithilfe eines Skripts " "zu erstellen. Hier ist ein Beispiel eines Containers, der Child-Nodes an " "seine rechteckige Größe anpasst:" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/ui/gui_navigation.po b/sphinx/po/de/LC_MESSAGES/tutorials/ui/gui_navigation.po index f2eadaa4ac..4e7f7b1d5a 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/ui/gui_navigation.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/ui/gui_navigation.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -145,6 +145,3 @@ msgstr "" "Beim Starten der Szene wird nun der Node \"Start-Button\" fokussiert, und " "die Tastatur oder ein Control kann verwendet werden, um zwischen ihm und " "anderen UI-Elementen zu navigieren." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/ui/gui_skinning.po b/sphinx/po/de/LC_MESSAGES/tutorials/ui/gui_skinning.po index 28c4548ae0..0b524d8e3f 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/ui/gui_skinning.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/ui/gui_skinning.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -365,25 +365,6 @@ msgstr "" "Als Projekteinstellung und als Node-Property im gesamten Baum der Control-" "Nodes." -msgid "" -"There are two project settings that can be adjusted to affect your entire " -"project: :ref:`gui/theme/custom` allows you to set a custom project-wide theme, and :ref:`gui/theme/" -"custom_font` does the " -"same to the default fallback font. When a theme item is requested by a " -"control node the custom project theme, if present, is checked first. Only if " -"it doesn't have the item the default theme is checked." -msgstr "" -"Es gibt zwei Projekteinstellungen, die so angepasst werden können, dass sie " -"das gesamte Projekt betreffen: :ref:`gui/theme/" -"custom` ermöglicht es " -"Ihnen, ein benutzerdefiniertes projektweites Theme festzulegen, und :ref:" -"`gui/theme/custom_font` macht dasselbe mit der Default-Fallback-Schriftart. Wird ein " -"Theme-Element von einem Control-Node angefordert, so wird das " -"benutzerdefinierte Projekt-Theme, falls vorhanden, zuerst geprüft. Nur wenn " -"das Element nicht vorhanden ist, wird das Default-Theme geprüft." - msgid "" "This allows you to configure the default look of every Godot control with a " "single theme resource, but you can go more granular than that. Every control " @@ -533,6 +514,3 @@ msgstr "" "Hauptvorteil besteht darin, dass man verschiedene Themes mit denselben Theme-" "Elementen für rote, blaue und grüne Teams erstellen und sie mit einer " "einzigen Ressourcenänderung austauschen kann." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/ui/gui_theme_type_variations.po b/sphinx/po/de/LC_MESSAGES/tutorials/ui/gui_theme_type_variations.po index dd34e41e9f..e10a03e6ca 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/ui/gui_theme_type_variations.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/ui/gui_theme_type_variations.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -170,6 +170,3 @@ msgstr "" "und klicken Sie auf das Häkchen-Icon oder drücken Sie die Eingabetaste. Wenn " "eine Typvariation mit diesem Namen existiert, wird sie nun vom Node " "verwendet." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/ui/gui_using_fonts.po b/sphinx/po/de/LC_MESSAGES/tutorials/ui/gui_using_fonts.po index 45f774e9f9..e201b2d77f 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/ui/gui_using_fonts.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/ui/gui_using_fonts.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -1021,18 +1021,6 @@ msgstr "" msgid "Variable font example (Inter V)" msgstr "Beispiel für eine variable Schriftart (Inter V)" -msgid "" -"While variable font axis names and scales aren't standardized, some common " -"conventions are usually followed by font designers. For instance, the " -"*weight* axis typically uses ``400`` as the \"regular\" font weight and " -"``700`` as the \"bold\" font weight." -msgstr "" -"Auch wenn die Namen und Skalen der variablen Schriftarten nicht " -"standardisiert sind, halten sich die Designer von Schriftarten in der Regel " -"an einige gemeinsame Konventionen. Die *Gewicht*-Achse beispielsweise " -"verwendet typischerweise ``400`` für die \"normale\" Schriftart und ``700`` " -"für die \"fette\" Schriftart." - msgid "" "You can save the FontVariation to a ``.tres`` resource file to reuse it in " "other places:" @@ -1812,6 +1800,3 @@ msgstr "" "ihre jeweiligen Importoptionen bestimmt. Sie können den Abschnitt **Import " "Defaults** im Dialogfeld Projekteinstellungen verwenden, um die Standard-" "Importoptionen für benutzerdefinierte Schriftarten außer Kraft zu setzen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/ui/gui_using_theme_editor.po b/sphinx/po/de/LC_MESSAGES/tutorials/ui/gui_using_theme_editor.po index 6d5440a4cb..bc779bb433 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/ui/gui_using_theme_editor.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/ui/gui_using_theme_editor.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -286,6 +286,3 @@ msgstr "" "sie sind, in Ihr Theme kopiert. Wenn Sie die Daten weglassen, werden die " "Elemente mit dem entsprechenden Datentyp und Namen erstellt, bleiben aber " "leer, so dass gewissermaßen eine Vorlage für ein Theme entsteht." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/ui/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/ui/index.po index 8a8ea039d3..4362c14a33 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/ui/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/ui/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -93,6 +93,3 @@ msgid "" msgstr "" "Die folgenden Artikel befassen sich mit spezifischen Details zur Verwendung " "bestimmter Control-Nodes." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/ui/size_and_anchors.po b/sphinx/po/de/LC_MESSAGES/tutorials/ui/size_and_anchors.po index 7077096c08..4ee39eb6dc 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/ui/size_and_anchors.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/ui/size_and_anchors.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -24,134 +24,5 @@ msgstr "" "ausgeführt werden würde, wäre es einfach, die Position und Größe jedes " "einzelnen Controls zu bestimmen. Dies ist leider selten der Fall." -msgid "" -"Only TVs nowadays have a standard resolution and aspect ratio. Everything " -"else, from computer monitors to tablets, portable consoles and mobile phones " -"have different resolutions and aspect ratios." -msgstr "" -"Nur Fernseher haben heutzutage eine Standardauflösung und ein Standard-" -"Seitenverhältnis. Alles andere, von Computermonitoren bis hin zu Tablets, " -"tragbaren Konsolen und Mobiltelefonen, hat unterschiedliche Auflösungen und " -"Seitenverhältnisse." - -msgid "" -"There are several ways to handle this, but for now, let's just imagine that " -"the screen resolution has changed and the controls need to be re-positioned. " -"Some will need to follow the bottom of the screen, others the top of the " -"screen, or maybe the right or left margins." -msgstr "" -"Es gibt verschiedene Möglichkeiten, um damit umzugehen, aber stellen wir uns " -"vorerst vor, dass sich die Bildschirmauflösung geändert hat und die Controls " -"neu positioniert werden müssen. Einige müssen dem unteren Bildschirmrand " -"folgen, andere dem oberen Bildschirmrand oder möglicherweise dem rechten " -"oder linken Rand." - -msgid "" -"This is done by editing the *margin* properties of controls. Each control " -"has four margins: left, right, bottom, and top, which correspond to the " -"respective edges of the control. By default, all of them represent a " -"distance in pixels relative to the top-left corner of the parent control or " -"(in case there is no parent control) the viewport." -msgstr "" -"Dies geschieht durch die Bearbeitung der *Seitenrand*-Propertys der " -"Controls. Jedes Control hat vier Seitenränder: links, rechts, unten und " -"oben, die den jeweiligen Kanten des Controls entsprechen. Standardmäßig " -"stellen sie alle einen Abstand in Pixeln relativ zur linken oberen Ecke des " -"Parent-Controls oder (falls es kein Parent-Control gibt) des Viewports dar." - -msgid "" -"So to make the control wider you can make the right margin larger and/or " -"make the left margin smaller. This lets you set the exact placement and " -"shape of the control." -msgstr "" -"Um das Control breiter zu machen, können Sie also den rechten Seitenrand " -"größer und/oder den linken Seitenrand kleiner machen. So können Sie die " -"genaue Platzierung und Form des Controls festlegen." - -msgid "" -"The *anchor* properties adjust where the margin distances are relative *to*. " -"Each margin has an individual anchor that can be adjusted from the beginning " -"to the end of the parent. So the vertical (top, bottom) anchors adjust from " -"0 (top of parent) to 1.0 (bottom of parent) with 0.5 being the center, and " -"the control margins will be placed relative to that point. The horizontal " -"(left, right) anchors similarly adjust from left to right of the parent." -msgstr "" -"Die *Anker*-Propertys stellen ein, relativ zu welchem Punkt die Seitenränder " -"gemessen werden. Jeder Seitenrand hat einen individuellen Anker, der vom " -"Anfang bis zum Ende des Parent-Elements eingestellt werden kann. So lassen " -"sich die vertikalen (oben, unten) Anker von 0 (oben am Parent) bis 1,0 " -"(unten am Parent) einstellen, wobei 0,5 der Mittelpunkt ist, und die Control-" -"Seitenränder relativ zu diesem Punkt platziert werden. Die horizontalen " -"Anker (links, rechts) passen sich ebenfalls von links nach rechts dem Parent " -"an." - -msgid "" -"Note that when you wish the edge of a control to be above or left of the " -"anchor point, you must change the margin value to be negative." -msgstr "" -"Wenn Sie möchten, dass der Rand eines Controls über oder links vom " -"Ankerpunkt liegt, müssen Sie den Seitenrand auf einen negativen Wert ändern." - -msgid "" -"For example: when horizontal anchors are changed to 1, the margin values " -"become relative to the top-right corner of the parent control or viewport." -msgstr "" -"Beispiel: Wenn horizontale Anker auf 1 geändert werden, gelten die " -"Seitenrand-Werte relativ zur oberen rechten Ecke des Parent-Controls oder " -"des Viewports." - -msgid "" -"Adjusting the two horizontal or the two vertical anchors to different values " -"will make the control change size when the parent control does. Here, the " -"control is set to anchor its bottom-right corner to the parent's bottom-" -"right, while the top-left control margins are still anchored to the top-left " -"of the parent, so when re-sizing the parent, the control will always cover " -"it, leaving a 20 pixel margin:" -msgstr "" -"Wenn Sie die beiden horizontalen oder die beiden vertikalen Anker auf " -"unterschiedliche Werte einstellen, ändert das Control seine Größe, wenn das " -"Parent-Control dies tut. Hier wird das Control so eingestellt, dass seine " -"untere rechte Ecke an der unteren rechten Ecke des Parent-Controls verankert " -"wird, während die oberen linken Seitenränder des Controls immer noch an der " -"oberen linken Ecke des Parent-Controls verankert werden, so dass das Control " -"bei einer Größenänderung des Parent-Controls dieses immer abdeckt und einen " -"Seitenrand von 20 Pixeln übrig lässt:" - msgid "Centering a control" msgstr "Zentrieren eines Controls" - -msgid "" -"To center a control in its parent, set its anchors to 0.5 and each margin to " -"half of its relevant dimension. For example, the code below shows how a " -"TextureRect can be centered in its parent:" -msgstr "" -"Um ein Control in seinem Parent-Element zu zentrieren, setzen Sie seine " -"Anker auf 0,5 und jeden Seitenrand auf die Hälfte seiner relevanten " -"Dimension. Der folgende Code zeigt beispielsweise, wie ein TextureRect in " -"seinem Parent-Element zentriert werden kann:" - -msgid "" -"Setting each anchor to 0.5 moves the reference point for the margins to the " -"center of its parent. From there, we set negative margins so that the " -"control gets its natural size." -msgstr "" -"Wenn Sie jeden Anker auf 0,5 setzen, wird der Referenzpunkt für die " -"Seitenränder in die Mitte des Parent-Elements verschoben. Von dort aus " -"setzen wir negative Seitenränder, damit das Control seine natürliche Größe " -"bekommt." - -msgid "Layout Presets" -msgstr "Layout-Vorgaben" - -msgid "" -"Instead of manually adjusting the margin and anchor values, you can use the " -"toolbar's Layout menu, above the viewport. Besides centering, it gives you " -"many options to align and resize control nodes." -msgstr "" -"Anstatt die Seitenrand- und Ankerwerte manuell anzupassen, können Sie das " -"Layout-Menü der Toolbar über dem Viewport verwenden. Neben der Zentrierung " -"bietet es viele Optionen zum Ausrichten und Ändern der Größe von Control-" -"Nodes." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/xr/a_better_xr_start_script.po b/sphinx/po/de/LC_MESSAGES/tutorials/xr/a_better_xr_start_script.po index 7281634c7e..afc1e3ed9a 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/xr/a_better_xr_start_script.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/xr/a_better_xr_start_script.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -66,13 +66,6 @@ msgstr "" "``focus_lost`` wird ausgesendet, wenn der Spieler sein Headset abnimmt oder " "wenn der Spieler das Menüsystem des Headsets betritt." -msgid "" -"``focus_gained`` is emitted when the player puts their headset back on or " -"exists the menu system and returns to the game." -msgstr "" -"``focus_gained`` wird ausgesendet, wenn der Spieler sein Headset wieder " -"aufsetzt oder das Menüsystem verlässt und zum Spiel zurückkehrt." - msgid "" "``pose_recentered`` is emitted when the headset requests the players " "position to be reset." @@ -343,6 +336,3 @@ msgstr "" "mehreren Projekten wiederverwendet werden kann. Fügen Sie es einfach als " "Skript zu Ihrem Haupt-Node hinzu (und erweitern Sie es bei Bedarf) oder " "fügen Sie es zu einem Child-Node speziell für dieses Skript hinzu." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/xr/ar_passthrough.po b/sphinx/po/de/LC_MESSAGES/tutorials/xr/ar_passthrough.po index 42df37d1fe..a646c7b634 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/xr/ar_passthrough.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/xr/ar_passthrough.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -315,6 +315,3 @@ msgstr "" msgid "This feature is still being perfected." msgstr "Dieses Feature ist noch nicht ausgereift." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/xr/basic_xr_locomotion.po b/sphinx/po/de/LC_MESSAGES/tutorials/xr/basic_xr_locomotion.po index b3a259405f..c76ae3d92a 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/xr/basic_xr_locomotion.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/xr/basic_xr_locomotion.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -250,6 +250,3 @@ msgstr "" "Wir werden einige davon später in diesem Tutorial genauer betrachten, wenn " "zusätzliche Einstellungen erforderlich sind (z.B. Klettern), aber für andere " "sehen Sie bitte auf den Hilfeseiten von Godot XR-Tools nach." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/xr/deploying_to_android.po b/sphinx/po/de/LC_MESSAGES/tutorials/xr/deploying_to_android.po index 44544cf279..7a724744fb 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/xr/deploying_to_android.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/xr/deploying_to_android.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -193,6 +193,13 @@ msgstr "" "Ein-Klick-Bereitstellung verwenden möchten (siehe unten), stellen Sie " "sicher, dass **Runnable** aktiviert ist." +msgid "" +"If the vendors plugins were installed correctly you should find entries for " +"the different headsets, select the entry for meta:" +msgstr "" +"Wenn die Loader-Plugins korrekt installiert wurden, sollten Sie Einträge für " +"die verschiedenen Headsets finden, wählen Sie den Eintrag für Meta:" + msgid "Also change the **XR Mode** to **OpenXR**." msgstr "Ändern Sie außerdem den **XR-Modus** in **OpenXR**." @@ -277,6 +284,3 @@ msgid "" msgstr "" "Wenn Sie Probleme mit der Ein-Klick-Bereitstellung haben, lesen Sie den :ref:" "`Abschnitt Troubleshooting `." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/xr/index.po b/sphinx/po/de/LC_MESSAGES/tutorials/xr/index.po index 4d7975a6b8..777c25bcf6 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/xr/index.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/xr/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -29,6 +29,3 @@ msgstr "Fortgeschrittene Themen" msgid "Godot XR Tools" msgstr "Godot-XR Tools" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/xr/introducing_xr_tools.po b/sphinx/po/de/LC_MESSAGES/tutorials/xr/introducing_xr_tools.po index 280c409b97..7ef749d62f 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/xr/introducing_xr_tools.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/xr/introducing_xr_tools.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -198,6 +198,3 @@ msgstr "" "unserem Tutorial-Projekt mithilfe von Godot XR-Tools fortfahren. " "Ausführlichere Informationen über das Toolkit finden Sie `auf den " "Hilfeseiten des Toolkits `_." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/xr/openxr_body_tracking.po b/sphinx/po/de/LC_MESSAGES/tutorials/xr/openxr_body_tracking.po index 2ad4e60780..9f3860bd65 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/xr/openxr_body_tracking.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/xr/openxr_body_tracking.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,6 +11,43 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" +msgid "OpenXR body tracking" +msgstr "OpenXR-Körpertracking" + +msgid "" +"Support for full body tracking in OpenXR is only just becoming available for " +"a select few platforms. As support solidifies information will be added to " +"this page." +msgstr "" +"Die Unterstützung für Ganzkörper-Tracking in OpenXR wird erst jetzt für " +"einige ausgewählte Plattformen verfügbar. Sobald die Unterstützung festigt " +"wird, werden dieser Seite weitere Informationen hinzugefügt." + +msgid "HTC Tracker support" +msgstr "HTC Tracker-Unterstützung" + +msgid "" +"An option that has been available for some time is doing full body tracking " +"using HTC trackers. These are currently supported through SteamVR and on HTC " +"Elite XR headsets. They are exposed through the action map system." +msgstr "" +"Eine Option, die seit einiger Zeit verfügbar ist, ist die " +"Ganzkörperverfolgung mit HTC-Trackern. Diese werden derzeit über SteamVR und " +"HTC Elite XR-Headsets unterstützt. Sie werden über das Action-Map-System " +"bereitgestellt." + +msgid "" +"These trackers are identified by their roles which are assigned to them when " +"configured. Simply add :ref:`XRController3D ` nodes as " +"children to the :ref:`XROrigin3D ` node and assign one of " +"the following trackers:" +msgstr "" +"Diese Tracker werden durch ihre Rollen identifiziert, die ihnen bei der " +"Konfiguration zugewiesen werden. Fügen Sie einfach :ref:`XRController3D " +"`-Knoten als untergeordnete Knoten zum :ref:" +"`XROrigin3D `-Knoten hinzu und weisen Sie einen der " +"folgenden Tracker zu:" + msgid "HTC trackers" msgstr "HTC-Tracker" @@ -53,5 +90,8 @@ msgstr "/user/vive_tracker_htcx/role/camera" msgid "/user/vive_tracker_htcx/role/keyboard" msgstr "/user/vive_tracker_htcx/role/keyboard" -msgid "Translation status" -msgstr "Übersetzungsstatus" +msgid "" +"You can now use these as targets for IK modifiers on a full body avatar." +msgstr "" +"Sie können diese jetzt als Ziele für IK-Modifikatoren auf einem Ganzkörper-" +"Avatar verwenden." diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/xr/openxr_composition_layers.po b/sphinx/po/de/LC_MESSAGES/tutorials/xr/openxr_composition_layers.po index 1d6b429838..f4b3a67a10 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/xr/openxr_composition_layers.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/xr/openxr_composition_layers.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -360,6 +360,3 @@ msgid "" msgstr "" "Anwendungsfall, der zeigt, wie die Hand des Benutzers fälschlicherweise von " "einer Kompositionsebene verdeckt wird, wenn Hole Punch nicht verwendet wird." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/xr/openxr_hand_tracking.po b/sphinx/po/de/LC_MESSAGES/tutorials/xr/openxr_hand_tracking.po index 0ccce2b5f2..24533283a2 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/xr/openxr_hand_tracking.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/xr/openxr_hand_tracking.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,8 +11,800 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" +msgid "OpenXR hand tracking" +msgstr "OpenXR-Handtracking" + msgid "Introduction" msgstr "Einführung" -msgid "Translation status" -msgstr "Übersetzungsstatus" +msgid "" +"This page focuses specifically on the feature set exposed through OpenXR. " +"Parts of the functionality presented here also applies to WebXR and can by " +"provided by other XR interfaces." +msgstr "" +"Diese Seite konzentriert sich speziell auf den Funktionsumfang, der durch " +"OpenXR verfügbar gemacht wird. Teile der hier vorgestellten Funktionalität " +"gelten auch für WebXR und können von anderen XR-Schnittstellen " +"bereitgestellt werden." + +msgid "" +"When discussing hand tracking it is important to know that there are " +"differences of opinion as to where lines are drawn. The practical result of " +"this is that there are differences in implementation between the different " +"OpenXR runtimes. You may find yourself in a place where chosen hardware " +"doesn't support a piece of the puzzle or does things differently enough from " +"the other platforms that you need to do extra work." +msgstr "" +"Bei der Diskussion über Handtracking ist es wichtig zu wissen, dass es " +"unterschiedliche Meinungen darüber gibt, wo die Grenzen gezogen werden. In " +"der Praxis hat dies zur Folge, dass es Unterschiede in der Implementierung " +"zwischen den verschiedenen OpenXR-Laufzeiten gibt. Möglicherweise finden Sie " +"sich in einer Situation wieder, in der die ausgewählte Hardware ein Teil des " +"Puzzles nicht unterstützt oder die Dinge so anders macht als die anderen " +"Plattformen, dass Sie zusätzliche Arbeit leisten müssen." + +msgid "" +"That said, recent improvements to the OpenXR specification are closing these " +"gaps and as platforms implement these improvements we are getting closer to " +"a future where we have either full portability between platforms or at least " +"a clear way to detect the capabilities of a platform." +msgstr "" +"Allerdings schließen die jüngsten Verbesserungen der OpenXR-Spezifikation " +"diese Lücken und da die Plattformen diese Verbesserungen implementieren, " +"kommen wir einer Zukunft näher, in der wir entweder über vollständige " +"Portabilität zwischen Plattformen verfügen oder zumindest eine klare " +"Möglichkeit, die Fähigkeiten einer Plattform zu erkennen." + +msgid "" +"When we look at the early days of VR the focus of the major platforms was on " +"tracked controller based input. Here we are tracking a physical device that " +"also has buttons for further input. From the tracking data we can infer the " +"location of the player's hands but no further information is known, " +"traditionally it was left up to the game to implement a mechanism to display " +"the player's hand and animate the fingers based on further input from the " +"controller, be it due to buttons being pressed or through proximity sensors. " +"Often fingers are also placed based on context, what the user is holding, " +"and what action a user is performing." +msgstr "" +"Wenn wir uns die Anfänge von VR ansehen, lag der Fokus der großen " +"Plattformen auf der Verfolgung von Controller-basierten Eingaben. Hier " +"verfolgen wir ein physisches Gerät, das auch Tasten für weitere Eingaben " +"hat. Aus den Tracking-Daten können wir auf die Position der Hände des " +"Spielers schließen, aber es sind keine weiteren Informationen bekannt. " +"Traditionell wurde es dem Spiel überlassen, einen Mechanismus zu " +"implementieren, um die Hand des Spielers anzuzeigen und die Finger basierend " +"auf weiteren Eingaben vom Controller zu animieren, sei es durch gedrückte " +"Tasten oder durch Näherungssensoren. Oft werden Finger auch kontextabhängig " +"platziert, je nachdem, was der Benutzer hält und welche Aktion er ausführt." + +msgid "" +"More recently optical hand tracking has become a popular solution, where " +"cameras track the user's hands and full tracking data for the hand and " +"finger positions becomes available. Many vendors saw this as completely " +"separate from controller tracking and introduced independent APIs to access " +"hand and finger positions and orientation data. When handling input, it was " +"up to the game developer to implement a gesture detection mechanism." +msgstr "" +"In jüngerer Zeit ist optisches Handtracking eine beliebte Lösung geworden, " +"bei dem Kameras die Hände des Benutzers verfolgen und vollständige " +"Trackingdaten für die Hand- und Fingerpositionen verfügbar werden. Viele " +"Anbieter betrachteten dies als völlig unabhängig vom Controller-Tracking und " +"führten unabhängige APIs ein, um auf Hand- und Fingerpositionen sowie " +"Orientierungsdaten zuzugreifen. Bei der Verarbeitung von Eingaben war es " +"Sache des Spieleentwicklers, einen Mechanismus zur Gestenerkennung zu " +"implementieren." + +msgid "" +"This split also exists in OpenXR, where controller tracking is handled " +"primarily by the action map system, while optical hand tracking is primarily " +"handled by the hand tracking API extension." +msgstr "" +"Diese Trennung besteht auch in OpenXR, wo das Controller-Tracking " +"hauptsächlich vom Action-Map-System übernommen wird, während das optische " +"Hand-Tracking hauptsächlich von der Hand-Tracking-API-Erweiterung übernommen " +"wird." + +msgid "" +"However, the world is not that black and white and we're seeing a number of " +"scenarios where we cross the line:" +msgstr "" +"Allerdings ist die Welt nicht ganz so schwarz und weiß und wir erleben eine " +"Reihe von Szenarien, in denen wir Grenzen überschreiten:" + +msgid "" +"Devices that fit in both categories, such as tracked gloves and controllers " +"such as the Index controller that also perform finger tracking." +msgstr "" +"Geräte, die in beide Kategorien passen, wie getrackte Handschuhe und " +"Controller wie der Index-Controller, die auch Finger-Tracking durchführen." + +msgid "" +"XR Runtimes that implement inferred hand tracking from controller data as a " +"means to solve proper finger placement for multiple controllers." +msgstr "" +"XR-Laufzeitumgebungen, die abgeleitetes Hand-Tracking aus Controllerdaten " +"implementieren, um die richtige Fingerplatzierung für mehrere Controller zu " +"ermitteln." + +msgid "" +"XR applications that wish to seamlessly switch between controller and hand " +"tracking offering the same user experience regardless of approach used." +msgstr "" +"XR-Anwendungen, die nahtlos zwischen Controller- und Hand-Tracking wechseln " +"möchten und unabhängig vom verwendeten Ansatz dasselbe Benutzererlebnis " +"bieten möchten." + +msgid "" +"OpenXR is answering this call by introducing further extensions that lets us " +"query the capabilities of the XR runtime/hardware or that add further " +"functionality across this divide. The problem that currently does remain is " +"that there are gaps in adopting these extensions, with some platforms thus " +"not reporting capabilities to their full extent. As such you may need to " +"test for the features available on specific hardware and adjust your " +"approach accordingly." +msgstr "" +"OpenXR reagiert auf diesen Aufruf, indem es weitere Erweiterungen einführt, " +"mit denen wir die Fähigkeiten der XR-Laufzeit/Hardware abfragen oder über " +"diese Kluft hinweg weitere Funktionen hinzufügen können. Das derzeit noch " +"bestehende Problem besteht darin, dass es Lücken bei der Übernahme dieser " +"Erweiterungen gibt, da einige Plattformen die Fähigkeiten daher nicht in " +"vollem Umfang melden. Daher müssen Sie möglicherweise die auf bestimmter " +"Hardware verfügbaren Funktionen testen und Ihren Ansatz entsprechend " +"anpassen." + +msgid "Demo project" +msgstr "Demo-Projekt" + +msgid "" +"The information presented on this page was used to create a demo project " +"that can be found `here `_." +msgstr "" +"Die auf dieser Seite dargestellten Informationen wurden zum Erstellen eines " +"Demoprojekts verwendet, das Sie `hier `_ finden." + +msgid "The Hand Tracking API" +msgstr "Die Hand Tracking API" + +msgid "" +"As mentioned in our introduction, the hand tracking API is primarily used " +"with optical hand tracking and on many platforms only works when the user is " +"not holding a controller. Some platforms support controller inferred hand " +"tracking meaning that you will get hand tracking data even if the user is " +"holding a controller. This includes SteamVR, Meta Quest (currently native " +"only but Meta link support is likely coming), and hopefully soon others as " +"well." +msgstr "" +"Wie in unserer Einleitung erwähnt, wird die Hand-Tracking-API hauptsächlich " +"mit optischem Hand-Tracking verwendet und funktioniert auf vielen " +"Plattformen nur, wenn der Benutzer keinen Controller hält. Einige " +"Plattformen unterstützen vom Controller abgeleitetes Hand-Tracking, was " +"bedeutet, dass Sie Hand-Tracking-Daten erhalten, auch wenn der Benutzer " +"einen Controller hält. Dazu gehören SteamVR, Meta Quest (derzeit nur nativ, " +"aber Meta-Link-Unterstützung kommt wahrscheinlich) und hoffentlich bald auch " +"andere." + +msgid "" +"The hand tracking implementation in Godot has been standardized around the " +"Godot Humanoid Skeleton and works both in OpenXR and WebXR. The instructions " +"below will thus work in both environments." +msgstr "" +"Die Implementierung der Handverfolgung in Godot wurde auf der Grundlage des " +"Godot Humanoid Skeleton standardisiert und funktioniert sowohl in OpenXR als " +"auch in WebXR. Die folgenden Anweisungen funktionieren daher in beiden " +"Umgebungen." + +msgid "" +"In order to use the hand tracking API with OpenXR you first need to enable " +"it. This can be done in the project settings:" +msgstr "" +"Um die Hand-Tracking-API mit OpenXR zu verwenden, müssen Sie sie zuerst " +"aktivieren. Dies kann in den Projekteinstellungen erfolgen:" + +msgid "" +"For some standalone XR devices you also need to configure the hand tracking " +"extension in export settings, for instance for Meta Quest:" +msgstr "" +"Für einige eigenständige XR-Geräte müssen Sie auch die " +"Handverfolgungserweiterung in den Exporteinstellungen konfigurieren, " +"beispielsweise für Meta Quest:" + +msgid "Now you need to add 3 components into your scene for each hand:" +msgstr "" +"Jetzt müssen Sie für jede Hand drei Komponenten zu Ihrer Szene hinzufügen:" + +msgid "A tracked node to position the hand." +msgstr "Ein verfolgter Knoten zum Positionieren der Hand." + +msgid "A properly skinned hand mesh with skeleton." +msgstr "Ein richtig geskinntes Handmesh mit Skelett." + +msgid "A skeleton modifier that applies finger tracking data to the skeleton." +msgstr "" +"Ein Skelett-Modifier, der Finger-Tracking-Daten auf das Skelett anwendet." + +msgid "Hand tracking node" +msgstr "Handtrackingnodes" + +msgid "" +"The hand tracking system uses separate hand trackers to track the position " +"of the player's hands within our tracking space." +msgstr "" +"Das Handtrackingsystem verwendet separate Handtracker, um die Position der " +"Hände des Spielers in unserem Verfolgungsraum zu verfolgen." + +msgid "This information has been separated out for the following use cases:" +msgstr "" +"Diese Informationen wurden für die folgenden Anwendungsfälle herausgefiltert:" + +msgid "" +"Tracking happens in the local space of the :ref:`XROrigin3D " +"` node. This node must be a child of the `XROrigin3D` node " +"in order to be correctly placed." +msgstr "" +"Die Verfolgung erfolgt im lokalen Bereich des Knotens :ref:`XROrigin3D " +"`. Dieser Knoten muss ein untergeordneter Knoten des " +"Knotens `XROrigin3D` sein, um korrekt platziert zu werden." + +msgid "" +"This node can be used as an IK target when an upper body mesh with arms is " +"used instead of separate hand meshes." +msgstr "" +"Dieser Knoten kann als IK-Ziel verwendet werden, wenn anstelle von separaten " +"Handnetzen ein Oberkörpernetz mit Armen verwendet wird." + +msgid "" +"Actual placement of the hands may be loosely bound to the tracking in " +"scenarios such as avatar creation UIs, fake mirrors, or similar situations " +"resulting in the hand mesh and finger tracking being localized elsewhere." +msgstr "" +"Die tatsächliche Platzierung der Hände kann in Szenarien wie " +"Benutzeroberflächen zur Avatar-Erstellung, falschen Spiegeln oder ähnlichen " +"Situationen lose an die Verfolgung gebunden sein, was dazu führt, dass das " +"Handmesh und das Fingertracking an einer anderen Stelle lokalisiert werden." + +msgid "We'll concentrate on the first use case only." +msgstr "Wir konzentrieren uns nur auf den ersten Anwendungsfall." + +msgid "" +"For this you need to add an :ref:`XRNode3D ` node to your " +"``XROrigin3D`` node." +msgstr "" +"Dazu müssen Sie Ihrem ``XROrigin3D``-Knoten einen :ref:`XRNode3D " +"`-Knoten hinzufügen." + +msgid "" +"On this node the ``tracker`` should be set to ``/user/hand_tracker/left`` or " +"``/user/hand_tracker/right`` for the left or right hand respectively." +msgstr "" +"Auf diesem Knoten sollte der ``Tracker`` auf ``/user/hand_tracker/left`` " +"oder ``/user/hand_tracker/right`` für die linke bzw. rechte Hand eingestellt " +"werden." + +msgid "" +"The ``pose`` should remain set to ``default``, no other option will work " +"here." +msgstr "" +"Die ``Pose`` sollte auf ``Standard`` eingestellt bleiben, eine andere Option " +"funktioniert hier nicht." + +msgid "" +"The checkbox ``Show When Tracked`` will automatically hide this node if no " +"tracking data is available, or make this node visible if tracking data is " +"available." +msgstr "" +"Das Kontrollkästchen ``Bei Verfolgung anzeigen`` blendet diesen Knoten " +"automatisch aus, wenn keine Verfolgungsdaten verfügbar sind, oder macht " +"diesen Knoten sichtbar, wenn Verfolgungsdaten verfügbar sind." + +msgid "Rigged hand mesh" +msgstr "Rigged-Handmesh" + +msgid "" +"In order to display our hand we need a hand mesh that is properly rigged and " +"skinned. For this Godot uses the hand bone structure as defined for the :ref:" +"`Godot Humanoid ` but optionally supporting " +"an extra tip bone for each finger." +msgstr "" +"Um unsere Hand anzuzeigen, benötigen wir ein Handnetz, das entsprechend " +"ausgerüstet und geskinnt ist. Hierzu verwendet Godot die " +"Handknochenstruktur, wie sie für den :ref:`Godot Humanoid " +"` definiert ist, unterstützt aber optional " +"einen zusätzlichen Spitzenknochen für jeden Finger." + +msgid "" +"We will be using those here and add them as a child to our ``XRNode3D`` " +"node. We also need to enable editable children to gain access to our :ref:" +"`Skeleton3D ` node." +msgstr "" +"Wir werden diese hier verwenden und sie als untergeordnetes Element zu " +"unserem Knoten ``XRNode3D`` hinzufügen. Wir müssen auch bearbeitbare " +"untergeordnete Elemente aktivieren, um Zugriff auf unseren Knoten :ref:" +"`Skeleton3D ` zu erhalten." + +msgid "The hand skeleton modifier" +msgstr "Der Handskelett-Modifikator" + +msgid "" +"Finally we need to add a :ref:`XRHandModifier3D ` " +"node as a child to our ``Skeleton3D`` node. This node will obtain the finger " +"tracking data from OpenXR and apply it the hand model." +msgstr "" +"Schließlich müssen wir einen :ref:`XRHandModifier3D " +"`-Knoten als untergeordnetes Element zu unserem " +"``Skeleton3D``-Knoten hinzufügen. Dieser Knoten erhält die " +"Fingerverfolgungsdaten von OpenXR und wendet sie auf das Handmodell an." + +msgid "" +"You need to set the ``Hand Tracker`` property to either ``/user/hand_tracker/" +"left`` or ``/user/hand_tracker/right`` depending on whether we are apply the " +"tracking data of respectively the left or right hand." +msgstr "" +"Sie müssen die Eigenschaft ``Hand Tracker`` entweder auf ``/user/" +"hand_tracker/left`` oder ``/user/hand_tracker/right`` setzen, je nachdem, ob " +"wir die Tracking-Daten der linken oder rechten Hand anwenden." + +msgid "You can also set the ``Bone Update`` mode on this node." +msgstr "" +"Sie können für diesen Knoten auch den Modus ``Bone Update`` einstellen." + +msgid "" +"``Full`` applies the hand tracking data fully. This does mean that the " +"skeleton positioning will potentially reflect the size of the actual hand of " +"the user. This can lead to scrunching effect if meshes aren't weighted " +"properly to account for this. Make sure you test your game with players of " +"all sizes when optical hand tracking is used!" +msgstr "" +"``Vollständig`` wendet die Handverfolgungsdaten vollständig an. Dies " +"bedeutet, dass die Skelettpositionierung möglicherweise die Größe der " +"tatsächlichen Hand des Benutzers widerspiegelt. Dies kann zu einem " +"Scrunching-Effekt führen, wenn die Meshes nicht richtig gewichtet sind, um " +"dies zu berücksichtigen. Stellen Sie sicher, dass Sie Ihr Spiel mit Spielern " +"aller Größen testen, wenn optische Handverfolgung verwendet wird!" + +msgid "" +"``Rotation Only`` will only apply rotation to the bones of the hands and " +"keep the bone length as is. In this mode the size of the hand mesh doesn't " +"change." +msgstr "" +"``Nur Rotation`` wendet nur die Rotation auf die Knochen der Hände an und " +"behält die Knochenlänge bei. In diesem Modus ändert sich die Größe des " +"Handmeshes nicht." + +msgid "" +"With this added, when we run the project we should see the hand correctly " +"displayed if hand tracking is supported." +msgstr "" +"Wenn dies hinzugefügt wurde, sollte beim Ausführen des Projekts die Hand " +"korrekt angezeigt werden, sofern das Handtracking unterstützt wird." + +msgid "The hand tracking data source" +msgstr "Die Hand-Tracking-Datenquelle" + +msgid "" +"This is an OpenXR extension that provides information about the source of " +"the hand tracking data. At this moment only a few runtimes implement it but " +"if it is available, Godot will activate it." +msgstr "" +"Dies ist eine OpenXR-Erweiterung, die Informationen über die Quelle der " +"Handverfolgungsdaten bereitstellt. Derzeit implementieren nur wenige " +"Laufzeiten sie, aber wenn sie verfügbar ist, wird Godot sie aktivieren." + +msgid "" +"If this extension is not supported and thus unknown is returned, you can " +"make the following assumptions:" +msgstr "" +"Wenn diese Erweiterung nicht unterstützt wird und daher „unknown“ " +"zurückgegeben wird, können Sie von folgenden Annahmen ausgehen:" + +msgid "" +"If you are using SteamVR (including Steam link), only controller based hand " +"tracking is supported." +msgstr "" +"Wenn Sie SteamVR (einschließlich Steam-Link) verwenden, wird nur das " +"Controller-basierte Handtracking unterstützt." + +msgid "" +"For any other runtime, if hand tracking is supported, only optical hand " +"tracking is supported (Note, Meta Link currently fall into this category)." +msgstr "" +"Für alle anderen Laufzeitumgebungen gilt: Sofern Handverfolgung unterstützt " +"wird, wird nur optisches Handverfolgung unterstützt (Hinweis: Metalinks " +"fallen derzeit in diese Kategorie)." + +msgid "In all other cases, no hand tracking is supported at all." +msgstr "In allen anderen Fällen wird überhaupt kein Hand-Tracking unterstützt." + +msgid "You can access this information through code:" +msgstr "Sie können auf diese Informationen über den Code zugreifen:" + +msgid "This example simply logs the state for the left hand." +msgstr "Dieses Beispiel protokolliert einfach den Zustand der linken Hand." + +msgid "" +"If in this example no hand tracker is returned by ``get_tracker``, this " +"means the hand tracking API is not supported on the XR runtime at all." +msgstr "" +"Wenn in diesem Beispiel kein Hand-Tracker von ``get_tracker`` zurückgegeben " +"wird, bedeutet dies, dass die Hand-Tracking-API von der XR-Laufzeitumgebung " +"überhaupt nicht unterstützt wird." + +msgid "" +"If there is a tracker but `has_tracking_data` is false, the user's hand is " +"currently not being tracked. This is likely caused by one of the following " +"reasons:" +msgstr "" +"Wenn ein Tracker vorhanden ist, aber `has_tracking_data` falsch ist, wird " +"die Hand des Benutzers derzeit nicht verfolgt. Dies hat wahrscheinlich einen " +"der folgenden Gründe:" + +msgid "" +"The player's hand is not visible by any of the tracking cameras on the " +"headset" +msgstr "" +"Die Hand des Spielers ist für keine der Tracking-Kameras am Headset sichtbar" + +msgid "" +"The player is currently using a controller and the headset only supports " +"optical hand tracking" +msgstr "" +"Der Spieler verwendet derzeit einen Controller und das Headset unterstützt " +"nur optisches Handtracking" + +msgid "" +"The controller is turned off and only controller hand tracking is supported." +msgstr "" +"Der Controller ist ausgeschaltet und es wird nur das Handtracking des " +"Controllers unterstützt." + +msgid "Handling user input" +msgstr "Verarbeiten von Benutzereingaben" + +msgid "" +"Reacting to actions performed by the user is handled through :ref:" +"`doc_xr_action_map` if controllers are used. In the action map you can map " +"various inputs like the trigger or joystick on the controller to an action. " +"This can then drive logic in your game." +msgstr "" +"Das Reagieren auf vom Benutzer ausgeführte Aktionen wird bei Verwendung von " +"Controllern über :ref:`doc_xr_action_map` abgewickelt. In der Aktionskarte " +"können Sie verschiedene Eingaben wie den Auslöser oder den Joystick auf dem " +"Controller einer Aktion zuordnen. Dies kann dann die Logik in Ihrem Spiel " +"steuern." + +msgid "" +"When hand tracking is used we originally had no such inputs, inputs are " +"driven by gestures made by the user such as making a fist to grab or " +"pinching the thumb and index finger together to select something. It was up " +"to the game developer to implement this." +msgstr "" +"Bei der Verwendung von Handtracking gab es ursprünglich keine solchen " +"Eingaben. Die Eingaben werden durch Gesten des Benutzers gesteuert, z. B. " +"durch das Ballen einer Faust zum Greifen oder das Zusammenziehen von Daumen " +"und Zeigefinger zum Auswählen von etwas. Es war Sache des Spieleentwicklers, " +"dies umzusetzen." + +msgid "" +"Recognizing that there is an increasing demand for applications that can " +"switch seamlessly between controller and hand tracking and the need some " +"form of basic input capability, a number of extensions were added to the " +"specification that provide some basic gesture recognition and can be used " +"with the action map." +msgstr "" +"Angesichts der zunehmenden Nachfrage nach Anwendungen, die nahtlos zwischen " +"Controller- und Hand-Tracking wechseln können und eine gewisse grundlegende " +"Eingabefähigkeit erfordern, wurden der Spezifikation einige Erweiterungen " +"hinzugefügt, die eine grundlegende Gestenerkennung ermöglichen und mit der " +"Aktionskarte verwendet werden können." + +msgid "The hand interaction profile" +msgstr "Das Hand-Interaktionsprofil" + +msgid "" +"The `hand interaction profile extension `_ is a new core " +"extension which supports pinch, grasp, and poke gestures and related poses. " +"There is still limited support for this extension but it should become " +"available in more runtimes in the near future." +msgstr "" +"Die `Handinteraktionsprofilerweiterung `_ ist eine neue " +"Kernerweiterung, die Pinch-, Greif- und Poke-Gesten und damit verbundene " +"Posen unterstützt. Diese Erweiterung wird derzeit noch nur eingeschränkt " +"unterstützt, sollte aber in naher Zukunft in weiteren Laufzeiten verfügbar " +"sein." + +msgid "" +"The pinch gesture is triggered by pinching your thumb and index finger " +"together. This is often used as a select gesture for menu systems, similar " +"to using your controller to point at an object and press the trigger to " +"select and is thus often mapped as such." +msgstr "" +"Die Pinch-Geste wird durch Zusammenziehen von Daumen und Zeigefinger " +"ausgelöst. Dies wird häufig als Auswahlgeste für Menüsysteme verwendet, " +"ähnlich wie wenn Sie mit Ihrem Controller auf ein Objekt zeigen und den " +"Auslöser drücken, um es auszuwählen, und wird daher häufig als solche " +"abgebildet." + +msgid "" +"The ``pinch pose`` is a pose positioned in the middle between the tip of the " +"thumb and the tip of the index finger and oriented such that a ray cast can " +"be used to identify a target." +msgstr "" +"Bei der ``Pinch-Pose`` handelt es sich um eine Pose, die in der Mitte " +"zwischen der Spitze des Daumens und der Spitze des Zeigefingers positioniert " +"und so ausgerichtet ist, dass ein Ray Cast zur Identifizierung eines Ziels " +"verwendet werden kann." + +msgid "" +"The ``pinch`` float input is a value between 0.0 (the tip of the thumb and " +"index finger are apart) and 1.0 (the tip of the thumb and index finger are " +"touching)." +msgstr "" +"Der Float-Eingang ``Pinch`` ist ein Wert zwischen 0,0 (die Spitzen von " +"Daumen und Zeigefinger sind auseinander) und 1,0 (die Spitzen von Daumen und " +"Zeigefinger berühren sich)." + +msgid "" +"The ``pinch ready`` input is true when the tips of the fingers are (close " +"to) touching." +msgstr "" +"Die Eingabe ``Pinch Ready`` ist wahr, wenn sich die Fingerspitzen (fast) " +"berühren." + +msgid "" +"The grasp gesture is triggered by making a fist and is often used to pick " +"items up, similar to engaging the squeeze input on controllers." +msgstr "" +"Die Greifgeste wird durch das Ballen einer Faust ausgelöst und wird oft " +"verwendet, um Gegenstände aufzuheben, ähnlich wie die Quetscheingabe auf " +"Controllern." + +msgid "" +"The ``grasp`` float input is a value between 0.0 (open hand) and 1.0 (fist)." +msgstr "" +"Der Float-Input ``Greifen`` ist ein Wert zwischen 0.0 (offene Hand) und 1.0 " +"(Faust)." + +msgid "The ``grasp ready`` input is true when the user made a fist." +msgstr "" +"Die Eingabe ``Greifen bereit`` ist wahr, wenn der Benutzer eine Faust " +"gemacht hat." + +msgid "" +"The poke gesture is triggered by extending your index finger, this one is a " +"bit of an exception as the pose at the tip of your index finger is often " +"used to poke an interactable object. The ``poke pose`` is a pose positioned " +"on the tip of the index finger." +msgstr "" +"Die Anstupsgeste wird durch Ausstrecken des Zeigefingers ausgelöst. Dies ist " +"eine kleine Ausnahme, da die Pose an der Spitze des Zeigefingers häufig " +"verwendet wird, um ein interaktives Objekt anzustupsen. Die ``Anstupspose`` " +"ist eine Pose, die auf der Spitze des Zeigefingers positioniert ist." + +msgid "" +"Finally the ``aim activate (ready)`` input is defined as an input that is " +"1.0/true when the index finger is extended and pointing at a target that can " +"be activated. How runtimes interpret this, is not clear." +msgstr "" +"Schließlich wird die Eingabe ``Ziel aktivieren (bereit)`` als eine Eingabe " +"definiert, die 1.0/wahr ist, wenn der Zeigefinger ausgestreckt ist und auf " +"ein Ziel zeigt, das aktiviert werden kann. Wie Laufzeiten dies " +"interpretieren, ist nicht klar." + +msgid "" +"With this setup the normal ``left_hand`` and ``right_hand`` trackers are " +"used and you can thus seamlessly switch between controller and hand tracking " +"input." +msgstr "" +"Bei diesem Setup werden die normalen ``left_hand``- und ``right_hand``-" +"Tracker verwendet und man kann somit nahtlos zwischen Controller- und Hand-" +"Tracking-Eingabe wechseln." + +msgid "" +"You need to enable the hand interaction profile extension in the OpenXR " +"project settings." +msgstr "" +"Sie müssen die Handinteraktionsprofilerweiterung in den OpenXR-" +"Projekteinstellungen aktivieren." + +msgid "Microsoft hand interaction profile" +msgstr "Microsoft-Handinteraktionsprofil" + +msgid "" +"The `Microsoft hand interaction profile extension `_ was " +"introduced by Microsoft and loosely mimics the simple controller profile. " +"Meta has also added support for this extension but only on their native " +"OpenXR client, it is currently not available over Meta Link." +msgstr "" +"Die „Microsoft hand interaction profile extension “_ " +"wurde von Microsoft eingeführt und imitiert grob das einfache Controller-" +"Profil. Meta hat auch Unterstützung für diese Erweiterung hinzugefügt, " +"allerdings nur auf ihrem nativen OpenXR-Client. Sie ist derzeit nicht über " +"Meta Link verfügbar." + +msgid "" +"Pinch support is exposed through the ``select`` input, the value of which is " +"0.0 when the tip of the thumb and index finger are apart and 1.0 when they " +"are together." +msgstr "" +"Die Pinch-Unterstützung wird über die Eingabe ``select`` verfügbar gemacht. " +"Der Wert beträgt 0.0, wenn die Spitzen von Daumen und Zeigefinger " +"auseinander liegen, und 1.0, wenn sie zusammen liegen." + +msgid "" +"Note that in this profile the ``aim pose`` is redefined as a pose between " +"thumb and index finger, oriented so a ray cast can be used to identify a " +"target." +msgstr "" +"Beachten Sie, dass in diesem Profil die ``Zielpose`` als Pose zwischen " +"Daumen und Zeigefinger neu definiert wird, die so ausgerichtet ist, dass ein " +"Ray Cast zum Identifizieren eines Ziels verwendet werden kann." + +msgid "" +"Grasp support is exposed through the ``squeeze`` input, the value of which " +"is 0.0 when the hand is open, and 1.0 when a fist is made." +msgstr "" +"Die Greifunterstützung wird durch die Eingabe ``Quetschen`` verfügbar " +"gemacht, deren Wert 0.0 beträgt, wenn die Hand geöffnet ist, und 1.0, wenn " +"die Faust geballt ist." + +msgid "HTC hand interaction profile" +msgstr "HTC-Handinteraktionsprofil" + +msgid "" +"The `HTC hand interaction profile extension `_ was " +"introduced by HTC and is defined similarly to the Microsoft extension. It is " +"only supported by HTC for the Focus 3 and Elite XR headsets." +msgstr "" +"Die `htc Hand Interaction Profile Extension `_ wurde von " +"HTC eingeführt und ist ähnlich wie die Microsoft-Erweiterung definiert. Sie " +"wird von HTC nur für die Headsets Focus 3 und Elite XR unterstützt." + +msgid "See the Microsoft hand interaction profile for the gesture support." +msgstr "" +"Informationen zur Gestenunterstützung finden Sie im Microsoft-" +"Handinteraktionsprofil." + +msgid "" +"The defining difference is that this extension introduces two new trackers, " +"``/user/hand_htc/left`` and ``/user/hand_htc/right``. This means that extra " +"logic needs to be implemented to switch between the default trackers and the " +"HTC specific trackers when the user puts down, or picks up, their controller." +msgstr "" +"Der entscheidende Unterschied besteht darin, dass diese Erweiterung zwei " +"neue Tracker einführt: ``/user/hand_htc/left`` und ``/user/hand_htc/right``. " +"Dies bedeutet, dass zusätzliche Logik implementiert werden muss, um zwischen " +"den Standard-Trackern und den HTC-spezifischen Trackern zu wechseln, wenn " +"der Benutzer seinen Controller ablegt oder aufnimmt." + +msgid "Simple controller profile" +msgstr "Einfaches Controllerprofil" + +msgid "" +"The simple controller profile is a standard core profile defined as a " +"fallback profile when a controller is used for which no profile exists." +msgstr "" +"Das einfache Controllerprofil ist ein Standardkernprofil, das als " +"Fallbackprofil definiert ist, wenn ein Controller verwendet wird, für den " +"kein Profil existiert." + +msgid "" +"There are a number of OpenXR runtimes that will mimic controllers through " +"the simple controller profile when hand tracking is used." +msgstr "" +"Es gibt eine Reihe von OpenXR-Laufzeitumgebungen, die Controller über das " +"einfache Controllerprofil nachahmen, wenn Hand-Tracking verwendet wird." + +msgid "" +"Unfortunately there is no sound way to determine whether an unknown " +"controller is used or whether hand tracking is emulating a controller " +"through this profile." +msgstr "" +"Leider gibt es keine stichhaltige Möglichkeit, um festzustellen, ob ein " +"unbekannter Controller verwendet wird oder ob das Hand-Tracking über dieses " +"Profil einen Controller emuliert." + +msgid "" +"XR runtimes are free to define how the simple controller profile operates, " +"so there is also no certainty to how this profile is mapped to gestures." +msgstr "" +"XR-Laufzeiten können die Funktionsweise des einfachen Controllerprofils frei " +"definieren, daher besteht auch keine Gewissheit darüber, wie dieses Profil " +"auf Gesten abgebildet wird." + +msgid "" +"The most common mapping seems to be that ``select click`` is true when the " +"tip of the thumb and index fingers are touching while the user's palm is " +"facing away from the user. ``menu click`` will be true when tip of the thumb " +"and index fingers are touching while the user's palm is facing towards the " +"user." +msgstr "" +"Die gebräuchlichste Zuordnung scheint zu sein, dass ``Select-Klick`` wahr " +"ist, wenn sich die Spitzen von Daumen und Zeigefinger berühren und die " +"Handfläche des Benutzers vom Benutzer weg zeigt. ``Menü-Klick`` ist wahr, " +"wenn sich die Spitzen von Daumen und Zeigefinger berühren und die Handfläche " +"des Benutzers zum Benutzer zeigt." + +msgid "" +"As some of these interaction profiles have overlap it is important to know " +"that you can add each profile to your action map and the XR runtime will " +"choose the best fitting profile." +msgstr "" +"Da sich einige dieser Interaktionsprofile überschneiden, ist es wichtig zu " +"wissen, dass Sie jedes Profil zu Ihrer Aktionskarte hinzufügen können und " +"die XR-Laufzeit das am besten passende Profil auswählt." + +msgid "" +"For instance, a Meta Quest supports both the Microsoft hand interaction " +"profile and simple controller profile. If both are specified the Microsoft " +"hand interaction profile will take precedence and will be used." +msgstr "" +"Beispielsweise unterstützt ein Meta Quest sowohl das Microsoft-" +"Handinteraktionsprofil als auch das einfache Controllerprofil. Wenn beide " +"angegeben sind, hat das Microsoft-Handinteraktionsprofil Vorrang und wird " +"verwendet." + +msgid "" +"The expectation is that once Meta supports the core hand interaction profile " +"extension, that profile will take precedence over both Microsoft and simple " +"controller profiles." +msgstr "" +"Sobald Meta die Kernprofilerweiterung für Handinteraktion unterstützt, wird " +"erwartet, dass dieses Profil Vorrang vor Microsoft- und einfachen " +"Controllerprofilen hat." + +msgid "Gesture based input" +msgstr "Gestenbasierte Eingabe" + +msgid "" +"If the platform doesn't support any interaction profiles when hand tracking " +"is used, or if you're building an application where you need more " +"complicated gesture support you're going to need to build your own gesture " +"recognition system." +msgstr "" +"Wenn die Plattform bei Verwendung der Handverfolgung keine " +"Interaktionsprofile unterstützt oder Sie eine Anwendung erstellen, für die " +"Sie eine komplexere Gestenunterstützung benötigen, müssen Sie Ihr eigenes " +"Gestenerkennungssystem erstellen." + +msgid "" +"You can obtain the full hand tracking data through the :ref:`XRHandTracker " +"` resource for each hand. You can obtain the hand " +"tracker by calling ``XRServer.get_tracker`` and using either ``/user/" +"hand_tracker/left`` or ``/user/hand_tracker/left`` as the tracker. This " +"resource provides access to all the joint information for the given hand." +msgstr "" +"Sie können die vollständigen Handverfolgungsdaten über die Ressource :ref:" +"`XRHandTracker ` für jede Hand abrufen. Sie können den " +"Handtracker abrufen, indem Sie ``XRServer.get_tracker`` aufrufen und " +"entweder ``/user/hand_tracker/left`` oder ``/user/hand_tracker/left`` als " +"Tracker verwenden. Diese Ressource bietet Zugriff auf alle " +"Gelenkinformationen für die jeweilige Hand." + +msgid "" +"Detailing out a full gesture recognition algorithm goes beyond the scope of " +"this manual however there are a number of community projects you can look at:" +msgstr "" +"Die detaillierte Beschreibung eines vollständigen Algorithmus zur " +"Gestenerkennung geht über den Rahmen dieses Handbuchs hinaus. Es gibt jedoch " +"eine Reihe von Community-Projekten, die Sie sich ansehen können:" + +msgid "" +"`Julian Todd's Auto hands library `_" +msgstr "" +"`Julian Todds Auto-Hands-Bibliothek `_" + +msgid "" +"`Malcolm Nixons Hand Pose Detector `_" +msgstr "" +"`Malcolm Nixons Handhaltungsdetektor `_" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/xr/openxr_settings.po b/sphinx/po/de/LC_MESSAGES/tutorials/xr/openxr_settings.po index 551302aa4d..b66748108f 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/xr/openxr_settings.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/xr/openxr_settings.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -592,6 +592,3 @@ msgid "" msgstr "" "Jetzt können Sie diesem Controller-Node Dinge hinzufügen, wie z. B. einen " "Raycast, und Dinge mit Ihren Augen steuern." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/xr/setting_up_xr.po b/sphinx/po/de/LC_MESSAGES/tutorials/xr/setting_up_xr.po index 551ec193bf..0fa38b4a1f 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/xr/setting_up_xr.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/xr/setting_up_xr.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -368,6 +368,3 @@ msgid "" msgstr "" "Im weiteren Verlauf dieser grundlegenden Tutorial-Reihe werden wir ein Spiel " "erstellen, das eine einzige Szene verwendet." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/xr/xr_action_map.po b/sphinx/po/de/LC_MESSAGES/tutorials/xr/xr_action_map.po index b4fcdf6fd2..799b419e78 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/xr/xr_action_map.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/xr/xr_action_map.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -1015,6 +1015,3 @@ msgstr "" "Rift oder Quest zu testen und dieses Profil hinzuzufügen, ist die " "Wahrscheinlichkeit groß, dass Ihr Spiel auch mit anderen Headsets " "funktionieren wird." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/xr/xr_next_steps.po b/sphinx/po/de/LC_MESSAGES/tutorials/xr/xr_next_steps.po index 324acbe4b3..5221141dca 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/xr/xr_next_steps.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/xr/xr_next_steps.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -78,6 +78,3 @@ msgstr "" msgid "`NXR `_ (C#)" msgstr "`NXR `_ (C#)" - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/de/LC_MESSAGES/tutorials/xr/xr_room_scale.po b/sphinx/po/de/LC_MESSAGES/tutorials/xr/xr_room_scale.po index e6ac29b5f0..eb352f6252 100644 --- a/sphinx/po/de/LC_MESSAGES/tutorials/xr/xr_room_scale.po +++ b/sphinx/po/de/LC_MESSAGES/tutorials/xr/xr_room_scale.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -559,6 +559,3 @@ msgstr "" "Ort, an dem die Position des Spielers wenig Einfluss darauf hat, was der " "Spieler sieht. Wenn der Spieler bereit ist und die Taste drückt, ist dies " "der Moment, in dem Sie die Position und Höhe der Kamera aufzeichnen." - -msgid "Translation status" -msgstr "Übersetzungsstatus" diff --git a/sphinx/po/es/LC_MESSAGES/about/complying_with_licenses.po b/sphinx/po/es/LC_MESSAGES/about/complying_with_licenses.po index f4bfa43fa5..08c344fcfc 100644 --- a/sphinx/po/es/LC_MESSAGES/about/complying_with_licenses.po +++ b/sphinx/po/es/LC_MESSAGES/about/complying_with_licenses.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -25,6 +25,17 @@ msgstr "" msgid "What are licenses?" msgstr "¿Qué son las licencias?" +msgid "" +"Godot is created and distributed under the `MIT License `_. It doesn't have a sole owner, as every contributor that " +"submits code to the project does it under this same license and keeps " +"ownership of their contribution." +msgstr "" +"Godot es creado y distribuido bajo la `Licencia MIT `_. No tiene un único propietario, ya que cada colaborador que " +"envía código al proyecto lo hace bajo esta misma licencia y conserva la " +"propiedad de la contribución." + msgid "" "The license is the legal requirement for you (or your company) to use and " "distribute the software (and derivative projects, including games made with " @@ -47,6 +58,17 @@ msgstr "" "contribuyente, puedes encontrar las directivas :ref:`aquí " "`." +msgid "" +"Alongside the Godot license text, remember to also list third-party notices " +"for assets you're using, such as textures, models, sounds, music and fonts. " +"This includes free assets, which often come with licenses that require " +"attribution." +msgstr "" +"En la pantalla de créditos de su proyecto, recuerde incluir también avisos " +"de terceros para los activos que está utilizando, como texturas, modelos, " +"sonidos, música y fuentes. Esto incluye recursos gratuitos, que suelen venir " +"con licencias que requieren atribución." + msgid "Requirements" msgstr "Requerimientos" @@ -57,6 +79,9 @@ msgstr "" "En el caso de la licencia MIT, el único requisito es incluir el texto de la " "licencia en algún lugar de su juego o proyecto derivado." +msgid "This text reads as follows::" +msgstr "Este texto dice lo siguiente:" + msgid "" "Beside its own MIT license, Godot includes code from a number of third-party " "libraries. See :ref:`doc_complying_with_licenses_thirdparty` for details." @@ -77,6 +102,15 @@ msgstr "" msgid "Inclusion" msgstr "Inclusión" +msgid "" +"The license text must be made available to the user. The license doesn't " +"specify how the text has to be included, but here are the most common " +"approaches (you only need to implement one of them, not all)." +msgstr "" +"La licencia no especifica cómo debe incluirse, por lo que cualquier cosa es " +"válida siempre que pueda mostrarse bajo alguna condición. Estos son los " +"enfoques más comunes (solo es necesario implementar uno de ellos, no todos)." + msgid "Credits screen" msgstr "Pantalla de créditos" @@ -105,12 +139,38 @@ msgstr "" msgid "Output log" msgstr "Registro de salida" +msgid "" +"Printing the license text using the :ref:`print() " +"` function may be enough on platforms where " +"a global output log is readable. This is the case on desktop platforms, " +"Android and HTML5 (but not iOS)." +msgstr "" +"Escribir el texto de la licencia usando la función :ref:`print() " +"` puede ser suficiente en plataformas donde " +"se puede leer un registro de salida global. Este es el caso de las " +"plataformas de escritorio, Android y HTML5 (pero no iOS)." + msgid "Accompanying file" msgstr "Archivo adjunto" +msgid "" +"If the game is distributed on desktop platforms, a file containing the " +"license text can be added to the software that is installed to the user PC." +msgstr "" +"Si el juego se distribuye en plataformas de escritorio, se puede agregar un " +"archivo que contiene la licencia al software que está instalado en la PC del " +"usuario." + msgid "Printed manual" msgstr "Manual impreso" +msgid "" +"If the game includes a printed manual, the license text can be included " +"there." +msgstr "" +"Si el juego incluye manuales impresos, el texto de la licencia se puede " +"incluir allí." + msgid "Link to the license" msgstr "Vincular la(s) licencia(s)" @@ -123,6 +183,17 @@ msgstr "" "org/license`` en la documentación o los créditos del juego sería una forma " "aceptable de cumplir con los términos de la licencia." +msgid "" +"Godot provides several methods to get license information in the :ref:" +"`Engine ` singleton. This allows you to source the license " +"information directly from the engine binary, which prevents the information " +"from becoming outdated if you update engine versions." +msgstr "" +"Godot provee diversos métodos para obtener información de licencia en la :" +"ref:`Motor` singleton. Esto te permite obtener la información " +"de licencia directamente desde el binario del motor, lo que previene obtener " +"información antigua si lo actualizas." + msgid "For the engine itself:" msgstr "Para el motor mismo:" @@ -148,9 +219,9 @@ msgid "" "godotengine/godot/blob/master/thirdparty/README.md>`_, which is compatible " "with, but not covered by Godot's MIT license." msgstr "" -"Godot incluye software escrito por `terceros`_, el cual es compatible con la " -"licencia MIT de Godot, pero no está cubierto por ella." +"Godot contiene software escrito por `terceros `_, que es compatible con " +"la licencia MIT de Godot, pero no está cubierto por ella." msgid "" "Many of these dependencies are distributed under permissive open source " @@ -183,6 +254,3 @@ msgstr "" "terceros es incluir este archivo en la distribución de su proyecto. Puede, " "por ejemplo, renombrarlo a ``GODOT_COPYRIGHT.txt`` para evitar confusiones " "con su propio código y activos." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/about/docs_changelog.po b/sphinx/po/es/LC_MESSAGES/about/docs_changelog.po index 65f791d889..ce49b7677a 100644 --- a/sphinx/po/es/LC_MESSAGES/about/docs_changelog.po +++ b/sphinx/po/es/LC_MESSAGES/about/docs_changelog.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -34,6 +34,24 @@ msgstr "" "están reflejados, muchas páginas han sido actualizadas sustancialmente pero " "no está indicado en este documento." +msgid "About" +msgstr "Acerca de" + +msgid "2D" +msgstr "2D" + +msgid "Contributing" +msgstr "Contribuir" + +msgid "Migrating" +msgstr "Migrando" + +msgid "Rendering" +msgstr "Renderizado" + +msgid "XR" +msgstr "XR" + msgid "New pages since version 4.1" msgstr "Nuevas páginas desde la versión 4.1" @@ -49,9 +67,6 @@ msgstr "Desarrollo" msgid ":ref:`doc_2d_coordinate_systems`" msgstr ":ref:`doc_2d_coordinate_systems`" -msgid "Migrating" -msgstr "Migrando" - msgid ":ref:`doc_upgrading_to_godot_4.2`" msgstr ":ref:`doc_upgrading_to_godot_4.2`" @@ -88,9 +103,6 @@ msgstr ":ref:`doc_troubleshooting_physics_issues`" msgid "New pages since version 3.6" msgstr "Nuevas páginas desde la versión 3.6" -msgid "2D" -msgstr "2D" - msgid ":ref:`doc_2d_antialiasing`" msgstr ":ref:`doc_2d_antialiasing`" @@ -178,9 +190,6 @@ msgstr "Flujo de trabajo" msgid ":ref:`doc_pr_review_guidelines`" msgstr ":ref:`doc_pr_review_guidelines`" -msgid "XR" -msgstr "XR" - msgid ":ref:`doc_introducing_xr_tools`" msgstr ":ref:`doc_introducing_xr_tools`" @@ -232,9 +241,6 @@ msgstr "Nuevas páginas desde la versión 3.2" msgid ":ref:`doc_3d_rendering_limitations`" msgstr ":ref:`doc_3d_rendering_limitations`" -msgid "About" -msgstr "Acerca de" - msgid ":ref:`doc_troubleshooting`" msgstr ":ref:`doc_troubleshooting`" @@ -619,6 +625,3 @@ msgstr "Desarrollo del motor" msgid ":ref:`doc_binding_to_external_libraries`" msgstr ":ref:`doc_binding_to_external_libraries`" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/about/faq.po b/sphinx/po/es/LC_MESSAGES/about/faq.po index af70628aa3..ed97262681 100644 --- a/sphinx/po/es/LC_MESSAGES/about/faq.po +++ b/sphinx/po/es/LC_MESSAGES/about/faq.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -23,6 +23,18 @@ msgstr "" "¿Qué puedo hacer con Godot? ¿Cuánto cuesta? ¿Dónde están los términos de " "licencia?" +msgid "" +"Godot is `Free and open source Software `_ available under the `OSI-approved `_ MIT license. This means it is free as in " +"\"free speech\" as well as in \"free beer.\"" +msgstr "" +"Godot es un `Software libre y de código abierto `_ disponible bajo la licencia " +"MIT `aprobada por la OSI `_ . Esto " +"significa que es gratuito en el sentido de \"libertad de expresión\" así " +"como en \"libre acceso.\"" + msgid "In short:" msgstr "En pocas palabras:" @@ -99,7 +111,7 @@ msgid "Android (experimental)" msgstr "Android (experimental)" msgid "`Web `__ (experimental)" -msgstr "`GitHub `_" +msgstr "`Web `__ (experimental)" msgid "**For exporting your games:**" msgstr "**Para exportar tus juegos:**" @@ -242,17 +254,6 @@ msgstr "" "ejemplos, la historia y un resumen completo del poder que GDScript te " "ofrece, revisa la `guía de scripting en GDScript `_." -msgid "" -"There are several reasons to use GDScript, especially when you are " -"prototyping, in alpha/beta stages of your project, or are not creating the " -"next AAA title. The most salient reason is the overall **reduction of " -"complexity**." -msgstr "" -"Hay varias razones para usar GDScript--especialmente cuando estás haciendo " -"prototipos, versiones alfa/beta de tu proyecto, o no estás creando el " -"próximo título AAA. Pero la razón más sobresaliente es la **reducción de " -"complejidad** en general." - msgid "" "The original intent of creating a tightly integrated, custom scripting " "language for Godot was two-fold: first, it reduces the amount of time " @@ -275,27 +276,6 @@ msgstr "" "pequeño conjunto de características incrementales a través de diferentes " "lenguajes." -msgid "" -"Since Godot is an open source project, it was imperative from the start to " -"prioritize a more integrated and seamless experience over attracting " -"additional users by supporting more familiar programming languages, " -"especially when supporting those more familiar languages would result in a " -"worse experience. We understand if you would rather use another language in " -"Godot (see the list of supported options above). That being said, if you " -"haven't given GDScript a try, try it for **three days**. Just like Godot, " -"once you see how powerful it is and rapid your development becomes, we think " -"GDScript will grow on you." -msgstr "" -"Dado que Godot es un proyecto de código abierto, era imperativo desde el " -"principio priorizar una experiencia más integrada y sin fisuras por encima " -"de la atracción de usuarios adicionales mediante el soporte de lenguajes de " -"programación más familiares, especialmente cuando el soporte de esos " -"lenguajes más familiares resultaría en una experiencia peor. Entendemos si " -"prefieres usar otro lenguaje en Godot (ver lista de opciones soportadas " -"arriba). Dicho esto, si no has probado GDScript, inténtalo durante **tres " -"días**. Al igual que Godot, una vez que veas lo poderoso que es y lo rápido " -"que se vuelve tu desarrollo, creemos que GDScript te gustará." - msgid "" "More information about getting comfortable with GDScript or dynamically " "typed languages can be found in the :ref:`doc_gdscript_more_efficiently` " @@ -387,9 +367,9 @@ msgid "" "from your 3D modeling software, and how to import them for Godot in the :ref:" "`doc_importing_3d_scenes` documentation." msgstr "" -"Puedes encontrar informacion detallada en formatos soportados, como " -"exportarlos de tu software de modelado 3D, y como importarlos a Godot en la :" -"ref:`doc_importing_3d_scenes`documentacion." +"Puede encontrar información detallada sobre los formatos admitidos, cómo " +"exportarlos desde su software de modelado 3D y cómo importarlos para Godot " +"en la documentación :ref:`doc_importing_3d_scenes`." msgid "" "Will [insert closed SDK such as FMOD, GameWorks, etc.] be supported in Godot?" @@ -435,7 +415,7 @@ msgstr "" "ofrece integración gratuita y de código abierto, considera iniciar el " "trabajo de integración por ti mismo. Godot no es propiedad de una persona; " "pertenece a la comunidad y crece junto con los contribuyentes ambiciosos de " -"la comunidad, como tu." +"la comunidad, como tú." msgid "How can I extend Godot?" msgstr "¿Cómo puedo extender Godot?" @@ -617,6 +597,17 @@ msgstr "" "través de las máquinas si copia la carpeta que contiene el ejecutable de " "Godot. Consulte :ref:`doc_data_paths` para obtener más información." +msgid "" +"If *true* portable operation is desired (e.g. for use on a USB stick), " +"follow the steps in :ref:`doc_data_paths_self_contained_mode`." +msgstr "" +"Si se desea una operación portátil *verdadera* (por ejemplo, para usar en " +"una memoria USB), siga los pasos en :ref:" +"`doc_data_paths_self_contained_mode`." + +msgid "Why does Godot prioritize Vulkan and OpenGL over Direct3D?" +msgstr "¿Por qué Godot da prioridad a Vulkan y OpenGL frente a Direct3D?" + msgid "" "Godot aims for cross-platform compatibility and open standards first and " "foremost. OpenGL and Vulkan are the technologies that are both open and " @@ -1315,6 +1306,3 @@ msgid "" msgstr "" "Mira la pagina correspondiente en el `sitio web de Godot `_." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/about/introduction.po b/sphinx/po/es/LC_MESSAGES/about/introduction.po index 760367884b..6e49027d86 100644 --- a/sphinx/po/es/LC_MESSAGES/about/introduction.po +++ b/sphinx/po/es/LC_MESSAGES/about/introduction.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,31 +14,52 @@ msgstr "" msgid "Introduction" msgstr "Introducción" +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 "" +"Bienvenido a la documentación oficial de **Godot Engine**, ¡El motor de " +"videojuegos 2D y 3D libre y de código abierto impulsado por la comunidad! " +"Detrás de estas palabras encontrarás una herramienta poderosa y amigable " +"para el usuario que puedes utilizar para desarrollar cualquier tipo de " +"juego, para cualquier plataforma y sin restricciones de uso de ningún tipo." + +msgid "" +"This page gives a broad overview of the engine and of this documentation, so " +"that you know where to start if you are a beginner or where to look if you " +"need information on a specific feature." +msgstr "" +"Esta página pretende dar una presentación amplia del motor y de la " +"documentación, para que sepas por dónde empezar si eres principiante o dónde " +"buscar si necesitas información de una característica específica." + msgid "Before you start" msgstr "Antes de comenzar" msgid "" -"In case you have trouble with one of the tutorials or your project, you can " -"find help on the various :ref:`Community channels `, " -"especially the Godot `Discord`_ community and `Forum `_." +"The :ref:`Tutorials and resources ` page lists " +"video tutorials contributed by the community. If you prefer video to text, " +"consider checking them out. Otherwise, :ref:`Getting Started " +"` is a great starting point." msgstr "" -"En caso de que tengas problemas con alguno de los tutoriales o con tu " -"proyecto, puedes encontrar ayuda en los varios :ref:`Canales de la " -"comunidad`, especialmente la comunidad Discord de " -"Godot y el sitio de `Preguntas y respuestas`_." +"La página :ref:`Tutoriales y recursos ` enlista " +"vídeo tutoriales contribuidos por la comunidad. Si prefieres videos antes " +"que texto, considera echarles un vistazo. En cualquier caso, la sección :ref:" +"`Comenzando ` es un gran punto de partida." msgid "About Godot Engine" -msgstr "Acerca de Godot" +msgstr "Acerca de Godot Engine" msgid "" "A game engine is a complex tool and difficult to present in a few words. " "Here's a quick synopsis, which you are free to reuse if you need a quick " "write-up about Godot Engine:" msgstr "" -"Un motor de juego es una herramienta compleja, y por lo tanto es difícil " -"presentar a Godot en pocas palabras. Aquí hay una rápida sinopsis, que eres " -"libre de reutilizar si necesitas una breve reseña sobre Godot Engine:" +"Un motor de juego es una herramienta compleja y difícil de presentar en " +"pocas palabras. Aquí hay una rápida sinopsis, que eres libre de reutilizar " +"si necesitas una breve reseña sobre Godot Engine:" msgid "" "Godot Engine is a feature-packed, cross-platform game engine to create 2D " @@ -48,19 +69,47 @@ msgid "" "platforms, including the major desktop platforms (Linux, macOS, Windows), " "mobile platforms (Android, iOS), as well as Web-based platforms and consoles." msgstr "" -"Godot Engine es un motor de videojuegos repleto de funciones, " -"multiplataforma con múltiples características para crear juegos 2D y 3D " -"desde una interfaz unificada. Provee un conjunto exhaustivo de herramientas " -"comunes para que los usuarios puedan enfocarse en crear juegos sin tener que " -"reinventar la rueda. Los juegos pueden exportarse en un sólo clic a " -"numerosas plataformas, incluyendo las principales plataformas de escritorio " -"(Linux, macOS, Windows), móviles (Android, iOS) y basadas en la web (HTML5)." +"Godot Engine es un motor de videojuegos repleto de características, " +"multiplataforma para crear juegos 2D y 3D por medio de una interfaz " +"unificada. Provee un conjunto exhaustivo de herramientas comunes, para que " +"los usuarios puedan enfocarse en crear juegos sin tener que reinventar la " +"rueda. Los juegos pueden exportarse en un sólo clic a numerosas plataformas, " +"incluyendo las principales plataformas de escritorio (Linux, macOS, " +"Windows), plataformas móviles (Android, iOS), así como plataformas y " +"consolas basadas en la web." + +msgid "" +"Godot is completely free and open source under the :ref:`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 `Godot Foundation `_ not-for-" +"profit." +msgstr "" +"Godot es completamente gratis y de código abierto bajo la :ref:`permisiva " +"licencia MIT (Licencia del Instituto Tecnológico de Massachusetts) " +"`. Sin condiciones, sin regalías, nada. Los " +"juegos de los usuarios son suyos, hasta la última línea de código del motor. " +"El desarrollo de Godot es totalmente independiente y dirigido por la " +"comunidad, lo que permite a los usuarios ayudar a dar forma a su motor para " +"que coincida con sus expectativas. Está respaldado por la `Godot Foundation " +"(Fundación Godot) `_ sin fines de lucro." msgid "Organization of the documentation" msgstr "Organización de la documentación" msgid "This documentation is organized into several sections:" -msgstr "Esta documentación se organiza en varias secciones:" +msgstr "Esta documentación está organizada en varias secciones:" + +msgid "" +"**About** contains this introduction as well as information about the " +"engine, its history, its licensing, authors, etc. It also contains the :ref:" +"`doc_faq`." +msgstr "" +"**Acerca de** contiene esta introducción así como información sobre el " +"motor, su historia, su licencia, autores, etc. También contiene el :ref:" +"`doc_faq`." msgid "" "**Getting Started** contains all necessary information on using the engine " @@ -71,22 +120,36 @@ msgstr "" "**Primeros Pasos** contiene toda la información necesaria sobre cómo usar el " "motor para desarrollar juegos. Comienza con el tutorial :ref:`Paso a paso " "` que debería ser el punto de partida para todos los " -"usuarios nuevos. **Este es el mejor lugar para empezar si eres nuevo!**" +"usuarios nuevos. **¡Este es el mejor lugar para empezar si eres nuevo!**" msgid "" "The **Manual** can be read or referenced as needed, in any order. It " "contains feature-specific tutorials and documentation." msgstr "" -"El **Manual** se puede consultar cuando sea necesario, en cualquier orden. " -"Contiene varios tutoriales y la documentación específica para cada " +"El **Manual** se puede consultar o referenciar cuando sea necesario, en " +"cualquier orden. Contiene tutoriales y documentación específica para cada " "característica." +msgid "" +"**Contributing** gives information related to contributing to Godot, whether " +"to the core engine, documentation, demos or other parts. It describes how to " +"report bugs, how contributor workflows are organized, etc. It also contains " +"sections intended for advanced users and contributors, with information on " +"compiling the engine, contributing to the editor, or developing C++ modules." +msgstr "" +"**Contribuyendo** brinda información relacionada a cómo contribuir a Godot, " +"ya sea el motor principal, documentación, demos, u otras partes. Describe " +"cómo reportar errores, cómo están organizados los flujos de trabajo de los " +"contribuyentes, etc. También contiene secciones destinadas a contribuyentes " +"y usuarios avanzados, con información sobre cómo compilar el motor, " +"contribuir al editor o desarrollar módulos de C++." + msgid "" "Finally, the **Class reference** documents the full Godot API, also " "available directly within the engine's script editor. You can find " "information on all classes, functions, signals and so on here." msgstr "" -"Por último, la **Referecia de Clases** documenta por completo la API de " +"Por último, la **Referencia de Clases** documenta por completo la API de " "Godot, también disponible dentro del editor de scripts del motor. Puedes " "encontrar información sobre todas las clases, funciones, señales y muchos " "más aquí." @@ -96,13 +159,32 @@ msgid "" "various `Godot demo projects `_." msgstr "" -"Además de esta documentación, tal vez quieras echar un vistazo a varios " -"`proyectos de demostración `_." +"Además de esta documentación, tal vez quieras echar un vistazo a los " +"distintos `proyectos de demostración `_." msgid "About this documentation" msgstr "Acerca de esta documentación" +msgid "" +"Members of the Godot Engine community continuously write, correct, edit, and " +"improve this documentation. We are always looking for more help. You can " +"also contribute by opening Github issues or translating the documentation " +"into your language. If you are interested in helping, see :ref:`Ways to " +"contribute ` and :ref:`Writing documentation " +"`, or get in touch with the " +"`Documentation team `_ on " +"`Godot Contributors Chat `_." +msgstr "" +"Los miembros de la comunidad de Godot Engine continuamente escriben, " +"corrigen, editan y mejoran esta documentación. Siempre estamos buscando más " +"ayuda. Tu también puedes contribuir iniciando issues en Github o traduciendo " +"la documentación a tu idioma. Si tienes interés en colaborar, revisa :ref:" +"`Formas de contribuir ` y :ref:`Redactando " +"documentación `, o contacta con el " +"`Equipo de Documentación `_ en " +"el `Chat de Contribuidores de Godot `_." + msgid "" "All documentation content is licensed under the permissive Creative Commons " "Attribution 3.0 (`CC BY 3.0 `_), con atribución a \"*Juan " "Linietsky, Ariel Manzur y la comunidad de Godot Engine*\" a menos que se " -"indique otra." +"indique lo contrario." msgid "*Have fun reading and making games with Godot Engine!*" msgstr "*¡Diviértete leyendo y haciendo juegos con Godot Engine!*" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/about/list_of_features.po b/sphinx/po/es/LC_MESSAGES/about/list_of_features.po index 9fa310731c..420520f05e 100644 --- a/sphinx/po/es/LC_MESSAGES/about/list_of_features.po +++ b/sphinx/po/es/LC_MESSAGES/about/list_of_features.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -19,27 +19,24 @@ msgstr "" "Esta página tiene como objetivo listar **todas** las características " "actualmente soportadas por Godot." -msgid "" -"This page lists features supported by the current stable version of Godot. " -"Some of these features may not be available in the `LTS release series (3.x) " -"`__." -msgstr "" -"Esta página lista todas las características soportadas por la versión " -"estable actual de Godot. Algunas de esas características no están " -"disponibles en `las versiones LTS (3.x) `__." - msgid "Platforms" msgstr "Plataformas" -msgid "Windows (x86, 64-bit and 32-bit)." -msgstr "Windows (x86, 64-bit y 32-bit)." +msgid "" +"See :ref:`doc_system_requirements` for hardware and software version " +"requirements." +msgstr "" +"Véase :ref:`doc_system_requirements` para los requerimientos de hardware y " +"software." + +msgid "**Can run both the editor and exported projects:**" +msgstr "**Puede correr tanto el editor como los proyectos exportados:**" msgid "macOS (x86 and ARM, 64-bit only)." -msgstr "macOS (x86 y ARM, 64-bit solamente)." +msgstr "macOS (solo versiones ARM x86 y 64 bits)." msgid "Linux (x86 and ARM, 64-bit and 32-bit)." -msgstr "Linux (x86 y ARM, 64-bit y 32-bit)." +msgstr "Linux (x86 y ARM, 64 bits y 32 bits)." msgid "" "Binaries are statically linked and can run on any distribution if compiled " @@ -49,16 +46,6 @@ msgstr "" "distribución si se compilan en una distribución base lo suficientemente " "antigua." -msgid "" -"Official binaries are compiled using the `Godot Engine buildroot `__, allowing for binaries that work across " -"common Linux distributions (including LTS variants)." -msgstr "" -"Los archivos binarios oficiales son compilados utilizando el `Godot Engine " -"buildroot `__, lo que permite " -"crear archivos binarios que funcionan en las distribuciones Linux más " -"comunes (incluyendo las versiones LTS)." - msgid "Android (editor support is experimental)." msgstr "Android (el soporte del editor es experimental)." @@ -66,11 +53,11 @@ msgid "" ":ref:`Web browsers `. Experimental in 4.0, using " "Godot 3.x is recommended instead when targeting HTML5." msgstr "" -":ref:`Navegadores web `. Experimental en 4.0, se " -"recomienda utilizar Godot 3.x cuando se utilice HTML5." +":ref:`Navegadores web `. Experimental en 4.0, se " +"recomienda usar Godot 3.x en su lugar cuando se utiliza HTML5." msgid "**Runs exported projects:**" -msgstr "**Ejecutando proyectos exportados:**" +msgstr "**Ejecuta los proyectos exportados:**" msgid "iOS." msgstr "iOS." @@ -93,10 +80,10 @@ msgid "" "ref:`some limitations apply `." msgstr "" "Actualmente los proyectos de Godot 4 escritos con C# no pueden ser " -"exportados a plataformas web. Si desea utilizar C# para exportar a esta " -"plataformas, considere utilizar Godot 3. Actualmente el soporte de las " -"plataformas Android y iOS esta disponible a partir de Godot 4.2, pero es " -"experimental y :ref:`se aplican algunas limitaciones " +"exportados a plataformas web. Para utilizar C# para exportar a esta " +"plataformas, considera utilizar Godot 3 en su lugar. Actualmente el soporte " +"de las plataformas Android y iOS esta disponible a partir de Godot 4.2, pero " +"es experimental y :ref:`se aplican algunas limitaciones " "`." msgid "Editor" @@ -111,15 +98,27 @@ msgstr "Editor del Árbol de Escenas." msgid "Built-in script editor." msgstr "Editor de scripts integrado." +msgid "" +"Support for :ref:`external script editors ` such as " +"Visual Studio Code or Vim." +msgstr "" +"Compatibilidad con :ref:`editores de scripts externos ` " +"como Visual Studio Code o Vim." + msgid "GDScript :ref:`debugger `." msgstr "GDScript :ref:`depurador `." +msgid "Support for debugging in threads is available since 4.2." +msgstr "" +"El soporte para la depuración en los subprocesos está disponible desde la " +"versión 4.2." + msgid "" "Visual profiler with CPU and GPU time indications for each step of the " "rendering pipeline." msgstr "" -"Un perfilador visual con indicaciones de tiempo de CPU y GPU para cada paso " -"del canal de renderizado." +"Generador de perfiles visuales con indicaciones de uso de la CPU y la GPU " +"para cada paso del proceso de renderizado." msgid "" "Performance monitoring tools, including :ref:`custom performance monitors " @@ -158,9 +157,22 @@ msgid "Move the in-editor camera and see the result in the running project." msgstr "" "Mueve la cámara en el editor y mira el resultado en el proyecto ejecutándose." +msgid "Built-in offline class reference documentation." +msgstr "Documentación de referencia sin conexión incorporada." + +msgid "Use the editor in dozens of languages contributed by the community." +msgstr "Usa el editor en docenas de lenguajes actualizados por la comunidad." + msgid "**Plugins:**" msgstr "**Plugins:**" +msgid "" +"Editor plugins can be downloaded from the :ref:`asset library " +"` to extend editor functionality." +msgstr "" +"Los plugins del editor se pueden descargar de la :ref:`librería de recursos " +"` para ampliar las funcionalidades del editor." + msgid "" ":ref:`Create your own plugins ` using GDScript to add " "new features or speed up your workflow." @@ -176,6 +188,9 @@ msgstr "" "` en el Administrador de Proyectos e impórtalos " "directamente." +msgid "Rendering" +msgstr "Renderizado" + msgid "" "3 rendering *methods* (running over 2 rendering *drivers*) are available:" msgstr "" @@ -230,6 +245,9 @@ msgstr "AnimatedSprite2D como ayudante para crear sprites animados." msgid "Parallax layers." msgstr "Capas de parallax." +msgid "Pseudo-3D support including preview in the editor." +msgstr "Es compatible con pseudo-3D incluyendo una vista previa en el editor." + msgid "" ":ref:`2D lighting ` with normal maps and specular " "maps." @@ -240,6 +258,9 @@ msgstr "" msgid "Point (omni/spot) and directional 2D lights." msgstr "Luces 2D puntuales (omnidireccional, lámpara) y direccionales." +msgid "Hard or soft shadows (adjustable on a per-light basis)." +msgstr "Sombras duras o difuminadas (ajustable por luz)." + msgid "" "Custom shaders can access a real-time :abbr:`SDF (Signed Distance Field)` " "representation of the 2D scene based on :ref:`class_LightOccluder2D` nodes, " @@ -664,10 +685,10 @@ msgid "" "Fully real-time and supports any kind of emissive light source (including " "decals)." msgstr "" -":ref:`Screen-space indirect lighting (SSIL) " -"`a media resolución o completa. " -"Completamente en tiempo real y soporta cualquier tipo de origen de luz " -"emisiva (incluyendo decals)." +":ref:`Iluminación indirecta en el espacio de pantalla (SSIL) " +"` a media resolución o resolución " +"completa. Totalmente en tiempo real y compatible con cualquier tipo de " +"fuente de luz emisora (incluidas las calcomanías)." msgid "" "VoxelGI and SDFGI use a deferred pass to allow for rendering GI at half " @@ -767,6 +788,12 @@ msgstr "" "Soporte de filtro más cercano, bilineal, trilineal o anisotrópico " "(configurado globalmente)." +msgid "" +"Optional distance fade system to fade distant decals, improving performance." +msgstr "" +"Sistema opcional de atenuación a distancia para atenuar las luces distantes " +"y sus sombras, mejorando el rendimiento." + msgid "" "When using the Forward+ backend (default on desktop), decals are rendered " "with clustered forward optimizations to decrease their individual cost. " @@ -848,8 +875,8 @@ msgid "" "Global :ref:`volumetric fog ` that reacts to lights and " "shadows." msgstr "" -":ref:`Niebla volumétrica `global que reacciona a luces y " -"sombras." +"Niebla volumétrica global :ref:` ` que reacciona a las " +"luces y sombras." msgid "" "Volumetric fog can take indirect light into account when using VoxelGI or " @@ -995,9 +1022,6 @@ msgstr "ETC2 (no soportado en macOS)." msgid "S3TC (not supported on mobile/Web platforms)." msgstr "S3TC (no soportado en platafirnas móviles/Web)." -msgid "**Anti-aliasing:**" -msgstr "**Antialiasing:**" - msgid "Temporal :ref:`antialiasing ` (TAA)." msgstr ":ref:`Suavizado ` temporal (TAA)." @@ -1089,8 +1113,8 @@ msgid "" ":ref:`Constructive solid geometry ` (intended for " "prototyping)." msgstr "" -": ref:`Geometría sólida constructiva ` (destinado a la " -"creación de prototipos)." +":ref:`Geometría sólida constructiva ` (pensada para creación " +"de prototipos)." msgid "" "Tools for :ref:`procedural geometry generation `." @@ -1148,7 +1172,7 @@ msgid "Shaders" msgstr "Shaders" msgid "*2D:* Custom vertex, fragment, and light shaders." -msgstr "*2D: * Vértices personalizados, fragmentos y shaders de luz." +msgstr "*2D:* Sombreadores de vértices, fragmentos y luces personalizados." msgid "*3D:* Custom vertex, fragment, light, and sky shaders." msgstr "*3D:* shaders personalizados de vértice, fragmento, luz y cielo." @@ -1291,19 +1315,6 @@ msgid "Use any build system and language features you wish." msgstr "" "Utilice cualquier sistema de compilación y funciones de idioma que desee." -msgid "" -"Actively developed GDExtension bindings for `D `__, `Haxe `__, `Swift " -"`__, and `Rust `__ bindings provided by the community. (Some of " -"these bindings may be experimental and not production-ready)." -msgstr "" -"Bindings de GDExtension desarrollados activamente por la comunidad para `D " -"`__, `Haxe `__, `Swift `__, y " -"`Rust `__. (Algunos de esos " -"bindings pueden ser experimentales y no estar listos para producción)." - msgid "Audio" msgstr "Audio" @@ -1937,7 +1948,7 @@ msgid "Can optionally be compressed or encrypted." msgstr "Opcionalmente puede ser comprimido o encriptado." msgid "Read and write :ref:`class_JSON` files." -msgstr "Lee y escribe :ref:`clase_JSON` archivos." +msgstr "Leer y escribir archivos :ref:`class_JSON`." msgid "" "Read and write INI-style configuration files using :ref:`class_ConfigFile`." @@ -2073,6 +2084,3 @@ msgstr "" "El `repositorio de propuestas de Godot ` __ enumera las características que han sido solicitadas por la " "comunidad y que pueden implementarse en futuras versiones de Godot." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/about/release_policy.po b/sphinx/po/es/LC_MESSAGES/about/release_policy.po index a6d3c6b01f..f695f01a34 100644 --- a/sphinx/po/es/LC_MESSAGES/about/release_policy.po +++ b/sphinx/po/es/LC_MESSAGES/about/release_policy.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -145,19 +145,6 @@ msgstr "" "esfuerzo* mientras tengan usuarios activos que necesiten actualizaciones de " "mantenimiento." -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 is the case for " -"the 3.6 branch." -msgstr "" -"Siempre que se lanza una nueva versión mayor, hacemos de la rama estable " -"anterior una versión con soporte a largo plazo y hacemos todo lo posible " -"para proporcionar soluciones a los problemas que encuentran en esa rama los " -"usuarios que no pueden migrar proyectos complejos a la nueva versión mayor. " -"Este es fue el caso de la rama 2.1, y es el caso de la última rama 3.6." - 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 " @@ -173,41 +160,38 @@ msgid "**Version**" msgstr "**Versión**" msgid "**Release date**" -msgstr "**Fecha de publicación*" +msgstr "**Fecha de lanzamiento**" msgid "**Support level**" msgstr "**Nivel de soporte**" -msgid "Godot 4.3 (`master`)" -msgstr "Godot 4.3 (`master`)" - msgid "" "|unstable| *Development.* Receives new features, usability and performance " "improvements, as well as bug fixes, while under development." msgstr "" -"|inestable| *En desarrollo.* Recibe nuevas características, mejoras de " -"usabilidad y desempeño así como correcciones de errores mientras está en " +"|inestable| *Desarrollo.* Recibe nuevas características, mejoras de " +"usabilidad y rendimiento, así como correcciones de errores, mientras está en " "desarrollo." msgid "unstable" msgstr "inestable" +msgid "" +"|supported| Receives fixes for bugs and security issues, as well as patches " +"that enable platform support." +msgstr "" +"|supported| Recibe correcciones de errores y problemas de seguridad, así " +"como parches que habilitan el soporte de la plataforma." + +msgid "supported" +msgstr "Archivos soportados" + msgid "Godot 4.2" msgstr "Godot 4.2" msgid "November 2023" msgstr "Noviembre de 2023" -msgid "" -"|supported| Receives fixes for bugs and security issues, as well as patches " -"that enable platform support." -msgstr "" -"|soportada| Recibe correcciones para errores, problemas de seguridad y así " -"como parches que habiliten el soporte de plataformas." - -msgid "supported" -msgstr "Archivos soportados" - msgid "Godot 4.1" msgstr "Godot 4.1" @@ -226,12 +210,6 @@ msgstr "|eol| Ya no recibe soporte (ultima actualización: 4.0.4)." msgid "eol" msgstr "eol" -msgid "Godot 3.6 (`3.x`, LTS)" -msgstr "Godot 3.6 (`3.x`, LTS)" - -msgid "Q1 2024 (estimate)" -msgstr "El primer trimestre de 2024 (estimado)" - msgid "" "|supported| *Beta.* Receives new features, usability and performance " "improvements, as well as bug fixes, while under development." @@ -252,7 +230,7 @@ msgid "November 2021" msgstr "Noviembre de 2021" msgid "|eol| No longer supported (last update: 3.4.5)." -msgstr "|eol| Esta versión ya no recibe soporte (última actualización: 3.4.5)." +msgstr "|eol| Ya no se admite (última actualización: 3.4.5)." msgid "Godot 3.3" msgstr "Godot 3.3" @@ -315,7 +293,7 @@ msgid "May 2015" msgstr "Mayo de 2015" msgid "|eol| No longer supported." -msgstr "|eol| Sin soporte." +msgstr "|eol| Ya no es compatible." msgid "Godot 1.0" msgstr "Godot 1.0" @@ -323,9 +301,6 @@ msgstr "Godot 1.0" msgid "December 2014" msgstr "Diciembre de 2014" -msgid "partial" -msgstr "parcial" - msgid "" "**Legend:** |supported| Full support – |partial| Partial support – |eol| No " "support (end of life) – |unstable| Development version" @@ -333,6 +308,9 @@ msgstr "" "**Leyenda:** |soportado| Soporte completo - |parcial| Soporte parcial - |" "eol| No hay soporte (fin de vida) - |inestable| Versión de desarrollo" +msgid "partial" +msgstr "parcial" + msgid "" "Pre-release Godot versions aren't intended to be used in production and are " "provided for testing purposes only." @@ -461,6 +439,15 @@ msgstr "" "limite, nos esforzamos por publicar lanzamientos menores con relativa " "frecuencia." +msgid "" +"In particular, after the very length release cycle for 4.0, we are pivoting " +"to a faster paced development workflow, 4.1 released 4 months after 4.0, and " +"4.2 released 4 months after 4.1" +msgstr "" +"En particular, después del ciclo de lanzamiento muy largo para 4.0, estamos " +"cambiando a un flujo de desarrollo de ritmo más rápido, 4.1 se lanzó 4 meses " +"después de 4.0 y 4.2 se lanzó 4 meses después de 4.1" + msgid "" "Frequent minor releases will enable us to ship new features faster (possibly " "as experimental), get user feedback quickly, and iterate to improve those " @@ -483,19 +470,6 @@ msgstr "" "de la rama estable actual de las ultimas correcciones de bugs para sus " "necesidades de producción." -msgid "" -"The 3.6 release is still planned and should be the last stable branch of " -"Godot 3.x. It will be a Long-Term Support (LTS) release, which we plan to " -"support for as long as users still need it (due to missing features in Godot " -"4.x, or having published games which they need to keep updating for platform " -"requirements)." -msgstr "" -"La versión 3.6 todavía está planeada y será la última versión estable de " -"Godot 3.x. Esta será una versión de Soporte de Largo Plazo (LTS), la cual " -"planeamos soportar mientras los usuarios la necesiten (ya sea por " -"características no disponibles en Godot 4.x o por tener juegos publicados " -"que necesiten ser actualizados por requerimientos de plataforma)." - msgid "What are the criteria for compatibility across engine versions?" msgstr "¿Cuáles son los criterios de compatibilidad entre versiones del motor?" @@ -623,5 +597,16 @@ msgstr "" "Como todavía no se ha creado la rama Godot 5.0, actualmente no recomendamos " "hacer cambios de incompatibilidad de este tipo." -msgid "Translation status" -msgstr "Estado de la traducción" +msgid "" +"When modifying a method's signature in any fashion (including adding an " +"optional parameter), a GDExtension compatibility method must be created. " +"This ensures that existing GDExtensions continue to work across patch and " +"minor releases, so that users don't have to recompile them. See :ref:" +"`doc_handling_compatibility_breakages` for more information." +msgstr "" +"Cuando se modifica la firma de un método de cualquier modo (incluyendo " +"parámetros opcionales), debe crearse un método de compatibilidad " +"GDExtension. Esto asegura que las GDExtensions existentes continúen " +"funcionando entre versiones parche y menores, así los usuarios no deben " +"recopilarlas. Ver `pull request #76446 `_ para más información." diff --git a/sphinx/po/es/LC_MESSAGES/about/system_requirements.po b/sphinx/po/es/LC_MESSAGES/about/system_requirements.po index a209de31e2..1c39b2c6c1 100644 --- a/sphinx/po/es/LC_MESSAGES/about/system_requirements.po +++ b/sphinx/po/es/LC_MESSAGES/about/system_requirements.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -41,12 +41,6 @@ msgstr "PC de escritorio o laptop - Mínimo" msgid "**CPU**" msgstr "**CPU**" -msgid "**Windows:** x86_32 CPU with SSE2 instructions, or any x86_64 CPU" -msgstr "**Windows:** x86_32 CPU con instrucciones SSE2, o cualquier x86_64 CPU" - -msgid "*Example: Intel Core 2 Duo E8200, AMD Athlon XE BE-2300*" -msgstr "*Ejemplo: Intel Core 2 Duo E8200, AMD Athlon XE BE-2300*" - msgid "**macOS:** x86_64 or ARM CPU (Apple Silicon)" msgstr "**macOS:** x86_64 o ARM CPU (Apple Silicon)" @@ -148,6 +142,16 @@ msgstr "" "podría ser retirado en una :ref:`future Godot 4.x release " "`." +msgid "" +"Vulkan drivers for these Windows versions are known to have issues with " +"memory leaks. As a result, it's recommended to stick to the Compatibility " +"rendering method when running Godot on a Windows version older than 10." +msgstr "" +"Los controladores de Vulkan para estas versiones de Windows son conocidas " +"por tener problemas con fugas de memoria. Como resultado, recomendamos " +"quedarse en el método de renderizado Compatibilidad al correr Godot en una " +"versión de Windows más vieja a la 10." + msgid "Mobile device (smartphone/tablet) - Minimum" msgstr "Dispositivos móviles (teléfonos inteligentes/tabletas) - Mínimo" @@ -190,13 +194,6 @@ msgstr "**Editor nativo:** 3 GB" msgid "**Web editor:** 6 GB" msgstr "**Editor web:** 6 GB" -msgid "" -"**Native editor:** Android 6.0 (Compatibility) or Android 9.0 (Forward+/" -"Mobile), iOS 11.0" -msgstr "" -"**Editor nativo:** Android 6.0 (Compatibility) o Android 9.0 (Forward+/" -"Mobile), iOS 11.0" - msgid "" "**Web editor:** Firefox 79, Chrome 88, Edge 79, Safari 15.2, Opera 64, " "Samsung Internet 15" @@ -214,15 +211,6 @@ msgstr "" msgid "Desktop or laptop PC - Recommended" msgstr "PC de escritorio o laptop - Recomendado" -msgid "" -"**Windows:** x86_64 CPU with SSE4.2 instructions, with 4 physical cores or " -"more" -msgstr "" -"**Windows:** x86_64 CPU con instrucciones SSE4.2, con 4 núcleos físicos o más" - -msgid "*Example: Intel Core i5-6600K, AMD Ryzen 5 1600*" -msgstr "*Ejemplo: Intel Core i5-6600K, AMD Ryzen 5 1600*" - msgid "*Example: Intel Core i5-8500, Apple M1*" msgstr "*Ejemplo: Intel Core i5-8500, Apple M1*" @@ -325,9 +313,6 @@ msgstr "" msgid "**Native editor:** 6 GB" msgstr "**Editor nativo:** 6 GB" -msgid "**Native editor:** Android 9.0 or iOS 11.0" -msgstr "**Editor nativo:** Android 9.0 o iOS 11.0" - msgid "" "**Web editor:** Latest version of Firefox, Chrome, Edge, Safari, Opera, " "Samsung Internet" @@ -402,31 +387,12 @@ msgstr "**iOS:** SoC con cualquier CPU ARM de 64 bits" msgid "*Example: Apple A7 (iPhone 5S)*" msgstr "*Ejemplo: Apple A7 (iPhone 5S)*" -msgid "" -"*Example: Qualcomm Adreno 505, Mali-G71 MP2, PowerVR G6430 (iPhone 6S/iPhone " -"SE 1)*" -msgstr "" -"*Ejemplo: Qualcomm Adreno 505, Mali-G71 MP2, PowerVR G6430 (iPhone 6S/iPhone " -"SE 1)*" - -msgid "" -"*Example: Qualcomm Adreno 306, Mali-T628 MP6, PowerVR G6430 (iPhone 5S)*" -msgstr "" -"*Ejemplo: Qualcomm Adreno 306, Mali-T628 MP6, PowerVR G6430 (iPhone 5S)*" - msgid "**For native exports:** 1 GB" msgstr "**Para exportaciones nativas:** 1 GB" msgid "**For web exports:** 2 GB" msgstr "**Para exportaciones web:** 2 GB" -msgid "" -"**For native exports:** Android 6.0 (Compatibility) or Android 9.0 (Forward+/" -"Mobile), iOS 11.0" -msgstr "" -"**Para exportaciones nativas:** Android 6.0 (Compatibilidad) o Android 9.0 " -"(Forward+/Mobile), iOS 11.0" - msgid "" "**For web exports:** Firefox 79, Chrome 88, Edge 79, Safari 15.2, Opera 64, " "Samsung Internet 15" @@ -463,17 +429,6 @@ msgstr "" msgid "**iOS:** SoC with 64-bit ARM CPU" msgstr "**iOS:** SoC con CPU ARM de 64 bits" -msgid "*Example: Apple A11 (iPhone XS/XR)*" -msgstr "*Ejemplo: Apple A11 (iPhone XS/XR)*" - -msgid "" -"*Example: Qualcomm Adreno 630, Mali-G72 MP18, Apple G11P (iPhone XR/XS)*" -msgstr "" -"*Ejemplo: Qualcomm Adreno 630, Mali-G72 MP18, Apple G11P (iPhone XR/XS)*" - -msgid "**For native exports:** Android 9.0 or iOS 11.0" -msgstr "**Para exportaciones nativas:** Android 9.0 o iOS 11.0" - msgid "" "**For web exports:** Latest version of Firefox, Chrome, Edge, Safari, Opera, " "Samsung Internet" @@ -489,6 +444,3 @@ msgstr "" "Godot no utiliza extensiones de OpenGL/OpenGL ES introducidas después de " "OpenGL 3.3/OpenGL ES 3.0, pero las GPUs que admiten versiones más recientes " "de OpenGL/OpenGL ES generalmente tienen menos problemas de controladores." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/community/asset_library/index.po b/sphinx/po/es/LC_MESSAGES/community/asset_library/index.po index b4c53e9cac..1657ff3d55 100644 --- a/sphinx/po/es/LC_MESSAGES/community/asset_library/index.po +++ b/sphinx/po/es/LC_MESSAGES/community/asset_library/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Asset Library" msgstr "Biblioteca de Assets" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/community/asset_library/submitting_to_assetlib.po b/sphinx/po/es/LC_MESSAGES/community/asset_library/submitting_to_assetlib.po index 9337a9ad26..fad957b044 100644 --- a/sphinx/po/es/LC_MESSAGES/community/asset_library/submitting_to_assetlib.po +++ b/sphinx/po/es/LC_MESSAGES/community/asset_library/submitting_to_assetlib.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -379,6 +379,14 @@ msgstr "" "resultados de búsqueda de AssetLib y en la página del recurso). Debe ser una " "imagen en formato PNG o JPG." +msgid "" +"For icons hosted on GitHub, URLs must be provided in the form of `https://" +"raw.githubusercontent.com////Icon.png`." +msgstr "" +"Para los íconos alojados en GitHub, las URL deben proporcionarse en el " +"formato `https://raw.githubusercontent.com////Icon." +"png`." + msgid "**License**:" msgstr "**Licencia**:" @@ -443,16 +451,6 @@ msgstr "" "de aprobación es manual y puede tardar unos días en ser aceptado (o " "rechazado), ¡así que por favor, tenga paciencia!" -msgid "" -"You may have some luck accelerating the approval process by messaging the " -"moderators and AssetLib reviewers on the `Godot Contributors Chat `_, or the official Discord server." -msgstr "" -"Puede que tengas suerte acelerando el proceso de aprobación enviando " -"mensajes a los moderadores y revisores de AssetLib en el `Chat de " -"colaboradores de Godot `_, o en el servidor " -"oficial Discord." - 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 " @@ -460,6 +458,3 @@ msgid "" msgstr "" "Se le informará cuando se revise su recurso. Si ha sido rechazado, se le " "indicará el motivo y podrá volver a enviarlo con los cambios oportunos." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/community/asset_library/using_assetlib.po b/sphinx/po/es/LC_MESSAGES/community/asset_library/using_assetlib.po index 66e4b48a28..dd9cce72ef 100644 --- a/sphinx/po/es/LC_MESSAGES/community/asset_library/using_assetlib.po +++ b/sphinx/po/es/LC_MESSAGES/community/asset_library/using_assetlib.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -331,11 +331,11 @@ msgid "" "is supported, as well as the version that may be running on your local " "machine's web server (the localhost option)." msgstr "" -"En el futuro, usted podrá elegir un proveedor diferente de AssetLib para " -"obtener recursos (usando el menú desplegable Site), sin embargo actualmente " -"sólo se admite la versión oficial `Página web de Godot `__ de la AssetLib, así como la versión que puede estar ejecutándose en " -"el servidor web de su máquina local (la opción localhost)." +"En el futuro, podrá elegir un proveedor de AssetLib diferente para obtener " +"activos (usando el menú desplegable Sitio), sin embargo, actualmente solo se " +"admite la versión oficial del `sitio web de Godot `_ de AssetLib, así como la versión que puede estar ejecutándose en el " +"servidor web de su máquina local (la opción localhost)." msgid "When you click on an asset, you will see more information about it." msgstr "Cuando haga clic en un recurso, verá más información sobre él." @@ -422,6 +422,3 @@ msgstr "" "AssetLib), lo que le llevará al mismo procedimiento de instalación de " "paquetes que con los recursos descargados directamente vía Godot que " "acabamos de cubrir." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/community/asset_library/what_is_assetlib.po b/sphinx/po/es/LC_MESSAGES/community/asset_library/what_is_assetlib.po index 20d8650ff7..7ac4b95b84 100644 --- a/sphinx/po/es/LC_MESSAGES/community/asset_library/what_is_assetlib.po +++ b/sphinx/po/es/LC_MESSAGES/community/asset_library/what_is_assetlib.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -75,16 +75,6 @@ msgstr "" "Tenga en cuenta que hay, a grandes rasgos, dos tipos diferentes de activos " "que puedes publicar." -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 "" -"Otros activos aparecen dentro del editor de Godot bajo la pestaña de la " -"pantalla principal \"AssetLib\", junto a \"2D\", \"3D\" y \"Script\". Estos " -"activos están pensados para ser descargados y colocados en un proyecto Godot " -"existente." - msgid "Frequently asked questions" msgstr "Preguntas Frecuentes" @@ -99,6 +89,3 @@ msgstr "" "En la oficial no se puede, pero en el futuro podría existir otras " "bibliotecas de assets que lo permitan. Sin embargo, se puede monetizar y " "vender los assets de Godot fuera de la Asset Library." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/community/channels.po b/sphinx/po/es/LC_MESSAGES/community/channels.po index 77b344f2f6..448db8a55e 100644 --- a/sphinx/po/es/LC_MESSAGES/community/channels.po +++ b/sphinx/po/es/LC_MESSAGES/community/channels.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -21,51 +21,6 @@ msgstr "" "Entonces, ¿dónde está la comunidad de Godot y dónde puedo hacer preguntas " "para obtener ayuda?" -msgid "" -"Note that some of these channels are run and moderated by members of the " -"Godot community or third parties." -msgstr "" -"Hay que tener en cuenta que algunos de estos canales son administrados y " -"moderados por miembros de la comunidad Godot o terceros." - -msgid "" -"A brief overview over these and other channels is also available on the " -"`Godot website `_." -msgstr "" -"Una breve reseña sobre esos y otros canales también está disponible en el " -"`sitio web `_." - -msgid "`Godot Contributors Chat `_" -msgstr "`Chat de Contribuyentes de Godot `_" - -msgid "`Discord `_" -msgstr "`Discord `_" - -msgid "" -"`Matrix (IRC compatible) `_" -msgstr "" -"`Matrix (IRC compatible) `_" - -msgid "`GitHub `_" -msgstr "`GitHub `_" - -msgid "`Facebook group `_" -msgstr "`Grupo de Facebook `_" - -msgid "" -"`Twitter `_ (see also the `#GodotEngine " -"`_ hashtag)" -msgstr "`Twitter (también, #godotengine) `_" - -msgid "`Reddit `_" -msgstr "`Reddit `_" - -msgid "`YouTube `_" -msgstr "`YouTube `_" - -msgid "`Steam `_" -msgstr "`Steam `_" - msgid "Language-based communities" msgstr "Comunidades basadas en lenguajes" @@ -75,6 +30,3 @@ msgid "" msgstr "" "Echa un ojo a la página `Grupos de usuarios `_ para tener una lista de la comunidades locales." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/community/tutorials.po b/sphinx/po/es/LC_MESSAGES/community/tutorials.po index 6ad82893c3..99db1d7a84 100644 --- a/sphinx/po/es/LC_MESSAGES/community/tutorials.po +++ b/sphinx/po/es/LC_MESSAGES/community/tutorials.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,21 +14,6 @@ msgstr "" msgid "Tutorials and resources" msgstr "Tutoriales y recursos" -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 `_ full of official and " -"community resources too! Also, have a look at this `huge list over at Reddit " -"`_." -msgstr "" -"Esta es una lista de tutoriales y recursos de terceros creados por la " -"comunidad de Godot. Para recursos, recuerda que existe la `Godot Asset " -"Library ` _ ¡llena de recursos " -"oficiales y comunitarios también! Además echa un vistazo a esta `gran lista " -"en Reddit `_." - msgid "" "Think there is something missing here? Feel free to submit a `Pull Request " "`_ o `in the " "browser `_." -msgid "" -"Some tutorials mentioned below provide more advanced tutorials, e.g. on 3D " -"or shaders." -msgstr "" -"Algunos de los mencionados a continuación proporcionan tutoriales más " -"avanzados, pj.: en 3D o shaders." - msgid "Video tutorials" msgstr "Vídeo tutoriales" -msgid "" -"`BornCG `_ (2D and 3D, GDScript)" -msgstr "" -"`BornCG `_ (2D y 3D, GDScript)" - -msgid "" -"`Clear Code `_ (2D, GDScript, " -"Programming Basics)" -msgstr "" -"`Clear Code `_ (2D, GDScript, " -"Bases de Programación)" - -msgid "" -"`FencerDevLog `_ (2D, 3D, GDScript, " -"Shaders)" -msgstr "" -"`FencerDevLog `_ (2D, 3D, GDScript, " -"Shaders)" - -msgid "" -"`FinePointCGI `_ " -"(2D, 3D, GDScript and C#)" -msgstr "" -"`FinePointCGI `_ " -"(2D, 3D, GDScript y C#)" - -msgid "" -"`GDQuest `_ (2D and 3D, GDScript and C#)" -msgstr "" -"`GDQuest `_ (2D y 3D, GDScript y C#)" - -msgid "" -"`Game Dev Artisan `_ (2D, GDScript)" -msgstr "" -"`Game Dev Artisan `_ (2D, GDScript)" - -msgid "" -"`Game Development Center `_ " -"(2D, networked multiplayer, GDScript)" -msgstr "" -"`Game Development Center `_ " -"(2D, multiplayer en red, GDScript)" - -msgid "" -"`Game Endeavor `_ (2D, GDScript)" -msgstr "" -"`Game Endeavor `_ (2D, GDScript)" - -msgid "`Gwizz `_ (2D, GDScript)" -msgstr "`Gwizz `_ (2D, GDScript)" - -msgid "" -"`Godotneers `_ (2D, Shaders, GDScript)" -msgstr "" -"`Godotneers `_ (2D, Shaders, GDScript)" - -msgid "`HeartBeast `_ (2D, GDScript)" -msgstr "`HeartBeast `_ (2D, GDScript)" - -msgid "" -"`KidsCanCode `__ (2D and 3D, GDScript)" -msgstr "" -"`KidsCanCode `__ (2D y 3D, GDScript)" - -msgid "`Maker Tech `_ (2D, GDScript)" -msgstr "`Maker Tech `_ (2D, GDScript)" - -msgid "`Pigdev `_ (2D, GDScript)" -msgstr "`Pigdev `_ (2D, GDScript)" - -msgid "" -"`Queble `_ (2D, GDScript)" -msgstr "" -"`Queble `_ (2D, GDScript)" - -msgid "`Quiver `_ (2D, GDScript)" -msgstr "`Quiver `_ (2D, GDScript)" - msgid "Text tutorials" msgstr "Tutoriales en texto" @@ -157,6 +49,22 @@ msgid "`GDScript website by Andrew Wilkes `__" msgstr "" "`Sitio web acerca de GDScript por Andrew Wilkes `__" +msgid "" +"`Godot Tutorials by SomethingLikeGames `__" +msgstr "" +"`Tutoriales de Godot de SomethingLikeGames `__" + +msgid "`Game Dev Artisan website `__" +msgstr "`Sitio web de Game Dev Artisan `__" + +msgid "" +"`Night Quest Games Blog `__" +msgstr "" +"`Blog de Night Quest Games `__" + msgid "Devlogs" msgstr "Devlogs" @@ -170,12 +78,14 @@ msgstr "" "`awesome-godot: Una lista curada de plugins, scripts y complementos " "gratuitos/libre `_" +msgid "`Godot Asset Library `_" +msgstr "" +"`Biblioteca de activos de Godot `_" + msgid "" "`Godot Shaders: A community-driven shader library `_" msgstr "" "`Godot Shaders: Una librería de shaders manejada por la comunidad `_" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/best_practices_for_engine_contributors.po b/sphinx/po/es/LC_MESSAGES/contributing/development/best_practices_for_engine_contributors.po index 672b94bf43..f5afd0762b 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/best_practices_for_engine_contributors.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/best_practices_for_engine_contributors.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -96,6 +96,20 @@ msgstr "La frecuencia del problema" msgid "#4: The solution must be discussed with others" msgstr "#4: La solución debe discutirse con otros" +msgid "" +"Often, users will be immersed in their own projects when they stumble upon " +"problems. These users will naturally try to solve the problem from their " +"perspective, thinking only about their own use case. As a result, user " +"proposed solutions don't always contemplate all use cases and are often " +"biased towards the user's own requirements." +msgstr "" +"A menudo, los usuarios están inmersos en sus propios proyectos cuando se " +"topan con problemas. Estos usuarios naturalmente intentarán resolver el " +"problema desde su perspectiva, pensando solo en su propio caso de uso. Como " +"resultado, las soluciones propuestas por los usuarios no siempre contemplan " +"todos los casos de uso y a menudo están sesgadas hacia los propios " +"requisitos del usuario." + msgid "" "Also, Godot's philosophy is to favor ease of use and maintenance over " "absolute performance. Performance optimizations will be considered, but they " @@ -224,6 +238,3 @@ msgstr "" "Como Godot debe ser distribuido en una gran cantidad de plataformas, no " "podemos enlazar bibliotecas dinámicamente. En su lugar, las incluimos en " "nuestro árbol de código fuente." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/code_style_guidelines.po b/sphinx/po/es/LC_MESSAGES/contributing/development/code_style_guidelines.po index 1ff3025f02..769c1175b0 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/code_style_guidelines.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/code_style_guidelines.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -94,6 +94,33 @@ msgstr "Usando clang-format localmente" msgid "Pre-commit hook" msgstr "Gancho Pre-commit" +msgid "" +"For ease of use, we provide hooks for Git with the `pre-commit `__ Python framework that will run clang-format automatically on " +"all your commits with the correct version of clang-format. To set up:" +msgstr "" +"Para facilitar su uso, proporcionamos hooks para Git con el framework de " +"Python `pre-commit `__ que ejecutará clang-format " +"automáticamente en todas sus confirmaciones con la versión correcta de clang-" +"format. Para configurarlo:" + +msgid "You can also run the hook manually with ``pre-commit run``." +msgstr "" +"También es posible ejecutar el hook manualmente mediante el comando ``pre-" +"commit run``." + +msgid "" +"Previously, we supplied a hook in the folder ``misc/hooks``. If you copied " +"the script manually, these hooks should still work, but symlinks will be " +"broken. If you are using the new system, run ``rm .git/hooks/*`` to remove " +"the old hooks that are no longer needed." +msgstr "" +"Anteriormente, proporcionábamos un hook en la carpeta ``misc/hooks``. Si " +"copió el script manualmente, estos hooks deberían seguir funcionando, pero " +"los enlaces simbólicos estarán rotos. Si está utilizando el nuevo sistema, " +"ejecute ``rm .git/hooks/*`` para eliminar los hooks antiguos que ya no son " +"necesarios." + msgid "Installation" msgstr "Instalación" @@ -255,6 +282,13 @@ msgstr "" "El sistema de construcción SCons de Godot está escrito en Python, y varios " "scripts incluidos en el árbol de código fuente también utilizan Python." +msgid "" +"For those, we use the `Ruff linter and code formatter `__." +msgstr "" +"Para ellos, utilizamos el `Linter y formateador de código Ruff `__." + msgid "" "``-l 120`` means that the allowed number of characters per line is 120. This " "number was agreed upon by the developers." @@ -269,6 +303,16 @@ msgstr "" "La ruta puede apuntar a varios archivos, ya sea uno tras otro o usando " "comodines como en una típica terminal Unix." +msgid "" +"For ease of use, we provide hooks for Git with the `pre-commit `__ Python framework that will run ``ruff`` automatically on all " +"your commits with the correct version of ``ruff``. To set up:" +msgstr "" +"Para facilitar su uso, proporcionamos hooks para Git con el framework de " +"Python ``pre-commit `__ que ejecutará ``ruff`` " +"automáticamente en todas sus confirmaciones con la versión correcta de " +"``ruff``. Para configurarlo:" + msgid "Editor integration" msgstr "Integración del editor" @@ -335,6 +379,3 @@ msgid "" msgstr "" "Para variables miembro, no uses comentarios con estilo Javadoc, en su lugar, " "utiliza comentarios de una sola línea:" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/compiling_for_android.po b/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/compiling_for_android.po index 8272821ccf..60ed2eea8c 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/compiling_for_android.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/compiling_for_android.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -64,6 +64,9 @@ msgstr "Los componentes del SDK necesarios se instalarán automáticamente." msgid "Gradle (will be downloaded and installed automatically if missing)." msgstr "Gradle (se descargará e instalará automáticamente si falta)." +msgid "JDK 17 (either OpenJDK or Oracle JDK)." +msgstr "JDK 17 (puede ser OpenJDK u Oracle JDK)." + msgid "" "To get the Godot source code for compiling, see :ref:`doc_getting_source`." msgstr "" @@ -99,6 +102,26 @@ msgstr "" "Completa la configuración ejecutando el siguiente comando donde " "``android_sdk_path`` es la ruta al SDK de Android." +msgid "" +"After setting up the SDK and environment variables, be sure to **restart " +"your terminal** to apply the changes. If you are using an IDE with an " +"integrated terminal, you need to restart the IDE." +msgstr "" +"Después de configurar el SDK y las variables de entorno, asegúrese de " +"**reiniciar su terminal** para aplicar los cambios. Si está utilizando un " +"IDE con un terminal integrado, debe reiniciar el IDE." + +msgid "" +"Run ``scons platform=android``. If this fails, go back and check the steps. " +"If you completed the setup correctly, the NDK will begin downloading. If you " +"are trying to compile GDExtension, you need to first compile the engine to " +"download the NDK, then you can compile GDExtension." +msgstr "" +"Ejecute ``scons platform=android``. Si esto falla, vuelva atrás y repase los " +"pasos. Si completó la configuración correctamente, el NDK comenzará a " +"descargarse. Si está intentando compilar GDExtension, primero debe compilar " +"el motor para descargar el NDK y luego podrá compilar GDExtension." + msgid "Building the export templates" msgstr "Construyendo las plantillas de exportación" @@ -114,31 +137,21 @@ msgid "" msgstr "" "Release template (se utiliza al exportar con **Debugging Enabled** apagado)" -msgid "The resulting APK will be located at ``bin/android_release.apk``." -msgstr "El APK resultante se ubicará en ``bin/android_release.apk``." - msgid "Debug template (used when exporting with **Debugging Enabled** checked)" msgstr "" "Debug template (se utiliza cuando se exporta con **Debugging Enabled** " "encendido)" -msgid "The resulting APK will be located at ``bin/android_debug.apk``." -msgstr "El APK resultante se ubicará en ``bin/android_debug.apk``." +msgid "" +"If you want to enable Vulkan validation layers, see :ref:`Vulkan validation " +"layers on Android `." +msgstr "" +"Si desea habilitar las capas de validación de Vulkan, consulte :ref:`Capas " +"de validación de Vulkan en Android `." msgid "Adding support for x86 devices" msgstr "Añadir soporte para dispositivos x86" -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 "" -"Esto creará un binario universal que funciona en todas las plataformas. El " -"tamaño final del APK de los proyectos exportados dependerá de las " -"plataformas que elijas para soportar al exportar; en otras palabras, las " -"plataformas no utilizadas se eliminarán del APK." - msgid "Cleaning the generated export templates" msgstr "Limpiando las plantillas de exportación generada" @@ -151,46 +164,9 @@ msgstr "" msgid "Using the export templates" msgstr "Usando las plantillas de exportación" -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 "" -"Godot necesita APKs de lanzamiento y depuración que se hayan compilado con " -"la misma versión o commit que el editor. Si estás utilizando binarios " -"oficiales del editor, asegúrate de instalar las plantillas de exportación " -"coincidentes o construye las tuyas propias a partir de la misma versión. " -"Esto garantizará la compatibilidad entre el editor y las plantillas de " -"exportación para un correcto funcionamiento." - -msgid "" -"When exporting your game, Godot opens the APK, changes a few things inside " -"and adds your files." -msgstr "" -"Al exportar tu juego, Godot abre el APK, cambia algunas cosas dentro y añade " -"tus archivos." - msgid "Installing the templates" msgstr "Instalando las plantillas" -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 "" -"Las plantillas recién compiladas (``android_debug.apk`` y ``android_release." -"apk``) deben ser copiadas a la carpeta de plantillas de Godot con sus " -"respectivos nombres. La carpeta de plantillas puede estar ubicada en:" - -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 "" -"Sin embargo, si estás escribiendo tus propios módulos personalizados o " -"código C++ personalizado, es posible que desees configurar tus APKs como " -"plantillas de exportación personalizadas aquí:" - 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 " @@ -201,6 +177,18 @@ msgstr "" "Godot, de modo que la próxima vez que construyas, tendrás automáticamente " "las plantillas personalizadas referenciadas." +msgid "" +"With an Android device with Developer Options enabled, connect the Android " +"device to your computer via its charging cable to a USB/USB-C port. Open up " +"a Terminal/Command Prompt and run the following commands from the root " +"directory with the following arguments:" +msgstr "" +"Con un dispositivo Android con las Opciones de Desarrollador habilitadas, " +"conecta el dispositivo Android a tu computadora a través de su cable de " +"carga a un puerto USB/USB-C. Abre una terminal o un símbolo del sistema y " +"ejecuta los siguientes comandos desde el directorio raíz con los siguientes " +"argumentos:" + msgid "Troubleshooting" msgstr "Solución De Problemas" @@ -270,6 +258,3 @@ msgstr "" msgid "In any case, ``adb logcat`` should also show the cause of the error." msgstr "" "En cualquier caso, ``adb logcat`` también debería mostrar la causa del error." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/compiling_for_ios.po b/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/compiling_for_ios.po index 4596a0a5a6..399025af41 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/compiling_for_ios.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/compiling_for_ios.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -26,6 +26,32 @@ msgstr "" msgid "Requirements" msgstr "Requerimientos" +msgid "" +"Launch Xcode once and install iOS support. If you have already launched " +"Xcode and need to install iOS support, go to *Xcode -> Settings... -> " +"Platforms*." +msgstr "" +"Ejecute Xcode una vez e instale la compatibilidad con iOS. Si ya ha " +"ejecutado Xcode y necesita instalar la compatibilidad con iOS, vaya a *Xcode " +"-> Configuración... -> Plataformas*." + +msgid "" +"Go to *Xcode -> Settings... -> Locations -> Command Line Tools* and select " +"an installed version. Even if one is already selected, re-select it." +msgstr "" +"Vaya a *Xcode -> Settings... -> Locations -> Command Line Tools* y " +"seleccione una versión instalada. Incluso si ya hay una seleccionada, vuelva " +"a seleccionarla." + +msgid "" +"Download and follow README instructions to build a static ``.xcframework`` " +"from the `MoltenVK SDK `__." +msgstr "" +"Descargue y siga las instrucciones del README para crear un ``.xcframework`` " +"estático desde el `MoltenVK SDK `__." + msgid "" "Installing Homebrew will also fetch the Command Line Tools for Xcode " "automatically if you don't have them already." @@ -49,28 +75,6 @@ msgstr "" msgid "Compiling" msgstr "Compilando" -msgid "Open a Terminal, go to the root dir of the engine source code and type:" -msgstr "" -"Abre una Terminal, ve al directorio raíz del código fuente del motor y " -"escribe:" - -msgid "for a debug build, or:" -msgstr "para una compilacion de depuración, o:" - -msgid "Alternatively, you can run" -msgstr "Aternativamente, puede ejecutar" - -msgid "" -"To create an Xcode project like in the official builds, you need to use the " -"template located in ``misc/dist/ios_xcode``. The release and debug libraries " -"should be placed in ``libgodot.ios.debug.xcframework`` and ``libgodot.ios." -"release.xcframework`` respectively." -msgstr "" -"Para crear un proyecto Xcode como en paquetes oficiales, necesitas usar la " -"plantilla ubicada en Para crear un paquete ``misc/dist/ios_xcode``. Las " -"librerías de lanzamiento y depuración deberán ubicarse en ``libgodot.ios." -"debug.xcframework`` y ``libgodot.ios.release.xcframework`` respectivamente." - msgid "Run" msgstr "Ejecutar" @@ -80,6 +84,3 @@ msgid "" msgstr "" "Para ejecutar en un dispositivo o simulador, sigue estas instrucciones: :ref:" "`doc_exporting_for_ios`." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/compiling_for_linuxbsd.po b/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/compiling_for_linuxbsd.po index 2f419b0b85..55fb207197 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/compiling_for_linuxbsd.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/compiling_for_linuxbsd.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -31,6 +31,9 @@ msgstr "" msgid "Development libraries:" msgstr "Librerías de desarrollo:" +msgid "Wayland and wayland-scanner." +msgstr "Wayland y wayland-scanner." + msgid "PulseAudio." msgstr "PulseAudio." @@ -53,6 +56,12 @@ msgstr "" msgid "Distro-specific one-liners" msgstr "Líneas de comandos específicas para cada distribución" +msgid "Arch Linux" +msgstr "**Arch Linux**" + +msgid "Debian/Ubuntu" +msgstr "**Debian** / **Ubuntu**" + msgid "For audio support, you can optionally install ``pulseaudio``." msgstr "" "Para tener soporte de audio, opcionalmente puedes instalar \"pulseaudio\"." @@ -66,9 +75,40 @@ msgstr "" "Inicia una terminal, ve al directorio raíz del código fuente del motor y " "escribe:" +msgid "" +"Prior to Godot 4.0, the Linux/\\*BSD target was called ``x11`` instead of " +"``linuxbsd``. If you are looking to compile Godot 3.x, make sure to use the " +"`3.x branch of this documentation `__." +msgstr "" +"Antes de Godot 4.0, el destino Linux/\\*BSD se llamaba ``x11`` en lugar de " +"``linuxbsd``. Si desea compilar Godot 3.x, asegúrese de utilizar la `rama 3." +"x de esta documentación `__." + msgid "If you wish to compile using Clang rather than GCC, use this command:" msgstr "Si deseas compilar utilizando Clang en lugar de GCC, usa este comando:" +msgid "" +"Using Clang appears to be a requirement for OpenBSD, otherwise fonts would " +"not build. For RISC-V architecture devices, use the Clang compiler instead " +"of the GCC compiler." +msgstr "" +"El uso de Clang parece ser un requisito para OpenBSD, de lo contrario, las " +"fuentes no se compilarían correctamente. Para dispositivos con arquitectura " +"RISC-V, utilice el compilador Clang en lugar del compilador GCC." + +msgid "" +"LTO takes some time to run and requires about 7 GB of available RAM while " +"compiling. If you're running out of memory with the above option, use " +"``production=yes lto=none`` or ``production=yes lto=thin`` for a lightweight " +"but less effective form of LTO." +msgstr "" +"LTO tarda un tiempo en ejecutarse y requiere aproximadamente 7 GB de RAM " +"disponible durante la compilación. Si se está quedando sin memoria con la " +"opción anterior, utilice ``production=yes lto=none`` o ``production=yes " +"lto=thin`` para utilizar una forma liviana pero menos efectiva de LTO." + 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` " @@ -79,6 +119,9 @@ msgstr "" "`doc_data_paths_self_contained_mode` creando un archivo llamado ``._sc_`` o " "``_sc_`` en la carpeta ``bin/``." +msgid "And then use the ``--headless`` command line argument::" +msgstr "Y luego use el argumento de línea de comando ``--headless``:" + msgid "" "To compile a debug *server* build which can be used with :ref:`remote " "debugging tools `, use::" @@ -125,6 +168,20 @@ msgstr "" "tu plataforma de host no siempre es sencilla y puede requerir un entorno " "chroot." +msgid "" +"To create standard export templates, the resulting files in the ``bin/`` " +"folder must be copied to:" +msgstr "" +"Para crear plantillas de exportación estándar, los archivos resultantes en " +"la carpeta ``bin/`` deben copiarse a:" + +msgid "" +"and named like this (even for \\*BSD which is seen as \"Linux/X11\" by " +"Godot):" +msgstr "" +"y nombrados de la siguiente manera (incluso para \\*BSD que es reconocido " +"como \"Linux/X11\" por Godot):" + 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 " @@ -189,6 +246,44 @@ msgstr "" "se pueden compilar utilizando la optimización en tiempo de enlace, lo que " "hace que los archivos binarios resultantes sean más pequeños y rápidos." +msgid "If this error occurs::" +msgstr "Si ocurre este error:" + +msgid "In your SCons command, add the parameter ``use_static_cpp=no``." +msgstr "En el comando SCons, agregue el parámetro ``use_static_cpp=no``." + +msgid "" +"Follow `these instructions `__ to configure, build, and install " +"``libatomic_ops``. Then, copy ``/usr/lib/libatomic_ops.a`` to ``/usr/lib/" +"libatomic.a``, or create a soft link to ``libatomic_ops`` by command ``ln -" +"s /usr/lib/libatomic_ops.a /usr/lib/libatomic.a``. The soft link can ensure " +"the latest ``libatomic_ops`` will be used without the need to copy it every " +"time when it is updated." +msgstr "" +"Sigue `estas instrucciones `__ para configurar, compilar e " +"instalar ``libatomic_ops``. Luego, copia ``/usr/lib/libatomic_ops.a`` a ``/" +"usr/lib/libatomic.a``, o crea un enlace simbólico a ``libatomic_ops`` con el " +"comando ``ln -s /usr/lib/libatomic_ops.a /usr/lib/libatomic.a``. El enlace " +"simbólico puede garantizar que se use la última versión de ``libatomic_ops`` " +"sin la necesidad de copiarla cada vez que se actualice." + +msgid "" +"For even faster linking compared to LLD, you can use `mold `__. mold can be used with either GCC or Clang." +msgstr "" +"Para una vinculación aún más rápida en comparación con LLD, puede usar `mold " +"`__. mold se puede usar con GCC o Clang." + +msgid "" +"As of January 2023, mold is not readily available in Linux distribution " +"repositories, so you will have to install its binaries manually." +msgstr "" +"A partir de enero de 2023, mold no está disponible en los repositorios de " +"distribución de Linux, por lo que tendrás que instalar sus binarios " +"manualmente." + msgid "" "Download mold binaries from its `releases page `__." @@ -196,71 +291,88 @@ msgstr "" "Descarga binarios de mold desde su `página de lanzamientos `__." -msgid "**Fedora**" -msgstr "**Fedora**" - -msgid "Using Pyston for faster development" -msgstr "Usando Pyston para un desarrollo mas rápido" +msgid "" +"Extract the ``.tar.gz`` file, then move the extracted folder to a location " +"such as ``.local/share/mold``." +msgstr "" +"Extraiga el archivo ``.tar.gz``, luego mueva la carpeta extraída a una " +"ubicación como ``.local/share/mold``." msgid "" -"You can use `Pyston `__ 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." +"Add ``$HOME/.local/share/mold/bin`` to your user's ``PATH`` environment " +"variable. For example, you can add the following line at the end of your " +"``$HOME/.bash_profile`` file:" msgstr "" -"Puedes usar `Pyston `__ para ejecutar SCons. Pyston " -"es una implementación habilitada para JIT (Just-In-Time) del lenguaje Python " -"(en el que está escrito SCons). Actualmente solo es compatible con Linux. " -"Pyston puede acelerar significativamente las compilaciones incrementales, a " -"menudo en un factor entre 1.5× y 2×. Pyston se puede combinar con Clang y " -"LLD para obtener compilaciones aún más rápidas." +"Agregue ``$HOME/.local/share/mold/bin`` a la variable de entorno ``PATH`` " +"del usuario. Por ejemplo, puede agregar la siguiente línea al final de su " +"archivo ``$HOME/.bash_profile``:" msgid "" -"Download the `latest portable Pyston release `__." +"Open a new terminal (or run ``source \"$HOME/.bash_profile\"``), then use " +"the following SCons command when compiling Godot::" msgstr "" -"Descarga la `última versión portátil de Pyston `__." +"Abra una nueva terminal (o ejecute ``source \"$HOME/.bash_profile\"``), " +"luego use el siguiente comando SCons al compilar Godot:" msgid "" -"Extract the portable ``.tar.gz`` to a set location, such as ``$HOME/.local/" -"opt/pyston/`` (create folders as needed)." +"`Godot bundles the source code of various third-party libraries. `__ You can choose to " +"use system versions of third-party libraries instead. This makes the Godot " +"binary faster to link, as third-party libraries are dynamically linked. " +"Therefore, they don't need to be statically linked every time you build the " +"engine (even on small incremental changes)." msgstr "" -"Extrae el archivo portátil ``.tar.gz`` en una ubicación específica, como por " -"ejemplo ``$HOME/.local/opt/pyston/`` (crea las carpetas si es necesario)." +"`Godot incluye el código fuente de varias bibliotecas de terceros. `__ También puede optar " +"por utilizar versiones en su sistema de estas bibliotecas. Esto hace que el " +"binario de Godot sea más rápido de vincular, ya que las bibliotecas de " +"terceros están vinculadas dinámicamente. Por lo tanto, no es necesario " +"vincularlas estáticamente cada vez que crea el motor (incluso en pequeños " +"cambios incrementales)." msgid "" -"Use ``cd`` to reach the extracted Pyston folder from a terminal, then run " -"``./pyston -m pip install scons`` to install SCons within Pyston." +"However, not all Linux distributions have packages for third-party libraries " +"available (or they may not be up-to-date)." msgstr "" -"Utiliza ``cd`` para acceder a la carpeta extraída de Pyston desde una " -"terminal, luego ejecuta ``./pyston -m pip install scons`` para instalar " -"SCons dentro de Pyston." +"Sin embargo, no todas las distribuciones de Linux tienen paquetes para " +"bibliotecas de terceros disponibles (o pueden no estar actualizados)." 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::" +"Moving to system libraries can reduce linking times by several seconds on " +"slow CPUs, but it requires manual testing depending on your Linux " +"distribution. Also, you may not be able to use system libraries for " +"everything due to bugs in the system library packages (or in the build " +"system, as this feature is less tested)." msgstr "" -"Para facilitar la ejecución de SCons a través de Pyston, crea un enlace " -"simbólico del script de envoltura en una ubicación de tu variable de entorno " -"``PATH``::" +"Pasar a las bibliotecas del sistema puede reducir los tiempos de vinculación " +"por varios segundos en CPU lentas, pero requiere pruebas manuales según la " +"distribución de Linux. Además, es posible que no pueda usar bibliotecas del " +"sistema para todo debido a errores en los paquetes de bibliotecas del " +"sistema (o en el sistema de compilación, ya que esta función está menos " +"probada)." msgid "" -"Instead of running ``scons ``, run ``pyston-scons `` to compile Godot." +"After installing all required packages, use the following command to build " +"Godot:" msgstr "" -"En lugar de ejecutar ``scons ``, ejecuta ``pyston-" -"scons `` para compilar Godot." +"Después de instalar todos los paquetes necesarios, utilice el siguiente " +"comando para compilar Godot:" 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." +"You can view a list of all built-in libraries that have system alternatives " +"by running ``scons -h``, then looking for options starting with ``builtin_``." msgstr "" -"Si no puedes ejecutar ``pyston-scons`` después de crear el enlace simbólico, " -"asegúrate de que ``$HOME/.local/bin/`` forme parte de la variable de entorno " -"``PATH`` de tu usuario." +"Puede ver una lista de todas las bibliotecas integradas que tienen " +"alternativas del sistema ejecutando ``scons -h`` y luego buscando opciones " +"que comiencen con ``builtin_``." -msgid "Translation status" -msgstr "Estado de la traducción" +msgid "" +"When using system libraries, the resulting library is **not** portable " +"across Linux distributions anymore. Do not use this approach for creating " +"binaries you intend to distribute to others, unless you're creating a " +"package for a Linux distribution." +msgstr "" +"Al utilizar bibliotecas del sistema, la biblioteca resultante **ya no** es " +"portable entre distribuciones de Linux. No utilice este enfoque para crear " +"archivos binarios que desee distribuir a otros, a menos que esté creando un " +"paquete solo para esa distribución de Linux." diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/compiling_for_macos.po b/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/compiling_for_macos.po index 006f4bf4ec..d4296b3f6b 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/compiling_for_macos.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/compiling_for_macos.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -36,6 +36,13 @@ msgstr "" "`Xcode `_ (o las " "herramientas de línea de comandos más ligeras para Xcode)." +msgid "" +"`Vulkan SDK `_ for MoltenVK (macOS doesn't support Vulkan out of the box)." +msgstr "" +"`Vulkan SDK `_ para MoltenVK (macOS no es compatible con Vulkan de fábrica)." + msgid "" "Installing Homebrew will also fetch the Command Line Tools for Xcode " "automatically if you don't have them already." @@ -92,6 +99,22 @@ msgstr "" "`doc_data_paths_self_contained_mode` creando un archivo llamado ``._sc_`` o " "``_sc_`` en la carpeta ``bin/``." +msgid "" +"If you are building the ``master`` branch, you also need to include support " +"for the MoltenVK Vulkan portability library. By default, it will be linked " +"statically from your installation of the Vulkan SDK for macOS. You can also " +"choose to link it dynamically by passing ``use_volk=yes`` and including the " +"dynamic library in your ``.app`` bundle::" +msgstr "" +"Si está construyendo la rama ``master``, también debe incluir soporte para " +"la biblioteca de portabilidad de Vulkan MoltenVK. Por defecto, se vinculará " +"de manera estática desde su instalación del SDK de Vulkan para macOS. " +"También puede optar por vincularla de manera dinámica al pasar " +"``use_volk=yes`` e incluir la biblioteca dinámica en su paquete ``.app``:" + +msgid "And then use the ``--headless`` command line argument::" +msgstr "Y luego use el argumento de línea de comando ``--headless``:" + msgid "" "To compile a debug *server* build which can be used with :ref:`remote " "debugging tools `, use::" @@ -104,36 +127,12 @@ msgid "" "To compile a release *server* build which is optimized to run dedicated game " "servers, use::" msgstr "" -"Para compilar una versión de servidor *release* que esté optimizada para " -"ejecutar servidores de juego dedicados, utiliza el siguiente comando::" +"Para compilar una versión optimizada para el *servidor* de producción, " +"diseñada para ejecutar servidores de juego dedicados, utilice:" msgid "Building export templates" msgstr "Construyendo plantillas de exportación" -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 "" -"Las plantillas oficiales son binarios universales que admiten las " -"arquitecturas tanto de Intel x86_64 como ARM64. También puedes crear " -"plantillas de exportación que admitan solo una de esas dos arquitecturas " -"omitiendo el paso de ``lipo`` que se menciona a continuación." - -msgid "For Intel x86_64::" -msgstr "Para Intel x86_64::" - -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 "" -"Para admitir ambas arquitecturas en un único archivo binario \"Universal " -"2\", ejecuta los dos bloques de comandos anteriores y luego utiliza ``lipo`` " -"para combinarlos juntos::" - -msgid "Using Pyston for faster development" -msgstr "Usando Pyston para un desarrollo mas rápido" - msgid "Cross-compiling for macOS from Linux" msgstr "Compilando para macOS desde Linux" @@ -192,6 +191,3 @@ msgstr "" "Si tienes una versión de SDK de OSXCross diferente de la esperada por el " "sistema de construcción de SCons, puedes especificar una personalizada " "mediante el argumento ``osxcross_sdk``::" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/compiling_for_web.po b/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/compiling_for_web.po index acf68b45ca..35ed1c0780 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/compiling_for_web.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/compiling_for_web.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -31,6 +31,17 @@ msgstr "" "Para compilar las plantillas de exportación para la Web, se requiere lo " "siguiente:" +msgid "`Emscripten 3.1.39+ `__." +msgstr "`Emscripten 3.1.39+ `__ ." + +msgid "`Python 3.6+ `__." +msgstr "`Python 3.6+ `__ ." + +msgid "`SCons 3.1.2+ `__ build system." +msgstr "" +"El sistema de construcción `SCons 3.1.2+ `_." + msgid "" "To get the Godot source code for compiling, see :ref:`doc_getting_source`." msgstr "" @@ -44,6 +55,18 @@ msgstr "" "Para obtener una visión general del uso de SCons para Godot, consulta la " "sección :ref:`doc_introduction_to_the_buildsystem`." +msgid "" +"Emscripten 3.1.39+ is recommended, but older 3.x versions are known to work." +msgstr "" +"Se recomienda Emscripten 3.1.39+, pero se sabe que las versiones 3.x " +"anteriores funcionan." + +msgid "" +"Please note that the minimum requirement for GDExtension support is 3.1.14." +msgstr "" +"Tenga en cuenta que el requisito mínimo para la compatibilidad con " +"GDExtension es 3.1.14." + msgid "Building export templates" msgstr "Construyendo plantillas de exportación" @@ -56,6 +79,15 @@ msgstr "" "Esto suele estar configurado por el SDK de Emscripten, por ejemplo, al " "invocar ``emsdk activate`` y ``source ./emsdk_env.sh``/``emsdk_env.bat``." +msgid "" +"By default, WebWorker threads support is enabled. To disable it and only use " +"a single thread, the ``threads`` option can be used to build the web " +"template without threads support::" +msgstr "" +"Por defecto, la compatibilidad con subprocesos de WebWorker está habilitada. " +"Para deshabilitarla y usar solo un único subproceso, se puede usar la opción " +"``threads`` para crear la plantilla web sin compatibilidad con subprocesos:" + msgid "" "Refer to the :ref:`export page ` for the web " "server requirements." @@ -64,5 +96,20 @@ msgstr "" "para obtener los requisitos del servidor web en la sección de exportación " "para web." -msgid "Translation status" -msgstr "Estado de la traducción" +msgid "" +"The Godot repository includes a `Python script to host a local web server " +"`__. This can be used to test the web editor locally." +msgstr "" +"El repositorio Godot incluye un `script de Python para alojar un servidor " +"web local `__. Esto se puede utilizar para probar el editor web " +"localmente." + +msgid "" +"After compiling the editor, extract the ZIP archive that was created in the " +"``bin/`` folder, then run the following command in the Godot repository root:" +msgstr "" +"Después de compilar el editor, extraiga el archivo ZIP que se creó en la " +"carpeta ``bin/``, luego ejecute el siguiente comando en la raíz del " +"repositorio Godot:" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/compiling_for_windows.po b/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/compiling_for_windows.po index 5abdcf3aba..e673e2ff3b 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/compiling_for_windows.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/compiling_for_windows.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -145,19 +145,12 @@ msgid "Selecting a compiler" msgstr "Seleccionando un compilador" 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." +"All official Godot binaries are built in `custom containers `__ using MinGW." msgstr "" -"SCons encontrará y utilizará automáticamente una instalación existente de " -"Visual Studio. Si no tienes Visual Studio instalado, intentará usar MinGW en " -"su lugar. Si ya tienes Visual Studio instalado y deseas usar MinGW, agrega " -"``use_mingw=yes`` en la línea de comandos de SCons. Ten en cuenta que las " -"compilaciones de MSVC no se pueden realizar desde las terminales de MSYS2 o " -"MinGW. En su lugar, utiliza ``cmd.exe`` o PowerShell." +"Todos los binarios oficiales de Godot se construyen en `contenedores " +"personalizados `__ usando " +"MinGW." msgid "Running SCons" msgstr "Ejecutando SCons" @@ -186,6 +179,194 @@ msgstr "" "`doc_data_paths_self_contained_mode` creando un archivo llamado ``._sc_`` o " "``_sc_`` en la carpeta ``bin/``." +msgid "Compiling with support for Direct3D 12" +msgstr "Compilación con soporte para Direct3D 12" + +msgid "" +"By default, builds of Godot do not contain support for the Direct3D 12 " +"graphics API." +msgstr "" +"Por defecto, las compilaciones de Godot no contienen soporte para la API de " +"gráficos Direct3D 12." + +msgid "" +"To compile Godot with Direct3D 12 support you need at least the following " +"item:" +msgstr "" +"Para compilar Godot con soporte para Direct3D 12 necesitas al menos el " +"siguiente elemento:" + +msgid "" +"`godot-nir-static library `_. We compile the Mesa libraries you will need into a static " +"library. Download it anywhere, unzip it and remember the path to the " +"unzipped folder, you will need it below." +msgstr "" +"`Biblioteca godot-nir-static `_. Compilamos las bibliotecas Mesa que necesitarás en una " +"biblioteca estática. Descárgala en cualquier lugar, descomprímela y recuerda " +"la ruta a la carpeta descomprimida, la necesitarás a continuación." + +msgid "" +"You can optionally build the godot-nir-static libraries yourself with the " +"following steps:" +msgstr "" +"Opcionalmente, puede compilar usted mismo las bibliotecas godot-nir-static " +"con los siguientes pasos:" + +msgid "" +"Install the Python package `mako `_ which is " +"needed to generate some files." +msgstr "" +"Instale el paquete Python `mako `_ que es " +"necesario para generar algunos archivos." + +msgid "" +"Clone the `godot-nir-static `_ directory and navigate to it." +msgstr "" +"Clone el directorio `godot-nir-static `_ y navegue hasta él." + +msgid "Run the following::" +msgstr "Ejecute lo siguiente:" + +msgid "Optionally, you can compile with the following for additional features:" +msgstr "" +"Opcionalmente, puede compilar con lo siguiente para obtener funciones " +"adicionales:" + +msgid "" +"`PIX `_ is a performance tuning " +"and debugging application for Direct3D12 applications. If you compile-in " +"support for it, you can get much more detailed information through PIX that " +"will help you optimize your game and troubleshoot graphics bugs. To use it, " +"download the WinPixEventRuntime package. You will be taken to a NuGet " +"package page where you can click \"Download package\" to get it. Once " +"downloaded, change the file extension to .zip and unzip the file to some " +"path." +msgstr "" +"`PIX `_ es una aplicación de " +"depuración y optimización del rendimiento para aplicaciones Direct3D12. Si " +"su compilación le da soporte, puedes obtener información mucho más detallada " +"a través de PIX que le ayudará a optimizar su juego y solucionar errores " +"gráficos. Para usarlo, descarge el paquete WinPixEventRuntime. Se le " +"dirigirá a una página de paquetes NuGet donde puedes hacer clic en " +"\"Descargar paquete\" para obtenerlo. Una vez descargado, cambie la " +"extensión del archivo a .zip y descomprima el archivo en alguna ruta." + +msgid "" +"`Agility SDK `_ can " +"be used to provide access to the latest Direct3D 12 features without relying " +"on driver updates. To use it, download the latest Agility SDK package. You " +"will be taken to a NuGet package page where you can click \"Download " +"package\" to get it. Once downloaded, change the file extension to .zip and " +"unzip the file to some path." +msgstr "" +"`Agility SDK `_ se " +"puede utilizar para proporcionar acceso a las últimas características de " +"Direct3D 12 sin depender de actualizaciones de controladores. Para usarlo, " +"descargue el último paquete de Agility SDK. Se lo dirigirá a una página de " +"paquetes NuGet donde puede hacer clic en \"Descargar paquete\" para " +"obtenerlo. Una vez descargado, cambie la extensión del archivo a .zip y " +"descomprima el archivo en alguna ruta." + +msgid "" +"If you use a preview version of the Agility SDK, remember to enable " +"developer mode in Windows; otherwise it won't be used." +msgstr "" +"Si usa una versión preliminar del Agility SDK, recuerde habilitar el modo de " +"desarrollador en Windows; de lo contrario, no se utilizará." + +msgid "" +"If you want to use a PIX with MinGW build, navigate to PIX runtime directory " +"and use the following commands to generate import library::" +msgstr "" +"Si desea utilizar un PIX con la compilación MinGW, navegue al directorio de " +"tiempo de ejecución de PIX y use los siguientes comandos para generar la " +"biblioteca de importación:" + +msgid "" +"When building Godot, you will need to tell SCons to use Direct3D 12 and " +"where to look for the additional libraries:" +msgstr "" +"Al construir Godot, deberá indicarle a SCons que use Direct3D 12 y dónde " +"buscar las bibliotecas adicionales:" + +msgid "Or, with all options enabled:" +msgstr "O bien, con todas las opciones habilitadas:" + +msgid "" +"For the Agility SDK's DLLs you have to explicitly choose the kind of " +"workflow. Single-arch is the default (DLLs copied to ``bin/``). If you pass " +"``agility_sdk_multi_arch=yes`` to SCons, you'll opt-in for multi-arch. DLLs " +"will be copied to the appropriate ``bin//`` subdirectories and at " +"runtime the right one will be loaded." +msgstr "" +"Para las DLL de Agility SDK, debe elegir explícitamente el tipo de flujo de " +"trabajo. El modo de arquitectura única es el predeterminado (las DLL se " +"copian en ``bin/``). Si pasa ``agility_sdk_multi_arch=yes`` a SCons, optará " +"por la arquitectura múltiple. Las DLL se copiarán en los subdirectorios " +"``bin//`` adecuados y, en tiempo de ejecución, se cargará el correcto." + +msgid "Compiling with ANGLE support" +msgstr "Compilación con soporte ANGLE" + +msgid "" +"ANGLE provides a translation layer from OpenGL ES 3.x to Direct3D 11 and can " +"be used to improve support for the Compatibility renderer on some older GPUs " +"with outdated OpenGL drivers and on Windows for ARM." +msgstr "" +"ANGLE proporciona una capa de traducción de OpenGL ES 3.x a Direct3D 11 y se " +"puede utilizar para mejorar el soporte del renderizador de compatibilidad en " +"algunas GPU más antiguas con controladores OpenGL obsoletos y en Windows " +"para ARM." + +msgid "" +"By default, Godot is built with dynamically linked ANGLE, you can use it by " +"placing ``libEGL.dll`` and ``libGLESv2.dll`` alongside the executable." +msgstr "" +"Por defecto, Godot está construido con ANGLE vinculado dinámicamente; puedes " +"usarlo colocando ``libEGL.dll`` y ``libGLESv2.dll`` junto al ejecutable." + +msgid "" +"You can use dynamically linked ANGLE with export templates as well, rename " +"aforementioned DLLs to ``libEGL.{architecture}.dll`` and ``libGLESv2." +"{architecture}.dll`` and place them alongside export template executables, " +"and libraries will be automatically copied during the export process." +msgstr "" +"También puede utilizar ANGLE vinculado dinámicamente con plantillas de " +"exportación, cambie el nombre de las DLL mencionadas anteriormente a " +"``libEGL.{architecture}.dll`` y ``libGLESv2.{architecture}.dll`` y " +"colóquelas junto con los ejecutables de la plantilla de exportación, y las " +"bibliotecas se copiarán automáticamente durante el proceso de exportación." + +msgid "To compile Godot with statically linked ANGLE:" +msgstr "Para compilar Godot con ANGLE enlazado estáticamente:" + +msgid "" +"Download pre-built static libraries from `godot-angle-static library " +"`_, and unzip " +"them." +msgstr "" +"Descargue las bibliotecas estáticas preconstruidas de `godot-angle-static " +"library `_ y " +"descomprímalas." + +msgid "" +"When building Godot, add ``angle_libs={path}`` to tell SCons where to look " +"for the ANGLE libraries::" +msgstr "" +"Al construir Godot, agregue ``angle_libs={path}`` para indicarle a SCons " +"dónde buscar las bibliotecas ANGLE:" + +msgid "" +"You can optionally build the godot-angle-static libraries yourself with the " +"following steps:" +msgstr "" +"Opcionalmente, puede crear usted mismo las bibliotecas godot-angle-static " +"con los siguientes pasos:" + msgid "Development in Visual Studio" msgstr "Desarrollo en Visual Studio" @@ -251,6 +432,16 @@ msgstr "" "Antes de intentar la compilación, SCons verificará la presencia de los " "siguientes binarios en la variable de entorno ``PATH``::" +msgid "" +"Where ``/path/to/mingw`` is the path containing the ``bin`` directory where " +"``i686-w64-mingw32-gcc`` and ``x86_64-w64-mingw32-gcc`` are located (e.g. ``/" +"opt/mingw-w64`` if the binaries are located in ``/opt/mingw-w64/bin``)." +msgstr "" +"Donde ``/path/to/mingw`` es la ruta que contiene el directorio ``bin`` donde " +"se encuentran ``i686-w64-mingw32-gcc`` y ``x86_64-w64-mingw32-gcc`` (por " +"ejemplo, ``/opt/mingw-w64`` si los binarios se encuentran en ``/opt/mingw-" +"w64/bin``)." + 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 " @@ -305,6 +496,3 @@ msgstr "" "archivos resultantes en el directorio ``bin\\`` de la carpeta de origen de " "Godot. De esta manera, la próxima vez que compiles, los tendrás " "automáticamente como plantillas personalizadas referenciadas." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/compiling_with_dotnet.po b/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/compiling_with_dotnet.po index f8f1c32d81..a8b1c1336b 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/compiling_with_dotnet.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/compiling_with_dotnet.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,9 +11,32 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" +msgid "Compiling with .NET" +msgstr "Compilación con .NET" + msgid "Requirements" msgstr "Requerimientos" +msgid "" +"You can use ``dotnet --info`` to check which .NET SDK versions are installed." +msgstr "" +"Puede utilizar ``dotnet --info`` para comprobar qué versiones del SDK .NET " +"están instaladas." + +msgid "Enable the .NET module" +msgstr "Habilitar el módulo .NET" + +msgid "" +"C# support for Godot has historically used the `Mono `_ runtime instead of the `.NET Runtime `_ and internally many things are still named ``mono`` " +"instead of ``dotnet`` or otherwise referred to as ``mono``." +msgstr "" +"El soporte de C# para Godot ha utilizado históricamente el runtime de `Mono " +"`_ en lugar del `.NET Runtime `_ e internamente muchas cosas todavía se llaman ``mono`` " +"en lugar de ``dotnet`` o se las referencia de otra manera como ``mono``." + msgid "Generate the glue" msgstr "Generar el pegamento" @@ -30,6 +53,13 @@ msgstr "" "Godot mostrará un error al iniciarse si hay una discrepancia de API entre " "ClassDB y las fuentes de glue." +msgid "" +"Once you have generated the .NET glue, you can build the managed libraries " +"with the ``build_assemblies.py`` script::" +msgstr "" +"Una vez generado el enlace .NET, puede compilar las bibliotecas " +"administradas con el script ``build_assemblies.py``:" + msgid "" "If everything went well, the ``GodotSharp`` directory, containing the " "managed libraries, should have been created in the ``bin`` directory." @@ -37,26 +67,157 @@ msgstr "" "Si todo salió bien, la carpeta ``GodotSharp`` conteniendo las librerías, " "debería estar en el directorio ``bin``." +msgid "" +"By default, all development builds share a version number, which can cause " +"some issues with caching of the NuGet packages. To solve this issue either " +"use ``GODOT_VERSION_STATUS`` to give every build a unique version or delete " +"``GodotNuGetFallbackFolder`` after every build to clear the package cache." +msgstr "" +"Por defecto, todas las compilaciones de desarrollo comparten un número de " +"versión, lo que puede causar algunos problemas con el almacenamiento en " +"caché de los paquetes NuGet. Para resolver este problema, use " +"``GODOT_VERSION_STATUS`` para darle a cada compilación una versión única o " +"elimine ``GodotNuGetFallbackFolder`` después de cada compilación para borrar " +"la memoria caché de paquetes." + +msgid "" +"Provide the ``--godot-platform=`` argument to control for which " +"platform specific the libraries are built. Omit this argument to build for " +"the current system." +msgstr "" +"Proporcione el argumento ``--godot-platform=`` para controlar para " +"qué plataforma específica se crearán las bibliotecas. Omita este argumento " +"para crear las bibliotecas para el sistema actual." + +msgid "" +"This currently only controls the inclusion of the support for Visual Studio " +"as an external editor, the libraries are otherwise identical." +msgstr "" +"Actualmente, esto solo controla la inclusión del soporte para Visual Studio " +"como editor externo, las bibliotecas son idénticas por lo demás." + +msgid "NuGet packages" +msgstr "Uso de los paquetes NuGet" + +msgid "" +"The API assemblies, source generators, and custom MSBuild project SDK are " +"distributed as NuGet packages. This is all transparent to the user, but it " +"can make things complicated during development." +msgstr "" +"Los conjuntos de API, los generadores de código fuente y el SDK de proyectos " +"MSBuild personalizados se distribuyen como paquetes NuGet. Todo esto es " +"transparente para el usuario, pero puede complicar las cosas durante el " +"desarrollo." + +msgid "" +"In order to use Godot with a development version of those packages, a local " +"NuGet source must be created where MSBuild can find them." +msgstr "" +"Para utilizar Godot con una versión de desarrollo de esos paquetes, se debe " +"crear una fuente NuGet local donde MSBuild pueda encontrarlos." + +msgid "" +"First, pick a location for the local NuGet source. If you don't have a " +"preference, create an empty directory at one of these recommended locations:" +msgstr "" +"En primer lugar, elija una ubicación para la fuente NuGet local. Si no tiene " +"ninguna preferencia, cree un directorio vacío en una de estas ubicaciones " +"recomendadas:" + +msgid "On Windows, ``C:\\Users\\\\MyLocalNugetSource``" +msgstr "En Windows, ``C:\\Users\\\\MyLocalNugetSource``" + +msgid "On Linux, \\*BSD, etc., ``~/MyLocalNugetSource``" +msgstr "En Linux, \\*BSD, etc., ``~/MyLocalNugetSource``" + +msgid "This path is referred to later as ````." +msgstr "Esta ruta se referenciará más adelante ````." + +msgid "" +"After picking a directory, run this .NET CLI command to configure NuGet to " +"use your local source:" +msgstr "" +"Después de seleccionar un directorio, ejecute este comando CLI de .NET para " +"configurar NuGet para que use su fuente local:" + +msgid "" +"When you run the ``build_assemblies.py`` script, pass ```` " +"to the ``--push-nupkgs-local`` option:" +msgstr "" +"Cuando ejecute el script ``build_assemblies.py``, pase ```` " +"a la opción ``--push-nupkgs-local``:" + +msgid "" +"This option ensures the packages will be added to the specified local NuGet " +"source and that conflicting versions of the package are removed from the " +"NuGet cache. It's recommended to always use this option when building the C# " +"solutions during development to avoid mistakes." +msgstr "" +"Esta opción garantiza que los paquetes se agregarán a la fuente NuGet local " +"especificada y que las versiones conflictivas del paquete se eliminarán de " +"su memoria caché. Se recomienda utilizar siempre esta opción al crear " +"soluciones C# durante el desarrollo para evitar errores." + +msgid "Double Precision Support (REAL_T_IS_DOUBLE)" +msgstr "Soporte para Doble Precisión (REAL_T_IS_DOUBLE)" + +msgid "" +"When building Godot with double precision support, i.e. the " +"``precision=double`` argument for scons, the managed libraries must be " +"adjusted to match by passing the ``--precision=double`` argument:" +msgstr "" +"Al construir Godot con soporte para doble precisión, es decir, el argumento " +"``precision=double`` para SCons, las bibliotecas administradas deben " +"ajustarse para que coincidan pasando el argumento ``--precision=double``:" + msgid "Examples" msgstr "Ejemplos" msgid "Example (Windows)" msgstr "Ejemplo (Windows)" +msgid "Example (Linux, \\*BSD)" +msgstr "Ejemplo (Linux, \\*BSD)" + msgid "Data directory" msgstr "Directorio de Datos" msgid "Editor" msgstr "Editor" +msgid "" +"The name of the data directory for the Godot editor will always be " +"``GodotSharp``. This directory contains an ``Api`` subdirectory with the " +"Godot API assemblies and a ``Tools`` subdirectory with the tools required by " +"the editor, like the ``GodotTools`` assemblies and its dependencies." +msgstr "" +"El nombre del directorio de datos del editor Godot siempre será " +"``GodotSharp``. Este directorio contiene un subdirectorio ``Api`` con los " +"ensambles de la API de Godot y un subdirectorio ``Tools`` con las " +"herramientas que requiere el editor, como los ensambles ``GodotTools`` y sus " +"dependencias." + +msgid "" +"On macOS, if the Godot editor is distributed as a bundle, the ``GodotSharp`` " +"directory may be placed in the ``.app/Contents/Resources/`` " +"directory inside the bundle." +msgstr "" +"En macOS, si el editor Godot se distribuye como un paquete, el directorio " +"``GodotSharp`` puede ubicarse en el directorio ``.app/Contents/" +"Resources/`` dentro del paquete." + msgid "Export templates" msgstr "Plantillas de exportación" +msgid "" +"In the case of multi-architecture exports multiple such data directories " +"will be generated." +msgstr "" +"En el caso de exportaciones de múltiples arquitecturas, se generarán " +"múltiples directorios de datos de este tipo." + msgid "Command-line options" msgstr "Opciones de la línea de comandos" msgid "**module_mono_enabled**\\ =yes | **no**" msgstr "**module_mono_enabled**\\ =yes | **no**" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/compiling_with_script_encryption_key.po b/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/compiling_with_script_encryption_key.po index e138d211aa..1a5983708c 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/compiling_with_script_encryption_key.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/compiling_with_script_encryption_key.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -35,6 +35,16 @@ msgstr "" "precompiladas. Es absolutamente **necesario** compilar tus propias " "plantillas de exportación para usar el cifrado PCK." +msgid "" +"By default, Android exports store assets directly in the APK file and aren't " +"affected by PCK encryption. To use PCK encryption on Android, enable **APK " +"expansion** in the export options." +msgstr "" +"Por defecto, las exportaciones de Android almacenan los recursos " +"directamente en el archivo APK y no se ven afectadas por el cifrado PCK. " +"Para usar el cifrado PCK en Android, habilite la **expansión APK** en las " +"opciones de exportación." + msgid "Step by step" msgstr "Paso a paso" @@ -79,8 +89,12 @@ msgstr "" "plantillas de exportación personalizadas en las opciones de configuración de " "la exportación." +msgid "" +"Add filters for the files/folders to encrypt. **By default**, include " +"filters are empty and **nothing will be encrypted**." +msgstr "" +"Agregue filtros para los archivos o carpetas que desea cifrar. **Por " +"defecto**, los filtros de inclusión están vacíos y **no se cifrará nada**." + msgid "Troubleshooting" msgstr "Solución De Problemas" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/cross-compiling_for_ios_on_linux.po b/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/cross-compiling_for_ios_on_linux.po index ce76e8e314..ec748da251 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/cross-compiling_for_ios_on_linux.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/cross-compiling_for_ios_on_linux.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -20,6 +20,29 @@ msgstr "Descargo de responsabilidad" msgid "Requirements" msgstr "Requerimientos" +msgid "" +"`XCode with the iOS SDK `__ (you must be logged into an Apple ID to download Xcode)." +msgstr "" +"`XCode con el SDK de iOS `__ (debe iniciar sesión en un ID de Apple para descargar Xcode)." + +msgid "" +"`xar `__ and `pbzx `__ (required to extract the ``.xip`` archive Xcode " +"comes in)." +msgstr "" +"`xar `__ y `pbzx `__ (necesarios para extraer el archivo ``.xip`` en el " +"que viene Xcode)." + +msgid "" +"For building xar and pbzx, you may want to follow `this guide `__." +msgstr "" +"Para construir xar y pbzx, es posible que desees seguir `esta guía `__." + msgid "" "`cctools-port `__ for the " "needed build tools. The procedure for building is quite peculiar and is " @@ -40,9 +63,31 @@ msgstr "Configurando el entorno" msgid "Preparing the SDK" msgstr "Preparando el SDK" +msgid "" +"Extract the Xcode ``.xip`` file you downloaded from Apple's developer " +"website:" +msgstr "" +"Extrae el archivo Xcode ``.xip`` que descargaste del sitio web de " +"desarrolladores de Apple:" + +msgid "" +"Note that for the commands below, you will need to replace the version (``x." +"x``) with whatever iOS SDK version you're using. If you don't know your " +"iPhone SDK version, you can see the JSON file inside of ``Xcode.app/Contents/" +"Developer/Platforms/iPhoneOS.platform/Developer/SDKs``." +msgstr "" +"Ten en cuenta que, para los comandos que se indican a continuación, tendrás " +"que reemplazar la versión (``x.x``) por la versión del SDK de iOS que estés " +"usando. Si no conoces la versión del SDK iPhone, puedes ver el archivo JSON " +"dentro de ``Xcode.app/Contents/Developer/Platforms/iPhoneOS.platform/" +"Developer/SDKs``." + msgid "Extract the iOS SDK:" msgstr "Extrayendo el SDK de iOS:" +msgid "Pack the SDK so that cctools can use it:" +msgstr "Empaquete el SDK para que cctools pueda usarlo:" + msgid "Toolchain" msgstr "Cadena de herramientas" @@ -89,6 +134,3 @@ msgstr "" "Ahora puedes compilar para iPhone utilizando SCons de la misma manera que lo " "haces para Godot estándar, pero con algunos argumentos adicionales para " "proporcionar las rutas correctas:" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/getting_source.po b/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/getting_source.po index 23938a90d1..c4af03b626 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/getting_source.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/getting_source.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -91,18 +91,9 @@ msgstr "" "Con ``git``, también puedes clonar una versión estable especificando su rama " "o etiqueta después del argumento ``--branch`` (o simplemente ``-b``)::" -msgid "" -"There are also generally branches besides ``master`` for each major version." -msgstr "" -"Generalmente hay más bifurcaciones de código además de la rama ``master`` " -"para cada versión mayor." - msgid "" "After downloading the Godot source code, you can :ref:`continue to compiling " "Godot `." msgstr "" "Después de descargar el código fuente puedes :ref:`continuar hacia la " "sección de compilado de Godot `." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/index.po b/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/index.po index 1083564cfa..f47795183e 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/index.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,5 +11,75 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -msgid "Translation status" -msgstr "Estado de la traducción" +msgid "" +"Godot prides itself on being very easy to build, by C++ projects' " +"standards. :ref:`Godot uses the SCons build system `, and " +"after the initial setup compiling the engine for your current platform " +"should be as easy as running::" +msgstr "" +"Godot se enorgullece de ser muy fácil de construir, según los estándares de " +"los proyectos C++. :ref:`Godot usa el sistema de construcción SCons " +"`, y después de la configuración inicial, compilar el " +"motor para su plataforma actual debería ser tan fácil como ejecutar:" + +msgid "" +"But you will probably need to use at least some of the available options to " +"configure the build to match your specific needs, be it a custom engine " +"fork, a lightweight build stripped of extra modules, or an executable " +"targeting engine development." +msgstr "" +"Pero probablemente necesitarás usar al menos algunas de las opciones " +"disponibles para configurar la compilación para que coincida con tus " +"necesidades específicas, ya sea un fork personalizado del motor, una " +"compilación ligera sin módulos adicionales o un ejecutable orientado al " +"desarrollo del motor." + +msgid "" +"The articles below should help you navigate configuration options available, " +"as well as prerequisites required to compile Godot exactly the way you need." +msgstr "" +"Los artículos a continuación deberían ayudarlo a explorar las opciones de " +"configuración disponibles, así como los requisitos previos necesarios para " +"compilar Godot exactamente de la manera que necesita." + +msgid "" +"Let's start with basics, and learn how to get Godot's source code, and then " +"which options to use to compile it regardless of your target platform." +msgstr "" +"Comencemos con lo básico y aprendamos cómo obtener el código fuente de Godot " +"y luego qué opciones usar para compilarlo independientemente de su " +"plataforma final." + +msgid "" +"Below you can find instructions for compiling the engine for your specific " +"target platform. Note that Godot supports cross-compilation, which means you " +"can compile it for a target platform that doesn't match your current " +"platform (say, target Linux while being on Windows). The guides will try " +"their best to cover all possible situations." +msgstr "" +"A continuación, encontrará instrucciones para compilar el motor para su " +"plataforma de destino específica. Tenga en cuenta que Godot admite la " +"compilación cruzada, lo que significa que puede compilarlo para una " +"plataforma de destino que no coincida con su plataforma actual (por ejemplo, " +"Linux de destino mientras está en Windows). Las guías intentarán cubrir " +"todas las situaciones posibles." + +msgid "" +"Some additional universal compilation options require further setup. Namely, " +"while Godot does have C#/.NET support as a part of its main codebase, it " +"does not get compiled by default to reduce the executable size for users who " +"don't need C# for their projects." +msgstr "" +"Algunas opciones de compilación universal adicionales requieren una " +"configuración adicional. En concreto, si bien Godot tiene compatibilidad con " +"C#/.NET como parte de su código base principal, no se compila de forma " +"predeterminada para reducir el tamaño del archivo ejecutable para los " +"usuarios que no necesitan C# para sus proyectos." + +msgid "" +"Articles below explain how to configure the buildsystem for cases like this, " +"and also cover some optimization techniques." +msgstr "" +"Los artículos a continuación explican cómo configurar el sistema de " +"compilación para casos como éste, además de cubrir algunas técnicas de " +"optimización." diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/introduction_to_the_buildsystem.po b/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/introduction_to_the_buildsystem.po index e4886f120f..9c0da371e6 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/introduction_to_the_buildsystem.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/introduction_to_the_buildsystem.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,6 +14,44 @@ msgstr "" msgid "Introduction to the buildsystem" msgstr "Introducción al sistema de compilación" +msgid "" +"This produces an editor build for your current platform, operating system, " +"and architecture. You can change what gets built by specifying a target, a " +"platform, and/or an architecture. For example, to build an export template " +"used for running exported games, you can run::" +msgstr "" +"Esto genera una compilación del editor para su plataforma, sistema operativo " +"y arquitectura actuales. Puede cambiar lo que se compila especificando un " +"destino, una plataforma o una arquitectura. Por ejemplo, para compilar una " +"plantilla de exportación que se utilice para ejecutar juegos exportados, " +"puedes ejecutar:" + +msgid "" +"These articles cover in great detail both how to setup your environment to " +"compile Godot on a specific platform, and how to compile for that platform. " +"Please feel free to go back and forth between them and this article to " +"reference platform-specific and universal configuration options." +msgstr "" +"Estos artículos cubren en gran detalle tanto cómo configurar su entorno para " +"compilar Godot en una plataforma específica como cómo compilar para esa " +"plataforma. No dude en consultarlos y consultar este artículo para conocer " +"las opciones de configuración universales y específicas de la plataforma." + +msgid "" +"The build process may take a while, depending on how powerful your system " +"is. 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 `` " +"parameter to specify how many threads will be used for the build." +msgstr "" +"El proceso de compilación puede tardar un tiempo, dependiendo de la potencia " +"de su sistema. Por defecto, la configuración de SCons de Godot está " +"configurada para utilizar todos los subprocesos de CPU excepto uno (para que " +"el sistema pueda responder durante la compilación). Si desea ajustar la " +"cantidad de subprocesos de CPU que utilizará SCons, utilice el parámetro ``-" +"j `` para especificar cuántos subprocesos se utilizarán para la " +"compilación." + msgid "Platform selection" msgstr "Seleccion de plataforma" @@ -67,6 +105,157 @@ msgstr "" msgid "Target" msgstr "Objetivo" +msgid "" +"``target=editor``: Build with editor, optimized, with debugging code " +"(defines: ``TOOLS_ENABLED``, ``DEBUG_ENABLED``, ``-O2``/``/O2``)" +msgstr "" +"``target=editor``: Compilación con editor, optimizada, con código de " +"depuración (define: ``TOOLS_ENABLED``, ``DEBUG_ENABLED``, ``-O2``/``/O2``)" + +msgid "" +"``target=template_debug``: Build with C++ debugging symbols (defines: " +"``DEBUG_ENABLED``, ``-O2``/``/O2``)" +msgstr "" +"``target=template_debug``: Compilar con símbolos de depuración de C++ " +"(define: ``DEBUG_ENABLED``, ``-O2``/``/O2``)" + +msgid "" +"``target=template_release``: Build without symbols (defines: ``-O3``/``/O2``)" +msgstr "" +"``target=template_release``: Construir sin símbolos (define: ``-O3``/``/O2``)" + +msgid "" +"When creating builds for development (running debugging/:ref:`profiling " +"` tools), you often have different goals compared " +"to production builds (making binaries as fast and small as possible)." +msgstr "" +"Al crear compilaciones de desarrollo (ejecutando herramientas de depuración/:" +"ref:`profiling `), a menudo se tienen objetivos " +"diferentes en comparación con las compilaciones de producción (hacer que los " +"binarios sean lo más rápidos y pequeños posible)." + +msgid "" +"``dev_mode=yes`` is an alias for ``verbose=yes warnings=extra werror=yes " +"tests=yes``. This enables warnings-as-errors behavior (similar to Godot's " +"continuous integration setup) and also builds :ref:`unit tests " +"` so you can run them locally." +msgstr "" +"``dev_mode=yes`` es un alias para ``verbose=yes warnings=extra werror=yes " +"tests=yes``. Esto permite el comportamiento de advertencias como errores " +"(similar a la configuración de integración continua de Godot) y también " +"crea :ref:`pruebas unitarias ` para que pueda ejecutarlas " +"localmente." + +msgid "" +"``production=yes`` is an alias for ``use_static_cpp=yes debug_symbols=no " +"lto=auto``. Statically linking libstdc++ allows for better binary " +"portability when compiling for Linux. This alias also enables link-time " +"optimization when compiling for Linux, Web and Windows with MinGW, but keeps " +"LTO disabled when compiling for macOS, iOS or Windows with MSVC. This is " +"because LTO on those platforms is very slow to link or has issues with the " +"generated code." +msgstr "" +"``production=yes`` es un alias para ``use_static_cpp=yes debug_symbols=no " +"lto=auto``. La vinculación estática de libstdc++ permite una mejor " +"portabilidad binaria al compilar para Linux. Este alias también permite la " +"optimización del tiempo de vinculación al compilar para Linux, Web y Windows " +"con MinGW. Pero mantiene LTO deshabilitado al compilar para macOS, iOS o " +"Windows con MSVC. Esto se debe a que LTO en esas plataformas es muy lento " +"para vincularse o tiene problemas con el código generado." + +msgid "" +"You can manually override options from those aliases by specifying them on " +"the same command line with different values. For example, you can use " +"``scons production=yes debug_symbols=yes`` to create production-optimized " +"binaries with debugging symbols included." +msgstr "" +"Puede anular manualmente las opciones de esos alias especificándolas en la " +"misma línea de comandos con valores diferentes. Por ejemplo, puede utilizar " +"``scons production=yes debug_symbols=yes`` para crear binarios optimizados " +"para producción con símbolos de depuración incluidos." + +msgid "Dev build" +msgstr "Construcción de desarrollo" + +msgid "" +"``dev_build`` should **not** be confused with ``dev_mode``, which is an " +"alias for several development-related options (see above)." +msgstr "" +"``dev_build`` **no** debe confundirse con ``dev_mode``, que es un alias para " +"varias opciones relacionadas con el desarrollo (ver arriba)." + +msgid "" +"When doing engine development the ``dev_build`` option can be used together " +"with ``target`` to enable dev-specific code. ``dev_build`` defines " +"``DEV_ENABLED``, disables optimization (``-O0``/``/0d``), enables generating " +"debug symbols, and does not define ``NDEBUG`` (so ``assert()`` works in " +"thirdparty libraries)." +msgstr "" +"Al desarrollar un motor, la opción ``dev_build`` se puede usar junto con " +"``target`` para habilitar código específico de desarrollo. ``dev_build`` " +"define ``DEV_ENABLED``, deshabilita la optimización (``-O0``/``/0d``), " +"habilita la generación de símbolos de depuración y no define ``NDEBUG`` " +"(para que ``assert()`` funcione en bibliotecas de terceros)." + +msgid "" +"This flag appends the ``.dev`` suffix (for development) to the generated " +"binary name." +msgstr "" +"Esta bandera añade el sufijo ``.dev`` (para desarrollo) al nombre binario " +"generado." + +msgid "" +"There are additional SCons options to enable *sanitizers*, which are tools " +"you can enable at compile-time to better debug certain engine issues. See :" +"ref:`doc_using_sanitizers` for more information." +msgstr "" +"Existen opciones adicionales de SCons para habilitar los *sanitizers*, que " +"son herramientas que se pueden habilitar en tiempo de compilación para " +"depurar mejor ciertos problemas del motor. Consulte :ref:" +"`doc_using_sanitizers` para obtener más información." + +msgid "" +"By default, ``debug_symbols=no`` is used, which means **no** debugging " +"symbols are included in compiled binaries. Use ``debug_symbols=yes`` to " +"include debug symbols within compiled binaries, which allows debuggers and " +"profilers to work correctly. Debugging symbols are also required for Godot's " +"crash stacktraces to display with references to source code files and lines." +msgstr "" +"Por defecto, se utiliza ``debug_symbols=no``, lo que significa que **no** se " +"incluyen símbolos de depuración en los binarios compilados. Utilice " +"``debug_symbols=yes`` para incluir símbolos de depuración dentro de los " +"binarios compilados, lo que permite que los depuradores y los generadores de " +"perfiles funcionen correctamente. Los símbolos de depuración también son " +"necesarios para que los seguimientos de fallas de Godot se muestren con " +"referencias a los archivos y líneas del código fuente." + +msgid "" +"The downside is that debugging symbols are large files (significantly larger " +"than the binaries themselves). As a result, official binaries currently do " +"not include debugging symbols. This means you need to compile Godot yourself " +"to have access to debugging symbols." +msgstr "" +"La desventaja es que los símbolos de depuración son archivos grandes " +"(significativamente más grandes que los propios binarios). Por lo tanto, los " +"binarios oficiales actualmente no incluyen símbolos de depuración. Entonces " +"debe compilar Godot usted mismo para tener acceso a los símbolos de " +"depuración." + +msgid "" +"When using ``debug_symbols=yes``, you can also use " +"``separate_debug_symbols=yes`` to put debug information in a separate file " +"with a ``.debug`` suffix. This allows distributing both files independently. " +"Note that on Windows, when compiling with MSVC, debugging information is " +"*always* written to a separate ``.pdb`` file regardless of " +"``separate_debug_symbols``." +msgstr "" +"Al utilizar ``debug_symbols=yes``, también puede utilizar " +"``separate_debug_symbols=yes`` para colocar la información de depuración en " +"un archivo separado con un sufijo ``.debug``. Esto permite distribuir ambos " +"archivos de forma independiente. Tenga en cuenta que en Windows, al compilar " +"con MSVC, la información de depuración *siempre* se escribe en un archivo ``." +"pdb`` separado independientemente de ``separate_debug_symbols``." + msgid "Custom modules" msgstr "Módulos personalizados" @@ -215,6 +404,61 @@ msgstr "" "establecer opciones automáticamente sin tener que proporcionarlas a través " "de la línea de comandos." +msgid "" +"For instance, you may want to force a number of CPU threads with the " +"aforementioned ``-j`` option for all future builds:" +msgstr "" +"Por ejemplo, es posible que desees forzar una cantidad de subprocesos de CPU " +"con la opción ``-j`` mencionada anteriormente para todas las compilaciones " +"futuras:" + +msgid "SCU (single compilation unit) build" +msgstr "" +"Compilación por SCU («Unidad de Compilación Única» o «Single Compilation " +"Unit»)" + +msgid "" +"Regular builds tend to be bottlenecked by including large numbers of headers " +"in each compilation translation unit. Primarily to speed up development " +"(rather than for production builds), Godot offers a \"single compilation " +"unit\" build (aka \"Unity / Jumbo\" build)." +msgstr "" +"Las compilaciones regulares tienden a verse obstaculizadas por la inclusión " +"de una gran cantidad de encabezados en cada unidad de traducción de " +"compilación. Principalmente para acelerar el desarrollo (a diferencia de las " +"compilaciones de producción), Godot ofrece una compilación de \"unidad de " +"compilación única\" (también conocida como compilación \"Unity/Jumbo\")." + +msgid "" +"For the folders accelerated by this option, multiple ``.cpp`` files are " +"compiled in each translation unit, so headers can be shared between multiple " +"files, which can dramatically decrease build times." +msgstr "" +"Para las carpetas aceleradas por esta opción, se compilan múltiples archivos " +"``.cpp`` en cada unidad de traducción, por lo que los encabezados se pueden " +"compartir entre varios archivos, lo que puede reducir drásticamente los " +"tiempos de compilación." + +msgid "To perform an SCU build, use the ``scu_build=yes`` SCons option." +msgstr "" +"Para realizar una compilación SCU, utilice la opción SCons ``scu_build=yes``." + +msgid "" +"When developing a Pull Request using SCU builds, be sure to make a regular " +"build prior to submitting the PR. This is because SCU builds by nature " +"include headers from earlier ``.cpp`` files in the translation unit, " +"therefore won't catch all the includes you will need in a regular build. The " +"CI will catch these errors but it will usually be faster to catch them on a " +"local build on your machine." +msgstr "" +"Al desarrollar una solicitud de incorporación de cambios (Pull Request) con " +"compilaciones SCU, asegúrese de realizar una compilación regular antes de " +"enviar dicha PR. Esto se debe a que las compilaciones SCU por naturaleza " +"incluyen encabezados de archivos ``.cpp`` anteriores en la unidad de " +"traducción, por lo que no capturarán todas las inclusiones que necesitará en " +"una compilación regular. La CI detectará estos errores, pero generalmente " +"será más rápido detectarlos en la compilación local en su máquina." + msgid "Export templates" msgstr "Plantillas de exportación" @@ -266,6 +510,3 @@ msgstr "" "las líneas ``major``, ``minor``, ``patch`` (si está presente) y ``status`` " "del archivo ``version.py`` en el `repositorio Git de Godot `__." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/optimizing_for_size.po b/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/optimizing_for_size.po index 5a97aa057e..17e250b0e3 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/optimizing_for_size.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/compiling/optimizing_for_size.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -275,6 +275,3 @@ msgstr ":ref:`doc_overriding_build_options`." msgid "Web" msgstr "Web" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/configuring_an_ide/android_studio.po b/sphinx/po/es/LC_MESSAGES/contributing/development/configuring_an_ide/android_studio.po index 33e3991b65..92abb415e8 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/configuring_an_ide/android_studio.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/configuring_an_ide/android_studio.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -60,6 +60,3 @@ msgid "" msgstr "" "Ubicado en el ``/platform/android/java/app``, este " "es un **módulo de aplicación** que contiene" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/configuring_an_ide/clion.po b/sphinx/po/es/LC_MESSAGES/contributing/development/configuring_an_ide/clion.po index 02c0f52a1c..84ff0f2a74 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/configuring_an_ide/clion.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/configuring_an_ide/clion.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -23,6 +23,3 @@ msgstr "" msgid "Importing the project" msgstr "Importando el proyecto" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/configuring_an_ide/code_blocks.po b/sphinx/po/es/LC_MESSAGES/contributing/development/configuring_an_ide/code_blocks.po index d85a0145ce..3dfd19e9ed 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/configuring_an_ide/code_blocks.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/configuring_an_ide/code_blocks.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -210,6 +210,3 @@ msgstr "" "**Workspace**. Si encuentras algún problema, no dudes en pedir ayuda en uno " "de los `canales de la comunidad de Godot `__." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/configuring_an_ide/index.po b/sphinx/po/es/LC_MESSAGES/contributing/development/configuring_an_ide/index.po index 925d17e21d..e8185ab01c 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/configuring_an_ide/index.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/configuring_an_ide/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -36,6 +36,3 @@ msgid "" msgstr "" "Es posible utilizar otros IDEs, pero su configuración no está documentada " "todavía." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/configuring_an_ide/kdevelop.po b/sphinx/po/es/LC_MESSAGES/contributing/development/configuring_an_ide/kdevelop.po index 623f275a22..5b580a7981 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/configuring_an_ide/kdevelop.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/configuring_an_ide/kdevelop.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -113,6 +113,3 @@ msgid "" msgstr "" "Si tienes algún problema, busca ayuda en alguno de los `canales de la " "comunidad Godot `_." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/configuring_an_ide/qt_creator.po b/sphinx/po/es/LC_MESSAGES/contributing/development/configuring_an_ide/qt_creator.po index 4ed8397b50..b6f928266a 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/configuring_an_ide/qt_creator.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/configuring_an_ide/qt_creator.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -167,6 +167,3 @@ msgid "" msgstr "" "Si tienes algún problema, busca ayuda en alguno de los `canales de la " "comunidad Godot `_." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/configuring_an_ide/rider.po b/sphinx/po/es/LC_MESSAGES/contributing/development/configuring_an_ide/rider.po index 493ac38438..236457204f 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/configuring_an_ide/rider.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/configuring_an_ide/rider.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -23,6 +23,3 @@ msgid "" msgstr "" "Dirígete a la carpeta raíz de Godot y abre una ventana de Command Prompt o " "PowerShell." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio.po b/sphinx/po/es/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio.po index 7284b2ee53..7814b414e5 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -105,6 +105,3 @@ msgid "" msgstr "" "Si tienes algún problema, busca ayuda en alguno de los `canales de la " "comunidad Godot `_." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio_code.po b/sphinx/po/es/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio_code.po index 1be80157ea..bc3d965c45 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio_code.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio_code.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -132,6 +132,3 @@ msgid "" msgstr "" "Si tienes algún problema, busca ayuda en alguno de los `canales de la " "comunidad Godot `_." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/configuring_an_ide/xcode.po b/sphinx/po/es/LC_MESSAGES/contributing/development/configuring_an_ide/xcode.po index 87fe14aeb3..981e861a80 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/configuring_an_ide/xcode.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/configuring_an_ide/xcode.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -153,6 +153,3 @@ msgid "" msgstr "" "Si tienes algún problema, busca ayuda en alguno de los `canales de la " "comunidad Godot `_." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/2d_coordinate_systems.po b/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/2d_coordinate_systems.po index a58e63782e..1a9587c623 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/2d_coordinate_systems.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/2d_coordinate_systems.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,5 +14,25 @@ msgstr "" msgid "Introduction" msgstr "Introducción" -msgid "Translation status" -msgstr "Estado de la traducción" +msgid "" +"This is only used internally for functionality like 3D-camera ray " +"projections." +msgstr "" +"Esto solo se usa internamente para funciones como proyecciones de haces de " +"cámaras 3D." + +msgid "**Embedder Coordinates / Screen Coordinates**" +msgstr "**Coordenadas del Embebedor / Coordenadas de Pantalla**" + +msgid "" +"Every *Viewport* (*Window* or *SubViewport*) in the scene tree is embedded " +"either in a different node or in the OS Window Manager. This coordinate " +"system's origin is identical to the top-left corner of the *Window* or " +"*SubViewport* and its scale is the one of the embedder or the OS Window " +"Manager." +msgstr "" +"Cada *Viewport* (*Ventana* o *SubViewport*) en el árbol de escena está " +"embebido en un nodo diferente o en el Gestor de Ventanas del SO. El origen " +"de este sistema de coordenadas es idéntico a la esquina superior izquierda " +"de la *Ventana* o *SubViewport*, y su escala corresponde a la del embebedor " +"o al Gestor de Ventanas del SO." diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/binding_to_external_libraries.po b/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/binding_to_external_libraries.po index 6a9105a26d..16f6a41c8d 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/binding_to_external_libraries.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/binding_to_external_libraries.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -120,6 +120,3 @@ msgstr "Ahora puede usar su módulo recién creado desde cualquier script:" msgid "And the output will be ``is_spoken: True`` if the text is spoken." msgstr "Y la salida será ``is_spoken: True`` si el texto es hablado." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/common_engine_methods_and_macros.po b/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/common_engine_methods_and_macros.po index c9f6397a4f..a98cccb147 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/common_engine_methods_and_macros.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/common_engine_methods_and_macros.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -218,6 +218,3 @@ msgid "" msgstr "" "Además, siempre intenta devolver datos procesables para que el motor pueda " "seguir funcionando correctamente." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/core_types.po b/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/core_types.po index b31025eb46..4619802354 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/core_types.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/core_types.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -320,6 +320,3 @@ msgstr "" "que significa que los datos a los que hacen referencia no se pueden acceder " "directamente. Los RID son únicos, incluso para diferentes tipos de datos " "referenciados." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/custom_audiostreams.po b/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/custom_audiostreams.po index 26a609ea51..287d027a2b 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/custom_audiostreams.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/custom_audiostreams.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -136,6 +136,3 @@ msgid "" msgstr "" "`core/math/audio_frame.h `__" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/custom_godot_servers.po b/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/custom_godot_servers.po index ed30ce8191..71dfb9cdf0 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/custom_godot_servers.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/custom_godot_servers.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -193,6 +193,3 @@ msgid "Connecting signal example code is pretty hacky." msgstr "" "El código de ejemplo para conectar señales es bastante chapucero (poco " "elegante o poco limpio)." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/custom_modules_in_cpp.po b/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/custom_modules_in_cpp.po index c5bfb65e0d..bb528b630f 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/custom_modules_in_cpp.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/custom_modules_in_cpp.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -580,6 +580,3 @@ msgid "" msgstr "" "Con esta misma lógica, usted puede ampliar el Editor y casi cualquier área " "del motor." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/custom_platform_ports.po b/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/custom_platform_ports.po index 3c3fffdaef..9ee784e1c8 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/custom_platform_ports.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/custom_platform_ports.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,12 +11,19 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" +msgid "" +"If you have questions about creating a custom platform port, feel free to " +"ask in the ``#platforms`` channel of the `Godot Contributors Chat `__." +msgstr "" +"Si tienes preguntas sobre cómo crear un port para una plataforma " +"personalizada, no dudes en preguntar en el canal ``#platforms` del `Chat de " +"Colaboradores de Godot > https://chat.godotengine.org/channel/platforms " +"confianza`__." + msgid "" "`Text-to-speech driver `__ (for accessibility)." msgstr "" "`Controlador de texto-a-voz `__ (para accesibilidad)." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/custom_resource_format_loaders.po b/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/custom_resource_format_loaders.po index 8cd90dfe89..210710758a 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/custom_resource_format_loaders.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/custom_resource_format_loaders.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -166,6 +166,3 @@ msgstr "" msgid "Then attach the following script to any node::" msgstr "Posteriormente añádele el siguiente script a cualquier nodo::" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/godot_architecture_diagram.po b/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/godot_architecture_diagram.po index b4b0430ea6..03381b9488 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/godot_architecture_diagram.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/godot_architecture_diagram.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -19,6 +19,3 @@ msgstr "" "El siguiente diagrama describe la arquitectura utilizada por Godot, desde " "los componentes centrales hasta los conductores abstractos, pasando por la " "estructura de la escena y los servidores." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/index.po b/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/index.po index c788090072..be29ba05dc 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/index.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -29,6 +29,3 @@ msgid "" msgstr "" "Esta sección cubre lo que puedes hacer modificando el código fuente en C++ " "de Godot." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/inheritance_class_tree.po b/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/inheritance_class_tree.po index 4f9b63f605..09591dbcbc 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/inheritance_class_tree.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/inheritance_class_tree.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -31,6 +31,3 @@ msgstr "Node3D" msgid "Source files: :download:`class_tree.zip `." msgstr "Archivos fuente: :download:`class_tree.zip `." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/internal_rendering_architecture.po b/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/internal_rendering_architecture.po index 54fc95d9cc..e81a3d9ba1 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/internal_rendering_architecture.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/internal_rendering_architecture.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,12 +14,83 @@ msgstr "" msgid "Internal rendering architecture" msgstr "Arquitectura interna de renderizado" +msgid "" +"The goal of this page is to document design decisions taken to best suit :" +"ref:`Godot's design philosophy " +"`, while providing a starting " +"point for new rendering contributors." +msgstr "" +"El objetivo de esta página es documentar las decisiones de diseño tomadas " +"para adaptarse de la mejor manera a la :ref:`filosofía de diseño de Godot " +"`, a la vez que proporciona un " +"punto de partida para nuevos contribuidores del renderizado." + +msgid "" +"Modern low-level APIs (Vulkan/Direct3D 12) require intermediate knowledge of " +"higher-level APIs (OpenGL/Direct3D 11) to be used effectively. Thankfully, " +"contributors rarely need to work directly with low-level APIs. Godot's " +"renderers are built entirely on OpenGL and RenderingDevice, which is our " +"abstraction over Vulkan/Direct3D 12." +msgstr "" +"Las APIs modernas de bajo nivel (Vulkan/Direct3D 12) requieren un " +"conocimiento intermedio de APIs de alto nivel (OpenGL/Direct3D 11) para ser " +"utilizadas adecuadamente. Afortunadamente, los contribuidores rara vez " +"necesitan trabajar directamente con APIs de bajo nivel. Los renderizadores " +"de Godot están construidos completamente en OpenGL y RenderingDevice, que es " +"nuestra abstracción sobre Vulkan/Direct3D 12." + msgid "Forward Mobile" msgstr "Forward Mobile" +msgid "" +"The Compatibility renderer uses a traditional forward single-pass approach " +"to drawing objects with lights, but it uses a multi-pass approach to draw " +"lights with shadows. Specifically, in the first pass, it can draw multiple " +"lights without shadows and up to one DirectionalLight3D with shadows. In " +"each subsequent pass, it can draw up to one OmniLight3D, one SpotLight3D and " +"one DirectionalLight3D with shadows. Lights with shadows will affect the " +"scene differently than lights without shadows, as the lighting is blended in " +"sRGB space instead of linear space. This difference in lighting will impact " +"how the scene looks and needs to be kept in mind when designing scenes for " +"the Compatibility renderer." +msgstr "" +"El renderizador de compatibilidad emplea un enfoque tradicional de una sola " +"pasada hacia adelante para renderizar objetos con luces, pero recurre a un " +"enfoque de múltiples pasadas para renderizar luces con sombras. " +"Concretamente, en la primera pasada, puede renderizar múltiples luces sin " +"sombras y hasta una DirectionalLight3D con sombras. En cada pasada " +"subsiguiente, puede renderizar hasta una OmniLight3D, una SpotLight3D y una " +"DirectionalLight3D con sombras. Las luces con sombras influyen en la escena " +"de manera distinta a las luces sin sombras, ya que la iluminación se combina " +"en el espacio sRGB en lugar del espacio lineal. Esta disparidad en la " +"iluminación repercutirá en la apariencia de la escena y debe considerarse al " +"diseñar escenas para este renderizador." + msgid "Light, decal and reflection probe rendering" msgstr "Renderizado de luces, decals y sondas de reflexión" +msgid "" +"The Compatibility backend uses a hybrid single-pass + multi-pass lighting " +"approach. Lights without shadows are rendered in a single pass. Lights with " +"shadows are rendered in multiple passes. This is required for performance " +"reasons on mobile devices. As a result, performance does not scale well with " +"many shadow-casting lights. It is recommended to only have a handful of " +"lights with shadows in the camera frustum at a time and for those lights to " +"be spread apart so that each object is only touched by 1 or 2 shadowed " +"lights at a time. The maximum number of lights visible at once can be " +"adjusted in the project settings." +msgstr "" +"El backend de compatibilidad utiliza un enfoque de iluminación híbrido de " +"una sola pasada y varias pasadas. Las luces sin sombras se renderizan en una " +"sola pasada. Las luces con sombras se renderizan en varias pasadas. Esto es " +"necesario por razones de rendimiento en dispositivos móviles. Como " +"resultado, el rendimiento no se adapta bien a muchas luces que proyectan " +"sombras. Se recomienda tener solo unas pocas luces con sombras en el " +"truncado de la cámara a la vez y que esas luces se distribuyan de modo que " +"cada objeto solo sea tocado por 1 o 2 luces con sombras a la vez. La " +"cantidad máxima de luces visibles a la vez se puede ajustar en la " +"configuración del proyecto." + msgid "Shadow mapping" msgstr "Mapeo de sombras" @@ -28,6 +99,3 @@ msgstr "Profundidad de campo" msgid "Occlusion culling" msgstr "Eliminación de oclusión" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/object_class.po b/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/object_class.po index 5693655651..7320e1622e 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/object_class.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/object_class.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -297,6 +297,3 @@ msgstr "Guardando un recurso" msgid "Saving a resource can be done with the resource saver API:" msgstr "" "Guardar un recurso se puede hacer utilizando la API del salvador de recursos:" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/scripting_development.po b/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/scripting_development.po index fc1c9fff3b..bdf477d577 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/scripting_development.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/scripting_development.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "GDScript" msgstr "GDScript" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/unit_testing.po b/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/unit_testing.po index 164ca2aa14..db9614e175 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/unit_testing.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/unit_testing.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,11 +14,11 @@ msgstr "" msgid "**Description**" msgstr "**Descripción**" +msgid "Description" +msgstr "Descripción" + msgid "tests for features." msgstr "prueba para características." msgid "Run GDScript tests with:" msgstr "Ejecuta pruebas de GDScript con:" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/variant_class.po b/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/variant_class.po index 3abc65a5b8..d638e9ae39 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/variant_class.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/core_and_modules/variant_class.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -17,27 +17,9 @@ msgstr "Clase variant" msgid "About" msgstr "Acerca de" -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 "" -"La variante (variant) es el tipo de datos más importante de Godot, es la " -"clase más importante del motor. Una variante ocupa solo 20 bytes y puede " -"almacenar casi cualquier tipo de datos del motor dentro de ella. Las " -"variantes rara vez se utilizan para almacenar información durante largos " -"períodos de tiempo, sino que se utilizan principalmente para la " -"comunicación, la edición, la serialización y, en general, el movimiento de " -"datos." - msgid "A Variant can:" msgstr "Una variante puede:" -msgid "Store almost any datatype" -msgstr "Almacenar casi cualquier tipo de dato" - msgid "" "Perform operations between many variants (GDScript uses Variant as its " "atomic/native datatype)." @@ -45,20 +27,6 @@ msgstr "" "Realiza operaciones entre muchas variantes (GDScript utiliza Variant como su " "tipo de dato atómico/nativo)." -msgid "Be hashed, so it can be compared quickly to other variants" -msgstr "" -"Ser hasheado, de modo que pueda compararse rápidamente con otras variantes" - -msgid "Be used to convert safely between datatypes" -msgstr "Es utilizado para convertir de forma segura entre tipos de datos" - -msgid "" -"Be used to abstract calling methods and their arguments (Godot exports all " -"its functions through variants)" -msgstr "" -"Es utilizado para abstraer métodos de llamada y sus argumentos (Godot " -"exporta todas sus funciones a través de variantes)" - msgid "Be used to defer calls or move data between threads." msgstr "Se usa para aplazar llamadas o mover datos entre hilos." @@ -91,36 +59,11 @@ msgstr "" "que no son comunes en C++ con poco esfuerzo. Conviértete en amigo de Variant " "hoy mismo." -msgid "References:" -msgstr "Referencias:" +msgid "References" +msgstr "Referencias" -msgid "Containers: Dictionary and Array" -msgstr "Contenedores: Diccionario y Arreglo" +msgid "Type" +msgstr "Tipo" -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 "" -"Ambos están implementados usando variantes. Un Diccionario puede asociar " -"cualquier tipo de dato utilizado como clave con cualquier otro tipo de dato. " -"Un Arreglo simplemente contiene una serie de Variantes. Por supuesto, una " -"Variante también puede contener un Diccionario y un Arreglo dentro de ella, " -"lo que la hace aún más flexible." - -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 "" -"Las modificaciones a un container modificarán todas las referencias al " -"mismo. Se debe crear un Mutex para bloquearlo si se desea un acceso " -"multihilo." - -msgid "" -"Copy-on-write (COW) mode support for containers was dropped with Godot 3.0." -msgstr "" -"Desde Godot 3.0, no permite el modo Copy-on-write (COW) para containers." - -msgid "Translation status" -msgstr "Estado de la traducción" +msgid "Notes" +msgstr "Notas" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/cpp_usage_guidelines.po b/sphinx/po/es/LC_MESSAGES/contributing/development/cpp_usage_guidelines.po index 7339ce6d90..8385f101f7 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/cpp_usage_guidelines.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/cpp_usage_guidelines.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -186,8 +186,9 @@ msgid "" "To follow the existing style, please use standard ``#ifdef``-based include " "guards instead of ``#pragma once`` in new files." msgstr "" -"Para seguir el estilo existente, utiliza guardias de inclusión basados en " -"``#ifdef`` en lugar de ``#pragma once`` en nuevos archivos." +"Para seguir el estilo existente, por favor utilice las protecciones de " +"inclusión estándar ``#ifdef`` en lugar de ``#pragma once`` en los nuevos " +"archivos." msgid "" "See :ref:`doc_code_style_guidelines_header_includes` for guidelines on " @@ -196,6 +197,3 @@ msgstr "" "Consulta :ref:`doc_code_style_guidelines_header_includes` para obtener " "directrices sobre la ordenación de las inclusiones en archivos de C++ y " "Objective-C." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/debugging/index.po b/sphinx/po/es/LC_MESSAGES/contributing/development/debugging/index.po index 34261fe148..1316e3b38a 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/debugging/index.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/debugging/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Debugging and profiling" msgstr "Depurando y perfilando" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/debugging/macos_debug.po b/sphinx/po/es/LC_MESSAGES/contributing/development/debugging/macos_debug.po index b3fc28eaa4..2f2521a948 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/debugging/macos_debug.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/debugging/macos_debug.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -50,6 +50,3 @@ msgstr "" "Para permitir la depuración, selecciona el permiso ``codesign\\debugging`` " "(``com.apple.security.get-task-allow``) durante la exportación. Cuando esté " "seleccionado, la notarización no es compatible y debería estar desactivada." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/debugging/using_cpp_profilers.po b/sphinx/po/es/LC_MESSAGES/contributing/development/debugging/using_cpp_profilers.po index a1b4e9a08a..9466ee094c 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/debugging/using_cpp_profilers.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/debugging/using_cpp_profilers.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -325,6 +325,3 @@ msgid "" msgstr "" "Puedes utilizar la línea de tiempo en la parte superior de la ventana para " "mostrar detalles para un período de tiempo específico." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/debugging/using_sanitizers.po b/sphinx/po/es/LC_MESSAGES/contributing/development/debugging/using_sanitizers.po index 365add67fa..0eb87d25d7 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/debugging/using_sanitizers.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/debugging/using_sanitizers.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "Disponible en Clang y GCC." msgid "Web" msgstr "Web" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/debugging/vulkan/index.po b/sphinx/po/es/LC_MESSAGES/contributing/development/debugging/vulkan/index.po index 1083564cfa..720aa3237e 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/debugging/vulkan/index.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/debugging/vulkan/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/debugging/vulkan/vulkan_validation_layers.po b/sphinx/po/es/LC_MESSAGES/contributing/development/debugging/vulkan/vulkan_validation_layers.po index 1a773d3cc0..6608f9fb0c 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/debugging/vulkan/vulkan_validation_layers.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/debugging/vulkan/vulkan_validation_layers.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -20,6 +20,12 @@ msgstr "macOS" msgid "Linux, \\*BSD" msgstr "Linux, \\*BSD" +msgid "Arch Linux" +msgstr "**Arch Linux**" + +msgid "Debian/Ubuntu" +msgstr "**Debian** / **Ubuntu**" + msgid "Android" msgstr "Android" @@ -31,6 +37,3 @@ msgstr "La validación de capas **no** está soportada en iOS actualmente." msgid "Web" msgstr "Web" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/editor/creating_icons.po b/sphinx/po/es/LC_MESSAGES/contributing/development/editor/creating_icons.po index b2957b6fa7..0664c69f97 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/editor/creating_icons.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/editor/creating_icons.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -82,44 +82,6 @@ msgstr "Conversión de color para temas de editor claros" msgid "Icon optimization" msgstr "Optimización de iconos" -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 "" -"Debido a que el editor renderiza los SVG una sola vez en el momento de " -"carga, deben ser pequeños en tamaño para que puedan ser analizados de manera " -"eficiente. Los íconos del editor deben ser optimizados antes de ser " -"agregados al motor, para hacerlo:" - -msgid "" -"Install `svgcleaner `__ by " -"downloading a binary from its `Releases tab `__ and placing it into a location in your " -"``PATH`` environment variable." -msgstr "" -"Instala `svgcleaner `__ " -"descargando un archivo binario desde su `pestaña de lanzamientos `__ y colocándolo en una " -"ubicación dentro de la variable de entorno ``PATH``." - -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 "" -"Ejecuta el siguiente comando, reemplazando ``svg_source.svg`` con la ruta a " -"tu archivo SVG (que puede ser una ruta relativa o absoluta):" - -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 "" -"El interruptor ``--multipass`` mejora la compresión, así que asegúrate de " -"incluirlo. El ícono optimizado se guardará en ``svg_optimized.svg``. También " -"puedes cambiar el parámetro de destino a cualquier ruta relativa o absoluta " -"que desees." - 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 " @@ -191,6 +153,3 @@ msgid "" msgstr "" "`editor/icons `__" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/editor/editor_style_guide.po b/sphinx/po/es/LC_MESSAGES/contributing/development/editor/editor_style_guide.po index ce07b00658..75dc31a9f8 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/editor/editor_style_guide.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/editor/editor_style_guide.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -212,6 +212,3 @@ msgid "**Bad:** *Compute global illumination for the selected GIProbe.*" msgstr "" "**Incorrecto:** *Calcular la iluminación global para el GIProbe seleccionado." "*" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/editor/index.po b/sphinx/po/es/LC_MESSAGES/contributing/development/editor/index.po index 95349b85ab..7d1cef8be0 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/editor/index.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/editor/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Editor development" msgstr "Desarrollo del editor" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/editor/introduction_to_editor_development.po b/sphinx/po/es/LC_MESSAGES/contributing/development/editor/introduction_to_editor_development.po index 39ba10922f..a5fec1e38d 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/editor/introduction_to_editor_development.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/editor/introduction_to_editor_development.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -109,6 +109,3 @@ msgstr "" msgid "Development tips" msgstr "Tips de desarrollo" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/file_formats/gdscript_grammar.po b/sphinx/po/es/LC_MESSAGES/contributing/development/file_formats/gdscript_grammar.po index ce868e24ff..03694b7e77 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/file_formats/gdscript_grammar.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/file_formats/gdscript_grammar.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -34,6 +34,3 @@ msgstr "" "genera a partir de una definición gramatical. Las inconsistencias presentes " "probablemente implican un error en dicha gramática, más no un fallo en " "GDScript." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/file_formats/index.po b/sphinx/po/es/LC_MESSAGES/contributing/development/file_formats/index.po index 6f408a40f5..743e185062 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/file_formats/index.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/file_formats/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Godot file formats" msgstr "Formatos de archivo de Godot" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/file_formats/tscn.po b/sphinx/po/es/LC_MESSAGES/contributing/development/file_formats/tscn.po index f2f633e9b0..9deeb10cc4 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/file_formats/tscn.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/file_formats/tscn.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -53,6 +53,29 @@ msgstr "Nodos" msgid "Connections" msgstr "Conexiones" +msgid "" +"``uid`` is a unique string-based identifier representing the scene. This is " +"used by the engine to track files that are moved around, even while the " +"editor is closed. Scripts can also load UID-based resources using the " +"``uid://`` path prefix to avoid relying on filesystem paths. This makes it " +"possible to move around a file in the project, but still be able to load it " +"in scripts without having to modify the script. Godot does not use external " +"files to keep track of IDs, which means no central metadata storage location " +"is required within the project. See `this pull request `__ for detailed information." +msgstr "" +"``uid`` es un identificador único basado en cadena que representa la escena. " +"El motor lo utiliza para rastrear los archivos que se mueven, incluso cuando " +"el editor está cerrado. Los scripts también pueden cargar recursos basados " +"en UID utilizando el prefijo de ruta ``uid://`` para evitar depender de las " +"rutas del sistema de archivos. Esto hace posible mover un archivo en el " +"proyecto, pero aún así poder cargarlo en scripts sin tener que modificar el " +"script. Godot no utiliza archivos externos para realizar un seguimiento de " +"los identificadores, lo que significa que no se requiere una ubicación de " +"almacenamiento de metadatos central dentro del proyecto. Consulte `esta pull " +"request `__ para obtener " +"información detallada." + msgid "Entries inside the file" msgstr "Entradas dentro de los archivos" @@ -140,6 +163,3 @@ msgstr "ArrayMesh" msgid "Animation" msgstr "Animación" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/handling_compatibility_breakages.po b/sphinx/po/es/LC_MESSAGES/contributing/development/handling_compatibility_breakages.po index 1083564cfa..720aa3237e 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/handling_compatibility_breakages.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/handling_compatibility_breakages.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/development/index.po b/sphinx/po/es/LC_MESSAGES/contributing/development/index.po index e3e00c58a2..bf98a338b6 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/development/index.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/development/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -22,6 +22,3 @@ msgstr "" "Asegúrate de revisar las :ref:`indicaciones del flujo de trabajo " "`, especialmente si eres nuevo utilizando Git o " "GitHub." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/documentation/building_the_manual.po b/sphinx/po/es/LC_MESSAGES/contributing/documentation/building_the_manual.po index 2b05d51070..c0e000e1b5 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/documentation/building_the_manual.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/documentation/building_the_manual.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -23,6 +23,24 @@ msgstr "" "motor de documentos Sphinx. Esto te permite tener archivos locales HTML y " "crear la documentación como un archivo PDF, EPUB, o LaTeX, por ejemplo." +msgid "Before you get started, make sure that you have:" +msgstr "Antes de comenzar, asegúrate de tener:" + +msgid "" +"`make `_ (unless you're using Windows)" +msgstr "" +"`make `_ (a menos que estés usando " +"Windows)" + +msgid "" +"*(Optional)* Set up a virtual environment. Virtual environments prevent " +"potential conflicts between the Python packages in ``requirements.txt`` and " +"other Python packages that are installed on your system." +msgstr "" +"*(Opcional)* Establece un entorno virtual. Los entornos virtuales previenen " +"posibles conflictos entre los paquetes de Python en ``requirements.txt`` y " +"otros paquetes de Python que estén instalados en tu sistema." + msgid "Create the virtual environment:" msgstr "Crea el entorno virtual:" @@ -32,15 +50,28 @@ msgstr "Windows" msgid "Activate the virtual environment:" msgstr "Activa el entorno virtual:" +msgid "*(Optional)* Update pre-installed packages:" +msgstr "*(Opcional)* Actualizar paquetes preinstalados:" + msgid "Clone the docs repo:" msgstr "Clona el repositorio de documentación:" +msgid "Change directory into the docs repo:" +msgstr "Cambiar directorio al repositorio de documentación:" + msgid "Install the required packages:" msgstr "Instala los paquetes requeridos:" msgid "Build the docs:" msgstr "Compila la documentación:" +msgid "" +"On Windows, that command will run ``make.bat`` instead of GNU Make (or an " +"alternative)." +msgstr "" +"En Windows, ese comando ejecutará ``make.bat`` en vez de GNU Make (o una " +"alternativa)." + msgid "" "Alternatively, you can build the documentation by running the sphinx-build " "program manually:" @@ -79,5 +110,23 @@ msgstr "" "ejecutarse sin intercambio de disco, lo que ralentiza el proceso. Si tienes " "al menos 16 GB de RAM, puedes acelerar la compilación ejecutando:" -msgid "Translation status" -msgstr "Estado de la traducción" +msgid "" +"You can use ``-j auto`` to use all available CPU threads, but this can use a " +"lot of RAM if you have a lot of CPU threads. For instance, on a system with " +"32 CPU threads, ``-j auto`` (which corresponds to ``-j 32`` here) can " +"require 20+ GB of RAM for Sphinx alone." +msgstr "" +"Puedes usar ``-j auto`` para usar todos los hilos de CPU disponibles, pero " +"esto puede usar mucha RAM si tienes muchos hilos de CPU. Por ejemplo, en un " +"sistema con 32 hilos de CPU, ``-j auto`` (que corresponde a ``-j 32`` aquí) " +"puede requerir más de 20 GB de RAM solo para Sphinx." + +msgid "Specifying a list of files" +msgstr "Especificando una lista de archivos" + +msgid "" +"You can specify a list of files to build, which can greatly speed up " +"compilation:" +msgstr "" +"Puede especificar una lista de archivos para compilar, lo que puede acelerar " +"enormemente la compilación:" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/documentation/class_reference_primer.po b/sphinx/po/es/LC_MESSAGES/contributing/documentation/class_reference_primer.po index 4651b287bd..171ed4054b 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/documentation/class_reference_primer.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/documentation/class_reference_primer.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -187,9 +187,15 @@ msgstr "Resultado" msgid "``Move the [Sprite2D].``" msgstr "``Mueve el [Sprite2D].``" +msgid "See :ref:`@GDScript.@rpc `." +msgstr "Consulte :ref:`@GDScript.@rpc `." + msgid "Link to constant" msgstr "Vínculo a constante" +msgid "See :ref:`Color.RED `." +msgstr "Consulte :ref:`Color.RED `." + msgid "Link to member" msgstr "Vínculo a miembro" @@ -199,6 +205,12 @@ msgstr "``Obtén [member Node2D.scale].``" msgid "``Call [method Node3D.hide].``" msgstr "``Llama a [method Node3D.hide].``" +msgid "Use :ref:`Color.Color `." +msgstr "Consulte :ref:`Color.Color `." + +msgid "Use :ref:`Color.operator * `." +msgstr "Consulte :ref:`Color.operator * `." + msgid "``Emit [signal Node.renamed].``" msgstr "``Emite [signal Node.renamed].``" @@ -217,9 +229,41 @@ msgstr "``[kbd]`` ``[/kbd]``" msgid "Keyboard/mouse shortcut" msgstr "Atajo del teclado/ratón" +msgid "Press :kbd:`Ctrl + C`." +msgstr "Presione :kbd:`Ctrl + C`." + msgid "``[code]`` ``[/code]``" msgstr "``[code]`` ``[/code]``" +msgid "Returns ``true``." +msgstr "Devuelve ``true``." + +msgid "" +"Some supported tags like ``[color]`` and ``[font]`` are not listed here " +"because they are not recommended in the engine documentation." +msgstr "" +"Algunas etiquetas soportadas como ``[color]`` y ``[font]`` no se enumeran " +"aquí porque no se recomiendan en la documentación del motor." + +msgid "Formatting code blocks" +msgstr "Formateando bloques de código" + +msgid "There are two options for formatting code blocks:" +msgstr "Existen dos opciones para dar formato a los bloques de código:" + +msgid "" +"Use ``[codeblock]`` if you want to add an example for a specific language." +msgstr "" +"Utiliza ``[codeblock]``si deseas añadir un ejemplo para un lenguaje en " +"específico." + +msgid "" +"Use ``[codeblocks]``, ``[gdscript]``, and ``[csharp]`` if you want to add " +"the same example for both languages, GDScript and C#." +msgstr "" +"Utiliza ``[codeblocks]``, ``[gdscript]``, y ``[csharp]`` si deseas añadir el " +"mismo ejemplo para ambos lenguajes, GDScript y C#." + msgid "" "Use ``[codeblock]`` for pre-formatted code blocks. Inside ``[codeblock]``, " "always use **four spaces** for indentation. The parser will delete tabs." @@ -279,5 +323,20 @@ msgstr "" "Claro, en todos los párrafos descritos anteriormente, asegúrate de que la " "puntuación forme parte de las etiquetas BBCode para mantener la consistencia." -msgid "Translation status" -msgstr "Estado de la traducción" +msgid "Marking API as deprecated/experimental" +msgstr "Marcar una API como obsoleta/experimental" + +msgid "" +"To mark an API as deprecated or experimental, you need to add the " +"corresponding XML attribute. The attribute value must be a message " +"explaining why the API is not recommended (BBCode markup is supported) or an " +"empty string (the default message will be used). If an API element is marked " +"as deprecated/experimental, then it is considered documented even if the " +"description is empty." +msgstr "" +"Para marcar una API como obsoleta o experimental, necesitas añadir el " +"atributo XML correspondiente. El valor del atributo debe ser un mensaje " +"explicando por qué no se recomienda más la API (se admite el marcado BBCode) " +"o una cadena vacía (se usará el mensaje predeterminado). Si un elemento de " +"la API está marcado como obsoleto/experimental, se considera como " +"documentado incluso si la descripción está vacía." diff --git a/sphinx/po/es/LC_MESSAGES/contributing/documentation/content_guidelines.po b/sphinx/po/es/LC_MESSAGES/contributing/documentation/content_guidelines.po index 44308ed42c..a5d957f893 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/documentation/content_guidelines.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/documentation/content_guidelines.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -88,6 +88,3 @@ msgstr "" "necesitaste aprender? ¿Qué te confundió? ¿Qué fue lo más difícil de " "comprender? Querrás que los usuarios revisen tu trabajo, y te recomendamos " "practicar explicar la característica antes de escribir sobre ella." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/documentation/contributing_to_the_documentation.po b/sphinx/po/es/LC_MESSAGES/contributing/documentation/contributing_to_the_documentation.po index bf5d8ea18a..ef0dce3c55 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/documentation/contributing_to_the_documentation.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/documentation/contributing_to_the_documentation.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -29,7 +29,7 @@ msgstr "" "idiomas, lee :ref:`doc_editor_and_docs_localization`." msgid "Getting started" -msgstr "Primeros pasos" +msgstr "Empezar" msgid "" "To modify or create pages in the reference manual, you need to edit ``.rst`` " @@ -77,16 +77,6 @@ msgstr "" msgid "Contributing changes" msgstr "Contribuyendo con los cambios" -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 "" -"Las solicitudes de extracción (Pull Requests) deben usar la rama ``master`` " -"de forma predeterminada. Solo crea solicitudes de extracción en otras ramas " -"(por ejemplo, ``2.1`` o ``3.0``) si tus cambios solo se aplican a esa " -"versión específica de Godot." - 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 " @@ -129,30 +119,9 @@ msgstr "" msgid "Click the **Edit on GitHub** button." msgstr "Haz clic en el botón \"Editar en GitHub\"." -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 "" -"En la página de GitHub a la que te llevará el enlace, haz clic en el ícono " -"de lápiz que se encuentra en la esquina superior derecha, cerca de los " -"botones **Raw**, **Blame** y **Delete**. El ícono de lápiz tiene una " -"etiqueta emergente que dice \"Fork this project and edit the file\"." - msgid "Edit the text in the text editor." msgstr "Edita el texto en el editor de texto." -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 "" -"En la parte inferior de la página web, resume los cambios que realizaste y " -"haz clic en el botón **Propose file change**. Asegúrate de reemplazar el " -"marcador de posición \"Update file.rst\" con una descripción breve pero " -"clara de una línea, ya que esto será el título del commit." - 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 " @@ -274,6 +243,26 @@ msgstr "" "Para agregar imágenes, colócalas en una carpeta ``img/`` junto al archivo ``." "rst`` con un nombre significativo e inclúyelas en tu página con:" +msgid "" +"Alternatively, you can use the `figure` directive, which gives the image a " +"contrasting border and allows centering it on the page." +msgstr "" +"Alternativamente, puedes usar la directiva `figure`, la cual te da la imagen " +"de un borde contrastante y permite centrarlo en la página." + +msgid "" +"Consider using the `godot-docs-project-starters ` repository for hosting support " +"materials, such as project templates and asset packs. You can use a direct " +"link to the generated archive from that repository with the regular link " +"markup:" +msgstr "" +"Considere la posibilidad de utilizar el repositorio `godot-docs-project-" +"starters ` para " +"alojar material de apoyo, como plantillas de proyectos y paquetes de " +"recursos. Puede utilizar un enlace directo al archivo generado desde ese " +"repositorio con el marcado de enlace habitual:" + msgid "License" msgstr "Licencia" @@ -283,6 +272,3 @@ msgid "" msgstr "" "Al contribuir a la documentación en el repositorio de GitHub, aceptas que " "tus cambios se distribuyen bajo esta licencia." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/documentation/docs_image_guidelines.po b/sphinx/po/es/LC_MESSAGES/contributing/documentation/docs_image_guidelines.po index 1083564cfa..c2be0664c3 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/documentation/docs_image_guidelines.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/documentation/docs_image_guidelines.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,5 +11,87 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -msgid "Translation status" -msgstr "Estado de la traducción" +msgid "" +"The current format for images in Godot's documentation is WebP (``.webp``). " +"While some Linux programs will support saving screenshots in this format, " +"macOS and the Snip & Sketch program on Windows do not. For images that don't " +"need editing, such as precise cropping or adding outlines, Squoosh can be " +"used. `Squoosh `_ is a converter developed by Google, " +"is open source, and doesn't give Google any image rights by using it. When " +"choosing compression if you can get an image that's under 300KB in size use " +"lossless compression. If it's over 300KB, use just enough lossy compression " +"to get it under that size. If this results in noticeable compression " +"artifacts using less compression is fine, even if the file size is bigger." +msgstr "" +"El formato actual para imágenes en la documentación de Godot es WebP (``." +"webp``). Si bien algunos programas de Linux admiten guardar capturas de " +"pantalla en este formato, macOS y el programa Snip & Sketch en Windows no lo " +"hacen. Para imágenes que no necesitan edición, como recorte preciso o " +"adición de contornos, se puede utilizar Squoosh. `Squoosh `_ es un convertidor desarrollado por Google, es de código abierto y no " +"le otorga a Google ningún derecho de imagen por usarlo. Al elegir la " +"compresión, si puede obtener una imagen de menos de 300 KB de tamaño, use la " +"compresión sin pérdida. Si tiene más de 300 KB, use la compresión con " +"pérdida suficiente para que quede por debajo de ese tamaño. Si esto da como " +"resultado artefactos de compresión notables, está bien usar menos " +"compresión, incluso si el tamaño del archivo es mayor." + +msgid "" +"If you've never used Krita before download it from the `official Krita " +"website `_, on Linux you may also be able to " +"download it from your distributions repository, flathub is also an option. " +"Once it's installed on your computer open Krita then open the image you want " +"to crop. This button on the left panel is the crop tool." +msgstr "" +"Si nunca has usado Krita antes, descárgalo del `sitio oficial de Krita " +"`_, en Linux también puedes descargarlo " +"desde el repositorio de tu distribución. Flathub también es una opción. Una " +"vez instalado en tu computadora, abre Krita y después abre la imagen que " +"deseas recortar. Este botón en el panel izquierdo es la herramienta de " +"recorte." + +msgid "" +"As explained earlier on this page, all images taken on a screen that is a " +"higher resolution than 1080p should be scaled down. To do this in Krita " +"click on **Image** on the top bar, and from the dropdown menu select **Scale " +"Image To New Size**. This menu can also be opened by pressing :kbd:`Ctrl + " +"Alt + I`. On this menu you want to adjust the pixel dimensions. For anything " +"taken on a 4K monitor change the value of the width and height to half of " +"its current value, for anything taken on a 1440p monitor multiply the width " +"and height by 0.75. Make sure the **Constrain Proportions** box at the " +"bottom of the menu is checked so you only have to change 1 value." +msgstr "" +"Como se explicó anteriormente en esta página, todas las imágenes capturadas " +"en una pantalla con una resolución superior a 1080p deben reducirse. Para " +"hacerlo en Krita, haga clic en **Imagen** en la barra superior y, en el menú " +"desplegable, seleccione **Escalar Imagen a Nuevo Tamaño**. Este menú también " +"se puede abrir presionando :kbd:`Ctrl + Alt + I`. En este menú, debe ajustar " +"las dimensiones en píxeles. Para cualquier imagen capturada en un monitor " +"4K, cambie el valor del ancho y alto a la mitad de su valor actual; para " +"cualquier imagen capturada en un monitor 1440p, multiplique el ancho y alto " +"por 0,75. Asegúrese de que la casilla **Mantener Proporciones** en la parte " +"inferior del menú esté marcada para que solo tenga que cambiar uno de los " +"valores." + +msgid "" +"A full tutorial on creating outlines is not provided here, we recommend " +"searching for various tutorials on how to use it online. However there are " +"two standards for doc image outlines and arrows. First, the color should be " +"yellow, specifically this hex color: ``fffb44`` (``fffb44ff`` if there is a " +"transparency value like in Inkscape). This color was chosen specifically to " +"make sure color blind people do not have issues reading the documentation, " +"other colors can be used in addition to this yellow if multiple outlines on " +"an image are needed, red should be avoided. The second standard is that all " +"outlines and arrow lines should be 2 pixels wide." +msgstr "" +"Aquí no se proporciona un tutorial completo sobre cómo crear contornos, " +"recomendamos buscar varios tutoriales sobre cómo usarlo en la comunidad. Sin " +"embargo, hay dos estándares para los contornos y las flechas de las imágenes " +"de documentos. Primero, el color debe ser amarillo, específicamente este " +"color hexadecimal: ``fffb44`` (``fffb44ff`` si hay un valor de transparencia " +"como en Inkscape). Este color se eligió específicamente para asegurarse de " +"que las personas daltónicas no tengan problemas para leer la documentación; " +"se pueden usar otros colores además de este amarillo si se necesitan " +"múltiples contornos en una imagen; se debe evitar el rojo. El segundo " +"estándar es que todos los contornos y las líneas de flecha deben tener 2 " +"píxeles de ancho." diff --git a/sphinx/po/es/LC_MESSAGES/contributing/documentation/docs_writing_guidelines.po b/sphinx/po/es/LC_MESSAGES/contributing/documentation/docs_writing_guidelines.po index fb04352a44..9d079c6248 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/documentation/docs_writing_guidelines.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/documentation/docs_writing_guidelines.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -580,6 +580,3 @@ msgid "Press ``:kbd:`Shift + Up Arrow``` to move the node upwards by 8 pixels." msgstr "" "Presiona ``:kbd:`Shift + Flecha Arriba``` para mover el nodo hacia arriba 8 " "píxeles." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/documentation/editor_and_docs_localization.po b/sphinx/po/es/LC_MESSAGES/contributing/documentation/editor_and_docs_localization.po index 71aa9f7af6..96d77416ed 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/documentation/editor_and_docs_localization.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/documentation/editor_and_docs_localization.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -649,9 +649,10 @@ msgid "" "`_ Git repository where the " "documentation translations are synced from Weblate." msgstr "" -"Los encargados de la documentación sincronizan las cadenas traducidas " -"manualmente en el repositorio `godot-docs-l10n `__." +"Esta parte no se maneja a través de Weblate, sino directamente en el " +"repositorio Git `godot-docs-l10n `_ donde las traducciones de la documentación se sincronizan desde " +"Weblate." msgid "" "The workflow is not the most straightforward and requires some knowledge of " @@ -728,6 +729,3 @@ msgid "" msgstr "" "Repite este proceso para otras imágenes y luego :ref:`crea una solicitud de " "extracción (Pull Request) `." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/documentation/index.po b/sphinx/po/es/LC_MESSAGES/contributing/documentation/index.po index 0984ad2959..32b9e40c70 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/documentation/index.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/documentation/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -75,6 +75,3 @@ msgstr "" "La comunidad siempre está trabajando duro para hacer que Godot y su " "documentación este disponible para mas personas. Localizar la documentación " "es un esfuerzo colosal y continuo del cual puedes ser parte." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/documentation/updating_the_class_reference.po b/sphinx/po/es/LC_MESSAGES/contributing/documentation/updating_the_class_reference.po index 55b23a053e..a877f80fdf 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/documentation/updating_the_class_reference.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/documentation/updating_the_class_reference.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,6 +14,24 @@ msgstr "" msgid "Contributing to the class reference" msgstr "Contribuyendo a la referencia de la clase" +msgid "" +"As the engine grows and features are added or modified, some parts of the " +"class reference become obsolete and new descriptions and examples need to be " +"added. While developers are encouraged to document all of their work in the " +"class reference when submitting a pull request, we can't expect everyone to " +"be able to write high quality documentation, so there is always work for " +"contributors like you to polish existing and create missing reference " +"material." +msgstr "" +"A medida que el motor crece y las características se añaden o modifican, " +"algunas partes de la referencia de clases se vuelven obsoletas y hay que " +"añadir nuevas descripciones y ejemplos. Si bien se alienta a los " +"desarrolladores a documentar todo su trabajo en la referencia de clases al " +"enviar un pull request, no podemos esperar que todos puedan redactar " +"documentación de alta calidad, por lo que siempre hay trabajo para " +"colaboradores como tu para pulir material de referencia existente y crear " +"material de referencia inexistente." + msgid "The source of the class reference" msgstr "El código fuente de la referencia de clases" @@ -29,6 +47,23 @@ msgstr "" "proyecto los sincronizan manualmente. Sigue leyendo para aprender cómo " "editar correctamente la referencia de clase." +msgid "" +"In the main repository the class reference is stored in XML files, one for " +"each exposed class or global object. The majority of these files is located " +"in `doc/classes/ `_, but some modules contain their own documentation as well. You " +"will find it in the ``modules//doc_classes/`` directory. To " +"learn more about editing XML files refer to :ref:" +"`doc_class_reference_primer`." +msgstr "" +"En el repositorio principal la referencia de clase se almacena en archivos " +"XML, uno por cada clase expuesta u objeto global. La mayoría de estos " +"archivos se encuentran en `doc/classes/ `_, pero algunos módulos tienen su propia " +"documentación también. Podrás encontrarla en el directorio ``modules/" +"/doc_classes/``. Para aprender más sobre edición de archivos " +"XML, consulte :ref:`doc_class_reference_primer`." + msgid "" "For details on Git usage and the pull request workflow, please refer to the :" "ref:`doc_pr_workflow` page." @@ -114,5 +149,6 @@ msgstr "" "relacionados. Idealmente, al ejecutar este comando solo deberían aparecer " "los cambios que hayas realizado." -msgid "Translation status" -msgstr "Estado de la traducción" +msgid "You will then need to add descriptions to any newly generated entries." +msgstr "" +"A continuación, deberá añadir descripciones a las nuevas entradas generadas." diff --git a/sphinx/po/es/LC_MESSAGES/contributing/how_to_contribute.po b/sphinx/po/es/LC_MESSAGES/contributing/how_to_contribute.po index 1083564cfa..ace9ada2d4 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/how_to_contribute.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/how_to_contribute.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,5 +11,122 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -msgid "Translation status" -msgstr "Estado de la traducción" +msgid "" +"The Godot Engine is free and open-source. Like any community-driven project, " +"we rely on volunteer contributions. On this page we want to showcase the " +"various ways you as users can participate - to help you find the right " +"starting place with the skillset you have. Because contrary to popular " +"opinion, we need more than just programmers on the project!" +msgstr "" +"Godot Engine es libre y de código abierto. Como cualquier proyecto impulsado " +"por la comunidad, dependemos de contribuciones voluntarias. En esta página " +"queremos mostrarte las distintas formas en las que ustedes, como usuarios, " +"pueden participar - para ayudarles a encontrar el punto de partida adecuado " +"con el conjunto de habilidades que tengan. Porque, en contra de la opinión " +"popular, ¡necesitamos más que solo programadores en el proyecto!" + +msgid "" +"We created the non-profit `Godot Foundation `_ to " +"be able to support the Godot Engine in both matters of finance and " +"administration. In practice, this means the Foundation hires people to work " +"part-time or full-time on the project. These jobs include engine development " +"as well as related tasks like code reviews, production management, community " +"& marketing efforts, and more." +msgstr "" +"Hemos creado la `Godot Foundation ` sin fines de " +"lucro para poder apoyar a Godot Engine tanto en cuestiones financieras como " +"administrativas. En la práctica, esto significa que la Fundación contrata a " +"personas para trabajar a tiempo parcial o completo en el proyecto. Estos " +"trabajos incluyen el desarrollo del motor, así como tareas relacionadas como " +"revisiones de código, gestión de la producción, esfuerzos de comunidad y " +"marketing, y más." + +msgid "" +"**Publish Godot Games.** You heard right, simply publishing a game " +"#MadeWithGodot can positively impact the well-being of this project. Your " +"personal success elevates the engine to a viable alternative for other " +"developers, growing the community further. Additionally, it opens the doors " +"for us to approach industry contacts about possible cooperations." +msgstr "" +"**Publicar juegos de Godot.** Oíste bien, simplemente publicar un juego " +"#HechoConGodot puede impactar positivamente en el bienestar de este " +"proyecto. Tu éxito personal eleva el motor para ser una alternativa viable " +"para otros desarrolladores, haciendo crecer la comunidad aún más. " +"Adicionalmente, nos abre la puerta para acercarnos a contactos de la " +"industria para posibles cooperaciones." + +msgid "" +"**Report bugs & other issues** As active users of the engine, you are better " +"equipped to identify bugs and other issues than anyone else. To let us know " +"about your findings, fill out this `bug report form `_ on our GitHub. Make sure to include " +"as much information as possible to ensure these issues can easily be " +"reproduced by others." +msgstr "" +"**Reportar bugs y otros problemas** Como un usuario activo del motor, estás " +"mejor equipado para identificar bugs y otros problemas que nadie más. Para " +"hacernos saber sobre tus descubrimientos, rellena este `formulario de " +"informe de bugs `_ " +"en nuestro GitHub. Asegúrate de incluir tanta información como sea posible " +"para garantizar que estos problemas puedan ser fácilmente reproducidos por " +"otros." + +msgid "" +"Find recent `development versions `_ directly on our download page, or linked in their own blog posts." +msgstr "" +"Encuentra `versiones de desarrollo `_ recientes directamente en nuestra página de descargas, o enlazadas en " +"sus propias entradas de blog." + +msgid "" +"**Documentation** The documentation is one of the most essential parts of " +"any tech project, yet the need to document new features and substantial " +"changes often gets overlooked. Join the `documentation team `_ to improve the Godot Engine with " +"your technical writing skills." +msgstr "" +"**Documentación** La documentación es una de las partes más esenciales de " +"cualquier proyecto tecnológico. Sin embargo, la necesidad de documentar " +"nuevas características y cambios sustanciales a menudo se pasa por alto. " +"Únete al `equipo de documentación `_ para mejorar Godot Engine con tus habilidades de redacción " +"técnica." + +msgid "" +"**Translations (spoken languages other than English)** Are you interested in " +"making the Godot Engine more accessible to non-English speakers? Contribute " +"to our `community-translations `_." +msgstr "" +"**Traducciones (idiomas hablados distintos al inglés)** ¿Estás interesado en " +"hacer que Godot Engine sea más accesible para las personas que no hablan " +"inglés? Contribuye a nuestras `traducciones de la comunidad `_." + +msgid "" +"**Call for Moderators** With a community of our size, we need people to step " +"up as volunteer moderators in all kinds of places. These teams are organized " +"by the Godot Foundation, but would not function without the dedication of " +"active community members like you." +msgstr "" +"**Llamado a moderadores** Con una comunidad de nuestro tamaño, necesitamos " +"personas que se ofrezcan como moderadores voluntarios en todo tipo de " +"lugares. Estos equipos están organizados por la Godot Foundation, pero no " +"podrían funcionar sin la dedicación de miembros activos de la comunidad como " +"tú." + +msgid "" +"**Create tutorials & more** How did you get started with the Godot Engine? " +"Chances are you looked for learning materials outside of what the " +"documentation provides. Without content creators covering the game " +"development process, there would not be this big of a community today. " +"Therefore it seemed only right to mention them in a page about important " +"contributions to the project." +msgstr "" +"**Crea tutoriales y más** ¿Cómo empezar a trabajar con Godot Engine? Es " +"probable que hayas buscado materiales de aprendizaje fuera de lo que " +"proporciona la documentación. Sin los creadores de contenido que cubren el " +"proceso de desarrollo de juegos, no habría una comunidad tan grande hoy en " +"día. Por lo tanto, nos pareció justo mencionarlos en una página sobre " +"contribuciones importantes al proyecto." diff --git a/sphinx/po/es/LC_MESSAGES/contributing/workflow/bisecting_regressions.po b/sphinx/po/es/LC_MESSAGES/contributing/workflow/bisecting_regressions.po index 41e054cfe3..0169a5a0df 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/workflow/bisecting_regressions.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/workflow/bisecting_regressions.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -202,6 +202,3 @@ msgid "" msgstr "" "Puedes leer la documentación completa sobre ``git bisect`` `aquí `__." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/workflow/bug_triage_guidelines.po b/sphinx/po/es/LC_MESSAGES/contributing/workflow/bug_triage_guidelines.po index eee1aa90e3..3d95ea19e0 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/workflow/bug_triage_guidelines.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/workflow/bug_triage_guidelines.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -78,11 +78,6 @@ msgstr "" msgid "Labels" msgstr "Etiquetas" -msgid "The following labels are currently defined in the Godot repository:" -msgstr "" -"Las siguientes etiquetas están actualmente definidas en el repositorio de " -"Godot:" - msgid "**Categories:**" msgstr "Categorías" @@ -143,34 +138,12 @@ msgstr "" "*Discussion*: El problema no es consensual y requiere más discusión para " "definir qué exactamente se debe hacer para abordar el tema." -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 `_ repository." -msgstr "" -"*Documentation*: Problema relacionado con la documentación. Principalmente " -"para solicitar mejoras en la documentación de la API. Los problemas " -"relacionados con la documentación de ReadTheDocs deben presentarse en el " -"repositorio `godot-docs `_." - msgid "" "*Enhancement*: describes a proposed enhancement to an existing functionality." msgstr "" "*Enhancement*: Describe una mejora propuesta para una funcionalidad " "existente." -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 `__ instead." -msgstr "" -"*Feature proposal*: Describe un deseo de que se implemente una nueva " -"funcionalidad. Tenga en cuenta que el repositorio principal de Godot ya no " -"acepta solicitudes de nuevas características. Por favor, use `godot-" -"proposals `__ en su lugar." - 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 " @@ -199,12 +172,6 @@ msgstr "" "en diferentes configuraciones de hardware o software, o incluso que los " "pasos para reproducir el problema no están claros." -msgid "" -"*Needs work*: the pull request needs additional work before it can be merged." -msgstr "" -"*Needs work*: El pull request necesita trabajo adicional antes de que pueda " -"ser fusionado." - msgid "" "*Performance*: issues that directly impact engine or editor performance. Can " "also be used for pull requests that improve performance or add low-end-" @@ -365,13 +332,6 @@ msgstr "" msgid "Documentation labels" msgstr "Etiquetas de documentación" -msgid "" -"In the `documentation repository `__, we use the following labels:" -msgstr "" -"En el `repositorio de la documentación `__, usaremos las siguientes etiquetas:" - msgid "" "*Bug*: Incorrect information in an existing page. Not to be used for " "*missing* information." @@ -379,6 +339,12 @@ msgstr "" "*Bug*: Información incorrecta en una página existente. No se debe usar para " "información que falta." +msgid "" +"*Needs work*: the pull request needs additional work before it can be merged." +msgstr "" +"*Needs work*: El pull request necesita trabajo adicional antes de que pueda " +"ser fusionado." + msgid "" "*Class reference*: the issue is about the class reference, not a " "documentation page." @@ -418,6 +384,3 @@ msgstr "" "hito asignado; si se propone una solución para un error que no se consideró " "urgente y, por lo tanto, no tiene un hito asignado, probablemente aún sería " "muy bienvenida." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/workflow/first_steps.po b/sphinx/po/es/LC_MESSAGES/contributing/workflow/first_steps.po index a89eb4899f..684506685d 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/workflow/first_steps.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/workflow/first_steps.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -243,6 +243,3 @@ msgstr "" msgid "See :ref:`doc_editor_and_docs_localization` for more details." msgstr "Ver :ref:`doc_editor_and_docs_localization` para más detalles." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/workflow/index.po b/sphinx/po/es/LC_MESSAGES/contributing/workflow/index.po index 1083564cfa..926f75a4d2 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/workflow/index.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/workflow/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,5 +11,17 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -msgid "Translation status" -msgstr "Estado de la traducción" +msgid "Contribution workflow" +msgstr "Flujo de trabajo de contribución" + +msgid "" +"Godot is a large project, both in terms of the codebase and the workload for " +"contributors. The guides below serve as a helper when you get stuck dealing " +"with Git or GitHub, or if you are generally interested in how maintainers " +"approach the project." +msgstr "" +"Godot es un proyecto grande, tanto en términos de código base como de carga " +"de trabajo para los colaboradores. Las guías que aparecen a continuación " +"sirven como ayuda cuando te quedas atascado con Git o GitHub, o si estás " +"interesado en general en cómo los encargados del mantenimiento abordan el " +"proyecto." diff --git a/sphinx/po/es/LC_MESSAGES/contributing/workflow/pr_review_guidelines.po b/sphinx/po/es/LC_MESSAGES/contributing/workflow/pr_review_guidelines.po index 3089ba4bc0..8d6cff05f5 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/workflow/pr_review_guidelines.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/workflow/pr_review_guidelines.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,11 +11,119 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" +msgid "" +"This page is intended to provide insight into the pull request (PR) review " +"process that we aspire to. As such, it is primarily targeted at engine " +"maintainers who are responsible for reviewing and approving pull requests. " +"That being said, much of the content is useful for prospective contributors " +"wanting to know how to ensure that their PR is merged." +msgstr "" +"Esta página tiene como objetivo proporcionar información sobre el proceso de " +"revisión de los pull request (PR) al que aspiramos. Por lo tanto, se dirige " +"principalmente a los encargados de los motores que son los responsables de " +"revisar y aprobar las solicitudes de los pull request. Dicho esto, gran " +"parte del contenido es útil para los posibles contribuidores que deseen " +"saber cómo asegurarse que su PR sea fusionado." + +msgid "" +"A contributor opens a PR that fixes a specific problem (optimally closing a " +"GitHub `issue `_ or implementing a " +"`proposal `_)." +msgstr "" +"Un colaborador abre un PR que soluciona un problema específico (de forma " +"óptima cerrando un `problema `_ en " +"GitHub o implementando una `propuesta `_)." + +msgid "" +"Other contributors provide feedback on the PR (including reviewing and/or " +"approving the PR, as appropriate)." +msgstr "" +"Otros colaboradores proporcionan retroalimentación sobre el RP (incluyendo " +"la revisión y/o aprobación del RP, según corresponda)." + msgid "Code review and testing" msgstr "Revisión de código y pruebas" +msgid "" +"The following is a list of things that contributors and engine maintainers " +"can do to conduct a substantive code review of a pull request." +msgstr "" +"A continuación se ofrece una lista de lo que pueden hacer los colaboradores " +"y los responsables del mantenimiento del motor para realizar una revisión " +"sustancial del código de una solicitud de fusión." + +msgid "" +"Code reviews are usually done by people who are already experienced in a " +"given area. They may be able to provide ideas to make code faster, more " +"organized, or more idiomatic. But, even if you are not very experienced, you " +"may want to conduct a code review to provide feedback within the scope of " +"what you are comfortable reviewing. Doing so is valuable for the area " +"maintainer (as a second set of eyes on a problem is always helpful) and it " +"is also helpful for you as it will help you get more familiar with that area " +"of code and will expose you to how other people solve problems. In fact, " +"reviewing the code of experienced engine maintainers is a great way to get " +"to know the codebase." +msgstr "" +"Las revisiones de código suelen ser realizadas por personas con experiencia " +"en un área determinada. Pueden aportar ideas para hacer el código más " +"rápido, organizado o idiomático. Sin embargo, incluso si no tienes mucha " +"experiencia, puedes realizar una revisión de código para proporcionar " +"comentarios dentro del alcance de lo que te sientes cómodo revisando. Esto " +"es valioso para el responsable del área (ya que un segundo par de ojos " +"siempre es útil) y también es beneficioso para ti, ya que te ayudará a " +"familiarizarte más con esa área del código y te expondrá a cómo otras " +"personas resuelven problemas. De hecho, revisar el código de desarrolladores " +"experimentados del motor es una excelente manera de conocer la base de " +"código." + msgid "**Expanding the scope of a pull request.**" msgstr "**Epandiendo el objetivo de un pull request.**" -msgid "Translation status" -msgstr "Estado de la traducción" +msgid "" +"After reviewing the code, if you think that the code is ready to be merged " +"into the engine, then go ahead and \"approve\" it. Make sure to also comment " +"and specify the nature of your review (i.e. say whether you ran the code " +"locally, whether you reviewed for style as well as correctness, etc.). Even " +"if you are not an engine maintainer, approving a pull request signals to " +"others that the code is good and likely solves the problem the PR says it " +"does. Approving a pull request as a non-engine maintainer does not guarantee " +"that the code will be merged, other people will still review it, so don't be " +"shy." +msgstr "" +"Después de revisar el código, si crees que está listo para ser incorporado " +"en el motor, entonces sigue adelante y \"apruébalo\". Asegúrate de comentar " +"y especificar la naturaleza de tu revisión (es decir, si ejecutaste el " +"código localmente, si revisaste el estilo y la corrección, etc.). Incluso si " +"no eres un mantenedor del motor, aprobar una PR de cambios indica a los " +"demás que el código es bueno y probablemente resuelva el problema que dice " +"la solicitud. Aprobar una PR de cambios como un mantenedor que no es del " +"motor no garantiza que el código se incorporará; otras personas lo revisarán " +"de todos modos, así que no seas tímido." + +msgid "" +"Most Godot development happens around in the ``master`` branch. Therefore " +"most pull requests must be made against it. From there pull requests can " +"then be backported to other branches. Be wary of people making PRs on the " +"version they are using (e.g, ``3.3``) and guide them to make a change " +"against a higher-order branch (e.g. ``3.x``). If the change is not " +"applicable for the ``master`` branch, the initial PR can be made against the " +"current maintenance branch, such as ``3.x``. It's okay for people to make " +"multiple PRs for each target branch, especially if the changes cannot be " +"easily backported. Cherry-picking is also an option, if possible. Use the " +"appropriate labels if the PR can be cherrypicked (e.g. ``cherrypick:3.x``)." +msgstr "" +"La mayor parte del desarrollo de Godot ocurre en la rama ``master``. Por lo " +"tanto, la mayoría de las solicitudes de incorporación de cambios deben " +"realizarse en ella. Desde allí, las solicitudes de incorporación de cambios " +"pueden retroportarse a otras ramas. Tenga cuidado con las personas que " +"realizan PR de cambios en la versión que están usando (por ejemplo, ``3.3``) " +"y guíelas para que realicen un cambio en una rama de orden superior (por " +"ejemplo, ``3.x``). Si el cambio no es aplicable para la rama ``master``, la " +"PR de cambios inicial puede realizarse en la rama de mantenimiento actual, " +"como ``3.x``. Está bien que las personas realicen múltiples PR de cambios " +"para cada rama de destino, especialmente si los cambios no se pueden " +"retroportar fácilmente. La selección de cambios (cherry-picking) también es " +"una opción, si es posible. Utilice las etiquetas adecuadas si la PR de " +"cambios puede seleccionarse de forma selectiva (por ejemplo, ``cherrypick:3." +"x``)." diff --git a/sphinx/po/es/LC_MESSAGES/contributing/workflow/pr_workflow.po b/sphinx/po/es/LC_MESSAGES/contributing/workflow/pr_workflow.po index fb052d2091..d468f4246d 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/workflow/pr_workflow.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/workflow/pr_workflow.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -200,14 +200,6 @@ msgstr "" msgid "To clone your fork from GitHub, use the following command:" msgstr "Para clonar tu fork desde GitHub, usa el siguiente comando:" -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 "" -"En nuestros ejemplos, el carácter \"$\" denota el símbolo del prompt de la " -"línea de comandos en las terminales UNIX típicas. No forma parte del comando " -"y no debe ser escrito." - msgid "" "After a little while, you should have a ``godot`` directory in your current " "working directory. Move into it using the ``cd`` command:" @@ -855,6 +847,3 @@ msgstr "" "También puedes eliminar la rama remota desde la propia página de solicitud " "de extracción (PR) en GitHub; un botón debería aparecer una vez que haya " "sido fusionada o cerrada." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/contributing/workflow/testing_pull_requests.po b/sphinx/po/es/LC_MESSAGES/contributing/workflow/testing_pull_requests.po index ed105cd769..8421b28dd3 100644 --- a/sphinx/po/es/LC_MESSAGES/contributing/workflow/testing_pull_requests.po +++ b/sphinx/po/es/LC_MESSAGES/contributing/workflow/testing_pull_requests.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -132,6 +132,3 @@ msgid "" msgstr "" "Extrae el archivo ZIP y sigue las instrucciones de :ref:`compilación ` para tu sistema operativo." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/first_2d_game/01.project_setup.po b/sphinx/po/es/LC_MESSAGES/getting_started/first_2d_game/01.project_setup.po index f7a3881d0d..c12adf5432 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/first_2d_game/01.project_setup.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/first_2d_game/01.project_setup.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -86,7 +86,7 @@ msgid "" "**Aspect** to ``keep``. This ensures that the game scales consistently on " "different sized screens." msgstr "" -"Además, en las opciones **Stretch**, establece **Mode** en ``canvas_items\" " +"Además, en las opciones **Stretch**, establece **Mode** en ``canvas_items`` " "y **Aspect** en ``keep``. Esto asegura que el juego se escale " "consistentemente en pantallas de diferentes tamaños." @@ -119,6 +119,3 @@ msgid "" msgstr "" "Con el proyecto en marcha, estamos listos para diseñar la escena del jugador " "en la próxima lección." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/first_2d_game/02.player_scene.po b/sphinx/po/es/LC_MESSAGES/getting_started/first_2d_game/02.player_scene.po index e518bcf120..a522e92826 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/first_2d_game/02.player_scene.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/first_2d_game/02.player_scene.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -44,13 +44,6 @@ msgstr "" "deseada del objeto - lo que el objeto *es*. Haz clic en el botón \"Otro " "Nodo\" y añade un nodo :ref:`Area2D ` a la escena." -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 mostrará un ícono de advertencia junto al nodo en el árbol de la " -"escena. Puedes ignorarlo por ahora, lo resolveremos más adelante." - 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 " @@ -58,16 +51,28 @@ msgid "" "functionality." msgstr "" "Con ``Area2D`` podemos detectar objetos que se superponen o entran en " -"contacto con el jugador. Cambia su nombre a ``Player`` haciendo clic en el " -"nombre del nodo. Este es el nodo raíz de la escena. Podemos añadir nodos " +"contacto con el jugador. Cambia el nombre del nodo a ``Player`` haciendo " +"doble clic en él. Este es el nodo raíz de la escena. Podemos añadir nodos " "adicionales al player para añadir funcionalidad." +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 \"Groups the " +"selected node with its children. This causes the parent to be selected when " +"any child node is clicked in 2D and 3D view.\"" +msgstr "" +"Antes de añadir un hijo al nodo ``Player``, queremos asegurarnos de que no " +"los movemos o re-dimensionamos accidentalmente haciendo clic sobre ellos. " +"Selecciona el nodo y haz clic en el icono a la derecha del candado; su " +"tooltip dice \"Asegura que los hijos del objeto no son seleccionables.\"" + msgid "" "Save the scene. Click Scene -> Save, or press :kbd:`Ctrl + S` on Windows/" "Linux or :kbd:`Cmd + S` on macOS." msgstr "" -"Guarda la escena. Haz clic en Escenas -> Guardar escena, o presiona " -"``Ctrl+S`` en Windows/Linux o ``Comando + S`` en Mac." +"Guarde la escena. Haga clic en Escena -> Guardar o presione :kbd:`Ctrl + S` " +"en Windows/Linux o :kbd:`Cmd + S` en macOS." msgid "For this project, we will be following the Godot naming conventions." msgstr "" @@ -96,23 +101,6 @@ msgstr "" msgid "Sprite animation" msgstr "Animación del sprite" -msgid "" -"On the left is a list of animations. Click the \"default\" one and rename it " -"to \"walk\". Then click the \"Add 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 "" -"A la izquierda hay una lista de animaciones. Haz clic en la opción " -"\"default\" y renómbrala a \"walk\". Luego haz clic en el botón \"Nueva " -"Animación\" para crear una segunda animación llamada \"up\". Busca las " -"imágenes en el panel \"Sistema de Archivos\", están en la carpeta ``art`` de " -"la carpeta descomprimina anteriormente. Arrastra las dos imágenes, llamadas " -"``playerGrey_up[1/2]`` y ``playerGrey_walk[1/2]`` para cada animación a la " -"sección \"Cuadros de animación\" que corresponde en el panel:" - msgid "" "The player images are a bit too large for the game window, so we need to " "scale them down. Click on the ``AnimatedSprite2D`` node and set the " @@ -154,6 +142,3 @@ msgstr "" "En la siguiente parte, agregaremos un script al nodo de Player para moverlo " "y animarlo. Luego, configuraremos la detección de colisiones para saber " "cuándo el jugador fue golpeado por algo." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/first_2d_game/03.coding_the_player.po b/sphinx/po/es/LC_MESSAGES/getting_started/first_2d_game/03.coding_the_player.po index 9d82c104f9..db1de964b6 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/first_2d_game/03.coding_the_player.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/first_2d_game/03.coding_the_player.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -54,6 +54,22 @@ msgstr "" msgid "Start by declaring the member variables this object will need:" msgstr "Comienza declarando las variables miembro que este objeto necesitará:" +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 Inspector in " +"a new section with the name of the script. Remember, if you change the value " +"here, it will override the value written in the script." +msgstr "" +"Utilizar la palabra clave ``export`` en la primera variable ``speed`` nos " +"permite asignar su valor desde el Inspector. Esto puede ser útil para " +"valores que quieres ajustar, como las propiedades de los nodos comunes. Haz " +"clic en el nodo ``Player`` y verás que en la sección \"Script Variables\" " +"del Inspector aparece la nueva propiedad con el nombre del script. Recuerda " +"que si cambias el valor aquí, sobrescribirá el valor asignado en el script " +"al ejecutar el juego." + 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 " @@ -266,6 +282,13 @@ msgstr "" "Usando este valor aseguras que tu movimiento sera consistente incluso si el " "frame rate cambia ." +msgid "" +"Click \"Run Current Scene\" (:kbd:`F6`, :kbd:`Cmd + R` on macOS) and confirm " +"you can move the player around the screen in all directions." +msgstr "" +"Haz clic en \"Reproducir Escena\" (:kbd:`F6`, :kbd:`Cmd + R` on macOS) y " +"confirme que puede mover el jugador por la pantalla en todas las direcciones." + msgid "If you get an error in the \"Debugger\" panel that says" msgstr "Si tu obtienes un error en el panel \"Depurador\" que dice" @@ -455,6 +478,3 @@ msgid "With the player working, we'll work on the enemy in the next lesson." msgstr "" "Con el jugador funcionando, trabajaremos con el enemigo en la próxima " "lección." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/first_2d_game/04.creating_the_enemy.po b/sphinx/po/es/LC_MESSAGES/getting_started/first_2d_game/04.creating_the_enemy.po index 2f79ce9a6d..6d4bd1cc70 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/first_2d_game/04.creating_the_enemy.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/first_2d_game/04.creating_the_enemy.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -180,6 +180,3 @@ msgstr "" "en una nueva escena. Haremos que los enemigos aparezcan al azar alrededor " "del tablero de juego y avanzaremos, convirtiendo nuestro proyecto en un " "juego jugable." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/first_2d_game/05.the_main_game_scene.po b/sphinx/po/es/LC_MESSAGES/getting_started/first_2d_game/05.the_main_game_scene.po index 3b5e28bb90..1a28b5d89c 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/first_2d_game/05.the_main_game_scene.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/first_2d_game/05.the_main_game_scene.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -35,8 +35,14 @@ msgid "" "Click the **Instance** button (represented by a chain link icon) and select " "your saved ``player.tscn``." msgstr "" -"Presiona el botón **Instanciar** (representado por el icono de una cadena) y " -"selecciona tu escena ``player.tscn``guardada." +"Haga clic en el botón **Instancia** (representado por un icono de enlace de " +"cadena) y seleccione su ``player.tscn`` guardado." + +msgid "" +"Now, add the following nodes as children of ``Main``, and name them as shown:" +msgstr "" +"Ahora agrega los siguientes nodos como hijos de ``Main``, y nómbralos como " +"se muestra:" msgid "" ":ref:`Timer ` (named ``MobTimer``) - to control how often mobs " @@ -66,6 +72,13 @@ msgstr "" ":ref:`Marker2D ` (llamado ``StartPosition``) - para indicar " "la posición inicial del jugador" +msgid "" +"Set the ``Wait Time`` property of each of the ``Timer`` nodes as follows " +"(values are in seconds):" +msgstr "" +"Ajustar la propiedad ``Wait Time`` (tiempo de espera) de cada nodo ``Timer`` " +"(temporizador) como se indica: **los valores son en segundos**" + msgid "``MobTimer``: ``0.5``" msgstr "``MobTimer``: ``0.5``" @@ -153,6 +166,13 @@ msgstr "" "mob_scene: PackedScene`` para permitirnos elegir la escena de enemigos que " "queremos instanciar." +msgid "" +"Click the ``Main`` node and you will see the ``Mob Scene`` property in the " +"Inspector under \"Main.gd\"." +msgstr "" +"Haz clic en el nodo ``Main`` (tu nodo principal) y verás la propiedad " +"``Mob`` en el Inspector bajo \"Script Variables\"." + msgid "You can assign this property's value in two ways:" msgstr "Puedes asignar el valor de esta propiedad de dos maneras:" @@ -160,7 +180,7 @@ msgid "" "Drag ``mob.tscn`` from the \"FileSystem\" dock and drop it in the **Mob " "Scene** property." msgstr "" -"Arrastra ``mob.tscn``del panel \"Sistema de Archivos\" y suéltalo en la " +"Arrastre ``mob.tscn`` desde el dock \"Sistema de archivos\" y suéltelo en la " "propiedad **Mob Scene**." msgid "" @@ -295,6 +315,3 @@ msgstr "" "¿Qué le falta a nuestro juego? Alguna interfaz de usuario. En la siguiente " "lección, agregaremos una pantalla de título y mostraremos la puntuación del " "jugador." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/first_2d_game/06.heads_up_display.po b/sphinx/po/es/LC_MESSAGES/getting_started/first_2d_game/06.heads_up_display.po index 56d602291e..eb73d1ee9c 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/first_2d_game/06.heads_up_display.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/first_2d_game/06.heads_up_display.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -231,6 +231,15 @@ msgstr "" msgid "Add the code below to ``HUD`` to update the score" msgstr "Agrega el siguiente código al ``HUD`` para actualizar la puntuación" +msgid "" +"Connect the ``pressed()`` signal of ``StartButton`` and the ``timeout()`` " +"signal of ``MessageTimer`` to the ``HUD`` node, and add the following code " +"to the new functions:" +msgstr "" +"Conecta la señal ``pressed()``de ``StartButton`` y la señal ``timeout()`` de " +"``MessageTimer`` al nodo ``HUD`` (interfaz), y agrega el siguiente código a " +"las nuevas funciones:" + msgid "Connecting HUD to Main" msgstr "Conectando HUD a Main" @@ -291,14 +300,6 @@ msgstr "" "de ``ready()`` si no lo haz hecho todavía, de otro modo el juego iniciará " "automáticamente." -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 "" -"¡Ahora estás listo para jugar! Haz clic en el botón \"Reproducir el " -"proyecto\". Se te pedirá que selecciones una escena principal, así que elige " -"``main.tscn``." - msgid "Removing old creeps" msgstr "Removiendo los viejos \"creeps\"" @@ -315,24 +316,6 @@ msgstr "" "los enemigos que se remuevan solos. Podemos hacer esto con la característica " "de \"grupos\"." -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 "" -"En la escena ``Mob``, selecciona el nodo raíz y haz clic en la pestaña " -"\"Node\" junto al Inspector (el mismo lugar donde encuentras las señales del " -"nodo). Al lado de \"Señales\", haz clic en \"Grupos\" y puedes escribir un " -"nuevo nombre de grupo y hacer clic en \"Añadir\"." - -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 "" -"Ahora todos los enemigos estarán en el grupo \"mobs\". Podremos entonces " -"agregar la siguiente línea a la función ``new_game()`` en ``Main``:" - 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." @@ -349,6 +332,3 @@ msgstr "" "El juego está casi terminado en este punto. En la siguiente y última parte, " "lo puliremos un poco agregando un fondo, música en bucle y algunos atajos de " "teclado." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/first_2d_game/07.finishing-up.po b/sphinx/po/es/LC_MESSAGES/getting_started/first_2d_game/07.finishing-up.po index d2edce589d..4ae873d7df 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/first_2d_game/07.finishing-up.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/first_2d_game/07.finishing-up.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -44,6 +44,13 @@ msgstr "" "\"Completo\" en la barra de herramientas arriba del viewport o en el " "inspector así cubrirá toda la pantalla." +msgid "" +"You could also add a background image, if you have one, by using a :ref:" +"`TextureRect ` node instead." +msgstr "" +"También puedes agregar una imagen de fondo, si tienes una, utilizando un " +"nodo :ref:`TextureRect ` en su lugar." + msgid "Sound effects" msgstr "Efectos de sonido" @@ -187,6 +194,3 @@ msgid "" msgstr "" "Y cuando estés listo, puedes pasar a :ref:`doc_your_first_3d_game` para " "aprender a crear un juego 3D completo desde cero, en Godot." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/first_2d_game/index.po b/sphinx/po/es/LC_MESSAGES/getting_started/first_2d_game/index.po index 4dfd9c7588..de9df722c0 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/first_2d_game/index.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/first_2d_game/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -144,6 +144,3 @@ msgstr "" msgid "Contents" msgstr "Contenido" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/first_3d_game/01.game_setup.po b/sphinx/po/es/LC_MESSAGES/getting_started/first_3d_game/01.game_setup.po index ae9599ba29..5d10b75d05 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/first_3d_game/01.game_setup.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/first_3d_game/01.game_setup.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -73,6 +73,29 @@ msgstr "" msgid "Setting up the playable area" msgstr "Configurando el área jugable" +msgid "" +"We're going to create our main scene with a plain :ref:`Node ` " +"as its root. In the *Scene* dock, click the *Add Child Node* button " +"represented by a \"+\" icon in the top-left and double-click on *Node*. Name " +"the node ``Main``. An alternate method to rename the node is to right-click " +"on *Node* and choose *Rename* (or :kbd:`F2`). Alternatively, to add a node " +"to the scene, you can press :kbd:`Ctrl + A` (:kbd:`Cmd + A` on macOS)." +msgstr "" +"Vamos a crear nuestra escena principal con un :ref:`Node ` " +"simple como raíz. En el panel *Escena*, haz clic en el botón *Agregar nodo* " +"representado por un icono \"+\" en la parte superior izquierda y haz doble " +"clic en *Nodo*. Nombra el nodo``Main`` (Principal). Otra forma de renombrar " +"un nodo es haciendo clic derecho y seleccionando *Renombrar* (o :kbd:`F2`). " +"Alternativamente, para agregar un nodo a la escena, puedes presionar :kbd:" +"`Ctrl + A` (o :kbd:`Cmd + A` en macOS)." + +msgid "" +"Save the scene as ``main.tscn`` by pressing :kbd:`Ctrl + S` (:kbd:`Cmd + S` " +"on macOS)." +msgstr "" +"Guarda la escena como ``main.tscn`` presionando :kbd:`Ctrl + s` (o :kbd:`Cmd " +"+ s` en 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 :" @@ -122,6 +145,20 @@ msgstr "" "grosor lo hace confiable para bloquear incluso objetos que se mueven " "rápidamente." +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 :ref:`BoxShape3D " +"` to expand the resource. Set its *Size* to ``60`` on the " +"X-axis, ``2`` for the Y-axis, and ``60`` for the Z-axis." +msgstr "" +"Una caja hecha con líneas aparecerá en el viewport con tres puntos naranjas. " +"Puedes hacer clic en ellos y arrastrarlos para editar las dimensiones de la " +"forma de manera interactiva. También podemos establecer el tamaño con " +"precisiónen el inspector. Haz clic en :ref:`BoxShape3D ` " +"para expandir el recurso. Ajusta su *Size* (tamaño o magnitud) a ``60`` en " +"el eje X, ``2`` para el eje Y, y ``60`` para el eje Z." + msgid "" "Collision shapes are invisible. We need to add a visual floor that goes " "along with it. Select the ``Ground`` node and add a :ref:`MeshInstance3D " @@ -152,6 +189,30 @@ msgstr "" "Debería ver una losa gris ancha que cubre la cuadrícula y los ejes azul y " "rojo en la ventana gráfica." +msgid "" +"We're going to move the ground down so we can see the floor grid. To do " +"this, the grid snapping feature can be used. Grid snapping can be activated " +"2 ways in the 3D editor. The first is by pressing the *Use Snap* button (or " +"pressing the :kbd:`Y` key). The second is by selecting a node, dragging a " +"handle on the gizmo **then** holding :kbd:`Ctrl` while still clicking to " +"enable snapping as long as :kbd:`Ctrl` is held." +msgstr "" +"Para visualizar la cuadrícula del suelo, será necesario desplazar el terreno " +"hacia abajo. Esto puede lograrse utilizando la función de ajuste a " +"cuadrícula. La activación del ajuste a cuadrícula puede realizarse de dos " +"formas en el editor 3D. La primera consiste en presionar el botón Usar " +"Ajuste (o la tecla :kbd:Y). La segunda implica seleccionar un nodo, " +"arrastrar un controlador del gizmo y **luego** mantener presionada la tecla :" +"kbd:`Ctrl`. El ajuste a la cuadrícula tendrá afecto solo mientras tenga " +"presionada la tecla :kbd:`Ctrl`." + +msgid "" +"Start by setting snapping with your preferred method. Then move the " +"``Ground`` node using the Y-axis (the green arrow on the gizmo)." +msgstr "" +"Comience por configurar el ajuste con el método que prefiera. Luego, mueva " +"el nodo ``Ground`` usando el eje Y (la flecha verde en el dispositivo)." + 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." @@ -190,6 +251,17 @@ msgstr "" "el nodo ``Main`` y agrega unn nodo hijo :ref:`DirectionalLight3D " "`." +msgid "" +"We need to move and rotate the :ref:`DirectionalLight3D " +"` node. 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 "" +"Necesitamos mover y rotar el nodo :ref:`DirectionalLight3D " +"`. Muévalo hacia arriba haciendo clic y " +"arrastrando la flecha verde del manipulador y haga clic y arrastre el arco " +"rojo para rotarlo alrededor del eje X, hasta que el suelo esté iluminado." + msgid "" "In the *Inspector*, turn on *Shadow -> Enabled* by clicking the checkbox." msgstr "" @@ -205,6 +277,3 @@ msgid "" msgstr "" "Ese es nuestro punto de partida. En la siguiente parte, trabajaremos en la " "escena del jugador y el movimiento base." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/first_3d_game/02.player_input.po b/sphinx/po/es/LC_MESSAGES/getting_started/first_3d_game/02.player_input.po index 80f5bf2132..4c009f2cef 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/first_3d_game/02.player_input.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/first_3d_game/02.player_input.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -107,19 +107,6 @@ 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 `__ and exported " -"it to GLTF." -msgstr "" -"Los archivos ``.glb`` contienen datos de escena 3D basados en la " -"especificación de código abierto GLTF 2.0. Son una alternativa moderna y " -"poderosa a un formato propietario como FBX, que también es soportado por " -"Godot. Para producir estos archivos, diseñamos el modelo en `Blender 3D " -"`__ y lo exportamos a GLTF." - 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 " @@ -142,12 +129,37 @@ 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. Make it a bit larger " +"by dragging the orange dot in the viewport. My sphere has a radius of about " +"``0.8`` meters." +msgstr "" +"Será la forma que use el motor de física para colisionar con el entorno, por " +"lo que queremos que se ajuste mejor al modelo 3D. Redúzcalo un poco " +"arrastrando el punto naranja en la ventana gráfica. Mi esfera tiene un radio " +"de unos ``0,8`` metros." + +msgid "" +"Then, move the collision shape up so its bottom roughly aligns with the " +"grid's plane." +msgstr "" +"Luego, mueva la forma hacia arriba para que su parte inferior se alinee " +"aproximadamente con el plano de la cuadrícula." + msgid "|image4|" msgstr "|image4|" msgid "image4" msgstr "image4" +msgid "" +"To make moving the shape easier, you can toggle the model's visibility by " +"clicking the eye icon next to the ``Character`` or the ``Pivot`` nodes." +msgstr "" +"Puedes alternar la visibilidad del modelo haciendo clic en el icono del ojo " +"junto a los nodos ``Character`` o ``Pivot``." + msgid "|image5|" msgstr "|image5|" @@ -207,6 +219,16 @@ msgstr "|image7|" msgid "image7" msgstr "image7" +msgid "" +"Godot projects come with some predefined actions designed for user interface " +"design (see above screenshot). These will become visible if you enable the " +"*Show Built-in Actions* toggle. We could use these here, but instead we're " +"defining our own to support gamepads. Leave *Show Built-in Actions* disabled." +msgstr "" +"Los proyectos de Godot vienen con algunas acciones predefinidas diseñadas " +"para el diseño de la interfaz de usuario, que podríamos usar aquí. Pero " +"estamos definiendo el nuestro para admitir mandos. Procura no activar nada." + msgid "" "We're going to name our actions ``move_left``, ``move_right``, " "``move_forward``, ``move_back``, and ``jump``." @@ -323,12 +345,3 @@ msgid "In the next part, we'll code and test the player's movement." msgstr "" "En el siguiente parte, vamos a programar y verificar el movimiento de " "jugador." - -msgid "image11" -msgstr "image11" - -msgid "image17" -msgstr "image17" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/first_3d_game/03.player_movement_code.po b/sphinx/po/es/LC_MESSAGES/getting_started/first_3d_game/03.player_movement_code.po index 9ed4a3e730..9768d22e0d 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/first_3d_game/03.player_movement_code.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/first_3d_game/03.player_movement_code.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -45,6 +45,18 @@ msgstr "" "cuidado de escribir los nombres de los métodos de manera precisa al conectar " "señales." +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. We set it to *Empty* because we want to write our own " +"code for player movement." +msgstr "" +"Haz clic derecho en el nodo ``Player`` y selecciona *Añadir Script* para " +"agregarle un nuevo script. En la ventana emergente, establece la *Plantilla* " +"a *Empty* antes de hacer clic en el botón *Crear*. La dejamos vacía (Empty) " +"porque queremos escribir nuestro propio código para el movimiento del " +"jugador." + msgid "|image0|" msgstr "|image0|" @@ -206,6 +218,9 @@ msgstr "" msgid "And that's all the code you need to move the character on the floor." msgstr "Y esto es todo el código necesario para mover el personaje en el piso." +msgid "Here is the complete ``player.gd`` code for reference." +msgstr "Aquí está el código completo de ``player.gd`` como referencia." + msgid "Testing our player's movement" msgstr "Probando el movimiento de nuestro personaje" @@ -263,12 +278,37 @@ msgstr "" msgid "Adding a camera" msgstr "Agregando una cámara" +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*. Create a new :ref:`Marker3D `, and " +"name it ``CameraPivot``. Select ``CameraPivot`` and add a child node :ref:" +"`Camera3D ` to it. Your scene tree should look similar to " +"this." +msgstr "" +"Agreguemos la cámara. Como lo hicimos con nuestro *Pivot* de *Player*\\ , " +"vamos a crear un esqueleto básico. Haz clic derecho en el nodo ``Main`` otra " +"vez y selecciona *Add Child Node*(Añadir nodo hijo). Crea un nuevo :ref:" +"`Marker3D ` y nómbralo ``CameraPivot``. Selecciona " +"``CameraPivot`` y añade un nodo :ref:`Camera3D ` como hijo " +"de esta. El árbol de la escena debería verse así." + msgid "|image3|" msgstr "|image3|" msgid "image3" msgstr "|image3|" +msgid "" +"Notice the *Preview* checkbox that appears in the top-left of the 3D view " +"when you have the *Camera* selected. You can click it to preview the in-game " +"camera projection." +msgstr "" +"Observe la casilla de verificación *Preview* que aparece en la parte " +"superior izquierda de la vista 3D cuando tiene la *Camera* seleccionada. " +"Puedes hacer clic en él para obtener una vista previa de la proyección de la " +"cámara del juego." + msgid "|image4|" msgstr "|image4|" @@ -318,6 +358,13 @@ msgstr "|image6|" msgid "image6" msgstr "image6" +msgid "" +"In the top view, make sure your *Camera3D* is selected and move the camera " +"about ``19`` units on the Z axis (drag the blue arrow)." +msgstr "" +"En la vista superior, asegúrese de que su *Camera3D* esté seleccionada y " +"mueva la cámara unas ``19`` unidades en el eje Z (arrastre la flecha azul)." + msgid "|image7|" msgstr "|image7|" @@ -415,6 +462,3 @@ msgid "" msgstr "" "Finalmente tenemos tanto el movimiento del jugador como la vista en su " "lugar. A continuación, trabajaremos en los monstruos." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/first_3d_game/04.mob_scene.po b/sphinx/po/es/LC_MESSAGES/getting_started/first_3d_game/04.mob_scene.po index 435e0ca601..fe35dae6b3 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/first_3d_game/04.mob_scene.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/first_3d_game/04.mob_scene.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -296,6 +296,14 @@ msgstr "" "`VisibleOnScreenNotifier3D ` al nodo " "``Mob``." +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:`Opt + 2` on macOS)." +msgstr "" +"Regresa a la vista en 3D haciendo clic en la etiqueta *3D* en la parte " +"superior del editor. También puedes presionar :kbd:`Ctrl + F2` (:kbd:`Alt + " +"2` en macOS)." + msgid "|image8|" msgstr "|image8|" @@ -327,6 +335,16 @@ msgstr "|image10|" msgid "image10" msgstr "image10" +msgid "" +"This will add a new function for you in your mob script, " +"``_on_visible_on_screen_notifier_3d_screen_exited()``. From it, call the " +"``queue_free()`` method. This function destroys the instance it's called on." +msgstr "" +"Esto agregará una nueva función en tu script mob, " +"``_on_visible_on_screen_notifier_3d_screen_exited()``. Desde allí, llame al " +"método ``queue_free()``. Esta función destruye la instancia a la que se " +"llama." + msgid "" "Our monster is ready to enter the game! In the next part, you will spawn " "monsters in the game level." @@ -334,5 +352,5 @@ msgstr "" "¡Nuestro monstruo está listo para entrar en el juego! En la siguente parte, " "generarás monstruos en el nivel del juego." -msgid "Translation status" -msgstr "Estado de la traducción" +msgid "Here is the complete ``mob.gd`` script for reference." +msgstr "Aqui está el script completo ``Mob.gd`` para referencia." diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/first_3d_game/05.spawning_mobs.po b/sphinx/po/es/LC_MESSAGES/getting_started/first_3d_game/05.spawning_mobs.po index 71954d375b..4c459c4846 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/first_3d_game/05.spawning_mobs.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/first_3d_game/05.spawning_mobs.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -529,7 +529,7 @@ msgid "" "line" msgstr "" "Observa que si quitas el ``Player`` de la escena principal, la siguiente " -"línea:" +"línea" msgid "gives an error because there is no $Player!" msgstr "dará error porque ¡ya no hay un $Player!" @@ -556,6 +556,3 @@ msgid "" msgstr "" "Por ahora, chocan y se deslizan entre sí cuando sus rutas se cruzan. " "Abordaremos esto en la próxima parte." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/first_3d_game/06.jump_and_squash.po b/sphinx/po/es/LC_MESSAGES/getting_started/first_3d_game/06.jump_and_squash.po index e3a6cb08f2..808f987eb6 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/first_3d_game/06.jump_and_squash.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/first_3d_game/06.jump_and_squash.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -469,6 +469,17 @@ msgstr "" "Estamos llamando a una función indefinida, ``mob.squash()``. Tenemos que " "agregarla a la clase Mob." +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 "" +"Abre el script ``Mob.gd`` haciendo doble clic en él en el panel *Sistema de " +"Archivos*. En la parte superior del script, queremos definir una nueva señal " +"llamada ``squashed``. Y en la parte inferior, puedes agregar la función " +"squash (aplastar), donde emitimos la señal y destruimos el enemigo." + msgid "" "When using C#, Godot will create the appropriate events automatically for " "all Signals ending with `EventHandler`, see :ref:`C# Signals " @@ -496,6 +507,3 @@ msgid "However, the player won't die yet. We'll work on that in the next part." msgstr "" "Sin embargo, el jugador aún no morirá. Trabajaremos en eso en la próxima " "parte." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/first_3d_game/07.killing_player.po b/sphinx/po/es/LC_MESSAGES/getting_started/first_3d_game/07.killing_player.po index b8b4db45e8..c6a5d90cac 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/first_3d_game/07.killing_player.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/first_3d_game/07.killing_player.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -204,13 +204,6 @@ msgstr "" "posible que necesites moverlas y redimensionarlas para lograr una mejor " "experiencia de juego." -msgid "" -"You can pat yourself in the back: you prototyped a complete 3D game, even if " -"it's still a bit rough." -msgstr "" -"Puedes darte palmaditas en la espalda: has creado un prototipo de un juego " -"completo en 3D, aunque todavía esté un poco áspero." - 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." @@ -233,10 +226,13 @@ msgstr "" msgid "Starting with ``main.gd``." msgstr "Empezando con ``main.gd``." +msgid "Next is ``mob.gd``." +msgstr "A continuación ``Mob.gd``." + +msgid "Finally, the longest script, ``player.gd``:" +msgstr "Por último, el script más largo, ``Player.gd``:" + msgid "See you in the next lesson to add the score and the retry option." msgstr "" "Nos vemos en la próxima lección para agregar la puntuación y la opción de " "volver a intentarlo." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/first_3d_game/08.score_and_replay.po b/sphinx/po/es/LC_MESSAGES/getting_started/first_3d_game/08.score_and_replay.po index 7c963e307f..6c5c1b6481 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/first_3d_game/08.score_and_replay.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/first_3d_game/08.score_and_replay.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -29,6 +29,16 @@ msgstr "" "mostrarla en pantalla utilizando una interfaz mínima. Utilizaremos una " "etiqueta de texto para hacerlo." +msgid "" +"In the main scene, add a new child node :ref:`Control ` to " +"``Main`` and name it ``UserInterface``. Ensure you are on the 2D screen, " +"where you can edit your User Interface (UI)." +msgstr "" +"En la escena principal, agrega un nuevo nodo :ref:`Control ` " +"como hijo de ``Main`` y nómbralo ``UserInterface``. Serás llevado " +"automáticamente a la pantalla 2D, donde podrás editar tu Interfaz de Usuario " +"(UI)." + msgid "Add a :ref:`Label ` node and name it ``ScoreLabel``" msgstr "Agrega un nodo :ref:`Label ` y nómbralo ``ScoreLabel``" @@ -126,6 +136,14 @@ msgstr "|image6|" msgid "image6" msgstr "image6" +msgid "" +"By default, a theme only has a few properties: *Default Base Scale*, " +"*Default Font* and *Default Font Size*." +msgstr "" +"De forma predeterminada, un tema solo tiene unas pocas propiedades: *Escala " +"base predeterminada*, *Fuente predeterminada* y *Tamaño de fuente " +"predeterminado*." + 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 " @@ -136,6 +154,15 @@ msgstr "" "obtener más información sobre cómo crear y editar temas, consulta :ref:" "`doc_gui_skinning`." +msgid "" +"The *Default Font* expects a font file like the ones you have on your " +"computer. Two common font file formats are TrueType Font (TTF) and OpenType " +"Font (OTF)." +msgstr "" +"Este campo espera un archivo de fuente como los que tienes en tu " +"computadora. Los archivos de fuente comunes son TrueType Font (TTF) y " +"OpenType Font (OTF)." + 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 " @@ -223,6 +250,13 @@ msgstr "" "nodo ``ScoreLabel`` la recibirá y llamará a la función " "``_on_mob_squashed()``." +msgid "" +"Head back to the ``score_label.gd`` script to define the " +"``_on_mob_squashed()`` callback function." +msgstr "" +"Regrese al script ``score_label.gd`` para definir la función de devolución " +"de llamada ``_on_mob_squashed()``." + msgid "There, we increment the score and update the displayed text." msgstr "Allí, incrementamos la puntuación y actualizamos el texto mostrado." @@ -505,12 +539,18 @@ msgstr "|image17|" msgid "image17" msgstr "image17" +msgid "Save the scene as ``music_player.tscn``." +msgstr "Guarda la escena como ``music_player.tscn``." + msgid "" -"We have to register it as an autoload. Head to the *Project -> Project " -"Settings…* menu and click on the *Autoload* tab." +"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 ``music_player." +"tscn``. Then, click the *Add* button on the right to register the node." msgstr "" -"Tenemos que registrarlo como una carga automática. Ve al menú *Proyecto -> " -"Configuración del proyecto...* y haz clic en la pestaña *Carga automática*." +"En el campo *Ruta*, desea ingresar la ruta a su escena. Haga clic en el " +"icono de la carpeta para abrir el explorador de archivos y haga doble clic " +"en ``music_player.tscn``. Luego, haga clic en el botón *Agregar* a la " +"derecha para registrar el nodo." msgid "|image18|" msgstr "|image18|" @@ -518,6 +558,14 @@ msgstr "|image18|" msgid "image18" msgstr "image18" +msgid "" +"``music_player.tscn`` now loads into any scene you open or play. So if you " +"run the game now, the music will play automatically in any scene." +msgstr "" +"``music_player.tscn`` ahora carga con cualquier escena que abras o ejecutes. " +"Así que si ejecutas el juego ahora, la música se reproducirá automáticamente " +"en cualquier escena." + 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: " @@ -564,6 +612,3 @@ msgstr "" msgid "Here is the complete ``main.gd`` script for reference." msgstr "Aquí está el script completo ``main.gd`` como referencia." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/first_3d_game/09.adding_animations.po b/sphinx/po/es/LC_MESSAGES/getting_started/first_3d_game/09.adding_animations.po index f739eb3607..938bc2cbdc 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/first_3d_game/09.adding_animations.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/first_3d_game/09.adding_animations.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -107,6 +107,16 @@ msgstr "" "Queremos que la animación comience a reproducirse automáticamente al inicio " "del juego. Además, debe repetirse en bucle." +msgid "" +"To do so, you can click the autoplay button (|Autoplay|) in the animation " +"toolbar and the looping arrows, respectively." +msgstr "" +"Para hacerlo, puedes hacer clic en el botón de reproducción automática " +"(autoplay) en la barra de herramientas de animaciones y las flechas de bucle." + +msgid "Autoplay" +msgstr "Reproducción automática" + msgid "|image5|" msgstr "|image5|" @@ -316,6 +326,12 @@ msgstr "" "en el eje X a ``-9`` grados. Una vez más, crea una clave para ambas " "propiedades." +msgid "|animation_final_keyframes|" +msgstr "|animation_final_keyframes|" + +msgid "animation_final_keyframes" +msgstr "animation_final_keyframes" + 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." @@ -541,6 +557,17 @@ msgstr "" "en Aceptar. Haz clic en el icono de *Pegar* (el portapapeles) y la animación " "debería aparecer en la ventana. Haz clic en Aceptar para cerrarla." +msgid "" +"Next, make sure that the autoplay button (|Autoplay|) and the looping arrows " +"(Animation looping) are also turned on in the animation editor in the bottom " +"panel. That's it; all monsters will now play the float animation." +msgstr "" +"Abre la escena *Player*, selecciona el nodo de animación y abre la animación " +"\"float\". A continuación, haz clic en **Animación > Copiar**. Luego abre el " +"archivo ``mob.tscn`` y abre su nodo de animación. Haz clic en **Animación > " +"Pegar**. Eso es todo. Ahora todos los monstruos reproducirán la animación " +"\"float\"." + 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 " @@ -556,11 +583,18 @@ msgstr "Y con eso, has terminado de programar tu primer juego completo en 3D." msgid "**Congratulations**!" msgstr "**Felicitaciones**!" +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 "" +"En la próxima parte, haremos un breve resumen de lo que aprendiste y te " +"proporcionaremos algunos enlaces para que puedas seguir aprendiendo. Pero " +"por ahora, aquí tienes los scripts completos de ``Player.gd`` y ``Mob.gd`` " +"para que puedas comparar tu código con ellos." + msgid "Here's the *Player* script." msgstr "Aqui está el script *Player*." msgid "And the *Mob*'s script." msgstr "Y el script *Mob*." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/first_3d_game/going_further.po b/sphinx/po/es/LC_MESSAGES/getting_started/first_3d_game/going_further.po index 23bfaa21c3..d0f88b6baf 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/first_3d_game/going_further.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/first_3d_game/going_further.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -47,6 +47,13 @@ msgstr "" "¿Por dónde deberías empezar? A continuación, encontrarás algunas páginas " "para comenzar a explorar y construir sobre lo que has aprendido hasta ahora." +msgid "" +"But before that, here's a link to download a completed version of the " +"project: ``_." +msgstr "" +"Pero antes de eso, aquí tienes un enlace para descargar una versión completa " +"del proyecto: ``_." + msgid "Exploring the manual" msgstr "Explorando el manual" @@ -102,6 +109,3 @@ msgid "" msgstr "" "Esperamos que hayas disfrutado de esta serie de tutoriales y estamos " "ansiosos por ver lo que lograrás utilizando Godot." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/first_3d_game/index.po b/sphinx/po/es/LC_MESSAGES/getting_started/first_3d_game/index.po index 00fb014083..490ba68f01 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/first_3d_game/index.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/first_3d_game/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -127,6 +127,3 @@ msgstr "" msgid "Contents" msgstr "Contenido" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/introduction/first_look_at_the_editor.po b/sphinx/po/es/LC_MESSAGES/getting_started/introduction/first_look_at_the_editor.po index d7066ea6c0..93cf5e1a0f 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/introduction/first_look_at_the_editor.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/introduction/first_look_at_the_editor.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,9 +11,6 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -msgid "First look at Godot's editor" -msgstr "Una primera mirada al editor de Godot" - 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." @@ -22,74 +19,17 @@ msgstr "" "vamos a ver diferentes pantallas principales y docks para ayudarte a " "orientarte." -msgid "" -"For a comprehensive breakdown of the editor's interface and how to use it, " -"see the :ref:`Editor manual `." -msgstr "" -"Por un comprensible desglose de la interfaz del editor y como usarla por " -"favor vea el :ref:`Editor manual `." - msgid "The Project Manager" msgstr "El Administrador de Proyectos" -msgid "" -"When you launch Godot, the first window you see is the Project Manager. In " -"the default tab **Local Projects**, you can manage existing projects, import " -"or create new ones, and more." -msgstr "" -"Al iniciar Godot, la primera ventana que aparece es el Administrador de " -"Proyectos. La pestaña por defecto, **Proyectos Locales**, puedes gestionar " -"los proyectos existentes, importar o crear otros nuevos y más." - -msgid "" -"At the top of the window, there is another tab named \"Asset Library " -"Projects\". The first time you go to this tab you'll see a \"Go Online\" " -"button. For privacy reasons the Godot project manager does not access the " -"internet by default. To change this click the \"Go Online button\", if you " -"want to change your network mode back to \"offline\" you can do so from the " -"project manager settings." -msgstr "" -"En la parte superior de la ventana, hay otra pestaña llamada \"Proyectos de " -"la Librería de Recursos\". La primera vez que accedas a esta pestaña, verás " -"un botón \"Conectarse\". Por motivos de privacidad, el gestor de proyectos " -"de Godot no accede a internet de forma predeterminada. Para cambiar esto, " -"haga clic en el botón \"Conectarse\". Si deseas volver al modo \"sin " -"conexión\", puedes hacerlo desde la configuración del gestor de proyectos." - msgid "" "To learn the Project Manager's ins and outs, read :ref:`doc_project_manager`." msgstr "" "Para familiarizarte con la interfaz del Proyect Manager, consulta :ref:" "`doc_project_manager`." -msgid "" -"From here use the language drop down menu to select your language. By " -"default, it is in English (EN)." -msgstr "" -"Aquí puedes seleccionar tu idioma del menú desplegable. Por defecto, está en " -"inglés (EN)." - -msgid "" -"When you open a new or an existing project, the editor's interface appears. " -"Let's look at its main areas." -msgstr "" -"Cuando abres un nuevo o un proyecto existente, la interfaz del editor " -"aparece. Vamos a ver cuales son sus principales áreas." - -msgid "" -"By default, it features **menus**, **main screens**, and playtest buttons " -"along the window's top edge." -msgstr "" -"Por predeterminado, en las funciones **menu**,**pantalla principal**, y el " -"botón de probar juego por el borde arriba de la ventana." - -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 "" -"En el centro está el **viewport** con su **Barra de herramientas** en la " -"parte superior, allí es donde se encuentran las herramientas para mover, " -"escalar o bloquear los objetos de la escena." +msgid "First look at Godot's editor" +msgstr "Una primera mirada al editor de Godot" msgid "" "On either side of the viewport sit the **docks**. And at the bottom of the " @@ -98,55 +38,9 @@ msgstr "" "A los lados del viewport, se encuentran los **paneles empotrables**. En la " "parte inferior se encuentra el **panel inferior**." -msgid "" -"The toolbar changes based on the context and selected node. Here is the 2D " -"toolbar." -msgstr "" -"La barra de herramientas cambia en base al contexto del nodo seleccionado. " -"Aquí está la barra de herramientas 2D." - -msgid "Below is the 3D one." -msgstr "Aquí está la de 3D." - -msgid "" -"Let's look at the docks. The **FileSystem** dock lists your project files, " -"including scripts, images, audio samples, and more." -msgstr "" -"Veamos los paneles empotrables. El panel **Sistema de archivos** lista los " -"archivos del proyecto, como ser scripts, imágenes, muestras de audio y más." - -msgid "The **Scene** dock lists the active scene's nodes." -msgstr "El panel **Escena**, lista los nodos de la escena activa." - -msgid "The **Inspector** allows you to edit the properties of a selected node." -msgstr "El **Inspector** permite editar las propiedades del nodo seleccionado." - -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 "" -"El **panel inferior** es el contenedor de la consola de depuración, el " -"editor de animaciones, el mezclador de audio y más. Estos elementos pueden " -"ocupar espacio valioso, es por eso que se encuentran ocultos por defecto." - -msgid "" -"When you click on one, it expands vertically. Below, you can see the " -"animation editor opened." -msgstr "" -"Cuando haces clic en uno, se expande verticalmente. A continuación, puede " -"ver el editor de animación abierto." - msgid "The four main screens" msgstr "Los cuatro espacios de trabajo" -msgid "" -"There are four main screen buttons centered at the top of the editor: 2D, " -"3D, Script, and AssetLib." -msgstr "" -"Hay cuatro botones de pantalla principal centrados en la parte superior del " -"editor: 2D, 3D, Script y 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." @@ -161,13 +55,6 @@ msgstr "" "En la **pantalla 3D**, puede trabajar con mallas, luces y niveles de diseño " "para juegos 3D." -msgid "" -"Notice the perspective button under the toolbar. Clicking on it opens a list " -"of options related to the 3D view." -msgstr "" -"Nota el botón perspectiva ubicado en la barra de herramientas. Este abre una " -"lista de opciones relacionadas con la vista 3D." - msgid "" "Read :ref:`doc_introduction_to_3d` for more detail about the **3D main " "screen**." @@ -182,13 +69,6 @@ msgstr "" "La \"pantalla de scripts\" es un editor completo con un depurador, " "autocompletado y referencia de código integrada." -msgid "" -"Finally, the **AssetLib** is a library of free and open source add-ons, " -"scripts, and assets to use in your projects." -msgstr "" -"Finalmente, **AssetLib** es la biblioteca de add-ons, scripts y recursos de " -"código abierto y gratuitos para utilizar en tus proyectos." - msgid "" "You can learn more about the asset library in :ref:`doc_what_is_assetlib`." msgstr "" @@ -217,6 +97,13 @@ msgstr "" msgid "Clicking on the Help menu and Search Help." msgstr "Presionando en Ayuda y Buscar en la Ayuda." +msgid "" +":kbd:`Ctrl + Click` (:kbd:`Cmd + Click` on macOS) on a class name, function " +"name, or built-in variable in the script editor." +msgstr "" +"Haciendo clic mientras se presiona la tecla :kbd:`Ctrl` en el nombre de una " +"clase, de una función o en una variable integrada en el editor de script." + 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." @@ -231,6 +118,3 @@ msgid "" msgstr "" "Doble click en un item abrirá la página correspondiente en la ventana de " "scripts." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/introduction/godot_design_philosophy.po b/sphinx/po/es/LC_MESSAGES/getting_started/introduction/godot_design_philosophy.po index da66d1411d..93282e8a63 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/introduction/godot_design_philosophy.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/introduction/godot_design_philosophy.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -42,14 +42,6 @@ msgstr "" "motor es bueno para tu proyecto, deberás probarlo por tí mismo y comprender " "su diseño y limitaciones." -msgid "" -"Please watch `Godot explained in 5 minutes `_ if you're looking for an overview of the engine's features." -msgstr "" -"Por favor mire `Godot explained in 5 minutes `_ si está buscando una descripción general de las " -"características del motor." - msgid "Object-oriented design and composition" msgstr "Diseño orientado a objetos y composición" @@ -292,6 +284,20 @@ msgstr "" "nuevas características creadas por los desarrolladores principales " "normalmente se enfocan primero en lo que beneficie a la mayoría." +msgid "" +"That said, although a handful of core developers work on it full-time, the " +"project has thousands of 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 "" +"Dicho esto, aunque un puñado de desarrolladores principales trabajan en él a " +"tiempo completo, el proyecto tiene más de 600 colaboradores en el momento de " +"escribir este artículo. Programadores voluntarios trabajan en " +"características que ellos mismos pueden necesitar, por lo que se verán " +"mejoras en todos los rincones del motor al mismo tiempo en cada versión " +"principal." + msgid "The Godot editor is a Godot game" msgstr "El editor de Godot es un juego de Godot" @@ -364,6 +370,3 @@ msgstr "" "unidad base para escenas 2D son los píxeles.** Aunque los motores están " "separados, puedes renderizar 2D en 3D, 3D en 2D, y superponer sprites 2D e " "interfaces sobre tu mundo 3D." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/introduction/index.po b/sphinx/po/es/LC_MESSAGES/getting_started/introduction/index.po index 5f4a377f78..bec36e27b2 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/introduction/index.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/introduction/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -32,6 +32,3 @@ msgstr "" "conceptos más esenciales del motor, lo guiaremos a través de la interfaz del " "editor y le daremos consejos para aprovechar al máximo su tiempo para " "aprenderlo." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/introduction/introduction_to_godot.po b/sphinx/po/es/LC_MESSAGES/getting_started/introduction/introduction_to_godot.po index 681a4d23c7..ab158db19a 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/introduction/introduction_to_godot.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/introduction/introduction_to_godot.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -94,8 +94,8 @@ msgstr "" msgid "You can find many more examples in the `official showcase videos`_." msgstr "" -"Puedes encontrar muchos más ejemplos en los `vídeos de presentación " -"oficiales`." +"Podrás encontrar muchos más ejemplos en los `videos oficiales de " +"presentación`_." msgid "How does it work and look?" msgstr "¿Cómo funciona y se ve?" @@ -142,11 +142,11 @@ msgid "" "lightweight syntax, or :ref:`C# `, which is popular " "in the games industry. These are the two main scripting languages we support." msgstr "" -"Puede codificar sus juegos usando: ref: `GDScript `, un lenguaje específico de Godot y estrechamente integrado con " -"una sintaxis ligera, o :ref: `C # `, que es " -"popular en la industria de los juegos. Estos son los dos lenguajes de " -"programación principales que admitimos." +"una sintaxis ligera, o :ref:`C # `, que es popular " +"en la industria de los juegos. Estos son los dos lenguajes de programación " +"principales que admitimos." msgid "" "With the GDExtension technology, you can also write gameplay or high-" @@ -215,7 +215,7 @@ msgid "" "We will provide you with more Godot-specific learning resources in :ref:" "`doc_learning_new_features`." msgstr "" -"Tienes recursos de aprendizaje más enfocados a Godot en: " +"Le proporcionaremos más recursos de aprendizaje específicos de Godot en :ref:" "`doc_learning_new_features`." msgid "" @@ -224,6 +224,3 @@ msgid "" msgstr "" "En la siguiente parte, vas a tener una vista a los conceptos esenciales del " "motor." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/introduction/key_concepts_overview.po b/sphinx/po/es/LC_MESSAGES/getting_started/introduction/key_concepts_overview.po index c9296052d9..08c369efa9 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/introduction/key_concepts_overview.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/introduction/key_concepts_overview.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -181,6 +181,3 @@ msgstr "" "Después de este \"pequeño\" desglose, tu probablemente tengas muchas " "preguntas.Ten paciencia con nosotros, tendrás muchas respuestas mientras " "atraviesas las serie de comenzando." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/introduction/learn_to_code_with_gdscript.po b/sphinx/po/es/LC_MESSAGES/getting_started/introduction/learn_to_code_with_gdscript.po index f91bf3bafc..a28e6e0dad 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/introduction/learn_to_code_with_gdscript.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/introduction/learn_to_code_with_gdscript.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -77,6 +77,3 @@ msgid "" msgstr "" "En la siguiente parte, vas a tener una vista a los conceptos esenciales del " "motor." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/introduction/learning_new_features.po b/sphinx/po/es/LC_MESSAGES/getting_started/introduction/learning_new_features.po index 0c5db5a8ca..bddf89b737 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/introduction/learning_new_features.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/introduction/learning_new_features.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -102,6 +102,16 @@ msgstr "" "suficiente, abra un Issue en el repositorio oficial GitHub `godot-docs " "`_ para informarlo." +msgid "" +"You can hold :kbd:`Ctrl` (macOS :kbd:`Cmd`) and then mouseover text like the " +"name of a class, property, method, signal, or constant to underline it, " +"then :kbd:`Ctrl + Click` (macOS :kbd:`Cmd + Click`) it to jump to it." +msgstr "" +"Puede pulsar Ctrl (tecla`Cmd` para macOS) y hacer clic en cualquier texto " +"subrayado, como el nombre de una clase, propiedad, método, señal o " +"constante, para acceder a él. Luego preciona la tecla`Ctrl + Clic` (tecla " +"`Cmd + Clic` en macOS) para cambiar la ventana." + msgid "Learning to think like a programmer" msgstr "Aprender a pensar como un programador" @@ -226,6 +236,26 @@ msgstr "" "sus escenas. Como resultado, debe pensar en esas escenas como parte de su " "código fuente." +msgid "" +"Also, please don't take a picture with your phone, the low quality and " +"screen reflections can make it hard to understand the image. Your operating " +"system should have a built-in tool to take screenshots with the :kbd:`PrtSc` " +"(Print Screen) key (macOS: use :kbd:`Cmd + Shift + 3` for a full screen " +"shot, `more information here `_)." +msgstr "" +"Además, no tome una foto con su teléfono, la baja calidad y los reflejos de " +"la pantalla pueden dificultar la comprensión de la imagen. Su sistema " +"operativo debe tener una herramienta integrada para tomar capturas de " +"pantalla con la tecla :kbd:`PrtSc` (Imprimir pantalla)." + +msgid "" +"Alternatively, you can use a program like `ShareX `_ " +"on Windows, or `FlameShot `_ on Linux." +msgstr "" +"Alternativamente, puede usar un programa como `ShareX `_ en Windows o `FlameShot `_ en Linux." + msgid "" "Sharing a video of your running game can also be really **useful to " "troubleshoot your game**. You can use programs like `OBS Studio \n" @@ -37,6 +37,3 @@ msgstr "" "juego desde cero. Al final, tendrá las bases necesarias para explorar más " "funciones en otras secciones. También incluimos enlaces a páginas que cubren " "un tema determinado en profundidad cuando corresponde." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/instancing.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/instancing.po index 207d86e340..9e0dd9dec0 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/instancing.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/instancing.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -48,6 +48,15 @@ msgstr "" "bola caiga y rebote en las paredes, un nodo :ref:`Sprite2D ` " "y un :ref:`CollisionShape2D `." +msgid "" +"Once you have saved a scene, it works as a blueprint: you can reproduce it " +"in other scenes as many times as you'd like. Replicating an object from a " +"template like this is called **instancing**." +msgstr "" +"Una vez guardada una escena, funciona como plantilla: puedes reproducirla en " +"otras escenas tantas veces como quieras. Replicar un objeto a partir de una " +"plantilla de este tipo se denomina **instanciación**." + msgid "" "As we mentioned in the previous part, instanced scenes behave like a node: " "the editor hides their content by default. When you instance the Ball, you " @@ -101,6 +110,13 @@ msgstr "" "Dentro del Administrador de Proyectos, haz clic en el botón *Importar* para " "importar el proyecto." +msgid "" +"In the pop-up that appears navigate to the folder you extracted. Double-" +"click the ``project.godot`` file to open it." +msgstr "" +"En la ventana emergente, haga clic en el botón Examinar y navegue hasta la " +"carpeta que extrajo." + msgid "Finally, click the Import & Edit button." msgstr "Finalmente, haga clic en el botón Importar y editar." @@ -197,14 +213,6 @@ msgstr "" "Cambiar una propiedad en una instancia siempre anula los valores de la " "escena empaquetada correspondiente." -msgid "" -"Let's try this. Open ``ball.tscn`` and select the Ball node. In the " -"Inspector on the right, click on the PhysicsMaterial property to expand it." -msgstr "" -"Intentemos esto. Abre ``ball.tscn`` y selecciona el nodo Ball. En el " -"Inspector de la derecha, haz clic en la propiedad PhysicsMaterial para " -"expandirla." - msgid "" "Set its Bounce property to ``0.5`` by clicking on the number field, typing " "``0.5``, and pressing :kbd:`Enter`." @@ -258,21 +266,6 @@ msgstr "" "Vuelva a ejecutar el juego y observe cómo esta bola ahora cae mucho más " "rápido que las otras." -msgid "" -"You may notice you are unable to change the values of the " -"``PhysicsMaterial`` of the ball. This is because ``PhysicsMaterial`` is a " -"resource, and needs to be made unique before you can edit it in a scene that " -"is linking to its original scene. To make a resource unique for one " -"instance, right-click on it in the Inspector and click Make Unique in the " -"contextual menu." -msgstr "" -"Puede que notes que no puedes cambiar los valores del ``PhysicsMaterial``de " -"la pelota. Esto se debe a que ``PhysicsMaterial``es un recurso y necesita " -"hacerse único antes de que puedas editarlo en una escena que está vinculada " -"a su escena original. Para hacer que un recurso sea único para una " -"instancia, haz clic derecho en él en el inspector y haz clic en \"Hacer " -"único\" en el menú contextual." - msgid "" "Resources are another essential building block of Godot games we will cover " "in a later lesson." @@ -406,6 +399,3 @@ msgid "" msgstr "" "Un lenguaje para pensar en la estructura de tu proyecto de juego de forma " "natural." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/nodes_and_scenes.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/nodes_and_scenes.po index e720697eea..8066e69654 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/nodes_and_scenes.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/nodes_and_scenes.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -115,6 +115,9 @@ msgstr "" "Además de actuar como nodos, las escenas tienen las siguientes " "características:" +msgid "They always have one root node, like the \"Player\" in our example." +msgstr "Siempre tienen un nodo raíz, como el \"Character\" en nuestro ejemplo." + msgid "You can save them to your local drive and load them later." msgstr "Puedes guardarlos en tu disco local y cargarlos más tarde." @@ -294,6 +297,15 @@ msgstr "" msgid "Setting the main scene" msgstr "Configurando la escena principal" +msgid "" +"To run our test scene, we used the Run Current Scene button. Another button " +"next to it allows you to set and run the project's main scene. You can " +"press :kbd:`F5` (:kbd:`Cmd + B` on macOS) to do so." +msgstr "" +"Para ejecutar nuestra escena de prueba, usamos el botón Reproducir escena. " +"Otro botón al lado le permite configurar y ejecutar la escena principal del " +"proyecto. Puede presionar :kbd:`F5` para hacerlo." + msgid "A popup window appears and invites you to select the main scene." msgstr "" "Aparece una ventana emergente que le invita a seleccionar la escena " @@ -331,6 +343,3 @@ msgid "" msgstr "" "En la siguiente parte, discutiremos otro concepto clave en los juegos y en " "Godot: crear instancias de una escena." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/scripting_first_script.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/scripting_first_script.po index 25f164e15a..9c29dd6207 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/scripting_first_script.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/scripting_first_script.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -340,6 +340,15 @@ msgstr "" "es una propiedad heredada de la clase ``Node2D``, la que ``Sprite2D`` " "extiende. Esta controla la rotación de nuestro nodo y funciona con radianes." +msgid "" +"In the code editor, you can Ctrl-click (Cmd-click on MacOS) on any built-in " +"property or function like ``position``, ``rotation``, or ``_process`` to " +"open the corresponding documentation in a new tab." +msgstr "" +"En el editor de código, puede presionar Ctrl + clic en cualquier función o " +"propiedad incorporada como ``position``, ``rotation`` o ``_process`` para " +"abrir la documentación correspondiente en una nueva pestaña." + msgid "Run the scene to see the Godot icon turn in-place." msgstr "Ejecute la escena para ver el ícono de Godot girar en su lugar." @@ -427,6 +436,3 @@ msgstr "Script completo" msgid "Here is the complete ``sprite_2d.gd`` file for reference." msgstr "Aquí está el archivo ``sprite_2d.gd`` completo como referencia." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/scripting_languages.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/scripting_languages.po index 84ea41f310..119173f9a0 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/scripting_languages.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/scripting_languages.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -262,10 +262,10 @@ msgid "" "ref:`some limitations apply `." msgstr "" "Actualmente los proyectos de Godot 4 escritos con C# no pueden ser " -"exportados a plataformas web. Si desea utilizar C# para exportar a esta " -"plataformas, considere utilizar Godot 3. Actualmente el soporte de las " -"plataformas Android y iOS esta disponible a partir de Godot 4.2, pero es " -"experimental y :ref:`se aplican algunas limitaciones " +"exportados a plataformas web. Para utilizar C# para exportar a esta " +"plataformas, considera utilizar Godot 3 en su lugar. Actualmente el soporte " +"de las plataformas Android y iOS esta disponible a partir de Godot 4.2, pero " +"es experimental y :ref:`se aplican algunas limitaciones " "`." msgid "" @@ -332,6 +332,3 @@ msgstr "" "Puede mezclar lenguajes, por ejemplo, para implementar algoritmos exigentes " "con C o C++ y escribir la mayor parte de la lógica del juego con GDScript o " "C#." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/scripting_player_input.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/scripting_player_input.po index 889cd9e6c4..078926027b 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/scripting_player_input.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/scripting_player_input.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -150,6 +150,15 @@ msgstr "" msgid "Moving when pressing \"up\"" msgstr "Moverse al presionar \"arriba\"" +msgid "" +"To only move when pressing a key, we need to modify the code that calculates " +"the velocity. Uncomment the code and replace the line starting with ``var " +"velocity`` with the code below." +msgstr "" +"Para movernos solo al pulsar una tecla, necesitamos modificar el código que " +"calcula la velocidad. Reemplace la línea que comienza con ``var velocity`` " +"con el siguiente código." + msgid "" "We initialize the ``velocity`` with a value of ``Vector2.ZERO``, another " "constant of the built-in ``Vector`` type representing a 2D vector of length " @@ -231,6 +240,3 @@ msgid "" msgstr "" "En la siguiente lección :ref:`doc_signals`, ampliaremos la relación entre " "scripts y nodos haciendo que nuestros nodos activen código en scripts." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/signals.po b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/signals.po index 82d18aad79..305c6f11f8 100644 --- a/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/signals.po +++ b/sphinx/po/es/LC_MESSAGES/getting_started/step_by_step/signals.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -49,6 +49,30 @@ msgstr "" "querrás que la barra refleje el cambio. Para hacerlo, en Godot usarías " "señales." +msgid "" +"Like methods (:ref:`class_callable`), signals are a first-class type since " +"Godot 4.0. This means you can pass them around as method arguments directly " +"without having to pass them as strings, which allows for better " +"autocompletion and is less error-prone. See the :ref:`class_signal` class " +"reference for a list of what you can do with the Signal type directly." +msgstr "" +"Al igual que los métodos (:ref:`class_callable`), las señales son un tipo de " +"primera clase desde Godot 4.0. Esto significa que puede pasarlas como " +"argumentos de método directamente sin tener que pasarlas como cadenas, lo " +"que permite un mejor autocompletado y es menos propenso a errores. Consulte " +"la referencia de la clase :ref:`class_signal` para obtener una lista de lo " +"que puede hacer con el tipo Signal directamente." + +msgid "" +"As mentioned in the introduction, signals are Godot's version of the " +"observer pattern. You can learn more about it in `Game Programming Patterns " +"`__." +msgstr "" +"Como se mencionó en la introducción, las señales son la versión de Godot del " +"patrón observador. Puedes aprender más sobre esto en `Patrones de " +"Programación de Guegos `__." + msgid "" "We will now use a signal to make our Godot icon from the previous lesson (:" "ref:`doc_scripting_player_input`) move and stop by pressing a button." @@ -84,6 +108,15 @@ msgstr "" msgid "Scene setup" msgstr "Configuración de la escena" +msgid "" +"To add a button to our game, we will create a new scene which will include " +"both a :ref:`Button ` and the ``sprite_2d.tscn`` scene we " +"created in the :ref:`doc_scripting_first_script` lesson." +msgstr "" +"Para agregar un botón a nuestro juego, crearemos una nueva escena principal " +"que incluirá tanto un :ref:`Button `como la escena ``sprite_2d." +"tscn`` que escribimos en la lección :ref:`doc_scripting_first_script`." + msgid "Create a new scene by going to the menu Scene -> New Scene." msgstr "Cree una nueva escena yendo al menú Escenas -> Nueva escena." @@ -212,15 +245,6 @@ msgstr "" "opciones. Puedes cambiar el modo en la parte inferior derecha de la ventana " "haciendo clic en el botón Avanzado." -msgid "" -"If you are using an external editor (such as VS Code) this automatic code " -"generation might not work. In this case you need to to connect the signal " -"via code as explained in the next section." -msgstr "" -"Si estás utilizando un editor externo (como VS Code), es posible que no " -"funcione la generación automática de código. En este caso, necesitas " -"conectar la señal mediante código como se explica en la siguiente sección." - msgid "" "Click the Connect button to complete the signal connection and jump to the " "Script workspace. You should see the new method with a connection icon in " @@ -420,6 +444,13 @@ msgstr "" "nodo. La línea ``visible = not visible``alterna el valor. Si ``visible`` es " "``true``, se vuelve ``false``, y vice-versa." +msgid "" +"If you run the Node2D scene now, you will see that the sprite blinks on and " +"off, at one second intervals." +msgstr "" +"Si ejecuta la escena ahora, verá que el sprite se enciende y se apaga, a " +"intervalos de un segundo." + msgid "Complete script" msgstr "Script completo" @@ -532,6 +563,3 @@ msgid "" msgstr "" "En la siguiente sección, :ref:`doc_your_first_2d_game`, crearás un juego 2D " "completo y pondrás en práctica todo lo que has aprendido hasta ahora." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/index.po b/sphinx/po/es/LC_MESSAGES/index.po index 048d16f876..8dff19bd0f 100644 --- a/sphinx/po/es/LC_MESSAGES/index.po +++ b/sphinx/po/es/LC_MESSAGES/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -15,13 +15,13 @@ msgid "About" msgstr "Acerca de" msgid "Getting started" -msgstr "Primeros pasos" +msgstr "Empezar" msgid "Manual" msgstr "Manual" msgid "Contributing" -msgstr "Contribuyendo" +msgstr "Contribuir" msgid "Community" msgstr "Comunidad" @@ -29,24 +29,21 @@ msgstr "Comunidad" msgid "Class reference" msgstr "Referencia de clase" -msgid "Godot Docs – *master* branch" -msgstr "Godot Docs – rama *maestra*" - msgid "" "Godot's documentation is available in various languages and versions. Expand " "the \"Read the Docs\" panel at the bottom of the sidebar to see the list." msgstr "" "La documentación de Godot está disponible en varios idiomas y versiones. " -"Expande el panel \"Leer la Documentación\" en la parte inferior de la barra " -"lateral para ver la lista." +"Expande el panel \"Read the Docs\" en la parte inferior de la barra lateral " +"para ver la lista." msgid "" "This documentation is translated from the `original English one `_ by community members on `Weblate `_." msgstr "" -"Esta documentación es traducida de la `original en inglés `_ por miembros de la comunidad en `Weblate " +"Esta documentación es traducida a partir de la `original en inglés `_ por miembros de la comunidad en `Weblate " "`_." msgid "" @@ -68,8 +65,8 @@ msgid "" msgstr "" "Por el momento, las traducciones localizadas sólo están disponibles para la " "rama \"estable\". Todavía puedes ver la documentación en inglés para otras " -"versiones del motor usando el panel de \"Leer la Documentación\" al final de " -"la barra lateral." +"versiones del motor usando el panel de \"Read the Docs\" al final de la " +"barra lateral." msgid "" "Welcome to the official documentation of `Godot Engine `_, help us `translate the documentation " +"`_ into your language, or " +"talk to us on the ``#documentation`` channel on the `Godot Contributors Chat " +"`_!" +msgstr "" +"Publica un \"issue\" o un \"pull request\" en el `repositorio de GitHub " +"`_ , ayúdanos a `traducir " +"la documentación `_ a tu " +"idioma, o habla con nosotros en el canal de ``#documentation`` en `Godot " +"Contributors Chat `_!" + msgid "weblate_widget" -msgstr "weblate_herramientas" +msgstr "weblate_widget" msgid "Translation status" msgstr "Estado de la traducción" msgid "Offline documentation" msgstr "Documentación sin conexión" + +msgid "" +"To browse the documentation offline, you can download an HTML copy (updated " +"every Monday): `stable `__, `latest " +"`__, `3.6 `__. Extract the ZIP archive then open the top-level ``index." +"html`` in a web browser." +msgstr "" +"Para ver la documentación sin conexión, puedes descargar una copia HTML(se " +"actualiza cada lunes): `estable `__, ` última " +"`__, `3.6 `__. Extrae el archivo ZIP y abre el archivo ``index.html`` " +"(accesible directamente, sin abrir ninguna otra carpeta dentro del zip) en " +"un navegador web." + +msgid "" +"For mobile devices or e-readers, you can also download an ePub copy (updated " +"every Monday): `stable `__, `latest " +"`__, `3.6 `__. Extract the ZIP archive then open the ``GodotEngine.epub`` " +"file in an e-book reader application." +msgstr "" +"Para dispositivos móviles o lectores electrónicos, también puedes descargar " +"una copia en formato ePub (se actualiza cada lunes): `estable `__, `última `__, `3.6 `__. Extrae el archivo ZIP " +"y abre el archivo ``GodotEngine.epub`` en una aplicación de lectura de " +"libros electrónicos (E-Book)." diff --git a/sphinx/po/es/LC_MESSAGES/sphinx.po b/sphinx/po/es/LC_MESSAGES/sphinx.po index 9fbd852bf3..5ccb6f8760 100644 --- a/sphinx/po/es/LC_MESSAGES/sphinx.po +++ b/sphinx/po/es/LC_MESSAGES/sphinx.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -18,13 +18,13 @@ msgid "Versions" msgstr "Versiones" msgid "On Read the Docs" -msgstr "En Leer la Documentación" +msgstr "Sobre Leer los documentos" msgid "Project Home" msgstr "Página del Proyecto" msgid "Builds" -msgstr "Generados" +msgstr "Estructura" msgid "Downloads" msgstr "Descargas" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_antialiasing.po b/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_antialiasing.po index 7ed9ee08fe..cb1e2e1cc3 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_antialiasing.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_antialiasing.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,6 +11,9 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" +msgid "2D antialiasing" +msgstr "**Antialiasing 2D:**" + msgid "" "Godot also supports antialiasing in 3D rendering. This is covered on the :" "ref:`doc_3d_antialiasing` page." @@ -78,6 +81,16 @@ msgstr "" "admiten un parámetro opcional ``antialiased``, que se puede establecer en " "``true`` al llamar a la función." +msgid "" +"These methods do not require MSAA to be enabled, which makes their " +"*baseline* performance cost low. In other words, there is no permanent added " +"cost if you're not drawing any antialiased geometry at some point." +msgstr "" +"Estos métodos no requieren que MSAA esté habilitado, lo que hace que su " +"costo de rendimiento *básico* sea bajo. En otras palabras, no hay ningún " +"coste añadido permanente si no dibujas ninguna geometría suavizada en algún " +"momento." + msgid "" "The downside of these antialiasing methods is that they work by generating " "additional geometry. If you're generating complex 2D geometry that's updated " @@ -142,16 +155,8 @@ msgstr "Alias causado por shaders 2D personalizados." msgid "Specular aliasing when using Light2D." msgstr "Alias especular al utilizar Light2D." -msgid "" -"MSAA can be enabled in the Project Settings by changing the value of the " -"**Rendering > Anti Aliasing > Quality > MSAA 2D** setting. It's important to " -"change the value of the **MSAA 2D** setting and not **MSAA 3D**, as these " -"are entirely separate settings." -msgstr "" -"MSAA se puede habilitar en la Configuración del Proyecto cambiando el valor " -"de la configuración **Renderizado > Antialiasing > Calidad > MSAA 2D**. Es " -"importante cambiar el valor de la configuración **MSAA 2D** y no **MSAA " -"3D**, ya que son configuraciones completamente independientes." +msgid "Aliasing in font rendering." +msgstr "Aliasing en el renderizado de fuentes." msgid "" "Comparison between no antialiasing (left) and various MSAA levels (right). " @@ -165,6 +170,3 @@ msgstr "" "superior derecha contiene 2 nodos TextureProgressBar. La parte inferior " "contiene 8 sprites de pixel art, 4 de ellos tocando los bordes (fondo verde) " "y 4 de ellos sin tocar los bordes (logotipo de Godot):" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po b/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po index 18df2d1663..74bb091d32 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -71,9 +71,6 @@ msgid "" msgstr "" ":ref:`LightOccluder2D ` (para generadores de sombras)" -msgid "Other 2D nodes that receive lighting, such as Sprite2D or TileMap." -msgstr "Otros nodos 2D que reciben iluminación, como Sprite2D o TileMap." - msgid "" ":ref:`CanvasModulate ` is used to darken the scene by " "specifying a color that will act as the base \"ambient\" color. This is the " @@ -105,15 +102,6 @@ msgstr "" "escena. El modo en que una luz funciona es sumando la textura seleccionada " "al resto de la escena para simular la iluminación." -msgid "" -":ref:`LightOccluder2Ds ` are used to tell the shader " -"which parts of the scene cast shadows. These occluders can be placed as " -"independent nodes or can be part of a TileMap node." -msgstr "" -"Los :ref:`LightOccluder2D ` se utilizan para decirle " -"al shader qué parte de la escena debe producir sombra. Estos elementos " -"pueden ubicarse como nodos independientes o ser parte de un nodo TileMap." - msgid "" "The shadows appear only on areas covered by the :ref:`PointLight2D " "` and their direction is based on the center of the :ref:" @@ -794,6 +782,3 @@ msgstr "" "desplegable junto a la propiedad **Material**. Elija **Nuevo " "CanvasItemMaterial**, haga clic en el material recién creado para editarlo y " "luego configure **Modo de fusión** en **Sumar**." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_meshes.po b/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_meshes.po index fdf0df25db..8564609505 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_meshes.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_meshes.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -117,6 +117,3 @@ msgid "" msgstr "" "Finalmente, presiona el botón ``Convertir a Mesh2D`` y tu Sprite2D será " "reemplazado:" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_movement.po b/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_movement.po index 9caa239329..b2f3f69116 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_movement.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_movement.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -27,9 +27,29 @@ msgstr "" "requerimientos especiales pero, en general, el movimiento en la mayoría de " "los juegos 2D está basado en una pequeña cantidad de estilos." +msgid "" +"We'll use :ref:`CharacterBody2D ` for these examples, " +"but the principles will apply to other node types (Area2D, RigidBody2D) as " +"well." +msgstr "" +"Utilizaremos :ref:`CharacterBody2D ` para estos " +"ejemplos, pero los principios aplican también a otros tipos de nodos " +"(Area2D, RigidBody2D)." + msgid "Setup" msgstr "Organización" +msgid "" +"Each example below uses the same scene setup. Start with a " +"``CharacterBody2D`` with two children: ``Sprite2D`` and " +"``CollisionShape2D``. You can use the Godot icon (\"icon.png\") for the " +"Sprite2D's texture or use any other 2D image you have." +msgstr "" +"Cada ejemplo mostrado debajo, usa la misma configuración de escena. Comienza " +"con un ``CharacterBody2D`` con dos hijos: ``Sprite2D`` y " +"``CollisionShape2D``. Puedes utilizar el ícono de Godot (\"icon.png\") o " +"cualquier otra imagen que tengas para la textura del Sprite2D." + msgid "" "Open ``Project -> Project Settings`` and select the \"Input Map\" tab. Add " "the following input actions (see :ref:`InputEvent ` for " @@ -54,6 +74,9 @@ msgstr "" "en inglés) viene del hecho de que el jugador se puede mover diagonalmente al " "presionar dos teclas al mismo tiempo." +msgid "Add a script to the character body and add the following code:" +msgstr "Añade un script al character body y agrega el siguiente código:" + msgid "" "In the ``get_input()`` function, we use :ref:`Input ` " "``get_vector()`` to check for the four key events and sum return a direction " @@ -101,6 +124,14 @@ msgstr "" "izquierda/derecha rota el personaje, mientras que arriba/abajo lo mueve " "hacia adelante y hacia atrás acorde a la dirección a la que apunta." +msgid "" +"Here we've added two variables to track our rotation direction and speed. " +"The rotation is applied directly to the body's ``rotation`` property." +msgstr "" +"Aquí hemos agregado dos variables nuevas para seguir la dirección de " +"rotación y velocidad. La rotación es aplicada directamente a la propiedad " +"``rotation`` del cuerpo." + msgid "" "To set the velocity, we use the body's ``transform.x`` which is a vector " "pointing in the body's \"forward\" direction, and multiply that by the speed." @@ -123,6 +154,16 @@ msgstr "" "siempre \"mirará hacia\" el puntero del ratón. El movimiento hacia adelante " "y hacia atras se mantiene igual." +msgid "" +"Here we're using the :ref:`Node2D ` ``look_at()`` method to " +"point the player towards the mouse's position. Without this function, you " +"could get the same effect by setting the angle like this:" +msgstr "" +"Aquí estamos usando el método ``look_at()`` de :ref:`Node2D ` " +"para que el personaje mire en la dirección en la que esté ratón. Sin esta " +"funcionalidad, podrías obtener el mismo efecto asignando el ángulo de la " +"siguiente forma:" + msgid "Click-and-move" msgstr "Clic y mover" @@ -180,6 +221,3 @@ msgstr "" "Puede descargar este proyecto de muestra aquí: `2d_movement_starter.zip " "`_" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_parallax.po b/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_parallax.po index a58e63782e..f19c3e3861 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_parallax.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_parallax.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,8 +11,448 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" +msgid "2D Parallax" +msgstr "Parallax 2D" + msgid "Introduction" msgstr "Introducción" -msgid "Translation status" -msgstr "Estado de la traducción" +msgid "" +"Parallax is an effect used to simulate depth by having textures move at " +"different speeds relative to the camera. Godot provides the :ref:" +"`Parallax2D` node to achieve this effect. It can still be " +"easy to get tripped up though, so this page provides in-depth descriptions " +"of some properties and how to fix some common mistakes." +msgstr "" +"Parallax es un efecto que se utiliza para simular profundidad haciendo que " +"las texturas se muevan a distintas velocidades en relación con la cámara. " +"Godot proporciona el nodo :ref:`Parallax2D` para lograr " +"este efecto. Sin embargo, puede ser fácil equivocarse, por lo que esta " +"página proporciona descripciones detalladas de algunas propiedades y cómo " +"solucionar algunos errores comunes." + +msgid "" +"This page only covers how to use :ref:`Parallax2D`. This " +"node is still experimental, so the implementation might change in future " +"versions of Godot. However, it is still recommended to use over the :ref:" +"`ParallaxLayer` and :ref:" +"`ParallaxBackground` nodes." +msgstr "" +"Esta página solo explica cómo utilizar :ref:`Parallax2D`. " +"Este nodo aún es experimental, por lo que la implementación podría cambiar " +"en futuras versiones de Godot. Sin embargo, se sigue recomendando su uso " +"sobre los nodos :ref:`ParallaxLayer` y :ref:" +"`ParallaxBackground`." + +msgid "Scroll scale" +msgstr "Escala de desplazamiento" + +msgid "" +"The backbone of the parallax effect is the :ref:`scroll_scale " +"` property. It works as a scroll-" +"speed multiplier, allowing layers to move at a different speed than the " +"camera for each axis set. A value of 1 makes the parallax node scroll at the " +"same speed as the camera. If you want your image to look further away when " +"scrolling, use a value lower than 1, with 0 bringing it to a complete stop. " +"If you want something to appear closer to the camera, use a value higher " +"than 1, making it scroll faster." +msgstr "" +"La columna vertebral del efecto de paralaje es la propiedad :ref:" +"`scroll_scale `. Funciona como un " +"multiplicador de velocidad de desplazamiento, lo que permite que las capas " +"se muevan a una velocidad diferente a la de la cámara para cada eje " +"establecido. Un valor de 1 hace que el nodo de paralaje se desplace a la " +"misma velocidad que la cámara. Si desea que su imagen se vea más lejana al " +"desplazarse, use un valor menor que 1, y 0 la detendrá por completo. Si " +"desea que algo aparezca más cerca de la cámara, use un valor mayor que 1, lo " +"que hará que se desplace más rápido." + +msgid "" +"The scene above is comprised of five layers. Some good :ref:`scroll_scale " +"` values might be:" +msgstr "" +"La escena anterior se compone de cinco capas. Algunos valores adecuados " +"para :ref:`scroll_scale ` podrían " +"ser:" + +msgid "``(0.7, 1)`` - Forest" +msgstr "``(0.7, 1)`` - Bosque" + +msgid "``(0.5, 1)`` - Hills" +msgstr "``(0.5, 1)`` - Colinas" + +msgid "``(0.3, 1)`` - Lower Clouds" +msgstr "``(0.3, 1)`` - Nubes Bajas" + +msgid "``(0.2, 1)`` - Higher Clouds" +msgstr "``(0.2, 1)`` - Nubes Altas" + +msgid "``(0.1, 1)`` - Sky" +msgstr "``(0.1, 1)`` - Cielo" + +msgid "" +"The video below displays how these values affect scrolling while in-game:" +msgstr "" +"El vídeo de abajo, muestra como esos valores afectan el desplazamiento en el " +"juego:" + +msgid "Infinite repeat" +msgstr "Repetición infinita" + +msgid "" +":ref:`Parallax2D` provides a bonus effect that gives " +"textures the illusion of repeating infinitely. :ref:" +"`repeat_size` tells the node to snap " +"its position forward or back when the camera scrolls by the set value. This " +"effect is achieved by adding a single repeat to all the child canvas items " +"offset by the value. While the camera scrolls between the image and its " +"repeat, it invisibly snaps back giving the appearance of a looping image." +msgstr "" +":ref:`Parallax2D` proporciona un efecto adicional que da a " +"las texturas la ilusión de repetirse infinitamente. :ref:" +"`repeat_size` le dice al nodo que " +"ajuste su posición hacia adelante o hacia atrás cuando la cámara se desplaza " +"según el valor establecido. Este efecto se logra agregando una única " +"repetición a todos los elementos del canvas(lienzo) secundario compensados " +"por el valor. Mientras la cámara se desplaza entre la imagen y su " +"repetición, retrocede de manera invisible dando la apariencia de una imagen " +"en bucle." + +msgid "" +"Being a delicate effect, it's easy for unfamiliar users to make mistakes " +"with their setup. Let's go over the \"how\" and \"why\" of a few common " +"problems users encounter." +msgstr "" +"Al ser un efecto delicado, es fácil que usuarios que no estén familiarizados " +"con el mismo cometan errores con su configuración. Repasemos el \"cómo\" y " +"el \"por qué\" de algunos problemas comunes que encuentran los usuarios." + +msgid "Poor sizing" +msgstr "Tamaño insuficiente" + +msgid "" +"The infinite repeat effect is easiest to work with when you have an image " +"designed to repeat seamlessly and is the same size or larger than your " +"viewport **before** setting the :ref:" +"`repeat_size`. If you aren't able to " +"obtain assets that are designed for this task, there are some other things " +"you can do to better prepare your image in regards to size." +msgstr "" +"Es más fácil trabajar con el efecto de repetición infinita cuando tienes una " +"imagen diseñada para repetirse sin problemas y es del mismo tamaño o más " +"grande que tu ventana gráfica **antes** de configurar el :ref:" +"`repeat_size`. Si no puedes obtener " +"recursos diseñados para esta tarea, hay otras cosas que puede hacer para " +"preparar mejor su imagen en cuestión de tamaño." + +msgid "Here is an example of a texture that is too small for its viewport:" +msgstr "Aquí hay un ejemplo de textura que es muy pequeña para su ventana:" + +msgid "" +"We can see that the viewport size is 500x300 but the texture is 288x208. If " +"we set the :ref:`repeat_size` to the " +"size of our image, the infinite repeat effect doesn't scroll properly " +"because the original texture doesn't cover the viewport. If we set the :ref:" +"`repeat_size` to the size of the " +"viewport, we have a large gap. What can we do?" +msgstr "" +"Podemos ver que el tamaño de la ventana gráfica es 500x300 pero la textura " +"es 288x208. Si configuramos :ref:" +"`repeat_size` al tamaño de nuestra " +"imagen, el efecto de repetición infinita no se desplaza correctamente porque " +"la textura original no cubre la ventana gráfica. Si configuramos :ref:" +"`repeat_size` según tamaño de la " +"ventana gráfica, tenemos un hueco grande. ¿Qué podemos hacer?" + +msgid "Make the viewport smaller" +msgstr "Hacer la ventana gráfica más pequeña" + +msgid "Scale the Parallax2D" +msgstr "Nivela el Parallax2D" + +msgid "" +"If you're not aiming for a pixel-perfect style, or don't mind a little " +"blurriness, you may opt to scale the textures larger to fit your screen. Set " +"the :ref:`scale` of the :ref:" +"`Parallax2D`, and all child textures scale with it." +msgstr "" +"Si no buscas un estilo perfecto en cuanto a píxeles o no te molesta que la " +"imagen se vea un poco borrosa, puedes optar por ampliar la escala de las " +"texturas para que se ajusten a tu pantalla. Establece la escala de " +"Parallax2D y todas las texturas secundarias se escalarán con ella." + +msgid "Scale the child nodes" +msgstr "Escala los modos hijo" + +msgid "" +"Similar to scaling the :ref:`Parallax2D`, you can scale " +"your :ref:`Sprite2D` nodes to be large enough to cover the " +"screen. Keep in mind that some settings like :ref:`Parallax2D." +"repeat_size` and :ref:`Sprite2D." +"region_rect` do not take scaling into " +"account, so it's necessary to adjust these values based on the scale." +msgstr "" +"Similar a ajustar la escala de la :ref: `Parallax2D`, " +"puedes escalar los nodos tus :ref: `Sprite2D` para que se " +"extiendan adecuadamente en la pantalla. Ten en mente que algunas opciones " +"como la :ref:`Parallax2D.repeat_size` " +"y la :ref: `Sprite2D.region_rect` no " +"toman en cuenta la escala, por lo que es necesario ajustar esos valores " +"basados en la escala." + +msgid "Repeat the textures" +msgstr "Repetir las texturas" + +msgid "" +"You can also start off on the right foot by preparing child nodes earlier in " +"the process. If you have a :ref:`Sprite2D` you'd like to " +"repeat, but is too small, you can do the following to repeat it:" +msgstr "" +"También puedes empezar con el pie derecho preparando los nodos secundarios " +"en una etapa anterior del proceso. Si tienes un :ref:" +"`Sprite2D` que te gustaría repetir, pero es demasiado " +"pequeño, puedes hacer lo siguiente para repetirlo:" + +msgid "" +"set :ref:`texture_repeat` to :ref:" +"`CanvasItem." +"TEXTURE_REPEAT_ENABLED`" +msgstr "" +"Establece :ref:`texture_repeat` " +"como :ref:`CanvasItem." +"TEXTURE_REPEAT_ENABLED`" + +msgid "" +"set :ref:`region_enabled` to ``true``" +msgstr "" +"Establece la :ref:`region_enabled` a " +"``true``" + +msgid "" +"set the :ref:`region_rect` to a " +"multiple of the size of your texture large enough to cover the viewport." +msgstr "" +"Establezca :ref:`region_rect` en un " +"múltiplo del tamaño de su textura lo suficientemente grande como para cubrir " +"la ventana gráfica." + +msgid "" +"Below, you can see that repeating the image twice makes it large enough to " +"cover the screen." +msgstr "" +"Debajo, puedes ver que repetir la imagen dos veces las hace lo " +"suficientemente largas para cubrir la pantalla." + +msgid "Poor positioning" +msgstr "Posicionado deficiente" + +msgid "" +"It's common to see users mistakenly set all of their textures to be centered " +"at ``(0,0)``:" +msgstr "" +"Es común ver a los usuarios centrar erróneamente sus texturas en ``(0,0)``:" + +msgid "" +"This creates problems with the infinite repeat effect and should be avoided. " +"The \"infinite repeat canvas\" starts at ``(0,0)`` and expands down and to " +"the right to the size of the :ref:" +"`repeat_size` value." +msgstr "" +"Esto crea problemas con el efecto de repetición infinita y se debe evitar. " +"El \"lienzo de repetición infinita\" comienza en ``(0,0)`` y se expande " +"hacia abajo y hacia la derecha hasta el tamaño del valor :ref:" +"`repeat_size`." + +msgid "" +"If the textures are centered on the ``(0,0)`` crossing, the infinite repeat " +"canvas is only partly covered, so it only partly repeats." +msgstr "" +"Si las texturas están centradas en ``(0,0)``, cruzando el \"canvas de " +"repetición infinita\" se cubre paracialmente, por lo que solo se repite " +"parcialmente." + +msgid "Would increasing ``repeat_times`` fix this?" +msgstr "¿Incrementar ``repeat_times`` arreglaría esto?" + +msgid "" +"Increasing :ref:`repeat_times` " +"technically *would* work in some scenarios, but is a brute force solution " +"and not the problem it is designed to solve (we'll go over this in a bit). A " +"better fix is to understand how the repeat effect works and set up the " +"parallax textures appropriately to begin with." +msgstr "" +"Incrementar :ref: `repeat_times_` " +"técnicamente *debería* funcionar en algunas situaciones, pero es una " +"solución muy forzada y no es la manera en la que debería ser resuelto " +"(repasaremos esto en un momento). Una mejor solución es entender como " +"funciona el efecto de repetir y configurar correctamente las texturas del " +"parallax para empezar." + +msgid "" +"First, check to see if any textures are spilling over onto the negative " +"parts of the canvas. Make sure the textures used in the parallax nodes fit " +"inside the \"infinite repeat canvas\" starting at ``(0,0)``. That way, if :" +"ref:`Parallax2D.repeat_size` is set " +"correctly, it should look something like this, with one single loop of the " +"image the same size or larger than the viewport:" +msgstr "" +"Primero, verifica si alguna textura se está desparramanso en las partes " +"negativas del canvas. Asegúrate de que las texturas usadas en los nodos " +"parallax encajan dentro del \"canvas de repetición infinita\" empezando en " +"``(0,0)``. De esta forma, si la :ref: `Parallax2D." +"repeat_size` se establece " +"correctamente, debería verse parecido a esto, con un solo bucle de la imagen " +"del mismo tamaño o de mayor longitud que el viewport:" + +msgid "" +"If you think of how the image scrolls across the screen, it starts by " +"displaying what's inside the red rectangle (determined by :ref:" +"`repeat_size`), and when it reaches " +"what's inside the yellow rectangle it zips the image forward to give the " +"illusion of scrolling forever." +msgstr "" +"Si piensas en cómo la imagen se desplaza a través de la pantalla, empieza " +"mostrando lo que hay dentro del rectángulo rojo (determinado por la :ref:" +"`repeat_size`) y cuando alcanza lo " +"que hay dentro del rectángulo amarillo comprime la imagen delantera para dar " +"la ilusión de un desplazarse eternamente." + +msgid "" +"If you have the image positioned away from the \"infinite repeat canvas\", " +"when the camera reaches the yellow rectangle, half of the image is cut off " +"before it jumps forward like in the image below:" +msgstr "" +"Si tienes la imagen posicionada lejos del \"canvas de repetición infinito\", " +"cuando la cámara alcance el rectángulo amarillo, la mitad de la imagen se " +"corta antes de saltar al a siguiente como en la imagen que se muestra abajo:" + +msgid "Scroll offset" +msgstr "Desplazar offset" + +msgid "" +"If your parallax textures are already working correctly, but you prefer it " +"to start at a different point, :ref:`Parallax2D` comes " +"with a :ref:`scroll_offset` " +"property used to offset where the infinite repeat canvas starts. As an " +"example, if your image is 288x208, setting the :ref:" +"`scroll_offset` to ``(-144,0)`` or " +"``(144,0)`` allows it to begin halfway across the image." +msgstr "" +"Si tus texturas parallax ya están funcionando correctamente, pero prefieres " +"empezar desde un punto diferente,la :ref:`Parallax2D` " +"viene con una propiedad :ref:" +"`scroll_offset` usada para colocar " +"el offset donde el \"Canvas de repetición infinita\" empieza. Como ejemplo, " +"si tu imagen mide 288x208, configurar la :ref: " +"`scroll_offset` a ``(-144,0)`` o " +"``(144,0)`` permite empezar a mitad de camino a través de la imagen." + +msgid "Repeat times" +msgstr "Repetir tiempos" + +msgid "" +"Ideally, following this guide, your parallax textures are large enough to " +"cover the screen even when zoomed out. Until now, we have had a perfectly " +"fitting 288x208 texture inside of a 288x208 viewport. However, problems " +"occur when we zoom out by setting the :ref:`Camera2D." +"zoom` to ``(0.5, 0.5)``:" +msgstr "" +"Idealmente, siguiendo esta guía, tus texturas paralajas van a ser " +"suficientemente grandes para cubrir la pantalla, inclusive cuando disminuyas " +"el zoom. Hasta ahora, hemos encajado perfectamente una textura 288x208 " +"dentro de una ventana gráfica de 288x208. De cualquier manera, pueden " +"ocurrir problemas cuando disminuyamos el zoom configurando la :ref: " +"`Camera2D.zoom` a ``(0.5, 0.5)``:" + +msgid "" +"Even though everything is correctly set for the viewport at the default zoom " +"level, zooming out makes it smaller than the viewport, breaking the infinite " +"repeat effect. This is where :ref:" +"`repeat_times` can help out. Setting " +"a value of ``3`` (one extra repeat behind and in front), it is now large " +"enough to accommodate the infinite repeat effect." +msgstr "" +"Aunque todo está configurado correctamente para la ventana gráfica en el " +"nivel de zoom predeterminado, al alejar la imagen, esta se hace más pequeña " +"que la ventana gráfica, lo que rompe el efecto de repetición infinita. Aquí " +"es donde :ref:`repeat_times` puede " +"ayudar. Al configurar un valor de ``3`` (una repetición adicional por " +"delante y por detrás), ahora es lo suficientemente grande como para acomodar " +"el efecto de repetición infinita." + +msgid "" +"If these textures were meant to be repeated vertically, we would have " +"specified a ``y`` value for the :ref:" +"`repeat_size`. The :ref:" +"`repeat_times` would automatically " +"add a repeat above and below as well. This is only a horizontal parallax, so " +"it leaves an empty block above and below the image. How do we solve this? We " +"need to get creative! In this example, we stretch the sky higher, and grass " +"sprite lower. The textures now support the normal zoom level and zooming out " +"to half size." +msgstr "" +"Si estas texturas se hubieran tenido que repetir verticalmente, habríamos " +"especificado un valor ``y`` para :ref:" +"`repeat_size`. :ref:" +"`repeat_times` también agregaría " +"automáticamente una repetición arriba y abajo. Esto es solo un paralaje " +"horizontal, por lo que deja un bloque vacío arriba y abajo de la imagen. " +"¿Cómo solucionamos esto? ¡Necesitamos ser creativos! En este ejemplo, " +"estiramos el cielo más arriba y el sprite de hierba más abajo. Las texturas " +"ahora admiten el nivel de zoom normal y la reducción a la mitad del tamaño." + +msgid "Split screen" +msgstr "Dividir la pantalla" + +msgid "" +"Most tutorials for making a split screen game in Godot begin by writing a " +"small script to assign the :ref:`Viewport." +"world_2d` of the first SubViewport to the " +"second, so they have a shared display. Questions often pop up about how to " +"share a parallax effect between both screens." +msgstr "" +"La mayoría de los tutoriales para crear un juego de pantalla dividida en " +"Godot comienzan escribiendo un pequeño script para asignar el :ref:`Viewport." +"world_2d` del primer SubViewport al " +"segundo, de modo que compartan una pantalla. A menudo surgen preguntas sobre " +"cómo compartir un efecto de paralaje entre ambas pantallas." + +msgid "" +"The parallax effect fakes a perspective by moving the positions of different " +"textures in relation to the camera. This is understandably problematic if " +"you have multiple cameras, because your textures can't be in two places at " +"once!" +msgstr "" +"El efecto parallax (paralaje) simula una perspectiva moviendo las posiciones " +"de diferentes textura en relación a la cámara. Esto es problemático si " +"tienes múltiples cámaras, porque nuestras texturas ¡no pueden estar en dos " +"lugares al mismo tiempo!" + +msgid "Previewing in the editor" +msgstr "Vista previa en el editor" + +msgid "" +"Prior to 4.3, the recommendation was to place every layer in their own :ref:" +"`ParallaxBackground`, enable the :ref:" +"`follow_viewport_enabled` " +"property, and scale the individual layer. This method has always been tricky " +"to get right, but is still achievable by using a :ref:" +"`CanvasLayer` instead of a :ref:" +"`ParallaxBackground`." +msgstr "" +"Antes de la 4.3, la recomendación era colocar cada capa en su propio :ref:" +"`ParallaxBackground`, activar la propiedad :ref:" +"`follow_viewport_enabled`, " +"y escalar la capa individual. Este método siempre ha sido difícil de " +"conseguir, pero todavía se puede lograr mediante el uso de un :ref:" +"`CanvasLayer` en lugar de un :ref:" +"`ParallaxBackground`." + +msgid "" +"Another recommendation is `KoBeWi's \"Parallax2D Preview\" addon `_. It provides a few different " +"preview modes and is very handy!" +msgstr "" +"Otra recomendación es el `addon KoBeWi's \"Parallax2D Preview\" `_. Provee unos cuantos modos de " +"vista previos distintos ¡y es muy práctico!" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po b/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po index e6a665300c..0cf04e3adf 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -355,6 +355,3 @@ msgstr "" "también puedes animar otras propiedades como la posición o la escala. La " "clase \"AnimationPlayer\" también puede ser usada con un \"AnimatedSprite\". " "Experimenta para ver qué es lo que mejor funciona para tus necesidades." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_transforms.po b/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_transforms.po index defcd77037..1376ebe350 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_transforms.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/2d/2d_transforms.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -182,6 +182,3 @@ msgstr "" "Usualmente es deseable crear eventos de entradas personalizados para el " "juego. Con lo aprendido anteriormente, para hacerlo de manera correcta en la " "ventana enfocada, se debe hacer lo siguiente:" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/2d/canvas_layers.po b/sphinx/po/es/LC_MESSAGES/tutorials/2d/canvas_layers.po index 4477934ba8..daa866a536 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/2d/canvas_layers.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/2d/canvas_layers.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -152,6 +152,3 @@ msgstr "" "son dibujados *detrás* de los que están más abajo en el viewport. Nodos 2D " "también tienen la propiedad :ref:`CanvasItem.z_index " "` para controlar el orden de dibujado." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po b/sphinx/po/es/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po index 43ca76777d..87ea451bfc 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -17,6 +17,20 @@ msgstr "Dibujos personalizados en 2D" msgid "Introduction" msgstr "Introducción" +msgid "" +"Godot has nodes to draw sprites, polygons, particles, text, and many other " +"common game development needs. However, if you need something specific not " +"covered with the standard nodes you can make any 2D node (for example, :ref:" +"`Control ` or :ref:`Node2D `-based) draw on " +"screen using custom commands." +msgstr "" +"Godot posee nodos para dibujar sprites, polígonos, partículas, etc., para la " +"mayoría de los casos eso es suficiente, pero no siempre. Antes de desesperar " +"al ver que no existe un nodo para dibujar algo *específico*, es bueno saber " +"que es posible hacer que cualquier nodo 2D (ya sea uno basado en :ref:" +"`Control ` o :ref:`Node2D ` ) puede aceptar " +"comandos de dibujo personalizados. Esto es muy fácil de hacer." + msgid "" "Custom drawing in a 2D node is *really* useful. Here are some use cases:" msgstr "" @@ -30,6 +44,16 @@ msgstr "" "Dibujar formas o lógica que los nodos existentes no pueden hacer, como una " "imagen con estelas o un polígono animado especial." +msgid "" +"Drawing a large number of simple objects, such as a grid or a board for a 2d " +"game. Custom drawing avoids the overhead of using a large number of nodes, " +"possibly lowering memory usage and improving performance." +msgstr "" +"Dibujar un gran número de objetos simples, como una cuadricula o un tablero " +"para un juego 2D. El dibujo personalizado evita la sobrecarga del uso de " +"nodos lo que lo hace menos intensivo en el uso de memoria y potencialmente " +"más rápido." + msgid "" "Making a custom UI control. There are plenty of controls available, but when " "you have unusual needs, you will likely need a custom control." @@ -41,9 +65,47 @@ msgstr "" msgid "Drawing" msgstr "Dibujando" +msgid "" +"Add a script to any :ref:`CanvasItem ` derived node, like :" +"ref:`Control ` or :ref:`Node2D `. Then override " +"the :ref:`_draw()` function." +msgstr "" +"Agrega un script a cualquier nodo derivado de :ref:`CanvasItem " +"`, como :ref:`Control ` o :ref:`Node2D " +"`. Luego sobreescribe la función " +"``_draw()``." + +msgid "" +"Draw commands are described in the :ref:`CanvasItem ` " +"class reference. There are plenty of them and we will see some of them in " +"the examples below." +msgstr "" +"Los comandos están descriptos en la referencia de la clase :ref:`CanvasItem " +"`. Hay varios de ellos y los veremos algunos en los " +"siguientes ejemplos." + msgid "Updating" msgstr "Actualizando" +msgid "" +"The :ref:`_draw ` function is only " +"called once, and then the draw commands are cached and remembered, so " +"further calls are unnecessary." +msgstr "" +"La función :ref:`_draw ` es llamada " +"una vez, luego, los comandos de dibujo se almacenan en caché y se recuerdan, " +"de modo que las llamadas adicionales son innecesarias." + +msgid "" +"If re-drawing is required because a variable or something else changed, " +"call :ref:`CanvasItem.queue_redraw ` " +"in that same node and a new ``_draw()`` call will happen." +msgstr "" +"Si es necesario redibujar porque una variable o alguna otra cosa ha " +"cambiado, llama :ref::ref:`CanvasItem.queue_redraw " +"` en el nodo y se llamará de nuevo a " +"``_draw()``." + msgid "" "Here is a little more complex example, where we have a texture variable that " "can be modified at any time, and using a :ref:" @@ -68,6 +130,18 @@ msgstr "" "``Inspector``. Al cambiar el valor de la propiedad ``Textura`` mientras se " "ejecuta el script anterior, la textura también cambiará automáticamente." +msgid "" +"In some cases, we may need to redraw every frame. For this, call :ref:" +"`queue_redraw ` from the :ref:" +"`_process ` method, like this:" +msgstr "" +"En algunos casos, podríamos necesitar redibujar en cada frame. Para esto, " +"llama :ref:`queue_redraw ` desde el " +"método :ref:`_process ` tal que así:" + +msgid "Coordinates and line width alignment" +msgstr "Coordenadas y ancho de línea" + msgid "" "The drawing API uses the CanvasItem's coordinate system, not necessarily " "pixel coordinates. This means ``_draw()`` uses the coordinate space created " @@ -105,6 +179,16 @@ msgstr "" msgid "Antialiased drawing" msgstr "Dibujo antialiasing" +msgid "" +"Godot offers method parameters in :ref:" +"`draw_line` to enable antialiasing, but " +"not all custom drawing methods offer this ``antialiased`` parameter." +msgstr "" +"Godot ofrece parámetros de método en :ref:`draw_line " +"` para habilitar el antialiasing, pero no " +"todos los métodos personalizados de dibujo ofrecen este parámetro " +"``suavizado``." + msgid "" "For custom drawing methods that don't provide an ``antialiased`` parameter, " "you can enable 2D MSAA instead, which affects rendering in the entire " @@ -130,6 +214,15 @@ msgstr "" msgid "Tools" msgstr "Herramientas" +msgid "" +"Drawing your own nodes might also be desired while running them in the " +"editor. This can be used as a preview or visualization of some feature or " +"behavior." +msgstr "" +"Dibujar tus propios nodos también puede ser conveniente mientras los " +"ejecutas en el editor. Esto puede usarse como una preview o visualización de " +"alguna funcionalidad o comportamiento del mismo." + msgid "" "To do this, you can use the :ref:`tool annotation` " "on both GDScript and C#. See :ref:`the example " @@ -144,23 +237,21 @@ msgstr "" msgid "Example 1: drawing a custom shape" msgstr "Ejemplo 1: dibujando una figura personalizada" +msgid "" +"We will now use the custom drawing functionality of the Godot Engine to draw " +"something that Godot doesn't provide functions for. We will recreate the " +"Godot logo but with code- only using drawing functions." +msgstr "" +"Ahora usaremos la funcionalidad de dibujo personalizado de Godot Engine para " +"dibujar algo para lo que Godot no ofrece ninguna función. Recrearemos el " +"logo de Godot pero con código, utilizando únicamente las funciones de dibujo." + msgid "You will have to code a function to perform this and draw it yourself." msgstr "" "Tendrá que programar una función para realizar esto y dibujarla Ud. mismo." -msgid "" -"The following instructions use a fixed set of coordinates that could be too " -"small for high resolution screens (larger than 1080p). If that is your case, " -"and the drawing is too small consider increasing your window scale in ``Menu " -"> Project > Project settings > display/window/stretch/scale`` to adjust the " -"project to a higher resolution (a 2 or 4 scale tends to work well)." -msgstr "" -"Las siguientes instrucciones utilizan un conjunto fijo de coordenadas que " -"podría ser demasiado pequeño para pantallas de alta resolución (más de " -"1080p). Si ese es su caso y el dibujo es demasiado pequeño, considere " -"aumentar la escala de su ventana en ``Menú Proyecto > Ajustes del " -"proyecto... > Mostrar/Ventana/Escalado/Escala`` para ajustar el proyecto a " -"una resolución más alta (una escala de 2 o 4). tiende a funcionar bien)." +msgid "Drawing a custom polygon shape" +msgstr "Dibujando una forma de un polígono personalizada" msgid "" "While there is a dedicated node to draw custom polygons ( :ref:`Polygon2D " @@ -212,6 +303,9 @@ msgstr "" "`draw_polygon ` y pasaremos los puntos " "(como una matriz de coordenadas Vector2) y su color, de esta manera:" +msgid "When running it you should see something like this:" +msgstr "Al ejecutarse deberías ver algo como esto:" + msgid "" "Note the lower part of the logo looks segmented- this is because a low " "amount of points were used to define that part. To simulate a smooth curve, " @@ -233,6 +327,9 @@ msgstr "" "Los polígonos siempre **conectarán su último punto definido con el primero** " "para tener una forma cerrada." +msgid "Drawing connected lines" +msgstr "Dibujar líneas conectadas" + msgid "" "Drawing a sequence of connected lines that don't close down to form a " "polygon is very similar to the previous method. We will use a connected set " @@ -265,17 +362,8 @@ msgstr "" "` para dibujar la línea, de la " "siguiente manera:" -msgid "" -"Unlike ``draw_polygon()``, polylines can only have a single unique color for " -"all its points (the second argument). This method has 2 additional " -"arguments: the width of the line (which is as small as possible by default) " -"and enabling or disabling the anti-aliasing (it is disabled by default)." -msgstr "" -"A diferencia de ``draw_polygon()``, las líneas poligonales sólo pueden tener " -"un color único para todos sus puntos (el segundo argumento). Este método " -"tiene 2 argumentos adicionales: el ancho de la línea (que es lo más pequeño " -"posible por defecto) y habilitar o deshabilitar el suavizado (está " -"deshabilitado por defecto)." +msgid "You should get the following output:" +msgstr "Deberías obtener la siguiente salida:" msgid "" "The order of the ``_draw`` calls is important- like with the Node positions " @@ -299,6 +387,9 @@ msgstr "" "`Color ` para conocer otras constantes y formas de definir " "colores." +msgid "Drawing circles" +msgstr "Dibujando círculos" + msgid "" "To create the eyes, we are going to add 4 additional calls to draw the eye " "shapes, in different sizes, colors and positions." @@ -317,6 +408,9 @@ msgstr "" "un :ref:`Vector2` con las coordenadas de su centro, el " "segundo es su radio y el tercero es su color:" +msgid "When executing it, you should have something like this:" +msgstr "Al ejecutarse deberías ver algo como esto:" + msgid "" "For partial, unfilled arcs (portions of a circle shape between certain " "arbitrary angles), you can use the method :ref:`draw_arc " @@ -326,6 +420,9 @@ msgstr "" "ciertos ángulos arbitrarios), puede usar el método :ref:`draw_arc " "`." +msgid "Drawing lines" +msgstr "Dibujar líneas" + msgid "" "To draw the final shape (the nose) we will use a line to approximate it." msgstr "" @@ -354,6 +451,9 @@ msgstr "" "llamada, utilizando el método :ref:`draw_multiline " "`." +msgid "Drawing text" +msgstr "Dibujando texto" + msgid "" "While using the :ref:`Label ` Node is the most common way to " "add text to your application, the low level `_draw` function includes " @@ -382,6 +482,9 @@ msgstr "" "personalizada) y luego pasamos los siguientes parámetros: fuente, posición, " "texto, alineación horizontal, ancho y tamaño de fuente." +msgid "You should see the following on your screen:" +msgstr "Deberías ver lo siguiente en tu pantalla:" + msgid "" "Additional parameters as well as other methods related to text and " "characters can be found on the :ref:`CanvasItem ` class " @@ -504,6 +607,9 @@ msgstr "" "cierra la boca, cambiando el ancho de la línea de su boca y siga una curva " "sinusoidal (:ref:`sin`):" +msgid "It will look somewhat like this when run:" +msgstr "Debería verse similar a esto al ejecutarse:" + msgid "" "Please note that ``_mouth_width`` is a user defined property like any other " "and it or any other used as a drawing argument can be animated using more " @@ -520,6 +626,9 @@ msgstr "" "necesita una llamada ``queue_redraw()`` para aplicar esos cambios y que se " "muestren en la pantalla." +msgid "Example 2: drawing a dynamic line" +msgstr "Ejemplo 2: dibujando una linea dinámica" + msgid "" "The previous example was useful to learn how to draw and modify nodes with " "custom shapes and animations. This could have some advantages, such as using " @@ -585,6 +694,16 @@ msgstr "" "verde de 10 píxeles de ancho entre la esquina superior izquierda y la " "posición obtenida." +msgid "" +"The width, color, and position of the starting point can be configured with " +"with the corresponding properties." +msgstr "" +"El ancho, color y posición del punto inicial pueden ser configurados con las " +"propiedades correspondientes." + +msgid "It should look like this when run:" +msgstr "Debería verse como esto al ejecutarse:" + msgid "Drawing an arc between 2 points" msgstr "Dibujar un arco entre 2 puntos" @@ -658,6 +777,3 @@ msgstr "" "diferentes resultados: cambia el color, el ancho, el antialiasing y aumenta " "el número de segmentos para aumentar la suavidad de la curva, a costa de un " "rendimiento adicional." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/2d/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/2d/index.po index a5bf3cd39a..1cd63db1be 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/2d/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/2d/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,11 +14,11 @@ msgstr "" msgid "2D" msgstr "2D" +msgid "Rendering" +msgstr "Renderizado" + msgid "Physics and movement" msgstr "Física y movimiento" msgid "Tools" msgstr "Herramientas" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/2d/introduction_to_2d.po b/sphinx/po/es/LC_MESSAGES/tutorials/2d/introduction_to_2d.po new file mode 100644 index 0000000000..1c9b34ceb7 --- /dev/null +++ b/sphinx/po/es/LC_MESSAGES/tutorials/2d/introduction_to_2d.po @@ -0,0 +1,15 @@ +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.3\n" +"Report-Msgid-Bugs-To: \n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: es\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +msgid "Coordinate system" +msgstr "Sistema de Coordenadas" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/2d/particle_systems_2d.po b/sphinx/po/es/LC_MESSAGES/tutorials/2d/particle_systems_2d.po index c74c27132f..846bfa9daa 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/2d/particle_systems_2d.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/2d/particle_systems_2d.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -96,6 +96,21 @@ msgstr "" msgid "ParticleProcessMaterial" msgstr "ParticleProcessMaterial" +msgid "" +"To add a process material to your particles node, go to ``Process Material`` " +"in your inspector panel. Click on the box next to ``Material``, and from the " +"dropdown menu select ``New ParticleProcessMaterial``." +msgstr "" +"Para agregar un material de procesado al nodo de partículas, ve a ``Process " +"Material`` en el panel del inspector. Haz clic en la casilla junto a " +"``Material`` y selecciona ``New ParticleProcessMaterial`` en el menú " +"desplegable." + +msgid "Your GPUParticles2D node should now be emitting white points downward." +msgstr "" +"Tu nodo GPUParticles2D ahora debería estar emitiendo puntos blancos hacia " +"abajo." + msgid "Texture" msgstr "Textura" @@ -113,6 +128,9 @@ msgstr "" msgid "The texture is set via the **Texture** property:" msgstr "La textura es definida en la propiedad **Textura**:" +msgid "Using an animation flipbook" +msgstr "Usando AnimationTree" + msgid "" "Particle flipbooks are suited to reproduce complex effects such as smoke, " "fire, explosions. They can also be used to introduce random texture " @@ -143,6 +161,9 @@ msgstr "" "esta textura con 5 columnas y 7 filas (haga clic derecho y elija **Guardar " "como…**):" +msgid "Particle flipbook texture example" +msgstr "Ejemplo de partícula que usa un flipbook" + msgid "" "Credit: `JoesAlotofthings `__ (CC BY 4.0)" @@ -221,6 +242,13 @@ msgstr "Tiempo de vida: 4.0" msgid "One Shot" msgstr "One Shot (Una Vez)" +msgid "" +"When enabled, a GPUParticles2D node will emit all of its particles once and " +"then never again." +msgstr "" +"Cuando está habilitado, un nodo GPUParticles2D emitirá todas sus partículas " +"una vez y después nunca más." + msgid "Preprocess" msgstr "Preprocess (Preproceso)" @@ -333,6 +361,20 @@ msgstr "" "superior izquierda del rectángulo de visibilidad, relativo al emisor de " "partículas." +msgid "" +"You can have Godot generate a Visibility Rect automatically using the " +"toolbar above the 2d view. To do so, select the GPUParticles2D node and " +"Click ``Particles > Generate Visibility Rect``. Godot will simulate the " +"Particles2D node emitting particles for a few seconds and set the rectangle " +"to fit the surface the particles take." +msgstr "" +"Puedes hacer que Godot genere un Rectángulo de Visibilidad automáticamente " +"usando la barra de herramientas en la parte superior de la vista 2D. Para " +"ello, selecciona el nodo GPUParticles2D y haz clic en ``Particles > Generate " +"Visibility Rect``. Godot simulará el nodo Particles2D emitiendo partículas " +"por unos segundos y creará un rectángulo que se ajuste a la superficie " +"ocupada por las partículas." + msgid "" "You can control the emit duration with the ``Generation Time (sec)`` option. " "The maximum value is 25 seconds. If you need more time for your particles to " @@ -377,6 +419,9 @@ msgstr "" "de emisión (por defecto). ``Lifetime`` significa que se dibujan en el orden " "de la vida restante." +msgid "ParticleProcessMaterial settings" +msgstr "Ajustes del material de procesado de partículas" + msgid "Direction" msgstr "Dirección" @@ -521,6 +566,9 @@ msgstr "Color" msgid "Used to change the color of the particles being emitted." msgstr "Permite cambiar el color de las partículas emitidas." +msgid "Hue Variation" +msgstr "Hue variation (Variación de tono)" + msgid "" "The ``Variation`` value sets the initial hue variation applied to each " "particle. The ``Variation Random`` value controls the hue variation " @@ -626,6 +674,24 @@ msgstr "" msgid "Emission Shapes" msgstr "Formas de Emisión" +msgid "" +"ParticleProcessMaterials allow you to set an Emission Mask, which dictates " +"the area and direction in which particles are emitted. These can be " +"generated from textures in your project." +msgstr "" +"Los ParticleProcessMaterials (materiales de procesamiento de partículas) " +"permiten establecer una Emission Mask (máscara de emisión), la cual indica " +"el área y dirección en la cual las partículas serán emitidas. Esas pueden " +"generarse a partir de texturas en tu proyecto." + +msgid "" +"Ensure that a ParticleProcessMaterial is set, and the GPUParticles2D node is " +"selected. A \"Particles\" menu should appear in the Toolbar:" +msgstr "" +"Asegúrate de que el material de procesado de partículas esté asignado y de " +"que el nodo GPUParticles2D esté seleccionado. Un menú de \"Partículas\" " +"aparecerá en la Barra de Herramientas:" + msgid "Open it and select \"Load Emission Mask\":" msgstr "Abrelo y selecciona \"Cargar Máscara de Emisión\":" @@ -675,6 +741,13 @@ msgstr "" "``Capture from Pixel`` causará que las partículas hereden el color de la " "máscara donde son emitidos." +msgid "" +"Once you click \"OK\", the mask will be generated and set to the " +"ParticleProcessMaterial, under the ``Emission Shape`` section:" +msgstr "" +"Una vez que hagas clic en \"OK\", la máscara se generará y se establecerá en " +"el ParticleProcessMaterial, en la sección ``Emission Shape``:" + msgid "" "All of the values within this section have been automatically generated by " "the \"Load Emission Mask\" menu, so they should generally be left alone." @@ -688,6 +761,3 @@ msgid "" msgstr "" "La imagen no debe ser agregada directamente a ``Point Texture`` o ``Color " "Texture``. Se debe usar siempre el menú \"Cargar Máscara de Emisión\"." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/2d/using_tilemaps.po b/sphinx/po/es/LC_MESSAGES/tutorials/2d/using_tilemaps.po index fa545e37d1..7d627f6bd9 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/2d/using_tilemaps.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/2d/using_tilemaps.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,29 +14,623 @@ msgstr "" msgid "Using TileMaps" msgstr "Usando TileMaps" +msgid "" +"This page assumes you have created or downloaded a TileSet already. If not, " +"please read :ref:`doc_using_tilesets` first as you will need a TileSet to " +"create a TileMap." +msgstr "" +"Esta página asume que ya has creado o descargado un TileSet. Si no lo has " +"hecho, por favor consulta :ref:`doc_using_tilesets` primero, pues " +"necesitarás un TileSet para crear un TileMap." + msgid "Introduction" msgstr "Introducción" +msgid "Saving the built-in TileSet resource to an external resource file" +msgstr "Guardar el recurso TileSet integrado en un archivo de recursos externo" + +msgid "" +"**Enabled:** If ``true``, the layer is visible in the editor and when " +"running the project." +msgstr "" +"**Enabled:** Si es ``true``, la capa es visible en el editor cuando ejecutas " +"el proyecto." + +msgid "Rendering" +msgstr "Renderizado" + +msgid "Physics" +msgstr "Física" + +msgid "Navigation" +msgstr "Navegación" + +msgid "" +"You can create, rename or reorder layers in the future without affecting " +"existing tiles. Be careful though, as *removing* a layer will also remove " +"all tiles that were placed on the layer." +msgstr "" +"Puedes crear, renombrar o reordenar las capas en el futuro sin afectar las " +"capas existentes. No obstante, ten cuidado, pues *eliminar* una capa también " +"eliminará todos los tiles colocados en ella." + +msgid "Opening the TileMap editor" +msgstr "Abriendo el editor de TileMap" + +msgid "Selecting tiles to use for painting" +msgstr "Seleccionando tiles para usarlos en el pintado" + +msgid "" +"First, if you've created additional layers above, make sure you've selected " +"the layer you wish to paint on:" +msgstr "" +"Primero, si has creado capas adicionales arriba, asegúrate de que has " +"seleccionado la capa en la cual quieres pintar:" + +msgid "Selecting a layer to paint on in the TileMap editor" +msgstr "Seleccionando una capa para pintar en el editor de TileMap" + +msgid "" +"You can skip the above step if you haven't created additional layers, as the " +"first layer is automatically selected when entering the TileMap editor." +msgstr "" +"Puedes saltarte el paso de arriba si no has creado capas adicionales, pues " +"la primera capa es seleccionada automáticamente cuando entras al editor de " +"TileMap." + +msgid "" +"Before you can place tiles in the 2D editor, you must select one or more " +"tiles in the TileMap panel located at the bottom of the editor. To do so, " +"click a tile in the TileMap panel, or hold down the mouse button to select " +"multiple tiles:" +msgstr "" +"Antes de que puedas poner tiles en el editor 2D, debes seleccionar un tile o " +"más en el panel de TileMap localizado abajo en el editor. Para hacer esto, " +"haz clic en un tile en el panel de TileMap, o sostiene el botón del ratón " +"para seleccionar múltiples tiles:" + +msgid "Selecting a tile in the TileMap editor by clicking it" +msgstr "Seleccionar un tile en el editor de TileMap haciendo clic en él" + +msgid "" +"Like in the 2D and TileSet editors, you can pan across the TileMap panel " +"using the middle or right mouse buttons, and zoom using the mouse wheel or " +"buttons in the top-left corner." +msgstr "" +"Del mismo modo que en los editores 2D y de TileSet, puedes panoramizar el " +"panel de TileMap usando el botón central o derecho del ratón y hacer zoom " +"usando la rueda del ratón o los botones en la esquina superior derecha." + +msgid "" +"You can also hold down :kbd:`Shift` to append to the current selection. When " +"selecting more than one tile, multiple tiles will be placed every time you " +"perform a painting operation. This can be used to paint structures composed " +"of multiple tiles in a single click (such as large platforms or trees)." +msgstr "" +"También puedes sostener :kbd:`Shift`para añadir la selección actual. Cuando " +"seleccionas más de un tile, se pondrán varios tiles cada vez que realizas la " +"operación de pintar. Esto puede ser usado para pintar estructuras compuestas " +"por varios tiles de un solo clic (como plataformas grandes o árboles)." + +msgid "" +"The final selection does not have to be contiguous: if there is empty space " +"between selected tiles, it will be left empty in the pattern that will be " +"painted in the 2D editor." +msgstr "" +"La selección final no tiene que ser contigua: si hay espacio vacío entre los " +"tiles seleccionados, se dejará vacío en el patrón que será pintado en el " +"editor 2D." + +msgid "" +"Selecting multiple tiles in the TileMap editor by holding down the left " +"mouse button" +msgstr "" +"Seleccionar varios tiles en el editor de TileMap sosteniendo el botón " +"izquierdo del ratón" + +msgid "" +"If you've created alternative tiles in your TileSet, you can select them for " +"painting on the right of the base tiles:" +msgstr "" +"Si has creado tiles alternativos en tu TileSet, puedes seleccionarlos para " +"pintar a la derecha de los tiles base:" + +msgid "Selecting an alternative tile in the TileMap editor" +msgstr "Seleccionando un mosaico alternativo en el editor TileMap" + +msgid "" +"Lastly, if you've created a *scenes collection* in the TileSet, you can " +"place scene tiles in the TileMap:" +msgstr "" +"Finalmente, si has creado una *colección de escenas* en el TileSet, puedes " +"poner tiles de escena en el TileMap:" + +msgid "Placing a scene tile containing particles using the TileMap editor" +msgstr "" +"Poniendo un tile de escena que contenga partículas usando el editor de " +"TileMap" + +msgid "Painting modes and tools" +msgstr "Pintando modos y herramientas" + +msgid "" +"Using the toolbar at the top of the TileMap editor, you can choose between " +"several painting modes and tools. These modes affect operation when clicking " +"in the 2D editor, **not** the TileMap panel itself." +msgstr "" +"Usando la barra de herramientas en lo alto del editor de TileMap, puedes " +"elegir entre varios modos de pintura y de herramientas. Esos modos afectan " +"el funcionamiento al hacer clic en el editor 2D, **NO** el TileMap en sí " +"mismo." + +msgid "From left to right, the painting modes and tools you can choose are:" +msgstr "" +"De izquierda a derecha, los modos de pintura y herramientas que puedes " +"elegir son:" + msgid "Selection" msgstr "Selección" +msgid "" +"Select tiles by clicking a single tile, or by holding down the left mouse " +"button to select multiple with a rectangle in the 2D editor. Note that empty " +"space cannot be selected: if you create a rectangle selection, only non-" +"empty tiles will be selected." +msgstr "" +"Seleccione tiles haciendo clic en un solo tile o manteniendo presionado el " +"botón izquierdo del ratón para seleccionar varios con un rectángulo en el " +"editor 2D. Tenga en cuenta que no se puede seleccionar un espacio vacío: si " +"crea una selección rectangular, solo se seleccionarán tiles que no estén " +"vacíos." + +msgid "" +"To append to the current selection, hold :kbd:`Shift` then select a tile. To " +"remove from the current selection, hold :kbd:`Ctrl` then select a tile." +msgstr "" +"Para agregar elementos a la selección actual, mantenga presionada la tecla :" +"kbd:`Mayús` y luego seleccione un tile. Para eliminar elementos de la " +"selección actual, mantenga presionada la tecla :kbd:`Ctrl` y luego " +"seleccione un tile." + +msgid "" +"The selection can then be used in any other painting mode to quickly create " +"copies of an already-placed pattern." +msgstr "" +"La selección se puede utilizar luego en cualquier otro modo de pintura para " +"crear rápidamente copias de un patrón ya colocado." + +msgid "" +"You can remove the selected tiles from the TileMap by pressing :kbd:`Del`." +msgstr "" +"Puedes eliminar los tiles seleccionados del TileMap presionando :kbd:`Del`." + +msgid "" +"You can toggle this mode temporarily while in Paint mode by holding :kbd:" +"`Ctrl` then performing a selection." +msgstr "" +"Puede alternar este modo temporalmente mientras está en el modo Pintar " +"manteniendo presionada la tecla :kbd:`Ctrl` y luego realizando una selección." + +msgid "" +"You can copy and paste tiles that were already placed by performing a " +"selection, pressing :kbd:`Ctrl + C` then pressing :kbd:`Ctrl + V`. The " +"selection will be pasted after left-clicking. You can press :kbd:`Ctrl + V` " +"another time to perform more copies this way. Right-click or press :kbd:" +"`Escape` to cancel pasting." +msgstr "" +"Puedes copiar y pegar tiles que ya se hayan colocado haciendo una selección, " +"presionando :kbd:`Ctrl + C` y luego :kbd:`Ctrl + V`. La selección se pegará " +"después de hacer clic izquierdo. Puedes presionar :kbd:`Ctrl + V` otra vez " +"para realizar más copias de esta manera. Haz clic derecho o presiona :kbd:" +"`Esc` para cancelar el pegado." + msgid "Paint" msgstr "Pintar" +msgid "" +"The standard Paint mode allows you to place tiles by clicking or holding " +"down the left mouse button." +msgstr "" +"El modo básico de pintura te permite poner tiles haciendo clic o sosteniendo " +"el botón izquierdo del ratón." + +msgid "" +"If you right-click, the currently selected tile will be erased from the " +"tilemap. In other words, it will be replaced by empty space." +msgstr "" +"Si hace clic con el botón derecho, el tile seleccionado en ese momento se " +"borrará del tilemap. En otras palabras, se reemplazará por un espacio vacío." + +msgid "" +"If you have selected multiple tiles in the TileMap or using the Selection " +"tool, they will be placed every time you click or drag the mouse while " +"holding down the left mouse button." +msgstr "" +"Si ha seleccionado varios tiles en el TileMap o ha utilizado la herramienta " +"Selección, se colocarán cada vez que haga clic o arrastre el ratón mientras " +"mantiene presionado el botón izquierdo." + +msgid "" +"While in Paint mode, you can draw a line by holding :kbd:`Shift` *before* " +"holding down the left mouse button, then dragging the mouse to the line's " +"end point. This is identical to using the Line tool described below." +msgstr "" +"En el modo Pintar, puedes dibujar una línea manteniendo presionada la tecla :" +"kbd:`Mayús` *antes* de mantener presionado el botón izquierdo del ratón y " +"luego arrastrándolo hasta el punto final de la línea. Es lo mismo a usar la " +"herramienta Línea que se describe a continuación." + +msgid "" +"You can also draw a rectangle by holding :kbd:`Ctrl` and :kbd:`Shift` " +"*before* holding down the left mouse button, then dragging the mouse to the " +"rectangle's end point. This is identical to using the Rectangle tool " +"described below." +msgstr "" +"También puedes dibujar un rectángulo manteniendo presionadas las teclas :kbd:" +"`Ctrl` y :kbd:`Mayús` *antes* de mantener presionado el botón izquierdo del " +"ratón y luego arrastrarlo hasta el punto final del rectángulo. Es lo mismo a " +"usar la herramienta Rectángulo que se describe a continuación." + +msgid "" +"Lastly, you can pick existing tiles in the 2D editor by holding :kbd:`Ctrl` " +"then clicking on a tile (or holding and dragging the mouse). This will " +"switch the currently painted tile(s) to the tile(s) you've just clicked. " +"This is identical to using the Picker tool described below." +msgstr "" +"Por último, puedes seleccionar tiles existentes en el editor 2D manteniendo " +"presionada la tecla :kbd:`Ctrl`y haciendo clic en un tile (o manteniendo " +"presionado el ratón y arrastrándolo). Esto cambiará los tiles pintados " +"actualmente por los tiles en los que acabas de hacer clic. Es lo mismo a " +"usar la herramienta Selector que se describe a continuación." + msgid "Line" msgstr "Linea" +msgid "" +"After selecting Line Paint mode, you can draw in a line that is always 1 " +"tile thick (no matter its orientation)." +msgstr "" +"Después de seleccionar el modo Pintar Línea, puedes dibujar una línea que " +"siempre tendrá un espesor de 1 tile (sin importar su orientación)." + +msgid "If you right-click while in Line Paint mode, you will erase in a line." +msgstr "" +"Si hace clic derecho mientras está en el modo de Pintar Línea, se borrará en " +"línea." + +msgid "" +"If you have selected multiple tiles in the TileMap or using the Selection " +"tool, you can place them in a repeating pattern across the line." +msgstr "" +"Si ha seleccionado varios tiles en el TileMap o utiliza la herramienta " +"Selección, puede colocarlos en un patrón repetido a lo largo de la línea." + +msgid "" +"You can toggle this mode temporarily while in Paint or Eraser mode by " +"holding :kbd:`Shift` then drawing." +msgstr "" +"Puede alternar este modo temporalmente mientras está en el modo Pintar o " +"Borrador manteniendo presionada la tecla :kbd:`Mayús` y luego dibujando." + +msgid "" +"Using the line tool after selecting two tiles to draw platforms diagonally" +msgstr "" +"Usar la herramienta de línea después de seleccionar dos tiles para dibujar " +"plataformas diagonalmente" + msgid "Rectangle" msgstr "Rectángulo" +msgid "" +"After selecting Rectangle Paint mode, you can draw in an axis-aligned " +"rectangle." +msgstr "" +"Después de seleccionar el modo de Pintar Rectángulo (Rectangle Paint), puede " +"dibujar en un rectángulo alineado al eje." + +msgid "" +"If you right-click while in Rectangle Paint mode, you will erase in an axis-" +"aligned rectangle." +msgstr "" +"Si hace clic derecho mientras está en el modo de Pintar Rectángulo " +"(Rectangle Paint), borrará en un rectángulo alineado al eje." + +msgid "" +"If you have selected multiple tiles in the TileMap or using the Selection " +"tool, you can place them in a repeating pattern within the rectangle." +msgstr "" +"Si has seleccionado varios tiles en el TileMap, o usando la Herramienta de " +"Selección, puedes ponerlos en un patrón de repetición dentro del rectángulo." + +msgid "" +"You can toggle this mode temporarily while in Paint or Eraser mode by " +"holding :kbd:`Ctrl` and :kbd:`Shift` then drawing." +msgstr "" +"Puedes alternar este modo temporalmente mientras estés en el modo Dibujar o " +"Borrar sosteniendo :kbd:`Ctrl` y :kbd:`Shift`y dibujando después." + msgid "Bucket Fill" msgstr "Bote de Relleno" +msgid "" +"After selecting Bucket Fill mode, you can choose whether painting should be " +"limited to contiguous areas only by toggling the **Contiguous** checkbox " +"that appears on the right of the toolbar." +msgstr "" +"Tras seleccionar el modo Bote de Relleno, puedes elegir si el pintar debería " +"limitarse a las áreas contiguas alternando la checkbox **Contiguous** que " +"aparece a la derecha de la barra de herramientas." + +msgid "" +"If you enable **Contiguous** (the default), only matching tiles that touch " +"the current selection will be replaced. This contiguous check is performed " +"horizontally and vertically, but *not* diagonally." +msgstr "" +"Si habilitas **Contiguous** (por defecto), solo los tiles coincidentes que " +"toquen la selección actual serán reemplazados. Este chequeo continuo se " +"realiza horizontal, y verticalmente pero no diagonalmente." + +msgid "" +"If you disable **Contiguous**, all tiles with the same ID in the entire " +"TileMap will be replaced by the currently selected tile. If selecting an " +"empty tile with **Contiguous** unchecked, all tiles in the rectangle that " +"encompasses the TileMap's effective area will be replaced instead." +msgstr "" +"Si deshabilitas **Contiguous**, todos los tiles con el mismo ID en todo el " +"TileMap serán reemplazados por el tile que esté seleccionado. Si " +"seleccionando un tile vacío está deseleccionado el check de **Contiguous**, " +"todos los tiles en el rectángulo que contiene el área efectiva del TileMap, " +"serán reemplazados." + +msgid "" +"If you right-click while in Bucket Fill mode, you will replace matching " +"tiles with empty tiles." +msgstr "" +"Si haces clic derecho estando en el modo Bote de Relleno, reemplazarás los " +"tiles coincidentes con tilea vacíos." + +msgid "" +"If you have selected multiple tiles in the TileMap or using the Selection " +"tool, you can place them in a repeating pattern within the filled area." +msgstr "" +"Si has seleccionado múltiples tiles en el TileMap o usando la Herramienta de " +"Selección, puedes ponerlos en un patrón de repetición dentro del área " +"rellenada." + +msgid "Using the Bucket Fill tool" +msgstr "Usando la herramiente Bote de Relleno" + msgid "Picker" msgstr "Selector" +msgid "" +"After selecting Picker mode, you can pick existing tiles in the 2D editor by " +"holding :kbd:`Ctrl` then clicking on a tile. This will switch the currently " +"painted tile to the tile you've just clicked. You can also pick multiple " +"tiles at once by holding down the left mouse button and forming a rectangle " +"selection. Only non-empty tiles can be picked." +msgstr "" +"Tras seleccionar el modo de selección, puedes seleccionar tiles existentes " +"en el editor 2D sosteniendo :kbd:`Ctrl` y luego clicando en un tile. Esto " +"cambiará el tile que se esté pintando por el tile que acabas de seleccionar. " +"También puedes seleccionar varios tiles de golpe sosteniendo el clic " +"izquierdo y realizando una selección rectangular. Los tiles vacíos no se " +"pueden seleccionar." + +msgid "" +"You can toggle this mode temporarily while in Paint mode by holding :kbd:" +"`Ctrl` then clicking or dragging the mouse." +msgstr "" +"Puedes alternar este modo temporalmente mientras estés en el modo Pintar " +"sosteniendo :kbd:`Ctrl` y haciendo clic o arrastrando el mouse." + msgid "Eraser" msgstr "Borrador" -msgid "Translation status" -msgstr "Estado de la traducción" +msgid "" +"This mode is combined with any other painting mode (Paint, Line, Rectangle, " +"Bucket Fill). When eraser mode is enabled, tiles will be replaced by empty " +"tiles instead of drawing new lines when left-clicking." +msgstr "" +"Este modo se combina con cualquier otro modo de pintura (Pintar, Línea, " +"Rectángulo, Bote de Relleno). Cuando el modo borrar está activado, los tiles " +"serán reemplazados por tiles vacíos en lugar de dibujar nuevas líneas al " +"hacer clic izquierdo." + +msgid "" +"You can toggle this mode temporarily while in any other mode by right-" +"clicking instead of left-clicking." +msgstr "" +"Puedes alternar este modo temporalmente mientras estés en cualquier otro " +"modo dándole a click derecho en lugar de click izquierdo." + +msgid "Painting randomly using scattering" +msgstr "Creando y usando nodos únicos" + +msgid "" +"While painting, you can optionally enable *randomization*. When enabled, a " +"random tile will be chosen between all the currently selected tiles when " +"painting. This is supported with the Paint, Line, Rectangle and Bucket Fill " +"tools. For effective paint randomization, you must select multiple tiles in " +"the TileMap editor or use scattering (both approaches can be combined)." +msgstr "" +"Mientras pintas, puedes opcionalmente activar la *aleatorización* " +"(randomization). Cuando está habilitada, se elegirá un tile aleatorio entre " +"todos los seleccionados al pintar. Las herramientas que soportan esta opción " +"son Pintar, Línea, Rectángulo y Bote de relleno. Para que la aleatorización " +"funcione correctamente debes seleccionar varios tiles en el editor de " +"TileMap o usar la dispersión (scattering) (ambos acercamientosnpueden " +"combinarse)." + +msgid "" +"If **Scattering** is set to a value greater than 0, there is a chance that " +"no tile will be placed when painting. This can be used to add occasional, " +"non-repeating detail to large areas (such as adding grass or crumbs on a " +"large top-down TileMap)." +msgstr "" +"Si **Scattering** es establecido a un valor superior a 0, hay una " +"posibilidad de que no se ponga ningún tile al pintar. Esto puede usarse para " +"añadir detalles que no se repitan a áreas grandes (como al añadir hierba o " +"elementos decorativos en un TileMap grande con vista cenital)." + +msgid "Example when using Paint mode:" +msgstr "Ejemplo de uso con 4 núcleos:" + +msgid "" +"Selecting from several times to randomly choose, then painting by holding " +"down the left mouse button" +msgstr "" +"Tras seleccionar el modo Bote de Relleno, puedes elegir si la pintura " +"debería ser limitada a áreas contiguas alternando la caja **Contiguous** que " +"aparece a la derecha de la barra de herramientas" + +msgid "Example when using Bucket Fill mode:" +msgstr "Ejemplo al utilizar el modo Cubo de Relleno:" + +msgid "" +"Using Bucket Fill tool with a single tile, but with randomization and " +"scattering enabled" +msgstr "" +"Usando el Bote de Relleno con un solo tile, pero con la aleatorización y la " +"dispersión habilitados" + +msgid "" +"Eraser mode does not take randomization and scattering into account. All " +"tiles within the selection are always removed." +msgstr "" +"El modo borrar no tienen en cuenta la aleatorización y la dispersion. Todos " +"Los tiles dentro de la selección siempre son quitados." + +msgid "Saving and loading premade tile placements using patterns" +msgstr "Guardar y cargar los tiles prefabricados usando patrones" + +msgid "" +"While you can copy and paste tiles while in Select mode, you may wish to " +"save premade *patterns* of tiles to place together in a go. This can be done " +"on a per-TileMap basis by choosing the **Patterns** tab of the TileMap " +"editor." +msgstr "" +"Si bien puedes copiar y pegar tiles estando en el modo Select, podrías " +"querer guardar los *patrones* predeterminados de los tiles que va a poner " +"juntos del tirón. Esto puede hacerse en una base por cada TileMap eligiendo " +"la pestaña **Patterns** del editor de Tile map." + +msgid "" +"To create a new pattern, switch to Select mode, perform a selection and " +"press :kbd:`Ctrl + C`. Click on empty space within the Patterns tab (a blue " +"focus rectangle should appear around the empty space), then press :kbd:`Ctrl " +"+ V`:" +msgstr "" +"Para crear un patrón nuevo, cambia al modo de Selección, realiza una " +"selección y pulsa :kbd:`Ctrl+C`. Haz clic en un espacio vacío dentro de la " +"pestaña de Patrones (un rectángulo azul debería aparecer alrededor del " +"espacio vacío), luego pulsa :kbd:`Ctrl+V`:" + +msgid "Creating a new pattern from a selection in the TileMap editor" +msgstr "" +"Creando un nuevo patrón a partir de la selección en el editor de TileMap" + +msgid "" +"To use an existing pattern, click its image in the **Patterns** tab, switch " +"to any painting mode, then left-click somewhere in the 2D editor:" +msgstr "" +"Para usar un patrón existente, haz clic en su imagen en la pestaña " +"**Patrones**, cambia a cualquier modo de pintura, y luego haz clic izquierdo " +"en alguna parte en el editor 2D:" + +msgid "Placing an existing pattern using the TileMap editor" +msgstr "Colocando un patrón existente usando el editor de TileMap" + +msgid "" +"Like multi-tile selections, patterns will be repeated if used with the Line, " +"Rectangle or Bucket Fill painting modes." +msgstr "" +"Como las selecciones de múltiples tiles, los patrones se repetirán si son " +"utilizados con los modos de pintado de Línea, Rectángulo o Bote de Relleno." + +msgid "Handling tile connections automatically using terrains" +msgstr "Manejar automáticamente las conexiones de mosaicos para el terreno" + +msgid "There are 3 kinds of painting modes available for terrain connections:" +msgstr "" +"Hay 3 tipos de modos de pintura disponible para las conexiones del terreno:" + +msgid "" +"**Path**, where tiles are connected to tiles painted in the same stroke " +"(until the mouse button is released)." +msgstr "" +"**Ruta**, en el cual los tiles están conectados con el resto de tiles " +"pintados con el mismo trazo (hasta que se suelte el botón del ratón)." + +msgid "" +"Tile-specific overrides to resolve conflicts or handle situations not " +"covered by the terrain system." +msgstr "" +"A los tiles auxiliares específicos para resolver problemas o manejar ciertas " +"situaciones no los cubre el sistema de terrenos." + +msgid "" +"The Connect mode is easier to use, but Path is more flexible as it allows " +"for more artist control during painting. For instance, Path can allow roads " +"to be directly adjacent to each other without being connected to each other, " +"while Connect will force both roads to be connected." +msgstr "" +"El modo Conectar es el más fácil de usar, pero Ruta es más flexible, pues " +"permite un mayor control artístico al pintar. Por ejemplo, Ruta permite que " +"los caminos sean adyacentes entre sí directamente, mientras que Conectar los " +"forzará a estar conectados." + +msgid "Selecting Connect mode in the TileMap editor's Terrains tab" +msgstr "" +"Seleccionar el modo Conectar en la pestaña Terrenos del editor de TileMap" + +msgid "Selecting Path mode in the TileMap editor's Terrains tab" +msgstr "Seleccionar el modo seura en la pestaña Terrenos del editor de TileMap" + +msgid "" +"Lastly, you can select specific tiles from the terrain to resolve conflicts " +"in certain situations:" +msgstr "" +"Finalmente, puedes seleccionar tiles específicos del terreno para resolver " +"problemas en según qué situaciones:" + +msgid "Painting with specific tiles in the TileMap editor's Terrains tab" +msgstr "" +"Pintar con tiles específicos en la pestaña Terrenos del editor de TileMap" + +msgid "" +"Any tile that has at least one of its bits set to a value set to the " +"corresponding terrain ID will appear in the list of tiles to choose from." +msgstr "" +"Cualquier tile que tenga al menos uno de sus bits establecidos como valor " +"asignado al ID del terreno correspondiente aparecerán en la lista de tiles a " +"elegir." + +msgid "Handling missing tiles" +msgstr "Manejando los tiles faltantes (missing tiles)" + +msgid "" +"If you remove tiles in the TileSet that are referenced in a TileMap, the " +"TileMap will display a placeholder to indicate that an invalid tile ID is " +"placed:" +msgstr "" +"Si quitas tiles del TileSet que estén referenciados en un TileMap, el " +"TileMap mostrará un placeholder para indicar que se ha colocado un tile cuya " +"ID es inválida:" + +msgid "" +"Missing tiles in the TileMap editor due to the TileSet reference being broken" +msgstr "" +"Tiles faltantes en el editor de TileMap debido a que la referencia del " +"TileSet se rompe" + +msgid "" +"These placeholders are **not** visible in the running project, but the tile " +"data is still persisted to disk. This allows you to safely close and reopen " +"such scenes. Once you re-add a tile with the matching ID, the tiles will " +"appear with the new tile's appearance." +msgstr "" +"Esos placeholders **no** son visibles en tiempo de ejecución, pero los datos " +"del tile se conservan en memoria. Esto te permite cerrar y reabrir escenas " +"de forma segura. Una vez vuelvas a añadir un tile con su ID coincidente, los " +"tiles aparecerán con la apariencia del nuevo tile." diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/2d/using_tilesets.po b/sphinx/po/es/LC_MESSAGES/tutorials/2d/using_tilesets.po index 09442ca255..deff01926f 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/2d/using_tilesets.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/2d/using_tilesets.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,40 +11,12 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" +msgid "Using TileSets" +msgstr "Usando TileSets" + msgid "Introduction" msgstr "Introducción" -msgid "" -"A tilemap is a grid of tiles used to create a game's layout. There are " -"several benefits to using :ref:`TileMap ` nodes to design " -"your levels. First, they let you draw a layout by \"painting\" tiles onto a " -"grid, which is much faster than placing individual :ref:`Sprite2D " -"` nodes one by one. Second, they allow for larger levels " -"because they are optimized for drawing large numbers of tiles. Finally, they " -"allow you to add greater functionality to your tiles with collision, " -"occlusion, and navigation shapes." -msgstr "" -"Un tilemap es una cuadrícula de mosaicos que se utiliza para crear el mapa " -"de un juego. Hay varios beneficios al usar los nodos :ref:`TileMap " -"` para diseñar tus niveles. Primero, hacen posible dibujar el " -"mapa \"pintando\" los tiles en una cuadrícula, lo que es mucho más rápido " -"que colocar nodos :ref:`Sprite ` individuales uno por uno. " -"Segundo, permiten niveles mucho más grandes porque están optimizados para " -"dibujar un gran número de tiles. Finalmente, puedes añadir formas de " -"colisión, oclusión y navegación a los tiles, añadiendo funcionalidad " -"adicional al TileMap." - -msgid "" -"To use tilemaps, you will need to create a TileSet first. A TileSet is a " -"collection of tiles that can be placed in a TileMap node. After creating a " -"TileSet, you will be able to place them :ref:`using the TileMap editor " -"`." -msgstr "" -"Para utilizar tilemaps, primero necesitarás crear un TileSet. Un TileSet es " -"una colección de tiles que se pueden colocar en un nodo TileMap. Después de " -"crear un TileSet, podrás colocarlas :ref:`usando el editor de TileMap " -"`." - msgid "" "To follow this guide, you will need an image containing your tiles where " "every tile has the same size (large objects can be split into several " @@ -57,6 +29,12 @@ msgstr "" "qué ser cuadrados: pueden ser rectangulares, hexagonales o isométricos " "(perspectiva pseudo-3D)." +msgid "Creating a new TileSet" +msgstr "Creando un nuevo Tileset" + +msgid "Using a tilesheet" +msgstr "Usando un tilesheet" + msgid "" "This demonstration will use the following tiles taken from `Kenney's " "\"Abstract Platformer\" pack `__" -msgid "" -"Create a new **TileMap** node, then select it and create a new TileSet " -"resource in the inspector:" -msgstr "" -"Crea un nuevo nodo **TileMap**, luego selecciónalo y crea un nuevo recurso " -"TileSet en el inspector:" - -msgid "Creating a new TileSet resource within the TileMap node" -msgstr "Creando un nuevo recurso TileSet dentro del nodo TileMap" - msgid "" "After creating the TileSet resource, click the value to unfold it in the " "inspector. The default tile shape is Square, but you can also choose " @@ -118,6 +86,15 @@ msgstr "" "Establecer el tamaño del tile en 64×64 para que coincida con la hoja de tile " "del ejemplo" +msgid "" +"Open the **TileSet** panel at the bottom of the editor, then click and drag " +"the tilesheet image onto the panel. You will be asked whether to create " +"tiles automatically. Answer **Yes**:" +msgstr "" +"Abra el panel **TileSet** en la parte inferior del editor, luego haga clic y " +"arrastre la imagen del tilesheet en el panel. Te preguntará si quieres crear " +"tiles automáticamente. Responde **Sí**:" + msgid "Automatically creating tiles based on tilesheet image content" msgstr "" "Creación automática de tiles basados en el contenido de la imagen de la hoja " @@ -191,6 +168,9 @@ msgstr "" "Ajustar las propiedades del atlas de TileSet en el inspector dedicado (parte " "del panel TileSet)" +msgid "The following properties can be adjusted on the atlas:" +msgstr "Las siguientes propiedades pueden ajustarse en el atlas:" + msgid "**ID:** The identifier (unique within this TileSet), used for sorting." msgstr "" "**ID:** El identificador (único dentro de este TileSet), utilizado para " @@ -251,6 +231,9 @@ msgid "Recreating tiles automatically after changing atlas properties" msgstr "" "Recrear tiles automáticamente después de cambiar las propiedades del atlas" +msgid "Using a collection of scenes" +msgstr "Usando una colección de escenas" + msgid "" "Since Godot 4.0, you can place actual *scenes* as tiles. This allows you to " "use any collection of nodes as a tile. For example, you could use scene " @@ -273,26 +256,8 @@ msgstr "" "comparación con los atlas, ya que cada escena se crea individualmente para " "cada tile colocado." -msgid "" -"It's recommended to use only scene tiles when necessary. To draw sprites in " -"a tile without any kind of advanced manipulation, :ref:`use atlases instead " -"`." -msgstr "" -"Se recomienda utilizar únicamente tiles de escenas cuando sea necesario. " -"Para dibujar sprites en un tile sin ningún tipo de manipulación avanzada, :" -"ref:`use el atlas`." - -msgid "" -"For this example, we'll create a scene containing a CPUParticles2D root " -"node. Save this scene to a scene file (separate from the scene containing " -"the TileMap), then switch to the scene containing the TileMap node. Open the " -"TileSet editor, and create a new **Scenes Collection** in the left column:" -msgstr "" -"Para este ejemplo, crearemos una escena que contiene un nodo raíz " -"CPUParticles2D. Guarde esta escena en un archivo de escena (separado de la " -"escena que contiene el TileMap), luego cambie a la escena que contiene el " -"nodo TileMap. Abra el editor TileSet y cree una nueva **Colección de " -"Escenas** en la columna de la izquierda:" +msgid "Creating a scenes collection in the TileSet editor" +msgstr "Creando colecciones de escenas en el editor de TileSet" msgid "" "After creating a scenes collection, you can enter a descriptive name for the " @@ -373,11 +338,332 @@ msgid "Using the atlas merging tool dialog" msgstr "Uso del cuadro de diálogo de la herramienta de fusión de atlas" msgid "" -"Creating a terrain set in the TileSet resource inspector (within the TileMap " -"node)" +"Choose **Merge** to merge the selected atlases into a single atlas image " +"(which translates to a single atlas within the TileSet). The unmerged " +"atlases will be removed within the TileSet, but *the original tilesheet " +"images will be kept on the filesystem*. If you don't want the unmerged " +"atlases to be removed from the TileSet resource, choose **Merge (Keep " +"Original Atlases)** instead." msgstr "" -"Crear un conjunto de terreno en el inspector de recursos TileSet (dentro del " -"nodo TileMap)" +"Seleccione **Unir** para fusionar los atlas seleccionados en una única " +"imagen de atlas (lo que se traduce en un único atlas dentro del TileSet). " +"Los atlas no unidos se eliminarán dentro del TileSet, pero *las imágenes de " +"las hojas de tiles originales se conservarán en el sistema de archivos*. Si " +"desea que los atlas no unidos no se eliminen del recurso TileSet, seleccione " +"**Unir (Conservar Atlas Originales)** en su lugar." + +msgid "" +"TileSet features a system of *tile proxies*. Tile proxies are a mapping " +"table that allows notifying the TileMap using a given TileSet that a given " +"set of tile identifiers should be replaced by another one." +msgstr "" +"TileSet incorpora un sistema de *proxies de tiles*. Los proxies de tiles son " +"una tabla de mapeo que permite notificar al TileMap, utilizando un TileSet " +"dado, que un conjunto determinado de identificadores de tiles debe ser " +"reemplazado por otro." + +msgid "" +"Tile proxies are automatically set up when merging different atlases, but " +"they can also be set manually thanks to the **Manage Tile Proxies** dialog " +"you can access using the \"three vertical dots\" menu mentioned above." +msgstr "" +"Los proxies de tiles se configuran automáticamente al unir diferentes atlas, " +"pero también se pueden configurar manualmente gracias al cuadro de diálogo " +"**Administrar Proxy de Tiles** (Manage Tile Proxies) al que puede acceder " +"usando el menú de «tres puntos verticales» mencionado anteriormente." + +msgid "" +"Manually creating tile proxies may be useful when you changed an atlas ID or " +"want to replace all tiles from an atlas by the ones from another atlas. Note " +"that when editing a TileMap, you can replace all cells by their " +"corresponding mapped value." +msgstr "" +"La creación manual de proxies de tiles puede resultar útil cuando se cambia " +"el ID de un atlas o se quieren reemplazar todos los tiles de un atlas por " +"los de otro atlas. Tenga en cuenta que al editar un TileMap, puede " +"reemplazar todas las celdas por su valor asignado correspondiente." + +msgid "Adding collision, navigation and occlusion to the TileSet" +msgstr "Añadiendo colisión, navegación y oclusión al TileSet" + +msgid "" +"If you use :ref:`2D navigation `, you'll also " +"need to define navigation polygons for tiles to generate a navigation mesh " +"that agents can use for pathfinding." +msgstr "" +"Si usa :ref:`Navegación 2D `, también necesitará " +"definir polígonos de navegación para los tiles para generar una malla de " +"navegación que los agentes puedan usar para encontrar el camino." + +msgid "" +"Lastly, if you use :ref:`doc_2d_lights_and_shadows` or GPUParticles2D, you " +"may also want your TileSet to be able to cast shadows and collide with " +"particles. This requires defining occluder polygons for \"solid\" tiles on " +"the TileSet." +msgstr "" +"Por último, si utiliza :ref:`doc_2d_lights_and_shadows` o GPUParticles2D, es " +"posible que también desee que su TileSet pueda proyectar sombras y " +"colisionar con partículas. Esto requiere definir polígonos oclusores para " +"los tiles \"sólidos\" en el TileSet." + +msgid "" +"If you also need navigation support, now is a good time to create a " +"navigation layer:" +msgstr "" +"Si también necesitas soporte de navegación, ahora es un buen momento para " +"crear una capa de navegación:" + +msgid "" +"If you need support for light polygon occluders, now is a good time to " +"create an occlusion layer:" +msgstr "" +"Si necesita soporte para oclusión de polígonos de luz, ahora es un buen " +"momento para crear una capa de oclusión:" + +msgid "" +"Future steps in this tutorial are tailored to creating collision polygons, " +"but the procedure for navigation and occlusion is very similar. Their " +"respective polygon editors behave in the same way, so these steps are not " +"repeated for brevity." +msgstr "" +"Los pasos siguientes de este tutorial están pensados para crear polígonos de " +"colisión, pero el procedimiento de navegación y oclusión es muy similar. Sus " +"respectivos editores de polígonos se comportan de la misma manera, por lo " +"que no se repiten estos pasos para abreviar." + +msgid "" +"The only caveat is that the tile's occlusion polygon property is part of a " +"**Rendering** subsection in the atlas inspector. Make sure to unfold this " +"section so you can edit the polygon." +msgstr "" +"La única salvedad es que la propiedad del polígono de oclusión del tile es " +"parte de la subsección **Renderizado** en el inspector del atlas. Asegúrese " +"de desplegar esta sección para poder editar el polígono." + +msgid "" +"After creating a physics layer, you have access to the **Physics Layer** " +"section in the TileSet atlas inspector:" +msgstr "" +"Después de crear una capa de física, tendrá acceso a la sección **Capa " +"Física** en el inspector del atlas de TileSet:" + +msgid "Opening the collision editor while in Select mode" +msgstr "Apertura del editor de colisiones mientras está en el modo Seleccionar" + +msgid "" +"You can quickly create a rectangle collision shape by pressing :kbd:`F` " +"while the TileSet editor is focused. If the keyboard shortcut doesn't work, " +"try clicking in the empty area around the polygon editor to focus it:" +msgstr "" +"Puede crear rápidamente una forma de colisión rectangular presionando :kbd:" +"`F` mientras el editor TileSet está enfocado. Si el atajo de teclado no " +"funciona, intente hacer clic en el área vacía alrededor del editor de " +"polígonos para enfocarlo:" + +msgid "Using default rectangle collision shape by pressing :kbd:`F`" +msgstr "" +"Usando la forma de colisión de rectángulo predeterminada presionando :kbd:`F`" + +msgid "" +"In this tile collision editor, you have access to all the 2D polygon editing " +"tools:" +msgstr "" +"En este editor de colisión de tiles, tienes acceso a todas las herramientas " +"de edición de polígonos 2D:" + +msgid "" +"Use the toolbar above the polygon to toggle between creating a new polygon, " +"editing an existing polygon and removing points on the polygon. The \"three " +"vertical dots\" menu button offers additional options, such as rotating and " +"flipping the polygon." +msgstr "" +"Utilice la barra de herramientas situada encima del polígono para alternar " +"entre crear un nuevo polígono, editar un polígono existente y eliminar " +"puntos del polígono. El botón de menú de los \"tres puntos verticales\" " +"ofrece opciones adicionales, como rotar y voltear el polígono." + +msgid "Create new points by clicking and dragging a line between two points." +msgstr "" +"Cree nuevos puntos haciendo clic y arrastrando una línea entre dos puntos." + +msgid "" +"Remove a point by right-clicking it (or using the Remove tool described " +"above and left-clicking)." +msgstr "" +"Elimine un punto haciendo clic derecho sobre él (o utilizando la herramienta " +"Eliminar descrita anteriormente y haciendo clic izquierdo)." + +msgid "" +"Pan in the editor by middle-clicking or right-clicking. (Right-click panning " +"can only be used in areas where there is no point nearby.)" +msgstr "" +"Desplazarse dentro del editor haciendo clic con el botón central o derecho " +"(El desplazamiento con el botón derecho solo se puede utilizar en áreas " +"donde no hay ningún punto cercano.)" + +msgid "" +"You can use the default rectangle shape to quickly create a triangle-shaped " +"collision shape by removing one of the points:" +msgstr "" +"Puede utilizar la forma de rectángulo predeterminada para crear rápidamente " +"una forma de colisión con forma de triángulo eliminando uno de los puntos:" + +msgid "" +"Creating a triangle collision shape by right-clicking one of the corners to " +"remove it" +msgstr "" +"Creando una forma de colisión triangular haciendo clic derecho en una de las " +"esquinas para eliminarla" + +msgid "" +"You can also use the rectangle as a base for more complex shapes by adding " +"more points:" +msgstr "" +"También puedes utilizar el rectángulo como base para formas más complejas " +"añadiendo más puntos:" + +msgid "Drawing a custom collision for a complex tile shape" +msgstr "Dibujar una colisión personalizada para una forma de tile compleja" + +msgid "" +"If you have a large tileset, specifying the collision for each tile " +"individually could take a lot of time. This is especially true as TileMaps " +"tend to have many tiles with common collision patterns (such as solid blocks " +"or 45-degree slopes). To apply a similar collision shape to several tiles " +"quickly, use functionality to :ref:`assign properties to multiple tiles at " +"once `." +msgstr "" +"Si tiene un tileset grande, especificar la colisión para cada tile " +"individualmente podría llevar mucho tiempo. Lo cierto es que los TileMaps " +"tienden a tener muchos tiles con patrones de colisión comunes (como bloques " +"sólidos o pendientes de 45 grados). Para aplicar una forma de colisión " +"similar a varios tiles rápidamente, use la funcionalidad de `asignar " +"propiedades a varios tiles a la vez " +"`." + +msgid "Assigning custom metadata to the TileSet's tiles" +msgstr "Asignación de metadatos personalizados a los tiles del TileSet" + +msgid "" +"You can assign custom data on a per-tile basis using *custom data layers*. " +"This can be useful to store information specific to your game, such as the " +"damage that a tile should deal when the player touches it, or whether a tile " +"can be destroyed using a weapon." +msgstr "" +"Puedes asignar datos personalizados a cada tile mediante *capas de datos " +"personalizados*. Esto puede resultar útil para almacenar información " +"específica de tu juego, como el daño que debe causar un tile cuando el " +"jugador lo toca o si un tile se puede destruir con un arma." + +msgid "" +"The data is associated with the tile in the TileSet: all instances of the " +"placed tile will use the same custom data. If you need to create a variant " +"of a tile that has different custom data, this can be done by :ref:`creating " +"an alternative tile ` and " +"changing the custom data for the alternative tile only." +msgstr "" +"Los datos se asocian con el tile en el TileSet: cada lugar donde se ha " +"colocado el tile son instancias que utilizarán los mismos datos " +"personalizados. Si necesita crear una variante de un tile que tenga " +"diferentes datos personalizados, puede hacerlo mediante la :ref:`creación de " +"un tile alternativo ` y " +"cambiando los datos personalizados solo para el tile alternativo." + +msgid "Example of configured custom data layers with game-specific properties" +msgstr "" +"Ejemplo de capas de datos personalizadas configuradas con propiedades " +"específicas del juego" + +msgid "" +"You can reorder custom data without breaking existing metadata: the TileSet " +"editor will update automatically after reordering custom data properties." +msgstr "" +"Puede reordenar datos personalizados sin romper los metadatos existentes: el " +"editor TileSet se actualizará automáticamente después de reordenar las " +"propiedades de datos personalizados." + +msgid "Editing custom data in the TileSet editor while in Select mode" +msgstr "" +"Edición de datos personalizados en el editor TileSet mientras está en modo " +"Seleccionar" + +msgid "" +":ref:`Tile property painting " +"` can also be used for " +"custom data:" +msgstr "" +":ref:`La propiedad de pintura de tile " +"` también se puede utilizar " +"para datos personalizados:" + +msgid "" +"Assigning custom data in the TileSet editor using tile property painting" +msgstr "" +"Asignación de datos personalizados en el editor TileSet mediante la pintura " +"de propiedades de tile" + +msgid "Creating terrain sets (autotiling)" +msgstr "Creando sets de terreno (autotilling)" + +msgid "" +"This functionality was implemented in a different form as *autotiling* in " +"Godot 3.x. Terrains are essentially a more powerful replacement of " +"autotiles. Unlike autotiles, terrains can support transitions from one " +"terrain to another, as a tile may define several terrains at once." +msgstr "" +"Esta funcionalidad se implementó de forma diferente al *autotiling* de Godot " +"3.x. Los terrenos son, en esencia, un reemplazo más potente de los " +"autotiles. A diferencia de los autotiles, los terrenos pueden admitir " +"transiciones de un terreno a otro, ya que un tile puede definir varios " +"terrenos a la vez." + +msgid "" +"Unlike before, where autotiles were a specific kind of tiles, terrains are " +"only a set of properties assigned to atlas tiles. These properties are then " +"used by a dedicated TileMap painting mode that selects tiles featuring " +"terrain data in a smart way. This means any terrain tile can be either " +"painted as terrain or as a single tile, like any other." +msgstr "" +"Antes, los autotiles eran un tipo específico de tile, ahora los terrenos son " +"solo un conjunto de propiedades asignadas a los tiles del atlas. Estas " +"propiedades son luego utilizadas por un modo de pintura dedicado en el " +"TileMap que selecciona tiles que presentan datos de terreno de una manera " +"inteligente. Esto significa que cualquier tile de terreno puede pintarse " +"como terreno o como un tile único (como cualquier tile normal)." + +msgid "" +"A \"polished\" tileset generally features variations that you should use on " +"corners or edges of platforms, floors, etc. While these can be placed " +"manually, this quickly becomes tedious. Handling this situation with " +"procedurally generated levels can also be difficult and require a lot of " +"code." +msgstr "" +"Un tileset \"pulido\" generalmente presenta variaciones que debes usar en " +"las esquinas o bordes de plataformas, pisos, etc. Si bien se pueden colocar " +"manualmente, rápidamente esto se vuelve tedioso. Manejar esta situación con " +"niveles generados por procedimientos también puede ser difícil y requerir " +"una gran cantidad de código." + +msgid "" +"Terrains are grouped into terrain sets. Each terrain set is assigned a mode " +"from **Match Corners and Sides**, **Match Corners** and **Match sides**. " +"They define how terrains are matched to each other in a terrain set." +msgstr "" +"Los terrenos se agrupan en conjuntos de terrenos. A cada conjunto de " +"terrenos se le asigna un modo, que puede ser **Coincidir Esquinas y Lados**, " +"**Coincidir Esquinas** y **Coincidir Lados** (Match Corners and Sides, Match " +"Corners y Match Sides). Estos modos definen cómo se combinan los terrenos " +"entre sí en un conjunto de terrenos." + +msgid "" +"The above modes correspond to the previous bitmask modes autotiles used in " +"Godot 3.x: 2×2, 3×3 or 3×3 minimal. This is also similar to what the `Tiled " +"`__ editor features." +msgstr "" +"Los modos anteriores corresponden a los modos de máscara de bits utilizados " +"anteriormente en los autotiles de Godot 3.x: 2×2, 3×3 o 3×3 mínimo. Esto " +"también es similar a lo que ofrece el editor `Tiled `__." msgid "" "After creating a terrain set, you **must** create one or more terrains " @@ -386,6 +672,9 @@ msgstr "" "Después de crear un conjunto de terrenos, **debes** crear uno o más terrenos " "*dentro* del conjunto de terrenos:" +msgid "Creating a terrain within the terrain set" +msgstr "Creando un terreno dentro del set de terreno" + msgid "" "In the TileSet editor, switch to Select mode and click a tile. In the middle " "column, unfold the **Terrains** section then assign a terrain set ID and a " @@ -446,6 +735,10 @@ msgstr "" "Configuración de bits de emparejamiento de terreno en un solo tile en el " "modo Seleccionar del editor TileSet" +msgid "An example configuration for a full tilesheet may look as follows:" +msgstr "" +"Un ejemplo de configuración de todo un tilesheet podría verse tal que así:" + msgid "Example full tilesheet for a sidescrolling game" msgstr "" "Ejemplo de conjunto de tiles completo para un juego de desplazamiento lateral" @@ -467,8 +760,238 @@ msgstr "" "Hay dos formas de asignar propiedades a varios tiles a la vez. Dependiendo " "de sus casos de uso, un método puede ser más rápido que el otro:" +msgid "Using multiple tile selection" +msgstr "Usando la selección de múltiples tiles" + +msgid "" +"After doing this, you can select multiple tiles on the right column by " +"holding :kbd:`Shift` then clicking on tiles. You can also perform rectangle " +"selection by holding down the left mouse button then dragging the mouse. " +"Lastly, you can deselect tiles that were already selected (without affecting " +"the rest of the selection) by holding :kbd:`Shift` then clicking on a " +"selected tile." +msgstr "" +"Después de hacer esto, puede seleccionar varios tiles en la columna derecha " +"manteniendo presionada la tecla :kbd:`Mayús` y haciendo clic en los tiles. " +"También puede realizar una selección rectangular manteniendo presionado el " +"botón izquierdo del ratón y luego arrastrándolo. Por último, puede anular la " +"selección de tiles que ya estaban seleccionados (sin afectar el resto de la " +"selección) manteniendo presionada la tecla :kbd:`Mayús` y haciendo clic en " +"un tile seleccionado." + +msgid "" +"You can then assign properties using the inspector in the middle column of " +"the TileSet editor. Only properties that you change here will be applied to " +"all selected tiles. Like in the editor's inspector, properties that differ " +"on selected tiles will remain different until you edit them." +msgstr "" +"Luego, puede asignar propiedades mediante el inspector en la columna central " +"del editor TileSet. Solo las propiedades que cambie aquí se aplicarán a " +"todos los tiles seleccionados. Al igual que en el inspector del editor, las " +"propiedades que difieren en los tiles seleccionados seguirán siendo " +"diferentes hasta que las edite." + +msgid "" +"With numerical and color properties, you will also see a preview of the " +"property's value on all tiles in the atlas after editing a property:" +msgstr "" +"Al editar propiedades numéricas o de color, se mostrará una vista previa del " +"valor de la propiedad en todos los tiles del atlas:" + +msgid "" +"Selecting multiple tiles using the Select mode, then applying properties" +msgstr "" +"Selección varios tiles usando el modo Seleccionar y aplicación de propiedades" + +msgid "Using tile property painting" +msgstr "Usando la pintura de propiedades de tiles" + +msgid "" +"If you wish to apply a single property to several tiles at once, you can use " +"the *property painting* mode for this purpose." +msgstr "" +"Si desea aplicar una sola propiedad a varios tiles a la vez, puede utilizar " +"el modo *pintura de propiedades*." + +msgid "" +"Configure a property to be painted in the middle column, then click on tiles " +"(or hold down the left mouse button) in the right column to \"paint\" " +"properties onto tiles." +msgstr "" +"Configure una propiedad para que se pinte en la columna del medio, luego " +"haga clic en los tiles (o mantenga presionado el botón izquierdo del ratón) " +"en la columna derecha para \"pintar\" propiedades en los tiles." + msgid "Painting tile properties using the TileSet editor" msgstr "Pintando las propiedades de un tile utilizando el editor de TileSet" -msgid "Translation status" -msgstr "Estado de la traducción" +msgid "" +"Tile property painting is especially useful with properties that are time-" +"consuming to set manually, such as collision shapes:" +msgstr "" +"El pintado de propiedades de tile es especialmente útil con propiedades que " +"requieren mucho tiempo para configurarse manualmente, como las formas de " +"colisión:" + +msgid "Painting a collision polygon, then left-clicking tiles to apply it" +msgstr "" +"Pintar un polígono de colisión y luego hacer clic izquierdo en los tiles " +"para aplicarlo" + +msgid "Creating alternative tiles" +msgstr "Creando tiles alternativos" + +msgid "" +"Sometimes, you want to use a single tile image (found only once within the " +"atlas), but configured in different ways. For example, you may want to use " +"the same tile image, but rotated, flipped, or modulated with a different " +"color. This can be done using *alternative tiles*." +msgstr "" +"A veces, quieres utilizar una sola imagen de baldosa (que se encuentra solo " +"una vez dentro del atlas), pero configurada de diferentes maneras. Por " +"ejemplo, puedes querer usar la misma imagen de baldosa pero girada, volteada " +"o modulada con un color diferente. Esto se puede lograr usando *baldosas " +"alternativos*." + +msgid "" +"Since Godot 4.2, you don't have to create alternative tiles to rotate or " +"flip tiles anymore. You can rotate any tile while placing it in the TileMap " +"editor by using the rotation/flip buttons in the TileMap editor toolbar." +msgstr "" +"Desde Godot 4.2, no tienes que crear tiles alternativos o rotar o voltear " +"tiles. Puedes rotar cualquier tile al colocarlo en el editor de TileMap " +"usando los botones de rotar/volter en la barra de herramientas del editor de " +"TileMap." + +msgid "" +"To create an alternative tile, right-click a base tile in the atlas " +"displayed by the TileSet editor, then choose **Create an Alternative Tile**:" +msgstr "" +"Para crear un tile alternativo, haz clic derecho en un tile base en el atlas " +"mostrado por el editor de TileSets. Luego escoge **Crear un Tile " +"Alternativo**:" + +msgid "" +"Creating an alternative tile by right-clicking a base tile in the TileSet " +"editor" +msgstr "" +"Crear un tile alternativo al hacer clic derecho en un tile base en el editor " +"de TileSet" + +msgid "" +"If currently in Select mode, the alternative tile will already be selected " +"for editing. If not currently in Select mode, you can still create " +"alternative tiles, but you will need to switch to Select mode and select the " +"alternative tile to edit it." +msgstr "" +"Si se encuentra en el modo Seleccionar, el tile alternativo ya estará " +"seleccionado para su edición. Si no se encuentra en el modo Seleccionar, " +"podrá crear tiles alternativos, pero tendrá que cambiar al modo Seleccionar " +"y seleccionar el tile alternativo para editarlo." + +msgid "" +"If you don't see the alternative tile, pan over to the right of the atlas " +"image, as alternative tiles always appear on the right of base tiles of a " +"given atlas in the TileSet editor:" +msgstr "" +"Si no ves el tile alternativo, desplázate a la derecha de la imagen del " +"atlas, ya que los tiles alternativos siempre aparecen a la derecha de los " +"tiles base de un atlas determinado en el editor TileSet:" + +msgid "Configuring an alternative tile after clicking it in the TileSet editor" +msgstr "" +"Configurando un tile alternativo después de hacer clic en él en el editor de " +"TileSet" + +msgid "" +"After selecting an alternative tile, you can change any properties using the " +"middle column like you would on a base tile. However, the list of exposed " +"properties is different compared to base tiles:" +msgstr "" +"Después de seleccionar un tile alternativo, puedes cambiar cualquier " +"propiedad usando la columna central como lo harías en un tile base. No " +"obstante, la lista de propiedades mostradas es diferente en comparación a " +"los tiles base:" + +msgid "" +"**Alternative ID:** The unique numerical identifier for this alternative " +"tile. Changing it will break existing TileMaps, so be careful! This ID also " +"controls the sorting in the list of alternative tiles displayed in the " +"editor." +msgstr "" +"**Alternative ID:** El identificador numérico único para este tile " +"alternativo. Cambiarlo romperá los TileMaps existentes, ¡así que ten " +"cuidado! Este ID también controla el orden en la lista de tiles alternativos " +"mostrados en el editor." + +msgid "**Rendering > Flip H:** If ``true``, the tile is horizontally flipped." +msgstr "" +"**Rendering > Flip H:** If ``true``, el tile se voltea horizontalmente." + +msgid "**Rendering > Flip V:** If ``true``, the tile is vertically flipped." +msgstr "**Rendering > Flip V:** If ``true``, el tile se voltea verticalmente." + +msgid "" +"**Rendering > Transpose:** If ``true``, the tile is rotated 90 degrees " +"*counter-clockwise* and then flipped vertically. In practice, this means " +"that to rotate a tile by 90 degrees clockwise without flipping it, you " +"should enable **Flip H** and **Transpose**. To rotate a tile by 180 degrees " +"clockwise, enable **Flip H** and **Flip V**. To rotate a tile by 270 degrees " +"clockwise, enable **Flip V** and **Transpose**." +msgstr "" +"**Rendering > Transpose:** Si es ``true``, el tile es rotado 90 grados *en " +"sentido antihorario* y después volteado verticalmente. En la práctica esto " +"supone rotar un tile 90 grados en sentido horario sin voltearlo, deberías " +"habilitar **Flip H** y **Transpose**. Para rotar un tile 180 grados en " +"sentido horario, habilita **Flip H** y **Flip V**. Para rotar un tile 270 " +"grados en sentido horario, habilita **Flip V** y **Transpose**." + +msgid "" +"**Rendering > Texture Origin:** The origin to use for drawing the tile. This " +"can be used to visually offset the tile compared to the base tile." +msgstr "" +"**Rendering > Texture Origin:** El origen a usar para dibujar el tile. Esto " +"puede ser usado para poner el offset del tile visualmente comparándolo con " +"el tile base." + +msgid "" +"**Rendering > Modulate:** The color multiplier to use when rendering the " +"tile." +msgstr "" +"**Rendering > Modulate:** El multiplicador de color a usar cuando se " +"renderiza el tile." + +msgid "" +"**Rendering > Material:** The material to use for this tile. This can be " +"used to apply a different blend mode or custom shaders to a single tile." +msgstr "" +"**Rendering > Material:** El material a usar para este tile. Esto puede ser " +"usarse para aplicar un modo de fusión distinto, o shaders custom a un solo " +"tile." + +msgid "" +"**Z Index:** The sorting order for this tile. Higher values will make the " +"tile render in front of others on the same layer." +msgstr "" +"**Z Index:** El orden de clasificación de este tile. Valores más altos harán " +"que el tile se renderice en frente de otros en la misma capa." + +msgid "" +"You can create an additional alternative tile variant by clicking the large " +"\"+\" icon next to the alternative tile. This is equivalent to selecting the " +"base tile and right-clicking it to choose **Create an Alternative Tile** " +"again." +msgstr "" +"Puedes crear otro tile alternativo haciendo clic en el icono \"+\" que está " +"situado al lado del tile alternativo. Esto es equivalente a seleccionar el " +"tile base y darle clic derecho, **Crear un Tile Alternativo** de nuevo." + +msgid "" +"When creating an alternative tile, none of the properties from the base tile " +"are inherited. You must set properties again on the alternative tile if you " +"wish those to be identical on the base tile and the alternative tile." +msgstr "" +"Al crear un tile alternativo, ninguna de las propiedades del tile base son " +"heredadas. Debes establecer las propiedades nuevamente en el tile " +"alternativo si deseas que sean idénticas en el tile base y en el tile " +"alternativo." diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/3d_antialiasing.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/3d_antialiasing.po index 45592e0b3c..8d71e4ce19 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/3d_antialiasing.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/3d_antialiasing.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -32,6 +32,3 @@ msgstr "Antialiasing aproximado rápido (FXAA)" msgid "Supersample antialiasing (SSAA)" msgstr "Antialiasing de supermuestreo (SSAA)" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po index afeb6148bb..6c42f6c1f4 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -54,12 +54,38 @@ msgstr "" "grandes que 4096×4096 y usar una potencia de dos tamaños si la textura " "necesita repetirse." +msgid "" +"To limit the size of a specific texture that may be too large to render, you " +"can set the **Process > Size Limit** import option to a value greater than " +"``0``. This will reduce the texture's dimensions on import (preserving " +"aspect ratio) without affecting the source file." +msgstr "" +"Para limitar el tamaño de una textura específica que puede ser demasiado " +"grande para renderizar, puede configurar la opción de importación **Proceso " +"> Límite de tamaño** en un valor mayor que ``0``. Esto reducirá las " +"dimensiones de la textura al importarla (preservando la relación de aspecto) " +"sin afectar el archivo de origen." + msgid "Color banding" msgstr "Bandas de color" +msgid "" +"When using the Compatibility rendering method, HDR is not used and the color " +"precision is the lowest of all rendering methods. This also applies to 2D " +"rendering, where banding may be visible when using smooth gradient textures." +msgstr "" +"Al utilizar el método de renderizado de compatibilidad, no se utiliza HDR y " +"la precisión de color es la más baja de todos los métodos de renderizado. " +"Esto también se aplica al renderizado 2D, donde pueden verse bandas al " +"utilizar texturas con degradados suaves." + msgid "There are two main ways to alleviate banding:" msgstr "Hay dos caminos principales para solucionar las bandas:" +msgid "Color banding comparison (contrast increased for more visibility)" +msgstr "" +"Comparación de bandas de color (contraste aumentado para mayor visibilidad)" + msgid "Depth buffer precision" msgstr "Precisión del buffer de profundidad" @@ -118,6 +144,13 @@ msgstr "" "puede ser capaz de mover los objetos del combate Z más lejos sin que la " "diferencia sea visible para el jugador." +msgid "" +"Z-fighting comparison (before and after tweaking the scene by offsetting the " +"Label3D away from the floor)" +msgstr "" +"Comparación de Z-fighting (antes y después de ajustar la escena alejando el " +"Label3D del suelo)" + msgid "Transparency sorting" msgstr "Orden de transparencia" @@ -131,6 +164,13 @@ msgstr "" "Godot actualmente no proporciona esta característica. Todavía hay varias " "maneras de evitar este problema:" +msgid "" +"Transparency sorting comparison (alpha-blended materials on the left, alpha " +"scissor materials on the right)" +msgstr "" +"Comparación de clasificación de transparencia (materiales con mezcla alfa a " +"la izquierda, materiales con tijera alfa a la derecha)" + msgid "Multi-sample antialiasing" msgstr "Multisample anti-aliasing (MSAA)" @@ -169,6 +209,3 @@ msgid "" msgstr "" "Existen varios modos resolver esta limitación dependiendo de cuánto margen " "tengas en el desempeño:" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/3d_text.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/3d_text.po index 2c29c5aa38..3d0c3f3f89 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/3d_text.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/3d_text.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -17,14 +17,249 @@ msgstr "Texto 3D" msgid "Introduction" msgstr "Introducción" +msgid "" +"Additionally, Godot makes it possible to position Control nodes according to " +"a 3D point's position on the camera. This can be used as an alternative to " +"\"true\" 3D text in situations where Label3D and TextMesh aren't flexible " +"enough." +msgstr "" +"Adicionalmente, Godot hace posible posicionar nodos de control de acuerdo " +"con la posición de punto 3D en la cámara. Esto puede ser usado como una " +"alternativa a texto 3D real en situaciones donde Label3D y TextMesh no son " +"lo suficientemente flexibles." + msgid "Label3D" msgstr "Etiqueta 3D" msgid "Advantages" msgstr "Ventajas" +msgid "" +"Label3D is faster to generate than TextMesh. While both use a caching " +"mechanism to only render new glyphs once, Label3D will still be faster to " +"(re)generate, especially for long text. This can avoid stuttering during " +"gameplay on low-end CPUs or mobile." +msgstr "" +"Label3D es más rápido en generar que TextMesh. Mientras que ambos usan un " +"mecanismo de almacenamiento en caché para renderizar los glifos nuevos solo " +"una vez, Label3D aún será más rápido en (re)generar, especialmente para " +"textos largos. Esto puede evitar el stuttering durante el gameplay en CPUs " +"de gama baja o móviles." + +msgid "" +"Label3D can use bitmap fonts and dynamic fonts (with and without :abbr:`MSDF " +"(Multi-channel Signed Distance Font)` or mipmaps). This makes it more " +"flexible on that aspect compared to TextMesh, especially for rendering fonts " +"with self-intersecting outlines or colored fonts (emoji)." +msgstr "" +"Label3D puede utilizar fuentes de mapa de bits y fuentes dinámicas (con y " +"sin `MSDF (Multi-channel Signed Distance Font)`o mipmaps). Esto lo hace más " +"flexible en ese aspecto en comparación con TextMesh, especialmente para " +"representar fuentes con contornos que se entrecruzan entre sí o fuentes de " +"colores (emoji)." + +msgid "" +"See :ref:`doc_gui_using_fonts` for guidelines on configuring font imports." +msgstr "" +"Mira :ref:`doc_gui_using_fonts` para saber que pautas seguir configurando " +"las importaciones de las fuentes." + msgid "Limitations" msgstr "Limitaciones" -msgid "Translation status" -msgstr "Estado de la traducción" +msgid "" +"This can be mitigated by setting the Label3D's transparency mode to **Alpha " +"Cut**, at the cost of less smooth text rendering. The **Opaque Pre-Pass** " +"transparency mode can preserve text smoothness while allowing the Label3D to " +"cast shadows, but some transparency sorting issues will remain." +msgstr "" +"Esto se puede mitigar configurando el modo de transparencia de Label3D en " +"**Alpha Cut**, a costa de una representación del texto menos fluida. El modo " +"de transparencia **Opaque Pre-Pass** puede preservar la suavidad del texto y " +"al mismo tiempo permitir que Label3D proyecte sombras, pero persistirán " +"algunos problemas de clasificación de transparencia." + +msgid "" +"See :ref:`Transparency sorting " +"` section in the 3D " +"rendering limitations page for more information." +msgstr "" +"Mira la sección :ref:`Transparency sorting " +"` en el la página de " +"limitaciones del renderizado 3D para más información." + +msgid "" +"Text rendering quality can also suffer when the Label3D is viewed at a " +"distance. To improve text rendering quality, :ref:`enable mipmaps on the " +"font ` or :ref:`switch the font to use MSDF " +"rendering `." +msgstr "" +"La calidad de la representación del texto también puede verse afectada " +"cuando Label3D se ve a distancia. Para mejorar la calidad de la " +"representación del texto, :ref:`habilite los mapas MIP en la fuente " +"` o :ref:`cambie la fuente para usar la " +"representación MSDF `." + +msgid "" +"Here is an example of a texture and how it's applied to the mesh. You can " +"use the texture below as a reference for the generated mesh's UV map:" +msgstr "" +"Aquí hay un ejemplo de una textura y cómo se aplica a la malla. Puedes usar " +"la textura de abajo como una referencia para el mapa de coordenadas UV " +"generado:" + +msgid "TextMesh has a few advantages over Label3D:" +msgstr "TextMesh tiene unas pocas ventajas sobre Label3D:" + +msgid "TextMesh geometry can have actual depth to it, giving glyphs a 3D look." +msgstr "" +"La geometría de TextMesh puede tener profundidad, dándole a los grifos una " +"apariencia 3D." + +msgid "TextMesh can use custom shaders, unlike Label3D." +msgstr "TextMesh puede usar shaders personalizados, no como Label3D." + +msgid "" +"No built-in outline support, unlike Label3D. This can be simulated using " +"custom shaders though." +msgstr "" +"No hay soporte integrado para esquemas, a diferencia de Label3D. Sin " +"embargo, esto se puede simular utilizando sombreadores personalizados." + +msgid "" +"Only dynamic fonts are supported (``.ttf``, ``.otf``, ``.woff``, ``." +"woff2``). Bitmap fonts in the ``.fnt`` or ``.font`` formats are **not** " +"supported." +msgstr "" +"Sólo se admiten fuentes dinámicas (``.ttf``, ``.otf``, ``.woff``, ``." +"woff2``). Las fuentes de mapa de bits en los formatos ``.fnt`` o ``.font`` " +"**no** son compatibles." + +msgid "" +"Fonts with self-intersecting outlines will not render correctly. If you " +"notice rendering issues on fonts downloaded from websites such as Google " +"Fonts, try downloading the font from the font author's official website " +"instead." +msgstr "" +"Las fuentes con contornos que se cruzan entre sí no se representarán " +"correctamente. Si nota problemas de representación en fuentes descargadas de " +"sitios web como Google Fonts, intente descargar la fuente desde el sitio web " +"oficial del autor de la fuente." + +msgid "" +"Antialiasing the text rendering requires a full-scene antialiasing method to " +"be enabled such as MSAA, FXAA and temporal antialiasing (TAA). If no " +"antialiasing method is enabled, text will appear grainy, especially at a " +"distance. See :ref:`doc_3d_antialiasing` for more information." +msgstr "" +"El suavizado de la representación de texto requiere que se habilite un " +"método de antialiasing de escena completa, como MSAA, FXAA y antialiasing " +"temporal (TAA). Si no se habilita ningún método de suavizado, el texto " +"aparecerá granulado, especialmente a distancia. Consulte :ref:" +"`doc_3d_antialiasing` para obtener más información." + +msgid "Projected Label node (or any other Control)" +msgstr "Nodo Label proyectado (o cualquier otro nodo Control)" + +msgid "" +"There is a last solution that is more complex to set up, but provides the " +"most flexibility: projecting a 2D node onto 3D space. This can be achieved " +"using the return value of :ref:" +"`unproject_position` method on a " +"Camera3D node in a script's ``_process()`` function. This return value " +"should then be used to set the ``position`` property of a Control node." +msgstr "" +"Existe una última solución que es más compleja de configurar, pero que " +"proporciona la mayor flexibilidad: proyectar un nodo 2D en un espacio 3D. " +"Esto se puede lograr usando el valor de retorno del método :ref:" +"`unproject_position` en un nodo " +"Camera3D en la función ``_process()`` de un script. Este valor de retorno " +"debe usarse para establecer la propiedad ``posición`` de un nodo de Control." + +msgid "" +"Any Control node can be used, including Label, RichTextLabel or even nodes " +"such as Button. This allows for powerful formatting and GUI interaction." +msgstr "" +"Se puede utilizar cualquier nodo de control, incluidos Label, RichTextLabel " +"o incluso nodos como Button. Esto permite un formato potente y una " +"interacción con la interfaz gráfica de usuario." + +msgid "" +"The script-based approach allows for complete freedom in positioning. For " +"example, this makes it considerably easier to pin Controls to the screen's " +"edges when they go off-screen (for in-game 3D markers)." +msgstr "" +"El enfoque basado en scripts permite una total libertad de posicionamiento. " +"Por ejemplo, esto hace que sea mucho más fácil fijar los controles en los " +"bordes de la pantalla cuando se salen de ella (para los marcadores 3D del " +"juego)." + +msgid "" +"Control theming is obeyed. This allows for easier customization that " +"globally applies to the project." +msgstr "" +"Se respeta la temática de control, lo que permite una personalización más " +"sencilla que se aplica globalmente al proyecto." + +msgid "" +"Projected Controls cannot be occluded by 3D geometry in any way. You can use " +"a RayCast to fully hide the control if its target position is occluded by a " +"collider, but this doesn't allow for partially hiding the control behind a " +"wall." +msgstr "" +"Los controles proyectados no pueden quedar ocultos por la geometría 3D de " +"ninguna manera. Puedes usar un RayCast para ocultar completamente el control " +"si su posición de destino está oculta por un colisionador, pero esto no " +"permite ocultar parcialmente el control detrás de una pared." + +msgid "" +"Changing text size depending on distance by adjusting the Control's " +"``scale`` property is possible, but it needs to be done manually. Label3D " +"and TextMesh automatically take care of this, at the cost of less " +"flexibility (can't set a minimum/maximum text size in pixels)." +msgstr "" +"Es posible cambiar el tamaño del texto en función de la distancia ajustando " +"la propiedad ``scale`` del control, pero debe hacerse manualmente. Label3D y " +"TextMesh se encargan de esto automáticamente, a costa de una menor " +"flexibilidad (no se puede establecer un tamaño de texto mínimo/máximo en " +"píxeles)." + +msgid "" +"Handling resolution and aspect ratio changes must be taken into account in " +"the script, which can be challenging." +msgstr "" +"El manejo de los cambios en la resolución y el ratio de aspecto debe tenerse " +"en cuenta en el código, lo cual puede resultar complejo." + +msgid "Should I use Label3D, TextMesh or a projected Control?" +msgstr "¿Debo utilizar Label3D, TextMesh o un control proyectado?" + +msgid "" +"In most scenarios, Label3D is recommended as it's easier to set up and " +"provides higher rendering quality (especially if 3D antialiasing is " +"disabled)." +msgstr "" +"En la mayoría de los escenarios, se recomienda Label3D ya que es más fácil " +"de configurar y proporciona una mayor calidad de renderizado (especialmente " +"si el antialiasing 3D está deshabilitado)." + +msgid "" +"For advanced use cases, TextMesh is more flexible as it allows styling the " +"text with custom shaders. Custom shaders allow for modifying the final " +"geometry, such as curving the text along a surface. Since the text is actual " +"3D geometry, the text can optionally have depth to it and can also " +"contribute to global illumination." +msgstr "" +"Para casos de uso avanzados, TextMesh es más flexible, ya que permite " +"aplicar estilo al texto con sombreadores personalizados. Los sombreadores " +"personalizados permiten modificar la geometría final, como curvar el texto a " +"lo largo de una superficie. Dado que el texto es geometría 3D real, el texto " +"puede tener profundidad opcionalmente y también puede contribuir a la " +"iluminación global." + +msgid "" +"If you need features such as BBCode or Control theming support, then using a " +"projected RichTextLabel node is the only way to go." +msgstr "" +"Si necesita funciones como BBCode o compatibilidad con temas de control, " +"utilizar un nodo RichTextLabel proyectado es la única opción." diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/csg_tools.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/csg_tools.po index 56eb703b9f..dec80e3996 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/csg_tools.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/csg_tools.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -204,6 +204,3 @@ msgstr "" "Inspector). De esta manera, cada nodo CSG puede tener su propia apariencia. " "Los nodos CSG sustractivos aplicarán su material a los nodos en los que " "están \"excavando\"." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po index 6171b08f26..a536b2feda 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -333,6 +333,3 @@ msgstr "" "Los valores controlables por el usuario en la sección de Exposición " "Automática vienen con valores por defecto sensatos, pero aún así puedes " "ajustarlos:" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/global_illumination/faking_global_illumination.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/global_illumination/faking_global_illumination.po index 1083564cfa..720aa3237e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/global_illumination/faking_global_illumination.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/global_illumination/faking_global_illumination.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/global_illumination/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/global_illumination/index.po index 1083564cfa..720aa3237e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/global_illumination/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/global_illumination/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/global_illumination/introduction_to_global_illumination.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/global_illumination/introduction_to_global_illumination.po index 68e11b5084..b8fa8cd428 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/global_illumination/introduction_to_global_illumination.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/global_illumination/introduction_to_global_illumination.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -17,6 +17,35 @@ msgstr "Iluminación especular" msgid "Performance" msgstr "Rendimiento" +msgid "**VoxelGI:**" +msgstr "**VoxelGI:**" + +msgid "**SDFGI:**" +msgstr "**SDFGI:**" + +msgid "" +"SSIL is designed to be used as a complement to another GI technique such as " +"VoxelGI, SDFGI or LightmapGI. SSIL works best for small-scale details, as it " +"cannot provide accurate indirect lighting for large structures on its own. " +"SSIL can provide real-time indirect lighting in situations where other GI " +"techniques fail to capture small-scale details or dynamic objects. Its " +"screen-space nature will result in some artifacts, especially when objects " +"enter and leave the screen. SSIL works using the last frame's color (before " +"post-processing) which means that emissive decals and custom shaders are " +"included (as long as they're present on screen)." +msgstr "" +"SSIL está diseñado para usarse como complemento a otra técnica GI como " +"VoxelGI, SDFGI o LightmapGI. SSIL funciona mejor para detalles a pequeña " +"escala, ya que no puede proporcionar iluminación indirecta precisa para " +"estructuras grandes por sí solo. SSIL puede proporcionar iluminación " +"indirecta en tiempo real en situaciones en las que otras técnicas GI no " +"logran capturar detalles a pequeña escala u objetos dinámicos. Su naturaleza " +"de espacio-pantalla dará como resultado algunos artefactos, especialmente " +"cuando los objetos entran y salen de la pantalla. SSIL funciona utilizando " +"el color del último frame (antes del posprocesamiento), lo que significa que " +"se incluyen decals emisivas y shaders personalizados (siempre que estén " +"presentes en la pantalla)." + msgid "good" msgstr "bien" @@ -25,6 +54,3 @@ msgstr "mal" msgid "Summary" msgstr "Sumario" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/global_illumination/reflection_probes.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/global_illumination/reflection_probes.po index 6ea740093c..7907f9bb0e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/global_illumination/reflection_probes.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/global_illumination/reflection_probes.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -22,6 +22,3 @@ msgstr "Sonda de reflexión habilitada." msgid "Limitations" msgstr "Limitaciones" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/global_illumination/using_lightmap_gi.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/global_illumination/using_lightmap_gi.po index cc36acc231..bb2d4ff904 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/global_illumination/using_lightmap_gi.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/global_illumination/using_lightmap_gi.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -148,6 +148,3 @@ msgstr "" "de imágenes para realizar el pos-procesamiento si es necesario. Sin embargo, " "tenga en cuenta que los cambios en el archivo EXR se perderán cuando vuelva " "a crear mapas de luz." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/global_illumination/using_sdfgi.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/global_illumination/using_sdfgi.po index 26a6b51707..fc0467324c 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/global_illumination/using_sdfgi.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/global_illumination/using_sdfgi.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -17,5 +17,27 @@ msgstr "Comparaciones visuales" msgid "SDFGI disabled." msgstr "SDFGI deshabilitado." -msgid "Translation status" -msgstr "Estado de la traducción" +msgid "" +"**Bounce Feedback:** By default, indirect lighting only bounces once when " +"using SDFGI. Setting this value above ``0.0`` will cause SDFGI to bounce " +"more than once, which provides more realistic indirect lighting at a small " +"performance cost. Sensible values are usually between ``0.3`` and ``1.0`` " +"depending on the scene. Note that in some scenes, values above ``0.5`` can " +"cause infinite feedback loops to happen, causing the scene to become " +"extremely bright in a few seconds' time. If your indirect lighting looks " +"\"splotchy\", consider increasing this value above ``0.0`` to get more " +"uniform-looking lighting. If your lighting ends up looking too bright as a " +"result, decrease **Energy** to compensate." +msgstr "" +"**Retroalimentación de Rebote:** Por defecto, la iluminación indirecta " +"rebota solo una vez cuando se utiliza SDFGI. Establecer este valor por " +"encima de ``0.0`` hará que SDFGI rebote más de una vez, lo que proporciona " +"una iluminación indirecta más realista a un pequeño costo de rendimiento. " +"Los valores razonables suelen estar entre ``0.3`` y ``1.0`` dependiendo de " +"la escena. Tenga en cuenta que en algunas escenas, los valores superiores a " +"``0.5`` pueden provocar bucles de retroalimentación infinitos, haciendo que " +"la escena se vuelva extremadamente brillante en pocos segundos. Si su " +"iluminación indirecta parece \"manchada\", considere aumentar este valor por " +"encima de ``0.0`` para obtener una iluminación de aspecto más uniforme. Si " +"la iluminación final resulta demasiado brillante, reduzca **Energía** para " +"compensar." diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/global_illumination/using_voxel_gi.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/global_illumination/using_voxel_gi.po index 16e3285705..b6095e4cc8 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/global_illumination/using_voxel_gi.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/global_illumination/using_voxel_gi.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Visual comparison" msgstr "Comparaciones visuales" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/high_dynamic_range.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/high_dynamic_range.po index b86da268b2..d2adb9bade 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/high_dynamic_range.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/high_dynamic_range.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -221,6 +221,3 @@ msgstr "" "un nodo :ref:`WorldEnvironment ` o en un nodo de la " "Cámara. Para más información, ver :ref:" "`doc_environment_and_post_processing``." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/index.po index 67dbbd8c1e..25272d76d3 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,11 +14,11 @@ msgstr "" msgid "3D" msgstr "3D" +msgid "Rendering" +msgstr "Renderizado" + msgid "Optimization" msgstr "Optimización" msgid "Tools" msgstr "Herramientas" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/introduction_to_3d.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/introduction_to_3d.po index 5b51899e40..a143b7ad55 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/introduction_to_3d.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/introduction_to_3d.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -15,19 +15,205 @@ msgid "Introduction to 3D" msgstr "Introducción al 3D" msgid "" -"In 3D, math is a little more complex than in 2D, so also checking the :ref:" -"`doc_vector_math` entry in the wiki (which was especially created for game " -"developers, not mathematicians or engineers) will help pave the way for you " -"to develop 3D games efficiently." +"Creating a 3D game can be challenging. That extra Z coordinate makes many of " +"the common techniques that helped to make 2D games simpler no longer work. " +"To aid in this transition, it is worth mentioning that Godot uses similar " +"APIs for 2D and 3D. Most nodes are the same and are present in both 2D and " +"3D versions. In fact, it is worth checking the 3D platformer tutorial, or " +"the 3D kinematic character tutorials, which are almost identical to their 2D " +"counterparts." msgstr "" -"En 3D las matemáticas son un poco más complejas que en 2D, así que revisar " -"la sección :ref:`doc_vector_math` de la wiki (que fue creada especialmente " -"para desarrolladores de juegos, no para matemáticos o ingenieros) ayudará a " -"allanar el camino hacia el desarrollo eficiente de juegos 3D." +"Crear un juego en 3D puede ser todo un reto. Esa coordenada Z extra hace que " +"muchas de las técnicas comunes que ayudaron a hacer juegos 2D simples ya no " +"funcionen. Para ayudar en esta transición, vale la pena mencionar que Godot " +"utiliza APIs similares para 2D y 3D. La mayoría de los nodos son iguales y " +"están presentes en las versiones 2D y 3D. De hecho, vale la pena comprobar " +"el tutorial de plataformas 3D, o los tutoriales de personajes cinemáticos " +"3D, que son casi idénticos a sus homólogos 2D." + +msgid "Coordinate system" +msgstr "Sistema de Coordenadas" + +msgid "" +"Godot uses the `metric `__ " +"system for everything in 3D, with 1 unit being equal to 1 meter. Physics and " +"other areas are tuned for this scale. Therefore, attempting to use a " +"different scale is usually a bad idea (unless you know what you are doing)." +msgstr "" +"Godot utiliza el sistema `métrico `__ para todo en 3D, donde 1 unidad " +"equivale a 1 metro. La física y otras áreas están ajustadas para esta " +"escala. Por lo tanto, intentar utilizar una escala diferente generalmente es " +"una mala idea (a menos que sepas lo que estás haciendo)." + +msgid "" +"When working with 3D assets, it's always best to work in the correct scale " +"(set the unit to metric in your 3D modeling software). Godot allows scaling " +"post-import and, while this works in most cases, in rare situations it may " +"introduce floating-point precision issues (and thus, glitches or artifacts) " +"in delicate areas such as rendering or physics. Make sure your artists " +"always work in the right scale!" +msgstr "" +"Al trabajar con recursos 3D, siempre es mejor trabajar en la escala correcta " +"(ajusta el DCC a métrico). Godot permite escalar después de la importación " +"y, aunque esto funciona en la mayoría de los casos, en situaciones poco " +"frecuentes puede presentar problemas de precisión de coma flotante (y, por " +"lo tanto, errores o defectos) en áreas delicadas como el renderizado o la " +"física. Por lo tanto, ¡asegúrate de que tus artistas siempre trabajen en la " +"escala correcta!" + +msgid "" +"The Y coordinate is used for \"up\". As for the horizontal X/Z axes, Godot " +"uses a **right-handed** coordinate system. This means that for most objects " +"that need alignment (such as lights or cameras), the Z axis is used as a " +"\"pointing towards\" direction. This convention roughly means that:" +msgstr "" +"La coordenada Y se usa para “arriba”, pensado para la mayoría de los objetos " +"que necesitan alineación (como luces, cámaras, colisionador de cápsula, " +"vehículo, etc.), el eje Z se usa como una dirección “apuntando al frente”. " +"Esta convención significa aproximadamente que:" + +msgid "**X** is sides" +msgstr "**X** es los lados" + +msgid "**Y** is up/down" +msgstr "**Y** es arriba/abajo" + +msgid "**Z** is front/back" +msgstr "**Z** es adelante/atrás" + +msgid "See this chart for comparison with other 3D software:" +msgstr "Mira esta tabla que lo compara con otros programas 3D:" + +msgid "3D coordinate systems comparison chart" +msgstr "Tabla comparativa de sistemas de coordenadas 3D" + +msgid "Image by `Freya Holmér `__" +msgstr "Fuente `Freya Holmér `__" + +msgid "Space and manipulation gizmos" +msgstr "Gizmos de espacio y manipulación" + +msgid "Some useful keybindings:" +msgstr "Algunos keybindings útiles:" + +msgid "To center the view on the selected object, press :kbd:`F`." +msgstr "Para centrar la vista en el objeto seleccionado, presiona :kbd:`F`." + +msgid "Using Blender-style transform shortcuts" +msgstr "Usando atajos de transformación estilo Blender" + +msgid "" +"Since Godot 4.2, you can enable Blender-style shortcuts for translating, " +"rotating and scaling nodes. In Blender, these shortcuts are:" +msgstr "" +"A partir de la versión 4.2 de Godot puedes habilitar atajos estilo Blender " +"para mover, rotar y escalar nodos. En blender esos atajos son:" + +msgid ":kbd:`G` for translating" +msgstr ":kbd:`G` para mover" + +msgid ":kbd:`R` for rotating" +msgstr ":kbd:`R` para rotar" + +msgid ":kbd:`S` for scaling" +msgstr ":kbd:`S` para escalar" + +msgid "" +"After pressing a shortcut key while focusing on the 3D editor viewport, move " +"the mouse or enter a number to move the selected node(s) by the specified " +"amount in 3D units. You can constrain movement to a specific axis by " +"specifying the axis as a letter, then the distance (if entering a value with " +"the keyboard)." +msgstr "" +"Tras presionar una tecla de atajo mientras se centra la pestaña del editor " +"3D, mueve el ratón o pulsa un número para mover los modos seleccionados la " +"cantidad especificada en unidades tridimensionales. Puedes restringir el " +"movimiento a un eje concreto especificando primero el eje con una letra y " +"después la distancia (si se añade un valor con el teclado)." + +msgid "" +"For instance, to move the selection upwards by 2.5 units, enter the " +"following sequence in order (Y+ is upwards in Godot):" +msgstr "" +"Por ejemplo, para mover la selección hacia arriba 2.5 unidades, usa la " +"siguiente secuencia de teclas en orden (Y+ es hacia arriba en Godot):" + +msgid ":kbd:`G`-:kbd:`Y`-:kbd:`2`-:kbd:`.`-:kbd:`5`-:kbd:`Enter`" +msgstr ":kbd:`G`-:kbd:`Y`-:kbd:`2`-:kbd:`.`-:kbd:`5`-:kbd:`Enter`" + +msgid "" +"To use Blender-style transform shortcuts in Godot, go to the Editor " +"Settings' **Shortcuts** tab, then in the Spatial Editor section:" +msgstr "" +"Para usar los atajos de transformación estilo blender en Godot, ve a la " +"pestaña de **Atajos** de los Ajustes del Editor, luego en la sección de " +"Editor Espacial:" + +msgid "Bind **Begin Translate Transformation** to :kbd:`G`." +msgstr "Enlazar **Comenzar Transformación de Traslación** con :kbd:`G`." + +msgid "Bind **Begin Rotate Transformation** to :kbd:`R`." +msgstr "Enlazar **Comenzar Transformación de Rotación** con :kbd:`R`." + +msgid "Bind **Begin Scale Transformation** to :kbd:`S`." +msgstr "Enlazar **Comenzar Transformación de Escalado**con :kbd:`S`." + +msgid "" +"Finally, unbind **Scale Mode** so that its shortcut won't conflict with " +"**Begin Rotate Transformation**." +msgstr "" +"Finalmente, desenlazar **Modo Escalado** de modo que ese atajo no entrará en " +"conflicto con **Comenzar Transformación de Rotación**." + +msgid "Node3D node" +msgstr "Nodo Node3D" + +msgid "" +":ref:`Node2D ` is the base node for 2D. :ref:`Control " +"` is the base node for everything GUI. Following this " +"reasoning, the 3D engine uses the :ref:`Node3D ` node for " +"everything 3D." +msgstr "" +":ref:`Node2D ` es el nodo base para 2D. :ref:`Control " +"` es el nodo base para todo el GUI. Siguiendo este " +"razonamiento, el motor 3D utiliza el nodo :ref:`Node3D ` para " +"todo lo que es 3D." + +msgid "" +"Node3Ds have a local transform, which is relative to the parent node (as " +"long as the parent node is also of **or inherits from** the type Node3D). " +"This transform can be accessed as a 3×4 :ref:`Transform3D " +"`, or as 3 :ref:`Vector3 ` members " +"representing location, Euler rotation (X, Y and Z angles) and scale." +msgstr "" +"Los nodos 3D tienen una transformación local, que es relativa al nodo padre " +"(siempre que el nodo padre también sea **o herede** del tipo Nodo3D). Se " +"puede acceder a esta transformación como un 3×4 :ref:`Transform3D " +"`, o como 3 :ref:`Vector3 ` miembros que " +"representan la ubicación, la rotación de Euler (ángulos X, Y y Z) y la " +"escala." msgid "3D content" msgstr "Contenido 3D" +msgid "" +"Unlike 2D, where loading image content and drawing is straightforward, 3D is " +"a little more difficult. The content needs to be created with special 3D " +"tools (also called Digital Content Creation tools, or DCCs) and exported to " +"an exchange file format to be imported in Godot. This is required since 3D " +"formats are not as standardized as images." +msgstr "" +"A diferencia del 2D, donde cargar contenido de imagen y dibujarlo es " +"sencillo, el 3D es un poco más difícil. El contenido debe crearse con " +"herramientas 3D especiales (también llamadas herramientas de creación de " +"contenido digital o DCC) y exportarse a un formato de archivo de intercambio " +"para poder importarlo en Godot. Esto es necesario porque los formatos 3D no " +"están tan estandarizados como las imágenes." + +msgid "Manually authored models (using 3D modeling software)" +msgstr "Modelos creados manualmente (usando software de modelado 3D)" + msgid "Generated geometry" msgstr "Geometría generada" @@ -61,6 +247,19 @@ msgstr "" msgid "Immediate geometry" msgstr "Geometría inmediata" +msgid "" +"If, instead, you need to generate simple geometry that will be updated " +"often, Godot provides a special :ref:`ImmediateMesh ` " +"resource that can be used in a :ref:`MeshInstance3D ` " +"node. This provides an OpenGL 1.x-style immediate-mode API to create points, " +"lines, triangles, etc." +msgstr "" +"Si, en cambio, necesita generar geometría simple que se actualizará con " +"frecuencia, Godot proporciona un recurso especial :ref:`ImmediateMesh " +"` que se puede utilizar en un nodo :ref:`MeshInstance3D " +"`. Esto proporciona una API de modo inmediato al " +"estilo OpenGL 1.x para crear puntos, líneas, triángulos, etc." + msgid "2D in 3D" msgstr "2D en 3D" @@ -104,99 +303,48 @@ msgstr "" "skybox), y aplicar varios tipos de efectos de post-procesamiento " "incorporados. Los entornos también se pueden anular en la cámara." -msgid "3D viewport" -msgstr "Vista 3D" +msgid "" +"By default, any 3D scene that doesn't have a :ref:`WorldEnvironment " +"` node, or a :ref:`DirectionalLight3D " +"`, will have a preview turned on for what it's " +"missing to light the scene." +msgstr "" +"Por defecto, cualquier escena 3D que no tenga un nodo :ref:`WorldEnvironment " +"`, o un :ref:`DirectionalLight3D " +"`, tendrá una previsualización de lo que falta " +"para iluminar la escena." msgid "" -"Default 3D scene navigation controls are similar to Blender (aiming to have " -"some sort of consistency in the free software pipeline..), but options are " -"included to customize mouse buttons and behavior to be similar to other " -"tools in the Editor Settings:" +"The preview light and environment will only be visible in the scene while in " +"the editor. If you run the scene or export the project they will not affect " +"the scene." msgstr "" -"Los controles de navegación de escena 3D predeterminados son similares a " -"Blender (con el objetivo de tener algún tipo de consistencia entre software " -"libre usado para el desarrollo...), pero se incluyen opciones para " -"personalizar los botones y el comportamiento del mouse para que sean " -"similares a otras herramientas en Ajustes del Editor:" - -msgid "Coordinate system" -msgstr "Sistema de coordenadas" +"La luz de previsualización y de ambiente serán visibles en la escena solo " +"mientras estemos en el editor. Si ejecutas la escena o exportas el proyecto " +"no afectarán a la escena." msgid "" -"Godot uses the `metric `__ " -"system for everything in 3D, with 1 unit being equal to 1 meter. Physics and " -"other areas are tuned for this scale. Therefore, attempting to use a " -"different scale is usually a bad idea (unless you know what you are doing)." +"The same preview sun and environment is used for every scene in the same " +"project, So only make adjustments that would apply to all of the scenes you " +"will need a preview light and environment for." msgstr "" -"Godot utiliza el sistema `métrico `__ para todo en 3D, donde 1 unidad " -"equivale a 1 metro. La física y otras áreas están ajustadas para esta " -"escala. Por lo tanto, intentar utilizar una escala diferente generalmente es " -"una mala idea (a menos que sepas lo que estás haciendo)." - -msgid "**X** is sides" -msgstr "**X** es los lados" - -msgid "**Y** is up/down" -msgstr "**Y** es arriba/abajo" - -msgid "**Z** is front/back" -msgstr "**Z** es adelante/atrás" - -msgid "Space and manipulation gizmos" -msgstr "Gizmos de espacio y manipulación" - -msgid "" -"Moving objects in the 3D view is done through the manipulator gizmos. Each " -"axis is represented by a color: Red, Green, Blue represent X, Y, Z " -"respectively. This convention applies to the grid and other gizmos too (and " -"also to the shader language, ordering of components for Vector3, Color, " -"etc.)." -msgstr "" -"El movimiento de objetos en la vista 3D se realiza a través de los gizmos " -"del manipulación. Cada eje está representado por un color: Rojo, Verde, Azul " -"representan X, Y, Z respectivamente. Esta convención se aplica también a la " -"cuadrícula y a otros gizmos (y también al lenguaje de shaders, el orden de " -"los componentes para Vector3, Color, etc.)." - -msgid "Some useful keybindings:" -msgstr "Algunos keybindings útiles:" - -msgid "" -"To snap placement or rotation, press :kbd:`Ctrl` while moving, scaling or " -"rotating." -msgstr "" -"Para ajustar el movimiento o la rotación, presiona la tecla :kbd:`Ctrl` " -"mientras estás moviendo, escalando o rotando." - -msgid "To center the view on the selected object, press :kbd:`F`." -msgstr "Para centrar la vista en el objeto seleccionado, presiona :kbd:`F`." - -msgid "View menu" -msgstr "Menú Ver" - -msgid "" -"The view options are controlled by the \"View\" menu in the viewport's " -"toolbar." -msgstr "" -"Las opciones de visualización se controlan mediante el menú \"Ver\" en la " -"barra de herramientas la vista 3D." - -msgid "You can hide the gizmos in the 3D view of the editor through this menu:" -msgstr "" -"Puedes ocultar los artilugios en la vista 3D del editor a través de este " -"menú:" - -msgid "" -"To hide a specific type of gizmos, you can toggle them off in the \"View\" " -"menu." -msgstr "" -"Para ocultar un tipo específico de instrumentos, puedes desactivarlos en el " -"menú \"Ver\"." +"El mismo sol y ambiente de previsualización se usa para todas las escenas en " +"un mismo proyecto, así que haz retoques que se deberían aplicar a todas las " +"escenas para las que necesites esta previsualización de luces." msgid "Cameras" msgstr "Cámaras" +msgid "" +"No matter how many objects are placed in the 3D space, nothing will be " +"displayed unless a :ref:`Camera3D ` is also added to the " +"scene. Cameras can work in either orthogonal or perspective projections:" +msgstr "" +"No importa cuántos objetos se coloquen en el espacio 3D, no se mostrará nada " +"a menos que también se agregue una :ref:`Camera3D ` a la " +"escena. Las cámaras pueden funcionar en proyecciones ortogonales o en " +"perspectiva:" + msgid "" "Cameras are associated with (and only display to) a parent or grandparent " "viewport. Since the root of the scene tree is a viewport, cameras will " @@ -245,5 +393,23 @@ msgstr "" msgid "Lights" msgstr "Luces" -msgid "Translation status" -msgstr "Estado de la traducción" +msgid "" +"The background environment emits some ambient light which appears on " +"surfaces. Still, without any light sources placed in the scene, the scene " +"will appear quite dark unless the background environment is very bright." +msgstr "" +"El entorno de fondo emite un poco de luz ambiental la cual, aparece en " +"superficies. Incluso si no hay ninguna fuente de luz colocada en la escena, " +"la escena se verá muy oscura a menos que el entorno de fondo sea muy " +"brillante." + +msgid "" +"Most outdoor scenes have a directional light (the sun or moon), while indoor " +"scenes typically have several positional lights (lamps, torches, …). See :" +"ref:`doc_lights_and_shadows` for more information on setting up lights in " +"Godot." +msgstr "" +"La mayoría de escenas de exterior tienen una luz direccional (el sol o la " +"luna), mientras que las escenas de interior suelen tener varias luces " +"posicionales (lámparas, antorchas, etc.). Mira :ref:`doc_lights_and_shadows` " +"para más información sobre la configuración de las luces en Godot." diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/lights_and_shadows.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/lights_and_shadows.po index ca9db1b95c..858b85019f 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/lights_and_shadows.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/lights_and_shadows.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -77,12 +77,65 @@ msgstr "" msgid "Directional shadow mapping" msgstr "Mapeo de sombras direccional" +msgid "" +"To fix this, a technique named *Parallel Split Shadow Maps* (PSSM) is used. " +"This splits the view frustum in 2 or 4 areas. Each area gets its own shadow " +"map. This allows small areas close to the viewer to have the same shadow " +"resolution as a huge, far-away area. When shadows are enabled for " +"DirectionalLight3D, the default shadow mode is PSSM with 4 splits. In " +"scenarios where an object is large enough to appear in all four splits, it " +"results in increased draw calls. Specifically, such an object will be " +"rendered five times in total: once for each of the four shadow splits and " +"once for the final scene rendering. This can impact performance, " +"understanding this behavior is important for optimizing your scene and " +"managing performance expectations." +msgstr "" +"Para solucionar esto, se utiliza una técnica llamada *Mapas de Sombra " +"Divididos Paralelos* (*Parallel Split Shadow Maps*, o PSSM). Esto divide el " +"frustum de visión en 2 o 4 áreas. Cada área obtiene su propio mapa de " +"sombras. Esto permite que áreas pequeñas cercanas al espectador tengan la " +"misma resolución de sombras que un área enorme y lejana. Cuando las sombras " +"están habilitadas para DirectionalLight3D, el modo de sombra predeterminado " +"es PSSM con 4 divisiones. En escenarios donde un objeto es lo " +"suficientemente grande como para aparecer en las cuatro divisiones, resulta " +"en un aumento de las llamadas de dibujado. Específicamente, dicho objeto se " +"renderizará cinco veces en total: una vez por cada una de las cuatro " +"divisiones de sombra y una vez para el renderizado final de la escena. Esto " +"puede afectar el rendimiento, por lo que es importante comprender este " +"comportamiento para optimizar su escena y gestionar las expectativas de " +"rendimiento." + msgid "With this, shadows become more detailed:" msgstr "Con esto, las sombras se vuelven más detalladas:" msgid "To control PSSM, a number of parameters are exposed:" msgstr "Para controlar PSSM, se exponen varios parámetros:" +msgid "" +"Always make sure to set a shadow **Max Distance** according to what the " +"scene needs. A lower maximum distance will result in better-looking shadows " +"and better performance, as fewer objects will need to be included in shadow " +"rendering. You can also adjust **Fade Start** to control how aggressive the " +"shadow fade-out should be at a distance. For scenes where the **Max " +"Distance** fully covers the scene at any given camera position, you can " +"increase **Fade Start** to ``1.0`` to prevent the shadow from fading at a " +"distance. This should not be done in scenes where **Max Distance** doesn't " +"fully cover the scene, as the shadow will appear to be suddenly cut off at a " +"distance." +msgstr "" +"Asegúrate siempre de establecer una **Distancia Máxima** de sombra según las " +"necesidades de la escena. Una distancia máxima menor dará como resultado " +"sombras de mejor aspecto y un mejor rendimiento, ya que será necesario " +"incluir menos objetos en la representación de sombras. También puedes " +"ajustar **Inicio de Desvanecimiento** (Fade Start) para controlar qué tan " +"agresivo debe ser el desvanecimiento de la sombra en la distancia. Para " +"escenas en las que la **Distancia Máxima** cubre completamente la escena en " +"cualquier posición de la cámara, puedes aumentar **Inicio de " +"Desvanecimiento** a ``1.0`` para evitar que la sombra se desvanezca a " +"distancia. Esto no debe hacerse en escenas en las que la **Distancia " +"Máxima** no cubre completamente la escena, ya que la sombra parecerá " +"cortarse de repente." + msgid "Omni light" msgstr "Omni light (luz omnidireccional)" @@ -175,6 +228,3 @@ msgid "" msgstr "" "Si no ha ocurrido nada de lo anterior, no se hace nada, y la sombra queda " "intacta." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/mesh_lod.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/mesh_lod.po index 72dce61a6b..69bf5424fd 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/mesh_lod.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/mesh_lod.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "Introducción" msgid "Visual comparison" msgstr "Comparaciones visuales" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/occlusion_culling.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/occlusion_culling.po index 1c6095b8fb..7836fb467a 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/occlusion_culling.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/occlusion_culling.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -22,6 +22,3 @@ msgstr "Diseña tus niveles tomando ventaja del filtrado por oclusión" msgid "Troubleshooting" msgstr "Solución De Problemas" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/attractors.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/attractors.po index 6a858b417e..f817e2b6e0 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/attractors.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/attractors.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -22,6 +22,3 @@ msgstr "Caja de atractor de partículas" msgid "Particle attractor sphere" msgstr "Esfera de atractor de partículas" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/collision.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/collision.po index 732ef360bc..6a176a4285 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/collision.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/collision.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -23,6 +23,3 @@ msgstr "Colisiones de partículas SDF" msgid "Troubleshooting" msgstr "Solución De Problemas" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po index 1083564cfa..720aa3237e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po index 1083564cfa..720aa3237e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/index.po index ebe33a5fae..100176cda0 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -17,11 +17,55 @@ msgstr "Introducción" msgid "Particles" msgstr "Partículas" +msgid "" +"A particle is the visible part of a particle system. It's what you see on " +"the screen when a particle system is active: The tiny specks of dust, the " +"flames of a fire, the glowing orbs of a magical effect. You can have " +"anywhere between a couple hundred and tens of thousands of particles in a " +"single system. You can randomize a particle's size, its speed and movement " +"direction, and change its color over the course of its lifetime. When you " +"think of a fire, you can think of all the little embers flying away from it " +"as individual particles." +msgstr "" +"Una partícula es la parte visible de un sistema de partículas. Es lo que se " +"ve en la pantalla cuando un sistema de partículas está activo: las diminutas " +"motas de polvo, las llamas de un incendio, los orbes brillantes de un efecto " +"mágico. Se puede tener entre un par de cientos y decenas de miles de " +"partículas en un solo sistema. Se puede aleatorizar el tamaño de una " +"partícula, su velocidad y dirección de movimiento, y cambiar su color a lo " +"largo de su vida. Cuando se piensa en un incendio, se puede pensar en todas " +"las pequeñas brasas que salen volando de él como partículas individuales." + msgid "A list of nodes related to 3D particles" msgstr "Una lista de nodos relacionados a partículas 3D" +msgid "" +"There are several particle collision nodes. :ref:" +"`class_GPUParticlesCollisionBox3D` and :ref:" +"`class_GPUParticlesCollisionSphere3D` are the simple ones. You can use them " +"to create basic shapes like boxes, a floor, or a wall that particles collide " +"with. The other two nodes provide more complex collision behavior. The :ref:" +"`class_GPUParticlesCollisionSDF3D` is useful when you want indoor scenes to " +"collide with particles without having to create all the individual box and " +"sphere colliders by hand. If you want particles to collide with large " +"outdoor scenes, you would use the :ref:" +"`class_GPUParticlesCollisionHeightField3D` node. It creates a heightmap of " +"your world and the objects in it and uses that for large-scale particle " +"collisions." +msgstr "" +"Hay varios nodos de colisión de partículas. :ref:" +"`class_GPUParticlesCollisionBox3D` y :ref:" +"`class_GPUParticlesCollisionSphere3D` son los más simples. Puedes usarlos " +"para crear formas básicas como cajas, un piso o una pared con las que " +"colisionen las partículas. Los otros dos nodos proporcionan un " +"comportamiento de colisión más complejo. :ref:" +"`class_GPUParticlesCollisionSDF3D` es útil cuando quieres que las escenas " +"interiores colisionen con partículas sin tener que crear todos los " +"colisionadores de cajas y esferas individuales a mano. Si quieres que las " +"partículas colisionen con escenas exteriores grandes, usarías el nodo :ref:" +"`class_GPUParticlesCollisionHeightField3D`. Crea un mapa de alturas de tu " +"mundo y los objetos que contiene y lo usa para colisiones de partículas a " +"gran escala." + msgid "Basic usage" msgstr "Uso básico" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po index 199fdd7f27..b320ceb9e1 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,6 +11,30 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" +msgid "" +"The properties in this material control how particles behave and change over " +"their lifetime. A lot of them have ``Min``, ``Max``, and ``Curve`` values " +"that allow you to fine-tune their behavior. The relationship between these " +"values is this: When a particle is spawned, the property is set with a " +"random value between ``Min`` and ``Max``. If ``Min`` and ``Max`` are the " +"same, the value will always be the same for every particle. If the ``Curve`` " +"is also set, the value of the property will be multiplied by the value of " +"the curve at the current point in a particle's lifetime. Use the curve to " +"change a property over the particle lifetime. Very complex behavior can be " +"expressed this way." +msgstr "" +"Las propiedades de este material controlan cómo se comportan las partículas " +"y cómo cambian a lo largo de su vida útil. Muchas de ellas tienen valores " +"``Min``, ``Max`` y ``Curve`` que permiten afinar su comportamiento. La " +"relación entre estos valores es la siguiente: cuando se genera una " +"partícula, la propiedad se establece con un valor aleatorio entre ``Min`` y " +"``Max``. Si ``Min`` y ``Max`` son iguales, el valor siempre será el mismo " +"para todas las partículas. Si también se establece la ``Curve``, el valor de " +"la propiedad se multiplicará por el valor de la curva en el punto actual de " +"la vida útil de una partícula. Utilice la curva para cambiar una propiedad a " +"lo largo de la vida útil de la partícula. De esta manera se puede expresar " +"un comportamiento muy complejo." + msgid "Angle" msgstr "Angle (Ángulo)" @@ -35,6 +59,27 @@ msgstr "Color" msgid "Particle color ramp" msgstr "Cambio de color de partículas" +msgid "" +"To set up a color ramp, click on the box next to the property name and from " +"the dropdown menu select ``New GradientTexture1D``. Click on the box again " +"to open the texture's details. Find the ``Gradient`` property, click on the " +"box next to it and select ``New Gradient``. Click on that box again and you " +"will see a color range. Click anywhere on that range to insert a new marker. " +"You can move the marker with the mouse and delete it by clicking the right " +"mouse button. When a marker is selected, you can use the color picker next " +"to the range to change its color." +msgstr "" +"Para configurar una rampa de color, haga clic en el cuadro junto al nombre " +"de la propiedad y, en el menú desplegable, seleccione ``New " +"GradientTexture1D``. Vuelva a hacer clic en el cuadro para abrir los " +"detalles de la textura. Busque la propiedad ``Gradient``, haga clic en el " +"cuadro junto a ella y seleccione ``New Gradient``. Vuelva a hacer clic en " +"ese cuadro y verá un rango de colores. Haga clic en cualquier parte de ese " +"rango para insertar un nuevo marcador. Puede mover el marcador con el ratón " +"y eliminarlo haciendo clic con el botón derecho. Cuando se selecciona un " +"marcador, puede usar el selector de color junto al rango para cambiar su " +"color." + msgid "Animation" msgstr "Animación" @@ -66,5 +111,26 @@ msgstr "" msgid "Animated particles lifetimes" msgstr "Vida de partículas animadas" -msgid "Translation status" -msgstr "Estado de la traducción" +msgid "" +"The ``Mode`` property controls how and when sub-emitters are spawned. Set it " +"to ``Disabled`` and no sub-emitters will ever be spawned. Set it to " +"``Constant`` to make sub-emitters spawn continuously at a constant rate. The " +"``Frequency`` property controls how often that happens within the span of " +"one second. Set the mode to ``At End`` to make the sub-emitter spawn at the " +"end of the parent particle's lifetime, right before it is destroyed. The " +"``Amount At End`` property controls how many sub-emitters will be spawned. " +"Set the mode to ``At Collision`` to make sub-emitters spawn when a particle " +"collides with the environment. The ``Amount At Collision`` property controls " +"how many sub-emitters will be spawned." +msgstr "" +"La propiedad ``Mode`` controla cómo y cuándo se generan los subemisores. " +"Establézcala en ``Disabled`` y nunca se generarán subemisores. Establézcala " +"en ``Constant`` para que los subemisores se generen continuamente a un ritmo " +"constante. La propiedad ``Frequency`` controla la frecuencia con la que esto " +"sucede en el lapso de un segundo. Establezca el modo en ``At End`` para que " +"el subemisor se genere al final de la vida útil de la partícula principal, " +"justo antes de que se destruya. La propiedad ``Amount At End`` controla " +"cuántos subemisores se generarán. Establezca el modo en ``At Collision`` " +"para que los subemisores se generen cuando una partícula colisione con el " +"entorno. La propiedad ``Amount At Collision`` controla cuántos subemisores " +"se generarán." diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/properties.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/properties.po index cea84dfe89..f3ebac2c63 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/properties.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/properties.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,8 +14,53 @@ msgstr "" msgid "Emitter properties" msgstr "Propiedades del emisor" +msgid "" +"This can be useful if you want the particle system to look like it has been " +"active for a while even though it was just loaded into the scene. Consider " +"the example below. Both particle systems simulate dust flying around in the " +"area. With a preprocess value of ``0``, there wouldn't be any dust for the " +"first couple of seconds because the system has not yet emitted enough " +"particles for the effect to become noticeable. This can be seen in the video " +"on the left. Compare that to the video on the right where the particle " +"system is preprocessed for ``4`` seconds. The dust is fully visible from the " +"very beginning because we skipped the first four seconds of \"setup\" time." +msgstr "" +"Esto puede ser útil si quieres que el sistema de partículas parezca que ha " +"estado activo durante un tiempo aunque se haya cargado recientemente en la " +"escena. Considera el ejemplo siguiente. Ambos sistemas de partículas simulan " +"el polvo que vuela por el área. Con un valor de preprocesamiento de ``0``, " +"no habría polvo durante los primeros segundos porque el sistema aún no ha " +"emitido suficientes partículas para que el efecto se note. Esto se puede ver " +"en el video de la izquierda. Compáralo con el video de la derecha donde el " +"sistema de partículas se preprocesa durante ``4`` segundos. El polvo es " +"completamente visible desde el principio porque nos saltamos los primeros " +"cuatro segundos del tiempo de \"configuración\"." + +msgid "" +"The ``Transform Align`` property controls the particle's default rotation. " +"``Disabled`` means they don't align in any particular way. Instead, their " +"rotation is determined by the values set in the process material. ``Z-" +"Billboard`` means that the particles will always face the camera. This is " +"similar to the ``Billboard`` property in the :ref:`Standard Material " +"`. ``Y to Velocity`` means that each particle's Y-" +"axis aligns with its movement direction. This can be useful for things like " +"bullets or arrows, where you want particles to always point \"forward\". ``Z-" +"Billboard + Y to Velocity`` combines the previous two modes. Each particle's " +"Z-axis will point towards the camera while its Y-axis will align with their " +"velocity." +msgstr "" +"La propiedad ``Transform Align`` controla la rotación predeterminada de la " +"partícula. ``Disabled`` significa que no se alinean de ninguna manera en " +"particular. En cambio, su rotación está determinada por los valores " +"establecidos en el material de proceso. ``Z-Billboard`` significa que las " +"partículas siempre estarán orientadas hacia la cámara. Esto es similar a la " +"propiedad ``Billboard`` en :ref:`Standard Material " +"`. ``Y to Velocity`` significa que el eje Y de " +"cada partícula se alinea con su dirección de movimiento. Esto puede ser útil " +"para cosas como balas o flechas, donde desea que las partículas siempre " +"apunten \"hacia adelante\". ``Z-Billboard + Y to Velocity`` combina los dos " +"modos anteriores. El eje Z de cada partícula apuntará hacia la cámara, " +"mientras que su eje Y se alineará con su velocidad." + msgid "Particle trails" msgstr "Rastros de partículas" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/subemitters.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/subemitters.po index f751e04c44..8d8d4d4560 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/subemitters.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/subemitters.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "Asignando un sub-emisor" msgid "Limitations" msgstr "Limitaciones" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/trails.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/trails.po index 02077dfc2d..3cc3c943dd 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/trails.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/trails.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -19,6 +19,3 @@ msgstr "Rastros de partículas" msgid "Particle trail params" msgstr "Parámetros de rastros de partículas" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/turbulence.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/turbulence.po index 6add925a17..abbe5876f6 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/turbulence.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/particles/turbulence.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Particle turbulence properties" msgstr "Propiedades de turbulencia de partículas" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/physical_light_and_camera_units.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/physical_light_and_camera_units.po index c16c9928cf..827de9d49b 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/physical_light_and_camera_units.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/physical_light_and_camera_units.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -22,6 +22,3 @@ msgstr "Configura el entorno." msgid "Configure Light3D nodes." msgstr "Configura los nodos Light3D." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/procedural_geometry/arraymesh.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/procedural_geometry/arraymesh.po index 145a9c342a..c05768c501 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/procedural_geometry/arraymesh.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/procedural_geometry/arraymesh.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -96,6 +96,20 @@ msgstr "12" msgid "``ARRAY_INDEX``" msgstr "``ARRAY_INDEX``" +msgid "" +"In most cases when creating a mesh, we define it by its vertex positions. So " +"usually, the array of vertices (at index 0) is required, while the index " +"array (at index 12) is optional and will only be used if included. It is " +"also possible to create a mesh with only the index array and no vertex " +"array, but that's beyond the scope of this tutorial." +msgstr "" +"En la mayoría de casos, al crear un mesh, lo definimos pro las posiciones de " +"sus vertices. Por lo tanto, generalmente se requiere el arreglo de indices " +"(en el indice 0) mientras que el arreglo de índices (en el índice 12) es " +"opcional y solo se utilizará si se incluye. También es posible crear una " +"mesh solo con el arreglo de índices y sin el arreglo de vértices, pero eso " +"está más allá del alcance de este tutorial." + msgid "Under ``_ready()``, create a new Array." msgstr "Dentro de ``_ready()``, crea un nuevo Array." @@ -170,6 +184,3 @@ msgstr "" "` para guardar la ArrayMesh. Esto es útil cuando " "queremos generar una malla y luego utilizarla posteriormente sin tener que " "volver a generarla." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/procedural_geometry/immediatemesh.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/procedural_geometry/immediatemesh.po index 1083564cfa..f58895d297 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/procedural_geometry/immediatemesh.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/procedural_geometry/immediatemesh.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,5 +11,53 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -msgid "Translation status" -msgstr "Estado de la traducción" +msgid "" +"The :ref:`ImmediateMesh ` is a convenient tool to " +"create dynamic geometry using an OpenGL 1.x-style API. Which makes it both " +"approachable to use and efficient for meshes which need to be updated every " +"frame." +msgstr "" +"El :ref:ImmediateMesh es una herramienta conveniente " +"para crear geometría dinámica utilizando una API estilo OpenGL 1.x. Esto lo " +"hace accesible de usar y eficiente para meshes que necesitan ser " +"actualizadas en cada frame." + +msgid "" +"First, you need to create a :ref:`MeshInstance3D ` and " +"add an :ref:`ImmediateMesh ` to it in the Inspector." +msgstr "" +"Primero, necesitas crear una :ref:`MeshInstance3D ` y " +"añadirle una :ref:`ImmediateMesh ` en el inspector." + +msgid "" +"Next, add a script to the MeshInstance3D. The code for the ImmediateMesh " +"should go in the ``_process()`` function if you want it to update each " +"frame, or in the ``_ready()`` function if you want to create the mesh once " +"and not update it. If you only generate a surface once, the ImmediateMesh is " +"just as efficient as any other kind of mesh as the generated mesh is cached " +"and reused." +msgstr "" +"A continuación, agregue un script al MeshInstance3D. El código para el " +"ImmediateMesh debería ir en la función ``_process()`` si desea actualizar " +"cada cuadro, o en la función ``_ready()`` si desea crear el Mesh una vez y " +"no actualizarlo. Si quiere generar solo una vez una superficie, el " +"ImmediateMesh is tan eficiente como cualquier otro tipo de mesh, ya que el " +"Mesh generado se almacena en caché y se reutiliza." + +msgid "" +"The ImmediateMesh can also be used across frames. Each time you call " +"``surface_begin()`` and ``surface_end()``, you are adding a new surface to " +"the ImmediateMesh. If you want to recreate the mesh from scratch each frame, " +"call ``clear_surfaces()`` before calling ``surface_begin()``." +msgstr "" +"El ImmediateMesh tambien puede ser utilizado a través de cada cuadro. Cada " +"vez que llame ``surface_begin()`` y ``surface_end()``, está añadiendo una " +"nueva superficie al ImmediateMesh. Si desea recrear el Mesh desde cero en " +"cada cuadro, llame a ``clear_surfaces()`` antes de llamar " +"``surface_begin()``." + +msgid "" +"The above code will dynamically create and draw a single surface each frame." +msgstr "" +"El código de arriba creará dinámicamente y dibujará una sola superficie en " +"cada cuadro." diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/procedural_geometry/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/procedural_geometry/index.po index 94b71872ea..6943b1559e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/procedural_geometry/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/procedural_geometry/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,6 +14,14 @@ msgstr "" msgid "Procedural geometry" msgstr "Geometría procedural" +msgid "" +"All the procedural geometry generation methods described here run on the " +"CPU. Godot doesn't support generating geometry on the GPU yet." +msgstr "" +"Todos los métodos de generación procedural de geometría aquí descritos se " +"ejecutan por CPU. Godot no soporta todavía la generación de geometría por " +"GPU." + msgid "What is geometry?" msgstr "¿Qué es geometría?" @@ -30,6 +38,21 @@ msgstr "" msgid "What is a Mesh?" msgstr "¿Qué es una Mesh?" +msgid "" +"Many things in Godot have mesh in their name: the :ref:`Mesh `, " +"the :ref:`ArrayMesh `, the :ref:`ImmediateMesh " +"`, the :ref:`MeshInstance3D `, " +"the :ref:`MultiMesh `, and the :ref:`MultiMeshInstance3D " +"`. While they are all related, they have slightly " +"different uses." +msgstr "" +"En Godot, muchas cosas tienen la palabra malla en su nombre: :ref:`Mesh " +"`, :ref:`ArrayMesh `, :ref:`ImmediateMesh " +"`, :ref:`MeshInstance3D `, :ref:" +"`MultiMesh ` y :ref:`MultiMeshInstance3D " +"`. Si bien todas están relacionadas, tienen usos " +"ligeramente diferentes." + msgid "What a Mesh is" msgstr "Qué es una Mesh" @@ -167,6 +190,3 @@ msgstr "" "malla, pero no es una buena idea utilizarlo si esa información no es " "necesaria. El MeshDataTool se utiliza mejor si se va a utilizar un algoritmo " "que requiere el acceso al array de caras o bordes." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/procedural_geometry/meshdatatool.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/procedural_geometry/meshdatatool.po index f367c67025..ce6f5c28c0 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/procedural_geometry/meshdatatool.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/procedural_geometry/meshdatatool.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -139,6 +139,3 @@ msgstr "" "esférica llamada ``mesh`` en una masa deformada aleatoriamente con normales " "y colores de vértice actualizados. Consulta el tutorial de ArrayMesh para " "aprender cómo generar la malla base." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/procedural_geometry/surfacetool.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/procedural_geometry/surfacetool.po index 7ef2262be3..7c2437960b 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/procedural_geometry/surfacetool.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/procedural_geometry/surfacetool.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -87,6 +87,3 @@ msgstr "" "``add_smooth_group()`` al agregar vértices. ``add_smooth_group()`` debe ser " "llamado mientras construyes la geometría, por ejemplo, antes de llamar a " "``add_vertex()`` (si no está indexado) o ``add_index()`` (si está indexado)." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/resolution_scaling.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/resolution_scaling.po index c893e59fa0..3966ca4bde 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/resolution_scaling.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/resolution_scaling.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -17,8 +17,80 @@ msgstr "Factor de escala de resolución" msgid "Megapixels rendered per frame" msgstr "Megapixeles renderizados por frame" +msgid "``0.50``" +msgstr "``0.50``" + +msgid "960×540" +msgstr "960×540" + +msgid "``0.67``" +msgstr "``0.67``" + +msgid "1286×723" +msgstr "1286×723" + +msgid "``0.75``" +msgstr "``0.75``" + +msgid "1440×810" +msgstr "1440×810" + +msgid "``0.85``" +msgstr "``0.85``" + +msgid "1632×918" +msgstr "1632×918" + +msgid "**1920×1080**" +msgstr "**1920×1080**" + +msgid "2553×1436" +msgstr "2553×1436" + +msgid "2880×1620" +msgstr "2880×1620" + +msgid "3840×2160" +msgstr "3840×2160" + +msgid "1280×720" +msgstr "1280×720" + +msgid "1715×964" +msgstr "1715×964" + +msgid "1920×1080" +msgstr "1920×1080" + +msgid "2176×1224" +msgstr "2176×1224" + +msgid "**2560×1440**" +msgstr "**2560×1440**" + +msgid "3404×1915" +msgstr "3404×1915" + +msgid "5120×2880" +msgstr "5120×2880" + +msgid "2572×1447" +msgstr "2572×1447" + +msgid "3264×1836" +msgstr "3264×1836" + +msgid "**3840×2160**" +msgstr "**3840×2160**" + +msgid "5107×2872" +msgstr "5107×2872" + +msgid "5760×3240" +msgstr "5760×3240" + +msgid "7680×4320" +msgstr "7680×4320" + msgid "Troubleshooting" msgstr "Solución De Problemas" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/spring_arm.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/spring_arm.po new file mode 100644 index 0000000000..51da244f28 --- /dev/null +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/spring_arm.po @@ -0,0 +1,15 @@ +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.3\n" +"Report-Msgid-Bugs-To: \n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: es\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +msgid "Introduction" +msgstr "Introducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/standard_material_3d.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/standard_material_3d.po index 7a8a3fcad9..c48ca6b041 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/standard_material_3d.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/standard_material_3d.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,6 +11,9 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" +msgid "Standard Material 3D and ORM Material 3D" +msgstr "Material estándar 3D y material ORM 3D" + msgid "Introduction" msgstr "Introducción" @@ -39,6 +42,91 @@ msgstr "" "que actualmente se está utilizando en el malla. Por ejemplo, esto se puede " "utilizar para aplicar un efecto de escudo transparente en una malla." +msgid "" +"StandardMaterial3D has many settings that determine the look of a material. " +"All of these are under the BaseMaterial3D category" +msgstr "" +"StandardMaterial3D tiene muchas configuraciones que determinan el aspecto de " +"un material. Todas ellas se encuentran en la categoría BaseMaterial3D" + +msgid "" +"ORM materials are almost exactly the same with one difference. Instead of " +"separate settings and textures for occlusion, roughness, and metallic, there " +"is a single ORM texture. The different color channels of that texture are " +"used for each parameter. Programs such as Substance Painter and Armor Paint " +"will give you the option to export in this format, for these two programs " +"it's with the export preset for unreal engine, which also uses ORM textures." +msgstr "" +"Los materiales ORM son casi exactamente iguales con una diferencia: en lugar " +"de configuraciones y texturas separadas para oclusión, rugosidad y " +"metalizado, hay una única textura ORM. Los diferentes canales de color de " +"esa textura se utilizan para cada parámetro. Programas como Substance " +"Painter y Armor Paint te darán la opción de exportar en este formato; para " +"estos dos programas, es con el ajuste preestablecido de exportación para " +"Unreal Engine, que también utiliza texturas ORM." + +msgid "" +"By default, materials in Godot are opaque. This is fast to render, but it " +"means the material can't be seen through even if you use a transparent " +"texture in the **Albedo > Texture** property (or set **Albedo > Color** to a " +"transparent color)." +msgstr "" +"De manera predeterminada, los materiales en Godot son opacos. Esto permite " +"renderizarlos rápidamente, pero significa que no se puede ver a través del " +"material incluso si se usa una textura transparente en la propiedad **Albedo " +"> Textura** (o se establece **Albedo > Color** en un color transparente)." + +msgid "" +"To be able to see through a material, the material needs to be made " +"*transparent*. Godot offers several transparency modes:" +msgstr "" +"Para poder ver a través de un material, este debe ser transparente. Godot " +"ofrece varios modos de transparencia:" + +msgid "" +"**Disabled:** Material is opaque. This is the fastest to render, with all " +"rendering features supported." +msgstr "" +"**Deshabilitado:** El material es opaco. Es el modo más rápido de renderizar " +"y admite todas las funciones de renderizado." + +msgid "" +"**Alpha:** Material is transparent. Semi-transparent areas are drawn with " +"blending. This is slow to render, but it allows for partial transparency " +"(also known as translucency). Materials using alpha blending also can't cast " +"shadows, and are not visible in screen-space reflections." +msgstr "" +"**Alfa:** El material es transparente. Las áreas semitransparentes se " +"dibujan con la combinación. Esta función es lenta de renderizar, pero " +"permite una transparencia parcial (también conocida como translucidez). Los " +"materiales que utilizan la combinación alfa tampoco pueden proyectar sombras " +"y no son visibles en los reflejos del espacio de la pantalla." + +msgid "" +"When the alpha antialiasing mode is set to **Alpha Edge Blend** or **Alpha " +"Edge Clip**, a new **Alpha Antialiasing Edge** property becomes visible " +"below in the inspector. This property controls the threshold below which " +"pixels should be made transparent. While you've already defined an alpha " +"scissor threshold (when using **Alpha Scissor** only), this additional " +"threshold is used to smoothly transition between opaque and transparent " +"pixels. **Alpha Antialiasing Edge** must *always* be set to a value that is " +"strictly below the alpha scissor threshold. The default of ``0.3`` is a " +"sensible value with an alpha scissor of threshold of ``0.5``, but remember " +"to adjust this alpha antialiasing edge when modifying the alpha scissor " +"threshold." +msgstr "" +"Cuando el modo de suavizado de bordes alpha se establece en **Alpha Edge " +"Blend** o **Alpha Edge Clip**, se hace visible una nueva propiedad **Alpha " +"Antialiasing Edge** en la parte inferior del inspector. Esta propiedad " +"controla el umbral por debajo del cual los píxeles deben volverse " +"transparentes. Si bien ya ha definido un umbral de tijera alfa (cuando se " +"usa solo **Alpha Scissor**), este umbral adicional se usa para realizar una " +"transición suave entre píxeles opacos y transparentes. **Alpha Antialiasing " +"Edge** debe *siempre* establecerse en un valor que esté estrictamente por " +"debajo del umbral de tijera alfa. El valor predeterminado de ``0.3`` es un " +"valor razonable con un umbral de tijera alfa de ``0.5``, pero recuerde " +"ajustar este *alpha antialiasing edge* al modificar el umbral de tijera alfa." + msgid "Blend Mode" msgstr "Modo de Fusión" @@ -181,16 +269,6 @@ msgstr "" "Especifica cómo se renderizará el specular blob. El specular blob representa " "la forma de una fuente de luz reflejada en el objeto." -msgid "" -"**Blinn:** Common in previous-generation engines. Not worth using nowadays, " -"but left here for the sake of compatibility." -msgstr "" -"**Blinn:** Común en motores de generaciones anteriores. No vale la pena " -"usarlo hoy en día, pero lo hemos dejado por motivos de compatibilidad." - -msgid "**Phong:** Same as above." -msgstr "**Phong:** Igual que arriba." - msgid "" "**Toon:** Creates a toon blob, which changes size depending on roughness." msgstr "" @@ -413,21 +491,6 @@ msgstr "" "Occlusion, nada superará la calidad de un mapa de AO bien bakeado. Se " "recomienda prebakear Ambient Occlusion siempre que sea posible." -msgid "" -"Setting a depth map on a material produces a ray-marched search to emulate " -"the proper displacement of cavities along the view direction. This is not " -"real added geometry, but an illusion of depth. It may not work for complex " -"objects, but it produces a realistic depth effect for textures. For best " -"results, *Depth* should be used together with normal mapping." -msgstr "" -"Establecer un mapa de profundidad a un material genera una búsqueda ray-" -"marched para emular el desplazamiento adecuado de las cavidades a lo largo " -"de la dirección de la vista. Esto no es una verdadera geometría añadida, " -"sino una ilusión de profundidad. Puede que no funcione para objetos " -"complejos pero produce un efecto de profundidad realista para texturas. Para " -"obtener mejores resultados, se debe utilizar *Depth* junto con normal " -"mapping." - msgid "Subsurface Scattering" msgstr "Dispersión Subsuperficial" @@ -680,6 +743,3 @@ msgstr "" "El orden de renderizado de los objetos se puede cambiar, esto es útil sobre " "todo para los objetos transparentes (u objetos opacos que dibujan en " "profundidad pero no en color, como grietas en el suelo)." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/using_decals.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/using_decals.po index e6abeb5ce2..39e4464c5a 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/using_decals.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/using_decals.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,13 +11,6 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -msgid "" -"The Godot demo projects repository contains a `3D decals demo `__." -msgstr "" -"El repositorio de demos de Godot contiene una `demo de 3D decals `__." - msgid "Use cases" msgstr "Casos de uso" @@ -29,6 +22,3 @@ msgstr "Parámetros" msgid "Limitations" msgstr "Limitaciones" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/using_gridmaps.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/using_gridmaps.po index 74f8ee5aa7..dddde87c78 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/using_gridmaps.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/using_gridmaps.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -178,6 +178,3 @@ msgid "" msgstr "" "Ver :ref:`class_GridMap` para detalles sobre los métodos del nodo y las " "variables de miembros." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po index 17448441b5..47ee960fe3 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -110,6 +110,3 @@ msgid "" msgstr "" "Para modificar el resultado, repite el mismo paso previo con parámetros " "diferentes." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/using_transforms.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/using_transforms.po index c57c0bb1f1..7f337bb2d3 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/using_transforms.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/using_transforms.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -202,6 +202,19 @@ msgstr "" msgid "Say no to Euler angles" msgstr "Di no a los ángulos de Euler" +msgid "" +"The result of all this is that you should **not use** the ``rotation`` " +"property of :ref:`class_Node3D` nodes in Godot for games. It's there to be " +"used mainly in the editor, for coherence with the 2D engine, and for simple " +"rotations (generally just one axis, or even two in limited cases). As much " +"as you may be tempted, don't use it." +msgstr "" +"El resultado de todo esto es que no deberías **usar** la propiedad " +"``rotation`` de :ref:`class_Spatial`` en Godot para juegos. Está ahí para " +"ser usado principalmente en el editor, para la coherencia con el motor 2D, y " +"para rotaciones simples (generalmente solo un eje, o incluso dos en casos " +"limitados). Por mucho que te sientas tentado, no lo uses." + msgid "Instead, there is a better way to solve your rotation problems." msgstr "" "En cambio, hay una mejor manera de resolver estos problemas de rotación." @@ -209,6 +222,16 @@ msgstr "" msgid "Introducing transforms" msgstr "Introducción a Transforms" +msgid "" +"Godot uses the :ref:`class_Transform3D` datatype for orientations. Each :ref:" +"`class_Node3D` node contains a ``transform`` property which is relative to " +"the parent's transform, if the parent is a Node3D-derived type." +msgstr "" +"Godot usa el tipo de datos :ref:`class_Transform` para las orientaciones. " +"Cada nodo :ref:`class_Spatial`` contiene una propiedad ``transform`` " +"relativa a la transformación del padre, si el padre es de tipo derivado de " +"Nodo3D." + msgid "" "It is also possible to access the world coordinate transform via the " "``global_transform`` property." @@ -302,6 +325,9 @@ msgstr "" "Es posible rotar un transformación, ya sea multiplicando su base por otra " "(esto es llamado acumulación), o usando los métodos de rotación." +msgid "A method in Node3D simplifies this:" +msgstr "El método en Nodo3D simplifica esto:" + msgid "This rotates the node relative to the parent node." msgstr "Esto rota el nodo relativo al nodo padre." @@ -350,6 +376,15 @@ msgstr "" "a ``90`` grados entre sí. Sin embargo, cualquier escala aplicada a la " "transformación se perderá." +msgid "" +"It is recommended you not scale nodes that are going to be manipulated; " +"scale their children nodes instead (such as MeshInstance3D). If you " +"absolutely must scale the node, then re-apply it at the end:" +msgstr "" +"Se recomienda no escalar los nodos que van a ser manipulados. Escala los " +"nodos hijos en su lugar (como MeshInstance3D). Si es absolutamente necesario " +"escalar el nodo, se debe volver a aplicar al final:" + msgid "Obtaining information" msgstr "Obteniendo información" @@ -434,6 +469,20 @@ msgstr "" msgid "Converting a rotation to quaternion is straightforward." msgstr "Convertir una rotación a quaternion es sencillo." +msgid "" +"The :ref:`class_Quaternion` type reference has more information on the " +"datatype (it can also do transform accumulation, transform points, etc., " +"though this is used less often). If you interpolate or apply operations to " +"quaternions many times, keep in mind they need to be eventually normalized. " +"Otherwise, they will also suffer from numerical precision errors." +msgstr "" +"La referencia de tipo :ref:`class_Quaternion` tiene más información sobre el " +"tipo de dato (también puede realizar acumulación de transformaciones, puntos " +"de transformación, etc., aunque esto se usa con menos frecuencia). Si " +"interpola o aplica operaciones a cuaterniones muchas veces, tenga en cuenta " +"que deben normalizarse en algún momento. De lo contrario, también sufrirán " +"errores de precisión numérica." + msgid "" "Quaternions are useful when doing camera/path/etc. interpolations, as the " "result will always be correct and smooth." @@ -461,6 +510,3 @@ msgstr "" "No dudes en pedir ayuda sobre este tema en cualquiera de las `comunidades en " "línea `_ de Godot y, una vez que tengas " "suficiente experiencia ¡ayuda a los demás!" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/variable_rate_shading.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/variable_rate_shading.po index 52c7f8e2e9..92fe341231 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/variable_rate_shading.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/variable_rate_shading.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,11 +14,29 @@ msgstr "" msgid "What is variable rate shading?" msgstr "¿Qué es el shading de tasa varaible?" +msgid "Density" +msgstr "Densidad" + msgid "Color" msgstr "Color" msgid "Comment" msgstr "Comentario" -msgid "Translation status" -msgstr "Estado de la traducción" +msgid "4×2" +msgstr "4×2" + +msgid "8×4" +msgstr "8×4" + +msgid "+10.7%" +msgstr "+10.7%" + +msgid "+12.3%" +msgstr "+12.3%" + +msgid "+16.2%" +msgstr "+16.2%" + +msgid "+23.1%" +msgstr "+23.1%" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/visibility_ranges.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/visibility_ranges.po index 1ab9e29c53..d2ec642dc7 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/visibility_ranges.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/visibility_ranges.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -28,6 +28,3 @@ msgstr "Dispersión Subsuperficial" msgid "Refraction" msgstr "Refracción" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/3d/volumetric_fog.po b/sphinx/po/es/LC_MESSAGES/tutorials/3d/volumetric_fog.po index 8d8d3f7fcd..fc11a6457e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/3d/volumetric_fog.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/3d/volumetric_fog.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Create a FogVolume node." msgstr "Crear un nodo FogVolume." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/animation/2d_skeletons.po b/sphinx/po/es/LC_MESSAGES/tutorials/animation/2d_skeletons.po index 849a0bfa3f..e9def56a8b 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/animation/2d_skeletons.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/animation/2d_skeletons.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -17,15 +17,6 @@ msgstr "Esqueletos 2D" msgid "Introduction" msgstr "Introducción" -msgid "" -"One option is to create animations in third-party software such as Spine or " -"Dragonbones. From Godot 3.1 onwards, though, this functionality is supported " -"built-in." -msgstr "" -"Una opción es crear animaciones en software de terceros como Spine o " -"Dragonbones. A partir de Godot 3.1, sin embargo, esta funcionalidad es " -"soportada de forma integrada." - msgid "" "Why would you want to do skeletal animations directly in Godot? The answer " "is that there are many advantages to it:" @@ -359,6 +350,3 @@ msgstr "" msgid "Once you are all set, you will get much better results:" msgstr "Una vez que esté todo listo, obtendrá resultados mucho mejores:" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/animation/animation_track_types.po b/sphinx/po/es/LC_MESSAGES/tutorials/animation/animation_track_types.po index 1083564cfa..c4609b8538 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/animation/animation_track_types.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/animation/animation_track_types.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,5 +11,5 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -msgid "Translation status" -msgstr "Estado de la traducción" +msgid "The name of the method as a ``String``" +msgstr "El nombre del método como un ``String``" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/animation/animation_tree.po b/sphinx/po/es/LC_MESSAGES/tutorials/animation/animation_tree.po index 4d2c1de5e9..d180d0ba42 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/animation/animation_tree.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/animation/animation_tree.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -39,17 +39,6 @@ msgstr "" "``AnimationPlayer`` es relativamente limitado, ya que sólo se puede " "establecer un tiempo fijo de transición de cruce." -msgid "" -":ref:`AnimationTree ` is a new node introduced in Godot " -"3.1 to deal with advanced transitions. It supersedes the ancient " -"``AnimationTreePlayer``, while adding a huge amount of features and " -"flexibility." -msgstr "" -":ref:`AnimationTree ` es un nuevo nodo introducido en " -"Godot 3.1 para gestionar transiciones avanzadas. Sustituye al antiguo " -"``AnimationTreePlayer``, mientras que añade una gran cantidad de " -"características y flexibilidad." - msgid "Creating an AnimationTree" msgstr "Creando un AnimationTree" @@ -504,6 +493,3 @@ msgstr "" "La máquina de estado debe estar funcionando antes de que pueda viajar. " "Asegúrese de llamar a ``start()`` o elegir un nodo para **Autoreproducir al " "cargar**." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/animation/creating_movies.po b/sphinx/po/es/LC_MESSAGES/tutorials/animation/creating_movies.po index 3e6753e7a4..06bfe0e65a 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/animation/creating_movies.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/animation/creating_movies.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -21,11 +21,11 @@ msgstr "" msgid "AVI (recommended)" msgstr "AVI (recomendado)" +msgid "PNG" +msgstr "PNG" + msgid "Configuration" msgstr "Configuración" msgid "Post-processing steps" msgstr "Pasos para post-procesado" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/animation/cutout_animation.po b/sphinx/po/es/LC_MESSAGES/tutorials/animation/cutout_animation.po index 8a7a739ed9..bf90bff8ff 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/animation/cutout_animation.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/animation/cutout_animation.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -592,6 +592,3 @@ msgid "" "This process is described in a :ref:`separate tutorial `." msgstr "" "Este proceso se describe en un :ref:`separate tutorial `." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/animation/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/animation/index.po index 7a930810b1..9bc3ad45e3 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/animation/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/animation/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Animation" msgstr "Animación" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/animation/introduction.po b/sphinx/po/es/LC_MESSAGES/tutorials/animation/introduction.po index da913fa021..aaf11eaaae 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/animation/introduction.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/animation/introduction.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -257,6 +257,3 @@ msgstr "" "aplicados (como si se hubiera buscado en el tiempo ``0.0``). Esto solo " "afecta al archivo guardado, las pistas de propiedades en el editor " "permanecerán en su posición original." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/animation/playing_videos.po b/sphinx/po/es/LC_MESSAGES/tutorials/animation/playing_videos.po index 78ccbfe6ad..43521d10f1 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/animation/playing_videos.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/animation/playing_videos.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -292,6 +292,3 @@ msgstr "" "de 720 píxeles (720p), mientras se conserva su relación de aspecto " "existente. Esto ayuda a reducir considerablemente el tamaño del archivo si " "la fuente se grabó a una resolución superior a 720p:" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/animation.po b/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/animation.po index 9fa81b7027..83ce494def 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/animation.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/animation.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -139,6 +139,3 @@ msgstr "" "hijo compartirían su AnimationPlayer. Es útil cuando tienes varias " "plataformas, y cada Esqueleto y Malla tiene acciones; entonces una " "plataforma tendría solo un AnimationPlayer." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/index.po index 9785142e8f..f8801965da 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -57,6 +57,3 @@ msgstr "" msgid "Build pipeline integration" msgstr "Integración a la línea de compilación (build pipeline)" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/lights.po b/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/lights.po index 2931e23e39..f7fd384f2f 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/lights.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/lights.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -69,6 +69,3 @@ msgstr "" msgid "" "There is no difference between buffer shadow and ray shadow in the export." msgstr "No hay diferencia entre buffer shadow y ray shadow en la exportación." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/material.po b/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/material.po index 37dc7b8a23..8bdd5361ae 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/material.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/material.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -115,6 +115,3 @@ msgstr "" "los materiales internos para el archivo “escn”. Hay una opción que podría " "habilitar la generación de un archivo externo “.material” cuando el archivo " "“escn” se abra en Godot." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/mesh.po b/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/mesh.po index 233c42b0ee..c6262ae863 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/mesh.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/mesh.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -51,6 +51,3 @@ msgstr "" "en `issue list `__, lo que ayuda a desarrollar el exportador para tener un control " "más preciso de los modificadores." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/physics.po b/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/physics.po index 736f213f56..1d71307a14 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/physics.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/physics.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -102,6 +102,3 @@ msgstr "" "La mayoría de las veces, es conveniente que la geometría de la colisión se " "muestre transparente cuando se trabaja con los modelos, para que esto " "funcione correctamente." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/skeleton.po b/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/skeleton.po index 15a8478d06..83693a5647 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/skeleton.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/skeleton.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -68,6 +68,3 @@ msgid "" msgstr "" "El hueso puede ser el objeto padre en Blender, esta relación se exporta como " "un nodo BoneAttachment en la escena de Godot." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/exporting_3d_scenes.po b/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/exporting_3d_scenes.po index 1cd76e5999..0604482a96 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/exporting_3d_scenes.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/exporting_3d_scenes.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -40,6 +40,3 @@ msgstr "No es posible exportar ShaderMaterials." msgid "No support for exporting 2D scenes." msgstr "Sin soporte para exportar escenas 2D." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/import_process.po b/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/import_process.po index 4e25580d29..391482be94 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/import_process.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/import_process.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -102,6 +102,3 @@ msgid "" msgstr "" "Existen muchos tipos de recursos disponibles para importar.Continúa leyendo " "para entender cómo trabajar con todos ellos:" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/available_formats.po b/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/available_formats.po index 5ab9101156..bc9c4a5574 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/available_formats.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/available_formats.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -49,6 +49,3 @@ msgstr "" msgid "Exporting DAE files from Blender" msgstr "Exportación de archivos DAE desde Blender" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.po b/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.po index 0f4dc4a17c..e605867f3c 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -19,6 +19,34 @@ msgstr "" "Panel Importar después de seleccionar una escena 3D en el panel de Sistema " "de Archivos" +msgid "**glTF**" +msgstr "**glTF**" + +msgid "" +"**Save to File:** Saves the :ref:`class_Mesh` *resource* to an external file " +"(this isn't a scene file). You generally don't need to use this for placing " +"the mesh in a 3D scene – instead, you should instance the 3D scene directly. " +"However, having direct access to the Mesh resource is useful for specific " +"nodes, such as :ref:`class_MeshInstance3D`, :ref:" +"`class_MultiMeshInstance3D`, :ref:`class_GPUParticles3D` or :ref:" +"`class_CPUParticles3D`. - You will also need to specify an output file path " +"using the option that appears after enabling **Save to File**. It's " +"recommended to use the ``.res`` output file extension for smaller file sizes " +"and faster loading speeds, as ``.tres`` is inefficient for writing large " +"amounts of data." +msgstr "" +"**Guardar en Archivo:** Guarda el *recurso* :ref:`class_Mesh` en un archivo " +"externo (no es un archivo de escena). Generalmente no necesitas usar esto " +"para colocar el mesh en una escena 3D. En su lugar, deberías instanciar la " +"escena 3D directamente. Sin embargo, tener acceso directo al recurso Mesh es " +"útil para nodos específicos, como :ref:`class_MeshInstance3D`, :ref:" +"`class_MultiMeshInstance3D`, :ref:`class_GPUParticles3D` o :ref:" +"`class_CPUParticles3D`. También necesitarás especificar una ruta de archivo " +"de salida usando la opción que aparece después de habilitar **Guardar en " +"Archivo**. Se recomienda usar la extensión de archivo de salida ``.res`` " +"para tamaños de archivo más pequeños y velocidades de carga más rápidas, ya " +"que ``.tres`` es ineficiente para escribir grandes cantidades de datos." + msgid "" "It is possible to specify a filter script in a special syntax to decide " "which tracks from which animations should be kept." @@ -150,6 +178,3 @@ msgstr "" msgid "Other than that, everything is allowed." msgstr "Aparte de eso, todo está permitido." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/index.po index 929995c57f..cc0059ed27 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Importing 3D scenes" msgstr "Importando escenas 3D" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.po b/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.po index cce4dda0d2..697182f533 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,6 +11,28 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" +msgid "" +"The convention for 3D assets is to face the opposite direction as the " +"camera, so that characters and other assets are facing the camera by " +"default. This convention is extremely common in 3D modeling applications, " +"and is `codified in glTF as part of the glTF 2.0 specification `__. This means that for oriented 3D assets (such as characters), the " +"+Z axis is the direction of the front, so -Z is the rear, +X is the left " +"side, and -X is the right side for a 3D asset. In Blender, this means that " +"+Y is rear and -Y is front for an asset." +msgstr "" +"La convención para los activos 3D es orientarlos en la dirección opuesta a " +"la de la cámara, de modo que los personajes y otros activos estén orientados " +"hacia la cámara de forma predeterminada. Esta convención es extremadamente " +"común en aplicaciones de modelado 3D y está `codificada en glTF como parte " +"de la especificación glTF 2.0 `__. Esto significa que para los " +"activos 3D orientados (como los personajes), el eje +Z es la dirección del " +"frente, por lo que -Z es la parte trasera, +X es el lado izquierdo y -X es " +"el lado derecho para un activo 3D. En Blender, esto significa que +Y es la " +"parte trasera y -Y es la parte delantera para un activo." + msgid "Exporting textures separately" msgstr "Exportando texturas por separado" @@ -41,6 +63,3 @@ msgstr "" "Es importante que la malla no se deforme por los huesos al exportarla. " "Asegúrate que el esqueleto se restablezca a su posición T o posición de " "reposo predeterminada antes de exportarlo con tu editor 3D favorito." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.po b/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.po index f376b4f373..1b3d9d8a77 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -106,6 +106,3 @@ msgid "" msgstr "" "En Blender, esto requiere usar el Editor NLA y nombrar la Acción con el " "prefijo o sufijo ``bucle`` o ``ciclo``." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/importing_audio_samples.po b/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/importing_audio_samples.po index 859b6a1766..143c0a59df 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/importing_audio_samples.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/importing_audio_samples.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -74,6 +74,9 @@ msgstr "12 KB" msgid "Import options (Ogg Vorbis and MP3)" msgstr "Opciones de importación (Off Vorbis y MP3)" +msgid "BPM" +msgstr "BPM" + msgid "Best practices" msgstr "Buenas prácticas" @@ -86,6 +89,3 @@ msgstr "" "con efectos incorporados. Esto ahorra a los artistas de efectos especiales " "la necesidad de agregar reverberación a los efectos de sonido, reduciendo su " "tamaño y asegurando un correcto recorte." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/importing_images.po b/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/importing_images.po index 4aaa3ee3b2..b0bda31457 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/importing_images.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/importing_images.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -156,6 +156,24 @@ msgstr "|bad| Regular" msgid "|bad| Slow" msgstr "|bad| Lenta" +msgid "**128×128**" +msgstr "**128×128**" + +msgid "**256×256**" +msgstr "**256×256**" + +msgid "**512×512**" +msgstr "**512×512**" + +msgid "**1024×1024**" +msgstr "**1024×1024**" + +msgid "**2048×2048**" +msgstr "**2048×2048**" + +msgid "**4096×4096**" +msgstr "**4096×4096**" + msgid "" "More information about normal maps (including a coordinate order table for " "popular engines) can be found `here \n" @@ -223,6 +223,3 @@ msgstr "" msgid "Be sure to click **Reimport** after any change to these options." msgstr "" "Asegúrate de hacer clic en **Reimportar** después de cambiar esas opciones." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/index.po index 0d56b6ee35..34a56994ba 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Assets pipeline" msgstr "Assets pipeline" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/retargeting_3d_skeletons.po b/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/retargeting_3d_skeletons.po index db8b0505a0..6bbc1542d3 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/retargeting_3d_skeletons.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/assets_pipeline/retargeting_3d_skeletons.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Except Bone Transform" msgstr "Except Bone Transform" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/audio/audio_buses.po b/sphinx/po/es/LC_MESSAGES/tutorials/audio/audio_buses.po index 24eb8fd035..ad8c4c6e6d 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/audio/audio_buses.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/audio/audio_buses.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -236,6 +236,3 @@ msgstr "" "El diseño del bus por defecto se guarda automáticamente en el archivo " "``res://default_bus_layout.tres``. Los arreglos de bus personalizados pueden " "guardarse y cargarse desde el disco." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/audio/audio_effects.po b/sphinx/po/es/LC_MESSAGES/tutorials/audio/audio_effects.po index 68572cb042..075fc86254 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/audio/audio_effects.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/audio/audio_effects.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -172,6 +172,3 @@ msgstr "SpectrumAnalyzer" msgid "StereoEnhance" msgstr "StereoEnhance" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/audio/audio_streams.po b/sphinx/po/es/LC_MESSAGES/tutorials/audio/audio_streams.po index 26a57337ad..ea2cbc947e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/audio/audio_streams.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/audio/audio_streams.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -123,6 +123,3 @@ msgstr "" "**Idle** para los objetos movidos mediante ``_process``, o **Physics** para " "los objetos movidos mediante ``_physics_process``. El rastreo ocurrirá " "automáticamente." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/audio/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/audio/index.po index 0f553a7f08..9455a6ba4c 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/audio/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/audio/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Audio" msgstr "Audio" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/audio/recording_with_microphone.po b/sphinx/po/es/LC_MESSAGES/tutorials/audio/recording_with_microphone.po index 6093e8d32e..5d93813bd7 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/audio/recording_with_microphone.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/audio/recording_with_microphone.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -98,6 +98,3 @@ msgstr "" "Para guardar la grabación, se llama \"save_to_wav\" con la ruta de un " "archivo. En esta demostración, la ruta es definida por el usuario a través " "de un campo de entrada ``LineEdit``." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/audio/sync_with_audio.po b/sphinx/po/es/LC_MESSAGES/tutorials/audio/sync_with_audio.po index 6089312a76..335f1b26e7 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/audio/sync_with_audio.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/audio/sync_with_audio.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -88,16 +88,6 @@ msgstr "" "Esta es una compensación común, por lo que Godot navega con defectos " "sensatos que no deberían ser alterados." -msgid "" -"The problem, in the end, is not this slight delay but synchronizing graphics " -"and audio for games that require it. Beginning with Godot 3.2, some helpers " -"were added to obtain more precise playback timing." -msgstr "" -"El problema, al final, no es este ligero retraso sino la sincronización de " -"los gráficos y el audio para los juegos que lo requieren. A partir de Godot " -"3.2, se añadieron algunos ayudantes para obtener una sincronización de " -"reproducción más precisa." - msgid "Using the system clock to sync" msgstr "Usando el reloj del sistema para sincronizar" @@ -213,6 +203,3 @@ msgstr "" msgid "Here is the same code as before using this approach:" msgstr "Aquí está el mismo código que antes de usar este enfoque:" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/audio/text_to_speech.po b/sphinx/po/es/LC_MESSAGES/tutorials/audio/text_to_speech.po index e53046aed5..787b4caaaa 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/audio/text_to_speech.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/audio/text_to_speech.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -25,6 +25,3 @@ msgstr "Solución De Problemas" msgid "Best practices" msgstr "Buenas prácticas" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/autoloads_versus_internal_nodes.po b/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/autoloads_versus_internal_nodes.po index e05c133a8f..8598e7fef6 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/autoloads_versus_internal_nodes.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/autoloads_versus_internal_nodes.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -196,15 +196,6 @@ msgstr "" "limitación de las funciones estáticas es que estas no pueden acceder a " "variables miembro, funciones no estáticas o ``self``." -msgid "" -"Since Godot 4.1, GDScript also supports ``static`` variables using ``static " -"var``. This means you can now share a variables across instances of a class " -"without having to create a separate autoload." -msgstr "" -"A partir de Godot 4.1, GDScript también soporta variables ``estáticas`` " -"usando ``static var``. Esto significa que ahora puedes compartir variables " -"entre instancias de una clase sin tener que crear un autoload por separado." - msgid "" "Still, autoloaded nodes can simplify your code for systems with a wide " "scope. If the autoload is managing its own information and not invading the " @@ -236,6 +227,3 @@ msgid "" msgstr "" "Como resultado, puedes acceder al nodo auto-cargado, por ejemplo un autoload " "llamado ``Sound``, llamando a ``get_node(\"/root/Sound\")``." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/data_preferences.po b/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/data_preferences.po index 28d36feec3..a8866eb461 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/data_preferences.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/data_preferences.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -261,6 +261,16 @@ msgstr "" msgid "Maintaining an ever-growing size for the table." msgstr "Manteniendo un tamaño siempre creciente para la tabla." +msgid "" +"HashMaps maintain gaps of unused memory interspersed in the table on purpose " +"to reduce hash collisions and maintain the speed of accesses. This is why it " +"constantly increases in size exponentially by powers of 2." +msgstr "" +"Los HashMaps mantienen espacios de memoria no utilizados intercalados en la " +"tabla a propósito para reducir las colisiones de hash y mantener la " +"velocidad de los accesos. Es por eso que aumenta constantemente en tamaño de " +"forma exponencial en potencias de dos." + msgid "" "As one might be able to tell, Dictionaries specialize in tasks that Arrays " "do not. An overview of their operational details is as follows:" @@ -486,6 +496,18 @@ msgstr "" msgid "Enumerations: int vs. string" msgstr "Enumeraciones: int vs. string" +msgid "" +"Most languages offer an enumeration type option. GDScript is no different, " +"but unlike most other languages, it allows one to use either integers or " +"strings for the enum values (the latter only when using the ``@export_enum`` " +"annotation in GDScript). The question then arises, \"which should one use?\"" +msgstr "" +"La mayoría de los idiomas ofrecen una opción de tipo de enumeración. " +"GDScript no es diferente, pero a diferencia de la mayoría de los otros " +"lenguajes, permite usar integers o strings para los valores enumerados (esto " +"último sólamente cuando se utiliza la palabra clave ``export`` en GDScript). " +"Entonces surge la pregunta, \"¿Qué se debe usar?\"" + msgid "" "The short answer is, \"whichever you are more comfortable with.\" This is a " "feature specific to GDScript and not Godot scripting in general; The " @@ -568,49 +590,6 @@ msgstr "" "implica ninguna lógica adicional por parte del motor. La mala noticia es que " "los usuarios tienen muy poco control." -msgid "" -"Also note that AnimatedTexture is a :ref:`Resource ` unlike " -"the other :ref:`Node ` objects discussed here. One might create " -"a :ref:`Sprite2D ` node that uses AnimatedTexture as its " -"texture. Or (something the others can't do) one could add AnimatedTextures " -"as tiles in a :ref:`TileSet ` and integrate it with a :ref:" -"`TileMap ` for many auto-animating backgrounds that all " -"render in a single batched draw call." -msgstr "" -"También nótese que AnimatedTexture es un :ref:`Resource ` a " -"diferencia de los demás objetos ref:`Node ` mencionados aquí. Se " -"puede crear un nodo :ref:`Sprite2D ` que utilice " -"AnimatedTexture como textura. O (algo que otros no pueden hacer) se puede " -"agregar AnimatedTextures como tiles en un :ref:`TileSet ` e " -"integrarla con un ref:`TileMap ` para muchos fondos con " -"animación automática que se renderizan en una sola llamada." - -msgid "" -"The AnimatedSprite2D node, in combination with the :ref:`SpriteFrames " -"` resource, allows one to create a variety of animation " -"sequences through spritesheets, flip between animations, and control their " -"speed, regional offset, and orientation. This makes them well-suited to " -"controlling 2D frame-based animations." -msgstr "" -"El nodo AnimatedSprite2D, en combinación con el recurso :ref:`SpriteFrames " -"`, permite crear una variedad de secuencias de animación " -"a través de hojas de sprites, voltear entre animaciones, y controlar su " -"velocidad, desplazamiento por regiones y orientación. Esto los vuelve muy " -"buenos para controlar animaciones 2D basadas en cuadros." - -msgid "" -"If one needs trigger other effects in relation to animation changes (for " -"example, create particle effects, call functions, or manipulate other " -"peripheral elements besides the frame-based animation), then will need to " -"use an :ref:`AnimationPlayer ` node in conjunction " -"with the AnimatedSprite2D." -msgstr "" -"Si uno necesita desencadenar otros efectos en relación a distintos cambios " -"de animación (por ejemplo, crear efectos de particulas, llamar funciones, o " -"manipular otros elementos periféricos ademas de las animaciones basadas en " -"cuadros), entonces se necesita usar un nodo de :ref:`AnimationPlayer " -"` en conjunto con el AnimatedSprite2D." - msgid "" "AnimationPlayers are also the tool one will need to use if they wish to " "design more complex 2D animation systems, such as..." @@ -652,6 +631,3 @@ msgstr "" "`AnimationTree ` brilla. Uno puede encontrar una guía " "en profundidad en usar el AnimationTree en AnimationTree :ref:" "`aquí`." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/godot_interfaces.po b/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/godot_interfaces.po index a9f6481887..015e0e02ef 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/godot_interfaces.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/godot_interfaces.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -214,6 +214,3 @@ msgstr "" "Estas estrategias contribuyen al diseño flexible de Godot. Entre todos " "ellos, los usuarios disponen de una amplia gama de herramientas para " "satisfacer sus necesidades específicas." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/godot_notifications.po b/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/godot_notifications.po index 1887edac14..c191f2c8b6 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/godot_notifications.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/godot_notifications.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -296,6 +296,3 @@ msgstr "" "fragmento de código que conecta un método de una señal personalizada al nodo " "padre sin fallar. Esto es útil en nodos centrados en datos que se pueden " "querer crear en tiempo de ejecución." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/index.po index 0be773ebb4..c5c8ab8e51 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Best practices" msgstr "Buenas prácticas" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/introduction_best_practices.po b/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/introduction_best_practices.po index f13b5d76f8..394f83acd0 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/introduction_best_practices.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/introduction_best_practices.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -72,6 +72,3 @@ msgstr "" "`_ y " "la `encapsulación `_." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/logic_preferences.po b/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/logic_preferences.po index 616cc8cc95..5f6089462d 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/logic_preferences.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/logic_preferences.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -132,6 +132,15 @@ msgstr "" "entonces usar una constante precargada es a menudo el mejor curso de acción. " "Sin embargo, en casos excepcionales, es posible que no desee hacer esto:" +msgid "" +"If the 'imported' class is liable to change, then it should be a property " +"instead, initialized either using an ``@export`` or a ``load()`` (and " +"perhaps not even initialized until later)." +msgstr "" +"Si la clase 'importada' es capaz de ser modificada, entonces debería ser una " +"propiedad, inicializada ya sea con un ``export`` o un ``load()`` (y tal vez " +"no inicializada sino más adelante)." + msgid "" "If the script requires a great many dependencies, and one does not wish to " "consume so much memory, then one may wish to, load and unload various " @@ -245,6 +254,3 @@ msgstr "" "Para ejemplos de los varios modos en que se pueden cambiar escenas en tiempo " "de ejecución, lee la documentación de :ref:`\"Cambiar escenas manualmente\" " "`." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/node_alternatives.po b/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/node_alternatives.po index 8312dedb89..95cf3d281b 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/node_alternatives.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/node_alternatives.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -110,6 +110,15 @@ msgstr "" "habilidad innata de serializar/deserializar (grabar y cargar) sus " "propiedades desde/hacia un archivo de recursos de Godot." +msgid "" +"**Example:** Scripts, PackedScene (for scene files), and other types like " +"each of the :ref:`AudioEffect ` classes. Each of these " +"can be saved and loaded, therefore they extend from Resource." +msgstr "" +"**Ejemplo:** Scripts, PackedScene (para archivos de escena) y otros tipos " +"como las clases :ref:`AudioEffect `. Cada uno de elloa " +"puede ser guardado y cargado, por eso se extienden desde Resource." + msgid "" "**Advantages:** Much has :ref:`already been said ` on :ref:" "`Resource `'s advantages over traditional data storage " @@ -128,6 +137,3 @@ msgstr "" "mostrar y exportar propiedades en el Inspector. Esto les permite cumplir el " "propósito de usabilidad de sub-nodos así como mejorar el desempeño si se " "planea tener muchos Resource/Node en las escenas." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/project_organization.po b/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/project_organization.po index 1fbb31183c..90e65657b7 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/project_organization.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/project_organization.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -221,6 +221,3 @@ msgstr "" "Si no tienes habilitado el Windows Subsystem for Linux, puedes poner la " "siguiente línea en una ventana PowerShell *ejecutándose como Administrador*, " "después reinicia cuando el sistema pregunte::" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/scene_organization.po b/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/scene_organization.po index 9b357bf28f..d70815892e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/scene_organization.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/scene_organization.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,15 +14,6 @@ msgstr "" msgid "Scene organization" msgstr "Organización de la escena" -msgid "" -"This article covers topics related to the effective organization of scene " -"content. Which nodes should one use? Where should one place them? How should " -"they interact?" -msgstr "" -"Este artículo cubre temas relacionados con la organización efectiva del " -"contenido de la escena. ¿Qué nodos se deben utilizar? ¿Dónde hay que " -"colocarlos? ¿Cómo deberían interactuar?" - msgid "How to build relationships effectively" msgstr "Cómo crear relaciones de manera eficiente" @@ -50,16 +41,6 @@ msgstr "" "los nodos no llegan a su destino y las conexiones de las señales creadas en " "el editor se rompen." -msgid "" -"To fix these problems, one must instantiate the sub-scenes without them " -"requiring details about their environment. One needs to be able to trust " -"that the sub-scene will create itself without being picky about how one uses " -"it." -msgstr "" -"Para solucionar esos problemas, uno debe instanciar las sub escenas sin que " -"estas requieran detalles de su entorno. Uno debe ser capaz de confiar de que " -"la sub escena se creará a sí misma sin ser exigente respecto a quién la usa." - msgid "" "One of the biggest things to consider in OOP is maintaining focused, " "singular-purpose classes with `loose coupling ` node when it has no child :ref:" -"`CollisionShape2D ` nodes defined. The editor then " -"self-documents the scene through the script code. No content duplication via " -"documentation is necessary." -msgstr "" -"Para evitar crear y mantener tal documentación, uno convierte el nodo " -"dependiente (\"hijo\" de arriba) en una herramienta script que implementa " -"``_get_configuration_warning()``. Regresando un PackedStringArray no vacío " -"de ello que hará al panel de Escena generar un ícono de advertencia con la " -"cadena como una información por el nodo. Éste es el mismo icono que aparece " -"para nodos tal como el nodo :ref:`Area2D ` cuando no tiene " -"nodos descendientes :ref:`CollisionShape2D ` " -"definidos. El editor entonces auto-documenta la escena a través del código " -"del script. No es necesaria la duplicación de contenido a través de la " -"documentación." - msgid "" "A GUI like this can better inform project users of critical information " "about a Node. Does it have external dependencies? Have those dependencies " @@ -244,78 +138,15 @@ msgstr "`YAGNI `_" msgid "Choosing a node tree structure" msgstr "Eligiendo una estructura de árbol de nodos" -msgid "" -"So, a developer starts work on a game only to stop at the vast possibilities " -"before them. They might know what they want to do, what systems they want to " -"have, but *where* to put them all? Well, how one goes about making their " -"game is always up to them. One can construct node trees in countless ways. " -"But, for those who are unsure, this helpful guide can give them a sample of " -"a decent structure to start with." -msgstr "" -"Entonces, un desarrollador comienza a trabajar en un juego sólo para " -"detenerse en las vastas posibilidades que tiene ante sí. Es posible que " -"sepan lo que quieren hacer, qué sistemas quieren tener, pero ¿*dónde* " -"ponerlos a todos? Bueno, la forma en que uno hace su juego siempre depende " -"de ellos. Se pueden construir árboles de nodos de innumerables formas. Pero, " -"para aquellos que no están seguros, esta guía útil puede darles una muestra " -"de una estructura decente para empezar." - -msgid "" -"A game should always have a sort of \"entry point\"; somewhere the developer " -"can definitively track where things begin so that they can follow the logic " -"as it continues elsewhere. This place also serves as a bird's eye view of " -"all of the other data and logic in the program. For traditional " -"applications, this would be the \"main\" function. In this case, it would be " -"a Main node." -msgstr "" -"Un juego siempre debe tener una especie de \"punto de entrada\"; en algún " -"lugar el desarrollador puede rastrear definitivamente dónde comienzan las " -"cosas para poder seguir la lógica mientras continúa en otro lugar. Este " -"lugar también sirve como una vista de pájaro de todos los demás datos y la " -"lógica del programa. Para las aplicaciones tradicionales, esta sería la " -"función \"principal\". En este caso, sería un nodo Principal." - msgid "Node \"Main\" (main.gd)" msgstr "Nodo \"Main\" (main.gd)" -msgid "" -"The ``main.gd`` script would then serve as the primary controller of one's " -"game." -msgstr "" -"El script ``main.gd`` debería servir como controlador primario del juego." - -msgid "" -"Then one has their actual in-game \"World\" (a 2D or 3D one). This can be a " -"child of Main. In addition, one will need a primary GUI for their game that " -"manages the various menus and widgets the project needs." -msgstr "" -"Luego, uno tiene el \"Mundo\" (2D o 3D) del juego. Esto puede ser un hijo de " -"Main. Adicionalmente, se puede necesitar una GUI primaria para el juego, que " -"maneje los menues y widgets que necesita el proyecto." - msgid "Node2D/Node3D \"World\" (game_world.gd)" msgstr "Node2D/Node3D \"World\" (game_world.gd)" msgid "Control \"GUI\" (gui.gd)" msgstr "Control \"GUI\" (gui.gd)" -msgid "" -"When changing levels, one can then swap out the children of the \"World\" " -"node. :ref:`Changing scenes manually ` gives " -"users full control over how their game world transitions." -msgstr "" -"Cuando se cambian los niveles, entonces se pueden intercambiar los hijos del " -"nodo \"World\". :ref:`Cambiar escenas manualmente " -"` le da al usuario un mayor control sobre cómo " -"suceden las transiciones del juego." - -msgid "" -"The next step is to consider what gameplay systems one's project requires. " -"If one has a system that..." -msgstr "" -"El siguiente paso es considerar qué sistemas de juego se requieren. Si uno " -"tiene un sistema que..." - msgid "tracks all of its data internally" msgstr "monitorea todos los datos internamente" @@ -325,13 +156,6 @@ msgstr "debería ser accesible globalmente" msgid "should exist in isolation" msgstr "debería existir de manera aislada" -msgid "" -"... then one should create an :ref:`autoload 'singleton' node " -"`." -msgstr "" -"... entonces se puede crear un nodo :ref:`autoload 'singleton' " -"`." - msgid "" "For smaller games, a simpler alternative with less control would be to have " "a \"Game\" singleton that simply calls the :ref:`SceneTree." @@ -345,103 +169,14 @@ msgstr "" "intercambiar el contenido de la escena principal. Esta estructura mantiene a " "\"World\" como un nodo principal del juego." -msgid "" -"Any GUI would need to also be a singleton; be a transitory part of the " -"\"World\"; or be manually added as a direct child of the root. Otherwise, " -"the GUI nodes would also delete themselves during scene transitions." -msgstr "" -"Un GUI puede necesitar también un singleton, sean partes transitorias del " -"\"World\", o agregadas manualmente como hijas de la raíz. De otro modo, los " -"nodos GUI podrían borrarse a si mismos durante escenas de transición." - -msgid "" -"If one has systems that modify other systems' data, one should define those " -"as their own scripts or scenes rather than autoloads. For more information " -"on the reasons, please see the :ref:`Autoloads versus regular nodes " -"` documentation." -msgstr "" -"Si uno de los sistemas modifica datos de otro sistema, se los pueden definir " -"en sus propios scripts en lugar de autoloads. Para más información sobre " -"estas razones, por favor lee la documentación en :ref:`'Autoloads vs. Nodos " -"Internos' `." - -msgid "" -"Each subsystem within one's game should have its own section within the " -"SceneTree. One should use parent-child relationships only in cases where " -"nodes are effectively elements of their parents. Does removing the parent " -"reasonably mean that one should also remove the children? If not, then it " -"should have its own place in the hierarchy as a sibling or some other " -"relation." -msgstr "" -"Cada subsistema dentro de tu juego debería tener su propia sección en el " -"Árbol de Escenas. Uno debe usar la relación padre-hijo sólo en casos donde " -"los nodos son efectivamente elementos de sus padres. ¿Remover un padre " -"quiere decir también remover los hijos? Si la respuesta es no, entonces " -"estos deben tener su propio lugar en la jerarquía como hermanos o alguna " -"otra relación." - -msgid "" -"In some cases, one needs these separated nodes to *also* position themselves " -"relative to each other. One can use the :ref:`RemoteTransform " -"` / :ref:`RemoteTransform2D " -"` nodes for this purpose. They will allow a target " -"node to conditionally inherit selected transform elements from the Remote\\* " -"node. To assign the ``target`` :ref:`NodePath `, use one of " -"the following:" -msgstr "" -"En algunos casos, es necesario que esos nodos separados *también* se " -"posicionen de manera relativa entre sí. Se pueden utilizar los nodos :ref:" -"`RemoteTransform3D ` o :ref:`RemoteTransform2D " -"` para ello. Estos permiten que a un nodo objetivo " -"se le apliquen elementos seleccionados del Transform del nodo remoto. Para " -"asignar el ``target`` :ref:`NodePath `, usa uno de los " -"siguientes:" - msgid "" "A reliable third party, likely a parent node, to mediate the assignment." msgstr "" "Un nodo externo confiable, como un nodo padre, para mediar en la asignación." -msgid "" -"A group, to easily pull a reference to the desired node (assuming there will " -"only ever be one of the targets)." -msgstr "" -"Un grupo, para tomar fácilmente una referencia al nodo deseado (asumiendo " -"que siempre será uno de los objetivos)." - -msgid "" -"When should one do this? Well, this is subjective. The dilemma arises when " -"one must micro-manage when a node must move around the SceneTree to preserve " -"itself. For example..." -msgstr "" -"¿Cuándo se debe hacer esto? Bueno, esto es algo subjetivo. El dilema surge " -"cuando uno debe microgestionar cuando un nodo debe moverse alrededor del " -"SceneTree para preservarse. Por ejemplo..." - msgid "Add a \"player\" node to a \"room\"." msgstr "Agregar un nodo \"jugador\" a un \"escenario\"." -msgid "Need to change rooms, so one must delete the current room." -msgstr "Se necesitan cambiar escenarios, entonces se debe eliminar el actual." - -msgid "" -"Before the room can be deleted, one must preserve and/or move the player." -msgstr "" -"Antes de que el escenario sea borrado, hay que preservar o mover al jugador." - -msgid "Is memory a concern?" -msgstr "¿Importa la memoria?" - -msgid "" -"If not, one can just create the two rooms, move the player and delete the " -"old one. No problem." -msgstr "" -"Si no importa, se pueden crear dos escenarios, mover al jugador y borrar el " -"escenario viejo. No hay problema." - -msgid "If so, one will need to..." -msgstr "Si importa, habrá que..." - msgid "Move the player somewhere else in the tree." msgstr "Mover el jugador a algún lugar en el árbol de escenas." @@ -451,33 +186,6 @@ msgstr "Borrar el escenario." msgid "Instantiate and add the new room." msgstr "Instanciar el escenario nuevo." -msgid "Re-add the player." -msgstr "Agrega nuevamente el jugador." - -msgid "" -"The issue is that the player here is a \"special case\"; one where the " -"developers must *know* that they need to handle the player this way for the " -"project. As such, the only way to reliably share this information as a team " -"is to *document* it. Keeping implementation details in documentation however " -"is dangerous. It's a maintenance burden, strains code readability, and " -"bloats the intellectual content of a project unnecessarily." -msgstr "" -"El problema es que en este caso, el jugador es un \"caso especial\", uno " -"donde los desarrolladores deben *saber* que habrá que utilizar de este modo " -"al jugador en el proyecto. Como tal, el único modo de compartir esta " -"información de manera confiable en el equipo, es *documentarla*. Mantener " -"detalles de implementación en la documentación es peligroso, es una carga " -"extra de mantenimiento, afecta la facilidad de lectura del código y engorda " -"el contenido intelectual del proyecto de manera innecesaria." - -msgid "" -"In a more complex game with larger assets, it can be a better idea to simply " -"keep the player somewhere else in the SceneTree entirely. This results in:" -msgstr "" -"En un juego más complejo, con recursos más grandes, puede ser mejor " -"simplemente dejar al jugador en alguna otra parte del árbol de escenas. Esto " -"resulta en:" - msgid "More consistency." msgstr "Mayor consistencia." @@ -493,21 +201,6 @@ msgstr "" "No hay oportunidad de que sucedan esos errores porque algún detalle no se " "tuvo en cuenta." -msgid "" -"In contrast, if one ever needs to have a child node that does *not* inherit " -"the transform of their parent, one has the following options:" -msgstr "" -"En contraste, si se necesita que un hijo *no* herede el transform del padre, " -"están las siguientes opciones:" - -msgid "" -"The **declarative** solution: place a :ref:`Node ` in between " -"them. As nodes with no transform, Nodes will not pass along such information " -"to their children." -msgstr "" -"La solución **declarativa**: coloca un :ref:`Node ` entre ellos. " -"Como los Node no tienen transform, no pasarán esa información a sus hijos." - msgid "" "The **imperative** solution: Use the ``top_level`` property for the :ref:" "`CanvasItem ` or :ref:`Node3D " @@ -519,22 +212,6 @@ msgstr "" "`. Esto hará que el nodo ignore el " "transform heredado." -msgid "" -"If building a networked game, keep in mind which nodes and gameplay systems " -"are relevant to all players versus those just pertinent to the authoritative " -"server. For example, users do not all need to have a copy of every players' " -"\"PlayerController\" logic. Instead, they need only their own. As such, " -"keeping these in a separate branch from the \"world\" can help simplify the " -"management of game connections and the like." -msgstr "" -"Si estás creando un juego en red, ten en mente qué nodos y sistemas de juego " -"serán relevantes para todos los jugadores y cuáles sólo serán pertinentes " -"para el servidor autoritativo. Por ejemplo, no todos los usuarios necesitan " -"tener una copia de la lógica de cada \"controlador de jugador\". En cambio, " -"sí necesitan el propio. De este modo, mantenerlos en una rama separada del " -"\"mundo\" puede simplificar la administración de las conexiones del juego " -"entre otras cosas." - msgid "" "The key to scene organization is to consider the SceneTree in relational " "terms rather than spatial terms. Are the nodes dependent on their parent's " @@ -548,17 +225,3 @@ msgstr "" "mismos en otro lugar. Si son dependientes, entonces es lógico que sean hijos " "de ese padre (y probablemente parte de la escena de ese padre si no lo son " "ya)." - -msgid "" -"Does this mean nodes themselves are components? Not at all. Godot's node " -"trees form an aggregation relationship, not one of composition. But while " -"one still has the flexibility to move nodes around, it is still best when " -"such moves are unnecessary by default." -msgstr "" -"¿Quiere decir esto que los nodos son componentes? Para nada, los árboles de " -"nodos de Godot forman una relación de agregación, no una de composición. Y " -"aunque exista la flexibilidad de mover nodos por el árbol, es mejor cuando " -"esas acciones no son necesarias." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/scenes_versus_scripts.po b/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/scenes_versus_scripts.po index 788bded9b6..ca1a45d940 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/scenes_versus_scripts.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/scenes_versus_scripts.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -170,9 +170,6 @@ msgstr "" "lenguajes manualmente (tanto la exposición del nombre como la accesibilidad " "en tiempo de ejecución)." -msgid "Godot 3.1+ only." -msgstr "Sólo en Godot 3.1+." - msgid "" "The Editor scans project folders and registers any exposed names for all " "scripting languages. Each scripting language must implement its own support " @@ -299,6 +296,3 @@ msgstr "" "Si uno desea darle un nombre a una escena, también se puede hacer algo así " "declarando una clase script y dándole la escena como constante. De este modo " "el script se vuelve un espacio de nombres:" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/version_control_systems.po b/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/version_control_systems.po index eb35bbdc6e..e5f10ecc52 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/version_control_systems.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/version_control_systems.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -173,6 +173,3 @@ msgstr "" "de proyectos o el editor, se aplicarán automáticamente los saltos de líneas " "LF utilizando el archivo ``.gitattributes``. En este caso, no necesitas " "cambiar la configuración de Git." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/what_are_godot_classes.po b/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/what_are_godot_classes.po index 924182b786..44168b7495 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/what_are_godot_classes.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/best_practices/what_are_godot_classes.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -174,6 +174,3 @@ msgid "" msgstr "" "La mayoría de las técnicas explicadas en esta serie de mejores prácticas se " "basan en este punto." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/editor/command_line_tutorial.po b/sphinx/po/es/LC_MESSAGES/tutorials/editor/command_line_tutorial.po index 4e4b3f3773..08be8066c7 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/editor/command_line_tutorial.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/editor/command_line_tutorial.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -55,15 +55,6 @@ msgstr "" msgid "Command line reference" msgstr "Referencia de la línea de comandos" -msgid "release" -msgstr "release" - -msgid "debug" -msgstr "debug" - -msgid "editor" -msgstr "editor" - msgid "**Legend**" msgstr "**Leyenda**" @@ -74,14 +65,23 @@ msgstr "" "|release| Disponible en la versión de editor, en las plantillas de " "exportación de depuración y de lanzamiento." +msgid "release" +msgstr "release" + msgid "|debug| Available in editor builds and debug export templates only." msgstr "" "|debug| Disponible únicamente en las versiones de editor y en las plantillas " "de exportación." +msgid "debug" +msgstr "debug" + msgid "|editor| Only available in editor builds." msgstr "|editor| Disponible únicamente en la versión de editor." +msgid "editor" +msgstr "editor" + msgid "" "Note that unknown command line arguments have no effect whatsoever. The " "engine will **not** warn you when using a command line argument that doesn't " @@ -585,6 +585,9 @@ msgstr "``--check-only``" msgid "|release| Only parse for errors and quit (use with ``--script``)." msgstr "|release| Analizar solo los errores y salir (usar con `` --script``)." +msgid "``--import``" +msgstr "``--import``" + msgid "" "|editor| Starts the editor, waits for any resources to be imported, and then " "quits. Implies ``--editor`` and ``--quit``." @@ -595,12 +598,42 @@ msgstr "" msgid "``--export-release ``" msgstr "``--export-release ``" +msgid "" +"|editor| Export the project using the given preset and matching release " +"template. The preset name should match one defined in export_presets.cfg. " +"```` should be absolute or relative to the project directory, and " +"include the filename for the binary (e.g. 'builds/game.exe'). The target " +"directory should exist. Implies ``--import``." +msgstr "" +"|editor| Exporta el proyecto usando el preset dado y la plantilla de " +"lanzamiento correspondiente. El nombre del preset debe coincidir el definido " +"en export_preset.cfg. La ```` debería ser absoluta o relativa al " +"directorio del proyecto, y debería incluir el nombre del archivo binario " +"(ej: 'builds/game.exe'). El directorio de destino debe existir. Implica ``--" +"import``." + msgid "``--export-debug ``" msgstr "``--export-debug ``" +msgid "" +"|editor| Like ``--export-release``, but use debug template. Implies ``--" +"import``." +msgstr "" +"|editor| Como ``--export-release``, pero utiliza la plantilla de depuración. " +"Implica ``--import``." + msgid "``--export-pack ``" msgstr "``--export-pack ``" +msgid "" +"|editor| Like ``--export-release``, but only export the game pack for the " +"given preset. The ```` extension determines whether it will be in PCK " +"or ZIP format. Implies ``--import``." +msgstr "" +"|editor| Como ``--export-release``, pero sólo para exportar el paquete del " +"juego para un preset dado. La extensión de ```` determina si será en " +"formato PCK o ZIP. Implica ``--import``." + msgid "``--convert-3to4 [] []``" msgstr "``--convert-3to4 [] []``" @@ -987,6 +1020,3 @@ msgstr "" "Si lo anterior no funciona en su versión actual de Linux o MacOS, siempre " "puede hacer que el shebang ejecute Godot directamente desde donde se " "encuentra, de la siguiente manera:" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/editor/customizing_editor.po b/sphinx/po/es/LC_MESSAGES/tutorials/editor/customizing_editor.po index f2ed257e57..518bc0f037 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/editor/customizing_editor.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/editor/customizing_editor.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -344,6 +344,3 @@ msgstr "" "mayoría de configuraciones del editor. También puedes detener el puntero del " "mouse sobre el nombre de alguna configuración del editor para mostrar su " "descripción." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/editor/default_key_mapping.po b/sphinx/po/es/LC_MESSAGES/tutorials/editor/default_key_mapping.po index ab899685fa..99d38ac6b0 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/editor/default_key_mapping.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/editor/default_key_mapping.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -17,20 +17,6 @@ msgstr "cheatsheet, cheat sheet, atajo" msgid "Default editor shortcuts" msgstr "Atajos por defecto del editor" -msgid "" -"Many of Godot Editor functions can be executed with keyboard shortcuts. This " -"page lists functions which have associated shortcuts by default, but many " -"others are available for customization in editor settings as well. To change " -"keys associated with these and other actions navigate to ``Editor -> Editor " -"Settings -> Shortcuts``." -msgstr "" -"Muchas de las funciones del editor de Godot se pueden ejecutar mediante " -"atajos de teclado. Esta página enumera las funciones que tienen atajos de " -"teclado asociados de forma predeterminada, pero también hay muchas otras " -"disponibles para personalizar en la configuración del editor. Para cambiar " -"las teclas asociadas con estas y otras acciones, vaya a ``Editor -> Editor " -"Settings -> Shortcuts``." - msgid "" "While some actions are universal, a lot of shortcuts are specific to " "individual tools. For this reason it is possible for some key combinations " @@ -56,9 +42,6 @@ msgstr "" "accesos directos estándar en ese sistema operativo deberían encontrar " "intuitiva la asignación de teclas predeterminada de Godot Editor." -msgid "General Editor Actions" -msgstr "Acciones Generales del Editor" - msgid "Action name" msgstr "Nombre de la acción" @@ -77,6 +60,9 @@ msgstr "Abrir Editor 2D" msgid ":kbd:`Ctrl + F1`" msgstr ":kbd:`Ctrl + F1`" +msgid ":kbd:`Opt + 1`" +msgstr ":kbd:`Alt + 1`" + msgid "``editor/editor_2d``" msgstr "``editor/editor_2d``" @@ -86,6 +72,9 @@ msgstr "Abrir Editor 3D" msgid ":kbd:`Ctrl + F2`" msgstr ":kbd:`Ctrl + F2`" +msgid ":kbd:`Opt + 2`" +msgstr ":kbd:`Opt+ 2`" + msgid "``editor/editor_3d``" msgstr "``editor/editor_3d``" @@ -95,6 +84,9 @@ msgstr "Abrir Editor de Script" msgid ":kbd:`Ctrl + F3`" msgstr ":kbd:`Ctrl + F3`" +msgid ":kbd:`Opt + 3`" +msgstr ":kbd:`Alt + 3`" + msgid "``editor/editor_script``" msgstr "``editor/editor_script``" @@ -104,6 +96,9 @@ msgstr "Buscar en la Ayuda" msgid ":kbd:`F1`" msgstr ":kbd:`F1`" +msgid ":kbd:`Opt + Space`" +msgstr ":kbd:`Alt + Space`" + msgid "``editor/editor_help``" msgstr "``editor/editor_help``" @@ -149,6 +144,9 @@ msgstr "Filtrar archivos" msgid ":kbd:`Ctrl + Alt + P`" msgstr ":kbd:`Ctrl + Alt + P`" +msgid ":kbd:`Opt + Cmd + P`" +msgstr ":kbd:`Opt+ Cmd + P`" + msgid "``editor/filter_files``" msgstr "``editor/filter_files``" @@ -218,6 +216,9 @@ msgstr "Guardar Todas las Escenas" msgid ":kbd:`Ctrl + Shift + Alt + S`" msgstr ":kbd:`Ctrl + Shift + Alt + S`" +msgid ":kbd:`Cmd + Shift + Opt + S`" +msgstr ":kbd:`Cmd + Shift + Alt + S`" + msgid "``editor/save_all_scenes``" msgstr "``editor/save_all_scenes``" @@ -227,6 +228,9 @@ msgstr "Apertura rápida" msgid ":kbd:`Shift + Alt + O`" msgstr ":kbd:`Shift + Alt + O`" +msgid ":kbd:`Shift + Opt + O`" +msgstr ":kbd:`Shift + Alt + O`" + msgid "``editor/quick_open``" msgstr "``editor/quick_open``" @@ -248,6 +252,9 @@ msgstr "Apertura rápida de Script" msgid ":kbd:`Ctrl + Alt + O`" msgstr ":kbd:`Ctrl + Alt + O`" +msgid ":kbd:`Opt + Cmd + O`" +msgstr ":kbd:`Opt+ Cmd + O`" + msgid "``editor/quick_open_script``" msgstr "``editor/quick_open_script``" @@ -293,6 +300,9 @@ msgstr "Salir al Listado de Proyectos" msgid ":kbd:`Ctrl + Shift + Q`" msgstr ":kbd:`Ctrl + Shift + Q`" +msgid ":kbd:`Shift + Opt + Q`" +msgstr ":kbd:`Shift + Opt+ Q`" + msgid "``editor/quit_to_project_list``" msgstr "``editor/quit_to_project_list``" @@ -389,8 +399,14 @@ msgstr ":kbd:`Shift + F12`" msgid "``editor/bottom_panel_expand``" msgstr "``editor/bottom_panel_expand``" -msgid "2D / Canvas Item Editor" -msgstr "2D / Editor de Canvas Item" +msgid ":kbd:`Ctrl + Shift + P`" +msgstr ":kbd:`Ctrl + Shift + P`" + +msgid ":kbd:`Cmd + Shift + P`" +msgstr ":kbd:`Cmd + Shift + P`" + +msgid ":kbd:`Alt + F`" +msgstr ":kbd:`Alt + F`" msgid "Zoom In" msgstr "Acercar Zoom" @@ -566,12 +582,6 @@ msgstr "``canvas_item_editor/frame_selection``" msgid "Preview Canvas Scale" msgstr "Previsualizar Escala de Canvas" -msgid ":kbd:`Ctrl + Shift + P`" -msgstr ":kbd:`Ctrl + Shift + P`" - -msgid ":kbd:`Cmd + Shift + P`" -msgstr ":kbd:`Cmd + Shift + P`" - msgid "``canvas_item_editor/preview_canvas_scale``" msgstr "``canvas_item_editor/preview_canvas_scale``" @@ -617,9 +627,6 @@ msgstr ":kbd:`Shift + K`" msgid "``canvas_item_editor/anim_clear_pose``" msgstr "``canvas_item_editor/anim_clear_pose``" -msgid "3D / Spatial Editor" -msgstr "3D / Editor Spatial" - msgid "Toggle Freelook" msgstr "Act./Desact. Vista Libre" @@ -683,6 +690,9 @@ msgstr "Modificador de Velocidad de Vista Libre" msgid ":kbd:`Alt`" msgstr ":kbd:`Alt`" +msgid ":kbd:`Opt`" +msgstr ":kbd:`Opt`" + msgid "``spatial_editor/freelook_slow_modifier``" msgstr "``spatial_editor/freelook_slow_modifier``" @@ -737,6 +747,9 @@ msgstr "Vista Inferior" msgid ":kbd:`Alt + Num 7`" msgstr ":kbd:`Alt + Num 7`" +msgid ":kbd:`Opt + Num 7`" +msgstr ":kbd:`Opt+ Num 7`" + msgid "``spatial_editor/bottom_view``" msgstr "``spatial_editor/bottom_view``" @@ -755,6 +768,9 @@ msgstr "Vista Trasera" msgid ":kbd:`Alt + Num 1`" msgstr ":kbd:`Alt + Num 1`" +msgid ":kbd:`Opt + Num 1`" +msgstr ":kbd:`Alt + Num 1`" + msgid "``spatial_editor/rear_view``" msgstr "``spatial_editor/rear_view``" @@ -773,6 +789,9 @@ msgstr "Vista Izquierda" msgid ":kbd:`Alt + Num 3`" msgstr ":kbd:`Alt + Num 3`" +msgid ":kbd:`Opt + Num 3`" +msgstr ":kbd:`Alt + Num 3`" + msgid "``spatial_editor/left_view``" msgstr "``spatial_editor/left_view``" @@ -815,6 +834,9 @@ msgstr "Alinear la Transformación con la Vista" msgid ":kbd:`Ctrl + Alt + M`" msgstr ":kbd:`Ctrl + Alt + M`" +msgid ":kbd:`Opt + Cmd + M`" +msgstr ":kbd:`Opt + Cmd + M`" + msgid "``spatial_editor/align_transform_with_view``" msgstr "``spatial_editor/align_transform_with_view``" @@ -824,6 +846,9 @@ msgstr "Alinear la Rotación con la Vista" msgid ":kbd:`Ctrl + Alt + F`" msgstr ":kbd:`Ctrl + Alt + F`" +msgid ":kbd:`Opt + Cmd + F`" +msgstr ":kbd:`Alt + Cmd + F`" + msgid "``spatial_editor/align_rotation_with_view``" msgstr "``spatial_editor/align_rotation_with_view``" @@ -857,6 +882,9 @@ msgstr "2 Viewports (Alt)" msgid ":kbd:`Ctrl + Alt + 2`" msgstr ":kbd:`Ctrl + Alt + 2`" +msgid ":kbd:`Opt + Cmd + 2`" +msgstr ":kbd:`Opt + Cmd + 2`" + msgid "``spatial_editor/2_viewports_alt``" msgstr "``spatial_editor/2_viewports_alt``" @@ -878,6 +906,9 @@ msgstr "3 Viewports (Alt)" msgid ":kbd:`Ctrl + Alt + 3`" msgstr ":kbd:`Ctrl + Alt + 3`" +msgid ":kbd:`Opt + Cmd + 3`" +msgstr ":kbd:`Opt + Cmd + 3`" + msgid "``spatial_editor/3_viewports_alt``" msgstr "``spatial_editor/3_viewports_alt``" @@ -893,9 +924,6 @@ msgstr ":kbd:`Cmd + 4`" msgid "``spatial_editor/4_viewports``" msgstr "``spatial_editor/4_viewports``" -msgid "Text Editor" -msgstr "Editor de Texto" - msgid "Cut" msgstr "Cortar" @@ -1028,6 +1056,9 @@ msgstr "Subir" msgid ":kbd:`Alt + Up Arrow`" msgstr ":kbd:`Alt + Up Arrow`" +msgid ":kbd:`Opt + Up Arrow`" +msgstr ":kbd:`Opt + Flecha arriba`" + msgid "``script_text_editor/move_up``" msgstr "``script_text_editor/move_up``" @@ -1037,6 +1068,9 @@ msgstr "Bajar" msgid ":kbd:`Alt + Down Arrow`" msgstr ":kbd:`Alt + Down Arrow`" +msgid ":kbd:`Opt + Down Arrow`" +msgstr ":kbd:`Opt + Flecha abajo`" + msgid "``script_text_editor/move_down``" msgstr "``script_text_editor/move_down``" @@ -1067,9 +1101,6 @@ msgstr "``script_text_editor/toggle_comment``" msgid "Fold/Unfold Line" msgstr "Plegar/Desplegar Línea" -msgid ":kbd:`Alt + F`" -msgstr ":kbd:`Alt + F`" - msgid ":kbd:`Ctrl + Cmd + F`" msgstr ":kbd:`Ctrl + Cmd + F`" @@ -1115,6 +1146,9 @@ msgstr "Eliminar Espacios Sobrantes al Final" msgid ":kbd:`Ctrl + Alt + T`" msgstr ":kbd:`Ctrl + Alt + T`" +msgid ":kbd:`Opt + Cmd + T`" +msgstr ":kbd:`Opt+ Cmd + T`" + msgid "``script_text_editor/trim_trailing_whitespace``" msgstr "``script_text_editor/trim_trailing_whitespace``" @@ -1187,6 +1221,9 @@ msgstr "Act./Desact. Marcador" msgid ":kbd:`Ctrl + Alt + B`" msgstr ":kbd:`Ctrl + Alt + B`" +msgid ":kbd:`Opt + Cmd + B`" +msgstr ":kbd:`Opt + Cmd + B`" + msgid "``script_text_editor/toggle_bookmark``" msgstr "``script_text_editor/toggle_bookmark``" @@ -1274,12 +1311,12 @@ msgstr "Ayuda Contextual" msgid ":kbd:`Alt + F1`" msgstr ":kbd:`Alt + F1`" +msgid ":kbd:`Opt + Shift + Space`" +msgstr ":kbd:`Alt + Shift + Space`" + msgid "``script_text_editor/contextual_help``" msgstr "``script_text_editor/contextual_help``" -msgid "Script Editor" -msgstr "Editor de Script" - msgid "``script_editor/find``" msgstr "``script_editor/find``" @@ -1295,12 +1332,18 @@ msgstr "``script_editor/find_in_files``" msgid ":kbd:`Shift + Alt + Up Arrow`" msgstr ":kbd:`Shift + Alt + Up Arrow`" +msgid ":kbd:`Shift + Opt + Up Arrow`" +msgstr ":kbd:`Shift + Alt + Flecha hacia arriba`" + msgid "``script_editor/window_move_up``" msgstr "``script_editor/window_move_up``" msgid ":kbd:`Shift + Alt + Down Arrow`" msgstr ":kbd:`Shift + Alt + Down Arrow`" +msgid ":kbd:`Shift + Opt + Down Arrow`" +msgstr ":kbd:`Shift + Alt + Flecha hacia Abajo`" + msgid "``script_editor/window_move_down``" msgstr "``script_editor/window_move_down``" @@ -1340,6 +1383,9 @@ msgstr "Guardar" msgid ":kbd:`Ctrl + Alt + S`" msgstr ":kbd:`Ctrl + Alt + S`" +msgid ":kbd:`Opt + Cmd + S`" +msgstr ":kbd:`Opt + Cmd + S`" + msgid "``script_editor/save``" msgstr "``script_editor/save``" @@ -1361,6 +1407,9 @@ msgstr "Previo en el Historial" msgid ":kbd:`Alt + Left Arrow`" msgstr ":kbd:`Alt + Left Arrow`" +msgid ":kbd:`Opt + Left Arrow`" +msgstr ":kbd:`Alt + Flecha izquierda`" + msgid "``script_editor/history_previous``" msgstr "``script_editor/history_previous``" @@ -1370,6 +1419,9 @@ msgstr "Siguiente en el Historial" msgid ":kbd:`Alt + Right Arrow`" msgstr ":kbd:`Alt + Right Arrow`" +msgid ":kbd:`Opt + Right Arrow`" +msgstr ":kbd:`Alt + Flecha Derecha`" + msgid "``script_editor/history_next``" msgstr "``script_editor/history_next``" @@ -1421,9 +1473,6 @@ msgstr "Restablecer Zoom" msgid "``script_editor/reset_zoom``" msgstr "``script_editor/reset_zoom``" -msgid "Editor Output" -msgstr "Salidas del editor" - msgid "Copy Selection" msgstr "Copiar Selección" @@ -1466,9 +1515,6 @@ msgstr ":kbd:`F12`" msgid "``debugger/continue``" msgstr "``debugger/continue``" -msgid "File Dialog" -msgstr "Ventana de Archivos" - msgid "Go Back" msgstr "Retroceder" @@ -1508,6 +1554,9 @@ msgstr "``file_dialog/toggle_hidden_files``" msgid "Toggle Favorite" msgstr "Act./Desact. Favorito" +msgid ":kbd:`Opt + F`" +msgstr ":kbd:`Alt + F`" + msgid "``file_dialog/toggle_favorite``" msgstr "``file_dialog/toggle_favorite``" @@ -1517,6 +1566,9 @@ msgstr "Cambiar Modo" msgid ":kbd:`Alt + V`" msgstr ":kbd:`Alt + V`" +msgid ":kbd:`Opt + V`" +msgstr ":kbd:`Alt + V`" + msgid "``file_dialog/toggle_mode``" msgstr "``file_dialog/toggle_mode``" @@ -1547,12 +1599,6 @@ msgstr "``file_dialog/delete``" msgid "Focus Path" msgstr "Foco en Ruta" -msgid ":kbd:`Ctrl + D`" -msgstr ":kbd:`Ctrl + D`" - -msgid ":kbd:`Cmd + D`" -msgstr ":kbd:`Cmd + D`" - msgid "``file_dialog/focus_path``" msgstr "``file_dialog/focus_path``" @@ -1580,9 +1626,6 @@ msgstr ":kbd:`Cmd + Down Arrow`" msgid "``file_dialog/move_favorite_down``" msgstr "``file_dialog/move_favorite_down``" -msgid "FileSystem Dock" -msgstr "Sistema de Archivos" - msgid "Copy Path" msgstr "Copiar Ruta" @@ -1592,15 +1635,18 @@ msgstr "``filesystem_dock/copy_path``" msgid "Duplicate" msgstr "Duplicar" +msgid ":kbd:`Ctrl + D`" +msgstr ":kbd:`Ctrl + D`" + +msgid ":kbd:`Cmd + D`" +msgstr ":kbd:`Cmd + D`" + msgid "``filesystem_dock/duplicate``" msgstr "``filesystem_dock/duplicate``" msgid "``filesystem_dock/delete``" msgstr "``filesystem_dock/delete``" -msgid "Scene Tree Dock" -msgstr "Panel de Escenas" - msgid "Add Child Node" msgstr "Añadir Nodo Hijo" @@ -1649,9 +1695,6 @@ msgstr "``scene_tree/move_up``" msgid "``scene_tree/move_down``" msgstr "``scene_tree/move_down``" -msgid "Animation Track Editor" -msgstr "Editor de pistas de animación" - msgid "``animation_editor/duplicate_selection``" msgstr "``animation_editor/duplicate_selection``" @@ -1694,53 +1737,119 @@ msgstr ":kbd:`Cmd + Left Arrow`" msgid "``animation_editor/goto_prev_step``" msgstr "``animation_editor/goto_prev_step``" -msgid "Tile Map Editor" -msgstr "Editor de Tile Map" - msgid "Select" msgstr "Seleccionar" +msgid "``tiles_editor/selection_tool``" +msgstr "``tiles_editor/selection_tool``" + msgid "Cut Selection" msgstr "Cortar Selección" +msgid "``tiles_editor/cut``" +msgstr "``tiles_editor/cut``" + +msgid "``tiles_editor/copy``" +msgstr "``tiles_editor/copy``" + +msgid "Paste Selection" +msgstr "Pegar Selección" + +msgid "``tiles_editor/paste``" +msgstr "``tiles_editor/paste``" + +msgid "``tiles_editor/delete``" +msgstr "``tiles_editor/delete``" + msgid "Cancel" msgstr "Cancelar" +msgid ":kbd:`Esc`" +msgstr ":kbd:`Esc`" + +msgid "``tiles_editor/cancel``" +msgstr "``tiles_editor/cancel``" + msgid "Paint" msgstr "Pintar" +msgid "``tiles_editor/paint_tool``" +msgstr "``tiles_editor/paint_tool``" + msgid "Line" msgstr "Linea" +msgid ":kbd:`L`" +msgstr ":kbd:`L`" + +msgid "``tiles_editor/line_tool``" +msgstr "``tiles_editor/line_tool``" + +msgid "Rect" +msgstr "Rectángulo" + +msgid "``tiles_editor/rect_tool``" +msgstr "``tiles_editor/rect_tool``" + +msgid "Bucket" +msgstr "Bote de relleno" + +msgid ":kbd:`B`" +msgstr ":kbd:`B`" + +msgid "``tiles_editor/bucket_tool``" +msgstr "``tiles_editor/bucket_tool``" + msgid "Picker" msgstr "Selector" msgid ":kbd:`P`" msgstr ":kbd:`P`" +msgid "``tiles_editor/picker``" +msgstr "``tiles_editor/picker``" + msgid "Eraser" msgstr "Borrador" +msgid "``tiles_editor/eraser``" +msgstr "``tiles_editor/eraser``" + msgid "Flip Horizontally" msgstr "Voltear Horizontalmente" +msgid ":kbd:`C`" +msgstr ":kbd:`C`" + +msgid "``tiles_editor/flip_tile_horizontal``" +msgstr "``tiles_editor/flip_tile_horizontal``" + msgid "Flip Vertically" msgstr "Voltear Verticalmente" +msgid ":kbd:`V`" +msgstr ":kbd:`V`" + +msgid "``tiles_editor/flip_tile_vertical``" +msgstr "``tiles_editor/flip_tile_vertical``" + msgid "Rotate Left" msgstr "Rotar a la Izquierda" msgid ":kbd:`Z`" msgstr ":kbd:`Z`" +msgid "``tiles_editor/rotate_tile_left``" +msgstr "``tiles_editor/rotate_tile_left``" + msgid "Rotate Right" msgstr "Rotar a la Derecha" msgid ":kbd:`X`" msgstr ":kbd:`X`" -msgid "Tileset Editor" -msgstr "Editor de Tileset" +msgid "``tiles_editor/rotate_tile_right``" +msgstr "``tiles_editor/rotate_tile_right``" msgid "Next Coordinate" msgstr "Siguiente Coordenada" @@ -1828,6 +1937,3 @@ msgstr ":kbd:`8`" msgid "``tileset_editor/editmode_z_index``" msgstr "``tileset_editor/editmode_z_index``" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/editor/external_editor.po b/sphinx/po/es/LC_MESSAGES/tutorials/editor/external_editor.po index 01f9d9c227..cb443cfcbc 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/editor/external_editor.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/editor/external_editor.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -251,6 +251,3 @@ msgstr "" "com/godotengine/emacs-gdscript-mode#auto-completion-with-the-language-server-" "protocol-lsp>`_, y el `DAP `_." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/editor/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/editor/index.po index f2ddea4186..9621e9f102 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/editor/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/editor/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -90,6 +90,3 @@ msgstr "" "eres un educador tratando de familiarizar lentamente a los estudiantes con " "el editor, o si estás trabajando en un proyecto que es solo 2D o solo 3D y " "no quieres ver lo que no necesitas." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/editor/inspector_dock.po b/sphinx/po/es/LC_MESSAGES/tutorials/editor/inspector_dock.po index 766d24b3b5..89c29dcd16 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/editor/inspector_dock.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/editor/inspector_dock.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -55,6 +55,3 @@ msgid "" msgstr "" "Luego viene la barra de búsqueda. Escribe cualquier cosa en ella para " "filtrar las propiedades mostradas. Borra el texto para limpiar la búsqueda." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/editor/managing_editor_features.po b/sphinx/po/es/LC_MESSAGES/tutorials/editor/managing_editor_features.po index f481df463b..558987d93a 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/editor/managing_editor_features.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/editor/managing_editor_features.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -103,6 +103,3 @@ msgstr "" "toda la configuración del editor en la misma carpeta que el archivo binario " "del editor. Consulta :ref:`doc_data_paths_self_contained_mode` para obtener " "más detalles al respecto." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/editor/project_manager.po b/sphinx/po/es/LC_MESSAGES/tutorials/editor/project_manager.po index bb92e3b3d5..d4a2a68cb5 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/editor/project_manager.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/editor/project_manager.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,37 +14,12 @@ msgstr "" msgid "Using the Project Manager" msgstr "Utilizando el Administrador de Proyectos" -msgid "" -"When you launch Godot, the first window you see is the Project Manager. It " -"lets you create, remove, import, or play game projects." -msgstr "" -"Al iniciar Godot, la primera ventana que aparece es el Administrador de " -"Proyectos. Este te permite crear, eliminar, importar o ejecutar proyectos." - -msgid "" -"To change the editors language click on the \"Settings\" Button in the top " -"right corner." -msgstr "" -"Para modificar el idioma del editor, haga clic en el botón de " -"\"Configuración\" ubicado en la esquina superior derecha." - msgid "Creating and importing projects" msgstr "Creando e importando proyectos" msgid "To create a new project:" msgstr "Para crear un proyecto nuevo:" -msgid "Click the **New** button on the top-left of the window." -msgstr "" -"Haz clic en el botón **Nuevo** en la parte superior izquierda de la ventana." - -msgid "" -"Give the project a name, choose an empty folder on your computer to save the " -"files, and select a rendering backend." -msgstr "" -"Dale un nombre al proyecto, elige una carpeta vacía en tu computadora para " -"guardar los archivos y selecciona un backend de renderizado." - msgid "" "Click the **Create & Edit** button to create the project folder and open it " "in the editor." @@ -55,23 +30,6 @@ msgstr "" msgid "Using the file browser" msgstr "Usando el explorador de archivos" -msgid "" -"Click the **Browse** button to open Godot's file browser and pick a location " -"or type the folder's path in the Project Path field." -msgstr "" -"Haz clic en el botón **Explorar** para abrir el explorador de archivos de " -"Godot y seleccionar una ubicación, o escribe la ruta de la carpeta en el " -"campo Ruta del Proyecto." - -msgid "" -"When you see the green tick on the right, it means the engine detects an " -"empty folder. You can also click the **Create Folder** button to create an " -"empty folder based on your project's name." -msgstr "" -"Cuando veas el tilde verde a la derecha, significa que el motor detecta una " -"carpeta vacía. También puedes hacer clic en el botón **Crear Carpeta** para " -"crear una carpeta vacía basada en el nombre de tu proyecto." - msgid "Opening and importing projects" msgstr "Abriendo e importando proyectos" @@ -99,32 +57,6 @@ msgstr "" msgid "Downloading demos and templates" msgstr "Descargando demos y plantillas" -msgid "" -"From the **Asset Library Projects** tab you can download open source project " -"templates and demos from the :ref:`Asset Library ` to " -"help you get started faster." -msgstr "" -"En la pestaña **Proyectos de la Librería de Assets** podrás descargar " -"proyectyos código abierto de plantillas y demos desde la :ref:`Librería de " -"Assets ` para ayudarte a iniciar rápidamente." - -msgid "" -"The first time you open this tab you'll notice that it's asking you to go " -"online. For privacy reasons the project manager, and Godot editor, can't " -"access the internet by default. To enable accessing the internet click the " -"\"Go Online\" button. This will also allow project manager to notify you " -"about updates. If you wish to turn this off in the future go into project " -"manager settings and change \"Network Mode\" to \"Offline\"" -msgstr "" -"La primera vez que abras esta pestaña, notarás que te pide que te conectes. " -"Por razones de privacidad, el administrador de proyectos y el editor Godot " -"no pueden acceder a Internet de forma predeterminada. Para permitir el " -"acceso a Internet, haga clic en el botón \"Conectarse\". Esto también " -"permitirá que el administrador de proyectos le notifique sobre las " -"actualizaciones. Si desea desactivar esto en el futuro, vaya a la " -"configuración del administrador de proyectos y cambie \"Modo de red\" a " -"\"Sin conexión\"" - msgid "" "Now that Godot is connected to the internet you can download a demo or " "template, to do this:" @@ -145,17 +77,8 @@ msgstr "" "Una vez que haya terminado de descargar, haz clic en instalar y elige dónde " "quieres guardar el proyecto." -msgid "" -"For users with a lot of projects on one PC it can be a lot to keep track of. " -"To aid in this Godot allows you to create project tags. To add a tag to a " -"project click on the project in the project manager, then click on the " -"\"Manage Tags\" button" -msgstr "" -"Para los usuarios con muchos proyectos en una PC, puede ser difícil mantener " -"un seguimiento. Para ayudar en esto, Godot le permite crear etiquetas de " -"proyecto. Para agregar una etiqueta a un proyecto, haga clic en el proyecto " -"en el administrador de proyectos, luego haga clic en el botón \"Administrar " -"etiquetas\"" +msgid "Managing projects with tags" +msgstr "Administrar el proyecto con etiquetas" msgid "" "This will open up the manage project tags window. To add a tag click the " @@ -173,6 +96,3 @@ msgstr "" "de todos los proyectos que la utilizan. Una vez hecho esto, cierre el " "administrador de proyectos, ábralo nuevamente y la etiqueta debería " "desaparecer." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/editor/project_settings.po b/sphinx/po/es/LC_MESSAGES/tutorials/editor/project_settings.po index d35bfc660a..2d32313528 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/editor/project_settings.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/editor/project_settings.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -58,6 +58,3 @@ msgstr "" "guardar en un archivo project.godot y muestra sus valores por defecto. Si " "cambias un valor, una marca aparecerá a la izquierda de su nombre. Esto " "significa que la propiedad será guardada en el archivo project.godot." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/editor/using_the_android_editor.po b/sphinx/po/es/LC_MESSAGES/tutorials/editor/using_the_android_editor.po index 147f0849de..18b60e5f8f 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/editor/using_the_android_editor.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/editor/using_the_android_editor.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -15,13 +15,16 @@ msgid "Using the Android editor" msgstr "Usando el editor en Android" msgid "" -"The Android editor is in beta testing stage, while we continue to refine the " -"experience, and bring it up to parity with the Desktop version of the " -"editor. See :ref:`doc_using_the_android_editor_limitations` below." +"In 2023, `we added `__ an `Android port of the " +"editor `__ that can be used to " +"work on new or existing projects on Android devices." msgstr "" -"El editor de Android está en una fase de pruebas mientras continuamos " -"refinando la experiencia y la dejamos a la par con la versión Escritorio del " -"editor. Ver :ref:`doc_using_the_android_editor_limitations` debajo." +"En 2023 `agregamos `__ un `port del editor para " +"Android `__ que puede ser " +"utilizado para trabajar en proyectos nuevos o existentes desde un " +"dispositivo Android." msgid "Android devices support" msgstr "Soporte de dispositivos Android" @@ -94,16 +97,22 @@ msgstr "" msgid "No support for building and exporting binaries for other platforms" msgstr "Sin soporte para crear y exportar binarios para otras plataformas" -msgid "" -"Performance and stability issues when using the *Vulkan Mobile* renderer for " -"a project" -msgstr "" -"Problemas de rendimiento y estabilidad al usar el renderizador de *Vulkan " -"Mobile* para un proyecto" - msgid "UX not optimized for Android phones form-factor" msgstr "La UX no está optimizada para el diseño de dispositivos Android" +msgid "" +"`Android Go devices `__ lacks the *All files access* permission required for device " +"read/write access. As a workaround, when using an Android Go device, it's " +"recommended to create new projects only in the Android *Documents* or " +"*Downloads* directories." +msgstr "" +"`Dispositivos Android Go `__ carecen de permiso de *Acceso a todos los archivos* requerido " +"para acceso de lectura/escritura en el dispositivo. Como alternativa cuando " +"se utiliza un dispositivo Android Go, es recomendable crear proyectos nuevos " +"en los directorios *Documentos* o *Descargas* de Android." + msgid "" "The editor doesn't properly resume when *Don't keep activities* is enabled " "in the *Developer Options*" @@ -121,6 +130,3 @@ msgstr "" "`__ " "para la lista de bugs conocidos." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/editor/using_the_web_editor.po b/sphinx/po/es/LC_MESSAGES/tutorials/editor/using_the_web_editor.po index eb424c46bf..db448bc52c 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/editor/using_the_web_editor.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/editor/using_the_web_editor.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,13 +14,6 @@ msgstr "" msgid "Using the Web editor" msgstr "Usando el editor web" -msgid "" -"Since Godot 3.3, there is a `Web editor `__ " -"you can use to work on new or existing projects." -msgstr "" -"Desde Godot 3.3, hay un `Editor web `__ que " -"puedes usar para trabajar en proyectos nuevos o existentes." - msgid "" "The web editor is in a preliminary stage. While its feature set may be " "sufficient for educational purposes, it is currently **not recommended for " @@ -141,17 +134,6 @@ msgstr "Sin soporte para editores de scripts externos." msgid "No support for Android one-click deploy." msgstr "Sin soporte para el deploy en Android con sólo un click." -msgid "" -"See the `list of open issues on GitHub related to the web editor `__ " -"for a list of known bugs." -msgstr "" -"Revisa la `lista de problemas abiertos sobre el editor web en Github " -"`__ " -"por la lista de bugs conocidos." - msgid "Importing a project" msgstr "Importando un proyecto" @@ -266,6 +248,3 @@ msgstr "" "developer.mozilla.org/en-US/docs/Web/API/FileSystem>` __ para almacenar los " "archivos del proyecto en el sistema de archivos del usuario como el editor " "nativo haría. Sin embargo, esto aún no se ha implementado." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/export/android_gradle_build.po b/sphinx/po/es/LC_MESSAGES/tutorials/export/android_gradle_build.po index 1d46f4fe61..fe1b1927ea 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/export/android_gradle_build.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/export/android_gradle_build.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -42,6 +42,3 @@ msgid "" msgstr "" "Las plantillas generadas se utilizarán automáticamente posteriormente, por " "lo que no es necesario realizar ninguna otra configuración." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/export/changing_application_icon_for_windows.po b/sphinx/po/es/LC_MESSAGES/tutorials/export/changing_application_icon_for_windows.po index 40105cb854..0d38ae01c2 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/export/changing_application_icon_for_windows.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/export/changing_application_icon_for_windows.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -212,6 +212,3 @@ msgstr "" "Si tu icono no se muestra correctamente, en Windows 10, intenta vaciar la " "caché de iconos. Para ello, abre el diálogo **Ejecutar** e introduce " "``ie4uinit.exe -ClearIconCache`` o ``ie4uinit.exe -show``." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/export/exporting_for_android.po b/sphinx/po/es/LC_MESSAGES/tutorials/export/exporting_for_android.po index 516638d696..1f8750d05d 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/export/exporting_for_android.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/export/exporting_for_android.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -207,13 +207,6 @@ msgstr "" msgid "Exporting for Google Play Store" msgstr "Exportar para la Google Play Store" -msgid "" -"Uploading an APK to Google's Play Store requires you to sign using a non-" -"debug keystore file; such file can be generated like this:" -msgstr "" -"Subir un APK a Google Play Store requiere que sea firmado usando un archivo " -"keystore non-debug, el cual puede generarse así:" - msgid "Now fill in the following forms in your Android Export Presets:" msgstr "" "Ahora rellena los siguientes formularios en tus opciones predeterminadas de " @@ -241,41 +234,6 @@ msgstr "" "No olvide desmarcar la casilla de verificación **Exportar con depuración** " "durante la exportación." -msgid "Optimizing the APK size" -msgstr "Optimizando el tamaño del APK" - -msgid "" -"By default, the APK will contain native libraries for both ARMv7 and ARMv8 " -"architectures. This increases its size significantly. To create a smaller " -"APK, uncheck either **Armeabi-v 7a** or **Arm 64 -v 8a** in your project's " -"Android export preset. This will create an APK that only contains a library " -"for a single architecture. Note that applications targeting ARMv7 can also " -"run on ARMv8 devices, but the opposite is not true." -msgstr "" -"Por defecto, el APK contendrá librerías nativas para ambas arquitecturas, " -"ARMv7 y ARMv8. esto incrementa el tamaño significativamente. Para crear un " -"APK más pequeño, desmarca **Armeabi-v 7a** o **Arm 64 -v 8a** en tu export " -"preset de Android en el proyecto. Esto creará un APC que sólo contiene las " -"librerías para una única arquitectura. Nota que aplicaciones que apunten a " -"ARMv7 también funcionarán en ARMv8, lo opuesto no funcionará." - -msgid "" -"Since August 2019, Google Play requires all applications to be available in " -"64-bit form. This means you cannot upload an APK that contains *just* an " -"ARMv7 library. To solve this, you can upload several APKs to Google Play " -"using its `Multiple APK support `__. Each APK should target a single architecture; " -"creating an APK for ARMv7 and ARMv8 is usually sufficient to cover most " -"devices in use today." -msgstr "" -"Desde agosto de 2019, Google Play requiere que todas las aplicaciones estén " -"es la forma 64-bit. Esto quiere decir que no puedes subir una APK que *sólo* " -"contenga librerías ARMv7. Para resolver esto, puedes subir varias APKs a " -"Google Play usando su `soporte para Multiple APK `__. Cada APK debe apuntar a una " -"arquitectura en particular; creando un APK para ARMv7 y ARMv8 normalmente es " -"suficiente para cubrir la mayoría de los dispositivos en uso hoy día." - msgid "" "You can optimize the size further by compiling an Android export template " "with only the features you need. See :ref:`doc_optimizing_for_size` for more " @@ -287,6 +245,3 @@ msgstr "" msgid "Environment variables" msgstr "Variables de entorno" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/export/exporting_for_dedicated_servers.po b/sphinx/po/es/LC_MESSAGES/tutorials/export/exporting_for_dedicated_servers.po index 95a12bfb28..fae9871a94 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/export/exporting_for_dedicated_servers.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/export/exporting_for_dedicated_servers.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -66,6 +66,3 @@ msgstr "" "servidor dedicado en un contenedor `Docker `__. De " "este modo, puede ser usado fácilmente en un sistema de escalado automático " "(que está por fuera del alcance de este tutorial)." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/export/exporting_for_ios.po b/sphinx/po/es/LC_MESSAGES/tutorials/export/exporting_for_ios.po index df9eb35a03..7a2f7c5c03 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/export/exporting_for_ios.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/export/exporting_for_ios.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -215,6 +215,3 @@ msgstr "Variables de entorno" msgid "Troubleshooting" msgstr "Solución De Problemas" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/export/exporting_for_linux.po b/sphinx/po/es/LC_MESSAGES/tutorials/export/exporting_for_linux.po index 0a4d19771c..919d1735d8 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/export/exporting_for_linux.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/export/exporting_for_linux.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -38,6 +38,3 @@ msgstr "" msgid "Environment variables" msgstr "Variables de entorno" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/export/exporting_for_macos.po b/sphinx/po/es/LC_MESSAGES/tutorials/export/exporting_for_macos.po index d75db42482..db4df252c9 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/export/exporting_for_macos.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/export/exporting_for_macos.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -377,6 +377,3 @@ msgstr "" msgid "Environment variables" msgstr "Variables de entorno" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/export/exporting_for_web.po b/sphinx/po/es/LC_MESSAGES/tutorials/export/exporting_for_web.po index 7019d05eb3..90db9411f9 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/export/exporting_for_web.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/export/exporting_for_web.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -355,6 +355,3 @@ msgstr "" msgid "Environment variables" msgstr "Variables de entorno" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/export/exporting_for_windows.po b/sphinx/po/es/LC_MESSAGES/tutorials/export/exporting_for_windows.po index edfb608f7b..024e2244f3 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/export/exporting_for_windows.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/export/exporting_for_windows.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -71,6 +71,3 @@ msgstr "Organización" msgid "Environment variables" msgstr "Variables de entorno" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/export/exporting_pcks.po b/sphinx/po/es/LC_MESSAGES/tutorials/export/exporting_pcks.po index 2c1e6d0967..a060e72666 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/export/exporting_pcks.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/export/exporting_pcks.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -216,6 +216,3 @@ msgstr "" msgid "Summary" msgstr "Sumario" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/export/exporting_projects.po b/sphinx/po/es/LC_MESSAGES/tutorials/export/exporting_projects.po index ba5e17b72e..91c1945a55 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/export/exporting_projects.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/export/exporting_projects.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -348,6 +348,3 @@ msgstr "" "Guarde el script de inicio y colóquelo en la misma carpeta que el binario " "exportado. En Linux, asegúrese de otorgar permisos ejecutables al script de " "inicio usando el comando `` chmod + x launch.sh ``." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/export/feature_tags.po b/sphinx/po/es/LC_MESSAGES/tutorials/export/feature_tags.po index 4ac3ec5cf5..29e0c1bbcb 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/export/feature_tags.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/export/feature_tags.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -73,6 +73,12 @@ msgstr "**Etiquetas de características**" msgid "**Description**" msgstr "**Descripción**" +msgid "**bsd**" +msgstr "**bsd**" + +msgid "**ios**" +msgstr "**ios**" + msgid "Running on Windows" msgstr "Ejecución en Windows" @@ -130,6 +136,9 @@ msgstr "Ejecutando en una versión de 32 bits ARM" msgid "**arm**" msgstr "**arm**" +msgid "**wasm**" +msgstr "**wasm**" + msgid "**mobile**" msgstr "**móvil**" @@ -241,6 +250,3 @@ msgstr "" msgid "Customizing the build" msgstr "Personalización de la Compilación" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/export/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/export/index.po index c1d98baf8d..cde4bb1241 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/export/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/export/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Export" msgstr "Exportar" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/export/one-click_deploy.po b/sphinx/po/es/LC_MESSAGES/tutorials/export/one-click_deploy.po index 0b68698df4..61e48ccaad 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/export/one-click_deploy.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/export/one-click_deploy.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -153,6 +153,3 @@ msgstr "" msgid "Web" msgstr "Web" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/export/running_on_macos.po b/sphinx/po/es/LC_MESSAGES/tutorials/export/running_on_macos.po index c6d291f6ee..d2245ee6bd 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/export/running_on_macos.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/export/running_on_macos.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -190,6 +190,3 @@ msgid "" msgstr "" "``codesign -s - --force --deep \"Unsigned Game.app\"`` (incluyendo comillas " "y extensión \".app\")." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/i18n/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/i18n/index.po index 13d315da3e..e1bb9cadf4 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/i18n/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/i18n/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Internationalization" msgstr "Internacionalización" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/i18n/internationalizing_games.po b/sphinx/po/es/LC_MESSAGES/tutorials/i18n/internationalizing_games.po index c426465ac1..3115169aed 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/i18n/internationalizing_games.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/i18n/internationalizing_games.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -144,6 +144,3 @@ msgid "" msgstr "" "Si no está seguro del código de idioma a usar, consulte la :ref:`list of " "locale codes `." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/i18n/locales.po b/sphinx/po/es/LC_MESSAGES/tutorials/i18n/locales.po index 70f72036d3..8cbe9c815c 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/i18n/locales.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/i18n/locales.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -17,33 +17,177 @@ msgstr "aa" msgid "Afar" msgstr "Afar" +msgid "Abkhazian" +msgstr "Abjasio" + +msgid "Acoli" +msgstr "Acholi" + +msgid "Adangme" +msgstr "Adangme" + +msgid "Adyghe" +msgstr "Adigués" + +msgid "Avestan" +msgstr "Avéstico" + msgid "af" msgstr "af" msgid "Afrikaans" msgstr "Afrikaans" +msgid "Afrihili" +msgstr "Afrihili" + +msgid "Aghem" +msgstr "Aghem" + +msgid "Ainu" +msgstr "Ainu" + +msgid "ak" +msgstr "ak" + +msgid "Akan" +msgstr "Akan" + +msgid "akk" +msgstr "akk" + +msgid "Akkadian" +msgstr "Acadio" + +msgid "akz" +msgstr "akz" + +msgid "Alabama" +msgstr "Alabama" + +msgid "Aleut" +msgstr "Aleutiano" + +msgid "Amharic" +msgstr "Amhárico" + msgid "ar" msgstr "ar" msgid "Arabic" msgstr "Árabe" +msgid "Aramaic" +msgstr "Arameo" + +msgid "Mapudungun" +msgstr "Mapuche" + +msgid "Araona" +msgstr "Araona" + +msgid "Arapaho" +msgstr "Arapajó" + +msgid "Arawak" +msgstr "Arawak" + msgid "as" msgstr "as" +msgid "avk" +msgstr "avk" + +msgid "Kotava" +msgstr "Kotava" + +msgid "Awadhi" +msgstr "Awadi" + +msgid "az" +msgstr "az" + +msgid "Bashkir" +msgstr "Baskir" + +msgid "Baluchi" +msgstr "Baluchi" + +msgid "Bassa" +msgstr "Bassa" + +msgid "Bamun" +msgstr "Bamum" + +msgid "bbc" +msgstr "bbc" + +msgid "bbj" +msgstr "bbj" + msgid "be" msgstr "be" msgid "Belarusian" msgstr "Bielorruso" +msgid "Beja" +msgstr "Beya" + +msgid "Bemba" +msgstr "Bemba" + +msgid "Berber" +msgstr "Bereber" + +msgid "Bena" +msgstr "Bena" + +msgid "Bafut" +msgstr "Bafut" + +msgid "bfq" +msgstr "bfq" + +msgid "Badaga" +msgstr "Badaga" + msgid "bg" msgstr "bg" msgid "Bulgarian" msgstr "Búlgaro" +msgid "Bhili" +msgstr "Bhili" + +msgid "bi" +msgstr "bi" + +msgid "bik" +msgstr "bik" + +msgid "Bikol" +msgstr "Bikol" + +msgid "Bini" +msgstr "Bini" + +msgid "Banjar" +msgstr "Banjarés" + +msgid "bkm" +msgstr "bkm" + +msgid "Siksika" +msgstr "Siksiká" + +msgid "bm" +msgstr "bm" + +msgid "Bambara" +msgstr "Bambara" + msgid "bn" msgstr "bn" @@ -56,36 +200,225 @@ msgstr "bo" msgid "Tibetan" msgstr "Tibetano" +msgid "bpy" +msgstr "bpy" + +msgid "Bishnupriya" +msgstr "Bishnupriya" + +msgid "bqi" +msgstr "bqi" + +msgid "br" +msgstr "br" + +msgid "Breton" +msgstr "Bretón" + +msgid "brh" +msgstr "brh" + +msgid "Brahui" +msgstr "Brahui" + +msgid "Bodo" +msgstr "Bodo" + +msgid "bs" +msgstr "bs" + +msgid "Akoose" +msgstr "Akoose" + +msgid "Buriat" +msgstr "Buriato" + +msgid "bum" +msgstr "bum" + +msgid "byv" +msgstr "byv" + +msgid "Medumba" +msgstr "Medumba" + msgid "ca" msgstr "ca" msgid "Catalan" msgstr "Catalán" +msgid "cch" +msgstr "cch" + +msgid "ccp" +msgstr "ccp" + +msgid "Chakma" +msgstr "Chakma" + +msgid "ce" +msgstr "ce" + +msgid "Cebuano" +msgstr "Cebuano" + +msgid "cgg" +msgstr "cgg" + +msgid "Chiga" +msgstr "Kiga" + +msgid "ch" +msgstr "ch" + +msgid "Chamorro" +msgstr "Chamorro" + +msgid "chb" +msgstr "chb" + +msgid "chg" +msgstr "chg" + +msgid "chk" +msgstr "chk" + +msgid "Chuukese" +msgstr "Chuukés" + +msgid "chm" +msgstr "chm" + +msgid "chn" +msgstr "chn" + +msgid "Choctaw" +msgstr "Choctaw" + +msgid "chp" +msgstr "chp" + +msgid "Chipewyan" +msgstr "Dené suliné" + +msgid "chy" +msgstr "chy" + +msgid "Cheyenne" +msgstr "Cheyene" + +msgid "cic" +msgstr "cic" + +msgid "ckb" +msgstr "ckb" + +msgid "Corsican" +msgstr "Corso" + +msgid "Coptic" +msgstr "Copto" + +msgid "cr" +msgstr "cr" + +msgid "Cree" +msgstr "Cree" + msgid "cs" msgstr "cs" msgid "Czech" msgstr "Czech" +msgid "cu" +msgstr "cu" + +msgid "cv" +msgstr "cv" + +msgid "cy" +msgstr "cy" + +msgid "Welsh" +msgstr "Galés" + msgid "da" msgstr "da" msgid "Danish" msgstr "Danés" +msgid "Dargwa" +msgstr "Darguin" + msgid "de" msgstr "de" msgid "German" msgstr "Alemán" +msgid "dgr" +msgstr "dgr" + +msgid "Dinka" +msgstr "Dinka" + +msgid "Zarma" +msgstr "Zarma" + +msgid "Dogri" +msgstr "Dogri" + +msgid "dtp" +msgstr "dtp" + +msgid "dum" +msgstr "dum" + +msgid "dv" +msgstr "dv" + +msgid "dyo" +msgstr "dyo" + +msgid "dyu" +msgstr "dyu" + +msgid "Dyula" +msgstr "Yulá" + +msgid "dz" +msgstr "Aghem" + +msgid "dzg" +msgstr "dzg" + +msgid "Dazaga" +msgstr "Dazaga" + +msgid "Embu" +msgstr "Embu" + +msgid "Ewe" +msgstr "Ewe" + +msgid "Efik" +msgstr "Efik" + +msgid "Emilian" +msgstr "Emiliano" + msgid "el" msgstr "el" msgid "Greek" msgstr "Griego" +msgid "Elamite" +msgstr "Elamita" + msgid "en" msgstr "en" @@ -122,6 +455,18 @@ msgstr "fa" msgid "Persian" msgstr "Persian" +msgid "Fang" +msgstr "Fang" + +msgid "Fanti" +msgstr "Fante" + +msgid "ff" +msgstr "ff" + +msgid "Fulah" +msgstr "Fula" + msgid "fi" msgstr "fi" @@ -134,18 +479,120 @@ msgstr "fil" msgid "Filipino" msgstr "Filipino" +msgid "fj" +msgstr "fj" + +msgid "Fijian" +msgstr "Fiyiano" + +msgid "Faroese" +msgstr "Faroés" + msgid "fr" msgstr "fr" msgid "French" msgstr "Francés" +msgid "Arpitan" +msgstr "Arpitano" + +msgid "fy" +msgstr "fy" + msgid "ga" msgstr "ga" msgid "Irish" msgstr "Irish" +msgid "Ga" +msgstr "Ga" + +msgid "Gagauz" +msgstr "Gagaúzo" + +msgid "Gayo" +msgstr "Gayo" + +msgid "gbz" +msgstr "gbz" + +msgid "Gilbertese" +msgstr "Gilbertino" + +msgid "gl" +msgstr "gl" + +msgid "glk" +msgstr "glk" + +msgid "Gilaki" +msgstr "Guilakí" + +msgid "gmh" +msgstr "gmh" + +msgid "Guarani" +msgstr "Guaraní" + +msgid "goh" +msgstr "goh" + +msgid "gon" +msgstr "gon" + +msgid "Gondi" +msgstr "Gondi" + +msgid "got" +msgstr "got" + +msgid "Gothic" +msgstr "Gótico" + +msgid "grb" +msgstr "grb" + +msgid "grc" +msgstr "grc" + +msgid "gsw" +msgstr "gsw" + +msgid "gu" +msgstr "gu" + +msgid "guc" +msgstr "guc" + +msgid "Wayuu" +msgstr "Wayú" + +msgid "Frafra" +msgstr "Frafra" + +msgid "Gusii" +msgstr "Gusii" + +msgid "gv" +msgstr "gv" + +msgid "Manx" +msgstr "Manés" + +msgid "gwi" +msgstr "gwi" + +msgid "Hausa" +msgstr "Hausa" + +msgid "Haida" +msgstr "Haida" + +msgid "Hawaiian" +msgstr "Hawaiano" + msgid "Hebrew" msgstr "Hebrew" @@ -155,21 +602,72 @@ msgstr "hi" msgid "Hindi" msgstr "Hindi" +msgid "Hiligaynon" +msgstr "Hiligueino" + +msgid "hmn" +msgstr "hmn" + +msgid "Hmong" +msgstr "Hmong" + +msgid "ho" +msgstr "ho" + msgid "hr" msgstr "hr" msgid "Croatian" msgstr "Croata" +msgid "hsn" +msgstr "hsn" + +msgid "ht" +msgstr "ht" + msgid "hu" msgstr "hu" msgid "Hungarian" msgstr "Hungarian" +msgid "hy" +msgstr "hy" + +msgid "hz" +msgstr "hz" + +msgid "Herero" +msgstr "Herero" + +msgid "ia" +msgstr "ia" + +msgid "Iban" +msgstr "Iban" + +msgid "ibb" +msgstr "ibb" + +msgid "Ibibio" +msgstr "Ibibio" + msgid "Indonesian" msgstr "Indonesian" +msgid "Igbo" +msgstr "Igbo" + +msgid "ii" +msgstr "ii" + +msgid "ik" +msgstr "ik" + +msgid "io" +msgstr "io" + msgid "is" msgstr "is" @@ -182,18 +680,42 @@ msgstr "it" msgid "Italian" msgstr "Italiano" +msgid "iu" +msgstr "iu" + msgid "ja" msgstr "ja" msgid "Japanese" msgstr "Japones" +msgid "jgo" +msgstr "jgo" + +msgid "jmc" +msgstr "jmc" + +msgid "jrb" +msgstr "jrb" + +msgid "jv" +msgstr "jv" + msgid "ka" msgstr "ka" msgid "Georgian" msgstr "Georgiano" +msgid "Jju" +msgstr "Jju" + +msgid "kbl" +msgstr "kbl" + +msgid "kcg" +msgstr "kcg" + msgid "ko" msgstr "ko" @@ -212,15 +734,51 @@ msgstr "lt" msgid "Lithuanian" msgstr "Lithuanian" +msgid "lua" +msgstr "lua" + +msgid "luo" +msgstr "luo" + +msgid "luy" +msgstr "luy" + msgid "lv" msgstr "lv" msgid "Latvian" msgstr "Latvian" +msgid "lzz" +msgstr "lzz" + +msgid "mdf" +msgstr "mdf" + +msgid "mdr" +msgstr "mdr" + +msgid "mfe" +msgstr "mfe" + +msgid "mg" +msgstr "mg" + +msgid "mgh" +msgstr "mgh" + +msgid "mgo" +msgstr "mgo" + +msgid "mh" +msgstr "mh" + msgid "mi" msgstr "mi" +msgid "mjw" +msgstr "mjw" + msgid "mk" msgstr "mk" @@ -233,6 +791,21 @@ msgstr "ml" msgid "Malayalam" msgstr "Malayalam" +msgid "mn" +msgstr "mn" + +msgid "mnc" +msgstr "mnc" + +msgid "mnw" +msgstr "mnw" + +msgid "moh" +msgstr "moh" + +msgid "mr" +msgstr "mr" + msgid "ms" msgstr "ms" @@ -245,21 +818,90 @@ msgstr "mt" msgid "Maltese" msgstr "Maltese" +msgid "Mirandese" +msgstr "Mirandés" + +msgid "mwr" +msgstr "mwr" + +msgid "mwv" +msgstr "mwv" + +msgid "my" +msgstr "my" + +msgid "Burmese" +msgstr "Birmano" + +msgid "mye" +msgstr "mye" + +msgid "mzn" +msgstr "mzn" + +msgid "Nahuatl" +msgstr "Náhuatl" + +msgid "Neapolitan" +msgstr "Napolitano" + +msgid "naq" +msgstr "naq" + msgid "Norwegian Bokmål" msgstr "Bokmål Noruego" +msgid "new" +msgstr "new" + +msgid "ng" +msgstr "ng" + +msgid "nia" +msgstr "nia" + +msgid "njo" +msgstr "njo" + msgid "nl" msgstr "nl" msgid "Dutch" msgstr "Neerlandés" +msgid "nmg" +msgstr "nmg" + msgid "nn" msgstr "nn" msgid "Norwegian Nynorsk" msgstr "Nynorsk Noruego" +msgid "nov" +msgstr "nov" + +msgid "nqo" +msgstr "nqo" + +msgid "nr" +msgstr "nr" + +msgid "Navajo" +msgstr "Navajo" + +msgid "nwc" +msgstr "nwc" + +msgid "nzi" +msgstr "nzi" + +msgid "oc" +msgstr "oc" + +msgid "oj" +msgstr "oj" + msgid "om" msgstr "om" @@ -308,12 +950,21 @@ msgstr "sco" msgid "Scots" msgstr "Escocés" +msgid "shn" +msgstr "shn" + +msgid "Shan" +msgstr "Shan" + msgid "si" msgstr "si" msgid "Sinhala" msgstr "Sinhala" +msgid "Sidamo" +msgstr "Sidamo" + msgid "sk" msgstr "sk" @@ -326,12 +977,39 @@ msgstr "sl" msgid "Slovenian" msgstr "Esloveno" +msgid "sm" +msgstr "sm" + +msgid "Samoan" +msgstr "Samoano" + +msgid "smj" +msgstr "smj" + +msgid "smn" +msgstr "smn" + +msgid "sn" +msgstr "sn" + +msgid "Shona" +msgstr "Shona" + +msgid "Soninke" +msgstr "Soninké" + msgid "so" msgstr "so" msgid "Somali" msgstr "Somalí" +msgid "Sogdien" +msgstr "Sogdiano" + +msgid "Songhai" +msgstr "Songhay" + msgid "sq" msgstr "sq" @@ -344,12 +1022,51 @@ msgstr "sr" msgid "Serbian" msgstr "Serbio" +msgid "Serer" +msgstr "Serer" + +msgid "Swati" +msgstr "Suazi" + +msgid "ssy" +msgstr "ssy" + +msgid "Saho" +msgstr "Saho" + +msgid "su" +msgstr "su" + +msgid "Sundanese" +msgstr "Sondanés" + +msgid "Sukuma" +msgstr "Sukuma" + +msgid "sus" +msgstr "sus" + +msgid "Susu" +msgstr "Susu" + +msgid "sux" +msgstr "sux" + msgid "sv" msgstr "sv" msgid "Swedish" msgstr "Sueco" +msgid "sw" +msgstr "sw" + +msgid "swb" +msgstr "swb" + +msgid "Syriac" +msgstr "Siríaco" + msgid "ta" msgstr "ta" @@ -362,6 +1079,9 @@ msgstr "te" msgid "Telugu" msgstr "Telugu" +msgid "tg" +msgstr "tg" + msgid "th" msgstr "th" @@ -374,18 +1094,54 @@ msgstr "ti" msgid "Tigrinya" msgstr "Tigriña" +msgid "tk" +msgstr "tk" + +msgid "tkl" +msgstr "tkl" + +msgid "tly" +msgstr "tly" + msgid "tr" msgstr "tr" msgid "Turkish" msgstr "Turco" +msgid "Tasawaq" +msgstr "Tasawaq" + +msgid "Tuvinian" +msgstr "Tuvano" + +msgid "tzm" +msgstr "tzm" + +msgid "udm" +msgstr "udm" + +msgid "Udmurt" +msgstr "Udmurto" + +msgid "ug" +msgstr "ug" + +msgid "Uyghur" +msgstr "Uigur" + +msgid "Ugaritic" +msgstr "Ugarítico" + msgid "uk" msgstr "uk" msgid "Ukrainian" msgstr "Ukrainian" +msgid "Umbundu" +msgstr "Umbundu" + msgid "Unami" msgstr "Unami" @@ -401,12 +1157,90 @@ msgstr "uz" msgid "Uzbek" msgstr "Uzbek" +msgid "Venda" +msgstr "Venda" + +msgid "Venetian" +msgstr "Veneciano" + +msgid "Veps" +msgstr "Vepsio" + msgid "vi" msgstr "vi" msgid "Vietnamese" msgstr "Vietnamita" +msgid "vmf" +msgstr "vmf" + +msgid "Volapük" +msgstr "Volapük" + +msgid "vot" +msgstr "vot" + +msgid "Votic" +msgstr "Votio" + +msgid "Võro" +msgstr "Võro" + +msgid "Vunjo" +msgstr "Vunjo" + +msgid "wa" +msgstr "wa" + +msgid "Walloon" +msgstr "Valón" + +msgid "Walser" +msgstr "Valesano" + +msgid "wbp" +msgstr "wbp" + +msgid "Warlpiri" +msgstr "Warlpirí" + +msgid "wo" +msgstr "wo" + +msgid "Wolof" +msgstr "Wólof" + +msgid "wuu" +msgstr "wuu" + +msgid "Kalmyk" +msgstr "Calmuco" + +msgid "xh" +msgstr "xh" + +msgid "Xhosa" +msgstr "Xosa" + +msgid "xmf" +msgstr "xmf" + +msgid "Mingrelian" +msgstr "Mingreliano" + +msgid "Soga" +msgstr "Soga" + +msgid "yao" +msgstr "yao" + +msgid "Yao" +msgstr "Yao" + +msgid "yav" +msgstr "yav" + msgid "zh" msgstr "zh" @@ -418,6 +1252,3 @@ msgstr "Java" msgid "Palm" msgstr "Palm" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po b/sphinx/po/es/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po index 901fa99fb6..4eae5c54e4 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/i18n/localization_using_gettext.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -264,6 +264,3 @@ msgid "" msgstr "" "El archivo descompilado no incluirá comentarios ni cadenas \"fuzzy\", ya que " "estos nunca se compilan en el archivo MO en primer lugar." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/i18n/pseudolocalization.po b/sphinx/po/es/LC_MESSAGES/tutorials/i18n/pseudolocalization.po index a58e63782e..51da244f28 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/i18n/pseudolocalization.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/i18n/pseudolocalization.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Introduction" msgstr "Introducción" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po b/sphinx/po/es/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po index 828076a3fb..a5ccae3f4a 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/inputs/controllers_gamepads_joysticks.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -134,16 +134,6 @@ msgstr "" "\"presionados\" o \"no presionados\"), como botones del control, botones del " "mouse o teclas del teclado, use ``Input.is_action_pressed()``:" -msgid "" -"In Godot versions before 3.4, such as 3.3, ``Input.get_vector()`` and " -"``Input.get_axis()`` aren't available. Only ``Input.get_action_strength()`` " -"and ``Input.is_action_pressed()`` are available in Godot 3.3." -msgstr "" -"En las versiones de Godot anteriores a 3.4, como 3.3, ``Input.get_vector()`` " -"y ``Input.get_axis()`` no están disponibles. Sólo ``Input." -"get_action_strength()`` y ``Input.is_action_pressed()`` están disponibles en " -"Godot 3.3." - msgid "Differences between keyboard/mouse and controller input" msgstr "Diferencias entre teclado/mouse y entrada del controlador" @@ -304,6 +294,3 @@ msgstr "" "control tiende a variar enormemente entre los navegadores. Como resultado, " "es posible que deba indicar a sus jugadores que usen un navegador diferente " "si no pueden hacer que su control funcione." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po b/sphinx/po/es/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po index 5f1df5657e..f233dbe9ce 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/inputs/custom_mouse_cursor.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -22,20 +22,6 @@ msgstr "" "Puedes querer cambiar la apariencia del puntero del mouse en tu juego para " "ajustarse al diseño. Hay dos modos de hacer esto:" -msgid "Using project settings" -msgstr "Usando Ajustes del Proyecto" - -msgid "Using a script" -msgstr "Utilizando un script" - -msgid "" -"Using project settings is a simpler (but more limited) way to customize the " -"mouse cursor. The second way is more customizable, but involves scripting:" -msgstr "" -"Usar Ajustes del Proyecto es un modo simple (aunque limitado) de " -"personalizar el puntero del mouse. El segundo modo da más opciones pero " -"implica scripting:" - msgid "" "If you have to use the \"software\" approach, consider adding an " "extrapolation step to better display the actual mouse input." @@ -43,29 +29,14 @@ msgstr "" "Si tienes que usar el enfoque \"software\", considera añadir un paso de " "extrapolación para mostrar mejor la entrada real del ratón." -msgid "" -"Custom Image is the desired image that you would like to set as the mouse " -"cursor. Custom Hotspot is the point in the image that you would like to use " -"as the cursor's detection point." -msgstr "" -"Custom Image es la imagen deseada que quieres establecer como cursor del " -"ratón. Custom Hotspot es el punto de la imagen que te gustaría usar como " -"punto de detección del cursor." +msgid "Using project settings" +msgstr "Usando Ajustes del Proyecto" + +msgid "Using a script" +msgstr "Utilizando un script" msgid "Create a Node and attach the following script." msgstr "Crea un Node y anéxale el siguiente script." msgid "Cursor list" msgstr "La lista de cursores" - -msgid "" -"As documented in the :ref:`Input ` class (see the " -"**CursorShape** enum), there are multiple mouse cursors you can define. " -"Which ones you want to use depends on your use case." -msgstr "" -"Como se indica en :ref:`Input ` class (see the **CursorShape** " -"enum), hay múltiples punteros de mouse que se pueden definir. El que quieras " -"usar dependerá de cada caso." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/inputs/handling_quit_requests.po b/sphinx/po/es/LC_MESSAGES/tutorials/inputs/handling_quit_requests.po index 729343c17a..f32d5f3255 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/inputs/handling_quit_requests.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/inputs/handling_quit_requests.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -27,6 +27,3 @@ msgstr "" msgid "Sending your own quit notification" msgstr "Enviando su propia notificación de abandono" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/inputs/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/inputs/index.po index 1083564cfa..720aa3237e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/inputs/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/inputs/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/inputs/input_examples.po b/sphinx/po/es/LC_MESSAGES/tutorials/inputs/input_examples.po index 6b46077b32..d68997d120 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/inputs/input_examples.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/inputs/input_examples.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -283,6 +283,3 @@ msgstr "" "Configuración del proyecto y vaya a la sección \"Dispositivos de entrada/" "punto\". Habilita \"Emular el toque del ratón\" y tu proyecto interpretará " "los clics y el movimiento del ratón como eventos táctiles." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/inputs/inputevent.po b/sphinx/po/es/LC_MESSAGES/tutorials/inputs/inputevent.po index 8878af9be2..89fd362b1b 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/inputs/inputevent.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/inputs/inputevent.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -183,9 +183,6 @@ msgstr "" "Contiene una acción genérica. Estos eventos a menudo son generados por el " "programador como feedback. (más información a continuación)" -msgid "Actions" -msgstr "Acciones" - msgid "" "The same code to work on different devices with different inputs (e.g., " "keyboard on PC, Joypad on console)." @@ -236,6 +233,3 @@ msgstr "" "(project.godot). Por lo tanto, cualquier sistema dinámico de este tipo " "necesita almacenar los ajustes de la forma que el programador considere más " "adecuada." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po b/sphinx/po/es/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po index f24c4bfaad..2eeb77c827 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/inputs/mouse_and_input_coordinates.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -55,6 +55,3 @@ msgstr "" msgid "" "Alternatively, it's possible to ask the viewport for the mouse position:" msgstr "También es posible preguntar al viewport por la posición del mouse:" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/io/background_loading.po b/sphinx/po/es/LC_MESSAGES/tutorials/io/background_loading.po index ecafda18c4..4d9e292dc4 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/io/background_loading.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/io/background_loading.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "Carga en segundo plano" msgid "Example" msgstr "Ejemplo" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/io/binary_serialization_api.po b/sphinx/po/es/LC_MESSAGES/tutorials/io/binary_serialization_api.po index 5956675ea8..e14abee8ac 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/io/binary_serialization_api.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/io/binary_serialization_api.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -106,6 +106,9 @@ msgstr "plano" msgid "10" msgstr "10" +msgid "quaternion" +msgstr "cuaternión" + msgid "11" msgstr "11" @@ -494,6 +497,18 @@ msgstr "La cantidad de propiedades que serán serializadas" msgid "For each property:" msgstr "Para cada propiedad:" +msgid "Y" +msgstr "Y" + +msgid "Z" +msgstr "Z" + +msgid "Y+4+Z" +msgstr "Y+4+Z" + +msgid "W" +msgstr "W" + msgid "18: :ref:`Dictionary`" msgstr "18: :ref:`Dictionary`" @@ -579,6 +594,3 @@ msgstr "8..16+longitud\\*16" msgid "8..20+length\\*16" msgstr "8..20+longitud\\*16" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/io/data_paths.po b/sphinx/po/es/LC_MESSAGES/tutorials/io/data_paths.po index 1a97315579..42a7d34199 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/io/data_paths.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/io/data_paths.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -325,17 +325,6 @@ msgstr "" "**Caché** contiene datos generados por el editor o almacenados " "temporalmente. Puede eliminarse de forma segura cuando Godot se cierra." -msgid "" -"Godot complies with the `XDG Base Directory Specification `__ on " -"all platforms. You can override environment variables following the " -"specification to change the editor and project data paths." -msgstr "" -"Godot cumple con la `XDG Base Directory Specification ` en " -"todas las plataformas. Las variables de entorno pueden ser anuladas según la " -"especificación para cambiar las rutas de datos del editor y del proyecto." - msgid "" "If you use `Godot packaged as a Flatpak `__, the editor data paths will be located in " @@ -386,6 +375,3 @@ msgstr "" "en la ruta del ejecutable solo funciona si el ejecutable se encuentra en una " "ubicación con permisos de escritura (es decir, **no** en Program Files u " "otro directorio que sea de solo lectura para los usuarios regulares)." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/io/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/io/index.po index 1083564cfa..720aa3237e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/io/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/io/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/io/runtime_file_loading_and_saving.po b/sphinx/po/es/LC_MESSAGES/tutorials/io/runtime_file_loading_and_saving.po index 030822ba75..771701c9be 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/io/runtime_file_loading_and_saving.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/io/runtime_file_loading_and_saving.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -20,6 +20,3 @@ msgid "" msgstr "" "Ejemplo de carga de un archivo de video Ogg Theora en un nodo :ref:" "`class_VideoStreamPlayer`:" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/io/saving_games.po b/sphinx/po/es/LC_MESSAGES/tutorials/io/saving_games.po index fa0d02bf79..782b5c0a0e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/io/saving_games.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/io/saving_games.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -122,6 +122,3 @@ msgstr "" "cuando se carguen los objetos hijo. También necesitarás una forma de enlazar " "a los hijos con los padres ya que la llamada :ref:`NodePath " "` probablemente será inválida." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/math/beziers_and_curves.po b/sphinx/po/es/LC_MESSAGES/tutorials/math/beziers_and_curves.po index 50edb0409c..4ca8de7068 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/math/beziers_and_curves.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/math/beziers_and_curves.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -262,6 +262,3 @@ msgstr "" msgid "And the output will, then, move at constant speed:" msgstr "Y la salida, entonces, se moverá a velocidad constante:" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/math/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/math/index.po index bf3cf76ba2..c56445037f 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/math/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/math/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Math" msgstr "Matemáticas" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/math/interpolation.po b/sphinx/po/es/LC_MESSAGES/tutorials/math/interpolation.po index 50162d2254..e3c9d3c2f4 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/math/interpolation.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/math/interpolation.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -86,14 +86,3 @@ msgstr "" msgid "Here is how it looks:" msgstr "Así es cómo se ve:" - -msgid "" -"This useful for smoothing camera movement, allies following you (ensuring " -"they stay within a certain range), and many other common game patterns." -msgstr "" -"Esto es útil para suavizar el movimiento de la cámara, para que los aliados " -"te sigan (asegurándose de que se mantengan dentro de un cierto rango), y " -"para muchos otros patrones de juego comunes." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/math/matrices_and_transforms.po b/sphinx/po/es/LC_MESSAGES/tutorials/math/matrices_and_transforms.po index 581ace1232..07f8e3cea5 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/math/matrices_and_transforms.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/math/matrices_and_transforms.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -361,16 +361,6 @@ msgstr "" "(0, -1). Esto concuerda con nuestra observación de dónde está la esquina " "superior derecha de la imagen." -msgid "" -"Hopefully you now fully understand the how a transformation matrix affects " -"the object, and the relationship between the basis vectors and how the " -"object's \"UV\" or \"intra-coordinates\" have their world position changed." -msgstr "" -"Esperemos que ahora entiendas completamente cómo una matriz de " -"transformación afecta al objeto, y la relación entre los vectores base y " -"cómo los \"UV\" o \"intra-coordinados\" del objeto han cambiado su posición " -"en el mundo." - msgid "" "In Godot, all transform math is done relative to the parent node. When we " "refer to \"world position\", that would be relative to the node's parent " @@ -569,6 +559,3 @@ msgstr "https://www.youtube.com/watch?v=d4EgbgTm0Bg" msgid "https://eater.net/quaternions" msgstr "https://eater.net/quaternions" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/math/random_number_generation.po b/sphinx/po/es/LC_MESSAGES/tutorials/math/random_number_generation.po index cba8e7657c..6a4a8ab75f 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/math/random_number_generation.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/math/random_number_generation.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -82,46 +82,9 @@ msgstr "" "Veamos algunas de las funciones y métodos más utilizados para generar " "números aleatorios en Godot." -msgid "" -":ref:`randfn() ` returns a random " -"floating-point number following a `normal distribution `__. This means the returned value is more " -"likely to be around the mean (0.0 by default), varying by the deviation (1.0 " -"by default):" -msgstr "" -":ref:`randfn() ` devuelve un " -"número de punto-flotante aleatorio siguiendo una `distribución normal " -"`__. Esto significa que " -"es más probable que el valor devuelto esté alrededor de la media (0.0 por " -"defecto), variando por la desviación (1.0 por defecto):" - -msgid "" -":ref:`RandomNumberGenerator.randi_range() " -"` takes two arguments " -"``from`` and ``to``, and returns a random integer between ``from`` and " -"``to``:" -msgstr "" -":ref:`RandomNumberGenerator.randi_range() " -"` toma dos argumentos " -"``desde`` and ``hasta``, y devuelve un entero aleatorio entre ``desde`` y " -"``hasta``:" - msgid "Get a random array element" msgstr "Obtener un elemento aleatorio de un array" -msgid "" -"We can use random integer generation to get a random element from an array:" -msgstr "" -"Podemos usar la generación de enteros aleatorios para obtener un elemento " -"aleatorio de una array:" - -msgid "" -"To prevent the same fruit from being picked more than once in a row, we can " -"add more logic to this method:" -msgstr "" -"Para evitar que se recoja la misma fruta más de una vez seguida, podemos " -"agregar más lógica a este método:" - msgid "" "This approach can be useful to make random number generation feel less " "repetitive. Still, it doesn't prevent results from \"ping-ponging\" between " @@ -193,6 +156,3 @@ msgstr "" "La generación de números aleatorios que se muestra arriba puede mostrar sus " "límites cuando necesita un valor que *lentamente* cambia según el input. El " "input puede ser una posición, una hora o cualquier otra cosa." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/math/vector_math.po b/sphinx/po/es/LC_MESSAGES/tutorials/math/vector_math.po index a020f1b8a4..fbe630171b 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/math/vector_math.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/math/vector_math.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -314,6 +314,3 @@ msgstr ":ref:`doc_vectors_advanced`" msgid ":ref:`doc_matrices_and_transforms`" msgstr ":ref:`doc_matrices_and_transforms`" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/math/vectors_advanced.po b/sphinx/po/es/LC_MESSAGES/tutorials/math/vectors_advanced.po index b0c7c779a5..3b69953267 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/math/vectors_advanced.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/math/vectors_advanced.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -159,19 +159,6 @@ msgstr "" "Construirlos en 2D es fácil, esto se puede hacer desde un vector normal " "(vector unitario) y un punto, o desde dos puntos en el espacio." -msgid "" -"For two points in space, there are actually two planes that pass through " -"them, sharing the same space but with normal pointing to the opposite " -"directions. To compute the normal from the two points, the direction vector " -"must be obtained first, and then it needs to be rotated 90° degrees to " -"either side:" -msgstr "" -"Para dos puntos en el espacio, en realidad hay dos planos que pasan a través " -"de ellos, compartiendo el mismo espacio pero con el normal apuntando a las " -"direcciones opuestas. Para calcular la normal a partir de los dos puntos, " -"primero se debe obtener el vector de dirección, y luego se debe girar 90° a " -"cada lado:" - msgid "Some examples of planes" msgstr "Algunos ejemplos de planos" @@ -319,6 +306,3 @@ msgstr "" "Si desea una explicación adicional, debería ver la excelente serie de videos " "de 3Blue1Brown \"Essence of Linear Algebra\": https://www.youtube.com/watch?" "v=fNk_zzaMoSs&list=PLZHQObOWTQDPD3MizzM2xVFitgF8hE_ab" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/migrating/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/migrating/index.po index 193cdee43f..c316083b21 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/migrating/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/migrating/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -41,6 +41,3 @@ msgstr "" "artículos que deberían ayudarte al momento de actualizar tu proyecto entre " "versiones. Cada artículo intentará documentar todas las diferencias " "importantes y proporcionarte una ruta de migración." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.1.po b/sphinx/po/es/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.1.po index f60dc73aa4..73c53722d6 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.1.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.1.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -316,6 +316,9 @@ msgstr "" "El método ``collide_shape`` cambia el tipo retornado de " "``Array[PackedVector3Array]`` a ``Array[Vector3]``" +msgid "Rendering" +msgstr "Renderizado" + msgid "**RDShaderFile**" msgstr "**RDShaderFile**" @@ -600,6 +603,3 @@ msgid "" msgstr "" "Esto le permite a Godot saber que su GDExtension ha sido actualizada y que " "es seguro cargarla en Godot 4.1." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.2.po b/sphinx/po/es/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.2.po index b26468be88..19eecea002 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.2.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.2.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -375,6 +375,9 @@ msgstr "" msgid "`GH-80410`_" msgstr "`GH-80410`_" +msgid "Rendering" +msgstr "Renderizado" + msgid "**ImporterMesh**" msgstr "**ImporterMesh**" @@ -651,6 +654,3 @@ msgstr "" "en conflicto con el nombre de un enum existente y el generador de enlaces de " "C# da prioridad a las propiedades, por lo tanto el tipo enum fue renombrada " "de ``EnvironmentBlendMode`` a ``EnvironmentBlendModeEnum``." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.3.po b/sphinx/po/es/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.3.po new file mode 100644 index 0000000000..f2312bc48d --- /dev/null +++ b/sphinx/po/es/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.3.po @@ -0,0 +1,113 @@ +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.3\n" +"Report-Msgid-Bugs-To: \n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: es\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +msgid "Breaking changes" +msgstr "Cambios importantes" + +msgid "" +"This article indicates whether each breaking change affects GDScript and " +"whether the C# breaking change is *binary compatible* or *source compatible*:" +msgstr "" +"Este artículo indica si cada cambio significativo afecta a GDScript y si el " +"cambio significativo en C# es *compatible binario* o *compatible con el " +"código fuente*:" + +msgid "" +"**Binary compatible** - Existing binaries will load and execute successfully " +"without recompilation, and the run-time behavior won't change." +msgstr "" +"**Compatible con binarios** - Los binarios existentes se cargarán y " +"ejecutarán con éxito sin recompilación, y el comportamiento en tiempo de " +"ejecución no cambiará." + +msgid "" +"**Source compatible** - Source code will compile successfully without " +"changes when upgrading Godot." +msgstr "" +"**Compatible con el código fuente**: el código fuente se compila " +"correctamente sin ningún cambio al actualizar Godot." + +msgid "Change" +msgstr "Cambio" + +msgid "GDScript Compatible" +msgstr "Compatibilidad con GDScript" + +msgid "C# Binary Compatible" +msgstr "Compatible con binarios C#" + +msgid "C# Source Compatible" +msgstr "Compatible con código fuente C#" + +msgid "Introduced" +msgstr "Introducido" + +msgid "|❌|" +msgstr "|❌|" + +msgid "Animation" +msgstr "Animación" + +msgid "|✔️|" +msgstr "|✔️|" + +msgid "|✔️ with compat|" +msgstr "|✔️ compatible|" + +msgid "GUI nodes" +msgstr "Nodos GUI" + +msgid "Physics" +msgstr "Física" + +msgid "Rendering" +msgstr "Renderizado" + +msgid "**RenderingDevice**" +msgstr "**RenderingDevice**" + +msgid "**RenderingServer**" +msgstr "**RenderingServer**" + +msgid "Text" +msgstr "Text" + +msgid "**Font**" +msgstr "**Fuente**" + +msgid "**RichTextLabel**" +msgstr "**RichTextLabel**" + +msgid "Audio" +msgstr "Audio" + +msgid "Navigation" +msgstr "Navegación" + +msgid "TileMap" +msgstr "TileMap" + +msgid "XR" +msgstr "XR" + +msgid "Editor plugins" +msgstr "Plugins del editor" + +msgid "Behavior changes" +msgstr "Cambios de comportamiento" + +msgid "Core" +msgstr "Núcleo" + +msgid "Android" +msgstr "Android" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.po b/sphinx/po/es/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.po index 4f70354549..a4176d1958 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/migrating/upgrading_to_godot_4.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -174,15 +174,6 @@ msgstr "" "volver a añadir la física Bullet en el núcleo, pero podría crearse un " "complemento de terceros para ello gracias a GDExtension." -msgid "" -"Rendering in 2D is no longer performed in HDR, which means \"overbright\" " -"modulate values have no visible effect. This is planned to be restored at " -"some point in the future." -msgstr "" -"El renderizado en 2D ya no se realiza en HDR, lo que significa que los " -"valores de modulación \"muy brillantes\" no tienen efecto visible. Se planea " -"restaurar esto en algún momento en el futuro." - msgid "" "While rendering still happens in HDR in 3D when using the Forward Plus or " "Forward Mobile backends, Viewports cannot return HDR data anymore. This is " @@ -1098,6 +1089,13 @@ msgstr "TileMap ``world_to_map()`` es ahora ``local_to_map()``." msgid "TileMap's ``map_to_world()`` is now ``map_to_local()``." msgstr "TileMap ``map_to_world()`` es ahora ``map_to_local()``." +msgid "" +"Transform2D's ``xform()`` is ``mat * vec`` and ``xform_inv()`` is ``vec * " +"mat``." +msgstr "" +"``xform()`` de Transform2D es ``mat * vec`` y ``xform_inv()`` es ``vec * " +"mat``." + msgid "**Properties**" msgstr "Propiedades" @@ -1260,13 +1258,6 @@ msgstr "" msgid "Updating shaders" msgstr "Actualizando los shaders" -msgid "" -"There have been some changes to shaders that aren't covered by the upgrade " -"tool." -msgstr "" -"Ha habido algunos cambios en los shaders que no están cubiertos por la " -"herramienta de actualización." - msgid "" "The ``.shader`` file extension is no longer supported, which means you must " "rename ``.shader`` files to ``.gdshader`` and update references accordingly " @@ -1277,11 +1268,6 @@ msgstr "" "las referencias correspondientes en los archivos de escena/recursos " "utilizando un editor de texto externo." -msgid "Some notable renames you will need to perform in shaders are:" -msgstr "" -"Algunos cambios de nombre notables que tendrás que realizar en los shaders " -"son:" - msgid "" "Texture filter and repeat modes are now set on individual uniforms, rather " "than the texture files themselves." @@ -1292,6 +1278,9 @@ msgstr "" msgid "``hint_albedo`` is now ``source_color``." msgstr "``hint_albedo`` es ahora``source_color``." +msgid "``hint_color`` is now ``source_color``." +msgstr "``hint_color`` es ahora``source_color``." + msgid ":ref:`Built in matrix variables were renamed. `" msgstr "" ":ref:`Las variables de matrices integradas fueron renombradas. " @@ -1852,6 +1841,3 @@ msgstr "" "Muchos nombres y categorías de configuración han cambiado desde Godot 3.x. " "Las configuraciones del editor cuyo nombre o categoría haya cambiado no se " "transferirán a Godot 4.0; tendrás que volver a establecer sus valores." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/navigation/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/navigation/index.po index 6ecc26e86f..7890d02ce5 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/navigation/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/navigation/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Navigation" msgstr "Navegación" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_connecting_navmesh.po b/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_connecting_navmesh.po index 1083564cfa..720aa3237e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_connecting_navmesh.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_connecting_navmesh.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_debug_tools.po b/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_debug_tools.po index 1083564cfa..720aa3237e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_debug_tools.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_debug_tools.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_different_actor_area_access.po b/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_different_actor_area_access.po index 1083564cfa..720aa3237e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_different_actor_area_access.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_different_actor_area_access.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_different_actor_locomotion.po b/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_different_actor_locomotion.po index 1083564cfa..720aa3237e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_different_actor_locomotion.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_different_actor_locomotion.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_different_actor_types.po b/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_different_actor_types.po index 2a77eb3636..d9fd55d0f7 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_different_actor_types.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_different_actor_types.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Support different actor types" msgstr "Soporta distintos tipos de actores" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_introduction_2d.po b/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_introduction_2d.po index 5e418f3353..adb3970ee4 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_introduction_2d.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_introduction_2d.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "The following NavigationServer RID types are available." msgstr "Los siguientes tipos de NavigationServer RID estan disponibles." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_introduction_3d.po b/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_introduction_3d.po index 5e418f3353..adb3970ee4 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_introduction_3d.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_introduction_3d.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "The following NavigationServer RID types are available." msgstr "Los siguientes tipos de NavigationServer RID estan disponibles." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_optimizing_performance.po b/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_optimizing_performance.po index 1083564cfa..df2377f5e2 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_optimizing_performance.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_optimizing_performance.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,5 +11,84 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -msgid "Translation status" -msgstr "Estado de la traducción" +msgid "" +"Prefer using simple physics collision shapes over visual meshes, as the " +"source geometry for baking navigation meshes. Physics shapes are by default " +"very limited and optimized shapes that are easy and quick to parse. A visual " +"mesh on the other hand can range from simple to complex. On top, to gain " +"access to visual mesh data the parser needs to request the mesh data arrays " +"from the RenderingServer as visual mesh data is stored directly on the GPU " +"and is not cached on the CPU. This requires locking the RenderingServer " +"thread and can severely impact framerate at runtime while the rendering runs " +"multi-threaded. If the rendering runs single-threaded, the framerate impact " +"might be even worse and the mesh parsing might freeze the entire game for a " +"few seconds on complex meshes." +msgstr "" +"Se recomienda utilizar formas de colisión físicas simples en lugar de mallas " +"visuales como geometría fuente para el precalculado de mallas de navegación. " +"Las formas físicas son, por defecto, formas muy limitadas y optimizadas que " +"son fáciles y rápidas de analizar. Por otro lado, una malla visual puede " +"variar de simple a compleja. Además, para acceder a los datos de la malla " +"visual, el analizador necesita solicitar los arreglos de datos de malla al " +"Servidor de Renderizado, ya que los datos de la malla visual se almacenan " +"directamente en la GPU y no se almacenan en caché en la CPU. Esto requiere " +"bloquear el hilo del Servidor de Renderizado y puede afectar severamente la " +"tasa de cuadros en tiempo de ejecución mientras el renderizado se ejecuta en " +"múltiples hilos. Si el renderizado se ejecuta en un solo hilo, el impacto en " +"la tasa de cuadros puede ser aún peor y el análisis de la malla puede " +"congelar el juego completo durante unos segundos en mallas complejas." + +msgid "" +"Complexity of source geometry data parsed from scene tree nodes has big " +"impact on baking performance as everything needs to be mapped to a grid / " +"voxels. For runtime baking performance the NavigationMesh cell size and cell " +"height should be set as high as possible without causing navigation mesh " +"quality problems for a game. If cell size or cell height is set too low the " +"baking is forced to create an excessive amount of voxels to process the " +"source geometry. If the source geometry spans over a very large game world " +"it is even possible that the baking process runs out off memory in the " +"middle and crashes the game. The partition type can also be lowered " +"depending on how complex the games source geometry is to gain some " +"performance. E.g. games with mostly flat surfaces with blocky geometry can " +"get away with the monotone or layers mode that are a lot faster to bake (e." +"g. because they require no distance field pass)." +msgstr "" +"La complejidad de los datos de geometría fuente analizados desde los nodos " +"del árbol de escena tiene un gran impacto en el rendimiento del precálculo " +"(baking), ya que todo debe mapearse a una cuadrícula/voxeles. Para el " +"rendimiento del precálculo en tiempo de ejecución, el tamaño y la altura de " +"celda de NavigationMesh deben establecerse lo más altos posible sin causar " +"problemas de calidad en la malla de navegación para un juego. Si el tamaño o " +"la altura de celda se establecen demasiado bajos, el precálculo (baking) se " +"ve obligado a crear una cantidad excesiva de voxeles para procesar la " +"geometría fuente. Si la geometría fuente se extiende sobre un mundo de juego " +"muy grande, es incluso posible que el proceso de precálculo (baking) se " +"quede sin memoria en el proceso y bloquee el juego. El tipo de partición " +"también se puede reducir dependiendo de la complejidad de la geometría " +"fuente del juego para ganar algo de rendimiento. Por ejemplo, los juegos con " +"superficies principalmente planas y geometría en bloque pueden procesarse " +"con el modo monotono o de capas que son mucho más rápidos de precálcular " +"(porque no requieren un paso de campo de distancia, por ejemplo)." + +msgid "" +"A common problem is a sudden performance drop when a target position is not " +"reachable in a path query. This performance drop is \"normal\" and the " +"result of a too large, too unoptimized navigation mesh with way to much " +"polygons and edges to search through. In normal path searches where the " +"target position can be reached quickly the pathfinding will do an early exit " +"as soon as the position is reached which can hide this lack of optimization " +"for a while. If the target position can not be reached the pathfinding has " +"to do a far longer search through the available polygons to confirm that the " +"position is absolutely not reachable." +msgstr "" +"Un problema común es una caída repentina del rendimiento cuando no se puede " +"alcanzar una posición de destino en una consulta de ruta. Esta caída del " +"rendimiento es \"normal\" y el resultado de una malla de navegación " +"demasiado grande y no optimizada, con demasiados polígonos y bordes para " +"buscar. En las búsquedas de ruta normales donde se puede alcanzar la " +"posición de destino rápidamente, la función de búsqueda de ruta realizará " +"una respuesta temprana tan pronto como se alcance la posición, lo que puede " +"ocultar esta falta de optimización por un tiempo. Si no se puede alcanzar la " +"posición de destino, la función de búsqueda de ruta tiene que hacer una " +"búsqueda mucho más larga a través de los polígonos disponibles para " +"confirmar que la posición es absolutamente inalcanzable." diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_using_navigationagents.po b/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_using_navigationagents.po index 81bf1e64b0..65b187e990 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_using_navigationagents.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_using_navigationagents.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -25,6 +25,3 @@ msgstr "" msgid "Pathfollowing common problems" msgstr "Problemas comunes de pathfollowing" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlayers.po b/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlayers.po index 1083564cfa..720aa3237e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlayers.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlayers.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlinks.po b/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlinks.po index 1083564cfa..e83d7dc8ef 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlinks.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_using_navigationlinks.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,5 +11,23 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -msgid "Translation status" -msgstr "Estado de la traducción" +msgid "" +"A navigation link does not provide any specialized movement through the " +"link. Instead, when an agent reaches the position of a link, game code needs " +"to react (e.g. through area triggers) and provide means for the agent to " +"move through the link to end up at the links other position (e.g. through " +"teleport or animation). Without that an agent will attempt to move itself " +"along the path of the link. You could end up with an agent walking over a " +"bottomless pit instead of waiting for a moving platform, or walking through " +"a teleporter and proceeding through a wall." +msgstr "" +"Un enlace de navegación no proporciona ningún movimiento especializado a " +"través del enlace. En cambio, cuando un agente llega a la posición de un " +"enlace, el código del juego debe reaccionar (por ejemplo, a través de " +"disparadores de área) y proporcionar medios para que el agente se mueva a " +"través del enlace para terminar en la otra posición del enlace (por ejemplo, " +"a través de un teletransporte o una animación). Sin eso, un agente intentará " +"moverse por sí mismo a lo largo de la ruta del enlace. Podrías terminar con " +"un agente caminando sobre un pozo sin fondo en lugar de esperar una " +"plataforma móvil, o caminando a través de un teletransportador y avanzando a " +"través de una pared." diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmaps.po b/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmaps.po index 1083564cfa..720aa3237e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmaps.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmaps.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmeshes.po b/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmeshes.po index cb16accd4f..923700ba83 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmeshes.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_using_navigationmeshes.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -47,6 +47,3 @@ msgid "" msgstr "" "Agrega un recurso :ref:`NavigationMesh` al " "NavigationRegion3D." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_using_navigationobstacles.po b/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_using_navigationobstacles.po index 1083564cfa..720aa3237e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_using_navigationobstacles.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_using_navigationobstacles.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpathqueryobjects.po b/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpathqueryobjects.po index 1083564cfa..720aa3237e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpathqueryobjects.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpathqueryobjects.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpaths.po b/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpaths.po index 1083564cfa..49e03c5c20 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpaths.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_using_navigationpaths.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,5 +11,26 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -msgid "Translation status" -msgstr "Estado de la traducción" +msgid "" +"A returned ``path`` by the NavigationServer will be a ``PackedVector2Array`` " +"for 2D or a ``PackedVector3Array`` for 3D. These are just a memory-optimized " +"``Array`` of vector positions. All position vectors inside the array are " +"guaranteed to be inside a NavigationPolygon or NavigationMesh. The path " +"array, if not empty, has the navigation mesh position closest to the " +"starting position at the first index ``path[0]`` position. The closest " +"available navigation mesh position to the target position is the last index " +"``path[path.size()-1]`` position. All indexes between are the path points " +"that an actor should follow to reach the target without leaving the " +"navigation mesh." +msgstr "" +"Un ``path`` devuelto por NavigationServer será un ``PackedVector2Array`` " +"para 2D o un ``PackedVector3Array`` para 3D. Estos son simplemente un " +"``Array`` optimizado para memoria de posiciones de vectores. Se garantiza " +"que todos los vectores de posición dentro del arreglo están dentro de un " +"NavigationPolygon o NavigationMesh. El arreglo path, si no está vacío, tiene " +"la posición del mesh de navegación más cercano a la posición inicial en la " +"primera posición del índice ``path[0]``. La posición de la malla de " +"navegación más cercana disponible a la posición de destino es la última " +"posición del índice ``path[path.size()-1]``. Todos los índices intermedios " +"son los puntos de ruta que un actor debe seguir para alcanzar el destino sin " +"salir del mesh de navegación." diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_using_navigationregions.po b/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_using_navigationregions.po index 1083564cfa..720aa3237e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_using_navigationregions.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_using_navigationregions.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_using_navigationservers.po b/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_using_navigationservers.po index 8fa5530df2..44afb2f9c5 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_using_navigationservers.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/navigation/navigation_using_navigationservers.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,8 +11,27 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" +msgid "" +"Waiting is not required for most ``get()`` functions that only request data " +"from the NavigationServer without making changes. Note that not all data " +"will account for changes made in the same frame. E.g. if an avoidance agent " +"changed the navigation map this frame the ``agent_get_map()`` function will " +"still return the old map before the synchronization. The exception to this " +"are nodes that store their values internally before sending the update to " +"the NavigationServer. When a getter on a node is used for a value that was " +"updated in the same frame it will return the already updated value stored on " +"the node." +msgstr "" +"No es necesario esperar para la mayoría de las funciones ``get()`` que solo " +"solicitan datos de NavigationServer sin realizar cambios. Tenga en cuenta " +"que no todos los datos tendrán en cuenta los cambios realizados en el mismo " +"frame. Por ejemplo, si un agente de evasión cambió el mapa de navegación en " +"este frame, la función ``agent_get_map()`` seguirá devolviendo el mapa " +"anterior a la sincronización. La excepción a esto son los nodos que " +"almacenan sus valores internamente antes de enviar la actualización a " +"NavigationServer. Cuando se utiliza un captador (getter) en un nodo para un " +"valor que se actualizó en el mismo frame, devolverá el valor ya actualizado " +"almacenado en el nodo." + msgid "physics frame starts." msgstr "comienza el frame físico." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po b/sphinx/po/es/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po index 9b7e126774..0d784b1a5e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/networking/high_level_multiplayer.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -210,6 +210,3 @@ msgstr "" "considerado como un jugador. También tendrás que modificar el mecanismo de " "inicio del juego para que el primer jugador que se una pueda iniciar el " "juego." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/networking/http_client_class.po b/sphinx/po/es/LC_MESSAGES/tutorials/networking/http_client_class.po index a42e7b0ef6..8971a21f84 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/networking/http_client_class.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/networking/http_client_class.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -46,6 +46,3 @@ msgstr "" msgid "It will connect and fetch a website." msgstr "Se conectará y buscará un sitio web." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/networking/http_request_class.po b/sphinx/po/es/LC_MESSAGES/tutorials/networking/http_request_class.po index 33b05ab2e3..3f971811e5 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/networking/http_request_class.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/networking/http_request_class.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -42,6 +42,3 @@ msgid "" msgstr "" "Hasta ahora nos hemos limitado a solicitar datos de un servidor. Pero, ¿Qué " "si necesitas enviar datos al servidor? Aquí hay una forma común de hacerlo:" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/networking/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/networking/index.po index 95163ba0ae..51ada8d005 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/networking/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/networking/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Networking" msgstr "Redes" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/networking/ssl_certificates.po b/sphinx/po/es/LC_MESSAGES/tutorials/networking/ssl_certificates.po index 1ffcb87ac2..38a342cfce 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/networking/ssl_certificates.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/networking/ssl_certificates.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "Introducción" msgid "There are two ways to obtain certificates:" msgstr "Hay dos formas de obtener certificados:" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/networking/webrtc.po b/sphinx/po/es/LC_MESSAGES/tutorials/networking/webrtc.po index 489590d329..8d544af513 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/networking/webrtc.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/networking/webrtc.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -158,6 +158,3 @@ msgstr "Esto imprimirá algo similar a esto:" msgid "Remote signaling with WebSocket" msgstr "Señalización remota con WebSocket" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/networking/websocket.po b/sphinx/po/es/LC_MESSAGES/tutorials/networking/websocket.po index b55c59f7f6..e6af950b94 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/networking/websocket.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/networking/websocket.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -92,6 +92,3 @@ msgstr "" "alto nivel están disponibles en los `proyectos de demostración de Godot " "`_ en `networking/" "websocket_chat` y `networking/websocket_multiplayer`." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/performance/cpu_optimization.po b/sphinx/po/es/LC_MESSAGES/tutorials/performance/cpu_optimization.po index ad9068ee0a..df7b5923d9 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/performance/cpu_optimization.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/performance/cpu_optimization.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -421,6 +421,3 @@ msgstr "" "comparación con la ejecución de un tick de física. Es varias órdenes de " "magnitud más rápida, por lo que puede suponer un gran beneficio en " "rendimiento al tiempo que reduce el temblor." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/performance/general_optimization.po b/sphinx/po/es/LC_MESSAGES/tutorials/performance/general_optimization.po index d8b83304a1..a80a8fabc9 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/performance/general_optimization.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/performance/general_optimization.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -537,6 +537,3 @@ msgid "" msgstr "" "En este ejemplo, optimizamos enormemente la CPU una vez más, pero el tiempo " "de fotograma no mejoró porque estamos limitados por la GPU." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/performance/gpu_optimization.po b/sphinx/po/es/LC_MESSAGES/tutorials/performance/gpu_optimization.po index b9d724af52..3a70a9b5dc 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/performance/gpu_optimization.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/performance/gpu_optimization.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -474,6 +474,3 @@ msgstr "" "azulejos o de que los resultados de operaciones anteriores se conserven " "pueden ser muy lentos. Ten mucho cuidado al probar el rendimiento de los " "shaders, las texturas del viewport y el procesamiento posterior." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/performance/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/performance/index.po index 69d14a8497..a1e2e7bcf1 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/performance/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/performance/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -99,6 +99,3 @@ msgstr "3D" msgid "Threads" msgstr "Hilos" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/performance/optimizing_3d_performance.po b/sphinx/po/es/LC_MESSAGES/tutorials/performance/optimizing_3d_performance.po index 6d61c7956b..e3106849f3 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/performance/optimizing_3d_performance.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/performance/optimizing_3d_performance.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -172,6 +172,3 @@ msgstr "" "cargar bajo demanda mientras se mueve por el mundo. Esto puede evitar que el " "uso de la memoria se vaya de las manos y también limitar el procesamiento " "necesario al área local." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/performance/thread_safe_apis.po b/sphinx/po/es/LC_MESSAGES/tutorials/performance/thread_safe_apis.po index 3053c9cf6f..4cf1bea212 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/performance/thread_safe_apis.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/performance/thread_safe_apis.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -91,6 +91,9 @@ msgstr "" "seguro utilizar directamente la API de los servidores (que es completamente " "segura para hilos) y no modificar la escena o los recursos." +msgid "Rendering" +msgstr "Renderizado" + msgid "" "Note that the Multi-Threaded thread model has several known bugs, so it may " "not be usable in all scenarios." @@ -132,6 +135,3 @@ msgstr "" "múltiples hilos al mismo tiempo. Por lo tanto, lo más fácil es utilizar **un " "solo** hilo para cargar y modificar recursos, y luego utilizar el hilo " "principal para agregarlos." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/performance/using_multimesh.po b/sphinx/po/es/LC_MESSAGES/tutorials/performance/using_multimesh.po index a4b6d90666..c0e39edfd7 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/performance/using_multimesh.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/performance/using_multimesh.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -40,17 +40,6 @@ msgstr "" msgid "MultiMeshes" msgstr "MultiMeshes" -msgid "" -"A :ref:`MultiMesh` is a single draw primitive that can draw " -"up to millions of objects in one go. It's extremely efficient because it " -"uses the GPU hardware to do this (in OpenGL ES 2.0, it's less efficient " -"because there is no hardware support for it, though)." -msgstr "" -"Un :ref:`MultiMesh` es una primitiva de dibujo única que " -"puede dibujar hasta millones de objetos de una vez. Es extremadamente " -"eficiente porque utiliza el hardware de la GPU para hacer esto (en OpenGL ES " -"2.0, es menos eficiente porque no hay soporte de hardware para ello)." - msgid "" "The only drawback is that there is no *screen* or *frustum* culling possible " "for individual instances. This means, that millions of objects will be " @@ -119,6 +108,3 @@ msgstr "" "Aquí tienes un ejemplo de cómo usar un MultiMesh desde el código. Otros " "lenguajes además de GDScript pueden ser más eficientes para millones de " "objetos, pero para unos pocos miles, GDScript debería ser suficiente." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/performance/using_multiple_threads.po b/sphinx/po/es/LC_MESSAGES/tutorials/performance/using_multiple_threads.po index bf4de932d0..b5f12e9523 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/performance/using_multiple_threads.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/performance/using_multiple_threads.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -126,6 +126,3 @@ msgstr "" "El hilo principal, en cambio, utiliza :ref:`Semaphore." "post()` para indicar que los datos están listos " "para ser procesados:" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/performance/using_servers.po b/sphinx/po/es/LC_MESSAGES/tutorials/performance/using_servers.po index 75988e3303..76338d61d1 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/performance/using_servers.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/performance/using_servers.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -227,6 +227,3 @@ msgstr "" "Debido a esto, la mayoría de las API en dichos servidores están diseñadas de " "tal manera que ni siquiera es posible solicitar información de vuelta hasta " "que sea realmente un dato que pueda ser guardado." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/performance/vertex_animation/animating_thousands_of_fish.po b/sphinx/po/es/LC_MESSAGES/tutorials/performance/vertex_animation/animating_thousands_of_fish.po index c57989d4d8..04996fcc56 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/performance/vertex_animation/animating_thousands_of_fish.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/performance/vertex_animation/animating_thousands_of_fish.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -354,6 +354,3 @@ msgid "" msgstr "" "Incluso puedes experimentar con el cambio de color por instancia de la misma " "manera que cambiaste el valor personalizado por instancia." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/performance/vertex_animation/controlling_thousands_of_fish.po b/sphinx/po/es/LC_MESSAGES/tutorials/performance/vertex_animation/controlling_thousands_of_fish.po index 395987d297..868d217c15 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/performance/vertex_animation/controlling_thousands_of_fish.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/performance/vertex_animation/controlling_thousands_of_fish.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -85,6 +85,3 @@ msgstr "" msgid "This code gives you the following behavior:" msgstr "Este código proporciona el siguiente comportamiento:" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/performance/vertex_animation/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/performance/vertex_animation/index.po index b72ffe5a2e..23049b1abc 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/performance/vertex_animation/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/performance/vertex_animation/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Animating thousands of objects" msgstr "Animación de miles de objetos" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/physics/collision_shapes_2d.po b/sphinx/po/es/LC_MESSAGES/tutorials/physics/collision_shapes_2d.po index 69ee7b4786..5f20d8e108 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/physics/collision_shapes_2d.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/physics/collision_shapes_2d.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -68,6 +68,13 @@ msgstr "" "A pesar de que las formas cóncavas ofrecen la más precisa *colisión*, la " "información de contacto puede ser menos precisa que las formas primitivas." +msgid "" +"When not using TileMaps for level design, concave shapes are the best " +"approach for a level's collision." +msgstr "" +"Cuando no se utilizan TileMaps para el diseño de niveles, las formas " +"cóncavas son el mejor enfoque para la colisión de un nivel." + msgid "Performance caveats" msgstr "Advertencias de rendimiento" @@ -96,6 +103,3 @@ msgstr "" "hacer concesiones en términos de precisión. La mayoría de los juegos no " "tienen una colisión 100% precisa. Encuentran formas creativas de ocultarlo o " "hacerlo imperceptible durante el juego." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po b/sphinx/po/es/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po index 81b4abeed9..283f9c9aa8 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/physics/collision_shapes_3d.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -179,6 +179,3 @@ msgstr "" "hacer concesiones en términos de precisión. La mayoría de los juegos no " "tienen una colisión 100% precisa. Encuentran formas creativas de ocultarlo o " "hacerlo imperceptible durante el juego." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/physics/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/physics/index.po index 9b5ff1b4de..68ecb58d9f 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/physics/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/physics/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Physics" msgstr "Física" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po b/sphinx/po/es/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po index 6a038d12dd..7e45cf159d 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/physics/kinematic_character_2d.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -190,6 +190,3 @@ msgstr "" "encontrar una demostración más completa en el zip de demostración " "distribuido con el motor, o en https://github.com/godotengine/godot-demo-" "projects/tree/master/2d/kinematic_character." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/physics/large_world_coordinates.po b/sphinx/po/es/LC_MESSAGES/tutorials/physics/large_world_coordinates.po index 9b25d71885..a4e0173fc7 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/physics/large_world_coordinates.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/physics/large_world_coordinates.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -25,6 +25,3 @@ msgstr "Habilitando las coordenadas de mundo extenso" msgid "Limitations" msgstr "Limitaciones" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/physics/physics_introduction.po b/sphinx/po/es/LC_MESSAGES/tutorials/physics/physics_introduction.po index ef042f1e03..573a5550d0 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/physics/physics_introduction.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/physics/physics_introduction.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -207,15 +207,6 @@ msgstr "" "Estas propiedades pueden ser configuradas por código o editadas mediante el " "Inspector." -msgid "" -"Keeping track of what you're using each layer for can be difficult, so you " -"may find it useful to assign names to the layers you're using. Names can be " -"assigned in Project Settings -> Layer Names." -msgstr "" -"Mantener un seguimiento de cada capa usada puede ser complicado, así que " -"puede ser útil asignar nombres a cada una de las capas utilizadas. Los " -"nombres pueden ser asignados en Ajustes del Proyecto -> Layer Names." - msgid "GUI example" msgstr "Ejemplo de GUI" @@ -351,16 +342,6 @@ msgstr "" "propiedades como \"Mass\" (masa), \"Friction\"(fricción), o \"Bounce\" " "(rebote/elasticidad), estas pueden configurar en el Inspector." -msgid "" -"The body's behavior is also affected by the world's properties, as set in " -"`Project Settings -> Physics`, or by entering an :ref:`Area2D " -"` that is overriding the global physics properties." -msgstr "" -"El comportamiento de un cuerpo de este tipo también es afectado por las " -"propiedades del mundo, como las asignadas en `Ajustes del Proyecto -> " -"Physics` o pro entrar en un :ref:`Area2D ` que está " -"reemplazando las propiedades físicas globales." - msgid "" "When a rigid body is at rest and hasn't moved for a while, it goes to sleep. " "A sleeping body acts like a static body, and its forces are not calculated " @@ -482,6 +463,3 @@ msgstr "" "Ver :ref:`doc_kinematic_character_2d` para más detalles sobre el uso de " "``move_and_slide()``, incluyendo proyecto de demostración con código " "detallado." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/physics/ragdoll_system.po b/sphinx/po/es/LC_MESSAGES/tutorials/physics/ragdoll_system.po index df54335be5..36c605d3b5 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/physics/ragdoll_system.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/physics/ragdoll_system.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -164,6 +164,3 @@ msgid "" msgstr "" "Para más información, lee :ref:" "`doc_physics_introduction_collision_layers_and_masks`." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/physics/ray-casting.po b/sphinx/po/es/LC_MESSAGES/tutorials/physics/ray-casting.po index 82a7cf815d..8dfe8623d1 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/physics/ray-casting.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/physics/ray-casting.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -124,6 +124,3 @@ msgstr "" "Recuerda que durante un ``input()``, el espacio puede estar bloqueado, así " "que en la práctica esta consulta debe ser ejecutada en " "``_physics_process()``." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/physics/rigid_body.po b/sphinx/po/es/LC_MESSAGES/tutorials/physics/rigid_body.po index 8b60bef950..b3b70c38ab 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/physics/rigid_body.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/physics/rigid_body.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -43,5 +43,24 @@ msgstr "" msgid "The \"look at\" method" msgstr "El método \"look at\" (mira a)" -msgid "Translation status" -msgstr "Estado de la traducción" +msgid "" +"This method uses the rigid body's ``angular_velocity`` property to rotate " +"the body. The axis to rotate around is given by the cross product between " +"the current forward direction and the direction one wants to look in. The " +"``clamp`` is a simple method used to prevent the amount of rotation from " +"going past the direction which is wanted to be looked in, as the total " +"amount of rotation needed is given by the arccosine of the dot product. This " +"method can be used with ``axis_lock_angular_*`` as well. If more precise " +"control is needed, solutions such as ones relying on :ref:`class_Quaternion` " +"may be required, as discussed in :ref:`doc_using_transforms`." +msgstr "" +"Este método utiliza la propiedad ``angular_velocity`` del cuerpo rígido para " +"rotar el cuerpo. El eje alrededor del cual rotar se obtiene mediante el " +"producto vectorial entre la dirección actual hacia adelante y la dirección " +"en la que se desea mirar. El ``clamp`` es un método simple que se utiliza " +"para evitar que la cantidad de rotación supere la dirección en la que se " +"desea mirar, ya que la cantidad total de rotación necesaria se obtiene " +"mediante el arcocoseno del producto escalar. Este método también se puede " +"utilizar con ``axis_lock_angular_*``. Si se necesita un control más preciso, " +"pueden requerirse soluciones como las que se basan en :ref:" +"`class_Quaternion`, como se explica en :ref:`doc_using_transforms`." diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/physics/soft_body.po b/sphinx/po/es/LC_MESSAGES/tutorials/physics/soft_body.po index fdb4b5dbe3..08fd435f1c 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/physics/soft_body.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/physics/soft_body.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -119,6 +119,3 @@ msgid "" msgstr "" "Esto cubre los ajustes básicos de softbody, experimenta con los parámetros " "para conseguir el efecto que desees al hacer tu juego." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/physics/troubleshooting_physics_issues.po b/sphinx/po/es/LC_MESSAGES/tutorials/physics/troubleshooting_physics_issues.po index 1083564cfa..720aa3237e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/physics/troubleshooting_physics_issues.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/physics/troubleshooting_physics_issues.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/physics/using_area_2d.po b/sphinx/po/es/LC_MESSAGES/tutorials/physics/using_area_2d.po index 7bea39031f..1c3f3628b5 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/physics/using_area_2d.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/physics/using_area_2d.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -200,6 +200,3 @@ msgid "" msgstr "" "El proyecto de ejemplo adjunto abajo tiene tres áreas demostrando las " "físicas sobrescritas." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/physics/using_character_body_2d.po b/sphinx/po/es/LC_MESSAGES/tutorials/physics/using_character_body_2d.po index 5699760069..33bcefab8c 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/physics/using_character_body_2d.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/physics/using_character_body_2d.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -169,6 +169,3 @@ msgstr "Movimiento de juego de plataformas" msgid "Here's the code for the player body:" msgstr "Este es el código para el jugador:" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/platform/android/android_in_app_purchases.po b/sphinx/po/es/LC_MESSAGES/tutorials/platform/android/android_in_app_purchases.po index db925926e0..731725895f 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/platform/android/android_in_app_purchases.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/platform/android/android_in_app_purchases.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -18,7 +18,7 @@ msgid "Usage" msgstr "Uso" msgid "Getting started" -msgstr "Primeros pasos" +msgstr "Empezar" msgid "Initialization example:" msgstr "Ejemplo de inicialización:" @@ -44,6 +44,3 @@ msgstr "" "``\"subs\"`` como segundo argumento de ``querySkuDetails()`` para obtener " "detalles de una suscripción. Pasa ``\"subs\"`` a ``queryPurchases()`` para " "obtener detalles de compra de suscripciones." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/platform/android/android_library.po b/sphinx/po/es/LC_MESSAGES/tutorials/platform/android/android_library.po index 1083564cfa..720aa3237e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/platform/android/android_library.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/platform/android/android_library.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/platform/android/android_plugin.po b/sphinx/po/es/LC_MESSAGES/tutorials/platform/android/android_plugin.po index a1b7b9a658..8d4bb23f98 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/platform/android/android_plugin.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/platform/android/android_plugin.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -86,6 +86,3 @@ msgstr "" msgid "More complex datatypes are not supported for now." msgstr "" "Tipos más complejos de estructuras de datos todavía no están soportados." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/platform/android/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/platform/android/index.po index 6854626c8b..ebdb50a264 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/platform/android/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/platform/android/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Android" msgstr "Android" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/platform/consoles.po b/sphinx/po/es/LC_MESSAGES/tutorials/platform/consoles.po index 78a543d889..ac5742a170 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/platform/consoles.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/platform/consoles.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -107,6 +107,3 @@ msgstr "" "`mazette! games `_ ofrece la portabilidad y " "publicación de juegos de Godot en Nintendo Switch, Xbox One y Xbox Series X/" "S." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/platform/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/platform/index.po index de8f3a9322..4df752b136 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/platform/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/platform/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Platform-specific" msgstr "Específico de plataformas" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/platform/ios/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/platform/ios/index.po index f075c687d3..453f572f9d 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/platform/ios/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/platform/ios/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "iOS plugins" msgstr "Plugins de IOS" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po b/sphinx/po/es/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po index d403211a72..67c6b8350f 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/platform/ios/ios_plugin.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -351,6 +351,3 @@ msgid "" msgstr "" "Si se utiliza el tipo ``string_input``, podrás modificar el valor en la " "ventana de exportación." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po b/sphinx/po/es/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po index 10e5284526..de34b53fe0 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/platform/ios/plugins_for_ios.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -352,6 +352,3 @@ msgstr "Ejemplos:" msgid "On close:" msgstr "Al cerrar:" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/platform/web/customizing_html5_shell.po b/sphinx/po/es/LC_MESSAGES/tutorials/platform/web/customizing_html5_shell.po index 8094d140de..88f57cdc8a 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/platform/web/customizing_html5_shell.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/platform/web/customizing_html5_shell.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -360,6 +360,3 @@ msgstr "" "función de devolución de llamada para la secuencia de salida (output stream) " "y la opción de anulación :js:attr:`onPrintError` para establecer una función " "de devolución de llamada para la secuencia de error." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/platform/web/html5_shell_classref.po b/sphinx/po/es/LC_MESSAGES/tutorials/platform/web/html5_shell_classref.po index 5a0ccb902b..e32a6d1f23 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/platform/web/html5_shell_classref.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/platform/web/html5_shell_classref.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -282,13 +282,6 @@ msgid "Promise that resolves once the game started." msgstr "" "Devuelve una promesa de que resolverá una vez que el juego ha arrancado." -msgid "" -"Create a file at the specified ``path`` with the passed as ``buffer`` in the " -"instance's file system." -msgstr "" -"Crea un archivo en la ruta especificada en ``path`` con el contenido " -"proporcionado en ``buffer`` en el sistema de archivos de la instancia." - msgid "The location where the file will be created." msgstr "La ubicación donde el archivo será creado." @@ -497,10 +490,6 @@ msgstr "" msgid "``[]``" msgstr "``[]``" -msgid "A callback function for handling Godot's ``OS.execute`` calls." -msgstr "" -"Una función de callback para manejar las llamadas de ``OS.execute`` de Godot." - msgid "The path that Godot's wants executed." msgstr "La ruta que Godot desea ejecutar." @@ -589,6 +578,3 @@ msgstr "Por defecto, se usa ``console.error()``." msgid "A variadic number of arguments to be printed as errors." msgstr "Un número variable de argumentos para ser impresos como errores." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/platform/web/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/platform/web/index.po index 7689a1fdd7..abada7f95e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/platform/web/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/platform/web/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Web" msgstr "Web" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/platform/web/javascript_bridge.po b/sphinx/po/es/LC_MESSAGES/tutorials/platform/web/javascript_bridge.po index 11561cdc5f..181f797404 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/platform/web/javascript_bridge.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/platform/web/javascript_bridge.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -28,6 +28,3 @@ msgstr "" "Los strings multilinea de GDScript, rodeados por 3 comillas dobles " "``\"\"\"`` como arriba en ``my_func3()``, son útiles para mantener el código " "JavaScript más legible." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/3d_gizmos.po b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/3d_gizmos.po index c15ee0d59f..3e2cd52e2f 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/3d_gizmos.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/3d_gizmos.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -32,6 +32,3 @@ msgstr "La escena final del plugin debería verse similar a esta:" msgid "Alternative approach" msgstr "Enfoque alternativo" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po index 55e4778815..21267c45c0 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/import_plugins.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -439,6 +439,3 @@ msgstr "" "bastante útil para escribir los datos en un formato personalizado y luego " "usarlos en Godot como si fueran recursos nativos. Esto muestra cómo el " "sistema de importación es potente y extensible." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/index.po index b02dbaecef..aa97c65c14 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Editor plugins" msgstr "Plugins del editor" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po index e20747a4e7..ac5743b324 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/inspector_plugins.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -141,6 +141,3 @@ msgstr "" "Usando el código de ejemplo anterior, deberías poder crear un widget " "personalizado que reemplace el control :ref:`class_SpinBox` predeterminado " "para enteros con un :ref:`class_Button` que genere valores aleatorios." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po index 4337201378..9e9a7d88b3 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/installing_plugins.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -121,6 +121,3 @@ msgstr "" "Puedes usar el plugin inmediatamente después de activarlo; no hay necesidad " "de reiniciar el editor. Del mismo modo, la desactivación de un plugin se " "puede hacer sin tener que reiniciar el editor." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po index f3e0d76db4..bcc5a6257e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/making_main_screen_plugins.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -160,6 +160,3 @@ msgstr "" "complementos de la pantalla principal, consulte los proyectos de " "demostración 2.5D aquí: https://github.com/godotengine/godot-demo-projects/" "tree/master/misc/2.5d" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po index cf16b8d6a3..e3d1e12008 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/making_plugins.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -286,6 +286,3 @@ msgid "Use the following code to register a singleton from an editor plugin:" msgstr "" "Utiliza el siguiente código para registrar un singleton desde un plugin del " "editor:" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po index f3856f759b..7b8791d1f5 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/editor/visual_shader_plugins.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -64,6 +64,3 @@ msgid "" msgstr "" "Eso es todo lo que necesita hacer, como puede ver, ¡es fácil crear sus " "propios nodos VisualShader personalizados!" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/index.po index fcbb65c851..70a9bc6a0c 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Plugins" msgstr "Plugins" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/running_code_in_the_editor.po b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/running_code_in_the_editor.po index cadea4179f..cdd4c3e38a 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/plugins/running_code_in_the_editor.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/plugins/running_code_in_the_editor.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -115,6 +115,3 @@ msgstr "" msgid "If you are using :ref:`EditorScript`:" msgstr "Si estás usando :ref:`EditorScript`:" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/rendering/compositor.po b/sphinx/po/es/LC_MESSAGES/tutorials/rendering/compositor.po index 1083564cfa..720aa3237e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/rendering/compositor.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/rendering/compositor.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/rendering/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/rendering/index.po index 1083564cfa..a7620afcca 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/rendering/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/rendering/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,5 +11,5 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -msgid "Translation status" -msgstr "Estado de la traducción" +msgid "Rendering" +msgstr "Renderizado" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/rendering/jitter_stutter.po b/sphinx/po/es/LC_MESSAGES/tutorials/rendering/jitter_stutter.po index 4298bd5bf6..527345f49c 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/rendering/jitter_stutter.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/rendering/jitter_stutter.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -172,6 +172,57 @@ msgstr "" "dispositivos más antiguos que ejecutan versiones más recientes del sistema " "operativo pueden experimentar problemas. Esto generalmente es inevitable." +msgid "" +"Increasing the number of physics iterations per second can also reduce " +"physics-induced input latency. This is especially noticeable when using " +"physics interpolation (which improves smoothness but increases latency). To " +"do so, set **Physics > Common > Physics Ticks Per Second** to a value higher " +"than the default ``60``, or set ``Engine.physics_ticks_per_second`` at run-" +"time in a script. Values that are a multiple of the monitor refresh rate " +"(typically ``60``) work best when physics interpolation is disabled, as they " +"will avoid jitter. This means values such as ``120``, ``180`` and ``240`` " +"are good starting points. As a bonus, higher physics FPSes make tunneling " +"and physics instability issues less likely to occur." +msgstr "" +"Aumentar la cantidad de iteraciones físicas por segundo también puede " +"reducir la latencia de entrada inducida por la física. Esto es especialmente " +"notable cuando se usa la interpolación física (que mejora la suavidad pero " +"aumenta la latencia). Para ello, configure **Physics > Common > Physics " +"Ticks Per Second** en un valor mayor que el predeterminado ``60``, o " +"configure ``Engine.physics_ticks_per_second`` en tiempo de ejecución en un " +"script. Los valores que son un múltiplo de la frecuencia de actualización " +"del monitor (normalmente ``60``) funcionan mejor cuando la interpolación " +"física está deshabilitada, ya que evitarán la vibración. Esto significa que " +"valores como ``120``, ``180`` y ``240`` son buenos puntos de partida. Como " +"beneficio adicional, los FPS de física más altos hacen que sea menos " +"probable que ocurran problemas de tunelización e inestabilidad física." + +msgid "" +"If your monitor supports it, consider enabling variable refresh rate (G-Sync/" +"FreeSync) while leaving V-Sync enabled, then cap the framerate in the " +"project settings to a slightly lower value than your monitor's maximum " +"refresh rate as per `this page `__. For example, on a 144 Hz monitor, you can set the project's " +"framerate cap to ``141``. This may be counterintuitive at first, but capping " +"the FPS below the maximum refresh rate range ensures that the OS never has " +"to wait for vertical blanking to finish. This leads to *similar* input lag " +"as V-Sync disabled with the same framerate cap (usually less than 1 ms " +"greater), but without any tearing." +msgstr "" +"Si tu monitor lo admite, considera habilitar la frecuencia de actualización " +"variable (G-Sync/FreeSync) mientras dejas V-Sync habilitado, luego limita la " +"velocidad de cuadros en la configuración del proyecto a un valor ligeramente " +"inferior a la frecuencia de actualización máxima de tu monitor como se " +"indica en`esta página `__. " +"Por ejemplo, en un monitor de 144 Hz, puedes establecer el límite de " +"velocidad de cuadros del proyecto en ``141``. Esto puede parecer " +"contradictorio al principio, pero limitar los FPS por debajo del rango de " +"frecuencia de actualización máxima garantiza que el sistema operativo nunca " +"tenga que esperar a que finalice el borrado vertical. Esto genera un retraso " +"de entrada *similar* al de V-Sync deshabilitado con el mismo límite de " +"velocidad de cuadros (generalmente menos de 1 ms mayor), pero sin ningún " +"desgarro." + msgid "" "If you are reporting a stutter or jitter problem (opening an issue) not " "caused by any of the above reasons, please specify very clearly all the " @@ -184,6 +235,3 @@ msgstr "" "posible sobre el dispositivo, el sistema operativo, las versiones de los " "controladores, etc. Esto puede ayudar a identificar y resolver el problema " "de manera más efectiva." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/rendering/multiple_resolutions.po b/sphinx/po/es/LC_MESSAGES/tutorials/rendering/multiple_resolutions.po index 552f0d4d3d..485c61df4c 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/rendering/multiple_resolutions.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/rendering/multiple_resolutions.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -627,6 +627,3 @@ msgstr "" "Ver `demostración de escalado del viewport 3D `__ para " "conocer algunos ejemplos." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/rendering/viewports.po b/sphinx/po/es/LC_MESSAGES/tutorials/rendering/viewports.po index 11bcaf08c9..adb53c55fa 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/rendering/viewports.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/rendering/viewports.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -84,6 +84,9 @@ msgstr "" msgid "Viewport Container" msgstr "Contenedor del Viewport" +msgid "Rendering" +msgstr "Renderizado" + msgid "Render target" msgstr "Renderizar el objetivo" @@ -104,6 +107,3 @@ msgstr "" "Asegúrate de revisar las demos de Viewport. Están disponibles en la carpeta " "viewport del archivo de demos o en https://github.com/godotengine/godot-demo-" "projects/tree/master/viewport." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_basics.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_basics.po index 05ecd09045..e07d594bfa 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_basics.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_basics.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -74,9 +74,6 @@ msgstr "En Rider:" msgid "Set **MSBuild version** to **.NET Core**." msgstr "Establezca **Vesión de MSBuild** a **.NET Core**." -msgid "Install the **Godot support** plugin." -msgstr "Instale el plugin de **Godot support**." - msgid "" "After reading the \"Prerequisites\" section, you can download and install " "`Visual Studio Code `__ (aka VS " @@ -96,14 +93,6 @@ msgstr "" "Instala la extensión `C# `__." -msgid "" -"If you are using Linux you need to install the `Mono SDK `__ for the C# tools plugin to " -"work." -msgstr "" -"Si usas Linux necesitarás instalar `Mono SDK ` para que el plugin C# tools funcione." - msgid "Visual Studio (Windows only)" msgstr "Visual Studio (Solo Windows)" @@ -138,6 +127,35 @@ msgstr "" "vuelvas a construir tu proyecto de Godot, el archivo se creará " "automáticamente con los valores predeterminados." +msgid "" +"To debug your C# scripts using Visual Studio, open the .sln file that is " +"generated after opening the first C# script in the editor. In the **Debug** " +"menu, go to the **Debug Properties** menu item for your project. Click the " +"**Create a new profile** button and choose **Executable**. In the " +"**Executable** field, browse to the path of the C# version of the Godot " +"editor, or type ``%GODOT4%`` if you have created an environment variable for " +"the Godot executable path. It must be the path to the main Godot executable, " +"not the 'console' version. For the **Working Directory**, type a single " +"period, ``.``, meaning the current directory. Also check the **Enable native " +"code debugging** checkbox. You may now close this window, click downward " +"arrow on the debug profile dropdown, and select your new launch profile. Hit " +"the green start button, and your game will begin playing in debug mode." +msgstr "" +"Para depurar los scripts de C# con Visual Studio, abra el archivo .sln que " +"se genera después de abrir el primer script de C# en el editor. En el menú " +"**Debug**, vaya al elemento de menú **Propiedades de depuración** de su " +"proyecto. Haga clic en el botón **Crear un nuevo perfil** y elija " +"**Ejecutable**. En el campo **Ejecutable**, busque la ruta de la versión de " +"C# del editor de Godot o escriba ``%GODOT4%`` si ha creado una variable de " +"entorno para la ruta del ejecutable. Debe ser la ruta del ejecutable " +"principal de Godot, no la versión de 'consola'. Para el **Directorio de " +"Trabajo**, escriba un solo punto, ``.``, que significa el directorio actual. " +"Marque también la casilla **Habilitar depuración de código nativo**. Ahora " +"puede cerrar esta ventana, hacer clic en la flecha hacia abajo en el menú " +"desplegable del perfil de depuración y seleccionar su nuevo perfil de " +"inicio. Presione el botón de inicio verde y su juego comenzará a ejecutarse " +"en modo de depuración." + msgid "Creating a C# script" msgstr "Creando un script de C#" @@ -249,6 +267,3 @@ msgstr "Evaluando tu código C#" msgid "Visual Studio." msgstr "Visual Studio." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_collections.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_collections.po index 57fc329261..0cff1f0e8e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_collections.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_collections.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -52,6 +52,3 @@ msgstr "Diccionario" msgid "keys" msgstr "claves" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_differences.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_differences.po index 9e99d6aa23..560520c454 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_differences.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_differences.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -259,6 +259,3 @@ msgstr "Comunicándose con otros lenguajes de scripting" msgid "This is explained extensively in :ref:`doc_cross_language_scripting`." msgstr "Esto se explica ampliamente en :ref:`doc_cross_language_scripting`." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_exports.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_exports.po index f90cd874d9..3e90089583 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_exports.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_exports.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -98,6 +98,3 @@ msgid "" msgstr "" "El script deberá funcionar en modo ``tool`` para que los métodos mostrados " "funcionen en el editor." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_features.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_features.po index da8a6ffd45..5e3ba3a934 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_features.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_features.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -80,15 +80,6 @@ msgstr "" "Godot tiene un conjunto de definiciones que le permiten cambiar su código C# " "dependiendo del entorno en el que esté compilando." -msgid "" -"If you created your project before Godot 3.2, you have to modify or " -"regenerate your `csproj` file to use this feature (compare " -"```` with a new 3.2+ project)." -msgstr "" -"Si creaste tu proyecto antes de Godot 3.2, tienes que modificar o regenerar " -"tu archivo `csproj` para usar esta característica (compara " -"```` con un nuevo proyecto 3.2+)." - msgid "Examples" msgstr "Ejemplos" @@ -135,6 +126,3 @@ msgid "" msgstr "" "Para ver un proyecto de ejemplo, revisa la demo de pruebas de SO: https://" "github.com/godotengine/godot-demo-projects/tree/master/misc/os_test" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_global_classes.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_global_classes.po index f9d6b9a81f..44790d04cd 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_global_classes.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_global_classes.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "C# global classes" msgstr "Clases globales de C#" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_signals.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_signals.po index 42cfb9d46f..03b6a5b9a1 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_signals.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_signals.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -20,6 +20,3 @@ msgid "" msgstr "" "Puedes usar el botón **Compilar** de la parte superior derecha del editor " "para hacerlo." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_style_guide.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_style_guide.po index 5997bfe443..0032df7bfe 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_style_guide.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_style_guide.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -373,6 +373,3 @@ msgid "" msgstr "" "Usa un método seguro cuando exista la posibilidad de que el valor sea de " "otro tipo, y usa el método directo en caso contrario." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_variant.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_variant.po index 80d2b582af..3b83b31e5e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_variant.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/c_sharp_variant.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -28,6 +28,3 @@ msgstr "``int[]``" msgid "``float[]``" msgstr "``float[]``" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0001.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0001.po index bdd639c4ad..d52887da7c 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0001.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0001.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "**Categoría**" msgid "Usage" msgstr "Uso" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0002.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0002.po index bdd639c4ad..d52887da7c 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0002.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0002.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "**Categoría**" msgid "Usage" msgstr "Uso" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0003.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0003.po index bdd639c4ad..d52887da7c 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0003.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0003.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "**Categoría**" msgid "Usage" msgstr "Uso" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0101.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0101.po index bdd639c4ad..d52887da7c 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0101.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0101.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "**Categoría**" msgid "Usage" msgstr "Uso" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0102.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0102.po index bdd639c4ad..d52887da7c 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0102.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0102.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "**Categoría**" msgid "Usage" msgstr "Uso" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0103.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0103.po index 85f9c196cf..918babe9f9 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0103.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0103.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -19,6 +19,3 @@ msgstr "Uso" msgid "Godot doesn't allow exporting read-only members." msgstr "Godot no permite exportar miembros de solo lectura." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0104.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0104.po index bdd639c4ad..d52887da7c 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0104.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0104.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "**Categoría**" msgid "Usage" msgstr "Uso" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0105.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0105.po index bdd639c4ad..d52887da7c 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0105.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0105.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "**Categoría**" msgid "Usage" msgstr "Uso" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0106.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0106.po index bdd639c4ad..d52887da7c 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0106.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0106.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "**Categoría**" msgid "Usage" msgstr "Uso" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0107.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0107.po index bdd639c4ad..d52887da7c 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0107.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0107.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "**Categoría**" msgid "Usage" msgstr "Uso" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0201.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0201.po index bdd639c4ad..d52887da7c 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0201.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0201.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "**Categoría**" msgid "Usage" msgstr "Uso" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0202.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0202.po index bdd639c4ad..d52887da7c 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0202.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0202.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "**Categoría**" msgid "Usage" msgstr "Uso" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0203.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0203.po index bdd639c4ad..d52887da7c 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0203.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0203.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "**Categoría**" msgid "Usage" msgstr "Uso" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0301.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0301.po index bdd639c4ad..d52887da7c 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0301.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0301.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "**Categoría**" msgid "Usage" msgstr "Uso" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0302.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0302.po index bdd639c4ad..d52887da7c 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0302.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0302.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "**Categoría**" msgid "Usage" msgstr "Uso" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0303.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0303.po index bdd639c4ad..d52887da7c 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0303.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0303.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "**Categoría**" msgid "Usage" msgstr "Uso" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0401.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0401.po index bdd639c4ad..d52887da7c 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0401.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0401.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "**Categoría**" msgid "Usage" msgstr "Uso" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0402.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0402.po index bdd639c4ad..d52887da7c 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0402.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/GD0402.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "**Categoría**" msgid "Usage" msgstr "Uso" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/index.po index 1083564cfa..720aa3237e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/diagnostics/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/index.po index 1083564cfa..720aa3237e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/c_sharp/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/change_scenes_manually.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/change_scenes_manually.po index a1e5613484..8a4b6fc00f 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/change_scenes_manually.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/change_scenes_manually.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,19 +14,6 @@ msgstr "" msgid "Change scenes manually" msgstr "Cambiar escenas manualmente" -msgid "" -"To complete the cycle and swap out the new scene with the old one, " -"developers have a choice to make. Many strategies exist for removing a scene " -"from view of the :ref:`Viewport `. The tradeoffs involve " -"balancing operation speed and memory consumption as well as balancing data " -"access and integrity." -msgstr "" -"Para completar el ciclo y reemplazar la escena nueva con la antigua, los " -"desarrolladores tienen que tomar una decisión. Existen muchas estrategias " -"para eliminar una escena de la vista del :ref:`Viewport `. " -"Los compromisos implican equilibrar la velocidad de operación y el consumo " -"de memoria, así como equilibrar el acceso y la integridad de los datos." - msgid "Unloads memory." msgstr "Descargas de la memoria." @@ -61,14 +48,6 @@ msgstr "" msgid "Processing stops." msgstr "Detención de procesamiento." -msgid "" -"Pro: No nodes means no process, physics process, or input handling. The CPU " -"is available to work on the new scene's contents." -msgstr "" -"Pro: Sin nodos, no hay procesamiento, procesamiento de físicas o manejo de " -"entrada. La CPU está disponible para trabajar en el contenido de la nueva " -"escena." - msgid "" "Con: Those nodes' processing and input handling no longer operate. Not a " "problem if using the updated data is unnecessary." @@ -76,35 +55,15 @@ msgstr "" "Con: El procesamiento y el manejo de entrada de esos nodos ya no operan. No " "es un problema si no es necesario utilizar los datos actualizados." -msgid "" -"**We can hide the existing scene.** By changing the visibility or collision " -"detection of the nodes, we can hide the entire node sub-tree from the " -"player's perspective." -msgstr "" -"**Podemos ocultar la escena existente.** Al cambiar la visibilidad o la " -"detección de colisiones de los nodos, podemos ocultar todo el subárbol de " -"nodos desde la perspectiva del jugador." - msgid "Memory still exists." msgstr "La memoria aun existe." -msgid "Pro: One can still access the data if need be." -msgstr "Pro: Aún se puede acceder a los datos si es necesario." - msgid "Pro: There's no need to move any more nodes around to save data." msgstr "Pro: Ya no es necesario mover más nodos para guardar datos." msgid "Processing continues." msgstr "Continuación de procesamiento." -msgid "" -"Pro: Data continues to receive processing updates, so the scene will keep " -"updated any data within it that relies on delta time or frame data." -msgstr "" -"Pro: Los datos continúan recibiendo actualizaciones de procesamiento, por lo " -"que la escena mantendrá actualizados todos los datos dentro de ella que " -"dependan del tiempo delta o de los datos de fotogramas." - msgid "" "Pro: Nodes are still members of groups (since groups belong to the :ref:" "`SceneTree `)." @@ -112,48 +71,6 @@ msgstr "" "Pro: Los nodos siguen siendo miembros de grupos (ya que los grupos " "pertenecen al :ref:`SceneTree `)." -msgid "" -"Con: The CPU's attention is now divided between both scenes. Too much load " -"could result in low frame rates. One should be sure to test performance as " -"they go to ensure the target platform can support the load they are giving " -"it." -msgstr "" -"Con: La atención de la CPU ahora está dividida entre ambas escenas. " -"Demasiada carga podría resultar en bajos índices de fotogramas (frame " -"rates). Es importante asegurarse de probar el rendimiento a medida que " -"avanzas para asegurar que la plataforma objetivo pueda soportar la carga que " -"le estás dando." - -msgid "" -"**We can remove the existing scene from the tree.** Assign a variable to the " -"existing scene's root node. Then use :ref:`Node.remove_child(Node) " -"` to detach the entire scene from the tree." -msgstr "" -"**Podemos eliminar la escena existente del árbol.** Asigna una variable al " -"nodo raíz de la escena existente. Luego, usa :ref:`Node.remove_child(Node) " -"` para desvincular toda la escena del árbol." - -msgid "Memory still exists (similar pros/cons as with hiding it from view)." -msgstr "" -"La memoria sigue existiendo (pros y contras similares a ocultarla de la " -"vista)." - -msgid "Processing stops (similar pros/cons as with deleting it completely)." -msgstr "" -"El procesamiento se detiene (pros y contras similares a eliminarlo por " -"completo)." - -msgid "" -"Pro: This variation of \"hiding\" it is much easier to show/hide. Rather " -"than potentially keeping track of multiple changes to the scene, one must " -"only call the one method add/remove_child pair of methods. It is similar to " -"disabling game objects in other engines." -msgstr "" -"Pro: Esta variación de \"ocultarla\" es mucho más fácil de mostrar/ocultar. " -"En lugar de llevar un registro de múltiples cambios en la escena, solo se " -"necesita llamar al par de métodos add/remove_child. Es similar a desactivar " -"objetos de juego en otros motores." - msgid "" "Con: Unlike with hiding it from view only, the data contained within the " "scene will become stale if it relies on delta time, input, groups, or other " @@ -163,15 +80,3 @@ msgstr "" "de la escena se volverán obsoletos si dependen del tiempo delta, la entrada, " "los grupos u otros datos que se derivan del acceso a :ref:`SceneTree " "`." - -msgid "" -"Each option will have cases where it is best appropriate, so one must " -"examine the effects of each and determine what path best fits their unique " -"situation." -msgstr "" -"Cada opción tendrá casos en los que sea más adecuada, por lo que uno debe " -"examinar los efectos de cada una y determinar qué camino se adapta mejor a " -"su situación única." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/creating_script_templates.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/creating_script_templates.po index 03974f1db4..a48bba736a 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/creating_script_templates.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/creating_script_templates.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -49,17 +49,6 @@ msgstr "macOS: ``$HOME/Library/Application Support/Godot/script_templates/``" msgid "Project-defined templates" msgstr "Plantillas definidas en el proyecto" -msgid "" -"The default path to search for templates is the ``res://script_templates/`` " -"directory. The path can be changed by configuring the ``editor/" -"script_templates_search_path`` setting in the :ref:`ProjectSettings " -"`, both via code and the editor." -msgstr "" -"La ruta por defecto para las plantillas es la carpeta ``res://" -"script_templates/``. La ruta se puede cambiar configurando ``editor/" -"script_templates_search_path`` en :ref:`ProjectSettings " -"`, tanto desde código como desde el editor." - msgid "" "If no ``script_templates`` directory is found within a project, it is simply " "ignored." @@ -130,6 +119,3 @@ msgstr "El tipo base del que el nuevo script hereda." msgid "Type placeholders" msgstr "Placeholders de tipo" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/cross_language_scripting.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/cross_language_scripting.po index 7fd5fb6754..174c14f96e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/cross_language_scripting.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/cross_language_scripting.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -140,16 +140,6 @@ msgstr "" msgid "Calling GDScript methods from C#" msgstr "Llamando métodos GDScript desde C#" -msgid "" -"As you can see, if the first argument of the called method is an array, " -"you'll need to cast it as ``object``. Otherwise, each element of your array " -"will be treated as a single argument and the function signature won't match." -msgstr "" -"Como puedes ver, si el primer argumento del método llamado es un array, " -"necesitarás lanzarlo como \"object\". De lo contrario, cada elemento de tu " -"array será tratado como un único argumento y la firma de la función no " -"coincidirá." - msgid "Inheritance" msgstr "Herencia" @@ -165,6 +155,3 @@ msgstr "" "que llevaría implementarla, es poco probable que esta limitación sea " "cambiada en el futuro. Ver `esta issue en GitHub `__ para más información." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/debug/custom_performance_monitors.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/debug/custom_performance_monitors.po index b4e72c8846..76830457c0 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/debug/custom_performance_monitors.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/debug/custom_performance_monitors.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "Introducción" msgid "Querying a performance monitor in a project" msgstr "Consultando un monitor de rendimiento en un proyecto" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/debug/debugger_panel.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/debug/debugger_panel.po index 3e0e10b383..ce89489d5e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/debug/debugger_panel.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/debug/debugger_panel.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -168,6 +168,3 @@ msgid "**Clicked Control Type** tells you the type of the node you clicked is." msgstr "" "**Tipo de Nodo de Control Clicado** te indica el tipo del nodo en el que has " "hecho clic." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/debug/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/debug/index.po index 8880b3c58a..548613f05f 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/debug/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/debug/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Debug" msgstr "Depurar" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/debug/overview_of_debugging_tools.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/debug/overview_of_debugging_tools.po index 8caeb93b87..140578a0ba 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/debug/overview_of_debugging_tools.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/debug/overview_of_debugging_tools.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -119,13 +119,6 @@ msgstr "" msgid "Debug project settings" msgstr "Configuración de depuración en el proyecto" -msgid "" -"In the project settings, there is a **Debug** category with three " -"subcategories which control different things." -msgstr "" -"En la configuración del proyecto, hay una categoría **Depuración** con tres " -"subcategorías que controlan diferentes aspectos." - msgid "Settings" msgstr "Ajustes" @@ -139,14 +132,6 @@ msgstr "" msgid "GDScript" msgstr "GDScript" -msgid "" -"These settings allow you to toggle specific GDScript warnings, such as for " -"unused variables. You can also turn off warnings completely." -msgstr "" -"Estas configuraciones te permiten activar o desactivar advertencias " -"específicas de GDScript, como las relacionadas con variables no utilizadas. " -"También puedes desactivar completamente las advertencias." - msgid "Shapes" msgstr "Formas" @@ -177,6 +162,3 @@ msgstr "" "Algunas configuraciones del editor relacionadas con la depuración se pueden " "encontrar dentro de **Configuración del Editor**, en las secciones de **Red " "> Depuración** y **Depurador**." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/debug/the_profiler.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/debug/the_profiler.po index 1083564cfa..720aa3237e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/debug/the_profiler.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/debug/the_profiler.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/evaluating_expressions.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/evaluating_expressions.po index 991884f747..c46f47d3c7 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/evaluating_expressions.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/evaluating_expressions.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -76,12 +76,6 @@ msgstr "" "Realiza una división entera si ambos operandos son enteros. Si al menos uno " "de ellos es un número de punto flotante, devuelve un valor de punto flotante." -msgid "Modulo (``%``)" -msgstr "Modulo o Residuo (``%``)" - -msgid "Returns the remainder of an integer division." -msgstr "Devuelve el residuo de una división entera." - msgid "" "Spaces around operators are optional. Also, keep in mind the usual `order of " "operations `__ applies. " @@ -205,6 +199,3 @@ msgstr "" "clase. En contraste, esta restricción en los argumentos no se aplica a las " "funciones hechas por el usuario cuando se vincula una instancia base a la " "expresión." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/filesystem.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/filesystem.po index 0959da8b75..35af5b5b31 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/filesystem.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/filesystem.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -182,6 +182,3 @@ msgstr "" "bien en su plataforma, pero no en otras plataformas, como Linux, Android, " "etc. Esto también puede aplicarse a los binarios exportados, que utilizan un " "paquete comprimido para almacenar todos los archivos." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_cpp_example.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_cpp_example.po index 8889f8333b..7290bf79f9 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_cpp_example.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_cpp_example.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -221,6 +221,3 @@ msgstr "Cada segundo, mostramos nuestra posición en la consola." msgid "Next steps" msgstr "Siguientes pasos" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_docs_system.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_docs_system.po new file mode 100644 index 0000000000..b8ed33d3d6 --- /dev/null +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_docs_system.po @@ -0,0 +1,51 @@ +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.3\n" +"Report-Msgid-Bugs-To: \n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: es\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +msgid "Tag" +msgstr "Etiqueta" + +msgid "Example" +msgstr "Ejemplo" + +msgid "``[b]{text}[/b]``" +msgstr "``[b]{text}[/b]``" + +msgid "``[i]{text}[/i]``" +msgstr "``[i]{text}[/i]``" + +msgid "``[u]{text}[/u]``" +msgstr "``[u]{text}[/u]``" + +msgid "``[s]{text}[/s]``" +msgstr "``[s]{text}[/s]``" + +msgid "**code**" +msgstr "**codigo**" + +msgid "``[code]{text}[/code]``" +msgstr "``[code]{text}[/code]``" + +msgid "**center**" +msgstr "**centrado**" + +msgid "``[center]{text}[/center]``" +msgstr "``[center]{text}[/center]``" + +msgid "**url**" +msgstr "**url**" + +msgid "``[img]{path}[/img]``" +msgstr "``[img]{path}[/img]``" + +msgid "**color**" +msgstr "**color**" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_file.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_file.po index 8010dda9d3..2bc84135eb 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_file.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdextension/gdextension_file.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -23,12 +23,21 @@ msgstr "Descripción" msgid "String" msgstr "Cadena" +msgid "**bsd**" +msgstr "**bsd**" + +msgid "**ios**" +msgstr "**ios**" + msgid "**web**" msgstr "**web**" msgid "**debug**" msgstr "**debug**" +msgid "Build with debug symbols" +msgstr "Construir con símbolos de depuración" + msgid "**release**" msgstr "**versión**" @@ -43,6 +52,3 @@ msgstr "**arm64**" msgid "For example:" msgstr "Por ejemplo:" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdextension/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdextension/index.po index 1083564cfa..720aa3237e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdextension/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdextension/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdextension/what_is_gdextension.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdextension/what_is_gdextension.po index 37abca6f00..db19e19f89 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdextension/what_is_gdextension.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdextension/what_is_gdextension.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -62,6 +62,3 @@ msgstr "" msgid "Version compatibility" msgstr "Compatibilidad de versiones" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_advanced.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_advanced.po index 8f0c692fce..e3bbf5fdaa 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_advanced.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_advanced.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -377,6 +377,3 @@ msgid "" msgstr "" "Entonces, simplemente define el método y todo lo que la roca toca puede ser " "aplastado." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_basics.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_basics.po index 84e20edbf1..222a2c0896 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_basics.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_basics.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -33,18 +33,6 @@ msgstr "" "o C# pero nunca has utilizado uno dinámicamente tipado antes, es " "recomendable leer este tutorial: :ref:`doc_gdscript_more_efficiently`." -msgid "Language" -msgstr "Lenguaje" - -msgid "" -"In the following, an overview is given to GDScript. Details, such as which " -"methods are available to arrays or other objects, should be looked up in the " -"linked class descriptions." -msgstr "" -"A continuación, se presenta un resumen de GDScript. Detalles, como qué " -"métodos están disponibles para arrays u otros objetos deberán verse en las " -"descripciones de las clases." - msgid "Identifiers" msgstr "Identificadores" @@ -638,23 +626,6 @@ msgstr "" "dinámicamente. Los arrays se indexan a partir del índice `` 0``. Los índices " "negativos cuentan desde el final." -msgid "" -"GDScript arrays are allocated linearly in memory for speed. Large arrays " -"(more than tens of thousands of elements) may however cause memory " -"fragmentation. If this is a concern, special types of arrays are available. " -"These only accept a single data type. They avoid memory fragmentation and " -"use less memory, but are atomic and tend to run slower than generic arrays. " -"They are therefore only recommended to use for large data sets:" -msgstr "" -"Las matrices GDScript se asignan linealmente en la memoria para mayor " -"velocidad. Sin embargo, las matrices grandes (más de decenas de miles de " -"elementos) pueden causar fragmentación de la memoria. Si esto le preocupa, " -"hay disponibles tipos especiales de matrices. Estos solo aceptan un único " -"tipo de datos. Evitan la fragmentación de la memoria y usan menos memoria, " -"pero son atómicos y tienden a funcionar más lentamente que las matrices " -"genéricas. Por lo tanto, solo se recomienda su uso para grandes conjuntos de " -"datos:" - msgid ":ref:`Dictionary `" msgstr ":ref:`Diccionario `" @@ -683,9 +654,6 @@ msgstr "" "` y :ref:`Object.set() ` " "en su lugar." -msgid "Data" -msgstr "Datos" - msgid "Variables" msgstr "Variables" @@ -734,9 +702,6 @@ msgstr "Los tipos válidos son:" msgid "Built-in types (Array, Vector2, int, String, etc.)." msgstr "Tipos incorporados (Array, Vector2, int, String, etc.)." -msgid "Engine classes (Node, Resource, Reference, etc.)." -msgstr "Clases del Engine(Nodo, Recurso, Referencia, etc.)." - msgid "" "Constant names if they contain a script resource (``MyScript`` if you " "declared ``const MyScript = preload(\"res://my_script.gd\")``)." @@ -1372,6 +1337,3 @@ msgid "" msgstr "" "Cuando corre un proyecto desde el editor, el proyecto será pausado si ocurre " "un error con la aserción." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_documentation_comments.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_documentation_comments.po index de810a165e..85cb415052 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_documentation_comments.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_documentation_comments.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -17,17 +17,17 @@ msgstr "Descripción detallada." msgid "Description" msgstr "Descripción" -msgid "Function" -msgstr "Función" - msgid "Signal" msgstr "Señal" +msgid "Enum value" +msgstr "Valor de enumeración" + msgid "Variable" msgstr "Variable" -msgid "Enum value" -msgstr "Valor de enumeración" +msgid "Function" +msgstr "Función" msgid "Example" msgstr "Ejemplo" @@ -38,15 +38,27 @@ msgstr "Resultado" msgid "``Move the [Sprite2D].``" msgstr "``Mueve el [Sprite2D].``" +msgid "See :ref:`@GDScript.@rpc `." +msgstr "Consulte :ref:`@GDScript.@rpc `." + msgid "Link to constant" msgstr "Vínculo a constante" +msgid "See :ref:`Color.RED `." +msgstr "Consulte :ref:`Color.RED `." + msgid "``Get [member Node2D.scale].``" msgstr "``Obtén [member Node2D.scale].``" msgid "``Call [method Node3D.hide].``" msgstr "``Llama a [method Node3D.hide].``" +msgid "Use :ref:`Color.Color `." +msgstr "Consulte :ref:`Color.Color `." + +msgid "Use :ref:`Color.operator * `." +msgstr "Consulte :ref:`Color.operator * `." + msgid "``Emit [signal Node.renamed].``" msgstr "``Emite [signal Node.renamed].``" @@ -65,9 +77,15 @@ msgstr "``[kbd]`` ``[/kbd]``" msgid "Keyboard/mouse shortcut" msgstr "Atajo del teclado/ratón" +msgid "Press :kbd:`Ctrl + C`." +msgstr "Presione :kbd:`Ctrl + C`." + msgid "``[code]`` ``[/code]``" msgstr "``[code]`` ``[/code]``" +msgid "Returns ``true``." +msgstr "Devuelve ``true``." + msgid "*See below.*" msgstr "*Ver a continuación.*" @@ -78,6 +96,3 @@ msgstr "" "Usa ``[codeblock]`` para bloques de código preformateados. Dentro de " "``[codeblock]``, siempre utiliza **cuatro espacios** para la indentación (el " "analizador eliminará las tabulaciones)." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_exports.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_exports.po index 16e244bf41..ad0af07d38 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_exports.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_exports.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -113,6 +113,3 @@ msgid "" msgstr "" "Para vincular propiedades usando los métodos mostrados anteriormente en C++, " "ver :ref:`doc_binding_properties_using_set_get_property_list`." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_format_string.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_format_string.po index 2027817a7e..b1bc63d366 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_format_string.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_format_string.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,38 +14,6 @@ msgstr "" msgid "GDScript format strings" msgstr "Cadenas de formato en GDScript" -msgid "" -"GDScript offers a feature called *format strings*, which allows reusing text " -"templates to succinctly create different but similar strings." -msgstr "" -"GDScript ofrece una funcionalidad llamada *cadenas de formato* que permite " -"reutilizar plantillas de texto para crear distintas cadenas de una manera " -"breve y compacta." - -msgid "" -"Format strings are just like normal strings, except they contain certain " -"placeholder character-sequences. These placeholders can then easily be " -"replaced by parameters handed to the format string." -msgstr "" -"Las cadenas de formato son como las cadenas normales, excepto que contienen " -"ciertas secuencias de caracteres asociadas entre sí. De esta forma, se " -"pueden reemplazar fácilmente por parámetros entregados a la cadena de " -"formato." - -msgid "" -"As an example, with ``%s`` as a placeholder, the format string ``\"Hello %s, " -"how are you?\"`` can easily be changed to ``\"Hello World, how are you?\"``. " -"Notice the placeholder is in the middle of the string; modifying it without " -"format strings could be cumbersome." -msgstr "" -"Por ejemplo, con ``%s`` como parámetro, la cadena de formato ``\"Hello %s, " -"how are you?`` puede cambiarse fácilmente por ``\"Hello World, how are you?" -"\"``. Nota que el parámetro está en el medio de la cadena; modificarlo sin " -"cadenas de formato podría ser engorroso." - -msgid "Usage in GDScript" -msgstr "Utilización en GDScript" - msgid "Examine this concrete GDScript example:" msgstr "Mira este ejemplo concreto en GDScript:" @@ -58,51 +26,6 @@ msgstr "" "caracteres, el *format specifier* determina cómo el valor será convertido a " "cadena." -msgid "" -"The ``%s`` seen in the example above is the simplest placeholder and works " -"for most use cases: it converts the value by the same method by which an " -"implicit String conversion or ``str()`` would convert it. Strings remain " -"unchanged, Booleans turn into either ``\"True\"`` or ``\"False\"``, an " -"integral or real number becomes a decimal, other types usually return their " -"data in a human-readable string." -msgstr "" -"El ``%s`` visto en el ejemplo anterior es el más simple y se puede utilizar " -"para la mayoría de los casos: convierte el valor con el mismo método por el " -"cual una conversión implícita de String o ``str()`` lo haría. Las cadenas " -"(string) se mantienen sin cambio, booleanos (bool) se convierten a " -"``\"True\"`` o ``\"False\"``, un entero o real (int, float) se convierte en " -"decimal, otros tipos normalmente devuelven sus datos en una cadena " -"formateada de una manera legible." - -msgid "" -"There is also another way to format text in GDScript, namely the ``String." -"format()`` method. It replaces all occurrences of a key in the string with " -"the corresponding value. The method can handle arrays or dictionaries for " -"the key/value pairs." -msgstr "" -"También hay otro modo de formatear texto en GDScript, el método ``String." -"format()``. Este método reemplaza todas las ocurrencias de una clave en la " -"cadena por el correspondiente valor. Puede utilizar arrays o diccionarios " -"para los pares clave/valor." - -msgid "" -"Arrays can be used as key, index, or mixed style (see below examples). Order " -"only matters when the index or mixed style of Array is used." -msgstr "" -"Los arrays pueden ser utilizados como clave, índice o estilo mixto (ver " -"ejemplos a continuación). El orden sólo importa cuando se utiliza el índice " -"o el estilo mixto del Array." - -msgid "A quick example in GDScript:" -msgstr "Un ejemplo rápido en GDScript:" - -msgid "" -"There are other `format specifiers`_, but they are only applicable when " -"using the ``%`` operator." -msgstr "" -"Existen otros \"especificadores de formato\" o `format specifiers`, pero son " -"sólo aplicables cuando se utiliza el operador ``%``." - msgid "Multiple placeholders" msgstr "Parámetros múltiples" @@ -174,45 +97,18 @@ msgstr "" msgid "``d``" msgstr "``d``" -msgid "" -"A **decimal integral** number. Expects an integral or real number (will be " -"floored)." -msgstr "Un número **decimal**. Espera un decimal o real (será redondeado)." - msgid "``o``" msgstr "``o``" -msgid "" -"An **octal integral** number. Expects an integral or real number (will be " -"floored)." -msgstr "Un número **octal**. Espera un entero o real (será redondeado)." - msgid "``x``" msgstr "``x``" -msgid "" -"A **hexadecimal integral** number with **lower-case** letters. Expects an " -"integral or real number (will be floored)." -msgstr "" -"Un número **hexadecimal** con letras en **minúsculas**. Espera un entero o " -"real (será redondeado)." - msgid "``X``" msgstr "``X``" -msgid "" -"A **hexadecimal integral** number with **upper-case** letters. Expects an " -"integral or real number (will be floored)." -msgstr "" -"Un número **hexadecimal** con letras en **mayúsculas**. Espera un número " -"entero o real (será redondeado)." - msgid "``f``" msgstr "``f``" -msgid "A **decimal real** number. Expects an integral or real number." -msgstr "Un número **real**. Espera un número entero o real." - msgid "Placeholder modifiers" msgstr "Modificadores de parámetros" @@ -253,13 +149,6 @@ msgstr "Rellena a la derecha, en lugar de la izquierda." msgid "``*``" msgstr "``*``" -msgid "" -"**Dynamic padding**, expect additional integral parameter to set padding or " -"precision after ``.``, see `dynamic padding`_." -msgstr "" -"**Relleno dinámico**, espera un parámetro entero adicional para especificar " -"el relleno o precisión después ``.``, de ver `relleno dinámico`_." - msgid "Padding" msgstr "Relleno" @@ -278,24 +167,6 @@ msgstr "" "Para rellenar una cadena a una longitud mínima, añade un número entero al " "specifier:" -msgid "" -"If the integer starts with ``0``, integral values are padded with zeroes " -"instead of white space:" -msgstr "" -"Si el entero comienza con ``0``, los valores enteros son rellenados con " -"ceros en lugar de espacios en blanco:" - -msgid "" -"Precision can be specified for real numbers by adding a ``.`` (*dot*) with " -"an integer following it. With no integer after ``.``, a precision of 0 is " -"used, rounding to integral value. The integer to use for padding must appear " -"before the dot." -msgstr "" -"La precisión puede ser especificada por números reales agregando un ``.`` " -"(*punto*) con un entero posteriormente. Sin entero después de ``.``, se " -"utilizará una precisión de 0, redondeando al valor entero. El entero a usar " -"para relleno debe aparecer antes que el punto." - msgid "" "The ``-`` character will cause padding to the right rather than the left, " "useful for right text alignment:" @@ -335,16 +206,20 @@ msgstr "" "\"escaparse\" para impedir que se lea como variable. Esto se consigue " "duplicando el carácter:" +msgid "" +"Arrays can be used as key, index, or mixed style (see below examples). Order " +"only matters when the index or mixed style of Array is used." +msgstr "" +"Los arrays pueden ser utilizados como clave, índice o estilo mixto (ver " +"ejemplos a continuación). El orden sólo importa cuando se utiliza el índice " +"o el estilo mixto del Array." + +msgid "A quick example in GDScript:" +msgstr "Un ejemplo rápido en GDScript:" + msgid "Format method examples" msgstr "Ejemplos de métodos de formateo" -msgid "" -"The following are some examples of how to use the various invocations of the " -"``String.format`` method." -msgstr "" -"Los siguientes son algunos ejemplos de cómo utilizar las varias invocaciones " -"del método ``String.format`` ." - msgid "**Type**" msgstr "**Tipo**" @@ -401,15 +276,9 @@ msgstr "" msgid "``\"Hi, {0} v{1}!\".format([\"Godette\",\"3.0\"])``" msgstr "``\"Hola, {0} v{1}!\".format([\"Godette\",\"3.0\"])``" -msgid "``\"Hi, {name} v{0}!\".format([3.0, [\"name\",\"Godette\"]])``" -msgstr "``\"Hola, {name} v{0}!\".format([3.0, [\"name\",\"Godette\"]])``" - msgid "no index" msgstr "sin índice" -msgid "``\"Hi, {} v{}!\".format([\"Godette\", 3.0], \"{}\")``" -msgstr "``\"Hola, {} v{}!\".format([\"Godette\", \"3.0\"], \"{}\")``" - msgid "" "Placeholders can also be customized when using ``String.format``, here's " "some examples of that functionality." @@ -456,6 +325,3 @@ msgstr "" msgid "Hi, Godette v3.11" msgstr "Hola, Godette v3.11" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_styleguide.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_styleguide.po index dbee287bcb..7e7d988a5d 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_styleguide.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdscript/gdscript_styleguide.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -302,18 +302,27 @@ msgstr "" msgid "Naming conventions" msgstr "Convenciones para la definición de nombres" -msgid "" -"These naming conventions follow the Godot Engine style. Breaking these will " -"make your code clash with the built-in naming conventions, leading to " -"inconsistent code." -msgstr "" -"Estas convenciones de nombres siguen el estilo de Godot Engine. Romperlas " -"hará que tu código choque con las convenciones de nomenclaturas " -"incorporadas, lo que crea un código inconsistente." +msgid "Type" +msgstr "Tipo" + +msgid "Example" +msgstr "Ejemplo" msgid "File names" msgstr "Nombres de archivo" +msgid "Functions" +msgstr "Funciones" + +msgid "Variables" +msgstr "Variables" + +msgid "Signals" +msgstr "Señales" + +msgid "Constants" +msgstr "Constantes" + msgid "" "Use snake_case for file names. For named classes, convert the PascalCase " "class name to snake_case::" @@ -355,9 +364,6 @@ msgstr "" "Utilice un solo símbolo de subrayado (\\_) para los métodos virtuales que el " "usuario debe sobreescribir, funciones privadas y variables privadas:" -msgid "Signals" -msgstr "Señales" - msgid "Use the past tense to name signals:" msgstr "Usa el tiempo pasado para nombrar señales:" @@ -381,13 +387,6 @@ msgstr "" msgid "Code order" msgstr "Orden de código" -msgid "" -"This first section focuses on code order. For formatting, see :ref:" -"`formatting`. For naming conventions, see :ref:`naming_conventions`." -msgstr "" -"Esta sección inicial se enfoca en el orden del código. Para el formato, ver :" -"ref:`formatting`. Para convenciones de nombre, ver :ref:`naming_conventions`." - msgid "We suggest to organize GDScript code this way:" msgstr "Sugerimos organizar el código GDScript de este modo:" @@ -513,13 +512,6 @@ msgstr "" msgid "Static typing" msgstr "Tipado estáticas" -msgid "" -"Since Godot 3.1, GDScript supports :ref:`optional static " -"typing`." -msgstr "" -"Desde Godot 3.1, GDScript soporta :ref:`tipado estático " -"opcional`." - msgid "Declared types" msgstr "Tipos declarados" @@ -545,6 +537,3 @@ msgid "" msgstr "" "Esta opción también se considera más :ref:`segura en cuanto al " "tipo` que la primera." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdscript/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdscript/index.po index 959ab57756..05f0910b01 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdscript/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdscript/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -21,6 +21,3 @@ msgstr "" "Consulte: ref: `doc_gdscript_grammar` si está interesado en escribir una " "herramienta de terceros que interactúe con GDScript, como un linter o " "formateador." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdscript/static_typing.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdscript/static_typing.po index c14259ba9a..4c75b8d611 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdscript/static_typing.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdscript/static_typing.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -147,6 +147,3 @@ msgstr "Los diccionarios tipados no están soportados actualmente::" msgid "Summary" msgstr "Sumario" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdscript/warning_system.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdscript/warning_system.po index 44f35b1ef6..972840e551 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdscript/warning_system.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/gdscript/warning_system.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -24,6 +24,3 @@ msgstr "" "` (pero puede funcionar también sin tipado " "estático). Está allí para ayudar a evitar errores que son difíciles de ver " "durante el desarrollo y que pueden llevar a errores en tiempo de ejecución." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/groups.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/groups.po index 6f8908a509..f4532b5f5d 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/groups.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/groups.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -113,6 +113,3 @@ msgstr "" "útiles para interactuar con escenas, su jerarquía de nodos y grupos. Permite " "cambiar escenas o recargarlas fácilmente, salir del juego o pausar y " "despausarlo. Incluso viene con señales útiles." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/how_to_read_the_godot_api.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/how_to_read_the_godot_api.po index 52e6abac25..bb00566fa1 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/how_to_read_the_godot_api.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/how_to_read_the_godot_api.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,9 +11,31 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" +msgid "How to read the Godot API" +msgstr "Cómo leer la API de Godot" + +msgid "" +"On this page, you'll learn how to read the class reference for the Godot API." +msgstr "" +"En esta página, aprenderás cómo leer la referencia de clase para la API de " +"Godot." + +msgid "" +"The API, or Application Programming Interface, is an index of what Godot " +"offers users. It provides a brief summary of which classes exist, how they " +"are related to each other, what features they have, and how to use them." +msgstr "" +"La API, o Interfaz de Programación de Aplicaciones (en inglés, Application " +"Programming Interface), es un índice de lo que Godot ofrece a los usuarios. " +"Proporciona un breve resumen de qué clases existen, cómo se relacionan entre " +"sí, qué características tienen y cómo utilizarlas." + msgid "Inheritance" msgstr "Herencia" +msgid "At the top of each file, you will see the name of the class." +msgstr "En la parte superior de cada archivo, verás el nombre de la clase." + msgid "Description" msgstr "Descripción" @@ -34,6 +56,3 @@ msgstr "Constantes" msgid "It restates the data type and name of the property." msgstr "Define el tipo de dato y nombre de la propiedad." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/idle_and_physics_processing.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/idle_and_physics_processing.po index bd443ac32c..6f08ed85d5 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/idle_and_physics_processing.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/idle_and_physics_processing.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -108,6 +108,3 @@ msgid "When you run the scene, you should see a counter increasing each frame." msgstr "" "Cuando ejecutes la escena, deberías ver un contador incrementándose en cada " "cuadro." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/index.po index e17ea95933..370dd2bcd0 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -45,6 +45,3 @@ msgstr "" "todos los lenguajes admitidos. Ya sea que estés programando en GDScript, C# " "u otro lenguaje, las páginas a continuación te ayudarán a aprovechar al " "máximo Godot." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/instancing_with_signals.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/instancing_with_signals.po index 0b97271f46..7f2d9551b7 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/instancing_with_signals.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/instancing_with_signals.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -129,6 +129,3 @@ msgid "" msgstr "" "Ahora las balas mantendrán su propio movimiento independiente de la rotación " "del jugador:" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/nodes_and_scene_instances.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/nodes_and_scene_instances.po index e1343b3588..54ee92616d 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/nodes_and_scene_instances.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/nodes_and_scene_instances.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -176,6 +176,3 @@ msgstr "" "La ventaja de este proceso en dos pasos es que puedes mantener una escena " "empaquetada cargada y crear nuevas instancias sobre la marcha. Por ejemplo, " "para crear rápidamente varias instancias de enemigos o balas." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/overridable_functions.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/overridable_functions.po index 89232bafde..eeea99b604 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/overridable_functions.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/overridable_functions.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -70,6 +70,3 @@ msgid "" msgstr "" "Para obtener más información sobre las entradas (inputs) en Godot, consulta " "la sección :ref:`Entrada ` en la documentación." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/pausing_games.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/pausing_games.po index 4e36ded1d3..32ad30f99e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/pausing_games.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/pausing_games.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -109,6 +109,3 @@ msgstr "" "servidores de física están desactivados. Los servidores de física pueden " "activarse mientras el juego está en pausa mediante el uso de sus métodos " "``set_active``." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/resources.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/resources.po index 4807f3aa4f..ab8699ca4b 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/resources.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/resources.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -310,6 +310,3 @@ msgstr "" "En el siguiente ejemplo, Godot cargaría el script ``Node``, vería que no " "extiende ``Resource``, y luego determinaría que el script no se pudo cargar " "para el objeto Resource ya que los tipos son incompatibles." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/scene_tree.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/scene_tree.po index 9bc3b829f9..077d2bc0dc 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/scene_tree.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/scene_tree.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -208,6 +208,3 @@ msgstr "" msgid "Changing current scene" msgstr "Cambiando la escena actual" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/scene_unique_nodes.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/scene_unique_nodes.po index 3b7ccb1190..f35d456812 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/scene_unique_nodes.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/scene_unique_nodes.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "Nodos Únicos de Escena" msgid "Introduction" msgstr "Introducción" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/singletons_autoload.po b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/singletons_autoload.po index f3ca3fd522..b3fb6a59a5 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/scripting/singletons_autoload.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/scripting/singletons_autoload.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -202,6 +202,3 @@ msgstr "" "tipo de elemento 2D justo antes de cambiar la escena. Entonces puedes " "ocultarlo justo después de cambiar la escena. Esto puede ser usado para " "indicar al jugador que una escena está siendo cargada." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/advanced_postprocessing.po b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/advanced_postprocessing.po index fea8c7451d..35004b96f0 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/advanced_postprocessing.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/advanced_postprocessing.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -138,6 +138,3 @@ msgid "" msgstr "" "Asigne el mismo shader de vértice desde arriba y todo debería verse " "exactamente igual." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/compute_shaders.po b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/compute_shaders.po index 1cbed0ee43..da7d2ae76b 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/compute_shaders.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/compute_shaders.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Let's take a look at this compute shader code:" msgstr "Veamos este código de compute shader:" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/converting_glsl_to_godot_shaders.po b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/converting_glsl_to_godot_shaders.po index d6b8865743..0d98fef0c5 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/converting_glsl_to_godot_shaders.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/converting_glsl_to_godot_shaders.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -486,6 +486,3 @@ msgid "" msgstr "" "The Book of Shaders usa el mismo sistema de coordenadas que :ref:`GLSL " "`." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/custom_postprocessing.po b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/custom_postprocessing.po index 86c1d1ed48..ed27b999bc 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/custom_postprocessing.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/custom_postprocessing.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -66,6 +66,3 @@ msgid "" msgstr "" "Usando el código anterior, deberías terminar con un efecto de desenfoque en " "pantalla completa como el de abajo." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/index.po index 3a2a843686..3eb66c7f07 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Shaders" msgstr "Shaders" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/introduction_to_shaders.po b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/introduction_to_shaders.po index 8460fdac5e..0bc7c17b99 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/introduction_to_shaders.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/introduction_to_shaders.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -231,6 +231,3 @@ msgstr "" "una descripción de cómo funciona en cada caso, consulta su documentación en :" "ref:`Shaders de CanvasItem ` y :ref:`Shaders " "espaciales `, respectivamente." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/making_trees.po b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/making_trees.po index 93d6ea2910..1aefb04af1 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/making_trees.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/making_trees.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -116,6 +116,3 @@ msgstr "" msgid "https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch16.html" msgstr "https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch16.html" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/screen-reading_shaders.po b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/screen-reading_shaders.po index 0ce51eca27..019c245f86 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/screen-reading_shaders.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/screen-reading_shaders.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -81,6 +81,3 @@ msgid "" msgstr "" "Las textura normal-rugosidad texture sólo están soportadas en el modo de " "renderizado Forward+, no ni en Móvil ni Compatibilidad." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/shader_materials.po b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/shader_materials.po index 6d45f9438a..4e2655c086 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/shader_materials.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/shader_materials.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -119,6 +119,3 @@ msgstr "" msgid "Converting to ShaderMaterial" msgstr "Convirtiendo a ShaderMaterial" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/shader_reference/canvas_item_shader.po b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/shader_reference/canvas_item_shader.po index 48f48c3c3d..3f022756f4 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/shader_reference/canvas_item_shader.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/shader_reference/canvas_item_shader.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -270,6 +270,3 @@ msgstr "Función" msgid "Performs an SDF texture lookup." msgstr "Realiza una lectura de textura SDF." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/shader_reference/fog_shader.po b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/shader_reference/fog_shader.po index d0ef870117..e444b8d3b3 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/shader_reference/fog_shader.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/shader_reference/fog_shader.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -26,14 +26,8 @@ msgstr "Descripción" msgid "in float **TIME**" msgstr "en real **TIME**" -msgid "Global time, in seconds." -msgstr "Tiempo global, en segundos." - msgid "out vec3 **ALBEDO**" msgstr "out vec3 **ALBEDO**" msgid "out vec3 **EMISSION**" msgstr "out vec3 **EMISSION**" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/shader_reference/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/shader_reference/index.po index 9f4a74e124..98f30287eb 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/shader_reference/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/shader_reference/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Shading reference" msgstr "Referencia de shading" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/shader_reference/particle_shader.po b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/shader_reference/particle_shader.po index c482adaad4..8b3df384d1 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/shader_reference/particle_shader.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/shader_reference/particle_shader.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -70,9 +70,6 @@ msgstr "Integrado" msgid "in float **TIME**" msgstr "en real **TIME**" -msgid "Global time, in seconds." -msgstr "Tiempo global, en segundos." - msgid "Function" msgstr "Función" @@ -144,6 +141,3 @@ msgstr "" msgid "in bool **RESTART**" msgstr "in booleano **RESTART**" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/shader_reference/shader_preprocessor.po b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/shader_reference/shader_preprocessor.po index 1083564cfa..720aa3237e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/shader_reference/shader_preprocessor.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/shader_reference/shader_preprocessor.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/shader_reference/shading_language.po b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/shader_reference/shading_language.po index dbceaae03c..d323cbf731 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/shader_reference/shading_language.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/shader_reference/shading_language.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -80,9 +80,6 @@ msgstr "Vector de cuatro componentes booleanas." msgid "**int**" msgstr "**int**" -msgid "Signed scalar integer." -msgstr "Escalar entero con signo." - msgid "**ivec2**" msgstr "**ivec2**" @@ -128,9 +125,6 @@ msgstr "Vector de cuatro componentes de enteros sin signo." msgid "**float**" msgstr "**float**" -msgid "Floating-point scalar." -msgstr "Escalar de punto flotante." - msgid "**vec2**" msgstr "**vec2**" @@ -285,32 +279,12 @@ msgstr "" "y \"a\" también funciona y es equivalente. Usa la que se ajuste mejor al " "caso." -msgid "" -"For matrices, use the ``m[column][row]`` indexing syntax to access each " -"scalar, or ``m[idx]`` to access a vector by row index. For example, for " -"accessing the y position of an object in a mat4 you use ``m[3][1]``." -msgstr "" -"Para las matrices, utiliza la sintaxis de indexación ``m[columna][fila]`` " -"para acceder a cada escalar o ``m[idx]`` para acceder a un vector por índice " -"de fila. Por ejemplo, para acceder a la posición y de un objeto en una mat4, " -"se utiliza ``m[3][1]``." - msgid "Constructing" msgstr "Construcción" msgid "Construction of vector types must always pass:" msgstr "La construcción de tipos vector deberá pasar siempre:" -msgid "" -"Construction of matrix types requires vectors of the same dimension as the " -"matrix. You can also build a diagonal matrix using ``matx(float)`` syntax. " -"Accordingly, ``mat4(1.0)`` is an identity matrix." -msgstr "" -"La construcción de tipos matriz requiere pasar vectores de la misma " -"dimensión de la matriz. Puedes también construir una matriz diagonal usando " -"la sintaxis ``matx(float)``. De este modo, ``mat4(1.0)`` es una matriz " -"identidad." - msgid "Swizzling" msgstr "Swizzling" @@ -780,6 +754,28 @@ msgstr "" msgid "Uniforms can also be assigned default values:" msgstr "A los uniforms se les pueden asignar valores por defecto:" +msgid "" +"Sometimes, you want to modify a parameter on each node using the material. " +"As an example, in a forest full of trees, when you want each tree to have a " +"slightly different color that is editable by hand. Without per-instance " +"uniforms, this requires creating a unique material for each tree (each with " +"a slightly different hue). This makes material management more complex, and " +"also has a performance overhead due to the scene requiring more unique " +"material instances. Vertex colors could also be used here, but they'd " +"require creating unique copies of the mesh for each different color, which " +"also has a performance overhead." +msgstr "" +"A veces, se desea modificar un parámetro en cada nodo mediante el uso del " +"material. Por ejemplo, en un bosque lleno de árboles, cuando se desea que " +"cada árbol tenga un color ligeramente diferente que se pueda editar a mano. " +"Sin *uniform* por instancia, esto requiere la creación de un material único " +"para cada árbol (cada uno con un tono ligeramente diferente). Esto hace que " +"la gestión de materiales sea más compleja y también tiene una sobrecarga de " +"rendimiento debido a que la escena requiere más instancias de material " +"únicas. Los colores vertex también se pueden utilizar aquí, pero requerirían " +"la creación de copias únicas de la malla para cada color diferente, lo que " +"también tiene una sobrecarga de rendimiento." + msgid "Built-in variables" msgstr "Variables incorporadas" @@ -1243,6 +1239,3 @@ msgstr "vec_type **dFdy** (vec_type p)" msgid "vec_type **fwidth** (vec_type p)" msgstr "vec_type **fwidth** (vec_type p)" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/shader_reference/sky_shader.po b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/shader_reference/sky_shader.po index 25271e7916..68cbbedd19 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/shader_reference/sky_shader.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/shader_reference/sky_shader.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,6 +11,29 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" +msgid "" +"Note that the :ref:`process mode ` only " +"affects the rendering of the radiance cubemap. The visible sky is always " +"rendered by calling the fragment shader for every pixel. With complex " +"fragment shaders, this can result in a high rendering overhead. If the sky " +"is static (the conditions listed above are met) or changes slowly, running " +"the full fragment shader every frame is not needed. This can be avoided by " +"rendering the full sky into the radiance cubemap, and reading from this " +"cubemap when rendering the visible sky. With a completely static sky, this " +"means that it needs to be rendered only once." +msgstr "" +"Tenga en cuenta que el :ref:`modo de proceso " +"` solo afecta al renderizado del mapa " +"cúbico de radiancia. El cielo visible siempre se representa llamando al " +"shader de fragmentos para cada píxel. Con shaders de fragmentos complejos, " +"esto puede resultar en una alta sobrecarga de renderizado. Si el cielo es " +"estático (se cumplen las condiciones enumeradas anteriormente) o cambia " +"lentamente, no es necesario ejecutar el shader de fragmentos completo en " +"cada cuadro. Esto se puede evitar representando el cielo completo en el mapa " +"cúbico de radiancia y leyendo desde este mapa cúbico al renderizar el cielo " +"visible. Con un cielo completamente estático, esto significa que necesita " +"ser representado solo una vez." + msgid "Render modes" msgstr "Modos de renderizado" @@ -32,9 +55,6 @@ msgstr "Integrado" msgid "in float **TIME**" msgstr "en real **TIME**" -msgid "Global time, in seconds." -msgstr "Tiempo global, en segundos." - msgid "Camera position in world space" msgstr "Posición de la cámara en espacio del mundo" @@ -46,6 +66,3 @@ msgstr "Color de salida." msgid "out float **ALPHA**" msgstr "out real **ALPHA**" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/shader_reference/spatial_shader.po b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/shader_reference/spatial_shader.po index 9ea5c278d5..b3851c959a 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/shader_reference/spatial_shader.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/shader_reference/spatial_shader.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -241,9 +241,6 @@ msgstr "Integrado" msgid "in float **TIME**" msgstr "en real **TIME**" -msgid "Global time, in seconds." -msgstr "Tiempo global, en segundos." - msgid "Vertex built-ins" msgstr "Incorporados en Vertex" @@ -437,15 +434,6 @@ msgstr "" msgid "in vec4 **FRAGCOORD**" msgstr "in vec4 **FRAGCOORD**" -msgid "" -"Coordinate of pixel center in screen space. ``xy`` specifies position in " -"window, ``z`` specifies fragment depth if ``DEPTH`` is not used. Origin is " -"lower-left." -msgstr "" -"La coordenada del centro del píxel en el espacio de la pantalla. ``xy`` " -"especifica la posición en la ventana, ``z`` especifica la profundidad del " -"fragmento si no se usa ``DEPTH``. El origen es abajo a la izquierda." - msgid "in bool **FRONT_FACING**" msgstr "in booleano **FRONT_FACING**" @@ -479,6 +467,9 @@ msgstr "Coordenadas de puntos para dibujar puntos con POINT_SIZE." msgid "in mat4 **PROJECTION_MATRIX**" msgstr "in mat4 **PROJECTION_MATRIX**" +msgid "Node position, in world space." +msgstr "Posición del nodo, en el espacio mundial." + msgid "in vec3 **VERTEX**" msgstr "in vec3 **VERTEX**" @@ -690,6 +681,15 @@ msgstr "" "> Forzar sombreado de vértices** está activado en la configuración del " "proyecto. (Está activado por defecto en plataformas móviles)" +msgid "" +"Coordinate of pixel center in screen space. ``xy`` specifies position in " +"window, ``z`` specifies fragment depth if ``DEPTH`` is not used. Origin is " +"lower-left." +msgstr "" +"La coordenada del centro del píxel en el espacio de la pantalla. ``xy`` " +"especifica la posición en la ventana, ``z`` especifica la profundidad del " +"fragmento si no se usa ``DEPTH``. El origen es abajo a la izquierda." + msgid "in vec3 **NORMAL**" msgstr "in vec3 **NORMAL**" @@ -742,6 +742,3 @@ msgid "" "Alpha (0..1); if written to, the material will go to the transparent " "pipeline." msgstr "Alfa (0..1); si se escribe, el material irá a la tubería transparente." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/shaders_style_guide.po b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/shaders_style_guide.po index 9e0ea3801f..69cbf5a19a 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/shaders_style_guide.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/shaders_style_guide.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -296,6 +296,3 @@ msgstr "" "Declara las variables locales tan cerca como puedas de su primer uso. Esto " "hace que sea más fácil de seguir el código sin tener que desplazar el código " "demasiado para encontrar dónde fue declarada la variable." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/using_viewport_as_texture.po b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/using_viewport_as_texture.po index a98f3b3508..55a6cdf1e1 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/using_viewport_as_texture.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/using_viewport_as_texture.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -61,6 +61,13 @@ msgstr "" msgid "Applying the texture" msgstr "Aplicando la textura" +msgid "" +"MeshInstance3D > GeometryInstance > Geometry > Material Override > ``New " +"StandardMaterial3D``" +msgstr "" +"MeshInstance > GeometryInstance > Geometría > Material Override > ``New " +"StandardMaterial3D``" + msgid "" "Your sphere should now be colored in with the colors we rendered to the " "Viewport." @@ -86,6 +93,24 @@ msgstr "" msgid "Making the planet texture" msgstr "Haciendo la textura del planeta" +msgid "" +"So now, when we render to our :ref:`SubViewport `, it " +"appears magically on the sphere. But there is an ugly seam created by our " +"texture coordinates. So how do we get a range of coordinates that wrap " +"around the sphere in a nice way? One solution is to use a function that " +"repeats on the domain of our texture. ``sin`` and ``cos`` are two such " +"functions. Let's apply them to the texture and see what happens. Replace the " +"existing color code in the shader with the following:" +msgstr "" +"Así que ahora, cuando renderizamos en nuestro :ref:`SubViewport " +"`, aparece mágicamente en la esfera. Pero hay una fea " +"costura creada por las coordenadas de nuestra textura. Entonces, ¿cómo " +"obtenemos un rango de coordenadas que envuelvan la esfera de una manera " +"agradable? Una solución es usar una función que se repita en el dominio de " +"nuestra textura. ``sin`` y ``cos`` son dos de esas funciones. Apliquémoslas " +"a la textura y veamos qué sucede. Reemplace el código de color existente en " +"el shader con lo siguiente:" + msgid "" "If you are interested in a little extra information on the technique, we " "will be converting from spherical coordinates into Cartesian coordinates. " @@ -287,6 +312,3 @@ msgstr "" "incluso si el fondo tiene un valor ``alfa`` de ``0`` (como en este caso), " "terminas con extraños problemas de sangrado de color. Poner " "``blend_premul_alpha`` arregla eso." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/visual_shaders.po b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/visual_shaders.po index be73457fd4..631a2df346 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/visual_shaders.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/visual_shaders.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -47,12 +47,6 @@ msgstr "" "`class_ShaderMaterial`. Para empezar a usar VisualShaders, crea un nuevo " "``ShaderMaterial`` en un objeto de tu elección." -msgid "" -"Then assign a :ref:`class_VisualShader` resource to the ``Shader`` property." -msgstr "" -"Entonces asigna un recurso :ref:`class_VisualShader`` a la propiedad " -"``Shader``." - msgid "From left to right in the toolbar:" msgstr "De izquierda a derecha en la barra de herramientas:" @@ -181,9 +175,6 @@ msgstr "" "Cuando se conecta cualquier salida ``vector`` a una entrada ``scalar``, el " "valor del escalar será el promedio de los componentes del vector." -msgid "boolean" -msgstr "boolean" - msgid "Type" msgstr "Tipo" @@ -199,6 +190,9 @@ msgstr "Ejemplo" msgid "Vector" msgstr "Vector" +msgid "boolean" +msgstr "boolean" + msgid "Transform" msgstr "Transformar" @@ -303,6 +297,3 @@ msgstr "" "``false``. ``Boolean`` fue introducido arriba. Si conviertes un vector en un " "verdadero booleano, todos los componentes del vector deben estar por encima " "de cero." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/your_first_shader/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/your_first_shader/index.po index 7d67358c10..2b522ae2df 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/your_first_shader/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/your_first_shader/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -41,6 +41,3 @@ msgid "" msgstr "" "Para una introducción más general a los shaders y al OpenGL Shading " "Language, use `The Book of Shaders `_." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_2d_shader.po b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_2d_shader.po index 99aa7c20d5..ff20b6b5d8 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_2d_shader.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_2d_shader.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -225,6 +225,3 @@ msgstr "" "avanzados, y mira a otros sitios como `Shadertoy `_ y `The Book of Shaders `_." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_3d_shader.po b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_3d_shader.po index 4cd6aef905..e76ae37925 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_3d_shader.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/your_first_shader/your_first_3d_shader.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -240,14 +240,6 @@ msgstr "Ahora se ve mucho mejor." msgid "Interacting with light" msgstr "Interactuar con la luz" -msgid "" -"First, turn wireframe off. To do so, click in the upper-left of the Viewport " -"again, where it says \"Perspective\", and select \"Display Normal\"." -msgstr "" -"Primero, apaga el marco de alambre. Para ello, haz clic en la parte superior " -"izquierda del Viewport de nuevo, donde dice \"Perspectiva\", y selecciona " -"\"Visualización Normal\"." - msgid "" "Note how the mesh color goes flat. This is because the lighting on it is " "flat. Let's add a light!" @@ -360,6 +352,3 @@ msgstr "" "escribiremos una función de fragmento para acompañar esta función de vértice " "y cubriremos una técnica más avanzada para convertir este terreno en un " "océano de olas en movimiento." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/your_first_shader/your_second_3d_shader.po b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/your_first_shader/your_second_3d_shader.po index 2c2b5b2c6a..b0a5e568b2 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/shaders/your_first_shader/your_second_3d_shader.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/shaders/your_first_shader/your_second_3d_shader.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -421,6 +421,3 @@ msgstr "" "doc. También puedes ver tutoriales más avanzados en la sección :ref:`Shading " "section ` y la sección :ref:`3D `." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/troubleshooting.po b/sphinx/po/es/LC_MESSAGES/tutorials/troubleshooting.po index 23b249c885..4aa2544fba 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/troubleshooting.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/troubleshooting.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -295,6 +295,13 @@ msgstr "" "**X Screen 0 > OpenGL Settings** y desmarca **Enable Graphics API Visual " "Indicator**." +msgid "" +"A microphone or \"refresh\" icon appears in the bottom-right corner of the " +"Project Manager and editor window" +msgstr "" +"Un micrófono o icono de \"actualización\" aparece en la esquina inferior " +"derecha de la ventana del administrador de proyectos y el editor" + msgid "" "This is caused by the NVIDIA graphics driver injecting an overlay to display " "instant replay information on ShadowPlay recording. This overlay can only be " @@ -315,6 +322,19 @@ msgstr "" "**Configuración > Diseño de HUD > Indicador de Estado** en la superposición " "de NVIDIA." +msgid "" +"Alternatively, you can install the `new NVIDIA app ` which replaces GeForce Experience and does not " +"suffer from this issue. Unlike GeForce Experience, the NVIDIA app draws the " +"replay indicator in the corner of the screen as opposed to the corner of " +"each window." +msgstr "" +"Como alternativa, puedes instalar la `nueva aplicación NVIDIA ` que reemplaza a GeForce Experience y " +"no sufre este problema. A diferencia de GeForce Experience, la aplicación " +"NVIDIA dibuja el indicador de repetición en la esquina de la pantalla en " +"lugar de en la esquina de cada ventana." + msgid "The editor or project appears overly sharp or blurry" msgstr "El editor o el proyecto se ve muy pixelado o desenfocado" @@ -384,18 +404,6 @@ msgstr "" "**Configuración de NVIDIA X**. Elige **Configuración de Antialiasing** a la " "izquierda y desmarca **Habilitar FXAA**." -msgid "" -"**AMD (Windows):** Open the start menu and choose **AMD Software**. Click " -"the settings \"cog\" icon in the top-right corner. Go to the **Graphics** " -"tab, scroll to the bottom and click **Advanced** to unfold its settings. " -"Disable **Morphological Anti-Aliasing**." -msgstr "" -"**AMD (Windows):** Abre el menú Inicio y selecciona **Software AMD**. Haz " -"clic en el ícono de configuración \"engranaje\" en la esquina superior " -"derecha. Ve a la pestaña **Gráficos**, desplázate hacia abajo y haz clic en " -"**Avanzado** para expandir la configuración. Desactiva **Suavizado " -"morfológico**." - msgid "" "Third-party vendor-independent utilities such as vkBasalt may also force " "sharpening or FXAA on all Vulkan applications. You may want to check their " @@ -571,6 +579,3 @@ msgstr "" "sistema de archivos virtual PCK es sensible a mayúsculas y minúsculas, " "mientras que el sistema de archivos de Windows no es sensible a mayúsculas y " "minúsculas por defecto." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/ui/bbcode_in_richtextlabel.po b/sphinx/po/es/LC_MESSAGES/tutorials/ui/bbcode_in_richtextlabel.po index 0f1e482bcd..a0afcd2b91 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/ui/bbcode_in_richtextlabel.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/ui/bbcode_in_richtextlabel.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -144,15 +144,27 @@ msgstr "" "opción de una etiqueta ``[url]`` y analizarlo en la función que maneja la " "señal ``meta_clicked``. Por ejemplo:" +msgid "**pad**" +msgstr "**rellenar**" + msgid "String" msgstr "Cadena" +msgid "Image tooltip." +msgstr "Tooltip de imágen." + msgid "Font resource path." msgstr "Ruta del recurso fuente." msgid "Custom font size." msgstr "Tamaño de fuente personalizado." +msgid "Floating-point number." +msgstr "Número de coma flotante." + +msgid "Integer number." +msgstr "Número entero." + msgid "Named colors" msgstr "Colores con nombre" @@ -252,6 +264,3 @@ msgstr "Matriz" msgid "This will add a few new BBCode commands, which can be used like so:" msgstr "" "Esto agregará unos nuevos comandos BBCode que pueden ser usados de este modo:" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/ui/control_node_gallery.po b/sphinx/po/es/LC_MESSAGES/tutorials/ui/control_node_gallery.po index ffd1f21be1..66fc5b535b 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/ui/control_node_gallery.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/ui/control_node_gallery.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -26,6 +26,3 @@ msgstr "" "La demostración Control Gallery que se muestra arriba se puede encontrar en " "`GitHub en el siguiente enlace: `__." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/ui/custom_gui_controls.po b/sphinx/po/es/LC_MESSAGES/tutorials/ui/custom_gui_controls.po index 7ef598acc9..3e1b45b013 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/ui/custom_gui_controls.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/ui/custom_gui_controls.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -149,6 +149,3 @@ msgstr "" "Los nodos Control también tienen muchas notificaciones útiles para los que " "no existe ninguna llamada de retorno, pero que se pueden verificar con la " "llamada de retorno _notification:" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/ui/gui_containers.po b/sphinx/po/es/LC_MESSAGES/tutorials/ui/gui_containers.po index 4208371e9a..12c066b77a 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/ui/gui_containers.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/ui/gui_containers.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -119,13 +119,6 @@ msgstr "" msgid "Box Containers" msgstr "Contenedores Box" -msgid "" -"These containers make use of the *Ratio* property for children with the " -"*Expand* flag set." -msgstr "" -"Estos contenedores hacen uso de la propiedad *Ratio* para los niños con la " -"bandera *Expandir* puesta." - msgid "Grid Container" msgstr "Contenedor Rejilla" @@ -243,6 +236,3 @@ msgstr "SubViewportContainer" msgid "Creating custom Containers" msgstr "Creando contenedores personalizados" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/ui/gui_navigation.po b/sphinx/po/es/LC_MESSAGES/tutorials/ui/gui_navigation.po index 9ada2081c0..7305d1e2f8 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/ui/gui_navigation.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/ui/gui_navigation.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -148,6 +148,3 @@ msgstr "" "Ahora, cuando la escena se inicie, el nodo \"Start Button\" estará enfocado, " "y se podrá utilizar el teclado o un controlador para navegar entre él y " "otros elementos de la interfaz de usuario." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/ui/gui_skinning.po b/sphinx/po/es/LC_MESSAGES/tutorials/ui/gui_skinning.po index f8be05d553..e4e91a0538 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/ui/gui_skinning.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/ui/gui_skinning.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -347,24 +347,6 @@ msgstr "" "personalizados pueden aplicarse de dos maneras: como una configuración del " "proyecto y como una propiedad de nodo en todo el árbol de nodos de control." -msgid "" -"There are two project settings that can be adjusted to affect your entire " -"project: :ref:`gui/theme/custom` allows you to set a custom project-wide theme, and :ref:`gui/theme/" -"custom_font` does the " -"same to the default fallback font. When a theme item is requested by a " -"control node the custom project theme, if present, is checked first. Only if " -"it doesn't have the item the default theme is checked." -msgstr "" -"Hay dos configuraciones del proyecto que se pueden ajustar para afectar a " -"todo tu proyecto: :ref:`gui/theme/custom` te permite establecer un tema personalizado para todo el " -"proyecto, y :ref:`gui/theme/custom_font` hace lo mismo para la fuente de reserva predeterminada. " -"Cuando un nodo de control solicita un elemento de tema, primero se verifica " -"el tema personalizado del proyecto, si está presente. Solo si no tiene el " -"elemento, se verifica el tema predeterminado." - msgid "" "This allows you to configure the default look of every Godot control with a " "single theme resource, but you can go more granular than that. Every control " @@ -493,6 +475,3 @@ msgstr "" "para dibujar la textura. El principal beneficio sería que podrías crear " "diferentes temas utilizando los mismos elementos de tema para los equipos " "rojo, azul y verde, y cambiarlos con un solo cambio en el recurso." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/ui/gui_theme_type_variations.po b/sphinx/po/es/LC_MESSAGES/tutorials/ui/gui_theme_type_variations.po index 19103ba6ad..cd81ddf545 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/ui/gui_theme_type_variations.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/ui/gui_theme_type_variations.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -150,6 +150,3 @@ msgstr "" "encontrarás la propiedad **Variación de Tipo de Tema** (Theme Type " "Variation). Por defecto, está vacía, lo que significa que solo el tipo base " "tiene efecto en este nodo." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/ui/gui_using_fonts.po b/sphinx/po/es/LC_MESSAGES/tutorials/ui/gui_using_fonts.po index e4fd904035..7916b2f82e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/ui/gui_using_fonts.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/ui/gui_using_fonts.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -37,6 +37,3 @@ msgstr "Android" msgid "Apple Chancery" msgstr "Apple Chancery" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/ui/gui_using_theme_editor.po b/sphinx/po/es/LC_MESSAGES/tutorials/ui/gui_using_theme_editor.po index 4a302ea7a7..dfdb222608 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/ui/gui_using_theme_editor.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/ui/gui_using_theme_editor.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -229,6 +229,3 @@ msgstr "" "Custom Items) eliminará todos los elementos de tema personalizados para el " "tipo seleccionado. Por último, **Eliminar todos los elementos** (Remove All " "Items) eliminará todo del tipo." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/ui/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/ui/index.po index 38863037ae..99b932d40d 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/ui/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/ui/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -35,6 +35,3 @@ msgid "" msgstr "" "Los siguientes artículos cubren detalles específicos sobre cómo utilizar " "nodos de control particulares." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/ui/size_and_anchors.po b/sphinx/po/es/LC_MESSAGES/tutorials/ui/size_and_anchors.po index 417f44b133..bc17b81df6 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/ui/size_and_anchors.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/ui/size_and_anchors.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -25,61 +25,5 @@ msgstr "" "cuestión de establecer la posición y el tamaño de cada uno de ellos. " "Desafortunadamente, ese es raramente el caso." -msgid "" -"Only TVs nowadays have a standard resolution and aspect ratio. Everything " -"else, from computer monitors to tablets, portable consoles and mobile phones " -"have different resolutions and aspect ratios." -msgstr "" -"Sólo los televisores de hoy en día tienen una resolución y relación de " -"aspecto estándar. Todo lo demás, desde los monitores de ordenador hasta las " -"tabletas, las consolas portátiles y los teléfonos móviles tienen diferentes " -"resoluciones y relaciones de aspecto." - -msgid "" -"There are several ways to handle this, but for now, let's just imagine that " -"the screen resolution has changed and the controls need to be re-positioned. " -"Some will need to follow the bottom of the screen, others the top of the " -"screen, or maybe the right or left margins." -msgstr "" -"Hay varias maneras de manejar esto, pero por ahora, imaginemos que la " -"resolución de la pantalla ha cambiado y los controles deben ser reubicados. " -"Algunos necesitarán seguir la parte inferior de la pantalla, otros la parte " -"superior de la pantalla, o tal vez los márgenes derecho o izquierdo." - msgid "Centering a control" msgstr "Centrando un control" - -msgid "" -"To center a control in its parent, set its anchors to 0.5 and each margin to " -"half of its relevant dimension. For example, the code below shows how a " -"TextureRect can be centered in its parent:" -msgstr "" -"Para centrar un control en su padre, pongan sus anclas a 0.5 y cada margen a " -"la mitad de su dimensión relevante. Por ejemplo, el siguiente código muestra " -"cómo una TextureRect puede ser centrada en su padre:" - -msgid "" -"Setting each anchor to 0.5 moves the reference point for the margins to the " -"center of its parent. From there, we set negative margins so that the " -"control gets its natural size." -msgstr "" -"Poniendo cada ancla a 0.5 mueve el punto de referencia de los márgenes al " -"centro de su padre. A partir de ahí, establecemos márgenes negativos para " -"que el control obtenga su tamaño natural." - -msgid "Layout Presets" -msgstr "Presets de Diseño" - -msgid "" -"Instead of manually adjusting the margin and anchor values, you can use the " -"toolbar's Layout menu, above the viewport. Besides centering, it gives you " -"many options to align and resize control nodes." -msgstr "" -"En lugar de ajustar manualmente los valores de margen y anclaje, puedes " -"utilizar el menú de Diseño en la barra de herramientas, ubicada encima del " -"viewport. Además de centrar, este menú te proporciona muchas opciones para " -"alinear y redimensionar nodos de control. Esto te permite trabajar de manera " -"más eficiente al organizar y diseñar interfaces gráficas." - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/xr/a_better_xr_start_script.po b/sphinx/po/es/LC_MESSAGES/tutorials/xr/a_better_xr_start_script.po index 1083564cfa..39bd7d685f 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/xr/a_better_xr_start_script.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/xr/a_better_xr_start_script.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,5 +11,5 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -msgid "Translation status" -msgstr "Estado de la traducción" +msgid "We add a few things to the ready function." +msgstr "A continuación, añade este código a la función." diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/xr/ar_passthrough.po b/sphinx/po/es/LC_MESSAGES/tutorials/xr/ar_passthrough.po index 8f3de4f589..7493f7de0b 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/xr/ar_passthrough.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/xr/ar_passthrough.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Description" msgstr "Descripción" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/xr/basic_xr_locomotion.po b/sphinx/po/es/LC_MESSAGES/tutorials/xr/basic_xr_locomotion.po index 1083564cfa..6e7f612022 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/xr/basic_xr_locomotion.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/xr/basic_xr_locomotion.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,5 +11,25 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -msgid "Translation status" -msgstr "Estado de la traducción" +msgid "" +"We start by adding a :ref:`StaticBody3D ` node to our " +"root node and we rename this to ``Floor``. We add a :ref:`MeshInstance3D " +"` node as a child node for our ``Floor``. Then create " +"a new :ref:`PlaneMesh ` as it's mesh. For now we set the " +"size of the mesh to 100 x 100 meters. Next we add a :ref:`CollisionShape3D " +"` node as a child node for our ``Floor``. Then " +"create a ``BoxShape`` as our shape. We set the size of this box shape to 100 " +"x 1 x 100 meters. We also need to move our collision shape down by 0.5 " +"meters so the top of our box is flush with the floor." +msgstr "" +"Comenzamos agregando un nodo :ref:`StaticBody3D ` a " +"nuestro nodo raíz y lo renombramos como ``Floor``. Agregamos un nodo :ref:" +"`MeshInstance3D ` como un nodo hijo de nuestro " +"``Floor``. Luego creamos un nuevo :ref:`PlaneMesh ` como su " +"malla. Por ahora, establecemos el tamaño de la malla en 100 x 100 metros. A " +"continuación, agregamos un nodo :ref:`CollisionShape3D " +"` como un nodo hijo de nuestro ``Floor``. Luego " +"creamos un ``BoxShape`` como nuestra forma. Establecemos el tamaño de esta " +"caja en 100 x 1 x 100 metros. También necesitamos mover nuestra forma de " +"colisión hacia abajo 0,5 metros para que la parte superior de nuestra caja " +"quede alineada con el suelo." diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/xr/deploying_to_android.po b/sphinx/po/es/LC_MESSAGES/tutorials/xr/deploying_to_android.po index bee30bb347..d9e0302c94 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/xr/deploying_to_android.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/xr/deploying_to_android.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Setup" msgstr "Organización" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/xr/index.po b/sphinx/po/es/LC_MESSAGES/tutorials/xr/index.po index 987a4a5f24..02e39c6040 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/xr/index.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/xr/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "XR" msgstr "XR" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/xr/introducing_xr_tools.po b/sphinx/po/es/LC_MESSAGES/tutorials/xr/introducing_xr_tools.po index b059a5528c..07fc4f7b80 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/xr/introducing_xr_tools.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/xr/introducing_xr_tools.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "More information" msgstr "Más información" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/xr/openxr_body_tracking.po b/sphinx/po/es/LC_MESSAGES/tutorials/xr/openxr_body_tracking.po index 1083564cfa..5095d242d5 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/xr/openxr_body_tracking.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/xr/openxr_body_tracking.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,5 +11,29 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -msgid "Translation status" -msgstr "Estado de la traducción" +msgid "" +"An option that has been available for some time is doing full body tracking " +"using HTC trackers. These are currently supported through SteamVR and on HTC " +"Elite XR headsets. They are exposed through the action map system." +msgstr "" +"Una opción que ha estado disponible por algo de tiempo es realizar un " +"tracking de cuerpo completo usando trackers HTC. Estos actualmente tienen " +"soporte por medio de SteamVR, y en auriculares HTC Elite XR. Se exponen por " +"medio del sistema de mapa de acciones." + +msgid "" +"These trackers are identified by their roles which are assigned to them when " +"configured. Simply add :ref:`XRController3D ` nodes as " +"children to the :ref:`XROrigin3D ` node and assign one of " +"the following trackers:" +msgstr "" +"Estos trackers están identificados por sus roles, los cuales son asignados " +"al configurarlos. Simplemente añade nodos :ref:`XRController3D " +"`como hijos del nodo :ref:`XROrigin3D " +"` y asigna cada uno de los siguientes trackers:" + +msgid "" +"You can now use these as targets for IK modifiers on a full body avatar." +msgstr "" +"Ahora puedes usar estos como objetivos para modificadores IK en un avatar de " +"cuerpo completo." diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/xr/openxr_composition_layers.po b/sphinx/po/es/LC_MESSAGES/tutorials/xr/openxr_composition_layers.po index a58e63782e..aa80018f0d 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/xr/openxr_composition_layers.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/xr/openxr_composition_layers.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,5 +14,10 @@ msgstr "" msgid "Introduction" msgstr "Introducción" -msgid "Translation status" -msgstr "Estado de la traducción" +msgid "" +"As the composition layer is composited on top of the render result, it can " +"be rendered in front of objects that are actually forward of the viewport." +msgstr "" +"Dado que la capa de composición se compone sobre el resultado del " +"renderizado, puede renderizarse delante de objetos que se encuentran " +"realmente delante del viewport." diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/xr/openxr_hand_tracking.po b/sphinx/po/es/LC_MESSAGES/tutorials/xr/openxr_hand_tracking.po index a58e63782e..a5c8208d64 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/xr/openxr_hand_tracking.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/xr/openxr_hand_tracking.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,5 +14,25 @@ msgstr "" msgid "Introduction" msgstr "Introducción" -msgid "Translation status" -msgstr "Estado de la traducción" +msgid "" +"When we look at the early days of VR the focus of the major platforms was on " +"tracked controller based input. Here we are tracking a physical device that " +"also has buttons for further input. From the tracking data we can infer the " +"location of the player's hands but no further information is known, " +"traditionally it was left up to the game to implement a mechanism to display " +"the player's hand and animate the fingers based on further input from the " +"controller, be it due to buttons being pressed or through proximity sensors. " +"Often fingers are also placed based on context, what the user is holding, " +"and what action a user is performing." +msgstr "" +"Cuando analizamos los primeros días de la realidad virtual, el enfoque de " +"las principales plataformas estaba en el seguimiento de la entrada basada en " +"el controlador. Aquí estamos rastreando un dispositivo físico que también " +"tiene botones para una entrada adicional. A partir de los datos de " +"seguimiento podemos inferir la ubicación de las manos del jugador, pero no " +"se conoce más información. Tradicionalmente, se dejaba en manos del juego la " +"implementación de un mecanismo para mostrar la mano del jugador y animar los " +"dedos en función de la entrada adicional del controlador, ya sea debido a " +"los botones presionados o a través de sensores de proximidad. A menudo, los " +"dedos también se colocan en función del contexto, lo que el usuario está " +"sosteniendo y qué acción está realizando." diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/xr/openxr_settings.po b/sphinx/po/es/LC_MESSAGES/tutorials/xr/openxr_settings.po index c466f3d287..a7fb098568 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/xr/openxr_settings.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/xr/openxr_settings.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Enabled" msgstr "Activar" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/xr/setting_up_xr.po b/sphinx/po/es/LC_MESSAGES/tutorials/xr/setting_up_xr.po index f60238a182..4bb9185ce7 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/xr/setting_up_xr.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/xr/setting_up_xr.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "And the right hand:" msgstr "Y la mano derecha:" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/xr/xr_action_map.po b/sphinx/po/es/LC_MESSAGES/tutorials/xr/xr_action_map.po index 0e65db6306..0619bcdb17 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/xr/xr_action_map.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/xr/xr_action_map.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -37,6 +37,3 @@ msgstr "El tipo de esta acción." msgid "Let's finish our configuration:" msgstr "Terminemos la configuración:" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/xr/xr_next_steps.po b/sphinx/po/es/LC_MESSAGES/tutorials/xr/xr_next_steps.po index 1083564cfa..720aa3237e 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/xr/xr_next_steps.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/xr/xr_next_steps.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/es/LC_MESSAGES/tutorials/xr/xr_room_scale.po b/sphinx/po/es/LC_MESSAGES/tutorials/xr/xr_room_scale.po index 47521e97fd..26f8d543ae 100644 --- a/sphinx/po/es/LC_MESSAGES/tutorials/xr/xr_room_scale.po +++ b/sphinx/po/es/LC_MESSAGES/tutorials/xr/xr_room_scale.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -31,6 +31,3 @@ msgstr "Paso 3" msgid "When the player walks to somewhere they shouldn't" msgstr "Cuando el jugador camina por donde no debe" - -msgid "Translation status" -msgstr "Estado de la traducción" diff --git a/sphinx/po/fr/LC_MESSAGES/about/complying_with_licenses.po b/sphinx/po/fr/LC_MESSAGES/about/complying_with_licenses.po index ae094f639b..c5bc4659c7 100644 --- a/sphinx/po/fr/LC_MESSAGES/about/complying_with_licenses.po +++ b/sphinx/po/fr/LC_MESSAGES/about/complying_with_licenses.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,9 +14,28 @@ msgstr "" msgid "Complying with licenses" msgstr "Conformité aux licences" +msgid "" +"The recommendations in this page **are not legal advice.** They are provided " +"in good faith to help users navigate license attribution requirements." +msgstr "" +"Les recommandations de cette page **ne constituent pas des conseils " +"juridiques.** Elles sont fournies de bonne foi pour aider les utilisateurs à " +"s’orienter dans les exigences d’attribution de licence." + msgid "What are licenses?" msgstr "Qu'est-ce que les licences ?" +msgid "" +"Godot is created and distributed under the `MIT License `_. It doesn't have a sole owner, as every contributor that " +"submits code to the project does it under this same license and keeps " +"ownership of their contribution." +msgstr "" +"Godot est créé et distribué sous `Licence MIT `_. Il n'a pas non plus de propriétaire unique, car chaque " +"contributeur qui soumet du code au projet le fait sous cette même licence et " +"conserve la propriété de la contribution." + msgid "" "The license is the legal requirement for you (or your company) to use and " "distribute the software (and derivative projects, including games made with " @@ -36,9 +55,21 @@ msgid "" msgstr "" "Cette section couvre la conformité avec les licences du point de vue de " "l'utilisateur. Si la conformité des licences vous intéresseen tant que " -"contributeur, vous pouvez en trouver les directives :ref : ici " +"contributeur, vous pouvez en trouver les directives :ref:`ici " "` ." +msgid "" +"Alongside the Godot license text, remember to also list third-party notices " +"for assets you're using, such as textures, models, sounds, music and fonts. " +"This includes free assets, which often come with licenses that require " +"attribution." +msgstr "" +"En plus du texte de licence Godot, n'oubliez pas de répertorier également " +"les avis de tiers concernant les ressources que vous utilisez, telles que " +"les textures, les modèles, les sons, la musique et les polices. Cela inclut " +"les ressources gratuites, qui sont souvent accompagnées de licences " +"nécessitant une attribution." + msgid "Requirements" msgstr "Pré-requis" @@ -49,6 +80,17 @@ msgstr "" "Dans le cas de la licence du MIT, la seule exigence est d'inclure le texte " "de la licence quelque part dans votre jeu ou projet dérivé." +msgid "This text reads as follows::" +msgstr "Ce texte se lit comme suit ::" + +msgid "" +"Beside its own MIT license, Godot includes code from a number of third-party " +"libraries. See :ref:`doc_complying_with_licenses_thirdparty` for details." +msgstr "" +"En plus de sa propre licence MIT, Godot inclut du code provenant de " +"plusieurs bibliothèques tierces. Voir :ref:" +"`doc_complying_with_licenses_thirdparty` pour plus de détails." + msgid "" "Your games do not need to be under the same license. You are free to release " "your Godot projects under any license and to create commercial games with " @@ -61,6 +103,16 @@ msgstr "" msgid "Inclusion" msgstr "inclusion" +msgid "" +"The license text must be made available to the user. The license doesn't " +"specify how the text has to be included, but here are the most common " +"approaches (you only need to implement one of them, not all)." +msgstr "" +"Le texte de la licence doit être mis à disposition de l'utilisateur. La " +"licence ne précise pas comment le texte doit être inclus, mais voici les " +"approches les plus courantes (vous n'avez besoin d'en implémenter qu'une " +"seule, pas toutes)." + msgid "Credits screen" msgstr "Écran des crédits" @@ -87,14 +139,40 @@ msgstr "" "appelé **Licences Tiers** ou **Licences Open Source** ." msgid "Output log" -msgstr "Output log" +msgstr "Journal de sortie (output log)" + +msgid "" +"Printing the license text using the :ref:`print() " +"` function may be enough on platforms where " +"a global output log is readable. This is the case on desktop platforms, " +"Android and HTML5 (but not iOS)." +msgstr "" +"L'impression du texte de licence à l'aide de la fonction :ref:`print() " +"` peut être suffisante sur les plateformes " +"où un journal de sortie global est lisible. C'est le cas sur les plateformes " +"de bureau, Android et HTML5 (mais pas iOS)." msgid "Accompanying file" msgstr "Fichier d’accompagnement" +msgid "" +"If the game is distributed on desktop platforms, a file containing the " +"license text can be added to the software that is installed to the user PC." +msgstr "" +"Si le jeu est distribué sur des plateformes de bureau, un fichier contenant " +"le texte de la licence peut être ajouté au logiciel installé sur le PC de " +"l'utilisateur." + msgid "Printed manual" msgstr "Manuel imprimé" +msgid "" +"If the game includes a printed manual, the license text can be included " +"there." +msgstr "" +"Si le jeu comprend des manuels imprimés, le texte de la licence peut y être " +"inclus." + msgid "Link to the license" msgstr "Lien vers la licence" @@ -107,6 +185,18 @@ msgstr "" "org/license`` dans la documentation ou dans les crédits de votre jeu reste " "un moyen acceptable de satisfaire aux conditions imposées par la licence." +msgid "" +"Godot provides several methods to get license information in the :ref:" +"`Engine ` singleton. This allows you to source the license " +"information directly from the engine binary, which prevents the information " +"from becoming outdated if you update engine versions." +msgstr "" +"Godot fournit plusieurs méthodes pour obtenir des informations de licence " +"dans le singleton :ref:`Engine `. Cela vous permet de " +"récupérer les informations de licence directement à partir du binaire du " +"moteur, ce qui empêche les informations de devenir obsolètes si vous mettez " +"à jour les versions du moteur." + msgid "For the engine itself:" msgstr "Pour le moteur en lui-même :" @@ -127,5 +217,44 @@ msgstr "" msgid "Third-party licenses" msgstr "Licences de tiers" -msgid "Translation status" -msgstr "État de la traduction" +msgid "" +"Godot itself contains software written by `third parties `_, which is compatible " +"with, but not covered by Godot's MIT license." +msgstr "" +"Godot lui-même contient des logiciels écrits par des `tiers `_, qui sont " +"compatibles avec, mais non couverts par, la licence MIT de Godot." + +msgid "" +"Many of these dependencies are distributed under permissive open source " +"licenses which require attribution by explicitly citing their copyright " +"statement and license text in the final product's documentation." +msgstr "" +"La plupart de ces dépendances sont distribuées sous des licences open source " +"permissives qui nécessitent une attribution en citant explicitement leur " +"déclaration de droits d'auteur et leur texte de licence dans la " +"documentation du produit final." + +msgid "" +"Given the scope of the Godot project, this is fairly difficult to do " +"thoroughly. For the Godot editor, the full documentation of third-party " +"copyrights and licenses is provided in the `COPYRIGHT.txt `_ file." +msgstr "" +"Étant donné l'ampleur du projet Godot, il est assez difficile de le faire de " +"manière approfondie. Pour l'éditeur Godot, la documentation complète des " +"droits d'auteur et des licences de tiers est fournie dans le fichier " +"`COPYRIGHT.txt `_." + +msgid "" +"A good option for end users to document third-party licenses is to include " +"this file in your project's distribution, which you can e.g. rename to " +"``GODOT_COPYRIGHT.txt`` to prevent any confusion with your own code and " +"assets." +msgstr "" +"Une bonne option pour les utilisateurs finaux pour documenter les licences " +"tierces est d'inclure ce fichier dans la distribution de votre projet, que " +"vous pouvez, par exemple, renommer en ``GODOT_COPYRIGHT.txt`` afin d'éviter " +"toute confusion avec votre propre code et vos propres ressources." diff --git a/sphinx/po/fr/LC_MESSAGES/about/docs_changelog.po b/sphinx/po/fr/LC_MESSAGES/about/docs_changelog.po index cd458016ca..c65c82b4f6 100644 --- a/sphinx/po/fr/LC_MESSAGES/about/docs_changelog.po +++ b/sphinx/po/fr/LC_MESSAGES/about/docs_changelog.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -34,6 +34,27 @@ msgstr "" "opérés ne sont pas visibles. De nombreux pages ont été grandement mises à " "jour mais ne sont pas visibles dans ce document." +msgid "About" +msgstr "À propos" + +msgid "2D" +msgstr "2D" + +msgid "Contributing" +msgstr "Contribuer" + +msgid "GDExtension" +msgstr "GDExtension" + +msgid "Migrating" +msgstr "Migration" + +msgid "Rendering" +msgstr "Rendu" + +msgid "XR" +msgstr "XR" + msgid "New pages since version 4.1" msgstr "Nouveaux tutoriels depuis la version 4.1" @@ -49,9 +70,6 @@ msgstr "Développement" msgid ":ref:`doc_2d_coordinate_systems`" msgstr ":ref:`doc_2d_coordinate_systems`" -msgid "Migrating" -msgstr "Migration" - msgid ":ref:`doc_upgrading_to_godot_4.2`" msgstr ":ref:`doc_upgrading_to_godot_4.2`" @@ -88,9 +106,6 @@ msgstr ":ref:`doc_troubleshooting_physics_issues`" msgid "New pages since version 3.6" msgstr "Nouveaux tutoriels depuis la version 3.6" -msgid "2D" -msgstr "2D" - msgid ":ref:`doc_2d_antialiasing`" msgstr ":ref:`doc_2d_antialiasing`" @@ -178,9 +193,6 @@ msgstr "Processus de travail" msgid ":ref:`doc_pr_review_guidelines`" msgstr ":ref :`doc_pr_review_guidelines`" -msgid "XR" -msgstr "XR" - msgid ":ref:`doc_introducing_xr_tools`" msgstr ":ref:`doc_introducing_xr_tools`" @@ -232,9 +244,6 @@ msgstr "Nouveaux tutoriels depuis la version 3.2" msgid ":ref:`doc_3d_rendering_limitations`" msgstr ":ref:`doc_3d_rendering_limitations`" -msgid "About" -msgstr "À propos" - msgid ":ref:`doc_troubleshooting`" msgstr ":ref:`doc_troubleshooting`" @@ -539,9 +548,7 @@ msgid ":ref:`doc_csg_tools`" msgstr ":ref:`CSG (Géométrie des solides évolutifs) `" msgid ":ref:`doc_animating_thousands_of_fish`" -msgstr "" -":ref:`Animer des milliers de poissons avec MultiMeshInstance " -"`" +msgstr ":ref:`doc_animating_thousands_of_fish`" msgid ":ref:`doc_controlling_thousands_of_fish`" msgstr "" @@ -646,6 +653,3 @@ msgid ":ref:`doc_binding_to_external_libraries`" msgstr "" ":ref:`Utilisation de bibliothèques externes " "`" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/about/faq.po b/sphinx/po/fr/LC_MESSAGES/about/faq.po index f3b6551fd5..27e1acff0f 100644 --- a/sphinx/po/fr/LC_MESSAGES/about/faq.po +++ b/sphinx/po/fr/LC_MESSAGES/about/faq.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -23,6 +23,18 @@ msgstr "" "Que puis-je faire avec Godot ? Combien coûte-t-il ? Quels sont les termes de " "la licence ?" +msgid "" +"Godot is `Free and open source Software `_ available under the `OSI-approved `_ MIT license. This means it is free as in " +"\"free speech\" as well as in \"free beer.\"" +msgstr "" +"Godot est un `logiciel libre et à code source ouvert (open source) `_ disponible sous " +"`licence MIT, approuvée par l'OSI `_. " +"Cela veut dire qu'il est à la fois libre comme dans \"liberté d'expression\" " +"et gratuit comme dans \"bière gratuite.\"" + msgid "In short:" msgstr "En bref :" @@ -245,17 +257,6 @@ msgstr "" "puissance offerte par GDScript, reportez-vous au `manuel GDScript " "`_." -msgid "" -"There are several reasons to use GDScript, especially when you are " -"prototyping, in alpha/beta stages of your project, or are not creating the " -"next AAA title. The most salient reason is the overall **reduction of " -"complexity**." -msgstr "" -"L'utilisation de GDScript présente de nombreux avantages lors du prototypage " -"dans les phases alpha/bêta de votre projet ou dans le cas où vous ne créez " -"pas le prochain blockbuster, mais l'avantage le plus évident est la " -"**réduction de la complexité** générale." - msgid "" "The original intent of creating a tightly integrated, custom scripting " "language for Godot was two-fold: first, it reduces the amount of time " @@ -277,29 +278,6 @@ msgstr "" "temps à créer un nombre restreint de fonctionnalités dans de nombreux " "langages de programmation." -msgid "" -"Since Godot is an open source project, it was imperative from the start to " -"prioritize a more integrated and seamless experience over attracting " -"additional users by supporting more familiar programming languages, " -"especially when supporting those more familiar languages would result in a " -"worse experience. We understand if you would rather use another language in " -"Godot (see the list of supported options above). That being said, if you " -"haven't given GDScript a try, try it for **three days**. Just like Godot, " -"once you see how powerful it is and rapid your development becomes, we think " -"GDScript will grow on you." -msgstr "" -"Godot étant un logiciel libre, il était impératif de prioriser dès le départ " -"une expérience de développement plus intégrée et unie plutôt que d'attirer " -"plus d'utilisateurs en ajoutant le support de langages de programmation plus " -"familiers -- tout particulièrement quand le support de ces langages aurait " -"résulté en une expérience plutôt mauvaise. Nous comprendrons si vous " -"préférez utiliser un autre langage dans Godot (voir les options supportées " -"ci-dessus), mais nous vous suggérons de l'essayer vous-même pour en " -"constater les avantages. Ceci dit, si vous n'avez pas encore essayé " -"GDScript, essayez-le pendant au moins trois jours. Tout comme Godot, une " -"fois que vous aurez vu à quel point votre développement devient puissant et " -"rapide, nous pensons que GDScript vous plaira de plus en plus." - msgid "" "More information about getting comfortable with GDScript or dynamically " "typed languages can be found in the :ref:`doc_gdscript_more_efficiently` " @@ -502,11 +480,11 @@ msgstr "" "Étant donné que vous n’avez pas besoin d’installer Godot sur votre système " "pour l’exécuter, cela signifie que l’intégration du bureau (voir Godot dans " "la liste des programmes) n’est pas effectuée automatiquement. Il y a deux " -"façons de surmonter cela. Vous pouvez installer Godot à partir de 'Steam " -"'__ (toutes les " -"plates-formes), 'Scoop '__ (Windows), 'Homebrew '__ (macOS) ou 'Flathub '__ (Linux). Cela effectuera automatiquement les étapes " +"façons de surmonter cela. Vous pouvez installer Godot à partir de `Steam " +"`__ (toutes les " +"plates-formes), `Scoop `__ (Windows), `Homebrew `__ (macOS) ou `Flathub `__ (Linux). Cela effectuera automatiquement les étapes " "requises pour l’intégration de bureau." msgid "" @@ -535,8 +513,8 @@ msgid "" "appear in the Start menu. You can also pin Godot in the task bar by right-" "clicking the executable and choosing **Pin to Task Bar**." msgstr "" -"Déplacez le raccourci créé vers ''%LOCALAPPDATA%\\Microsoft\\Windows\\Start " -"Menu\\Programs''. Il s’agit de l’emplacement propre à chaque utilisateur " +"Déplacez le raccourci créé vers ``%LOCALAPPDATA%\\Microsoft\\Windows\\Start " +"Menu\\Programs``. Il s’agit de l’emplacement propre à chaque utilisateur " "pour les raccourcis qui apparaîtront dans le menu Démarrer. Vous pouvez " "également épingler Godot dans la barre des tâches en cliquant avec le bouton " "droit sur l’exécutable et en choisissant **Épingler à la barre des tâches**." @@ -585,7 +563,7 @@ msgid "" msgstr "" "Si vous ne pouvez pas déplacer le binaire de l'éditeur de Godot vers un " "emplacement sécurisé, vous pouvez le garder dans votre dossier personnel " -"puis modifier la ligne``Path=`` dans le fichier ``.desktop`` en lien ci-" +"puis modifier la ligne ``Path=`` dans le fichier ``.desktop`` en lien ci-" "dessous pour contenir le chemin *absolu* du binaire de Godot." msgid "" @@ -628,6 +606,17 @@ msgstr "" "contenant l'exécutable de Godot. Consultez :ref:`doc_data_paths` pour plus " "d'information." +msgid "" +"If *true* portable operation is desired (e.g. for use on a USB stick), " +"follow the steps in :ref:`doc_data_paths_self_contained_mode`." +msgstr "" +"Si un fonctionnement *véritablement* portable est désirée (ex : pour " +"utilisation sur une clé USB), suivez les étapes décrites dans :ref:" +"`doc_data_paths_self_contained_mode`." + +msgid "Why does Godot prioritize Vulkan and OpenGL over Direct3D?" +msgstr "Pourquoi Godot privilégie Vulkan et OpenGL plutôt que Direct3D ?" + msgid "" "Godot aims for cross-platform compatibility and open standards first and " "foremost. OpenGL and Vulkan are the technologies that are both open and " @@ -641,6 +630,22 @@ msgstr "" "décision de conception, un projet développé avec Godot sur Windows " "fonctionnera sans problème sur Linux, macOS, et plus encore." +msgid "" +"While Vulkan and OpenGL remain our primary focus for their open standard and " +"cross-platform benefits, Godot 4.3 introduced experimental support for " +"Direct3D 12. This addition aims to enhance performance and compatibility on " +"platforms where Direct3D 12 is prevalent, such as Windows and Xbox. However, " +"Vulkan and OpenGL will continue as the default rendering backends on all " +"platforms, including Windows." +msgstr "" +"Bien que Vulkan et OpenGL restent notre priorité en raison de leurs " +"avantages en termes de normes ouvertes et de compatibilité multiplateformes, " +"Godot 4.3 a introduit un support expérimental pour Direct3D 12. Cet ajout " +"vise à améliorer les performances et la compatibilité sur les plateformes où " +"Direct3D 12 est répandu, comme Windows et Xbox. Cependant, Vulkan et OpenGL " +"continueront d'être les moteurs de rendu par défaut sur toutes les " +"plateformes, y compris Windows." + msgid "Why does Godot aim to keep its core feature set small?" msgstr "" "Pourquoi Godot s'efforce-t-il de garder peu de fonctionnalités de base ?" @@ -693,7 +698,7 @@ msgid "" "extract it and run it in less than 5 minutes makes Godot more accessible to " "developers in all countries." msgstr "" -"**Garder la taille du binaire de l'éditeur à un faible niveau ** Tout le " +"**Garder la taille du binaire de l'éditeur à un faible niveau** Tout le " "monde ne dispose pas d'une connexion Internet rapide. S'assurer que tout le " "monde peut télécharger l'éditeur Godot, l'extraire et l'exécuter en moins de " "5 minutes rend Godot plus accessible aux développeurs de tous les pays." @@ -883,11 +888,11 @@ msgid "" msgstr "" "Le meilleur moyen de commencer à contribuer à Godot est de l'utiliser et de " "signaler les quelconques `problèmes ` que vous pourriez rencontrer. Un bon rapport d'erreur avec des " +"issues>`_ que vous pourriez rencontrer. Un bon rapport d'erreur avec des " "étapes de reproduction claires permet aux autres contributeur de corriger " -"les bugs rapidement et éfficacement. Vous pouvez aussi signaler les " +"les bugs rapidement et efficacement. Vous pouvez aussi signaler les " "problèmes que vous trouvez dans la `documentation en ligne `." +"com/godotengine/godot-docs/issues>`_." msgid "" "If you feel ready to submit your first PR, pick any issue that resonates " @@ -967,7 +972,7 @@ msgid "" "be opened." msgstr "" "Si vous avez seulement une idée globale sans détails spécifiques, vous " -"pouvez ouvrir une`discussion de proposition `_. Celles-ci peuvent se présenter sous la forme " "que vous voulez, et permet une discussion libre à la recherche d'une " "solution. Lorsque vous en avez trouvé une, vous pouvez ouvrir un ticket de " @@ -978,7 +983,7 @@ msgid "" "blob/master/README.md>`_ document before creating a proposal to learn more " "about the process." msgstr "" -"Veuillez lire le document`lisez-moi `_ avant de formuler une proposition afin " "d'en apprendre plus sur le processus." @@ -1117,9 +1122,59 @@ msgstr "" "reconstruire le projet à chaque fois. SCons peut le faire sans problème, " "sans casser les constructions(builds)." +msgid "" +"SCons will *never* break a build no matter how many changes, configurations, " +"additions, removals etc." +msgstr "" +"SCons ne brisera *jamais* une construction(build), quel que soit le nombre " +"de modifications, de configurations, d'ajouts, de suppressions, etc." + +msgid "" +"Godot's build process is not simple. Several files are generated by code " +"(binders), others are parsed (shaders), and others need to offer " +"customization (:ref:`modules `). 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 "" +"Le processus de construction(build) de Godot n'est pas simple. Plusieurs " +"fichiers sont générés par du code (binders), d'autres sont analysés " +"(shaders), et d'autres encore doivent offrir de la personnalisation (:ref:" +"`modules `). Cela nécessite une logique complexe " +"qui est plus facile à écrire dans un langage de programmation réel (comme " +"Python) plutôt que d'utiliser un langage principalement basé sur des macros " +"et uniquement destiné à la construction(building)." + +msgid "" +"Godot's 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 "" +"Le processus de construction Godot fait un usage intensif des outils de " +"compilation croisée. Chaque plate-forme dispose d'un processus de détection " +"spécifique, et tous ces éléments doivent être traités comme des cas " +"spécifiques avec un code spécial écrit pour chacune." + +msgid "" +"Please try to keep an open mind and get at least a little familiar with " +"SCons if you are planning to build Godot yourself." +msgstr "" +"Essayez de garder l'esprit ouvert et de vous familiariser au moins un peu " +"avec SCons si vous envisagez de construire Godot vous-même." + msgid "Why does Godot not use STL (Standard Template Library)?" msgstr "Pourquoi Godot n'utilise pas la STL (Standard Template Library) ?" +msgid "" +"Like many other libraries (Qt as an example), Godot does not make use of STL " +"(with a few exceptions such as threading primitives). We believe STL is a " +"great general-purpose library, but we had special requirements for Godot." +msgstr "" +"Comme beaucoup d'autres bibliothèques (Qt par exemple), Godot n'utilise pas " +"la STL (à quelques exceptions près comme les primitives de multi-tâche). " +"Nous pensons que la STL est une très bonne bibliothèque pour un usage " +"général, mais nous avons des besoins spécifiques pour Godot." + msgid "" "STL templates create very large symbols, which results in huge debug " "binaries. We use few templates with very short names instead." @@ -1178,9 +1233,47 @@ msgstr "" "(qui va vous permettre de remonter jusqu'au script fautif), puis il va " "essayer de continuer de fonctionner en mode dégradé." +msgid "" +"Additionally, exceptions significantly increase the binary size for the " +"executable and result in increased compile times." +msgstr "" +"De plus, les exceptions augmentent considérablement la taille binaire de " +"l’exécutable et entraînent des temps de compilation plus longs." + msgid "Does Godot use an ECS (Entity Component System)?" msgstr "Est-ce-que Godot utilise un ECS (Système de composants d'entité) ?" +msgid "" +"Godot does **not** use an ECS and relies on inheritance instead. While there " +"is no universally better approach, we found that using an inheritance-based " +"approach resulted in better usability while still being fast enough for most " +"use cases." +msgstr "" +"Godot n'utilise **pas** un ECS et utilise l'héritage à la place. Bien qu'il " +"n'y ait pas d'approche universellement meilleure, nous avons constaté que " +"l'utilisation d'une approche fondée sur l'héritage avait entraîné une " +"meilleure utilisabilité tout en étant suffisamment rapide pour la plupart " +"des cas d'utilisation." + +msgid "" +"That said, nothing prevents you from making use of composition in your " +"project by creating child Nodes with individual scripts. These nodes can " +"then be added and removed at run-time to dynamically add and remove " +"behaviors." +msgstr "" +"Cela dit, rien ne vous empêche de faire usage de la composition dans votre " +"projet en créant des nœuds enfant avec des scripts individuels. Ces noeuds " +"peuvent ensuite être ajoutés et enlevés à l'exécution pour ajouter et " +"supprimer dynamiquement des fonctionnalités." + +msgid "" +"More information about Godot's design choices can be found in `this article " +"`__." +msgstr "" +"Plus d'informations sur les choix de conception de Godot peuvent être " +"trouvées dans `cet article `__." + msgid "Why does Godot not force users to implement DOD (Data-Oriented Design)?" msgstr "" "Pourquoi Godot ne force-t-il pas ses utilisateurs a implémenter le DOD " @@ -1242,6 +1335,3 @@ msgid "" msgstr "" "Voir la page correspondante sur le `site web de Godot `_." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/about/introduction.po b/sphinx/po/fr/LC_MESSAGES/about/introduction.po index a740f064f7..2f9820cf10 100644 --- a/sphinx/po/fr/LC_MESSAGES/about/introduction.po +++ b/sphinx/po/fr/LC_MESSAGES/about/introduction.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -32,9 +32,9 @@ msgid "" "that you know where to start if you are a beginner or where to look if you " "need information on a specific feature." msgstr "" -"Cette page vous donne une vue d'ensemble du moteur et de cette " -"documentation, pour que vous puissiez savoir où débuter ou pour trouver des " -"détails sur une fonctionnalité en particulier." +"Cette page vous donne une vue d'ensemble du moteur et de sa documentation, " +"pour que vous puissiez savoir où débuter ou pour trouver des détails sur une " +"fonctionnalité en particulier." msgid "Before you start" msgstr "Avant de commencer" @@ -45,22 +45,10 @@ msgid "" "consider checking them out. Otherwise, :ref:`Getting Started " "` is a great starting point." msgstr "" -"La page :ref:`tutoriels et ressources ` liste les " +"La page :ref:`tutoriels et ressources ` liste les " "tutoriels vidéos réalisés par la communauté. Si vous préférez la vidéo au " -"texte, jetez-y un coup d’œil. Autrement, :ref:`Bien débuter ` est " -"bon point de départ." - -msgid "" -"In case you have trouble with one of the tutorials or your project, you can " -"find help on the various :ref:`Community channels `, " -"especially the Godot `Discord`_ community and `Forum `_." -msgstr "" -"Dans le cas où vous rencontrez des difficultés avec l'un des tutoriels ou " -"avec votre projet, vous pourrez trouver de l'aide sur les multiples :ref:" -"`Canaux communautaires `, et plus précisément sur le " -"`Discord`_ de la communauté Godot et sur le `Forum `_." +"texte, jetez-y un coup d’œil. Autrement, :ref:`Bien débuter " +"` est un bon point de départ." msgid "About Godot Engine" msgstr "À propos de Godot Engine" @@ -71,9 +59,9 @@ msgid "" "write-up about Godot Engine:" msgstr "" "Un moteur de jeu est un outil complexe, et il est donc difficile de " -"présenter Godot en quelques mots. Voici cependant notre synopsis, que vous " -"êtes libre de réutiliser si vous avez besoin d'une présentation rapide de " -"Godot Engine:" +"présenter Godot en quelques mots. Voici cependant un court synopsis, que " +"vous êtes libre de réutiliser si vous avez besoin d'une présentation rapide " +"de Godot Engine:" msgid "" "Godot Engine is a feature-packed, cross-platform game engine to create 2D " @@ -84,12 +72,13 @@ msgid "" "mobile platforms (Android, iOS), as well as Web-based platforms and consoles." msgstr "" "Godot Engine est un moteur de jeu multi-plateforme riche en fonctionnalités " -"pour créer des jeux 2D et 3D à partir d'une interface unifiée. Il fournit " -"une série d'outils usuels afin que les utilisateurs puissent se concentrer " +"pour créer des jeux 2D et 3D à partir d'une interface unifiée. Il fournit un " +"ensemble d'outils usuels afin que les utilisateurs puissent se concentrer " "sur la création de jeux sans avoir à réinventer la roue. Les jeux peuvent " "être exportés en un seul clic vers un grand nombre de plateformes, incluant " "les principales plateformes pour ordinateurs de bureau (Linux, macOS, " -"Windows) ainsi que mobiles (Android, iOS) et web (HTML5)." +"Windows) , les plateformes mobiles (Android, iOS), ainsi que les plateformes " +"web et consoles de jeux vidéo." msgid "" "Godot is completely free and open source under the :ref:`permissive MIT " @@ -100,14 +89,14 @@ msgid "" "supported by the `Godot Foundation `_ not-for-" "profit." msgstr "" -"Godot est complètement libre et open source sous `la licence permissive du " -"MIT `. Sans conditions liées, sans royalties, " -"rien. Les jeux des utilisateurs sont les leurs, jusqu'à la dernière ligne de " -"code du moteur. Le développement de Godot est totalement indépendant et " -"piloté par sa communauté, ce qui encourage les utilisateurs d'aider à " -"façonner leur moteur pour le faire correspondre à leurs attentes. Il est " -"soutenu par la fondation à but non lucratif `Godot Foundation `_." +"Godot est complètement libre et open source sous :ref:`la licence permissive " +"du MIT `. Sans conditions liées, sans " +"royalties, rien. Les jeux des utilisateurs sont les leurs, jusqu'à la " +"dernière ligne de code du moteur. Le développement de Godot est totalement " +"indépendant et piloté par sa communauté, ce qui encourage les utilisateurs " +"d'aider à façonner leur moteur pour le faire correspondre à leurs attentes. " +"Il est soutenu par la fondation à but non lucratif `Godot Foundation " +"`_." msgid "Organization of the documentation" msgstr "Organisation de la documentation" @@ -120,9 +109,9 @@ msgid "" "engine, its history, its licensing, authors, etc. It also contains the :ref:" "`doc_faq`." msgstr "" -"La section :ref:`sec-general` contient cette introduction ainsi que des " +"La section **À propos** contient cette introduction ainsi que des " "informations concernant le moteur, son histoire, son modèle de licence, ses " -"auteurs, etc. Elle contient également les :ref:`doc_faq`." +"auteurs, etc. Elle contient également les :ref:`doc_faq`." msgid "" "**Getting Started** contains all necessary information on using the engine " @@ -130,8 +119,8 @@ msgid "" "step_by_step>` tutorial which should be the entry point for all new users. " "**This is the best place to start if you're new!**" msgstr "" -"**Prise en main** possède toutes les informations nécessaires à " -"l'utilisateur du moteur pour faire des jeux. Elle commence avec le tutoriel :" +"**Prise en main** contient toutes les informations nécessaires à " +"l'utilisateur du moteur pour faire des jeux. Elle commence avec le tutoriel :" "ref:`Step by step ` qui devrait être le point " "d'entrée de tous les nouveaux utilisateurs. **C'est le meilleur endroit pour " "débuter si vous êtes nouveau!**" @@ -151,32 +140,20 @@ msgid "" "sections intended for advanced users and contributors, with information on " "compiling the engine, contributing to the editor, or developing C++ modules." msgstr "" -"**Contribution** donne des informations au sujet de la contribution à godot, " -"que ce soit pour le moteur de jeux, la documentation, les démos ou d'autre " -"choses. Elle décrit comment signaler des bugs, comment le déroulement du " -"travail est organisé, etc. Elle contient aussi des sections faites pour les " -"utilisateurs et contributeurs avancés, avec des information sur la " +"**Contribution** donne des informations au sujet de la contribution à Godot, " +"que ce soit pour le moteur de jeux, la documentation, les démos ou d'autres " +"sujets. Elle décrit comment signaler des bugs, comment est organisé le " +"déroulement du travail, etc. Elle contient aussi des rubriques faites pour " +"les utilisateurs et contributeurs avancés, avec des information sur la " "compilation du moteur de jeu, la contribution à l'éditeur, ou le " "développement de modules en C++." -msgid "" -"**Community** is dedicated to the life of Godot's community. It points to " -"various community channels like the `Godot Contributors Chat `_ and `Discord`_ and contains a list of recommended third-" -"party tutorials and materials outside of this documentation." -msgstr "" -"**Community** est dédié à la vie de la communauté de Godot. Cela redirige " -"vers de nombreux canaux de communauté comme le `Chat des Contributeurs de " -"Godot `_ et`Discord`_ et contient une liste " -"de tutoriels tiers recommandés et de contenu en dehors de cette " -"documentation." - msgid "" "Finally, the **Class reference** documents the full Godot API, also " "available directly within the engine's script editor. You can find " "information on all classes, functions, signals and so on here." msgstr "" -"Finalement, les **références de classes** documentent toute l'API de Godot, " +"Finalement, les **références de Classes** documentent toute l'API de Godot, " "elles sont aussi directement accessible dans l'éditeur du moteur de jeux. " "Vous pouvez y trouver toutes les information sur les classes, les fonctions, " "les signaux et tout le reste." @@ -203,16 +180,15 @@ msgid "" "`Documentation team `_ on " "`Godot Contributors Chat `_." msgstr "" -"Les membres de la communauté de Godot sont constamment entrain d'écrire, de " +"Les membres de la communauté de Godot sont constamment en train d'écrire, de " "corriger et d'améliorer cette documentation. Nous recherchons toujours de " -"l'aide supplémentaire. Vous pouvez aussi contribuer en ouvrant des issues " +"l'aide supplémentaire. Vous pouvez aussi contribuer en ouvrant des problèmes " "sur Github ou en traduisant cette documentation dans votre langue. Si vous " -"êtes intéressé d'aider vous pouvez voir :ref:`Ways to contribute " -"` et :ref:`Writing documentation " -"` ou prendre contacte avec l'équipe " -"qui s'occupe de la documentation ` sur `Godot Contributors Chat `." +"êtes intéressé d'aider vous pouvez voir :ref:`Comment contribuer " +"` et :ref:`Ecrire de la documentation " +"` ou prendre contact avec `l' équipe " +"de la Documentation team `_ " +"sur `le Chat des Contributeurs de Godot`_." msgid "" "All documentation content is licensed under the permissive Creative Commons " @@ -220,13 +196,10 @@ msgid "" ">`_) license, with attribution to \"*Juan Linietsky, Ariel Manzur, and the " "Godot Engine community*\" unless otherwise noted." msgstr "" -"Tous les contenus sont sous licence Creative Commons Attribution 3.0 (`CC-BY " -"3.0 `_), avec attribution à " +"Tous les contenus sont sous la licence Creative Commons Attribution 3.0 (`CC-" +"BY 3.0 `_), avec attribution à " "\"*Juan Linietsky, Ariel Manzur et la communauté de Godot Engine*\" sauf " "indication contraire." msgid "*Have fun reading and making games with Godot Engine!*" -msgstr "*Amusez-vous en créant des jeux avec Godot !*" - -msgid "Translation status" -msgstr "État de la traduction" +msgstr "*Amusez-vous en lisant eten créant des jeux avec Godot !*" diff --git a/sphinx/po/fr/LC_MESSAGES/about/list_of_features.po b/sphinx/po/fr/LC_MESSAGES/about/list_of_features.po index 57caeccc07..40661e838d 100644 --- a/sphinx/po/fr/LC_MESSAGES/about/list_of_features.po +++ b/sphinx/po/fr/LC_MESSAGES/about/list_of_features.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -19,16 +19,6 @@ msgstr "" "Cette page vise à lister **toutes** les fonctionnalités actuellement " "supportées par Godot." -msgid "" -"This page lists features supported by the current stable version of Godot. " -"Some of these features may not be available in the `LTS release series (3.x) " -"`__." -msgstr "" -"Cette page liste les fonctionnalités supportées par la version stable " -"actuelle de Godot. Certaines de ces fonctionnalités pourraient ne pas être " -"disponibles dans la `série de version LTS (3.x) `__." - msgid "Platforms" msgstr "Plates-formes" @@ -42,11 +32,8 @@ msgstr "" msgid "**Can run both the editor and exported projects:**" msgstr "**Peut exécuter à la fois l'éditeur et les projets exportés :**" -msgid "Windows (x86, 64-bit and 32-bit)." -msgstr "Windows (x86, 64 bits et 32 bits)." - msgid "macOS (x86 and ARM, 64-bit only)." -msgstr "macOS (x86 and ARM, 64-bit uniquement)." +msgstr "macOS (x86 et ARM, 64-bit uniquement)." msgid "Linux (x86 and ARM, 64-bit and 32-bit)." msgstr "Linux (x86 et ARM, 64-bit et 32-bit)." @@ -56,18 +43,9 @@ msgid "" "on an old enough base distribution." msgstr "" "Les exécutables sont liés statiquement et peuvent fonctionner sur n'importe " -"quelle distribution si compilés sur une distribution de base suffisamment " +"quelle distribution s'ils sont compilés sur une distribution suffisamment " "ancienne." -msgid "" -"Official binaries are compiled using the `Godot Engine buildroot `__, allowing for binaries that work across " -"common Linux distributions (including LTS variants)." -msgstr "" -"Les binaires officiels sont compilés en utilisant le `Godot Engine buildroot " -"`__, permettant aux binaires de " -"fonctionner sur les distributions Linux courantes (variantes LTS incluses)." - msgid "Android (editor support is experimental)." msgstr "Android (le support de l'éditeur est expérimental)." @@ -85,7 +63,7 @@ msgid "iOS." msgstr "iOS." msgid ":ref:`Consoles `." -msgstr ":ref:`Consoles `." +msgstr ":ref:`Consoles de jeux `." msgid "" "Godot aims to be as platform-independent as possible and can be :ref:`ported " @@ -103,9 +81,9 @@ msgid "" msgstr "" "Les projets écrits en C# utilisant Godot 4 ne peuvent à l'heure actuelle " "être exportés sur la plateforme web. Pour utiliser C# sur cette plateforme, " -"préférez Godot 3. Le support des plateformes Android et iOS sont eux " -"disponibles dans Godot 4.2 mais de manière expérimentale et :ref:`certaines " -"limitations s'appliquent alors`." +"préférez Godot 3. Le support des plateformes Android et iOS sont disponibles " +"dans Godot 4.2 mais de manière expérimentale et :ref:`certaines limitations " +"s'appliquent alors`." msgid "Editor" msgstr "Éditeur" @@ -138,14 +116,14 @@ msgid "" "Visual profiler with CPU and GPU time indications for each step of the " "rendering pipeline." msgstr "" -"Profilateur visuel avec indications du temps CPU et GPU pour chaque étape du " +"Profileur visuel avec indications du temps CPU et GPU pour chaque étape du " "pipeline de rendu." msgid "" "Performance monitoring tools, including :ref:`custom performance monitors " "`." msgstr "" -"Outils de surveillance des performances, incluant :ref:`des moniteurs de " +"Outils de surveillance des performances, incluant des :ref:`moniteurs de " "performances personnalisés `." msgid "Live script reloading." @@ -169,14 +147,15 @@ msgid "" "running project." msgstr "" "Les changements ne seront pas répercutés dans l'éditeur et ne seront pas " -"conservés après la fermeture du projet en cours." +"conservés après la fermeture du projet en cours d'exécution." msgid "Live camera replication." msgstr "Réplication de caméra en direct." msgid "Move the in-editor camera and see the result in the running project." msgstr "" -"Déplacez la caméra de l'éditeur et voyez le résultat dans le projet exécuté." +"Déplacez la caméra de l'éditeur et voyez le résultat dans le projet en cours " +"d'exécution." msgid "Built-in offline class reference documentation." msgstr "Documentation de référence de classe hors ligne intégrée." @@ -192,8 +171,8 @@ msgid "" "Editor plugins can be downloaded from the :ref:`asset library " "` to extend editor functionality." msgstr "" -"Les plugins de l'éditeur peuvent être téléchargés depuis :ref:`la " -"bibliothèque de ressources ` pour étendre les " +"Les plugins de l'éditeur peuvent être téléchargés depuis la :ref:" +"`bibliothèque de ressources ` pour étendre les " "fonctionnalités de l'éditeur." msgid "" @@ -201,8 +180,7 @@ msgid "" "new features or speed up your workflow." msgstr "" ":ref:`Créez vos propres plugins ` en utilisant GDScript " -"pour ajouter de nouvelles fonctionnalités ou accélérer votre flux " -"opérationnel." +"pour ajouter de nouvelles fonctionnalités ou accélérer votre flux de travail." msgid "" ":ref:`Download projects from the asset library ` " @@ -218,15 +196,14 @@ msgstr "Rendu" msgid "" "3 rendering *methods* (running over 2 rendering *drivers*) are available:" msgstr "" -"3 *méthodes* de rendu (exécuté par dessus 2 pilotes de rendu) sont " -"disponible :" +"3 *méthodes* de rendu (exécuté par 2 *pilotes* de rendu) sont disponible :" msgid "" "**Forward+**, running over Vulkan 1.0 (with optional Vulkan 1.1 and 1.2 " "features). The most advanced graphics backend, suited for desktop platforms " "only. Used by default on desktop platforms." msgstr "" -"**Forward+**, exécuté par dessus Vulkan 1.0 (avec optionnellement les " +"**Forward+**, exécuté par Vulkan 1.0 (avec optionnellement les " "fonctionnalités de Vulkan 1.1 et 1.2). Le backend graphique le plus avancé, " "adapté uniquement aux plateformes de bureau. Utilisé par défaut sur les " "plateformes de bureau." @@ -236,7 +213,7 @@ msgid "" "1.2 features). Less features, but renders simple scenes faster. Suited for " "mobile and desktop platforms. Used by default on mobile platforms." msgstr "" -"**Forward Mobile**, exécuté par dessus Vulkan 1.0 (avec optionnellement les " +"**Forward Mobile**, exécuté par Vulkan 1.0 (avec optionnellement les " "fonctionnalités de Vulkan 1.1 et 1.2). Moins de fonctionnalités, mais " "affiche les scènes simple plus rapidement. Adapté pour les plateformes " "mobiles et de bureau. Utilisé par défaut sur les plateformes mobiles." @@ -246,10 +223,9 @@ msgid "" "least advanced graphics backend, suited for low-end desktop and mobile " "platforms. Used by default on the web platform." msgstr "" -"**Compatibilité**, exécuté par dessus OpenGL 3.3 / OpenGL ES 3.0 / WebGL " -"2.0. Le backend graphique le moins avancé, adapté aux plateformes de bureau " -"bas de gamme et aux plateformes mobiles. Utilisé par défaut sur la " -"plateforme web." +"**Compatibilité**, exécuté par OpenGL 3.3 / OpenGL ES 3.0 / WebGL 2.0. Le " +"backend graphique le moins avancé, adapté aux plateformes de bureau bas de " +"gamme et aux plateformes mobiles. Utilisé par défaut sur la plateforme web." msgid "2D graphics" msgstr "Graphismes 2D" @@ -278,14 +254,14 @@ msgid "" ":ref:`2D lighting ` with normal maps and specular " "maps." msgstr "" -":ref:`éclairage 2D ` avec une carte normale et " +":ref:`Éclairage 2D ` avec une carte normale et " "une carte spéculaire." msgid "Point (omni/spot) and directional 2D lights." msgstr "Lumières ponctuelles (omnidirectionnelles/spot) et directionnelles 2D." msgid "Hard or soft shadows (adjustable on a per-light basis)." -msgstr "Ombres dur ou douce (ajustement individuel de chaque lumières)." +msgstr "Ombres dures ou douces (réglables en fonction de chaque lumière)." msgid "" "Custom shaders can access a real-time :abbr:`SDF (Signed Distance Field)` " @@ -293,10 +269,10 @@ msgid "" "which can be used for improved 2D lighting effects including 2D global " "illumination." msgstr "" -"Les shaders customisés peuvent accéder en temps réel a une représentation :" -"abbr:`SDF (Champs de Distance Signée)`de la scène 2D basé sur les nœuds :ref:" -"`class_LightOccluder2D`, qui peuvent être utilisé pour améliorer les effets " -"de lumières 2D et les effets 2D d'illumination global." +"Les shaders personnalisés peuvent accéder en temps réel a une " +"représentation :abbr:`SDF (Champs de Distance Signée)` de la scène 2D basé " +"sur les nœuds :ref:`class_LightOccluder2D`, qui peut être utilisé pour " +"améliorer les effets d'éclairage 2D, y compris l'éclairage global 2D." msgid "" ":ref:`Font rendering ` using bitmaps, rasterization " @@ -317,9 +293,9 @@ msgid "" "Dynamic fonts support monochrome fonts as well as colored fonts (e.g. for " "emoji). Supported formats are TTF, OTF, WOFF1 and WOFF2." msgstr "" -"DynamicFont prend en charge les polices monochromes ainsi que les polices " -"colorées (par exemple les emojis). Les formats pris en charge sont TTF, OTF, " -"WOFF1 et WOFF2." +"Les polices dynamiques prennent en charge les polices monochromes ainsi que " +"les polices colorées (par exemple les émojis). Les formats pris en charge " +"sont TTF, OTF, WOFF1 et WOFF2." msgid "" "Dynamic fonts support optional font outlines with adjustable width and color." @@ -338,14 +314,14 @@ msgid "" "Dynamic fonts support simulated bold and italic when the font file lacks " "those styles." msgstr "" -"Les polices Dynamiques supportent le gras et l'italique simulé quand le " -"fichier de la police n'a pas ces styles." +"Les polices dynamiques supportent la simulation du gras et l'italique quand " +"le fichier de la police n'a pas ces styles." msgid "" "Dynamic fonts support oversampling to keep fonts sharp at higher resolutions." msgstr "" -"Prise en charge du sur-échantillonnage des polices pour maintenir la netteté " -"des polices à des résolutions plus élevées." +"Prise en charge du sur-échantillonnage des polices dynamiques pour maintenir " +"la netteté des polices à des résolutions plus élevées." msgid "" "Dynamic fonts support subpixel positioning to make fonts crisper at low " @@ -366,10 +342,10 @@ msgid "" "requiring re-rasterization. Multi-channel usage makes SDF fonts scale down " "to lower sizes better compared to monochrome SDF fonts." msgstr "" -"Les polices de caractères de cartes de distances signés peuvent être changés " -"dans n'importe quelle résolution sans passer par une Rastérisation. L'usage " -"multi-canaux permet aux polices de caractères SDF d'être réduites à de plus " -"petites tailles comparés à des polices SDF monochromes." +"Les polices de caractères de cartes de distances signés peuvent être étirées " +"dans n'importe quelle résolution sans passer par une re-rastérisation. " +"L'usage multi-canaux permet aux polices de caractères SDF d'être réduites à " +"de plus petites tailles comparés à des polices SDF monochromes." msgid "" "GPU-based :ref:`particles ` with support for :ref:" @@ -386,8 +362,8 @@ msgid "" "` for better glow " "capabilities." msgstr "" -"Optionnel :ref:`Rendement 2D HDR " -"` pour de meilleurs " +"Optionnel :ref:`Rendu HDR " +"2D` pour de meilleurs " "effets de brillance." msgid "2D tools" @@ -395,11 +371,11 @@ msgstr "Outils 2D" msgid ":ref:`TileMaps ` for 2D tile-based level design." msgstr "" -":ref:`TileMaps ` pour du level design 2D basé sur des " -"tuiles." +":ref:`TileMaps ` pour de la conception de niveau 2D basé " +"sur des tuiles." msgid "2D camera with built-in smoothing and drag margins." -msgstr "Caméra 2D avec lissage intégré et marges de glissement." +msgstr "Caméra 2D avec lissage intégré et marges de déplacement." msgid "Path2D node to represent a path in 2D space." msgstr "Nœud Path2D pour représenter un chemin dans l'espace 2D." @@ -408,7 +384,7 @@ msgid "Can be drawn in the editor or generated procedurally." msgstr "Peut être dessiné dans l'éditeur ou généré de manière procédurale." msgid "PathFollow2D node to make nodes follow a Path2D." -msgstr "PathFollow2D pour que les nœuds suivent un Path2D." +msgstr "Nœud PathFollow2D pour que les nœuds suivent un Path2D." msgid ":ref:`2D geometry helper class `." msgstr ":ref:`Classe d'aide à la géométrie 2D`." @@ -439,7 +415,7 @@ msgid "Joints." msgstr "Les articulations." msgid "Areas to detect bodies entering or leaving it." -msgstr "Areas pour détecter les corps qui y entrent ou en sortent." +msgstr "Zones pour détecter les corps qui y entrent ou en sortent." msgid "**Collision detection:**" msgstr "**Détection de collision :**" @@ -447,7 +423,7 @@ msgstr "**Détection de collision :**" msgid "" "Built-in shapes: line, box, circle, capsule, world boundary (infinite plane)." msgstr "" -"Formes intégrées : ligne, boîte, cercle, capsule, limite du monde (plan " +"Formes intégrées : ligne, pavé, cercle, capsule, limite du monde (plan " "infini)." msgid "" @@ -478,7 +454,7 @@ msgid "" ":ref:`doc_variable_rate_shading` on supported GPUs in Forward+ and Forward " "Mobile." msgstr "" -":ref:`doc_variable_rate_shading`pour les GPUs supportés, avec un moteur de " +":ref:`doc_variable_rate_shading` pour les GPUs supportés, avec un moteur de " "rendu Forward+ et Mobile." msgid "**Physically-based rendering (built-in material features):**" @@ -511,7 +487,7 @@ msgstr "" "améliorer l'apparence du matériau." msgid "Normal mapping." -msgstr "Normal mapping." +msgstr "Cartographie des normales." msgid "" "Parallax/relief mapping with automatic level of detail based on distance." @@ -520,7 +496,7 @@ msgstr "" "distance." msgid "Detail mapping for the albedo and normal maps." -msgstr "Mapping de détail pour l'albedo et les normal maps." +msgstr "Cartographie détaillée des cartes d'albédo et de normales." msgid "Sub-surface scattering and transmittance." msgstr "Diffusion sous-surface et transmittance." @@ -539,11 +515,11 @@ msgid "" "Distance fade can use alpha blending or dithering to avoid going through the " "transparent pipeline." msgstr "" -"Le fondu de distance peut utiliser le mélange alpha ou le dithering pour " -"éviter de passer par le pipeline transparent." +"Le fondu de distance peut utiliser le mélange alpha ou le tramage pour " +"éviter de passer par le pipeline de transparence." msgid "Dithering can be determined on a per-pixel or per-object basis." -msgstr "Le Dithering peut être déterminée par pixel ou par objet." +msgstr "Le tramage peut être déterminée par pixel ou par objet." msgid "**Real-time lighting:**" msgstr "**Éclairage en temps réel :**" @@ -555,28 +531,28 @@ msgid "Omnidirectional lights." msgstr "Lumières omnidirectionnelles." msgid "Spot lights with adjustable cone angle and attenuation." -msgstr "Lumières spot avec angle de cône et atténuation réglables." +msgstr "Projecteurs dont l'angle du cône et l'atténuation sont réglables." msgid "" "Specular, indirect light, and volumetric fog energy can be adjusted on a per-" "light basis." msgstr "" -"L'énergie spéculaire, la lumière indirecte et le brouillard volumétrique " -"peuvent être ajustés sur une base par lumière." +"La lumière spéculaire, la lumière indirecte et l'énergie du brouillard " +"volumétrique peuvent être réglées pour chaque lumière." msgid "" "Adjustable light \"size\" for fake area lights (will also make shadows " "blurrier)." msgstr "" -"Ajustement de la \"taille\" de la lumière pour les fausses lumières de zone " -"(rendra également les ombres plus floues)." +"\"Taille\" de la lumière réglable pour les fausses lumières de zone (rendra " +"également les ombres plus floues)." msgid "" "Optional distance fade system to fade distant lights and their shadows, " "improving performance." msgstr "" -"Système d'estompage optionnel basé sur la distance pour atténuer les " -"lumières lointaines et leurs ombres, améliorant ainsi les performances." +"Système optionnel d'atténuation de la distance permettant d'atténuer les " +"lumières éloignées et leurs ombres, ce qui améliore les performances." msgid "" "When using the Forward+ backend (default on desktop), lights are rendered " @@ -584,10 +560,11 @@ msgid "" "Clustered rendering also lifts any limits on the number of lights that can " "be used on a mesh." msgstr "" -"Lors de l'utilisation du backend Forward+ (par défaut sur le bureau), les " -"lumières sont rendues avec des optimisations avancées groupées pour réduire " -"leur coût individuel. Le rendu clusterisé lève également toute limite sur le " -"nombre de lumières pouvant être utilisées sur un maillage." +"Lors de l'utilisation du backend Forward+ (par défaut pour les ordinateurs " +"de bureau), les lumières sont rendues avec des optimisations avancées " +"groupées pour réduire leur coût individuel. Le rendu groupé lève également " +"toute limite quant au nombre de lumières pouvant être utilisées sur un " +"maillage." msgid "" "When using the Forward Mobile backend, up to 8 omni lights and 8 spot lights " @@ -595,18 +572,18 @@ msgid "" "this limit if needed." msgstr "" "Lors de l'utilisation du moteur de rendu Forward Mobile, jusqu'à 8 lumières " -"omnidirectionnelles et 8 lumières spots peuvent être affichés par ressource " -"de maillage. Un éclairage pré-calculé peut être utilisé pour surmonter cette " -"limite si nécessaire." +"omnidirectionnelles et 8 lumières ponctuelles peuvent être affichés par " +"ressource de maillage. Un éclairage précalculé peut être utilisé pour " +"surmonter cette limite si nécessaire." msgid "**Shadow mapping:**" -msgstr "**Shadow mapping :**" +msgstr "**Cartographie des ombres :**" msgid "" "*DirectionalLight:* Orthogonal (fastest), PSSM 2-split and 4-split. Supports " "blending between splits." msgstr "" -"*DirectionalLight :* Orthogonal (fastest), PSSM 2-split and 4-split. " +"*DirectionalLight :* Orthogonal (le plus rapide), PSSM 2-split and 4-split. " "Supporte le mélange entre les divisions (splits)." msgid "" @@ -637,7 +614,7 @@ msgstr "" "laquelle l'ombre est projetée." msgid "Adjustable shadow blur on a per-light basis." -msgstr "Flou d'ombre réglable en fonction de la lumière." +msgstr "Flou d'ombre réglable pour chaque lumière." msgid "**Global illumination with indirect lighting:**" msgstr "**Éclairage global avec éclairage indirect :**" @@ -646,8 +623,8 @@ msgid "" ":ref:`Baked lightmaps ` (fast, but can't be updated " "at run-time)." msgstr "" -":ref:`Baked lightmaps ` (rapide, mais ne peut pas " -"être mis à jour à l'exécution)." +":ref :`Lightmaps précalculés` (rapide, mais ne peut " +"pas être mis à jour à l'exécution) ." msgid "" "Supports baking indirect light only or baking both direct and indirect " @@ -686,8 +663,8 @@ msgid "" "Supports GPU-based :ref:`denoising ` with " "JNLM, or CPU/GPU-based denoising with OIDN." msgstr "" -"Supporte le:ref:`denoising ` avec JNLM ou " -"le denoising basé sur le CPU/GPU avec OIDN." +"Supporte le :ref:`débruitage ` avec JNLM ou " +"le débruitage basé sur le CPU/GPU avec OIDN." msgid "" ":ref:`Voxel-based GI probes `. Supports dynamic lights " @@ -695,7 +672,7 @@ msgid "" "baking step which can be performed in the editor or at run-time (including " "from an exported project)." msgstr "" -":ref:`Voxel-based GI probes `. Supporte les lumières " +":ref:`Sondes voxel-based GI `. Supporte les lumières " "dynamiques *et* les occlusions dynamiques, tout en supportant aussi les " "réflexions. Requière une étape de pré-calcul rapide qui peut être effectué " "dans l'éditeur ou pendant la durée d'exécution (même dans un projet exporté)." @@ -725,7 +702,7 @@ msgid "" "resolution to improve performance (while still having functional MSAA " "support)." msgstr "" -"VoxelGI and SDFGI utilisent un passage différé pour permettre un rendu GI à " +"VoxelGI et SDFGI utilisent un passage différé pour permettre un rendu GI à " "la moitié de résolution pour améliorer les performances (il y a aussi la " "fonctionnalité de support MSAA)." @@ -739,9 +716,9 @@ msgid "" "transparent surfaces." msgstr "" "Réflexions basées sur les voxels (quand elles utilisent les sondes GI) et " -"réflexions basées sur du SDF (quand elles utilisent les Signed Distance " +"réflexions basées sur le SDF (quand elles utilisent les Signed Distance " "Field GI). Ces réflexions basées sur les voxels sont visibles sur les " -"surfaces transparentes, pendant que les réflexions brutes basées sur la SDF " +"surfaces transparentes, pendant que les réflexions brutes basées sur SDF " "sont visibles sur des surfaces transparentes." msgid "" @@ -749,7 +726,7 @@ msgid "" "Parallax box correction can optionally be enabled." msgstr "" "Réflexions rapides précalculées ou lentes en temps réel à l'aide de " -"ReflectionProbe. La correction de la parallaxe peut être activée en option." +"ReflectionProbe. La correction du parallaxe peut être activée en option." msgid "Screen-space reflections with support for material roughness." msgstr "" @@ -779,8 +756,8 @@ msgid "" "When using the Forward Mobile backend, up to 8 reflection probes can be " "displayed per mesh resource." msgstr "" -"Quand utilisé le backend Forward Mobile, jusqu'à 8 sondes de réflexion " -"peuvent être affichées par ressource de maillage." +"Lors de l'utilisation du backend Forward Mobile, jusqu'à 8 sondes de " +"réflexion peuvent être affichées par ressource de maillage." msgid "**Decals:**" msgstr "**Décalques :**" @@ -789,15 +766,15 @@ msgid "" ":ref:`Supports albedo `, emissive, :abbr:`ORM (Occlusion " "Roughness Metallic)`, and normal mapping." msgstr "" -":ref:`Supporte albedo `, emissive, :abbr:`ORM (Occlusion " -"Roughness Metallic)`, et le mapping normal." +":ref:`Prend en charge l'albédo `, l'émissif, :abbr:`ORM " +"(Occlusion Roughness Metallic)` et le cartographie des normales." msgid "" "Texture channels are smoothly overlaid on top of the underlying material, " "with support for normal/ORM-only decals." msgstr "" "Les canaux de texture sont superposés de manière fluide sur le matériau sous-" -"jacent, avec prise en charge des décals normaux/ORM uniquement." +"jacent, avec prise en charge des décalques normaux/ORM uniquement." msgid "" "Support for normal fade to fade the decal depending on its incidence angle." @@ -819,7 +796,7 @@ msgid "" "(configured globally)." msgstr "" "Support pour le filtrage de textures au plus proche voisin, bilinéaires, " -"trilinéaires ou anisotropes (par configuration globale)." +"trilinéaires ou anisotropes (configuré globalement)." msgid "" "Optional distance fade system to fade distant decals, improving performance." @@ -833,7 +810,7 @@ msgid "" "Clustered rendering also lifts any limits on the number of decals that can " "be used on a mesh." msgstr "" -"Quand utilisé le backend Forward+ (par défaut sur bureau), les décalques " +"Lorsque vous utilisez le backend Forward+ (par défaut sur PC), les décalques " "sont rendus avec les optimisation avancées groupées pour diminuer leur coût " "individuel. Les rendus regroupés lèvent aussi les limites du nombre de " "décalques qui peuvent être utilisées pour un maillage." @@ -855,14 +832,14 @@ msgid "" "Procedural sky and Physically-based sky that respond to the " "DirectionalLights in the scene." msgstr "" -"Ciel procédural et ciel basé sur la physique qui répondent aux " -"DirectionalLight (Lumières directionnelles) de la scène." +"Ciel procédural et basé sur la physique qui répondent aux lumières " +"directionnelles (DirectionalLights) de la scène." msgid "" "Support for :ref:`custom sky shaders `, which can be " "animated." msgstr "" -"Support pour :ref:` shaders de ciel personnalisé `, qui peut " +"Support pour :ref:`shaders de ciel personnalisé `, qui peut " "être animé." msgid "" @@ -896,8 +873,8 @@ msgid "" "Support for controlling how much fog rendering should affect the sky, with " "separate controls for traditional and volumetric fog." msgstr "" -"Support pour contrôler à quel point le rendu du brouillard doit affecter le " -"ciel, avec des contrôles séparés pour le brouillard traditionnel et " +"Prise en charge du contrôle de la quantité de brouillard qui doit affecter " +"le ciel, avec des contrôles séparés pour le brouillard traditionnel et " "volumétrique." msgid "Support for making specific materials ignore fog." @@ -919,19 +896,19 @@ msgid "" "Volumetric fog can take indirect light into account when using VoxelGI or " "SDFGI." msgstr "" -"Brouillard volumétrique peut prendre en compte de la lumière indirecte lors " -"de l'utilisation de VoxelGI ou de SDFGI." +"Le brouillard volumétrique peut prendre en compte la lumière indirecte lors " +"de l'utilisation de VoxelGI ou SDFGI." msgid "" "Fog volume nodes that can be placed to add fog to specific areas (or remove " "fog from specific areas). Supported shapes include box, ellipse, cone, " "cylinder, and 3D texture-based density maps." msgstr "" -"Nœud de brouillard volumétrique qui peut être placé pour ajouter du " -"brouillard dans des endroits spécifiques (ou retirer du brouillard " -"d'endroits spécifiques). Les formes prises en charge sont les boîtes, " -"ellipses, cônes, cylindres, et des maps de densités basées sur les textures " -"3D." +"Les nœuds de brouillard volumétriques qui peuvent être placés pour ajouter " +"du brouillard dans des endroits spécifiques (ou retirer du brouillard " +"d'endroits spécifiques). Les formes prises en charge sont les boîtes, les " +"ellipses, les cônes, les cylindres, et des cartes de densités basées sur les " +"textures 3D." msgid "Each fog volume can have its own custom shader." msgstr "Chaque volume de brouillard peut avoir son propre shader personnalisé." @@ -988,14 +965,14 @@ msgid "**Post-processing:**" msgstr "**Post-traitement :**" msgid "Tonemapping (Linear, Reinhard, Filmic, ACES)." -msgstr "Tonemapping (Linear, Reinhard, Filmic, ACES)." +msgstr "Cartographie des tons (Linéaire, Reinhard, Filmic, ACES)." msgid "" "Automatic exposure adjustments based on viewport brightness (and manual " "exposure override)." msgstr "" "Ajustements automatiques de l'exposition basés sur la luminosité de la " -"fenêtre d'affichage (et surcharge manuelle de l'exposition)." +"fenêtre d'affichage (et remplacement manuelle de l'exposition)." msgid "" "Near and far depth of field with adjustable bokeh simulation (box, hexagon, " @@ -1013,13 +990,13 @@ msgid "" "available: Screen, Soft Light, Add, Replace, Mix." msgstr "" "Effet d'éblouissement /de flou lumineux avec mise à l'échelle bicubique en " -"option et plusieurs modes de fusion disponibles: écran, lumière douce, " -"ajouter, remplacer, mélanger." +"option et plusieurs modes de fusion disponibles : Écran, Lumière Douce, " +"Ajouter, Remplacer, Mélanger." msgid "Glow can have a colored dirt map texture, acting as a lens dirt effect." msgstr "" -"La lueur peu avoir une texture de saleté colorée, agissant comme un effet de " -"lentille sale." +"Glow peut avoir une texture de carte de saleté colorée, agissant comme un " +"effet de lentille sale." msgid "" "Glow can be :ref:`used as a screen-space blur effect " @@ -1034,7 +1011,7 @@ msgstr "" "texture LUT tridimensionnelle ." msgid "Roughness limiter to reduce the impact of specular aliasing." -msgstr "Limiteur de rugosité pour réduire l'impact de l'aliasing spéculaire." +msgstr "Limiteur de rugosité pour réduire l'impact du crénelage spéculaire." msgid "Brightness, contrast and saturation adjustments." msgstr "Réglages de la luminosité, du contraste et de la saturation." @@ -1043,7 +1020,7 @@ msgid "**Texture filtering:**" msgstr "**Filtrage de texture :**" msgid "Nearest, bilinear, trilinear or anisotropic filtering." -msgstr "Filtrage nearest, bilinear, trilinear ou anisotropic." +msgstr "Filtrage au plus proche, bilinéaire, trilinéaire ou anisotrope." msgid "" "Filtering options are defined on a per-use basis, not a per-texture basis." @@ -1066,9 +1043,6 @@ msgstr "ETC2 (non supporté sur macOS)." msgid "S3TC (not supported on mobile/Web platforms)." msgstr "S3TC (non pris en charge sur les plateformes mobiles/Web)." -msgid "**Anti-aliasing:**" -msgstr "**Anticrénelage :**" - msgid "Temporal :ref:`antialiasing ` (TAA)." msgstr "Temporel :ref:`anticrénelage ` (TAA)." @@ -1085,8 +1059,8 @@ msgid "" "Multi-sample antialiasing (MSAA), for both :ref:`doc_2d_antialiasing` and :" "ref:`doc_3d_antialiasing`." msgstr "" -"Multi-sample antialiasing (MSAA), pour les deux:ref:`doc_2d_antialiasing` " -"and:ref:`doc_3d_antialiasing`." +"Anticrénelage multi-échantillons (MSAA), pour les deux :ref:" +"`doc_2d_antialiasing` et :ref:`doc_3d_antialiasing`." msgid "Fast approximate antialiasing (FXAA)." msgstr "Anticrénelage approximatif rapide (FXAA)." @@ -1095,8 +1069,8 @@ msgid "" "Super-sample antialiasing (SSAA) using bilinear 3D scaling and a 3D " "resolution scale above 1.0." msgstr "" -"Super-sample antialiasing (SSAA) utilise la mise à l'échelle 3D bilinéaire " -"et la mise à l'échelle de résolution 3D au dessus de 1.0." +"Anticrénelage de super-échantillon (SSAA) utilise la mise à l'échelle 3D " +"bilinéaire et la mise à l'échelle de résolution 3D au dessus de 1.0." msgid "" "Alpha antialiasing, MSAA alpha to coverage and alpha hashing on a per-" @@ -1106,7 +1080,7 @@ msgstr "" "de hachage sur une base de matériau." msgid "**Resolution scaling:**" -msgstr "**échelle de résolution: **" +msgstr "**Échelle de résolution :**" msgid "" "Support for :ref:`rendering 3D at a lower resolution " @@ -1115,7 +1089,7 @@ msgid "" "visuals on high-end systems." msgstr "" "Le support pour :ref: `un rendu en 3D à une basse resolution " -"`Tout en gardant le rendu 2D à l'échelle originale. " +"` tout en gardant le rendu 2D à l'échelle originale. " "Cela peut être utilisé pour améliorer la performance sur les système bas de " "gamme ou pour améliorer les visuels des systèmes haut de gamme." @@ -1131,9 +1105,9 @@ msgid "" "Texture mipmap LOD bias is adjusted automatically to improve quality at " "lower resolution scales. It can also be modified with a manual offset." msgstr "" -"Le biais de LOD des mipmaps de texture est ajusté automatiquement pour " -"améliorer la qualité aux résolutions inférieures. Il peut également être " -"modifié avec un décalage manuel." +"Le biais des niveaux de détails (LOD) des mipmaps de texture est " +"automatiquement ajusté pour améliorer la qualité aux résolutions " +"inférieures. Il peut également être modifié avec un décalage manuel." msgid "" "Most effects listed above can be adjusted for better performance or to " @@ -1142,8 +1116,8 @@ msgid "" msgstr "" "La plupart des effets mentionnés ci-dessus peuvent être ajustés pour " "améliorer les performances ou pour améliorer davantage la qualité. Cela peut " -"être utile lorsque vous utilisez:ref:`using Godot for offline rendering " -"`." +"être utile lorsque vous utilisez :ref:`Utilisation de Godot pour le rendu " +"hors ligne `." msgid "3D tools" msgstr "Outils 3D" @@ -1152,7 +1126,7 @@ msgid "" "Built-in meshes: cube, cylinder/cone, (hemi)sphere, prism, plane, quad, " "torus, ribbon, tube." msgstr "" -"Meshes intégrés : cube, cylindre/cone, (hémisphère)sphère, prisme, plan, " +"Maillages intégrés : cube, cylindre/cône, (hémisphère)sphère, prisme, plan, " "quadrilatère, tore, ruban, tube." msgid ":ref:`GridMaps ` for 3D tile-based level design." @@ -1164,12 +1138,13 @@ msgid "" ":ref:`Constructive solid geometry ` (intended for " "prototyping)." msgstr "" -":ref:`Constructive solid geometry ` (destiné au prototypage)." +":ref:`Géométrie constructive des solides (CSG)` (destiné au " +"prototypage)." msgid "" "Tools for :ref:`procedural geometry generation `." msgstr "" -"Outils pour :ref:`génération de la géométrie procédurale " +"Outils pour la :ref:`génération de la géométrie procédurale " "`." msgid "Path3D node to represent a path in 3D space." @@ -1179,7 +1154,7 @@ msgid "PathFollow3D node to make nodes follow a Path3D." msgstr "PathFollow3D pour que les nœuds suivent un Path3D." msgid ":ref:`3D geometry helper class `." -msgstr "Classe d'assistance à la géométrie 3D." +msgstr ":ref:`Classe d'assistance géométrique 3D `." msgid "" "Support for exporting the current scene as a glTF 2.0 file, both from the " @@ -1232,8 +1207,8 @@ msgid "" "Text-based shaders using a :ref:`shader language inspired by GLSL " "`." msgstr "" -"Shaders basés sur du texte utilisant un `langage de shader inspiré de GLSL " -"`." +"Shaders basés sur du texte utilisant un :ref:`langage de shader inspiré de " +"GLSL `." msgid "Visual shader editor." msgstr "Éditeur de shaders visuels." @@ -1249,7 +1224,7 @@ msgstr "**Général :**" msgid "Object-oriented design pattern with scripts extending nodes." msgstr "" -"Modèle de conception orientée-objet avec des scripts étendant(extend) de " +"Modèle de conception orientée-objet avec des scripts étendant(extend) des " "nœuds." msgid "Signals and groups for communicating between scripts." @@ -1280,7 +1255,7 @@ msgstr "" msgid "" "Syntax inspired by Python. However, GDScript is **not** based on Python." msgstr "" -"Syntaxe inspirée de Python. Cependant, GDScript n'est **pas** basé sur ce " +"Syntaxe inspirée de Python. Cependant, GDScript **n'est pas** basé sur ce " "dernier." msgid "Syntax highlighting is provided on GitHub." @@ -1312,19 +1287,19 @@ msgid "" "Android and iOS is also available (requires a .NET 7.0 project for Android " "and 8.0 for iOS)." msgstr "" -"Supporte Windows, Linux et MacOS. À compter de la version 4.2, un support " -"expérimental pour Android et iOS est aussi disponible (requiert un projet ." -"NET 7.0 pour Android et 8.0 pour iOS)." +"Prend en charge Windows, Linux et MacOS. À compter de la version 4.2, un " +"support expérimental pour Android et iOS est aussi disponible (requiert un " +"projet .NET 7.0 pour Android et 8.0 pour iOS)." msgid "" "On the Android platform only some architectures are supported: ``arm64`` and " "``x64``." msgstr "" -"Sur Android, seulement quelques architectures sont supportées : ``arm64`` et " +"Sur Android, seule quelques architectures sont supportées : ``arm64`` et " "``x64``." msgid "On the iOS platform only some architectures are supported: ``arm64``." -msgstr "Sur iOS, seulement quelques architectures sont supportées: ``arm64``." +msgstr "Sur iOS, seule quelques architectures sont supportées : ``arm64``." msgid "" "The web platform is currently unsupported. To use C# on that platform, " @@ -1369,24 +1344,11 @@ msgstr "" "Utilisez le système de compilation et les fonctionnalités de langage que " "vous souhaitez." -msgid "" -"Actively developed GDExtension bindings for `D `__, `Haxe `__, `Swift " -"`__, and `Rust `__ bindings provided by the community. (Some of " -"these bindings may be experimental and not production-ready)." -msgstr "" -"Liens GDExtension activement développés pour `D `__, `Haxe `__, `Swift " -"`__, et `Rust `__, fournis par la communauté. (Certains de ces " -"liens peuvent être expérimentaux et ne sont pas prêts pour la production)." - msgid "Audio" msgstr "Audio" msgid "Mono, stereo, 5.1 and 7.1 output." -msgstr "Mono, stéréo, sortie 5.1 et 7.1." +msgstr "Sortie Mono, stéréo, 5.1 et 7.1." msgid "Non-positional and positional playback in 2D and 3D." msgstr "Lecture(playback) non positionnelle et positionnelle en 2D et 3D." @@ -1398,15 +1360,15 @@ msgid "" "Support for re-routable :ref:`audio buses ` and effects " "with dozens of effects included." msgstr "" -"Support d' :ref:`audio bus ` re-routable et des effets avec " +"Support de :ref:`bus audio` re-routable et des effets avec " "des dizaines d'effets inclus." msgid "" "Support for polyphony (playing several sounds from a single " "AudioStreamPlayer node)." msgstr "" -"Prise en charge de la polyphonie (jouer plusieurs sons d'un seul nœud " -"AudioStreamPlayer)." +"Prise en charge de la polyphonie (jouer plusieurs sons à partir d'un seul " +"nœud AudioStreamPlayer)." msgid "Support for random volume and pitch." msgstr "Support pour le volume et le pitch aléatoires." @@ -1432,7 +1394,7 @@ msgstr "" msgid "" "Support for :ref:`procedural audio generation `." msgstr "" -"Support pour la:ref:`génération audio procédurale " +"Support pour la :ref:`génération audio procédurale " "`." msgid "Audio input to record microphones." @@ -1457,18 +1419,18 @@ msgid "*Linux:* PulseAudio or ALSA." msgstr "*Linux :* PulseAudio ou ALSA." msgid "Import" -msgstr "Importer" +msgstr "Importation" msgid "Support for :ref:`custom import plugins `." msgstr "" -"Prise en charge de :ref:`plugins d'importation personnalisés " +"Prise en charge des :ref:`plugins d'importation personnalisés " "`." msgid "**Formats:**" msgstr "**Formats :**" msgid "*Images:* See :ref:`doc_importing_images`." -msgstr "*Images:* Voir:ref:`doc_importing_images`." +msgstr "*Images:* Voir :ref:`doc_importing_images`." msgid "*Audio:*" msgstr "*Audio :*" @@ -1483,7 +1445,7 @@ msgid "MP3." msgstr "MP3." msgid "*3D scenes:* See :ref:`doc_importing_3d_scenes`." -msgstr "*Images :* Voir :ref:`doc_importing_3d_scenes`." +msgstr "*Scènes 3D:* Voir :ref:`doc_importing_3d_scenes`." msgid "glTF 2.0 *(recommended)*." msgstr "glTF 2.0 *(recommandé)*." @@ -1491,12 +1453,33 @@ msgstr "glTF 2.0 *(recommandé)*." msgid "" "``.blend`` (by calling Blender's glTF export functionality transparently)." msgstr "" -"``.blend``(en appelant de manière transparente la fonctionnalité " +"``.blend`` (en appelant de manière transparente la fonctionnalité " "d'exportation glTF de Blender)." +msgid "" +"FBX (by calling `FBX2glTF `__ " +"transparently)." +msgstr "" +"FBX (en appelant `FBX2glTF `__ de " +"manière transparente)." + msgid "Collada (.dae)." msgstr "Collada (.dae)." +msgid "" +"Wavefront OBJ (static scenes only, can be loaded directly as a mesh or " +"imported as a 3D scene)." +msgstr "" +"Wavefront OBJ (scènes statiques uniquement, peut être chargé directement " +"sous forme de maillage ou importé sous forme de scène 3D)." + +msgid "" +"Support for loading glTF 2.0 scenes at run-time, including from an exported " +"project." +msgstr "" +"Support du chargement de scènes glTF 2.0 au moment de l'exécution, y compris " +"à partir d'un projet exporté." + msgid "" "3D meshes use `Mikktspace `__ to generate " "tangents on import, which ensures consistency with other 3D applications " @@ -1509,6 +1492,13 @@ msgstr "" msgid "Input" msgstr "Entrée" +msgid "" +":ref:`Input mapping system ` using hardcoded input " +"events or remappable input actions." +msgstr "" +":ref:`Système de mappage d'entrée ` utilisant des " +"événements d'entrée codés en dur ou des actions d'entrée reconfigurables." + msgid "" "Axis values can be mapped to two different actions with a configurable " "deadzone." @@ -1518,7 +1508,8 @@ msgstr "" msgid "Use the same code to support both keyboards and gamepads." msgstr "" -"Utilise le même code pour prendre en charge les claviers et les gamepads." +"Utilise le même code pour prendre en charge les claviers et les manettes de " +"jeu." msgid "Keyboard input." msgstr "Entrée clavier." @@ -1544,12 +1535,12 @@ msgid "" "When captured, raw input will be used on Windows and Linux to sidestep the " "OS' mouse acceleration settings." msgstr "" -"Lorsque capturées, les données brutes seront utilisées sous Windows et Linux " -"pour contourner les paramètres d'accélération de la souris du système " +"Une fois capturée, l'entrée brute sera utilisée sous Windows et Linux pour " +"contourner les paramètres d'accélération de la souris du système " "d'exploitation." msgid "Gamepad input (up to 8 simultaneous controllers)." -msgstr "Entrée manette (jusqu'à 8 contrôleurs en simultané)." +msgstr "Entrée manette de jeu (jusqu'à 8 contrôleurs en simultané)." msgid "Pen/tablet input with pressure support." msgstr "Saisie au stylet/tablette avec support de la pression." @@ -1557,12 +1548,17 @@ msgstr "Saisie au stylet/tablette avec support de la pression." msgid "Navigation" msgstr "Navigation" +msgid "" +"A* algorithm in :ref:`2D ` and :ref:`3D `." +msgstr "" +"Algorithme A* en :ref:`2D ` et :ref:`3D `." + msgid "" "Navigation meshes with dynamic obstacle avoidance in :ref:`2D " "` and :ref:`3D `." msgstr "" -"Meshs de navigation avec évitement dynamique d'obstacle dans :ref:`2D " -"` et :ref:`3D `." +"Maillages de navigation avec évitement dynamique d'obstacle en :ref:`2D " +"` et :ref:`3D `." msgid "" "Generate navigation meshes from the editor or at run-time (including from an " @@ -1574,22 +1570,70 @@ msgstr "" msgid "Networking" msgstr "Réseau" +msgid "" +"Low-level TCP networking using :ref:`class_StreamPeer` and :ref:" +"`class_TCPServer`." +msgstr "" +"Réseau TCP de bas niveau utilisant :ref:`class_StreamPeer`et :ref:" +"`class_TCPServer`." + +msgid "" +"Low-level UDP networking using :ref:`class_PacketPeer` and :ref:" +"`class_UDPServer`." +msgstr "" +"Réseau UDP de bas niveau utilisant :ref:`class_PacketPeer` et :ref:" +"`class_UDPServer`." + +msgid "Low-level HTTP requests using :ref:`class_HTTPClient`." +msgstr "Requêtes HTTP de bas niveau utilisant :ref:`class_HTTPClient`." + +msgid "High-level HTTP requests using :ref:`class_HTTPRequest`." +msgstr "Requêtes HTTP de haut niveau utilisant :ref:`class_HTTPRequest`." + msgid "Supports HTTPS out of the box using bundled certificates." -msgstr "Support HTTPS utilisant des certificats groupés." +msgstr "Prend en charge HTTPS dès leur sortie des certificats groupés." + +msgid "" +":ref:`High-level multiplayer ` API using UDP and " +"ENet." +msgstr "" +":ref:`API multijoueur de haut niveau ` utilisant " +"UDP et ENet." msgid "Automatic replication using remote procedure calls (RPCs)." -msgstr "Réplication automatique au moyen de remote procedure calls (RPC)." +msgstr "" +"Réplication automatique au moyen des appels de procédure à distance (RPC)." msgid "Supports unreliable, reliable and ordered transfers." msgstr "" -"Support des transferts peu fiables, sûrs et ordonnés (unreliable, reliable " -"and ordered)." +"Prise en charge des transferts non fiables, sûrs et ordonnés (unreliable, " +"reliable and ordered)." + +msgid "" +":ref:`WebSocket ` client and server, available on all " +"platforms." +msgstr "" +"Client et serveur :ref:`WebSocket `, disponible sur toutes " +"les plateformes." + +msgid "" +":ref:`WebRTC ` client and server, available on all platforms." +msgstr "" +"Client et serveur :ref:`WebRTC `, disponible sur toutes les " +"plateformes." + +msgid "" +"Support for :ref:`UPnP ` to sidestep the requirement to forward " +"ports when hosting a server behind a NAT." +msgstr "" +"Support d':ref:`UPnP ` pour éviter l'obligation de forward ports " +"lors de l'hébergement d'un serveur derrière un NAT." msgid "Internationalization" msgstr "Internationalisation" msgid "Full support for Unicode including emoji." -msgstr "Support complet d'Unicode, y compris les emojis." +msgstr "Prise en charge complète d'Unicode, y compris les émojis." msgid "" "Store localization strings using :ref:`CSV ` " @@ -1599,6 +1643,11 @@ msgstr "" "` ou :ref:`gettext " "`." +msgid "Support for generating gettext POT and PO files from the editor." +msgstr "" +"Prise en charge de la génération de fichiers gettext POT et PO dans " +"l'éditeur." + msgid "" "Use localized strings in your project automatically in GUI elements or by " "using the ``tr()`` function." @@ -1614,12 +1663,37 @@ msgstr "" "Prise en charge de la pluralisation et des contextes de traduction en " "utilisant des traductions gettext." +msgid "" +"Support for :ref:`bidirectional typesetting " +"`, text shaping and OpenType localized " +"forms." +msgstr "" +"Prise en charge de :ref:`la mise en page bidirectionnelle (bidirectional " +"typesetting) `, le façonnage du texte et " +"les formes localisées OpenType." + +msgid "Automatic UI mirroring for right-to-left locales." +msgstr "" +"Mise en miroir automatique de l'interface utilisateur pour les locales de " +"droite à gauche." + +msgid "" +"Support for pseudolocalization to test your project for i18n-friendliness." +msgstr "" +"Prise en charge de la pseudo-localisation afin de tester la compatibilité " +"i18n de votre projet." + msgid "Windowing and OS integration" msgstr "Fenêtrage et intégration au systèmes d'exploitation" msgid "Spawn multiple independent windows within a single process." msgstr "Créer plusieurs fenêtres indépendantes en un seul processus." +msgid "Move, resize, minimize, and maximize windows spawned by the project." +msgstr "" +"Déplacez, redimensionnez, minimisez et maximisez la fenêtre créée par le " +"projet." + msgid "Change the window title and icon." msgstr "Changez le titre et l'icône de la fenêtre." @@ -1632,9 +1706,32 @@ msgstr "" msgid "Fullscreen mode." msgstr "Mode plein écran." +msgid "" +"Uses borderless fullscreen by default on Windows for fast alt-tabbing, but " +"can optionally use exclusive fullscreen to reduce input lag." +msgstr "" +"Utilise le plein écran sans bordures par défaut sur Windows pour un alt-tab " +"rapide, mais peut aussi utiliser l'écran complet de manière exclusive pour " +"réduire la latence d'entrée." + +msgid "Borderless windows (fullscreen or non-fullscreen)." +msgstr "Fenêtre sans bordure (plein écran ou non)." + +msgid "Ability to keep a window always on top." +msgstr "" +"Possibilité de garder la fenêtre toujours visible (par dessus les autres " +"fenêtres)." + msgid "Global menu integration on macOS." msgstr "Intégration au menu global sur macOS." +msgid "" +"Execute commands in a blocking or non-blocking manner (including running " +"multiple instances of the same project)." +msgstr "" +"Exécuter les commandes de manière bloquante ou non bloquante (y compris en " +"exécutant plusieurs instances du même projet)." + msgid "" "Open file paths and URLs using default or custom protocol handlers (if " "registered on the system)." @@ -1646,6 +1743,17 @@ msgstr "" msgid "Parse custom command line arguments." msgstr "Analyser les arguments de ligne de commande personnalisés." +msgid "" +"Any Godot binary (editor or exported project) can be :ref:`used as a " +"headless server ` by starting it with " +"the ``--headless`` command line argument. This allows running the engine " +"without a GPU or display server." +msgstr "" +"Tout binaire Godot (éditeur ou projet exporté) peut être :ref:`utilisé comme " +"un serveur sans interface graphique ` " +"en le lançant avec l'argument de ligne de commande ``--headless``. Cela " +"permet de faire fonctionner le moteur sans GPU ni serveur d'affichage." + msgid "Mobile" msgstr "Mobile" @@ -1653,8 +1761,8 @@ msgid "" "In-app purchases on :ref:`Android ` and :ref:" "`iOS `." msgstr "" -"Achats In-app sur :ref:`Android ‹Android_android_in_app_purchases>` et:ref:" -"`iOS Ḥdoc_plugins_for_ios>`." +"Achats In-app sur :ref:`Android` et :ref:`iOS " +"`." msgid "Support for advertisements using third-party modules." msgstr "Support des annonces publicitaires en utilisant des modules tiers." @@ -1662,43 +1770,100 @@ msgstr "Support des annonces publicitaires en utilisant des modules tiers." msgid "XR support (AR and VR)" msgstr "Support XR (AR et VR)" +msgid "Out of the box :ref:`support for OpenXR `." +msgstr "Dès sa sortie :ref:`prise en charge d'OpenXR `." + +msgid "" +"Including support for popular desktop headsets like the Valve Index, WMR " +"headsets, and Quest over Link." +msgstr "" +"Comprend la prise en charge des casques les plus populaires tels que le " +"Valve Index, les casques WMR et Quest over Link." + +msgid "" +"Support for :ref:`Android based headsets ` using " +"OpenXR through a plugin." +msgstr "" +"Prise en charge des :ref:`Casques basés sur Android " +"` utilisant OpenXR via un plugin." + +msgid "" +"Including support for popular stand alone headsets like the Meta Quest 1/2/3 " +"and Pro, Pico 4, Magic Leap 2, and Lynx R1." +msgstr "" +"Comprend la prise en charge des casques les plus populaires comme le Meta " +"Quest 1/2/3 et Pro, Pico 4, Magic Leap 2, et Lynx R1." + +msgid "Other devices supported through an XR plugin structure." +msgstr "Autres appareils pris en charge via des plugins XR." + +msgid "" +"Various advanced toolkits are available that implement common features " +"required by XR applications." +msgstr "" +"Diverses boîtes à outils avancées sont disponibles qui implémentent les " +"fonctionnalités communes requises par les applications XR." + msgid "GUI system" -msgstr "GUI système" +msgstr "Interface Graphique (GUI)" msgid "" "Godot's GUI is built using the same Control nodes used to make games in " "Godot. The editor UI can easily be extended in many ways using add-ons." msgstr "" "L'interface graphique de Godot est construite en utilisant les mêmes nœuds " -"Control que ceux utilisés pour les jeux dans Godot. L'interface utilisateur " -"de l'éditeur peut facilement être étendue de nombreuses façons à l'aide " -"d'add-ons." +"Control que ceux utilisés pour créer des jeux dans Godot. L'interface " +"utilisateur de l'éditeur peut facilement être étendue de nombreuses façons à " +"l'aide d'add-ons." msgid "**Nodes:**" -msgstr "**Nodes :**" +msgstr "**Nœuds :**" msgid "Buttons." -msgstr "Buttons (Boutons)." +msgstr "Boutons." msgid "Checkboxes, check buttons, radio buttons." msgstr "Cases à cocher, boutons à cocher, boutons radio." +msgid "" +"Text entry using :ref:`class_LineEdit` (single line) and :ref:" +"`class_TextEdit` (multiple lines). TextEdit also supports code editing " +"features such as displaying line numbers and syntax highlighting." +msgstr "" +"Saisie de texte à l'aide de :ref:`class_LineEdit` (une seule ligne) et :ref:" +"`class_TextEdit` (plusieurs lignes). TextEdit prend également en charge les " +"fonctions d'édition de code telles que l'affichage des numéros de ligne et " +"la mise en surbrillance de la syntaxe." + +msgid "" +"Dropdown menus using :ref:`class_PopupMenu` and :ref:`class_OptionButton`." +msgstr "" +"Menus déroulants avec :ref:`class_PopupMenu` et :ref:`class_OptionButton`." + msgid "Scrollbars." msgstr "Barres de défilement." msgid "Labels." -msgstr "Étiquettes (Lables)." +msgstr "Étiquettes (Labels)." + +msgid "" +"RichTextLabel for :ref:`text formatted using BBCode " +"`, with support for animated custom effects." +msgstr "" +"RichTextLabel pour :ref:`texte formaté en utilisant le BBCode " +"`, avec la prise en charge d'effets animés " +"personnalisés." msgid "Trees (can also be used to represent tables)." msgstr "" -"Trees (arbres) (peuvent également être utilisés pour représenter des " +"Arbres (Tree) (peuvent également être utilisés pour représenter des " "tableaux)." msgid "Color picker with RGB and HSV modes." msgstr "Un sélectionneur de couleur avec les modes RGB et HSV." msgid "Controls can be rotated and scaled." -msgstr "Controls peuvent être tournés et mis à l'échelle." +msgstr "Les contrôles peuvent être tournés et étirés." msgid "**Sizing:**" msgstr "**Dimensionnement :**" @@ -1714,22 +1879,45 @@ msgstr "" "en suivant certaines règles." msgid ":ref:`Stack ` layouts." -msgstr ":ref:`Stack ` agencement." +msgstr "Agencement en :ref:`Pile `." msgid ":ref:`Grid ` layouts." -msgstr ":ref:`Grid ` agencement." +msgstr "Agencement en :ref:`Grille `." + +msgid "" +":ref:`Flow ` layouts (similar to autowrapping text)." +msgstr "" +"Disposition en :ref:`Flux ` (similaire à l'habillage " +"automatique d'un texte)." + +msgid "" +":ref:`Margin `, :ref:`centered " +"` and :ref:`aspect ratio " +"` layouts." +msgstr "" +"Dispositions :ref:`Marge `, :ref:`centrée " +"` et :ref:`conservation des proportions " +"`." msgid ":ref:`Draggable splitter ` layouts." -msgstr ":ref:`séparateur déplaçable ` layouts." +msgstr "Disposition avec un :ref:`Conteneur divisable `." + +msgid "" +"Scale to :ref:`multiple resolutions ` using the " +"``canvas_items`` or ``viewport`` stretch modes." +msgstr "" +"Mise à l'échelle vers :ref:`plusieurs résolutions " +"` en utilisant les modes d'étirement " +"``canvas_items`` ou ``viewport``." msgid "" "Support any aspect ratio using anchors and the ``expand`` stretch aspect." msgstr "" -"Support de tout les rapports d'aspect en utilisant des ancres et l'aspect " -"d'étirement ``expand``." +"Prise en charge de la conservation de l'aspect en utilisant des ancres et " +"l'aspect d'étirement ``expand``." msgid "**Theming:**" -msgstr "**Theming :**" +msgstr "**Thèmes :**" msgid "Built-in theme editor." msgstr "Éditeur de thèmes intégré." @@ -1745,8 +1933,8 @@ msgid "" "Supports rounded/beveled corners, drop shadows, per-border widths and " "antialiasing." msgstr "" -"Supporte les coins arrondis/biseautés, les ombres portées, et les largeurs " -"par bordure et l'anticrénelage." +"Prends en charge les coins arrondis/biseautés, les ombres portées, et les " +"largeurs par bordure et l'anticrénelage." msgid "Texture-based theming using :ref:`class_StyleBoxTexture`." msgstr "Thème basée sur une texture en utilisant :ref:`class_StyleBoxTexture`." @@ -1762,21 +1950,21 @@ msgid "Animation" msgstr "Animation" msgid "Direct kinematics and inverse kinematics." -msgstr "Direct kinematics et inverse kinematics." +msgstr "Cinématiques directes et cinématiques inverses." msgid "Support for animating any property with customizable interpolation." msgstr "" -"Support de l'animation de toute propriété avec par interpolation " -"personnalisable." +"Prise en charge de l'animation de n'importe quelle propriété avec " +"interpolation personnalisable." msgid "Support for calling methods in animation tracks." -msgstr "Support des méthodes d'appel dans les pistes d'animation." +msgstr "Prise en charge de l'appel des méthodes dans les pistes d'animation." msgid "Support for playing sounds in animation tracks." -msgstr "Support de la lecture de sons dans les pistes d'animation." +msgstr "Prise en charge de la lecture de sons dans les pistes d'animation." msgid "Support for Bézier curves in animation." -msgstr "Support des courbes de Bézier dans les animations." +msgstr "Prise en charge des courbes de Bézier dans les animations." msgid "File formats" msgstr "Formats de fichier" @@ -1785,13 +1973,13 @@ msgid "" "Scenes and resources can be saved in :ref:`text-based " "` or binary formats." msgstr "" -"Les scènes et les ressources peuvent être enregistrées dans :ref:`text-based " -"` ou des formats binaire." +"Les scènes et les ressources peuvent être enregistrées dans des formats :ref:" +"`textes` ou binaires." msgid "" "Text-based formats are human-readable and more friendly to version control." msgstr "" -"Les formats en texte sont lisibles par l'homme et plus compatible avec le " +"Les formats Texte sont lisibles par l'homme et plus compatible avec le " "contrôle de version." msgid "Binary formats are faster to save/load for large scenes/resources." @@ -1799,6 +1987,11 @@ msgstr "" "Les formats binaires sont plus rapides à sauvegarder/charger pour les " "grandes scènes/ressources." +msgid "Read and write text or binary files using :ref:`class_FileAccess`." +msgstr "" +"Lecture et écriture de fichiers texte ou binaires en utilisant :ref:" +"`class_FileAccess`." + msgid "Can optionally be compressed or encrypted." msgstr "Peut éventuellement être compressé ou chiffré." @@ -1817,16 +2010,25 @@ msgstr "" "Color, ..." msgid "Read XML files using :ref:`class_XMLParser`." -msgstr "Lire les fichiers XML en utilisant :ref:`class_XMLParser`." +msgstr "Lecture des fichiers XML en utilisant :ref:`class_XMLParser`." + +msgid "" +":ref:`Load and save images, audio/video, fonts and ZIP archives " +"` in an exported project without having to " +"go through Godot's import system." +msgstr "" +":ref:`Chargez et enregistrez des images, de l'audio/vidéo, des polices et " +"des archives ZIP ` dans un projet exporté " +"sans avoir à passer par le système d'importation de Godot." msgid "" "Pack game data into a PCK file (custom format optimized for fast seeking), " "into a ZIP archive, or directly into the executable for single-file " "distribution." msgstr "" -"Emballez les données de jeu dans un fichier PCK (format custom optimisé pour " -"la recherche rapide), dans une archive ZIP ou directement dans l'exécutable " -"pour une distribution en fichier unique." +"Emballez les données de jeu dans un fichier PCK (format particulièrement " +"optimisé pour la recherche rapide), dans une archive ZIP ou directement dans " +"l'exécutable pour une distribution en fichier unique." msgid "" ":ref:`Export additional PCK files` that can be read by " @@ -1838,6 +2040,21 @@ msgstr "" msgid "Miscellaneous" msgstr "Divers" +msgid "" +":ref:`Video playback ` with built-in support for Ogg " +"Theora." +msgstr "" +":ref:`Lecture vidéo ` avec prise en charge intégrée " +"d'Ogg Theora." + +msgid "" +":ref:`Movie Maker mode ` to record videos from a " +"running project with synchronized audio and perfect frame pacing." +msgstr "" +":ref:`Mode Movie Maker ` pour enregistrer des vidéos à " +"partir d'un projet en cours d'exécution avec un son synchronisé et un rythme " +"d'image parfait." + msgid "" ":ref:`Low-level access to servers ` which allows " "bypassing the scene tree's overhead when needed." @@ -1848,12 +2065,12 @@ msgstr "" msgid "" ":ref:`Command line interface ` for automation." msgstr "" -":ref:`Command line tutorial ` pour " +":ref:`Tutoriel sur la ligne de commande ` pour " "l'automatisation." msgid "Export and deploy projects using continuous integration platforms." msgstr "" -"Exporter et déployer des projets en utilisant des plateformes d'intégration " +"Exportez et déployez des projets en utilisant des plateformes d'intégration " "continue." msgid "" @@ -1863,6 +2080,23 @@ msgstr "" "`Des scripts de complétion `__ sont disponibles pour Bash, zsh et fish." +msgid "" +"Print colored text to standard output on all platforms using :ref:" +"`print_rich `." +msgstr "" +"Affichez du texte en couleur sur la sortie standard sur toutes les plates-" +"formes en utilisant :ref:`print_rich `." + +msgid "" +"Support for :ref:`C++ modules ` statically linked " +"into the engine binary." +msgstr "" +"Prise en charge des :ref:`modules C++ ` liés " +"statiquement dans le binaire du moteur." + +msgid "Engine and editor written in C++17." +msgstr "Moteur et éditeur écrit en C++17." + msgid "" "Can be :ref:`compiled ` using GCC, " "Clang and MSVC. MinGW is also supported." @@ -1883,15 +2117,19 @@ msgstr "" msgid "Licensed under the permissive MIT license." msgstr "Licencié sous la licence permissive MIT." +msgid "" +"Open development process with :ref:`contributions welcome " +"`." +msgstr "" +"Processus de développement ouvert avec des :ref:`contributions bienvenues " +"`." + msgid "" "The `Godot proposals repository `__ lists features that have been requested by the community and " "may be implemented in future Godot releases." msgstr "" -"Le `répertoire de propositions Godot `__ liste les fonctionnalités qui ont été demandées par la " "communauté et qui pourraient être implémentées dans les futures versions de " "Godot." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/about/release_policy.po b/sphinx/po/fr/LC_MESSAGES/about/release_policy.po index 48d53aa26b..3a2771657d 100644 --- a/sphinx/po/fr/LC_MESSAGES/about/release_policy.po +++ b/sphinx/po/fr/LC_MESSAGES/about/release_policy.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,6 +14,17 @@ msgstr "" msgid "Godot release policy" msgstr "Politique de publication(release) de Godot" +msgid "" +"Godot's release policy is in constant evolution. The description below " +"provides 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 "" +"La politique de publication de Godot est en constante évolution. Ce qui est " +"décrit ci-dessous est destiné à donner une idée générale de ce à quoi il " +"faut s'attendre, mais ce qui se passera réellement dépend des choix des " +"principaux contributeurs, et des besoins de la communauté à un moment donné." + msgid "Godot versioning" msgstr "Gestion des versions de Godot" @@ -23,25 +34,68 @@ msgid "" "each term adapted to the complexity of a game engine:" msgstr "" "Godot suit librement le `Semantic Versioning `__ avec " -"un système de versionnement `major.minor.patch``, mais avec une " -"interprétation de chaque terme adaptée à la complexité d'un moteur de jeu :" +"un système de versionnement ``major.minor.patch``, mais avec une " +"interprétation de chaque terme adaptée à la complexité d'un moteur de jeu :" 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 "" -"La version \"majeure\" est incrémentée lorsque des ruptures de compatibilité " +"La version ``major`` est incrémentée lorsque des ruptures de compatibilité " "majeures se produisent et impliquent un travail de portage important pour " "faire passer les projets d'une version majeure à une autre." +msgid "" +"For example, porting Godot projects from Godot 3.x to Godot 4.x requires " +"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 "" +"Par exemple, le portage de projets de Godot 3.x à Godot 4.x nécessitent " +"l'exécution du projet par un outil de conversion, puis l'exécution manuelle " +"d'un certain nombre d'ajustements supplémentaires, que l'outil ne pouvait " +"pas faire automatiquement." + +msgid "" +"The ``minor`` version is incremented for feature releases that 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 "" +"La version ``minor`` est incrémentée pour les versions de fonctionnalités " +"qui ne cassent pas la compatibilité de manière majeure. Des ruptures de " +"compatibilité mineures dans des domaines très spécifiques *peuvent* se " +"produire dans les versions mineures, mais la grande majorité des projets ne " +"devraient pas être affectés ou nécessiter un travail de portage important." + +msgid "" +"This is because Godot, as a game engine, covers many areas like rendering, " +"physics, and scripting. Fixing bugs or implementing new features in one area " +"might sometimes require changing a feature's behavior or modifying a class's " +"interface, even if the rest of the engine API remains backwards compatible." +msgstr "" +"En effet, Godot, en tant que moteur de jeu, couvre de nombreux domaines tels " +"que le rendu, la physique et les scripts. La correction de bugs ou " +"l'implémentation de nouvelles fonctionnalités dans un domaine peut parfois " +"nécessiter de modifier le comportement d'une fonctionnalité ou de modifier " +"l'interface d'une classe, même si le reste de l'API du moteur reste " +"rétrocompatible." + +msgid "" +"Upgrading to a new minor version is recommended for all users, but some " +"testing is necessary to ensure that your project still behaves as expected." +msgstr "" +"La mise à niveau vers une nouvelle version mineure est recommandée pour tous " +"les utilisateurs, mais certains tests sont nécessaires pour garantir que " +"votre projet se comporte toujours comme prévu." + 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 "" -"La version \"patch\" est incrémentée pour les versions de maintenance qui se " +"La version ``patch`` est incrémentée pour les versions de maintenance qui se " "concentrent sur la correction des bogues et des problèmes de sécurité, " "l'implémentation de nouvelles exigences pour le support de la plateforme, et " "l'amélioration de l'utilisabilité. Les versions patch sont rétrocompatibles." @@ -50,9 +104,9 @@ 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 "" -"Les versions patch peuvent inclure de nouvelles fonctionnalités mineures qui " -"n'ont pas d'impact sur l'API existante, et ne risquent donc pas d'avoir un " -"impact sur les projets existants." +"Les versions correctives (patch) peuvent inclure de nouvelles " +"fonctionnalités mineures qui n'ont pas d'impact sur l'API existante, et ne " +"risquent donc pas d'avoir un impact sur les projets existants." msgid "" "Updating to new patch versions is therefore considered safe and strongly " @@ -62,9 +116,35 @@ msgstr "" "comme sûre et fortement recommandée à tous les utilisateurs d'une branche " "stable donnée." +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 4.0 stable branch are developed in " +"the ``4.0`` Git branch)." +msgstr "" +"Nous appelons les combinaisons ``major.minor`` des *branches stables*. " +"Chaque branche stable commence par une version ``major.minor`` (sans le " +"``0`` pour ``patch``) et est développée ultérieurement pour les versions de " +"maintenance dans une branche Git du même nom (par exemple, les mises à jour " +"de correctifs pour la branche stable 4.0 sont développées dans la branche " +"Git ``4.0``)." + msgid "Release support timeline" msgstr "Calendrier de support de version" +msgid "" +"Stable branches are supported *at least* 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 "" +"Les branches stables sont prises en charge *au minimum* jusqu'à ce que la " +"branche stable suivante soit publiée et ait reçu sa première mise à jour. En " +"pratique, nous supportons les branches stables sur une base du *meilleur " +"effort* aussi longtemps qu'elles ont des utilisateurs actifs qui ont besoin " +"de mises à jour de maintenance." + 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 " @@ -85,18 +165,60 @@ msgstr "**Date de publication**" msgid "**Support level**" msgstr "**Niveau de support**" +msgid "" +"|unstable| *Development.* Receives new features, usability and performance " +"improvements, as well as bug fixes, while under development." +msgstr "" +"|unstable| *Développement.* Reçoit de nouvelles fonctionnalités, des " +"améliorations de convivialité et de performances, ainsi que des corrections " +"de bogues, pendant le développement." + msgid "unstable" msgstr "instable" +msgid "" +"|supported| Receives fixes for bugs and security issues, as well as patches " +"that enable platform support." +msgstr "" +"|supported| Reçoit des correctifs pour les bogues et les problèmes de " +"sécurité, ainsi que des correctifs qui permettent la prise en charge de la " +"plateforme." + msgid "supported" msgstr "supporté" +msgid "Godot 4.2" +msgstr "Godot 4.2" + +msgid "November 2023" +msgstr "Novembre 2023" + +msgid "Godot 4.1" +msgstr "Godot 4.1" + +msgid "July 2023" +msgstr "Juillet 2023" + msgid "Godot 4.0" msgstr "Godot 4.0" +msgid "March 2023" +msgstr "Mars 2023" + +msgid "|eol| No longer supported (last update: 4.0.4)." +msgstr "|eol| N’est plus supporté (dernière version : 4.0.4)." + msgid "eol" msgstr "fin de vie" +msgid "" +"|supported| *Beta.* Receives new features, usability and performance " +"improvements, as well as bug fixes, while under development." +msgstr "" +"|supported| *Béta.* Reçoit de nouvelles fonctionnalités, des améliorations " +"de convivialité et de performances, ainsi que des corrections de bugs, " +"pendant le développement." + msgid "Godot 3.5" msgstr "Godot 3.5" @@ -109,12 +231,18 @@ msgstr "Godot 3.4" msgid "November 2021" msgstr "Novembre 2021" +msgid "|eol| No longer supported (last update: 3.4.5)." +msgstr "|eol| N’est plus supporté (dernière version : 3.4.5)." + msgid "Godot 3.3" msgstr "Godot 3.3" msgid "April 2021" msgstr "Avril 2021" +msgid "|eol| No longer supported (last update: 3.3.4)." +msgstr "|eol| N’est plus supporté (dernière version : 3.3.4)." + msgid "Godot 3.2" msgstr "Godot 3.2" @@ -175,15 +303,15 @@ msgstr "Godot 1.0" msgid "December 2014" msgstr "Décembre 2014" -msgid "partial" -msgstr "partiel" - msgid "" "**Legend:** |supported| Full support – |partial| Partial support – |eol| No " "support (end of life) – |unstable| Development version" msgstr "" -"**Légende:** |supported| Support complet - |partial| Support partiel - |eol| " -"Pas de support (end of life) - |unstable| Version de développement" +"**Légende :** |supported| Support complet - |partial| Support partiel - |" +"eol| Pas de support (end of life) - |unstable| Version de développement" + +msgid "partial" +msgstr "partiel" msgid "" "Pre-release Godot versions aren't intended to be used in production and are " @@ -192,9 +320,158 @@ msgstr "" "Les versions de Godot en pré-publication ne sont pas destinées à être " "utilisées en production et sont fournies pour un usage de testeur." +msgid "" +"See :ref:`doc_upgrading_to_godot_4` for instructions on migrating a project " +"from Godot 3.x to 4.x." +msgstr "" +"Voir :ref:`doc_upgrading_to_godot_4` pour obtenir des instructions sur la " +"migration d'un projet de Godot 3.x vers 4.x." + +msgid "Which version should I use for a new project?" +msgstr "Quelle version dois-je utiliser pour un nouveau projet ?" + +msgid "" +"We recommend using Godot 4.x for new projects, as the Godot 4.x series will " +"be supported long after 3.x stops receiving updates in the future. One " +"caveat is that a lot of third-party documentation hasn't been updated for " +"Godot 4.x yet. If you have to follow a tutorial designed for Godot 3.x, we " +"recommend keeping :ref:`doc_upgrading_to_godot_4` open in a separate tab to " +"check which methods have been renamed (if you get a script error while " +"trying to use a specific node or method that was renamed in Godot 4.x)." +msgstr "" +"Nous recommandons d'utiliser Godot 4.x pour les nouveaux projets, car la " +"série Godot 4.x sera prise en charge bien après que la version 3.x aura " +"cessé de recevoir des mises à jour dans le futur. Un inconvénient est qu'une " +"grande partie de la documentation tierce n'a pas encore été mise à jour pour " +"Godot 4.x. Si vous devez suivre un tutoriel conçu pour Godot 3.x, nous vous " +"recommandons de garder :ref:`doc_upgrading_to_godot_4` ouvert dans un onglet " +"séparé pour vérifier quelles méthodes ont été renommées (si vous obtenez une " +"erreur de script en essayant d'utiliser un nœud ou une méthode spécifique " +"qui a été renommé dans Godot 4.x)." + +msgid "" +"If your project requires a feature that is missing in 4.x (such as GLES2/" +"WebGL 1.0), you should use Godot 3.x for a new project instead." +msgstr "" +"Si votre projet nécessite une fonctionnalité manquante dans la version 4.x " +"(comme GLES2/WebGL 1.0), vous devez plutôt utiliser Godot 3.x pour un " +"nouveau projet." + +msgid "Should I upgrade my project to use new engine versions?" +msgstr "" +"Dois-je mettre à niveau mon projet pour utiliser les nouvelles versions du " +"moteur ?" + +msgid "" +"Upgrading software while working on a project is inherently risky, so " +"consider whether it's a good idea for your project before attempting an " +"upgrade. Also, make backups of your project or use version control to " +"prevent losing data in case the upgrade goes wrong." +msgstr "" +"La mise à niveau d'un logiciel pendant que vous travaillez sur un projet est " +"forcément risquée. Réfléchissez donc à la pertinence de cette idée pour " +"votre projet avant de tenter une mise à niveau. Faites également des " +"sauvegardes de votre projet ou utilisez un outil de contrôle de version pour " +"éviter de perdre des données en cas d'échec de la mise à niveau." + +msgid "" +"That said, we do our best to keep minor and especially patch releases " +"compatible with existing projects." +msgstr "" +"Cela dit, nous faisons de notre mieux pour que les versions mineures et " +"surtout les correctifs restent compatibles avec les projets existants." + +msgid "" +"The general recommendation is to upgrade your project to follow new *patch* " +"releases, such as upgrading from 4.0.2 to 4.0.3. This ensures you get bug " +"fixes, security updates and platform support updates (which is especially " +"important for mobile platforms). You also get continued support, as only the " +"last patch release receives support on official community platforms." +msgstr "" +"La recommandation générale est de mettre à niveau votre projet pour suivre " +"les nouvelles versions de correctifs, comme la mise à niveau de la version " +"4.0.2 vers la version 4.0.3. Cela vous garantit d'obtenir des correctifs de " +"bogues, des mises à jour de sécurité et des mises à jour de prise en charge " +"de la plateforme (ce qui est particulièrement important pour les plateformes " +"mobiles). Vous bénéficiez également d'une assistance continue, car seule la " +"dernière version de correctif bénéficie d'une assistance sur les plateformes " +"communautaires officielles." + +msgid "" +"For *minor* releases, you should determine whether it's a good idea to " +"upgrade on a case-by-case basis. We've made a lot of effort in making the " +"upgrade process as seamless as possible, but some breaking changes may be " +"present in minor releases, along with a greater risk of regressions. Some " +"fixes included in minor releases may also change a class' expected behavior " +"as required to fix some bugs. This is especially the case in classes marked " +"as *experimental* in the documentation." +msgstr "" +"Pour les versions mineures, vous devez déterminer si c'est une bonne idée de " +"procéder à une mise à niveau au cas par cas. Nous avons fait beaucoup " +"d'efforts pour rendre le processus de mise à niveau aussi transparent que " +"possible, mais certaines modifications importantes peuvent être présentes " +"dans les versions mineures, ainsi qu'un risque plus élevé de régressions. " +"Certains correctifs inclus dans les versions mineures peuvent également " +"modifier le comportement attendu d'une classe, comme cela est nécessaire " +"pour corriger certains bogues. C'est particulièrement le cas pour les " +"classes marquées comme *expérimentale* dans la documentation." + +msgid "" +"*Major* releases bring a lot of new functionality, but they also remove " +"previously existing functionality and may raise hardware requirements. They " +"also require much more work to upgrade to compared to minor releases. As a " +"result, we recommend sticking with the major release you've started your " +"project with if you are happy with how your project currently works. For " +"example, if your project was started with 3.5, we recommend upgrading to " +"3.5.2 and possibly 3.6 in the future, but not to 4.0+, unless your project " +"really needs the new features that come with 4.0+." +msgstr "" +"Les versions *majeures* apportent de nombreuses nouvelles fonctionnalités, " +"mais elles suppriment également des fonctionnalités existantes et peuvent " +"augmenter les exigences matérielles. Leur mise à niveau nécessite également " +"beaucoup plus de travail que les versions mineures. Par conséquent, nous " +"vous recommandons de vous en tenir à la version majeure avec laquelle vous " +"avez démarré votre projet si vous êtes satisfait de la façon dont votre " +"projet fonctionne actuellement. Par exemple, si votre projet a démarré avec " +"la version 3.5, nous vous recommandons de passer à la version 3.5.2 et " +"éventuellement à la version 3.6 à l'avenir, mais pas à la version 4.0+, à " +"moins que votre projet n'ait vraiment besoin des nouvelles fonctionnalités " +"fournies avec la version 4.0+." + msgid "When is the next release out?" msgstr "Quand sortira le prochain version ?" +msgid "" +"While Godot contributors aren't working under any deadlines, we strive to " +"publish minor releases relatively frequently." +msgstr "" +"Bien que les contributeurs de Godot ne soient pas soumis à des contraintes " +"de temps, nous nous efforçons de sortir une nouvelle version mineure " +"relativement fréquemment." + +msgid "" +"In particular, after the very length release cycle for 4.0, we are pivoting " +"to a faster paced development workflow, 4.1 released 4 months after 4.0, and " +"4.2 released 4 months after 4.1" +msgstr "" +"En particulier, après le très long cycle de publication de la version 4.0, " +"nous évoluons vers un flux de travail de développement plus rapide, la " +"version 4.1 étant publiée 4 mois après la version 4.0 et la version 4.2 4 " +"mois après la version 4.1" + +msgid "" +"Frequent minor releases will enable us to ship new features faster (possibly " +"as experimental), get user feedback quickly, and iterate to improve those " +"features and their usability. Likewise, the general user experience will be " +"improved more steadily with a faster path to the end users." +msgstr "" +"Des versions mineures fréquentes nous permettront de proposer de nouvelles " +"fonctionnalités plus rapidement (éventuellement à titre expérimental), de " +"recueillir rapidement les retours des utilisateurs et d'itérer pour " +"améliorer ces fonctionnalités et leur facilité d'utilisation. De même, " +"l'expérience utilisateur générale sera améliorée de manière plus constante " +"avec un chemin plus rapide vers les utilisateurs finaux." + msgid "" "Maintenance (patch) releases are released as needed with potentially very " "short development cycles, to provide users of the current stable branch with " @@ -205,11 +482,152 @@ msgstr "" "utilisateurs de la branche stable actuelle les dernières corrections de " "bogues pour leurs besoins de production." +msgid "What are the criteria for compatibility across engine versions?" +msgstr "" +"Quels sont les critères de compatibilité entre les versions de moteurs ?" + +msgid "" +"This section is intended to be used by contributors to determine which " +"changes are safe for a given release. The list is not exhaustive; it only " +"outlines the most common situations encountered during Godot's development." +msgstr "" +"Cette partie est destinée à être utilisée par les contributeurs pour " +"déterminer quels changements sont sûrs pour une version donnée. La liste " +"n'est pas exhaustive ; elle ne fait que décrire les situations les plus " +"courantes rencontrées lors du développement de Godot." + +msgid "The following changes are acceptable in patch releases:" +msgstr "" +"Les modifications suivantes sont acceptables dans les versions de " +"correctifs :" + +msgid "" +"Fixing a bug in a way that has no major negative impact on most projects, " +"such as a visual or physics bug. Godot's physics engine is not " +"deterministic, so physics bug fixes are not considered to break " +"compatibility. If fixing a bug has a negative impact that could impact a lot " +"of projects, it should be made optional (e.g. using a project setting or " +"separate method)." +msgstr "" +"Corriger un bug d'une manière qui n'a pas d'impact négatif majeur sur la " +"plupart des projets, comme un bug visuel ou physique. Le moteur physique de " +"Godot n'est pas déterministe, donc les corrections de bugs physiques ne sont " +"pas considérées comme une rupture de compatibilité. Si la correction d'un " +"bug a un impact négatif qui pourrait avoir un impact sur de nombreux " +"projets, elle doit être rendue facultative (par exemple en utilisant un " +"paramètre de projet ou une méthode distincte)." + +msgid "Adding a new optional parameter to a method." +msgstr "Ajout d'un nouveau paramètre optionnel à une méthode." + msgid "Small-scale editor usability tweaks." -msgstr "Ajustement d'utilisabilité pour un éditeur à petite échelle" +msgstr "Ajustement d'utilisabilité pour un éditeur à petite échelle." + +msgid "" +"Note that we tend to be more conservative with the fixes we allow in each " +"subsequent patch release. For instance, 4.0.1 may receive more impactful " +"fixes than 4.0.4 would." +msgstr "" +"Notez que nous avons tendance à être plus conservateurs avec les corrections " +"que nous autorisons dans chaque nouvelle version de correctif. Par exemple, " +"la version 4.0.1 pourrait recevoir des correctifs plus efficaces que la " +"version 4.0.4." + +msgid "" +"The following changes are acceptable in minor releases, but not patch " +"releases:" +msgstr "" +"Les modifications suivantes sont acceptables dans les versions mineures, " +"mais pas dans les versions de correctifs :" msgid "Significant new features." msgstr "Nouvelles fonctionnalités importantes." -msgid "Translation status" -msgstr "État de la traduction" +msgid "" +"Renaming a method parameter. In C#, method parameters can be passed by name " +"(but not in GDScript). As a result, this can break some projects that use C#." +msgstr "" +"Renommer un paramètre de méthode. En C#, les paramètres de méthode peuvent " +"être passés par nom (mais pas dans GDScript). Par conséquent, cela peut " +"endommager certains projets qui utilisent C#." + +msgid "" +"Deprecating a method, member variable, or class. This is done by adding a " +"deprecated flag to its class reference, which will show up in the editor. " +"When a method is marked as deprecated, it's slated to be removed in the next " +"*major* release." +msgstr "" +"Dépréciation d'une méthode, d'une variable membre ou d'une classe. Cela se " +"fait en ajoutant un indicateur d'obsolescence à sa référence de classe, qui " +"apparaîtra dans l'éditeur. Lorsqu'une méthode est marquée comme obsolète, " +"elle est censée être supprimée dans la prochaine version *majeure*." + +msgid "Changes that affect the default project theme's visuals." +msgstr "Changements qui affectent les visuels du thème par défaut du projet." + +msgid "" +"Bug fixes which significantly change the behavior or the output, with the " +"aim to meet user expectations better. In comparison, in patch releases, we " +"may favor keeping a buggy behavior so we don't break existing projects which " +"likely already rely on the bug or use a workaround." +msgstr "" +"Les corrections de bogues qui modifient de manière significative le " +"comportement ou le résultat, dans le but de mieux répondre aux attentes des " +"utilisateurs. En comparaison, dans les versions correctives, nous " +"favoriserons le maintien d'un comportement bogué afin de ne pas casser les " +"projets existants qui s'appuient probablement déjà sur le bogue ou qui " +"utilisent une solution de contournement." + +msgid "Performance optimizations that result in visual changes." +msgstr "Optimisations des performances qui entraînent des changements visuels." + +msgid "" +"The following changes are considered **compatibility-breaking** and can only " +"be performed in a new major release:" +msgstr "" +"Les modifications suivantes sont considérées comme des **briseurs de " +"compatibilité** et ne peuvent être effectuées que dans une nouvelle version " +"majeure :" + +msgid "Renaming or removing a method, member variable, or class." +msgstr "" +"Renommage ou suppression d'une méthode, d'une variable membre, ou d'une " +"classe." + +msgid "" +"Modifying a node's inheritance tree by making it inherit from a different " +"class." +msgstr "" +"Modifier l'arbre d'héritage d'un nœud en le faisant hériter d'une classe " +"différente." + +msgid "" +"Changing the default value of a project setting value in a way that affects " +"existing projects. To only affect new projects, the project manager should " +"write a modified ``project.godot`` instead." +msgstr "" +"Modification de la valeur par défaut d'un paramètre de projet d'une manière " +"qui affecte les projets existants. Pour affecter uniquement les nouveaux " +"projets, le chef de projet doit plutôt écrire un ``project.godot`` modifié." + +msgid "" +"Since Godot 5.0 hasn't been branched off yet, we currently discourage making " +"compatibility-breaking changes of this kind." +msgstr "" +"Godot 5.0 n'ayant pas encore fait l'objet d'une branche, nous décourageons " +"actuellement les changements de ce type qui brisent la compatibilité." + +msgid "" +"When modifying a method's signature in any fashion (including adding an " +"optional parameter), a GDExtension compatibility method must be created. " +"This ensures that existing GDExtensions continue to work across patch and " +"minor releases, so that users don't have to recompile them. See :ref:" +"`doc_handling_compatibility_breakages` for more information." +msgstr "" +"Lors de la modification de la signature d'une méthode de quelque manière que " +"ce soit (y compris l'ajout d'un paramètre facultatif), une méthode de " +"compatibilité GDExtension doit être créée. Cela garantit que les " +"GDExtensions existantes continuent de fonctionner entre les correctifs et " +"les versions mineures, de sorte que les utilisateurs n'ont pas à les " +"recompiler. Voir :ref:`doc_handling_compatibility_breakages` pour plus " +"d'informations." diff --git a/sphinx/po/fr/LC_MESSAGES/about/system_requirements.po b/sphinx/po/fr/LC_MESSAGES/about/system_requirements.po index d5f1d0e8fa..549344c936 100644 --- a/sphinx/po/fr/LC_MESSAGES/about/system_requirements.po +++ b/sphinx/po/fr/LC_MESSAGES/about/system_requirements.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,9 +11,39 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" +msgid "System requirements" +msgstr "Configuration requise" + +msgid "" +"This page contains system requirements for the editor and exported projects. " +"These specifications are given for informative purposes only, but they can " +"be referred to if you're looking to build or upgrade a system to use Godot " +"on." +msgstr "" +"Cette page contient la configuration système requise pour l'éditeur et les " +"projets exportés. Ces spécifications sont fournies à titre informatif " +"uniquement, mais elles peuvent être consultées si vous cherchez à créer ou à " +"mettre à niveau un système sur lequel utiliser Godot." + +msgid "Godot editor" +msgstr "Éditeur Godot" + +msgid "" +"These are the **minimum** specifications required to run the Godot editor " +"and work on a simple 2D or 3D project:" +msgstr "" +"Voici les spécifications **minimales** requises pour exécuter l'éditeur " +"Godot et travailler sur un projet 2D ou 3D simple :" + +msgid "Desktop or laptop PC - Minimum" +msgstr "Ordinateur de bureau ou portable - Minimum" + msgid "**CPU**" msgstr "**CPU**" +msgid "**macOS:** x86_64 or ARM CPU (Apple Silicon)" +msgstr "**macOS :** processeur x86_64 ou processeur ARM (Apple Silicon)" + msgid "*Example: Intel Core 2 Duo SU9400, Apple M1*" msgstr "*Exemple : Intel Core 2 Duo SU9400, Apple M1*" @@ -43,6 +73,12 @@ msgstr "" "*Exemple: Intel HD Graphics 5500 (Broadwell), AMD Radeon R5 Graphics " "(Kaveri)*" +msgid "" +"**Mobile rendering method:** Integrated graphics with full Vulkan 1.0 support" +msgstr "" +"** Méthode de rendu Mobile:** Processeurs graphiques intégrés avec support " +"de Vulkan 1.0" + msgid "" "**Compatibility rendering method:** Integrated graphics with full OpenGL 3.3 " "support" @@ -54,12 +90,21 @@ msgid "" "*Example: Intel HD Graphics 2500 (Ivy Bridge), AMD Radeon R5 Graphics " "(Kaveri)*" msgstr "" -"*Exemple: Graphiques HD Intel 2500 ( Ivy Bridge), AMD Radeon R5 Graphiques " +"*Exemple : Graphiques HD Intel 2500 ( Ivy Bridge), AMD Radeon R5 Graphiques " "(Kaveri)*" msgid "**RAM**" msgstr "**RAM**" +msgid "**Native editor:** 4 GB" +msgstr "**Éditeur natif :** 4 Go" + +msgid "**Web editor:** 8 GB" +msgstr "**Éditeur Web :** 8 Go" + +msgid "**Storage**" +msgstr "**Stockage**" + msgid "" "200 MB (used for the executable, project files and cache). Exporting " "projects requires downloading export templates separately (1.3 GB after " @@ -69,12 +114,105 @@ msgstr "" "L'exportation de projets nécessite le téléchargement de modèles " "d'exportation séparément (1,3 Go après installation)." +msgid "**Operating system**" +msgstr "**Système d'exploitation**" + +msgid "" +"**Native editor:** Windows 7, macOS 10.13 (Compatibility) or macOS 10.15 " +"(Forward+/Mobile), Linux distribution released after 2016" +msgstr "" +"**Editeur natif :** Windows 7, macOS 10.13 (Compatibilité) ou macOS 10.15 " +"(Forward+/Mobile), distributions Linux après 2016" + msgid "**Web editor:** Firefox 79, Chrome 68, Edge 79, Safari 15.2, Opera 64" msgstr "" -"**Éditeur Web: ** Firefox 79, Chrome 68, Edge 79, Safari 15.2, Opera 64" +"**Éditeur Web : ** Firefox 79, Chrome 68, Edge 79, Safari 15.2, Opera 64" -msgid "*Example: Intel Core i5-6600K, AMD Ryzen 5 1600*" -msgstr "*Exemple : Intel Core i5-6600K, AMD Ryzen 5 1600*" +msgid "" +"Windows 7/8/8.1 are supported on a best-effort basis. These versions are not " +"regularly tested and some features may be missing (such as colored :ref:" +"`print_rich ` console output). Support " +"for Windows 7/8/8.1 may be removed in a :ref:`future Godot 4.x release " +"`." +msgstr "" +"Windows 7/8/8.1 sont pris en charge dans la mesure du possible. Ces versions " +"ne sont pas testées régulièrement et certaines fonctionnalités peuvent être " +"manquantes (comme la sortie de console avec couleurs :ref:`print_rich " +"`). La prise en charge de Windows " +"7/8/8.1 peut être supprimée dans une :ref:`future version de Godot 4.x " +"`." + +msgid "" +"Vulkan drivers for these Windows versions are known to have issues with " +"memory leaks. As a result, it's recommended to stick to the Compatibility " +"rendering method when running Godot on a Windows version older than 10." +msgstr "" +"Les pilotes Vulkan pour ces versions de Windows sont connus pour avoir des " +"problèmes de fuites de mémoire. Par conséquent, il est recommandé de s'en " +"tenir à la méthode de rendu de compatibilité lors de l'exécution de Godot " +"sur une version de Windows antérieure à 10." + +msgid "Mobile device (smartphone/tablet) - Minimum" +msgstr "Appareil mobile (smartphone/tablette) - Minimum" + +msgid "**Android:** SoC with any 32-bit or 64-bit ARM or x86 CPU" +msgstr "" +"**Android :** SoC avec n'importe quel processeur ARM ou x86 32 bits ou 64 " +"bits" + +msgid "*Example: Qualcomm Snapdragon 430, Samsung Exynos 5 Octa 5430*" +msgstr "*Exemple : Qualcomm Snapdragon 430, Samsung Exynos 5 Octa 5430*" + +msgid "**iOS:** *Cannot run the editor*" +msgstr "**iOS :** *Impossible d'exécuter l'éditeur*" + +msgid "" +"**Forward+ rendering method:** SoC featuring GPU with full Vulkan 1.0 support" +msgstr "" +"**Méthode de rendu Forward+ :** SoC doté d'un GPU avec prise en charge " +"complète de Vulkan 1.0" + +msgid "*Example: Qualcomm Adreno 505, Mali-G71 MP2*" +msgstr "*Exemple : Qualcomm Adreno 505, Mali-G71 MP2*" + +msgid "" +"**Mobile rendering method:** SoC featuring GPU with full Vulkan 1.0 support" +msgstr "" +"**Méthode de rendu Mobile :** SoC doté d'un GPU avec prise en charge " +"complète de Vulkan 1.0" + +msgid "" +"**Compatibility rendering method:** SoC featuring GPU with full OpenGL ES " +"3.0 support" +msgstr "" +"**Méthode de rendu Compatibilité :** SoC doté d'un GPU avec prise en charge " +"complète d'OpenGL ES 3.0" + +msgid "*Example: Qualcomm Adreno 306, Mali-T628 MP6*" +msgstr "*Exemple : Qualcomm Adreno 306, Mali-T628 MP6*" + +msgid "**Native editor:** 3 GB" +msgstr "**Éditeur natif :** 3 Go" + +msgid "**Web editor:** 6 GB" +msgstr "**Éditeur Web :** 6 Go" + +msgid "" +"**Web editor:** Firefox 79, Chrome 88, Edge 79, Safari 15.2, Opera 64, " +"Samsung Internet 15" +msgstr "" +"**Éditeur Web :** Firefox 79, Chrome 88, Edge 79, Safari 15.2, Opera 64, " +"Samsung Internet 15" + +msgid "" +"These are the **recommended** specifications to get a smooth experience with " +"the Godot editor on a simple 2D or 3D project:" +msgstr "" +"Voici les spécifications **recommandées** pour obtenir une expérience fluide " +"avec l'éditeur Godot sur un projet simple en 2D ou 3D :" + +msgid "Desktop or laptop PC - Recommended" +msgstr "Ordinateur de bureau ou portable - Recommandé" msgid "*Example: Intel Core i5-8500, Apple M1*" msgstr "*Exemple : Intel Core i5-8500, Apple M1*" @@ -101,11 +239,24 @@ msgid "" msgstr "" "** Méthode de rendu mobile:** Graphiques dédiés avec support Vulkan 1.2" +msgid "" +"**Compatibility rendering method:** Dedicated graphics with full OpenGL 4.6 " +"support" +msgstr "" +"**Méthode de rendu Compatibilité :** Processeurs graphiques dédiés avec " +"prise en charge complète d'OpenGL 4.6" + msgid "" "*Example: NVIDIA GeForce GTX 650 (Kepler), AMD Radeon HD 7750 (GCN 1.0)*" msgstr "" "*Exemple : NVIDIA GeForce GTX 650 (Kepler), AMD Radeon HD 7750 (GCN 1.0)*" +msgid "**Native editor:** 8 GB" +msgstr "**Éditeur natif :** 8 Go" + +msgid "**Web editor:** 12 GB" +msgstr "**Éditeur Web :** 12 Go" + msgid "" "1.5 GB (used for the executable, project files, all export templates and " "cache)" @@ -113,6 +264,12 @@ msgstr "" "1.5 GB (utilisé pour les fichiers exécutables, projets, tous les modèles " "d'exportation et cache)" +msgid "" +"**Native editor:** Windows 10, macOS 10.15, Linux distribution released " +"after 2020" +msgstr "" +"**Editeur natif :** Windows 10, macOS 10.15, distributions Linux d'après 2020" + msgid "**Web editor:** Latest version of Firefox, Chrome, Edge, Safari, Opera" msgstr "" "**Editeur Web:** Dernière version de Firefox, Chrome, Edge, Safari, Opera" @@ -128,7 +285,161 @@ msgstr "" "ou plus" msgid "*Example: Qualcomm Snapdragon 845, Samsung Exynos 9810*" -msgstr "*Exemple: Qualcomm Snapdragon 845, Samsung Exynos 9810*" +msgstr "*Exemple : Qualcomm Snapdragon 845, Samsung Exynos 9810*" -msgid "Translation status" -msgstr "État de la traduction" +msgid "" +"**Forward+ rendering method:** SoC featuring GPU with full Vulkan 1.2 support" +msgstr "** Méthode de rendu:** SoC avec GPU supportant complètement Vulkan 1.2" + +msgid "*Example: Qualcomm Adreno 630, Mali-G72 MP18*" +msgstr "*Exemple : Qualcomm Adreno 630, Mali-G72 MP18*" + +msgid "" +"**Mobile rendering method:** SoC featuring GPU with full Vulkan 1.2 support" +msgstr "" +"**Méthode de rendu Mobile :** SoC doté d'un GPU avec prise en charge " +"complète de Vulkan 1.2" + +msgid "" +"**Compatibility rendering method:** SoC featuring GPU with full OpenGL ES " +"3.2 support" +msgstr "" +"**Méthode de rendu Compatibilité :** SoC doté d'un GPU avec prise en charge " +"complète d'OpenGL ES 3.2" + +msgid "**Native editor:** 6 GB" +msgstr "**Éditeur natif:** 6 GB" + +msgid "" +"**Web editor:** Latest version of Firefox, Chrome, Edge, Safari, Opera, " +"Samsung Internet" +msgstr "" +"**Éditeur Web :** Dernière version de Firefox, Chrome, Edge, Safari, Opera, " +"Samsung Internet" + +msgid "Exported Godot project" +msgstr "Exporter un projet vers Xcode" + +msgid "" +"The requirements below are a baseline for a **simple** 2D or 3D project, " +"with basic scripting and few visual flourishes. CPU, GPU, RAM and storage " +"requirements will heavily vary depending on your project's scope, its " +"rendering method, viewport resolution and graphics settings chosen. Other " +"programs running on the system while the project is running will also " +"compete for resources, including RAM and video RAM." +msgstr "" +"Les exigences ci-dessous constituent une base de référence pour un projet 2D " +"ou 3D **simple**, avec des scripts de base et quelques fioritures visuelles. " +"Les exigences en matière de CPU, de GPU, de RAM et de stockage varieront " +"fortement en fonction de la portée de votre projet, de sa méthode de rendu, " +"de la résolution de la fenêtre d'affichage et des paramètres graphiques " +"choisis. D'autres programmes exécutés sur le système pendant l'exécution du " +"projet seront également en concurrence pour les ressources, notamment la RAM " +"et la RAM vidéo." + +msgid "" +"It is strongly recommended to do your own testing on low-end hardware to " +"make sure your project runs at the desired speed. To provide scalability for " +"low-end hardware, you will also need to introduce a `graphics options menu " +"`__ to your project." +msgstr "" +"Il est fortement recommandé de faire vos propres tests sur du matériel bas " +"de gamme pour vous assurer que votre projet fonctionne à la vitesse " +"souhaitée. Pour assurer l'évolutivité sur du matériel bas de gamme, vous " +"devrez également introduire un `menu d'options graphiques `__ " +"dans votre projet." + +msgid "" +"These are the **minimum** specifications required to run a simple 2D or 3D " +"project exported with Godot:" +msgstr "" +"Voici les spécifications **minimales** requises pour exécuter un projet " +"simple en 2D ou 3D exporté avec Godot :" + +msgid "**For native exports:** 2 GB" +msgstr "**Pour exportations natives:** 2 GB" + +msgid "**For web exports:** 4 GB" +msgstr "**Pour exportations web:** 4 GB" + +msgid "150 MB (used for the executable, project files and cache)" +msgstr "150 Mo (utilisé pour l'exécutable, les fichiers de projet et le cache)" + +msgid "" +"**For native exports:** Windows 7, macOS 10.13 (Compatibility) or macOS " +"10.15 (Forward+/Mobile), Linux distribution released after 2016" +msgstr "" +"**Pour les exportations natives : ** Windows 7, macOS 10.13 (Compatibilité) " +"ou macOS 10.15 (Forward+/Mobile), distribution Linux publiée après 2016" + +msgid "" +"**For web exports:** Firefox 79, Chrome 68, Edge 79, Safari 15.2, Opera 64" +msgstr "" +"**Pour les exportations Web :** Firefox 79, Chrome 68, Edge 79, Safari 15.2, " +"Opera 64" + +msgid "**iOS:** SoC with any 64-bit ARM CPU" +msgstr "**iOS :** SoC avec n'importe quel processeur ARM 64 bits" + +msgid "*Example: Apple A7 (iPhone 5S)*" +msgstr "*Exemple : Apple A7 (iPhone 5S)*" + +msgid "**For native exports:** 1 GB" +msgstr "**Pour exportations natives:** 1 GB" + +msgid "**For web exports:** 2 GB" +msgstr "**Pour exportations web:** 2 GB" + +msgid "" +"**For web exports:** Firefox 79, Chrome 88, Edge 79, Safari 15.2, Opera 64, " +"Samsung Internet 15" +msgstr "" +"**Pour les exportations Web :** Firefox 79, Chrome 88, Edge 79, Safari 15.2, " +"Opera 64, Samsung Internet 15" + +msgid "" +"These are the **recommended** specifications to get a smooth experience with " +"a simple 2D or 3D project exported with Godot:" +msgstr "" +"Voici les spécifications **recommandées** pour obtenir une expérience fluide " +"avec un projet 2D ou 3D simple exporté avec Godot :" + +msgid "**For native exports:** 4 GB" +msgstr "**Pour exportations natives:** 4 GB" + +msgid "**For web exports:** 8 GB" +msgstr "**Pour exportations web:** 8 GB" + +msgid "" +"**For native exports:** Windows 10, macOS 10.15, Linux distribution released " +"after 2020" +msgstr "" +"**Pour les exportations natives :** Windows 10, macOS 10.15, distribution " +"Linux publiée après 2020" + +msgid "" +"**For web exports:** Latest version of Firefox, Chrome, Edge, Safari, Opera" +msgstr "" +"**Pour les exportations Web :** Dernière version de Firefox, Chrome, Edge, " +"Safari, Opera" + +msgid "**iOS:** SoC with 64-bit ARM CPU" +msgstr "**iOS :** SoC avec processeur ARM 64 bits" + +msgid "" +"**For web exports:** Latest version of Firefox, Chrome, Edge, Safari, Opera, " +"Samsung Internet" +msgstr "" +"**Pour les exportations Web :** Dernière version de Firefox, Chrome, Edge, " +"Safari, Opera, Samsung Internet" + +msgid "" +"Godot doesn't use OpenGL/OpenGL ES extensions introduced after OpenGL 3.3/" +"OpenGL ES 3.0, but GPUs supporting newer OpenGL/OpenGL ES versions generally " +"have fewer driver issues." +msgstr "" +"Godot n'utilise pas les extensions OpenGL/OpenGL ES introduites après OpenGL " +"3.3/OpenGL ES 3.0, mais les GPU prenant en charge les versions plus récentes " +"d'OpenGL/OpenGL ES ont généralement moins de problèmes de pilotes." diff --git a/sphinx/po/fr/LC_MESSAGES/community/asset_library/index.po b/sphinx/po/fr/LC_MESSAGES/community/asset_library/index.po index 63bfe6d52d..dbb91e0bb8 100644 --- a/sphinx/po/fr/LC_MESSAGES/community/asset_library/index.po +++ b/sphinx/po/fr/LC_MESSAGES/community/asset_library/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Asset Library" msgstr "Bibliothèque d'assets" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/community/asset_library/submitting_to_assetlib.po b/sphinx/po/fr/LC_MESSAGES/community/asset_library/submitting_to_assetlib.po index de5958f4cd..37c54c81f4 100644 --- a/sphinx/po/fr/LC_MESSAGES/community/asset_library/submitting_to_assetlib.po +++ b/sphinx/po/fr/LC_MESSAGES/community/asset_library/submitting_to_assetlib.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -127,6 +127,20 @@ msgstr "" "vous suivez ces recommandations, vous pouvez contribuer à faire de la " "librairie d’assets un meilleur endroit pour tout utilisateur." +msgid "" +"When creating non-project assets, it is common practice to place your files " +"inside of an **addons/asset_name/** folder. Do this to avoid having your " +"files clash with other assets, or with the files of users installing your " +"asset. This folder will **not** be automatically generated when a user " +"installs your asset." +msgstr "" +"Lors de la création d'éléments non liés à un projet, il est courant de " +"placer vos fichiers dans un dossier **addons/asset_name/**. Procédez ainsi " +"pour éviter que vos fichiers n'entrent en conflit avec d'autres éléments ou " +"avec les fichiers des utilisateurs qui installent votre élément. Ce dossier " +"ne sera **pas** généré automatiquement lorsqu'un utilisateur installe votre " +"élément." + 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 " @@ -170,6 +184,25 @@ msgstr "" "Si votre asset est une librairie qui fonctionne avec d’autres fichiers, " "pensez à inclure des **fichiers exemples** dans votre asset." +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 "" +"Pensez à ajouter un fichier **.gitattributes** à votre repo. Ce fichier " +"permet de donner des instructions supplémentaires à Git, comme spécifier les " +"fins de lignes et lister les fichiers non nécessaires au fonctionnement de " +"votre asset avec la directive ``export-ignore``. Cette directive supprime " +"ces fichiers du fichier ZIP résultant et les empêche d'être téléchargés par " +"les utilisateurs de la bibliothèque d'asset. Pour un plugin typique, **." +"gitattributes** peut ressembler à ceci :" + +msgid "Projects / Templates" +msgstr "Projets / Modèles" + msgid "Addons / Asset Packs" msgstr "Addons / Packs de ressources" @@ -351,9 +384,36 @@ msgstr "" "les résultats de recherche d'AssetLib et sur la page de l'asset). Il doit " "s'agir d'une image au format PNG ou JPG." +msgid "" +"The **icon** must be square (1:1 aspect ratio). It should have a minimum " +"resolution of 128×128 pixels." +msgstr "" +"L'**icône** doit être un carré, son rapport d'aspect doit être de 1:1. Il " +"devrait également avoir une résolution minimale de 128x128 pixels." + +msgid "" +"For icons hosted on GitHub, URLs must be provided in the form of `https://" +"raw.githubusercontent.com////Icon.png`." +msgstr "" +"Pour les icônes hébergées sur GitHub, les URLs doivent être fournies sous la " +"forme `https://raw.githubusercontent.com////" +"Icône.png`." + msgid "**License**:" msgstr "**License** :" +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 `_ for a detailed description of each of the listed licenses." +msgstr "" +"La licence sous laquelle vous distribuez la ressource. La liste comprend une " +"variété de licences de logiciels libres et open-source, comme la GPL (v2 et " +"v3), le MIT, le BSD et la Boost Software License. Vous pouvez visiter le " +"site `OpenSource.org `_ pour une description " +"détaillée de chacune des licences énumérées." + msgid "**Description**:" msgstr "**Description** :" @@ -416,16 +476,6 @@ msgstr "" "manuel et peut prendre jusqu'à quelques jours pour que votre asset soit " "accepté (ou rejeté), alors soyez patient !" -msgid "" -"You may have some luck accelerating the approval process by messaging the " -"moderators and AssetLib reviewers on the `Godot Contributors Chat `_, or the official Discord server." -msgstr "" -"Vous aurez peut-être la chance d'accélérer le processus d'approbation en " -"envoyant des messages aux modérateurs et aux réviseurs d'AssetLib sur le " -"`Godot Contributors Chat `_, ou sur le " -"serveur Discord officiel." - 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 " @@ -434,6 +484,3 @@ msgstr "" "Vous serez informé lorsque votre asset sera examiné. S'il a été rejeté, vous " "serez informé de la raison de ce rejet et vous pourrez la soumettre à " "nouveau avec les modifications appropriées." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/community/asset_library/using_assetlib.po b/sphinx/po/fr/LC_MESSAGES/community/asset_library/using_assetlib.po index ce74a4a263..62933f064e 100644 --- a/sphinx/po/fr/LC_MESSAGES/community/asset_library/using_assetlib.po +++ b/sphinx/po/fr/LC_MESSAGES/community/asset_library/using_assetlib.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -260,6 +260,25 @@ msgstr "" msgid "In the editor" msgstr "Dans l'éditeur" +msgid "" +"The editor will display different categories of assets depending on whether " +"you're browsing the Project Manager's **Asset Library Projects** tab or the " +"editor's **AssetLib** tab." +msgstr "" +"L'éditeur affichera différentes catégories de ressources selon que vous " +"naviguez dans l'onglet **Projets de la bibliothèque de ressources** du " +"gestionnaire de projet ou dans l'onglet **AssetLib** de l'éditeur." + +msgid "" +"The Project Manager's **Asset Library Projects** 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 "" +"L'onglet **Projets de la bibliothèque de ressources** du gestionnaire de " +"projet n'affiche que les ressources qui sont des projets autonomes. Ceci est " +"indiqué dans la bibliothèque de ressources par les catégories *Modèles*, " +"*Démos* et *Projets*." + msgid "" "The editor's **AssetLib** tab will only display assets that are *not* " "standalone projects by themselves. In other words, it will display assets " @@ -431,6 +450,3 @@ msgstr "" "depuis l'interface web d'AssetLib), ce qui vous fera suivre la même " "procédure d'installation de paquets que pour les assets téléchargés " "directement via Godot que nous venons de couvrir." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/community/asset_library/what_is_assetlib.po b/sphinx/po/fr/LC_MESSAGES/community/asset_library/what_is_assetlib.po index 6fd53e96c5..bee9d71952 100644 --- a/sphinx/po/fr/LC_MESSAGES/community/asset_library/what_is_assetlib.po +++ b/sphinx/po/fr/LC_MESSAGES/community/asset_library/what_is_assetlib.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -43,6 +43,17 @@ msgstr "" "En outre, il arrive souvent que ces assets soient distribués sous des " "licences propriétaires non libres, ce qui limite ce que vous pouvez en faire." +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 "" +"La bibliothèque d'assets est différente : tous les assets sont distribués " +"gratuitement et sous une multitude de licences open-source (telles que la " +"licence du MIT, la GPL et la Boost Software License). Cela rend l'AssetLib " +"plus similaire aux dépôts de logiciels d'une distribution Linux." + 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 " @@ -74,16 +85,6 @@ msgstr "" "Soyez averti qu’il y a, en gros, deux types d’assets différents que vous " "pouvez publier." -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 "" -"D’autres assets sont présents dans l’éditeur de Godot sous l’onglet " -"« AssetLib » de l’écran principal, à côté de « 2D », « 3D » et « Script ». " -"Ces assets sont destinés à être téléchargés et placés dans un projet Godot " -"existant." - msgid "Frequently asked questions" msgstr "Questions fréquentes" @@ -99,6 +100,3 @@ msgstr "" "Pas dans l'officielle, bien qu'à l'avenir, d'autres bibliothèques d'assets " "puissent le permettre. Cela dit, vous êtes autorisé à monétiser et à vendre " "les assets de Godot en dehors de la bibliothèque d'assets." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/community/channels.po b/sphinx/po/fr/LC_MESSAGES/community/channels.po index 6ddc897b46..cad36ea3a2 100644 --- a/sphinx/po/fr/LC_MESSAGES/community/channels.po +++ b/sphinx/po/fr/LC_MESSAGES/community/channels.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -21,56 +21,6 @@ msgstr "" "Alors, où est la communauté de Godot et où pouvez-vous poser vos question et " "demander de l'aide ?" -msgid "" -"Note that some of these channels are run and moderated by members of the " -"Godot community or third parties." -msgstr "" -"Notez que quelque de ces chaines sont lancés et modérés par des membres de " -"la communauté de Godot ou tierce." - -msgid "" -"A brief overview over these and other channels is also available on the " -"`Godot website `_." -msgstr "" -"Un bref aperçu de ces canaux et d'autres canaux est également disponible sur " -"le site Web de `Godot `_." - -msgid "Chats" -msgstr "Chats" - -msgid "`Godot Contributors Chat `_" -msgstr "`Chat des Contributeurs de Godot `_" - -msgid "`Discord `_" -msgstr "`Discord `_" - -msgid "" -"`Matrix (IRC compatible) `_" -msgstr "" -"`Matrix (compatible IRC) `_" - -msgid "`GitHub `_" -msgstr "`Dépôt GitHub `_" - -msgid "`Facebook group `_" -msgstr "`Groupe Facebook `_" - -msgid "" -"`Twitter `_ (see also the `#GodotEngine " -"`_ hashtag)" -msgstr "" -"`Twitter `_ (voir aussi `#GodotEngine " -"`_ hashtag)" - -msgid "`Reddit `_" -msgstr "`Profil Reddit `_" - -msgid "`YouTube `_" -msgstr "`YouTube `_" - -msgid "`Steam `_" -msgstr "`Page Steam `_" - msgid "Language-based communities" msgstr "Communautés linguistiques" @@ -80,6 +30,3 @@ msgid "" msgstr "" "Voir la page `Groupes d'utilisateurs `_ du site web pour une liste des communautés locales." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/community/tutorials.po b/sphinx/po/fr/LC_MESSAGES/community/tutorials.po index a6a12fcde6..78df48e3b7 100644 --- a/sphinx/po/fr/LC_MESSAGES/community/tutorials.po +++ b/sphinx/po/fr/LC_MESSAGES/community/tutorials.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,22 +14,6 @@ msgstr "" msgid "Tutorials and resources" msgstr "Tutoriels et ressources" -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 `_ full of official and " -"community resources too! Also, have a look at this `huge list over at Reddit " -"`_." -msgstr "" -"Voici une liste de tutoriels et de ressources tiers créés par la communauté " -"Godot. Pour les ressources, rappelez-vous qu’il existe une bibliothèque " -"officielle `Godot Asset Library `_, également remplie de ressources officielles et communautaires ! " -"Jetez aussi un coup d'œil à cette `grande liste sur Reddit `_." - msgid "" "Think there is something missing here? Feel free to submit a `Pull Request " "`_ are well-regarded in the community and " +"often recommended as a gentle introduction to beginners." +msgstr "" +"Les tutoriels vidéo Godot de `GDQuest ` sont bien considérés dans la communauté " +"et souvent recommandés comme une introduction douce aux débutants." + 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 " @@ -55,22 +48,24 @@ msgstr "" "gdquest.itch.io/learn-godot-gdscript>`_ ou `dans le navigateur `_." -msgid "" -"Some tutorials mentioned below provide more advanced tutorials, e.g. on 3D " -"or shaders." -msgstr "" -"Certains des tutoriels mentionnés ci-dessous proposent des tutoriels plus " -"avancés, par exemple sur la 3D ou les shaders." - msgid "Video tutorials" msgstr "Tutoriels vidéo" msgid "Text tutorials" msgstr "Tutoriels texte" +msgid "`FinePointCGI website by Mitch `__" +msgstr "`FinePointCGI site web Mitch `__" + msgid "`GDScript website by Andrew Wilkes `__" msgstr "`GDScript site web par Andrew Wilkes `__" +msgid "" +"`Godot Recipes by KidsCanCode `__" +msgstr "" +"`Godot Recipes par KidsCanCode `__" + msgid "" "`Godot Tutorials by SomethingLikeGames `__" @@ -90,6 +85,9 @@ msgstr "" msgid "Devlogs" msgstr "Devlogs" +msgid "`bitbrain `_" +msgstr "`bitbrain `_" + msgid "`DevDuck (2D) `_" msgstr "`DevDuck (2D) `_" @@ -103,12 +101,14 @@ msgstr "" "`awesome-godot : Une liste de plugins, scripts et add-ons libres/gratuits " "`_" +msgid "`Godot Asset Library `_" +msgstr "" +"`Bibliothèque de ressources Godot `_" + msgid "" "`Godot Shaders: A community-driven shader library `_" msgstr "" "`Godot Shaders : Une bibliothèque de shaders pilotée par la communauté " "`_" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/best_practices_for_engine_contributors.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/best_practices_for_engine_contributors.po index c4b7e200fc..c59cb29954 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/best_practices_for_engine_contributors.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/best_practices_for_engine_contributors.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -228,6 +228,3 @@ msgstr "" "Comme Godot doit être livré sur un grand nombre de plates-formes, nous ne " "pouvons tout simplement pas relier les bibliothèques de manière dynamique. " "Au lieu de cela, nous les regroupons dans notre arbre des sources." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/code_style_guidelines.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/code_style_guidelines.po index dad051ef05..cafd044d76 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/code_style_guidelines.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/code_style_guidelines.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -31,6 +31,17 @@ msgstr "" msgid "C++ and Objective-C" msgstr "C++ et Objective-C" +msgid "" +"There are no written guidelines, but the code style agreed upon by the " +"developers is enforced via the `clang-format `__ code beautifier, which takes care for you of all our " +"conventions. To name a few:" +msgstr "" +"Il n'y a pas de directives écrites, mais le style de code convenu par les " +"développeurs est appliqué via le metteur en forme de code `clang-format " +"`__, qui s'occupe pour vous de " +"toutes nos conventions. Pour n'en citer que quelques-unes :" + msgid "" "Indentation and alignment are both tab based (respectively one and two tabs)" msgstr "" @@ -89,12 +100,48 @@ msgstr "Utiliser clang-format localement" msgid "Pre-commit hook" msgstr "Crochet de pré commit" +msgid "" +"For ease of use, we provide hooks for Git with the `pre-commit `__ Python framework that will run clang-format automatically on " +"all your commits with the correct version of clang-format. To set up:" +msgstr "" +"Pour faciliter l'utilisation, nous fournissons des hooks pour Git avec le " +"framework Python`pre-commit `__ qui exécutera " +"automatiquement clang-format sur tous vos commits avec la version correcte " +"de clang- format. Pour l'installation :" + msgid "Installation" msgstr "Installation" msgid "Here's how to install clang-format:" msgstr "Voici comment installer clang-format :" +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 `__, or if you are on a Debian derivative, " +"use the `upstream repos `__." +msgstr "" +"Linux : la chaîne d'outils de clang est en généralement déjà empaquetée dans " +"votre distribution. Si la version de votre distribution n'est pas celle " +"requise, vous pouvez télécharger une version pré-compilée sur le `site " +"internet de LLVM `__, ou si votre " +"distribution est basée sur Debian, utilisez les `dépôts à jour `__." + +msgid "" +"macOS and Windows: You can download precompiled binaries from the `LLVM " +"website `__. 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 "" +"macOS et Windows : Vous pouvez télécharger les binaires pré-compilées depuis " +"le `site web de LLVM `__. Vous " +"devrez peut-être ajouter le chemin du répertoire des binaires à votre " +"variable d'environnement ``PATH`` pour pouvoir appeler clang-format " +"directement." + msgid "" "You then have different possibilities to apply clang-format to your changes:" msgstr "" @@ -261,6 +308,16 @@ msgstr "" "Le chemin peut pointer vers plusieurs fichiers, soit l'un après l'autre, " "soit en utilisant des wildcards comme dans un shell Unix typique." +msgid "" +"For ease of use, we provide hooks for Git with the `pre-commit `__ Python framework that will run ``ruff`` automatically on all " +"your commits with the correct version of ``ruff``. To set up:" +msgstr "" +"Pour faciliter l'utilisation, nous fournissons des hooks pour Git avec le " +"framework Python`pre-commit `__ qui exécutera " +"``ruff`` automatiquement sur tous vos commits avec la version correcte de " +"« fraise ». Pour l'installation :" + msgid "Editor integration" msgstr "Intégration à l'éditeur" @@ -327,6 +384,3 @@ msgid "" msgstr "" "Pour les variables membres, n'utilisez pas de commentaires de type Javadoc " "mais plutôt des commentaires d'une seule ligne :" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/compiling_for_android.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/compiling_for_android.po index b2943ee7a0..64c5ff384b 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/compiling_for_android.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/compiling_for_android.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -53,6 +53,11 @@ msgstr "" "Pour la compilation sous Windows, Linux ou macOS, les éléments suivants sont " "nécessaires :" +msgid "`SCons 3.1.2+ `_ build system." +msgstr "" +"`SCons 3.1.2+ `_ système de " +"construction(build)." + msgid "" "`Android SDK `_ " "(command-line tools are sufficient)." @@ -66,6 +71,13 @@ msgstr "Les composants SDK requis seront automatiquement installés." msgid "Gradle (will be downloaded and installed automatically if missing)." msgstr "Gradle (sera téléchargé et installé automatiquement s'il manque)." +msgid "" +"You can download a build from `Adoptium `_." +msgstr "" +"Vous pouvez télécharger un build à partir de `Adoptium `_." + msgid "" "To get the Godot source code for compiling, see :ref:`doc_getting_source`." msgstr "" @@ -117,32 +129,14 @@ msgstr "" "Modèle de release (utilisé lors de l'exportation avec **Debugging Enabled** " "non coché)" -msgid "The resulting APK will be located at ``bin/android_release.apk``." -msgstr "L'APK qui en résultera se trouvera à ``bin/android_release.apk``." - msgid "Debug template (used when exporting with **Debugging Enabled** checked)" msgstr "" "Modèle de débogage (utilisé lors de l'exportation avec **Débogage activé** " "coché)" -msgid "The resulting APK will be located at ``bin/android_debug.apk``." -msgstr "L'APK qui en résultera se trouvera à ``bin/android_debug.apk``." - msgid "Adding support for x86 devices" msgstr "Ajout de la prise en charge des appareils x86" -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 "" -"Cela permettra de créer un gros binaire qui fonctionne sur toutes les " -"plateformes. La taille finale de l'APK des projets exportés dépendra des " -"plates-formes que vous choisirez de prendre en charge lors de " -"l'exportation ; en d'autres termes, les plates-formes inutilisées seront " -"supprimées de l'APK." - msgid "Cleaning the generated export templates" msgstr "Nettoyage des modèles d'exportation générés" @@ -155,44 +149,9 @@ msgstr "" msgid "Using the export templates" msgstr "Utilisation des modèles d'exportation" -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 "" -"Godot a besoin des APK release and debug qui ont été compilés avec la même " -"version/commit que l'éditeur. Si vous utilisez des binaires officiels pour " -"l'éditeur, assurez-vous d'installer les modèles d'exportation " -"correspondants, ou construisez le vôtre à partir de la même version." - -msgid "" -"When exporting your game, Godot opens the APK, changes a few things inside " -"and adds your files." -msgstr "" -"Lors de l'exportation de votre jeu, Godot ouvre l'APK, modifie quelques " -"éléments à l'intérieur et ajoute vos fichiers." - msgid "Installing the templates" msgstr "Installation des modèles" -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 "" -"Les modèles nouvellement compilés (``android_debug.apk`` et " -"``android_release.apk``) doivent être copiés dans le dossier des modèles de " -"Godot avec leurs noms respectifs. Le dossier modèles peut être situé dans :" - -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 "" -"Toutefois, si vous écrivez vos modules personnalisés ou du code C++ " -"personnalisé, vous pouvez configurer vos APK comme modèles d'exportation " -"personnalisés ici :" - 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 " @@ -271,6 +230,3 @@ msgid "In any case, ``adb logcat`` should also show the cause of the error." msgstr "" "Dans tous les cas, ``adb logcat`` devrait également indiquer la cause de " "l'erreur." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/compiling_for_ios.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/compiling_for_ios.po index 56201c1f1d..1e705c6067 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/compiling_for_ios.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/compiling_for_ios.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -26,6 +26,11 @@ msgstr "" msgid "Requirements" msgstr "Pré-requis" +msgid "`SCons 3.1.2+ `_ build system." +msgstr "" +"`SCons 3.1.2+ `_ système de " +"construction(build)." + msgid "" "Installing Homebrew will also fetch the Command Line Tools for Xcode " "automatically if you don't have them already." @@ -49,27 +54,6 @@ msgstr "" msgid "Compiling" msgstr "Compilation" -msgid "Open a Terminal, go to the root dir of the engine source code and type:" -msgstr "" -"Ouvrez un terminal, allez à la racine du code source du moteur et tapez :" - -msgid "for a debug build, or:" -msgstr "pour une construction de débogage, ou :" - -msgid "Alternatively, you can run" -msgstr "Alternativement, vous pouvez exécuter" - -msgid "" -"To create an Xcode project like in the official builds, you need to use the " -"template located in ``misc/dist/ios_xcode``. The release and debug libraries " -"should be placed in ``libgodot.ios.debug.xcframework`` and ``libgodot.ios." -"release.xcframework`` respectively." -msgstr "" -"Pour créer un projet Xcode comme dans les builds officiels, vous devez " -"utiliser le modèle situé dans ``misc/dist/ios_xcode``. Les bibliothèques de " -"version et de débogage doivent être placées respectivement dans ``libgodot." -"ios.debug.xcframework`` et ``libgodot.ios.release.xcframework``." - msgid "Run" msgstr "Exécution" @@ -79,6 +63,3 @@ msgid "" msgstr "" "Pour exécuter sur un appareil ou un simulateur, suivez ces instructions : :" "ref:`doc_exporting_for_ios`." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/compiling_for_linuxbsd.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/compiling_for_linuxbsd.po index 1e3ed3b674..266d043fb6 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/compiling_for_linuxbsd.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/compiling_for_linuxbsd.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -29,12 +29,23 @@ msgstr "" "Pour la compilation sous Linux ou d'autres variantes Unix, les éléments " "suivants sont requis :" +msgid "GCC 9+ or Clang 6+." +msgstr "GCC 9+ ou Clang 6+." + +msgid "`SCons 3.1.2+ `_ build system." +msgstr "" +"`SCons 3.1.2+ `_ système de " +"construction(build)." + msgid "Development libraries:" msgstr "Bibliothèques de développement :" msgid "ALSA." msgstr "ALSA." +msgid "PulseAudio." +msgstr "PulseAudio." + msgid "*Optional* - libudev (build with ``udev=yes``)." msgstr "*Facultatif* - libudev (construit(build) avec ``udev=yes``)." @@ -196,66 +207,3 @@ msgstr "Si cette erreur se produit :" msgid "There are two solutions:" msgstr "Il y a deux façon de faire cela :" - -msgid "**Fedora**" -msgstr "**Fedora**" - -msgid "Using Pyston for faster development" -msgstr "Utiliser Pyston pour un développement plus rapide" - -msgid "" -"You can use `Pyston `__ 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 "" -"Vous pouvez utiliser `Pyston `__ pour exécuter " -"SCons. Pyston est une implémentation compatible JIT du langage Python (dans " -"lequel SCons est écrit). Il n'est actuellement compatible qu'avec Linux. " -"Pyston peut accélérer les constructions incrémentales de manière " -"significative, souvent par un facteur compris entre 1,5× et 2×. Pyston peut " -"être combiné avec Clang et LLD pour obtenir des constructions encore plus " -"rapides." - -msgid "" -"Extract the portable ``.tar.gz`` to a set location, such as ``$HOME/.local/" -"opt/pyston/`` (create folders as needed)." -msgstr "" -"Extrayez le fichier portable ``.tar.gz`` vers un emplacement défini, tel que " -"``$HOME/.local/opt/pyston/`` (créez des dossiers si nécessaire)." - -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 "" -"Utilisez ``cd`` pour atteindre le dossier Pyston extrait depuis un terminal, " -"puis exécutez ``./pyston -m pip install scons`` pour installer SCons dans " -"Pyston." - -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 "" -"Pour faciliter l'exécution de SCons via Pyston, créez un lien symbolique de " -"son script wrapper vers un emplacement de votre variable d'environnement " -"``PATH`` : :" - -msgid "" -"Instead of running ``scons ``, run ``pyston-scons `` to compile Godot." -msgstr "" -"Au lieu d'exécuter ``scons `, exécutez ``pyston-scons " -"` pour compiler Godot." - -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 "" -"Si vous ne pouvez pas exécuter ``pyston-scons`` après avoir créé le lien " -"symbolique, assurez-vous que ``HOME/.local/bin/`` fait partie de la variable " -"d'environnement ``PATH`` de votre utilisateur." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/compiling_for_macos.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/compiling_for_macos.po index d6f2a0c803..89e1de5224 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/compiling_for_macos.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/compiling_for_macos.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -30,6 +30,11 @@ msgid "For compiling under macOS, the following is required:" msgstr "" "Pour la compilation sous macOS, les éléments suivants sont nécessaires :" +msgid "`SCons 3.1.2+ `_ build system." +msgstr "" +"`SCons 3.1.2+ `_ système de " +"construction(build)." + msgid "" "`Xcode `_ (or the more " "lightweight Command Line Tools for Xcode)." @@ -105,30 +110,6 @@ msgstr "" msgid "Building export templates" msgstr "Création de modèles d'exportation" -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 "" -"Les modèles officiels sont des binaires universels qui prennent en charge " -"les architectures Intel x86_64 et ARM64. Vous pouvez également créer des " -"modèles d'exportation qui ne prennent en charge qu'une seule de ces deux " -"architectures en omettant l'étape ``lipo`` ci-dessous." - -msgid "For Intel x86_64::" -msgstr "Pour Intel x86_64 :" - -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 "" -"Pour prendre en charge les deux architectures dans un seul binaire " -"\"Universal 2\", exécutez les deux commandes ci-dessus et utilisez ensuite " -"``lipo`` pour les regrouper :" - -msgid "Using Pyston for faster development" -msgstr "Utiliser Pyston pour un développement plus rapide" - msgid "Cross-compiling for macOS from Linux" msgstr "Compilation croisée pour macOS à partir de Linux" @@ -188,6 +169,3 @@ msgstr "" "Si vous avez une version du SDK OSXCross différente de celle attendue par le " "système de construction(build) SCons, vous pouvez en spécifier une " "personnalisée avec l'argument ``osxcross_sdk`` :" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/compiling_for_web.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/compiling_for_web.po index c19d020686..11b964b33e 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/compiling_for_web.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/compiling_for_web.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -31,6 +31,11 @@ msgstr "" "Pour compiler des modèles d'exportation pour le Web, ce qui suit est " "nécessaire :" +msgid "`SCons 3.1.2+ `__ build system." +msgstr "" +"`SCons 3.1.2+ `_ système de " +"construction(build)." + msgid "" "To get the Godot source code for compiling, see :ref:`doc_getting_source`." msgstr "" @@ -66,6 +71,3 @@ msgid "" msgstr "" "Reportez-vous à la :ref:`page exportation ` " "pour connaître la configuration requise du serveur Web." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/compiling_for_windows.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/compiling_for_windows.po index d6bcc078df..93d14fa4c7 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/compiling_for_windows.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/compiling_for_windows.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -146,21 +146,6 @@ msgstr "Compilation" msgid "Selecting a compiler" msgstr "Sélection d'un compilateur" -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 "" -"SCons trouvera et utilisera automatiquement une installation existante de " -"Visual Studio. Si vous n'avez pas Visual Studio installé, il essaiera " -"d'utiliser MinGW à la place. Si vous avez déjà Visual Studio installé et que " -"vous voulez utiliser MinGW, passez ``use_mingw=yes`` à la ligne de commande " -"de SCons. Notez que les compilations MSVC ne peuvent pas être effectuées à " -"partir des shells MSYS2 ou MinGW. Utilisez plutôt ``cmd.exe`` ou PowerShell." - msgid "Running SCons" msgstr "Exécuter SCons" @@ -214,6 +199,9 @@ msgstr "" "solution Visual Studio, et à même de construire Godot en utilisant le bouton " "**Build** de Visual Studio." +msgid "See :ref:`doc_configuring_an_ide_vs` for further details." +msgstr "Voir :ref:`doc_configuring_an_ide_vs` pour plus de détails." + msgid "Cross-compiling for Windows from other operating systems" msgstr "" "Compilation croisée pour Windows à partir d'autres systèmes d'exploitation" @@ -293,6 +281,3 @@ msgstr "" "les fichiers résultants dans le répertoire ``bin\\`` de votre dossier source " "Godot, de sorte que la prochaine fois que vous construirez, vous aurez " "automatiquement les modèles personnalisés référencés." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/compiling_with_dotnet.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/compiling_with_dotnet.po index c077d88fc6..feed18d374 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/compiling_with_dotnet.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/compiling_with_dotnet.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -67,6 +67,3 @@ msgstr "Options de ligne de commande" msgid "**module_mono_enabled**\\ =yes | **no**" msgstr "**module_mono_enabled**\\ =yes | **no**" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/compiling_with_script_encryption_key.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/compiling_with_script_encryption_key.po index c90ce2d693..5c5d0b22ea 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/compiling_with_script_encryption_key.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/compiling_with_script_encryption_key.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -65,6 +65,3 @@ msgstr "" msgid "Troubleshooting" msgstr "Dépannage" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/cross-compiling_for_ios_on_linux.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/cross-compiling_for_ios_on_linux.po index 65b60a83a5..4d7643869f 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/cross-compiling_for_ios_on_linux.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/cross-compiling_for_ios_on_linux.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -20,6 +20,14 @@ msgstr "Avertissement" msgid "Requirements" msgstr "Pré-requis" +msgid "" +"`XCode with the iOS SDK `__ (you must be logged into an Apple ID to download Xcode)." +msgstr "" +"`XCode avec le SDK iOS `__ (vous devez pour vous connecter avec un compte Apple ID pour " +"télécharger Xcode)." + msgid "" "`cctools-port `__ for the " "needed build tools. The procedure for building is quite peculiar and is " @@ -60,6 +68,13 @@ msgstr "" "pour vous fournir les binaires de la chaîne d'outils, vous devez donc copier " "dans ce sous-répertoire, comme pour les commandes suivantes :" +msgid "" +"Now you should have the iOS toolchain binaries in ``$HOME/iostoolchain/usr/" +"bin``." +msgstr "" +"Maintenant vous deviez avoir les binaires de la chaîne d'outils iOS dans " +"``$HOME/iostoolchain/usr/bin``." + msgid "Compiling Godot for iPhone" msgstr "Compilation de Godot pour iPhone" @@ -89,6 +104,3 @@ msgstr "" "Vous pouvez maintenant compiler pour iPhone en utilisant SCons comme la " "méthode standard de Godot, avec quelques arguments supplémentaires pour " "fournir les chemins corrects :" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/getting_source.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/getting_source.po index f53618edd9..850a3c1995 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/getting_source.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/getting_source.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -92,18 +92,9 @@ msgstr "" "Avec ``git``, vous pouvez aussi cloner une version stable en spécifiant sa " "branche ou son tag après l'argument ``--branch`` (ou juste ``-b``) :" -msgid "" -"There are also generally branches besides ``master`` for each major version." -msgstr "" -"Il y a aussi généralement des branches en plus de ``master`` pour chaque " -"version majeure." - msgid "" "After downloading the Godot source code, you can :ref:`continue to compiling " "Godot `." msgstr "" "Après avoir téléchargé le code source de Godot, vous pouvez :ref:`continuer " "à compiler Godot `." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/index.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/index.po index 1b3ad9f9d7..8211994088 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/index.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/introduction_to_the_buildsystem.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/introduction_to_the_buildsystem.po index 08a35bc717..c28851d38b 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/introduction_to_the_buildsystem.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/introduction_to_the_buildsystem.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,6 +14,24 @@ msgstr "" msgid "Introduction to the buildsystem" msgstr "Introduction au buildsystem" +msgid ":ref:`doc_compiling_for_android`" +msgstr ":ref:`doc_compiling_for_android`" + +msgid ":ref:`doc_compiling_for_ios`" +msgstr ":ref:`doc_compiling_for_ios`" + +msgid ":ref:`doc_compiling_for_linuxbsd`" +msgstr ":ref:`doc_compiling_for_linuxbsd`" + +msgid ":ref:`doc_compiling_for_macos`" +msgstr ":ref:`doc_compiling_for_macos`" + +msgid ":ref:`doc_compiling_for_web`" +msgstr ":ref:`doc_compiling_for_web`" + +msgid ":ref:`doc_compiling_for_windows`" +msgstr ":ref:`doc_compiling_for_windows`" + msgid "Platform selection" msgstr "Choix de la plate-forme" @@ -113,6 +131,9 @@ msgstr "" "logique peut être utilisée pour passer outre les implémentations de modules " "intégrés." +msgid ":ref:`doc_custom_modules_in_cpp`" +msgstr ":ref:`doc_custom_modules_in_cpp`" + msgid "Cleaning generated files" msgstr "Nettoyage des fichiers générés" @@ -275,6 +296,3 @@ msgstr "" "les lignes ``major``, ``minor``, ``patch`` (si présent) et ``status`` du " "`fichier version.py dans le dépôt Git Godot `__." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/optimizing_for_size.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/optimizing_for_size.po index 52f8513a9f..845d5214db 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/optimizing_for_size.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/compiling/optimizing_for_size.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -283,5 +283,6 @@ msgstr ":ref:`doc_overriding_build_options`." msgid "Web" msgstr "Web" -msgid "Translation status" -msgstr "État de la traduction" +msgid "See :ref:`doc_exporting_for_web_serving_the_files` for instructions." +msgstr "" +"Voir :ref:`doc_exporting_for_web_serving_the_files` pour plus d'informations." diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/configuring_an_ide/android_studio.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/configuring_an_ide/android_studio.po index 66f2649ebd..edd68db554 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/configuring_an_ide/android_studio.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/configuring_an_ide/android_studio.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -40,11 +40,41 @@ msgstr "" msgid "``lib`` module:" msgstr "module``lib`` :" +msgid "" +"Located under ``/platform/android/java/lib``, this is " +"a **library module** that organizes" +msgstr "" +"Situé sous``/platform/android/java/lib``, il s'agit " +"d'un **module de bibliothèque** qui organise" + msgid "``editor`` module:" msgstr "Module ``éditeur`` :" +msgid "" +"Located under ``/platform/android/java/editor``, this " +"is an **application module** that holds" +msgstr "" +"Situé sous``/platform/android/java/editor``, il s'agit " +"d'un **module d'application** qui contient" + msgid "``app`` module:" msgstr "module``app`` :" -msgid "Translation status" -msgstr "État de la traduction" +msgid "" +"Located under ``/platform/android/java/app``, this is " +"an **application module** that holds" +msgstr "" +"Situé sous``/platform/android/java/app``, il s'agit " +"d'un **module d'application** qui contient" + +msgid "To build the ``editor`` module:" +msgstr "Pour compiler le module ``editor`` :" + +msgid "To debug the ``editor`` module:" +msgstr "Pour déboguer le module ``editor`` :" + +msgid "To build the ``app`` module:" +msgstr "Pour compiler le module ``app`` :" + +msgid "To debug the ``app`` module:" +msgstr "Pour déboguer le module ``app`` :" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/configuring_an_ide/clion.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/configuring_an_ide/clion.po index 8a510d9cc8..446df306c2 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/configuring_an_ide/clion.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/configuring_an_ide/clion.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -23,6 +23,3 @@ msgstr "" msgid "Importing the project" msgstr "Importation du projet" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/configuring_an_ide/code_blocks.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/configuring_an_ide/code_blocks.po index a71b3b7d88..c26c238301 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/configuring_an_ide/code_blocks.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/configuring_an_ide/code_blocks.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -209,6 +209,3 @@ msgstr "" "Blocks. N'oubliez pas de sauvegarder le fichier du projet et le " "**Workspace**. Si vous rencontrez des problèmes, demandez de l'aide sur un " "des `canaux de la communauté de Godot `__." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/configuring_an_ide/index.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/configuring_an_ide/index.po index 9056b49936..8122e36f79 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/configuring_an_ide/index.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/configuring_an_ide/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -36,6 +36,3 @@ msgid "" msgstr "" "Il est possible d'utiliser d'autres EDI, mais leur configuration n'est pas " "encore documentée." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/configuring_an_ide/kdevelop.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/configuring_an_ide/kdevelop.po index 819836c18f..e7303fd7b6 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/configuring_an_ide/kdevelop.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/configuring_an_ide/kdevelop.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -112,6 +112,3 @@ msgid "" msgstr "" "Si vous rencontrez des problèmes, demandez de l'aide sur l'un des `canaux " "communautaires de Godot `__." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/configuring_an_ide/qt_creator.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/configuring_an_ide/qt_creator.po index e71d377880..daece4b3be 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/configuring_an_ide/qt_creator.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/configuring_an_ide/qt_creator.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -166,6 +166,3 @@ msgid "" msgstr "" "Si vous rencontrez des problèmes, demandez de l'aide sur l'un des `canaux " "communautaires de Godot `__." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/configuring_an_ide/rider.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/configuring_an_ide/rider.po index 1fe05f61d1..f550b8c633 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/configuring_an_ide/rider.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/configuring_an_ide/rider.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -23,6 +23,3 @@ msgid "" msgstr "" "Naviguez jusqu'au dossier racine de Godot et ouvrez une fenêtre d'invite de " "commande ou une fenêtre PowerShell." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio.po index fd8ffd4975..e15df78838 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -92,6 +92,3 @@ msgid "" msgstr "" "Si vous rencontrez des problèmes, demandez de l'aide sur l'un des `canaux " "communautaires de Godot `__." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio_code.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio_code.po index 4f9f34536e..49a2f292a8 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio_code.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/configuring_an_ide/visual_studio_code.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -28,7 +28,7 @@ msgstr "Importation du projet" msgid "When using the clangd extension, run ``scons compiledb=yes``." msgstr "" -"Lorsque vous utilisez l'extension glangd, lancer ``scons compiledb=yes``." +"Lorsque vous utilisez l'extension clangd, lancer ``scons compiledb=yes``." msgid "" "From the Visual Studio Code's main screen open the Godot root folder with " @@ -125,6 +125,3 @@ msgid "" msgstr "" "Si vous rencontrez des problèmes, demandez de l'aide sur l'un des `canaux " "communautaires de Godot `__." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/configuring_an_ide/xcode.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/configuring_an_ide/xcode.po index 9a682b9678..6952b5f98a 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/configuring_an_ide/xcode.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/configuring_an_ide/xcode.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -154,6 +154,3 @@ msgid "" msgstr "" "Si vous rencontrez des problèmes, demandez de l'aide sur l'un des `canaux " "communautaires de Godot `__." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/2d_coordinate_systems.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/2d_coordinate_systems.po index 8d3ff233a6..4ff4a8122f 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/2d_coordinate_systems.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/2d_coordinate_systems.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -16,6 +16,3 @@ msgstr "Introduction" msgid "Click graphic to enlarge." msgstr "Cliquez sur le graphique pour l'élargir." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/binding_to_external_libraries.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/binding_to_external_libraries.po index 925a6f518f..8d4398f4cb 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/binding_to_external_libraries.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/binding_to_external_libraries.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -124,6 +124,3 @@ msgstr "" msgid "And the output will be ``is_spoken: True`` if the text is spoken." msgstr "Et la sortie sera ``is_spoken: True`` si le texte est prononcé." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/common_engine_methods_and_macros.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/common_engine_methods_and_macros.po index 57e3649a0d..2b60791101 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/common_engine_methods_and_macros.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/common_engine_methods_and_macros.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -220,5 +220,14 @@ msgstr "" "De plus, essayez toujours de renvoyer des données traitables afin que le " "moteur puisse continuer à bien fonctionner." -msgid "Translation status" -msgstr "État de la traduction" +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/error_list.h `__." +msgstr "" +"Certaines fonctions renvoient un code d'erreur (matérialisé par un type de " +"retour ``Error``). Cette valeur peut être renvoyée directement depuis une " +"macro d'erreur. Voir la liste des codes d'erreur disponibles dans `core/" +"error/error_list.h `__." diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/core_types.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/core_types.po index fc8cd0895b..48931651e4 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/core_types.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/core_types.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -75,6 +75,13 @@ msgstr "" msgid "References:" msgstr "Références :" +msgid "" +"`core/typedefs.h `__" +msgstr "" +"`core/typedefs.h `__" + msgid "Memory model" msgstr "Modèle mémoire" @@ -213,6 +220,13 @@ msgstr "" "dynamique de mémoire, car read() et write() sont trop lent pour un grand " "nombre d'accès." +msgid "" +"`core/pool_vector.h `__" +msgstr "" +"`core/pool_vector.h `__" + msgid "Containers" msgstr "Conteneurs" @@ -248,6 +262,34 @@ msgstr "" "Il supporte le mutli-threading, en utilisant des opérations atomiques sur le " "compteur de référence." +msgid "" +"`core/templates/vector.h `__" +msgstr "" +"`core/templates/vector.h `__" + +msgid "" +"`core/templates/list.h `__" +msgstr "" +"`core/templates/list.h `__" + +msgid "" +"`core/templates/set.h `__" +msgstr "" +"`core/templates/set.h `__" + +msgid "" +"`core/templates/map.h `__" +msgstr "" +"`core/templates/map.h `__" + msgid "String" msgstr "Chaîne de caractères" @@ -262,6 +304,13 @@ msgstr "" "et du parsing/extraction d'utf8, de même que les helpers pour la conversion " "et la visualisation." +msgid "" +"`core/string/ustring.h `__" +msgstr "" +"`core/string/ustring.h `__" + msgid "StringName" msgstr "StringName" @@ -284,6 +333,13 @@ msgstr "" "La construction d'un StringName (surtout un nouveau) est lent, mais la " "comparaison est rapide." +msgid "" +"`core/string/string_name.h `__" +msgstr "" +"`core/string/string_name.h `__" + msgid "Math types" msgstr "Types mathématiques" @@ -303,6 +359,13 @@ msgstr "" "C'est un type spécial qui est utilisé pour stocker des echemins dans une " "scène arbre et les référencer rapidement." +msgid "" +"`core/string/node_path.h `__" +msgstr "" +"`core/string/node_path.h `__" + msgid "RID" msgstr "RID" @@ -317,5 +380,9 @@ msgstr "" "accessibles. Les RIDs sont uniques, même pour des types de données " "référencées différents." -msgid "Translation status" -msgstr "État de la traduction" +msgid "" +"`core/templates/rid.h `__" +msgstr "" +"`core/templates/rid.h `__" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/custom_audiostreams.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/custom_audiostreams.po index 2789920025..e9382bec5c 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/custom_audiostreams.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/custom_audiostreams.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -134,6 +134,3 @@ msgid "" msgstr "" "`core/math/audio_frame.h `__" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/custom_godot_servers.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/custom_godot_servers.po index b6e84956f4..9fc8189c7d 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/custom_godot_servers.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/custom_godot_servers.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -98,6 +98,13 @@ msgstr "" msgid ":ref:`RID`" msgstr ":ref:`RID`" +msgid "" +"`core/templates/rid.h `__" +msgstr "" +"`core/templates/rid.h `__" + msgid "Registering the class in GDScript" msgstr "Enregistrement de la classe dans GDScript" @@ -195,6 +202,3 @@ msgstr "" msgid "Connecting signal example code is pretty hacky." msgstr "Le code d'exemple de connexion de signal est assez hacky." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/custom_modules_in_cpp.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/custom_modules_in_cpp.po index eec4fbb62c..c2dadaba0d 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/custom_modules_in_cpp.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/custom_modules_in_cpp.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -567,6 +567,11 @@ msgstr "En résumé" msgid "Remember to:" msgstr "Se rappeler de :" +msgid "Use ``GDCLASS`` macro for inheritance, so Godot can wrap it." +msgstr "" +"Utiliser la macro ``GDCLASS`` pour l'héritage, afin que Godot puisse " +"l'envelopper." + msgid "" "But this is not all, depending what you do, you will be greeted with some " "(hopefully positive) surprises." @@ -574,6 +579,15 @@ msgstr "" "Mais ce n'est pas tout, en fonction de ce que vous faites, vous rencontrez " "quelques surprises (espérons-les positives)." +msgid "" +"If you inherit from :ref:`class_Node` (or any derived node type, such as " +"Sprite2D), your new class will appear in the editor, in the inheritance tree " +"in the \"Add Node\" dialog." +msgstr "" +"Si vous héritez depuis :ref:`class_Node` (ou d'un type de nœud dérivé, tel " +"que Sprite2D), votre nouvelle classe apparaîtra dans l'éditeur, dans l'arbre " +"d'héritage dans la boîte de dialogue \"Ajouter Nœud\"." + 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." @@ -588,6 +602,3 @@ msgid "" msgstr "" "Par cette même logique, vous pouvez étendre l'Éditeur et presque n'importe " "quelle zone du moteur." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/custom_platform_ports.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/custom_platform_ports.po index 1b3ad9f9d7..59c3112141 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/custom_platform_ports.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/custom_platform_ports.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,5 +11,12 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -msgid "Translation status" -msgstr "État de la traduction" +msgid "" +"`Text-to-speech driver `__ (for accessibility)." +msgstr "" +"`Pilote Text-to-speech `__ (pour l'accessibilité)." + +msgid "Distributing a custom platform port" +msgstr "Distribuer un portage d'une plateforme personnalisée" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/custom_resource_format_loaders.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/custom_resource_format_loaders.po index 5587bb7232..67d539df1a 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/custom_resource_format_loaders.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/custom_resource_format_loaders.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -29,6 +29,14 @@ msgstr "" "chargée est référencée. Naturellement, les ressources chargées doivent être " "sans état(stateless)." +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_cpp`" +msgstr "" +"Ce guide part du principe que le lecteur sait comment créer des modules C++ " +"et des types de données Godot. Si ce n'est pas le cas, voir : :ref:" +"`doc_custom_modules_in_cpp`" + msgid "References" msgstr "References" @@ -159,6 +167,3 @@ msgstr "" msgid "Then attach the following script to any node::" msgstr "Attachez ensuite le script suivant à n'importe quel nœud :" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/godot_architecture_diagram.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/godot_architecture_diagram.po index 16d7c63418..51b375ac37 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/godot_architecture_diagram.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/godot_architecture_diagram.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -19,6 +19,3 @@ msgstr "" "Le schéma suivant décrit l’architecture utilisée par Godot, depuis les " "éléments centraux jusqu'aux pilotes abstraits, via la structure de la scène " "et les serveurs." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/index.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/index.po index 2621eaae1a..00c2c17707 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/index.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -29,6 +29,3 @@ msgid "" msgstr "" "Cette section couvre ce que vous pouvez faire en modifiant le code source C+" "+ de Godot." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/inheritance_class_tree.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/inheritance_class_tree.po index 6730c68079..fb1721afbe 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/inheritance_class_tree.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/inheritance_class_tree.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -31,6 +31,3 @@ msgstr "Node3D" msgid "Source files: :download:`class_tree.zip `." msgstr "Fichiers sources : :download:`class_tree.zip `." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/internal_rendering_architecture.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/internal_rendering_architecture.po index 639438269e..f1bcfea3bb 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/internal_rendering_architecture.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/internal_rendering_architecture.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -20,9 +20,23 @@ msgstr "Vulkan" msgid "**Vulkan context creation:**" msgstr "**Contexte de création Vulkan :**" +msgid "" +"`drivers/vulkan/vulkan_context.cpp `__" +msgstr "" +"`drivers/vulkan/vulkan_context.cpp `__" + msgid "**Direct3D 12 context creation:**" msgstr "**Contexte de création Direct3D 12 :**" +msgid "" +"`drivers/d3d12/d3d12_context.cpp `__" +msgstr "" +"`drivers/d3d12/d3d12_context.cpp `__" + msgid "OpenGL" msgstr "OpenGL" @@ -35,9 +49,58 @@ msgstr "Vulkan + Forward Mobile" msgid "Direct3D 12 + Forward+" msgstr "Direct3D 12 + Forward+" +msgid "Direct3D 12 + Forward Mobile" +msgstr "Direct3D 12 + Forward Mobile" + +msgid "Metal + Forward+ (via MoltenVK)" +msgstr "Metal + Forward+ (via MoltenVK)" + +msgid "" +"`View at full size `__" +msgstr "" +"`Voir en taille réelle `__" + +msgid "" +"Compatibility: `drivers/gles3/shaders/scene.glsl `__" +msgstr "" +"Compatibilité : `drivers/gles3/shaders/scene.glsl `__" + +msgid "" +"`scene/resources/material.cpp `__" +msgstr "" +"`scene/resources/material.cpp `__" + +msgid "" +"`modules/lightmapper_rd/ `__" +msgstr "" +"`modules/lightmapper_rd/ `__" + +msgid "" +"`drivers/gles3/shaders/ `__" +msgstr "" +"`drivers/gles3/shaders/ `__" + msgid "**FSR 1.0:**" msgstr "**FSR 1.0:**" +msgid "**2D SDF generation GLSL shader:**" +msgstr "**Shader GLSL de générateur de CDS 2D :**" + +msgid "Light, decal and reflection probe rendering" +msgstr "Rendu de lumière, de calque et de sonde de réflexion" + msgid "Shadow mapping" msgstr "Cartographie des ombres" @@ -50,15 +113,48 @@ msgstr "**FSR 2.2:**" msgid "**Core GI C++ code:**" msgstr "**Code Core GI C++ :**" +msgid "" +"`editor/plugins/voxel_gi_editor_plugin.cpp `__ - Editor UI for " +"the VoxelGI node" +msgstr "" +"`editor/plugins/voxel_gi_editor_plugin.cpp `__ - Interface " +"Graphique pour le noeud VoxelGI" + msgid "**Core GI GLSL shaders:**" msgstr "**Shaders Core GI GLSL:**" msgid "**Lightmapper GLSL shaders:**" msgstr "**Mappeur de lumière de shaders GLSL :**" +msgid "" +"`modules/lightmapper_rd/lm_raster.glsl `__" +msgstr "" +"`modules/lightmapper_rd/lm_raster.glsl `__" + +msgid "" +"`modules/lightmapper_rd/lm_compute.glsl `__" +msgstr "" +"`modules/lightmapper_rd/lm_compute.glsl `__" + +msgid "" +"`modules/lightmapper_rd/lm_blendseams.glsl `__" +msgstr "" +"`modules/lightmapper_rd/lm_blendseams.glsl `__" + msgid "Depth of field" msgstr "Profondeur de champ" +msgid ":ref:`doc_sky_shader`" +msgstr ":ref:`doc_sky_shader`" + msgid "**Sky rendering C++ code:**" msgstr "**Code Sky rendering C++ :**" @@ -68,6 +164,9 @@ msgstr "**Shader Sky rendering GLSL :**" msgid "Volumetric fog" msgstr "Brouillard volumétrique" +msgid ":ref:`doc_fog_shader`" +msgstr ":ref:`doc_fog_shader`" + msgid "**Volumetric fog C++ code:**" msgstr "**Code C++ de brouillard volumétrique :**" @@ -79,6 +178,3 @@ msgstr "Occlusion culling" msgid "**Visibility range C++ code:**" msgstr "**Code C++ de plage de visibilité :**" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/object_class.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/object_class.po index 893b1cbd45..b549cb95e7 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/object_class.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/object_class.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -32,8 +32,8 @@ msgid "" msgstr "" ":ref:`Object ` est la classe de base pour presque tout. La " "plupart des classes de Godot en héritent directement ou indirectement. Les " -"Objects fournissent des propriétés de réflexion et d'édition, et les " -"déclarer est une simple question d'utilisation d'une seule macro comme ceci :" +"Objects fournissent de la réfection des propriétés modifiables, et les " +"déclarer est une question d'utilisation d'une seule macro comme ceci :" msgid "This adds a lot of functionality to Objects. For example:" msgstr "Cela ajoute beaucoup de fonctionnalités aux objets. Par exemple :" @@ -41,6 +41,13 @@ msgstr "Cela ajoute beaucoup de fonctionnalités aux objets. Par exemple :" msgid "References:" msgstr "Références :" +msgid "" +"`core/object/object.h `__" +msgstr "" +"`core/object/object.h `__" + msgid "Registering an Object" msgstr "Déclarer un Object" @@ -114,6 +121,13 @@ msgstr "" "``D_METHOD()`` peut être ignorée sans risque et une chaîne de caractère " "passant le nom peut être passée pour plus de brièveté." +msgid "" +"`core/object/class_db.h `__" +msgstr "" +"`core/object/class_db.h `__" + msgid "Constants" msgstr "Constantes" @@ -261,6 +275,16 @@ msgstr "Notifications" msgid "References" msgstr "References" +msgid "" +":ref:`RefCounted ` 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 "" +":ref:`RefCounted ` hérite de Object et contient un " +"compteur de références. Il constitue la base pour les types d'objets dont " +"les références sont comptées. Leur déclaration doit être faite en utilisant " +"le modèle Ref<>. Par exemple :" + msgid "" "``myref`` is reference counted. It will be freed when no more Ref<> " "templates point to it." @@ -268,12 +292,26 @@ msgstr "" "``myref`` est comptée par référence. Elle sera libéré lorsque plus aucun " "Template de type Ref <> ne l'utilisera." +msgid "" +"`core/object/reference.h `__" +msgstr "" +"`core/object/reference.h `__" + msgid "Resources" msgstr "Ressources" msgid "Resources without a path are fine too." msgstr "Une ressource sans chemin est également correcte." +msgid "" +"`core/io/resource.h `__" +msgstr "" +"`core/io/resource.h `__" + msgid "Resource loading" msgstr "Chargement des ressources" @@ -295,6 +333,13 @@ msgstr "" msgid "resourceinteractiveloader (TODO)" msgstr "resourceinteractiveloader (à faire / TODO)" +msgid "" +"`core/io/resource_loader.h `__" +msgstr "" +"`core/io/resource_loader.h `__" + msgid "Resource saving" msgstr "Enregistrement de ressources" @@ -303,5 +348,9 @@ msgstr "" "L'enregistrement d'une ressource peut être effectué avec l'API de sauvegarde " "de ressources :" -msgid "Translation status" -msgstr "État de la traduction" +msgid "" +"`core/io/resource_saver.h `__" +msgstr "" +"`core/io/resource_saver.h `__" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/scripting_development.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/scripting_development.po index 74b19ffc9e..0264e08ba4 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/scripting_development.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/scripting_development.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "GDScript" msgstr "GDScript" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/unit_testing.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/unit_testing.po index 5132ec81e8..b1111f4fdb 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/unit_testing.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/unit_testing.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -76,14 +76,17 @@ msgstr "" "`doctest : macros de connexion `_." +msgid "Description" +msgstr "Description" + msgid "tests for expected errors;" msgstr "Tests pour les erreurs attendues ;" msgid "tests for warnings;" msgstr "Tests pour les avertissements ;" +msgid "tests for features." +msgstr "tests pour les fonctionnalités." + msgid "Run GDScript tests with:" msgstr "Exécutez des tests GDScript avec :" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/variant_class.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/variant_class.po index e36920c82e..1795a41d2e 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/variant_class.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/core_and_modules/variant_class.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -17,26 +17,9 @@ msgstr "La classe Variant" msgid "About" msgstr "À propos" -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 "" -"Le type Variant est le plus important de Godot, la classe la plus importante " -"dans le moteur. Un Variant prend seulement 20bytes en mémoire et peut " -"stocker presque tous les types du moteur. Les Variants sont rarement utilisé " -"pour stocker des informations sur une longue période de temps, à la place " -"ils sont utilisés principalement pour la communication, l'édition, la " -"sérialisation et plus générelement déplacer des données." - msgid "A Variant can:" msgstr "Un Variant peu :" -msgid "Store almost any datatype" -msgstr "Stocker presque tout type de données" - msgid "" "Perform operations between many variants (GDScript uses Variant as its " "atomic/native datatype)." @@ -44,22 +27,6 @@ msgstr "" "Effectuer des opérations entre plusieurs \"Variants\" (GDScript utilise le " "type Variant comme type de données atomique/natif)." -msgid "Be hashed, so it can be compared quickly to other variants" -msgstr "" -"Etre crypté (hash) , afin de pouvoir le comparer rapidement à d'autres " -"variantes" - -msgid "Be used to convert safely between datatypes" -msgstr "" -"Être utilisé pour convertir en toute sécurité différents types de données" - -msgid "" -"Be used to abstract calling methods and their arguments (Godot exports all " -"its functions through variants)" -msgstr "" -"Être utilisé pour abstraire les appels de méthodes et leurs arguments (Godot " -"exporte toutes ses fonctions en utilisant des Variants)" - msgid "Be used to defer calls or move data between threads." msgstr "" "Être utilisé pour différer les appels (de fonction) ou déplacer des données " @@ -94,37 +61,32 @@ msgstr "" "dynamiques, non triviales en C ++, avec peu d'effort. Devenez un ami des " "Variants dès aujourd'hui." -msgid "References:" -msgstr "Références :" - -msgid "Containers: Dictionary and Array" -msgstr "Conteneurs : Dictionnaire et Tableau" +msgid "References" +msgstr "References" 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." +"`core/variant/variant.h `__" msgstr "" -"Les deux sont implémentés à l'aide de variants. Un Dictionary peut " -"correspondre à n'importe quel type de données utilisé comme clé pour tout " -"autre type de données. Un Array ne contient qu'un tableau de variants. Bien " -"entendu, un variant peut également contenir un Dictionary et un Array, ce " -"qui le rend encore plus flexible." +"`core/variant/variant.h `__" + +msgid "Type" +msgstr "Type" + +msgid "Notes" +msgstr "Notes" 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." +"`core/variant/dictionary.h `__" msgstr "" -"Les modifications apportées à un conteneur modifieront toutes les références " -"à celui-ci. Un Mutex doit être créé pour le verrouiller si l'on souhaite un " -"accès via plusieurs threads." +"`core/variant/dictionary.h `__" msgid "" -"Copy-on-write (COW) mode support for containers was dropped with Godot 3.0." +"`core/variant/array.h `__" msgstr "" -"Le support du mode Copy-on-write (COW) pour les conteneurs a été abandonné " -"avec Godot 3.0." - -msgid "Translation status" -msgstr "État de la traduction" +"`core/variant/array.h `__" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/cpp_usage_guidelines.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/cpp_usage_guidelines.po index f2f02e186d..f772b0b954 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/cpp_usage_guidelines.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/cpp_usage_guidelines.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -195,6 +195,3 @@ msgid "" msgstr "" "Voir :ref:`doc_code_style_guidelines_header_includes` pour des directives " "sur le tri des includes dans les fichiers C++ et Objective-C." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/debugging/index.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/debugging/index.po index 8d544cbc76..840bd4c2ca 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/debugging/index.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/debugging/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Debugging and profiling" msgstr "Débogage et profilage" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/debugging/macos_debug.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/debugging/macos_debug.po index cf7743b379..e53f2754f9 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/debugging/macos_debug.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/debugging/macos_debug.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -50,6 +50,3 @@ msgstr "" "apple.security.get-task-allow) pendant l'exportation. Lorsqu'il est " "sélectionné, la notarisation n'est pas prise en charge et doit être " "désactivée." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/debugging/using_cpp_profilers.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/debugging/using_cpp_profilers.po index 03d3ac0ab7..ba7b65f1e0 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/debugging/using_cpp_profilers.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/debugging/using_cpp_profilers.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -320,6 +320,3 @@ msgid "" msgstr "" "Vous pouvez utiliser la ligne de temps en haut de la fenêtre pour afficher " "les détails pour une période spécifique." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/debugging/using_sanitizers.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/debugging/using_sanitizers.po index b5f3dfd33e..95922aec48 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/debugging/using_sanitizers.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/debugging/using_sanitizers.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,11 +11,30 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" +msgid "Address sanitizer (ASAN)" +msgstr "Assainisseur d’adresses (ASAN)" + +msgid "Available in Clang and GCC." +msgstr "Disponible pour Clang et GCC." + +msgid "" +"`Clang ASAN documentation `__" +msgstr "" +"`Documentation de Clang ASAN `__" + msgid "" "`Clang LSAN documentation `__" msgstr "" "`Documentation Clang LSAN`__" +msgid "Memory sanitizer (MSAN)" +msgstr "Assainisseur de fuite (MSAN)" + +msgid "Available in Clang only, not GCC." +msgstr "Disponible pour Clang seulement, pas pour GCC." + msgid "" "`Clang MSAN documentation `__" @@ -39,6 +58,3 @@ msgstr "" msgid "Web" msgstr "Web" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/debugging/vulkan/index.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/debugging/vulkan/index.po index 5fe151e510..dbb49fe0a9 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/debugging/vulkan/index.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/debugging/vulkan/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Vulkan" msgstr "Vulkan" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/debugging/vulkan/vulkan_validation_layers.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/debugging/vulkan/vulkan_validation_layers.po index 8312af9fc1..a5fb48eb03 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/debugging/vulkan/vulkan_validation_layers.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/debugging/vulkan/vulkan_validation_layers.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -28,6 +28,3 @@ msgstr "iOS" msgid "Web" msgstr "Web" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/editor/creating_icons.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/editor/creating_icons.po index 75f1ae1711..7f3fe4df0b 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/editor/creating_icons.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/editor/creating_icons.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -82,45 +82,6 @@ msgstr "Conversion des couleurs pour les thèmes clairs de l'éditeur" msgid "Icon optimization" msgstr "Optimisation des icônes" -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 "" -"Comme l'éditeur rend les SVG une fois au moment du chargement, ils doivent " -"être de petite taille pour pouvoir être analysés efficacement. Pour ce " -"faire, les icônes de l'éditeur doivent d'abord être optimisées avant d'être " -"ajoutées au moteur :" - -msgid "" -"Install `svgcleaner `__ by " -"downloading a binary from its `Releases tab `__ and placing it into a location in your " -"``PATH`` environment variable." -msgstr "" -"Installez `svgcleaner `__ en " -"téléchargeant un binaire depuis son `onglet Releases `__ et en le plaçant dans un " -"emplacement de votre variable d'environnement ``PATH``." - -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 "" -"Exécutez la commande ci-dessous, en remplaçant ``svg_source.svg`` par le " -"chemin d'accès à votre fichier SVG (qui peut être un chemin relatif ou " -"absolu) :" - -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 "" -"L'option ``--multipass`` améliore la compression, alors assurez-vous de " -"l'inclure. L'icône optimisée sera sauvegardée dans le fichier " -"``svg_optimized.svg``. Vous pouvez également changer le paramètre de " -"destination pour n'importe quel chemin relatif ou absolu que vous souhaitez." - 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 " @@ -193,6 +154,3 @@ msgid "" msgstr "" "`editor/icons `__" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/editor/editor_style_guide.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/editor/editor_style_guide.po index 5a89a2f47b..965bf02ee6 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/editor/editor_style_guide.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/editor/editor_style_guide.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -207,6 +207,3 @@ msgstr "**Bon :** *Computes global illumination for the selected GIProbe.*" msgid "**Bad:** *Compute global illumination for the selected GIProbe.*" msgstr "**Mauvais :** *Compute global illumination for the selected GIProbe.*" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/editor/index.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/editor/index.po index 75795add0a..7a323cb433 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/editor/index.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/editor/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Editor development" msgstr "Développement de l'éditeur" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/editor/introduction_to_editor_development.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/editor/introduction_to_editor_development.po index 564b60c8d1..570f52ce82 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/editor/introduction_to_editor_development.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/editor/introduction_to_editor_development.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -110,6 +110,3 @@ msgstr "" msgid "Development tips" msgstr "Conseils de développement" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/file_formats/gdscript_grammar.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/file_formats/gdscript_grammar.po index fc3dac0ace..4978a1a5ac 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/file_formats/gdscript_grammar.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/file_formats/gdscript_grammar.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -34,6 +34,3 @@ msgstr "" "**pas** généré à partir d'une définition de la grammaire. Les incohérences " "ici signifient probablement une erreur dans cette grammaire, pas un bogue " "dans GDScript." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/file_formats/index.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/file_formats/index.po index 121fa931e2..e8e68cc6f7 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/file_formats/index.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/file_formats/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Godot file formats" msgstr "Formats de fichier" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/file_formats/tscn.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/file_formats/tscn.po index 707ccea645..9c868deead 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/file_formats/tscn.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/file_formats/tscn.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -89,6 +89,15 @@ msgstr "``groups``" msgid "NodePath" msgstr "NodePath" +msgid "" +"For instance, MeshInstance3D uses ``NodePath()`` to point to its skeleton. " +"Likewise, Animation tracks use ``NodePath()`` to point to node properties to " +"animate." +msgstr "" +"Par exemple, MeshInstance3D utilise ``NodePath()`` pour pointer vers son " +"squelette. De même, les pistes d'animation utilisent ``NodePath()`` pour " +"pointer vers les propriétés de nœud à animer." + msgid "``position``: Vector3" msgstr "``position`` : Vector3" @@ -104,6 +113,15 @@ msgstr "AnimationPlayer" msgid "Resources" msgstr "Ressources" +msgid "" +"Resources are components that make up the nodes. For example, a " +"MeshInstance3D node will have an accompanying ArrayMesh resource. The " +"ArrayMesh resource may be either internal or external to the TSCN file." +msgstr "" +"Les ressources sont les éléments qui composent les nœuds. Pour exemple, un " +"nœud MeshInstance3D aura une ressource ArrayMesh associée. La ressource " +"ArrayMesh peut être interne ou externe au fichier TSCN." + msgid "" "Godot always generates absolute paths relative to the resource directory and " "thus prefixed with ``res://``, but paths relative to the TSCN file's " @@ -144,11 +162,14 @@ msgstr "" msgid "ArrayMesh" msgstr "ArrayMesh" +msgid "``format``: The surface's buffer format." +msgstr "``format`` : Le format de la mémoire tampon de la surface." + msgid "``skin_data``: Bone weight data." msgstr "``skin_data``: Données de poids d'os." +msgid "``vertex_data``: The vertex position data." +msgstr "``vertex_data`` : Les données de position des sommets." + msgid "Animation" msgstr "Animation" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/handling_compatibility_breakages.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/handling_compatibility_breakages.po index 236da1af18..64e99bae59 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/handling_compatibility_breakages.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/handling_compatibility_breakages.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,5 +14,9 @@ msgstr "" msgid "To:" msgstr "A :" -msgid "Translation status" -msgstr "État de la traduction" +msgid "" +"For more information, see `pull request #76446 `_." +msgstr "" +"Pour plus d'informations, consultez `pull request #76446 `_." diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/development/index.po b/sphinx/po/fr/LC_MESSAGES/contributing/development/index.po index 8ae67c3b09..7843652d2b 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/development/index.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/development/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Engine development" msgstr "Développement du moteur" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/documentation/building_the_manual.po b/sphinx/po/fr/LC_MESSAGES/contributing/documentation/building_the_manual.po index f10ed2b38e..146a8ea8a5 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/documentation/building_the_manual.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/documentation/building_the_manual.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -24,12 +24,26 @@ msgstr "" "locaux et de créer la documentation sous la forme d’un fichier PDF, EPUB ou " "LaTeX, par exemple." +msgid "`Git `_" +msgstr "`Git `_" + +msgid "" +"`make `_ (unless you're using Windows)" +msgstr "" +"`make `_ (sauf si vous utilisez Windows)" + +msgid "`Python `_ 3" +msgstr "`Python `_ 3" + msgid "Create the virtual environment:" msgstr "Création de l'environnement virtuel :" msgid "Windows" msgstr "Windows" +msgid "Other platforms" +msgstr "Autres plateformes" + msgid "Activate the virtual environment:" msgstr "Activation de l'environnement virtuel :" @@ -45,6 +59,13 @@ msgstr "Installation des packages requis :" msgid "Build the docs:" msgstr "Création des documentations :" +msgid "" +"On Windows, that command will run ``make.bat`` instead of GNU Make (or an " +"alternative)." +msgstr "" +"Sur Windows, cette commande va exécuter ``make.bat`` au lieu de GNU Make (ou " +"une alternative)." + msgid "" "Alternatively, you can build the documentation by running the sphinx-build " "program manually:" @@ -52,6 +73,13 @@ msgstr "" "Autrement, vous pouvez compiler la documentation en exécutant manuellement " "le programme sphinx-build :" +msgid "" +"The compilation will take some time as the ``classes/`` folder contains " +"hundreds of files. See :ref:`doc_building_the_manual:performance`." +msgstr "" +"La compilation prendra un certain temps car le dossier ``classes/`` contient " +"des centaines de fichiers. Voir :ref:`doc_building_the_manual:performance`." + msgid "" "You can then browse the documentation by opening ``_build/html/index.html`` " "in your web browser." @@ -59,10 +87,22 @@ msgstr "" "Vous pouvez ensuite parcourir la documentation en ouvrant ``_build/html/" "index.html`` dans votre navigateur web." +msgid "Dealing with errors" +msgstr "Traiter avec des erreurs" + msgid "If you run into errors, you may try the following command:" msgstr "" "Si vous rencontrez des erreurs, vous pouvez essayer la commande suivante :" +msgid "" +"If you get 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 "" +"Si vous obtenez un ``MemoryError`` ou un ``EOFError``, vous pouvez supprimer " +"le dossier ``classes/`` et relancer ``make``. Cela supprimera les références " +"aux classes dans la documentation HTML finale mais gardera le reste intact." + 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 " @@ -74,6 +114,12 @@ msgstr "" "``classes/`` sera supprimé lors du commit. Voir `#3157 `__ pour plus de détails." +msgid "Hints for performance" +msgstr "Indices de performance" + +msgid "RAM usage" +msgstr "Utilisation de la RAM" + 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 " @@ -83,5 +129,24 @@ msgstr "" "fonctionner sans swapping, ce qui la ralentit. Si vous avez au moins 16 Go " "de RAM, vous pouvez accélérer la compilation en exécutant :" -msgid "Translation status" -msgstr "État de la traduction" +msgid "" +"You can use ``-j auto`` to use all available CPU threads, but this can use a " +"lot of RAM if you have a lot of CPU threads. For instance, on a system with " +"32 CPU threads, ``-j auto`` (which corresponds to ``-j 32`` here) can " +"require 20+ GB of RAM for Sphinx alone." +msgstr "" +"Vous pouvez utiliser ``-j auto`` pour utiliser tous les threads CPU " +"disponibles, mais cela peut utiliser beaucoup de RAM si vous avez beaucoup " +"de threads CPU. Par exemple, sur un système avec 32 threads CPU, ``-j auto`` " +"(qui correspond à ``-j 32`` ici) peut nécessiter plus de 20 Go de RAM pour " +"Sphinx seulement." + +msgid "Specifying a list of files" +msgstr "Spécifier une liste de fichiers" + +msgid "" +"You can specify a list of files to build, which can greatly speed up " +"compilation:" +msgstr "" +"Vous pouvez aussi lister des fichiers spécifiques à compiler, cela peut " +"grandement accélérer la compilation :" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/documentation/class_reference_primer.po b/sphinx/po/fr/LC_MESSAGES/contributing/documentation/class_reference_primer.po index b738014697..551a0fe480 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/documentation/class_reference_primer.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/documentation/class_reference_primer.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -155,32 +155,163 @@ msgstr "" "éditer confortablement le fichier. Vous pouvez également utiliser leur " "fonction de recherche pour trouver rapidement les classes et les propriétés." +msgid "" +"If you use Visual Studio Code, you can install the `vscode-xml extension " +"`__ " +"to get linting for class reference XML files." +msgstr "" +"Si vous utilisez Visual Studio Code, vous pouvez installer l'`extension " +"vscode-xml `__ pour obtenir du linting pour les fichiers XML de références " +"de classes." + msgid "Improve formatting with BBCode style tags" msgstr "Améliorez le formatage avec les balises de style BBcode" +msgid "" +"Godot's XML class reference supports BBCode-like tags for linking as well as " +"formatting text and code. In the tables below you can find the available " +"tags, usage examples and the results after conversion to reStructuredText." +msgstr "" +"La référence de classe XML de Godot prend en charge les balises BBCode pour " +"lier et formater le texte et le code. Dans les tableaux ci-dessous vous " +"pouvez trouver les étiquettes disponibles, les exemples d'utilisation et les " +"résultats après conversion en reStructuredText." + +msgid "Linking" +msgstr "Lier" + +msgid "" +"Whenever you link to a member of another class, you need to specify the " +"class name. For links to the same class, the class name is optional and can " +"be omitted." +msgstr "" +"Chaque fois que vous créez un lien vers un membre d'une autre classe, vous " +"devez spécifier le nom de la classe. Pour les liens vers la même classe, le " +"nom de la classe est facultatif et peut être omis." + +msgid "Tag and Description" +msgstr "Étiquettes et Description" + msgid "Example" msgstr "Exemple" msgid "Result" msgstr "Résultat" +msgid "``[Class]``" +msgstr "``[Class]``" + +msgid "Link to class" +msgstr "Lien vers une classe" + +msgid "``Move the [Sprite2D].``" +msgstr "``Déplacer le [Sprite2D].``" + +msgid "Move the :ref:`class_Sprite2D`." +msgstr "Déplacez le :ref:`class_Sprite2D`." + msgid "``[annotation Class.name]``" msgstr "``[annotation Class.name]``" +msgid "Link to annotation" +msgstr "Lien vers l'annotation" + msgid "``See [annotation @GDScript.@rpc].``" msgstr "``Voir [annotation @GDScript.@rpc].``" +msgid "See :ref:`@GDScript.@rpc `." +msgstr "Voir :ref:`@GDScript.@rpc `." + +msgid "``[constant Class.name]``" +msgstr "``[constant Class.name]``" + +msgid "Link to constant" +msgstr "Lien vers une constante" + +msgid "``See [constant Color.RED].``" +msgstr "``Voir [constant Color.RED].``" + +msgid "See :ref:`Color.RED `." +msgstr "Voir :ref:`Color.RED `." + +msgid "``[enum Class.name]``" +msgstr "``[enum Class.name]``" + +msgid "Link to enum" +msgstr "Lien vers l'énumération" + msgid "``See [enum Mesh.ArrayType].``" msgstr "``Voir [enum Mesh.ArrayType].``" msgid "See :ref:`Mesh.ArrayType `." msgstr "Voir :ref:`Mesh.ArrayType `." +msgid "``[member Class.name]``" +msgstr "``[member Class.name]``" + +msgid "Link to member" +msgstr "Lier à un membre" + +msgid "``Get [member Node2D.scale].``" +msgstr "``Obtenir [member Node2D.scale].``" + +msgid "Get :ref:`Node2D.scale `." +msgstr "Obtenir :ref:`Node2D.scale `." + +msgid "``[method Class.name]``" +msgstr "``[method Class.name]``" + +msgid "Link to method" +msgstr "Lien vers une méthode" + +msgid "``Call [method Node3D.hide].``" +msgstr "``Appelle [method Node3D.hide].``" + +msgid "Call :ref:`Node3D.hide() `." +msgstr "Appelle :ref:`Node3D.hide() `." + +msgid "``[constructor Class.name]``" +msgstr "``[constructor Class.name]``" + +msgid "Link to built-in constructor" +msgstr "Lien vers le constructeur intégré" + msgid "``Use [constructor Color.Color].``" -msgstr "``Utiliser [constructor Color.Color].``" +msgstr "``Utilise [constructor Color.Color].``" + +msgid "Use :ref:`Color.Color `." +msgstr "Utilise  :ref:`Color.Color `." + +msgid "``[operator Class.name]``" +msgstr "``[operator Class.name]``" + +msgid "Link to built-in operator" +msgstr "Lien vers un opérateur intégré" msgid "``Use [operator Color.operator *].``" -msgstr "``Utilisez [operator Color.operator *].``" +msgstr "``Utilise [operator Color.operator *].``" + +msgid "Use :ref:`Color.operator * `." +msgstr "Utilise  :ref:`Color.operator * `." + +msgid "``[signal Class.name]``" +msgstr "``[signal Class.name]``" + +msgid "Link to signal" +msgstr "Lien vers un signal" + +msgid "``Emit [signal Node.renamed].``" +msgstr "``Émet [signal Node.renamed].``" + +msgid "Emit :ref:`Node.renamed `." +msgstr "Émet :ref:`Node.renamed `." + +msgid "``[theme_item Class.name]``" +msgstr "``[theme_item Class.name]``" + +msgid "Link to theme item" +msgstr "Lien vers un objet du thème" msgid "``See [theme_item Label.font].``" msgstr "``Voir [theme_item Label.font].``" @@ -188,12 +319,30 @@ msgstr "``Voir [theme_item Label.font].``" msgid "See :ref:`Label.font `." msgstr "Voir :ref:`Label.font `." +msgid "``[param name]``" +msgstr "``[param name]``" + msgid "Parameter name (as code)" msgstr "Nom de paramètre (comme code)" +msgid "``Takes [param size] for the size.``" +msgstr "``Prends [param size] pour la taille.``" + +msgid "Takes ``size`` for the size." +msgstr "Prends ``size`` pour la taille." + +msgid "Currently only :ref:`class_@GDScript` has annotations." +msgstr "Actuellement, seul :ref:`class_@GDScript` contient des annotations." + +msgid "Formatting text" +msgstr "Formater du texte" + msgid "``[br]``" msgstr "``[br]``" +msgid "Line break" +msgstr "Saut de ligne" + msgid "``Line 1.[br]``" msgstr "``Ligne 1.[br]``" @@ -206,48 +355,174 @@ msgstr "Ligne 1." msgid "Line 2." msgstr "Ligne 2." +msgid "``[lb]`` ``[rb]``" +msgstr "``[lb]`` ``[rb]``" + msgid "``[`` and ``]`` respectively" msgstr "``[`` et ``]`` respectivement" +msgid "``[lb]b[rb]text[lb]/b[rb]``" +msgstr "``[lb]b[rb]texte[lb]/b[rb]``" + +msgid "[b]text[/b]" +msgstr "[b]texte[/b]" + +msgid "``[b]`` ``[/b]``" +msgstr "``[b]`` ``[/b]``" + msgid "Bold" msgstr "Gras" +msgid "``Do [b]not[/b] call this method.``" +msgstr "``[b]Ne pas[/b] appeler cette méthode.``" + +msgid "Do **not** call this method." +msgstr "**Ne pas** appeler cette méthode." + +msgid "``[i]`` ``[/i]``" +msgstr "``[i]`` ``[/i]``" + msgid "Italic" msgstr "Italique" msgid "``Returns the [i]global[/i] position.``" msgstr "``Retourne la position [i]globale[/i].``" +msgid "Returns the *global* position." +msgstr "Retourne la position *globale*." + +msgid "``[u]`` ``[/u]``" +msgstr "``[u]`` ``[/u]``" + +msgid "Underline" +msgstr "Souligné" + msgid "``[u]Always[/u] use this method.``" msgstr "``[u]Toujours[/u] utiliser cette méthode.``" +msgid "``[s]`` ``[/s]``" +msgstr "``[s]`` ``[/s]``" + msgid "Strikethrough" msgstr "Barré" msgid "``[s]Outdated information.[/s]``" msgstr "``[s]Information plus à jour.[/s]``" +msgid "``[url]`` ``[/url]``" +msgstr "``[url]`` ``[/url]``" + +msgid "Hyperlink" +msgstr "Lien web" + msgid "``[url]https://example.com[/url]``" msgstr "``[url]https://example.com[/url]``" msgid "``[url=https://example.com]Website[/url]``" -msgstr "``[url=https://example.com]Website[/url]``" +msgstr "``[url=https://example.com]site Web[/url]``" msgid "https://example.com" msgstr "https://example.com" +msgid "`Website `_" +msgstr "`site Web`_" + +msgid "``[center]`` ``[/center]``" +msgstr "``[center]`` ``[/center]``" + +msgid "Horizontal centering" +msgstr "Centrage horizontal" + +msgid "``[center]2 + 2 = 4[/center]``" +msgstr "``[center]2 + 2 = 4[/center]``" + msgid "``[kbd]`` ``[/kbd]``" msgstr "``[kbd]`` ``[/kbd]``" msgid "Keyboard/mouse shortcut" msgstr "Raccourci clavier/souris" +msgid "``Press [kbd]Ctrl + C[/kbd].``" +msgstr "``Appuyez sur [kbd]Ctrl + C[/kbd].``" + +msgid "Press :kbd:`Ctrl + C`." +msgstr "Appuyez sur :kbd:`Ctrl + C`." + msgid "``[code]`` ``[/code]``" msgstr "``[code]`` ``[/code]``" msgid "Inline code fragment" msgstr "Fragment de code inline" +msgid "``Returns [code]true[/code].``" +msgstr "``Renvoie [code]true[/code].``" + +msgid "Returns ``true``." +msgstr "Renvoie ``true``." + +msgid "" +"Some supported tags like ``[color]`` and ``[font]`` are not listed here " +"because they are not recommended in the engine documentation." +msgstr "" +"Certaines balises prises en charge telles que ``[color]`` et ``[font]`` ne " +"sont pas listées ici car elles ne sont pas recommandées dans la " +"documentation du moteur de jeu." + +msgid "``[kbd]`` disables BBCode until the parser encounters ``[/kbd]``." +msgstr "" +"``[kbd]`` désactive le BBCode jusqu'à ce que l'analyseur rencontre ``[/" +"kbd]``." + +msgid "``[code]`` disables BBCode until the parser encounters ``[/code]``." +msgstr "" +"``[code]`` désactive le BBCode jusqu'à ce que l'analyseur rencontre ``[/" +"code]``." + +msgid "Formatting code blocks" +msgstr "Formater des blocs de code" + +msgid "There are two options for formatting code blocks:" +msgstr "Il existe deux options pour formater les blocs de code :" + +msgid "" +"Use ``[codeblock]`` if you want to add an example for a specific language." +msgstr "" +"Utiliser ``[codeblock]`` si vous voulez ajouter un exemple pour un langage " +"spécifique." + +msgid "" +"Use ``[codeblocks]``, ``[gdscript]``, and ``[csharp]`` if you want to add " +"the same example for both languages, GDScript and C#." +msgstr "" +"Utilisez ``[codeblocks]``, ``[gdscript]``, et ``[csharp]`` si vous voulez " +"ajouter le même exemple pour chacun des langages, GDScript and C#." + +msgid "" +"By default, ``[codeblock]`` highlights GDScript syntax. You can change it " +"using the ``lang`` attribute. Currently supported options are:" +msgstr "" +"Par défaut, ``[codeblock]`` met en surbrillance la syntaxe GDScript. Vous " +"pouvez la modifier à l'aide de l'attribut ``lang``. Les options actuellement " +"prises en charge sont :" + +msgid "``[codeblock lang=text]`` disables syntax highlighting;" +msgstr "``[codeblock lang=text]`` désactive la coloration syntaxique ;" + +msgid "``[codeblock lang=gdscript]`` highlights GDScript syntax;" +msgstr "``[codeblock lang=gdscript]`` met en évidence la syntaxe GDScript ;" + +msgid "" +"``[codeblock lang=csharp]`` highlights C# syntax (only in .NET version)." +msgstr "" +"``[codeblock lang=csharp]`` met en évidence la syntaxe C# (uniquement dans " +"la version .NET)." + +msgid "" +"``[codeblock]`` disables BBCode until the parser encounters ``[/codeblock]``." +msgstr "" +"``[codeblock]`` désactive le BBCode jusqu'à ce que l'analyseur rencontre ``[/" +"codeblock]``." + msgid "" "Use ``[codeblock]`` for pre-formatted code blocks. Inside ``[codeblock]``, " "always use **four spaces** for indentation. The parser will delete tabs." @@ -284,6 +559,9 @@ msgstr "" msgid "The above will display as:" msgstr "Ce qui précède s'affichera comme suit :" +msgid "Formatting notes and warnings" +msgstr "Formatage des notes et des avertissements" + msgid "" "To denote important information, add a paragraph starting with \"[b]Note:[/" "b]\" at the end of the description:" @@ -311,5 +589,17 @@ msgstr "" msgid "Marking API as deprecated/experimental" msgstr "Marque l'API comme expérimentale/Dépréciée" -msgid "Translation status" -msgstr "État de la traduction" +msgid "" +"To mark an API as deprecated or experimental, you need to add the " +"corresponding XML attribute. The attribute value must be a message " +"explaining why the API is not recommended (BBCode markup is supported) or an " +"empty string (the default message will be used). If an API element is marked " +"as deprecated/experimental, then it is considered documented even if the " +"description is empty." +msgstr "" +"Pour marquer une API comme obsolète ou expérimentale, vous devez ajouter " +"l'attribut XML correspondant. La valeur de l'attribut doit être un message " +"expliquant pourquoi l'API n'est pas recommandée (le balisage BBCode est pris " +"en charge) ou une chaîne vide (le message par défaut sera utilisé). Si un " +"élément d'API est marqué comme obsolète/expérimental, il est alors considéré " +"comme documenté même si la description est vide." diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/documentation/content_guidelines.po b/sphinx/po/fr/LC_MESSAGES/contributing/documentation/content_guidelines.po index 1dfe47ab75..50ef1607e9 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/documentation/content_guidelines.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/documentation/content_guidelines.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -92,6 +92,3 @@ msgstr "" "Qu'est-ce qui a été le plus difficile à comprendre ? Vous souhaiterez que " "les utilisateurs examinent votre travail, et nous vous recommandons de vous " "entraîner à expliquer la fonctionnalité avant d'écrire à son sujet." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/documentation/contributing_to_the_documentation.po b/sphinx/po/fr/LC_MESSAGES/contributing/documentation/contributing_to_the_documentation.po index ff6de3aeb8..0fd173a37c 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/documentation/contributing_to_the_documentation.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/documentation/contributing_to_the_documentation.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -77,16 +77,6 @@ msgstr "" msgid "Contributing changes" msgstr "Contribuer aux changements" -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 "" -"**Les Pull Requests doivent utiliser la branche** ``master`` **par défaut.** " -"Ne faites des demandes de Pull que sur d'autres branches (par exemple " -"``2.1`` ou ``3.0``) si vos modifications ne s'appliquent qu'à cette version " -"spécifique de Godot." - 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 " @@ -100,6 +90,23 @@ msgstr "" msgid "Editing existing pages" msgstr "Modifier des pages existantes" +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 `__. See :ref:`doc_updating_the_class_reference` for details." +msgstr "" +"Pour modifier une page existante, localisez son ``.rst`` fichier source et " +"ouvrez-le dans votre éditeur de texte préféré. Vous pouvez ensuite commiter " +"les modifications, les pousser vers votre fork et faire une demande de pull. " +"**Notez que les pages de** ``classes/`` **ne doivent pas être modifiées ici." +"** Elles sont générés automatiquement à partir de la référence de classe " +"`XML de Godot `__. Voir :ref:`doc_updating_the_class_reference` pour plus de " +"détails." + msgid "" "To build the manual and test changes on your computer, see :ref:" "`doc_building_the_manual`." @@ -129,29 +136,9 @@ msgstr "" msgid "Click the **Edit on GitHub** button." msgstr "Cliquez sur le bouton **Edit on GitHub**." -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 "" -"Sur la page GitHub où vous êtes dirigé, cliquez sur l'icône crayon dans le " -"coin supérieur droit près des boutons **Raw**, **Blame** et **Delete**. Il y " -"a l'info-bulle \"Fork this project and edit the file\"." - msgid "Edit the text in the text editor." msgstr "Modifiez le texte dans l'éditeur de texte." -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 "" -"Au bas de la page Web, résumez les modifications que vous avez apportées et " -"cliquez sur le bouton **Propose file change**. Veillez à remplacer le " -"caractère générique \"Update file.rst\" par une description courte mais " -"claire d'une ligne, car il s'agit du titre du commit." - 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 " @@ -244,9 +231,25 @@ msgstr "**Bien :** Comprendre les signaux dans Godot" msgid "**Bad:** Understanding Signals In Godot" msgstr "**Bien :** Comprendre Les Signaux Dans Godot" +msgid "" +"Only proper nouns, projects, people, and node class names should have their " +"first letter capitalized." +msgstr "" +"Seuls les noms propres, les projets, les personnes et les noms de classes de " +"nœuds doivent avoir leur première lettre en majuscule." + msgid "Sphinx and reStructuredText syntax" msgstr "Syntaxe Sphinx et reStructuredText" +msgid "" +"Check Sphinx's `reST Primer `__ and the `official reference `__ for details on the syntax." +msgstr "" +"Consultez le `reST Primer `__ de Sphinx et la `référence officielle `__ pour des détails sur la syntaxe." + msgid "" "Sphinx uses specific reST comments to do specific operations, like defining " "the table of contents (``.. toctree::``) or cross-referencing pages. Check " @@ -276,15 +279,30 @@ msgstr "" "du fichier ``.rst`` avec un nom significatif et les inclure dans votre page " "avec :" +msgid "" +"Alternatively, you can use the `figure` directive, which gives the image a " +"contrasting border and allows centering it on the page." +msgstr "" +"Alternativement, vous pouvez utiliser la directive `figure`, qui donne à " +"l'image une bordure contrastée et permet de le centrer sur la page." + 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) `_, with attribution to \"Juan " +"Linietsky, Ariel Manzur and the Godot community\"." +msgstr "" +"Cette documentation et chaque page qu'elle contient est publié sous les " +"termes de la licence `Creative Commons Attribution 3.0 license (CC-BY-3.0) " +"`_, avec attribution à \"Juan " +"Linietsky, Ariel Manzur et la communauté Godot\"." + msgid "" "By contributing to the documentation on the GitHub repository, you agree " "that your changes are distributed under this license." msgstr "" "En contribuant à la documentation sur le dépôt GitHub, vous acceptez que vos " "modifications soient distribuées sous cette licence." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/documentation/docs_image_guidelines.po b/sphinx/po/fr/LC_MESSAGES/contributing/documentation/docs_image_guidelines.po index f93e33f65d..ef36433830 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/documentation/docs_image_guidelines.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/documentation/docs_image_guidelines.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,8 +11,142 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" +msgid "Creating documentation images and videos" +msgstr "Création d'images de documentation et de vidéos" + +msgid "Format conversion" +msgstr "Conversion de format" + +msgid "" +"The current format for images in Godot's documentation is WebP (``.webp``). " +"While some Linux programs will support saving screenshots in this format, " +"macOS and the Snip & Sketch program on Windows do not. For images that don't " +"need editing, such as precise cropping or adding outlines, Squoosh can be " +"used. `Squoosh `_ is a converter developed by Google, " +"is open source, and doesn't give Google any image rights by using it. When " +"choosing compression if you can get an image that's under 300KB in size use " +"lossless compression. If it's over 300KB, use just enough lossy compression " +"to get it under that size. If this results in noticeable compression " +"artifacts using less compression is fine, even if the file size is bigger." +msgstr "" +"Le format actuel pour les images dans la documentation de Godot est le WebP " +"(``.webp``). Bien que certains programmes Linux supportent sauvegarder des " +"captures d'écran dans ce format, macOS et le programme Snip & Sketch sur " +"Windows ne le font pas. Pour les images qui n'ont pas besoin d'édition, tel " +"que du rognage précis ou de l'ajout de contours, Squoosh peut être utilisé. " +"`Squoosh `_ est un convertisseur développé par Google, " +"open source, qui ne donne pas à Google de droits d'image en l'utilisant. " +"Lorsque vous choisissez la compression, si vous pouvez obtenir une image de " +"moins de 300KB en taille, utilisez une compression sans perte. Si c'est plus " +"de 300KB, utilisez juste une compression suffisante pour l'obtenir sous " +"cette taille. Si cela entraîne des artéfacts de compression notables, " +"utiliser moins de compression ira bien, même si la taille du fichier est " +"plus grande." + +msgid "Cropping" +msgstr "Recadrer" + +msgid "" +"For a screenshot of a 2D or 3D scene in the editor, the above steps will be " +"enough. But for most UI images some extra work should be done, specifically " +"cropping to make an image look clean. Below is an example of good cropping." +msgstr "" +"Pour une capture d'écran d'une scène 2D ou 3D dans l'éditeur, les étapes ci-" +"dessus suffiront. Mais pour la plupart des images de l'interface " +"utilisateur, il faut faire un travail supplémentaire, en particulier rogner " +"pour faire une image propre. Voici un exemple de bon rognage." + +msgid "" +"For cropping Krita is the recommended program. While some screenshot " +"programs do have cropping built in it's not always easy to get something " +"precise. And while Krita is designed as a painting program the cropping tool " +"gives you pixel precision by default. Of course, feel free to use a " +"different program you are familiar with." +msgstr "" +"Pour le rognage, Krita est le programme recommandé. Bien que certains " +"programmes de capture d'écran ont des fonctionnalités de rognage incluses, " +"il n'est pas toujours facile d'obtenir quelque chose de précis. Et bien que " +"Krita soit conçu comme un programme de peinture, l'outil de rognage vous " +"donne une précision au pixel par défaut. Bien sûr, n'hésitez pas à utiliser " +"un programme différent que vous connaissez." + +msgid "" +"If you've never used Krita before download it from the `official Krita " +"website `_, on Linux you may also be able to " +"download it from your distributions repository, flathub is also an option. " +"Once it's installed on your computer open Krita then open the image you want " +"to crop. This button on the left panel is the crop tool." +msgstr "" +"Si vous n'avez jamais utilisé Krita avant, téléchargez le depuis le `site " +"officiel de Krita `_, sur Linux, vous pouvez " +"également le télécharger depuis votre dépôt de distribution, flathub est " +"également une option. Une fois installé sur votre ordinateur, ouvrez Krita " +"puis ouvrez l'image que vous voulez rogner. Ce bouton sur le panneau gauche " +"est l'outil de rognage." + +msgid "" +"After selecting it, click on the image, you should now have cropping tools " +"available." +msgstr "" +"Après l'avoir sélectionnée, cliquez sur l'image, vous devriez maintenant " +"avoir des outils de rognage disponibles." + +msgid "" +"Click and drag the white boxes to adjust what gets cropped, if you zoom in " +"close to the image you will see the individual pixels in an image, which is " +"useful for precision." +msgstr "" +"Cliquez et faites glisser les boîtes blanches pour régler ce qui est " +"recadré, si vous zoomez dans l'image, vous verrez les pixels individuels " +"dans une image, qui est utile pour la précision." + +msgid "" +"If you make a mistake and overcrop don't worry, cropping is non-destructive " +"in Krita and can be adjusted. Click on the image with your cropping tool " +"still selected and the controls will return." +msgstr "" +"Si vous faites une erreur et sur-rognez ne vous inquiétez pas, le rognage " +"est non-destructif dans Krita et peut être ajusté. Cliquez sur l'image avec " +"votre outil de rognage encore sélectionné et les contrôles reviendront." + +msgid "Saving as WebP in Krita" +msgstr "Sauvegarder en WebP dans Krita" + msgid "Outlines, arrows and text" msgstr "contours, flèches et texte" -msgid "Translation status" -msgstr "État de la traduction" +msgid "Adding an image to a documentation page" +msgstr "Ajouter une image à une page de documentation" + +msgid "Videos" +msgstr "Vidéos" + +msgid "" +"To record a video of something in Godot, a screen capture tool can be used. " +"Operating systems generally don't come with tools that are flexible enough " +"for this, so you'll need to install a third-party utility." +msgstr "" +"Pour enregistrer une vidéo de quelque chose dans Godot, un outil de capture " +"d'écran peut être utilisé. Les systèmes d'exploitation ne sont généralement " +"pas dotés d'outils suffisamment flexibles pour cela, vous devrez donc " +"installer un utilitaire tiers." + +msgid "" +"Where ``documentation_video.webp`` would be changed to the name of the video " +"you created. Name your videos in a way that makes their meaning clear, " +"possibly with a prefix that makes their relationship to a documentation page " +"explicit." +msgstr "" +"Où ``documentation_video.webp`` serait changé en le nom de la vidéo que vous " +"avez créé. Nommez vos vidéos d'une manière qui rend leur sens clair, " +"éventuellement avec un préfixe qui rend leur relation à une page de " +"documentation explicite." + +msgid "" +"The ``:autoplay:``, ``:loop:`` and ``:muted:`` flags should always be " +"specified unless the video needs to play audio. In this case, do not specify " +"*any* of these flags." +msgstr "" +"Les options ``:autoplay:``, ``:loop:`` et ``:muted:`` doivent toujours être " +"spécifiées à moins que la vidéo ait besoin de jouer du son. Dans ce cas, ne " +"spécifiez *aucun* de ces drapeaux." diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/documentation/docs_writing_guidelines.po b/sphinx/po/fr/LC_MESSAGES/contributing/documentation/docs_writing_guidelines.po index a6938e0743..37b686019e 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/documentation/docs_writing_guidelines.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/documentation/docs_writing_guidelines.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -33,6 +33,9 @@ msgstr "" msgid "In summary, always try to:" msgstr "En résumé, essayez de toujours :" +msgid "Use the active voice" +msgstr "Utiliser la voix active" + msgid "Use precise action verbs" msgstr "Utiliser des verbes d'action précis" @@ -92,6 +95,16 @@ msgstr "" msgid "7 rules for clear English" msgstr "7 règles pour un anglais clair" +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 "" +"Utilisez la voix active lorsque c'est possible. Prenez les classes, les " +"méthodes, et les constantes que vous décrivez comme sujet. Il est naturel " +"d'écrire à l'aide de la voix passive, mais c'est plus difficile à lire et " +"produit des phrases plus longues." + msgid "Passive:" msgstr "Passive :" @@ -551,6 +564,19 @@ msgstr "" "(viewport) il y a des ``panels``. Ensemble, ils forment les ``bottom " "panels``." +msgid "" +"Foldable areas of the Inspector are ``sections``. The node's parent class " +"names, which you can't fold, are ``Classes`` e.g. the ``CharacterBody2D " +"class``. And individual lines with key-value pairs are ``properties``. E.g. " +"``position`` or ``modulate color`` are both ``properties``." +msgstr "" +"Les zones dépliables de l'inspecteur sont des ``sections``. Les noms des " +"classes parentes du nœud, que vous ne pouvez pas réduire, sont des " +"``Classes``, par ex. la classe ``CharacterBody2D``. Et les lignes " +"individuelles avec des paires clé-valeur sont des ``properties``. Par " +"exemple, ``position`` ou ``modulate color`` sont toutes deux des " +"``properties``." + msgid "Keyboard shortcut guidelines" msgstr "Consignes relatives aux raccourcis clavier" @@ -568,6 +594,16 @@ msgstr "" "`Command`). Pour les combinaisons, utilisez le symbole ``+`` avec un espace " "de chaque côté du symbole." +msgid "" +"Make sure to mention shortcuts that differ on macOS compared to other " +"platforms. You can find a list of all shortcuts, including what they are on " +"macOS, on :ref:`this page `." +msgstr "" +"Assurez-vous de mentionner les raccourcis qui diffèrent sur macOS par " +"rapport aux autres plateformes. Vous pouvez trouver une liste de tous les " +"raccourcis, y compris ce qu'ils sont sur macOS, sur :ref:`cette page " +"`." + 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:" @@ -576,6 +612,13 @@ msgstr "" "Voici quelques exemples avec la balise ``:kbd:`` laissée telle quelle pour " "une meilleure visibilité :" +msgid "" +"Press ``:kbd:`Ctrl + Alt + T``` to toggle the panel (``:kbd:`Opt + Cmd + " +"T``` on macOS)." +msgstr "" +"Appuyez sur ``:kbd:`Ctrl + Alt + T``` pour basculer le panneau (``:kbd:`Cmd " +"+ Alt + T``` sur macOS)." + msgid "" "Press ``:kbd:`Space``` and hold the left mouse button to pan in the 2D " "editor." @@ -587,6 +630,3 @@ msgid "Press ``:kbd:`Shift + Up Arrow``` to move the node upwards by 8 pixels." msgstr "" "Appuyez sur ``:kbd:`Shift + Up Arrow``` pour déplacer le nœud vers le haut " "de 8 pixels." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/documentation/editor_and_docs_localization.po b/sphinx/po/fr/LC_MESSAGES/contributing/documentation/editor_and_docs_localization.po index 78260d89b1..7e472c40be 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/documentation/editor_and_docs_localization.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/documentation/editor_and_docs_localization.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,6 +11,9 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" +msgid "Editor and documentation localization" +msgstr "Localisation de l'éditeur et de la documentation" + 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 " @@ -557,6 +560,15 @@ msgstr "" "devez donc pas ajouter de sauts de ligne s'ils ne font pas partie de la " "traduction originale." +msgid "" +"See our documentation for class reference writers for the :ref:`list of " +"BBCode-like tags ` which are used throughout the " +"class reference." +msgstr "" +"Consultez notre documentation pour les auteurs de références de classe pour " +"la :ref:`liste des balises de type BBCode ` qui " +"sont utilisées dans les références des classes." + msgid "Offline translation and testing" msgstr "Traduction et tests hors ligne" @@ -732,6 +744,3 @@ msgid "" msgstr "" "Répétez ceci pour les autres images et :ref:`faites un Pull Request " "`." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/documentation/index.po b/sphinx/po/fr/LC_MESSAGES/contributing/documentation/index.po index f9a2d25202..10d1a23a04 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/documentation/index.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/documentation/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -66,6 +66,3 @@ msgstr "" "accessibles à un plus grand nombre de personnes. La localisation de la " "documentation est un effort colossal et continu auquel vous pouvez " "participer." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/documentation/updating_the_class_reference.po b/sphinx/po/fr/LC_MESSAGES/contributing/documentation/updating_the_class_reference.po index 9e6bd6ba9c..960b17e8e4 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/documentation/updating_the_class_reference.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/documentation/updating_the_class_reference.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -21,6 +21,17 @@ msgstr "" "Pour plus de détails sur l'utilisation de Git et le flux de travail pull " "request, veuillez consulter la page :ref:`doc_pr_workflow`." +msgid "" +"If you want to translate the class reference from English to another " +"language, see :ref:`doc_editor_and_docs_localization`. This guide is also " +"available as a `video tutorial on YouTube `_." +msgstr "" +"Si vous souhaitez traduire la référence de la classe de l'anglais vers une " +"autre langue, consultez :ref:`doc_editor_and_docs_localization`. Ce guide " +"est aussi disponible en tant que `tutoriel vidéo sur YouTube `_." + msgid "" "**Important:** If you plan to make large changes, you should create an issue " "on the `godot-docs repository `_ " @@ -32,5 +43,88 @@ msgstr "" "godotengine/godot-docs/>`_ ou commenter une issue existante. En faisant " "cela, les autres savent que vous occupez déjà d'une classe donnée." -msgid "Translation status" -msgstr "État de la traduction" +msgid "What to contribute" +msgstr "Que contribuer" + +msgid "" +"If you decide to document a class, but don't know what a particular method " +"does, don't worry. Leave it for now, and list the methods you skipped when " +"you open a pull request with your changes. Another writer will take care of " +"it." +msgstr "" +"Si vous décidez de documenter une classe, mais ne savez pas ce qu'une " +"méthode particulière fait, aucun problème. Laissez-la pour le moment et " +"listez les méthodes que vous avez passé quand vous faites un pull request de " +"vos changements. Un autre contributeur s'en occupera." + +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 `_ and `Godot Contributors Chat `_." +msgstr "" +"Vous pouvez toujours regarder l'implémentation des méthodes dans le code " +"source de Godot sur GitHub. Ainsi, si vous avez des doutes, n'hésitez pas à " +"poser des questions sur le site web `Q&R `__ " +"et sur le `Chat des Contributors de Godot `_." + +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 files. It lacks " +"features to edit XML well, like keeping indentations consistent, and it does " +"not allow amending commits based on reviews." +msgstr "" +"À moins que vous n'apportiez des modifications mineures, comme la correction " +"d'une coquille, nous ne recommandons pas d'utiliser l'éditeur web de GitHub " +"pour modifier le XML de la référence de classe. Il manque des " +"fonctionnalités pour bien modifier du XML, comme maintenir les indentations " +"de manière consistantes, et il ne permet pas de modifier les commits basés " +"sur les examens." + +msgid "" +"It also doesn't allow you to test your changes in the engine or with " +"validation scripts as described in :ref:`doc_class_reference_editing_xml`." +msgstr "" +"De plus, il ne vous permet pas de tester vos modifications dans le moteur ou " +"avec des scripts de validation comme décrit dans :ref:" +"`doc_class_reference_editing_xml`." + +msgid "" +"When you create a new class or modify an existing engine's API, you need to " +"re-generate the XML files in ``doc/classes/``." +msgstr "" +"Lorsque vous créez une nouvelle classe ou modifiez l'API du moteur, vous " +"devez générer à nouveau les fichiers XML dans ``doc/classes/``." + +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 might be:" +msgstr "" +"Pour ce faire, vous devez d'abord compiler Godot. Consultez la page :ref:" +"`doc_introduction_to_the_buildsystem` pour savoir comment faire. Ensuite, " +"exécutez le binaire Godot compilé depuis le répertoire racine de Godot avec " +"l'option ``--doctool``. Par exemple, si vous êtes sous Linux 64 bits, la " +"commande peut être :" + +msgid "" +"The exact set of suffixes may be different. Carefully read through the " +"linked article to learn more about that." +msgstr "" +"L'ensemble exact de suffixes peut être différent. Lisez attentivement " +"l'article lié pour en savoir plus." + +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." +msgstr "" +"Les fichiers XML dans ``doc/classes`` devraient alors être à jour avec les " +"fonctionnalités actuelles de Godot Engine. Vous pouvez ensuite vérifier ce " +"qui a changé en utilisant la commande ``git diff``." + +msgid "You will then need to add descriptions to any newly generated entries." +msgstr "" +"Vous devrez ensuite ajouter des descriptions à toutes les entrées " +"nouvellement générées." diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/how_to_contribute.po b/sphinx/po/fr/LC_MESSAGES/contributing/how_to_contribute.po index 1b3ad9f9d7..8abc5b2e93 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/how_to_contribute.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/how_to_contribute.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,5 +11,17 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -msgid "Translation status" -msgstr "État de la traduction" +msgid "How to contribute" +msgstr "Comment contribuer" + +msgid "Fundraising" +msgstr "Collecte de fonds" + +msgid "**Donate**" +msgstr "**Faire un don**" + +msgid "Technical contributions" +msgstr "Contributions techniques" + +msgid "Community support" +msgstr "Support de la communauté" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/workflow/bisecting_regressions.po b/sphinx/po/fr/LC_MESSAGES/contributing/workflow/bisecting_regressions.po index 6d413fdcf6..a797aa5c41 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/workflow/bisecting_regressions.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/workflow/bisecting_regressions.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -70,6 +70,22 @@ msgstr "" "les alphas, les bêtas et les candidats aux versions `ici `__." +msgid "" +"If the issue is **not present** in 3.x, then you can try older 4.0 alphas " +"and betas to determine when the regression started." +msgstr "" +"Si le problème **n'est pas présent** en 3.x, alors vous pouvez essayer des " +"alphas et des betas de la 4.0 plus anciennes pour déterminer quand la " +"régression a commencé." + +msgid "" +"Project files may be incompatible between Godot versions. **Make a backup of " +"your project** before starting the bisection process." +msgstr "" +"Les fichiers de projet peuvent être incompatibles entre les versions Godot. " +"**Faites une sauvegarde de votre projet** avant de commencer le processus de " +"bisection." + msgid "The Git bisect command" msgstr "La commande git bisect" @@ -145,9 +161,9 @@ msgid "" "done, in the terminal window, use ``cd`` to reach the Godot repository " "folder and enter the following command:" msgstr "" -":ref:`obtenez le code source de Godot avec Git `. Une " +":ref:`Obtenez le code source de Godot avec Git `. Une " "fois cela fait, dans la fenêtre du terminal, utilisez ``cd`` pour atteindre " -"le dossier du dépôt de Godot et entrez la commande suivante :" +"le dossier du dépôt de Godot et entrez la commande suivante :" msgid "Compile Godot. This assumes you've set up a build environment:" msgstr "" @@ -200,6 +216,3 @@ msgid "" msgstr "" "Vous pouvez lire la documentation complète sur ``git bisect`` `ici `__." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/workflow/bug_triage_guidelines.po b/sphinx/po/fr/LC_MESSAGES/contributing/workflow/bug_triage_guidelines.po index 7f19d8f00c..188d5c4607 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/workflow/bug_triage_guidelines.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/workflow/bug_triage_guidelines.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -78,9 +78,6 @@ msgstr "" msgid "Labels" msgstr "Labels" -msgid "The following labels are currently defined in the Godot repository:" -msgstr "Les labels suivants sont actuellement définis dans le dépôt Godot :" - msgid "**Categories:**" msgstr "**Catégories :**" @@ -142,34 +139,12 @@ msgstr "" "discussion plus approfondie afin de définir ce qui doit être fait exactement " "pour traiter le sujet." -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 `_ repository." -msgstr "" -"*Documentation* : question liée à la documentation. Principalement pour " -"demander des améliorations dans la documentation de l'API. Les problèmes " -"liés à la documentation de ReadTheDocs doivent être classés dans le dépôt " -"`godot-docs `_." - msgid "" "*Enhancement*: describes a proposed enhancement to an existing functionality." msgstr "" "*Enhancement* : décrit une proposition d'amélioration d'une fonctionnalité " "existante." -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 `__ instead." -msgstr "" -"*Feature proposal* : décrit un souhait de mise en œuvre d'une nouvelle " -"fonctionnalité. Notez que le dépôt principal de Godot n'accepte plus les " -"demandes de fonctionnalités. Veuillez utiliser `godot-proposals `__ à la place." - 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 " @@ -198,12 +173,6 @@ msgstr "" "matérielles/logicielles ou même que les étapes à reproduire ne sont pas " "certaines." -msgid "" -"*Needs work*: the pull request needs additional work before it can be merged." -msgstr "" -"*Needs work* : la pull request nécessite un travail supplémentaire avant de " -"pouvoir être fusionnée." - msgid "" "*Performance*: issues that directly impact engine or editor performance. Can " "also be used for pull requests that improve performance or add low-end-" @@ -300,6 +269,9 @@ msgid "" msgstr "" "*Navigation* : concerne le système de navigation (comme A* et les navmesh)." +msgid "*Particles*: particles, particle systems and their editors." +msgstr "*Particules* : particules, systèmes de particules et leurs éditeurs." + msgid "*Physics*: relates to the physics engine (2D/3D)." msgstr "*Physics* : concerne le moteur physique (2D/3D)." @@ -359,13 +331,6 @@ msgstr "" msgid "Documentation labels" msgstr "Labels de documentation" -msgid "" -"In the `documentation repository `__, we use the following labels:" -msgstr "" -"Dans le `documentation repository `__, nous utilisons les étiquettes suivantes :" - msgid "" "*Bug*: Incorrect information in an existing page. Not to be used for " "*missing* information." @@ -373,6 +338,12 @@ msgstr "" "*Bug* : Information incorrecte dans une page existante. Ne doit pas être " "utilisé pour les informations *manquantes*." +msgid "" +"*Needs work*: the pull request needs additional work before it can be merged." +msgstr "" +"*Needs work* : la pull request nécessite un travail supplémentaire avant de " +"pouvoir être fusionnée." + msgid "" "*Class reference*: the issue is about the class reference, not a " "documentation page." @@ -412,6 +383,3 @@ msgstr "" "jalon qui leur est attribué ; si une correction est proposée pour un bogue " "qui n'a pas été jugé urgent et donc sans milestone, elle sera probablement " "toujours la bienvenue." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/workflow/first_steps.po b/sphinx/po/fr/LC_MESSAGES/contributing/workflow/first_steps.po index e297e7482c..14c72dec01 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/workflow/first_steps.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/workflow/first_steps.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -247,6 +247,3 @@ msgstr "" msgid "See :ref:`doc_editor_and_docs_localization` for more details." msgstr "Voir :ref:`doc_editor_and_docs_localization` pour plus de détails." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/workflow/index.po b/sphinx/po/fr/LC_MESSAGES/contributing/workflow/index.po index 1b3ad9f9d7..8211994088 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/workflow/index.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/workflow/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/workflow/pr_review_guidelines.po b/sphinx/po/fr/LC_MESSAGES/contributing/workflow/pr_review_guidelines.po index 8206edb99a..c3083df159 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/workflow/pr_review_guidelines.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/workflow/pr_review_guidelines.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,11 +11,75 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" +msgid "" +"An engine maintainer reviews the code and provides feedback, requests " +"changes, or approves the pull request, as appropriate." +msgstr "" +"Un mainteneur du moteur examine le code et fournit des commentaires, demande " +"des changements ou approuve la pull request, selon les cas." + +msgid "Code review and testing" +msgstr "Révision et tests du code" + +msgid "" +"While strict code review and CI help to ensure that all pull requests work " +"as intended, mistakes happen and sometimes contributors push code that " +"creates a problem in addition to solving a problem. Maintainers will avoid " +"merging code that contains a regression even if it solves the problem as " +"intended." +msgstr "" +"Bien que l'examen strict du code et l'intégration continue aident à " +"s'assurer que toutes les pull request fonctionnent comme prévu, des erreurs " +"peuvent arriver et parfois les contributeurs poussent du code qui crée un " +"problème en plus de résoudre un problème. Les mainteneurs éviteront de " +"fusionner du code qui contient une régression même si elle résout le " +"problème comme prévu." + +msgid "3. Do a code review" +msgstr "3. Faites une revue de code" + +msgid "Always assume positive intent from others." +msgstr "Supposez toujours que les autres ont une intention positive." + msgid "**Needless double reviews.**" msgstr "**Double révisions inutiles.**" +msgid "**Being overly nitpicky.**" +msgstr "**Être bien trop pointilleux**" + +msgid "**Expanding the scope of a pull request.**" +msgstr "**Élargissement de la portée d'une pull request.**" + +msgid "" +"After reviewing the code, if you think that the code is ready to be merged " +"into the engine, then go ahead and \"approve\" it. Make sure to also comment " +"and specify the nature of your review (i.e. say whether you ran the code " +"locally, whether you reviewed for style as well as correctness, etc.). Even " +"if you are not an engine maintainer, approving a pull request signals to " +"others that the code is good and likely solves the problem the PR says it " +"does. Approving a pull request as a non-engine maintainer does not guarantee " +"that the code will be merged, other people will still review it, so don't be " +"shy." +msgstr "" +"Après avoir examiné le code, si vous pensez que le code est prêt à être " +"fusionné dans le moteur, alors allez-y et approuvez-le. Assurez-vous " +"également de commenter et de préciser la nature de votre commentaire (c.-à-" +"d. si vous avez exécuté le code localement, que vous avez examiné pour le " +"style ainsi que l'exactitude, etc.). Même si vous n'êtes pas un gestionnaire " +"du moteur, l'approbation d'une pull request signale aux autres que le code " +"est bon et résout probablement le problème que la PR dit qu'elle fait. " +"L'approbation d'une pull request en tant que non responsable du moteur ne " +"garantit pas que le code sera fusionné, d'autres personnes l'examineront " +"encore, donc ne soyez pas timide." + +msgid "2. Get feedback from the community" +msgstr "2. Obtenez des retours de la communauté" + +msgid "**Check for proper commit attribution.**" +msgstr "** Vérifiez l'attribution correcte du commit. **" + +msgid "**Check for proper commit messages.**" +msgstr "** Vérifiez les messages de commit appropriés. **" + msgid "4. GitHub checklist" msgstr "4. Checklist GitHub" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/workflow/pr_workflow.po b/sphinx/po/fr/LC_MESSAGES/contributing/workflow/pr_workflow.po index 0e4fb8ce71..705996d09b 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/workflow/pr_workflow.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/workflow/pr_workflow.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -203,14 +203,6 @@ msgstr "" msgid "To clone your fork from GitHub, use the following command:" msgstr "Pour cloner votre fork depuis GitHub, utilisez la commande suivante :" -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 "" -"Dans nos exemples, le caractère \"$\" désigne l'invite de la ligne de " -"commande sur les shells UNIX. Il ne fait pas partie de la commande et ne " -"doit pas être tapé." - msgid "" "After a little while, you should have a ``godot`` directory in your current " "working directory. Move into it using the ``cd`` command:" @@ -848,6 +840,3 @@ msgid "" msgstr "" "Vous pouvez également supprimer la branche distante depuis PR GitHub elle-" "même, un bouton devrait apparaître une fois qu'elle a été fusionné ou fermé." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/contributing/workflow/testing_pull_requests.po b/sphinx/po/fr/LC_MESSAGES/contributing/workflow/testing_pull_requests.po index 4664ab6613..b6cf8d4e16 100644 --- a/sphinx/po/fr/LC_MESSAGES/contributing/workflow/testing_pull_requests.po +++ b/sphinx/po/fr/LC_MESSAGES/contributing/workflow/testing_pull_requests.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -132,6 +132,3 @@ msgid "" msgstr "" "Extrayez l'archive ZIP et suivez les instructions de :ref:`compilation ` pour votre système d'exploitation." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/first_2d_game/01.project_setup.po b/sphinx/po/fr/LC_MESSAGES/getting_started/first_2d_game/01.project_setup.po index 9c511ee4c3..0f4e42e645 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/first_2d_game/01.project_setup.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/first_2d_game/01.project_setup.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -22,18 +22,76 @@ msgstr "" msgid "Launch Godot and create a new project." msgstr "Lancez Godot et créez un nouveau projet." +msgid "" +"When creating the new project, you only need to choose a valid *Project " +"Path*. You can leave the other default settings alone." +msgstr "" +"Lors de la création du nouveau projet, il vous suffit de choisir un *chemin " +"de projet* valide. Vous pouvez laisser les autres paramètres par défaut tels " +"quels." + msgid "GDScript" msgstr "GDScript" +msgid "" +"Download `dodge_the_creeps_2d_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 "" +"Téléchargez `dodge_the_creeps_2d_assets.zip `_. L'archive contient les images et les sons " +"que vous utiliserez pour créer le jeu. Extrayez l'archive et déplacez les " +"répertoires ``art/`` et ``fonts/`` vers le répertoire de votre projet." + msgid "C#" msgstr "C#" +msgid "" +"Ensure that you have the required dependencies to use C# in Godot. You need " +"the latest stable .NET SDK, and an editor such as VS Code. See :ref:" +"`doc_c_sharp_setup`." +msgstr "" +"Assurez-vous d'avoir les dépendances requises pour utiliser du C# dans " +"Godot. Vous aurez besoin de la dernière version stable de .NET SDK, et d'un " +"éditeur comme VS Code. Voir :ref:`doc_c_sharp_setup`." + msgid "C++" msgstr "C++" +msgid "" +"The C++ part of this tutorial wasn't rewritten for the new GDExtension " +"system yet." +msgstr "" +"La partie C++ de ce tutoriel n'a pas encore été réécrite pour le nouveau " +"système GDExtension." + msgid "Your project folder should look like this." msgstr "Votre dossier de projet devrait ressembler à ceci." +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, in the left column open the *Display -> Window* tab. There, " +"set \"Viewport Width\" to ``480`` and \"Viewport Height\" to ``720``." +msgstr "" +"Ce jeu est conçu pour le mode portrait, nous devons donc ajuster la taille " +"de la fenêtre du jeu. Cliquez sur *Projet -> Paramètres du projet* pour " +"ouvrir la fenêtre des paramètres du projet et dans la colonne de gauche, " +"ouvrez l'onglet *Display -> Window*. Là, réglez l'option \"Viewport Width\" " +"sur ``480`` et l'option \"Viewport Height\" sur ``720``." + +msgid "" +"Also, under the **Stretch** options, set **Mode** to ``canvas_items`` and " +"**Aspect** to ``keep``. This ensures that the game scales consistently on " +"different sized screens." +msgstr "" +"De plus, sous les options **Stretch**, définissez **Mode** sur " +"``canvas_items`` et **Aspect** sur ``keep``. Cela garantit que le jeu évolue " +"de manière cohérente sur des écrans de différentes tailles." + msgid "Organizing the project" msgstr "Organisation du projet" @@ -64,6 +122,3 @@ msgid "" msgstr "" "Avec le projet en place, nous sommes prêts à concevoir la scène du joueur " "dans la prochaine leçon." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/first_2d_game/02.player_scene.po b/sphinx/po/fr/LC_MESSAGES/getting_started/first_2d_game/02.player_scene.po index 2d9490ebff..7c96ba38a4 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/first_2d_game/02.player_scene.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/first_2d_game/02.player_scene.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -44,13 +44,6 @@ msgstr "" "souhaitée de l'objet - ce que l'objet *est*. Cliquez sur le bouton \"Other " "Node\" et ajoutez un nœud :ref:`Area2D ` à la scène." -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 affichera une icône d'avertissement près du nœud dans l'arbre de " -"scène. Vous pouvez l'ignorer pour le moment. Nous y reviendrons plus tard." - 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 " @@ -63,6 +56,20 @@ msgstr "" "de la scène, nous pouvons ajouter des nœuds supplémentaires pour lui donner " "plus de fonctionnalités." +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 \"Groups the " +"selected node with its children. This causes the parent to be selected when " +"any child node is clicked in 2D and 3D view.\"" +msgstr "" +"Avant d'ajouter des enfants au nœud ``Player``, nous voulons nous assurer de " +"ne pas les déplacer ou les redimensionner accidentellement en cliquant " +"dessus. Sélectionnez le nœud et cliquez sur l'icône à droite du cadenas. Son " +"info-bulle indique \"Regroupe le nœud sélectionné avec ses enfants. Cela " +"entraîne la sélection du parent lorsque l'on clique sur un nœud enfant en " +"vue 2D et 3D.\"" + msgid "" "Save the scene. Click Scene -> Save, or press :kbd:`Ctrl + S` on Windows/" "Linux or :kbd:`Cmd + S` on macOS." @@ -77,9 +84,9 @@ msgid "" "**GDScript**: Classes (nodes) use PascalCase, variables and functions use " "snake_case, and constants use ALL_CAPS (See :ref:`doc_gdscript_styleguide`)." msgstr "" -"**GDScript** : Les classes (nœuds) utilisent PascalCase, les variables et " -"les fonctions utilisent snake_case, et les constantes utilisent ALL_CAPS " -"(Voir :ref:`doc_gdscript_styleguide`)." +"**GDScript** : Les classes (nœuds) utilisent le PascalCase, les variables et " +"les fonctions utilisent le snake_case, et les constantes utilisent le " +"ALL_CAPS (Voir :ref:`doc_gdscript_styleguide`)." msgid "" "**C#**: Classes, export variables and methods use PascalCase, private fields " @@ -96,6 +103,33 @@ msgstr "" msgid "Sprite animation" msgstr "Animation du sprite" +msgid "" +"The player images are a bit too large for the game window, so we need to " +"scale them down. Click on the ``AnimatedSprite2D`` node and set the " +"``Scale`` property to ``(0.5, 0.5)``. You can find it in the Inspector under " +"the ``Node2D`` heading." +msgstr "" +"Les images du joueur sont un peu trop grandes pour la fenêtre de jeu, nous " +"devons donc les réduire. Cliquez sur le nœud ``AnimatedSprite2D`` et réglez " +"la propriété ``Scale`` sur ``(0.5, 0.5)``. Vous pouvez la trouver dans " +"l'Inspecteur sous la catégorie ``Node2D``." + +msgid "" +"Finally, add a :ref:`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 "" +"Enfin, ajoutez un :ref:`CollisionShape2D ` en tant " +"qu'enfant de ``Player``. Ceci déterminera la \"hitbox\" du joueur, soit les " +"limites de sa zone de collision. Pour ce personnage, un nœud " +"``CapsuleShape2D`` donne le meilleur ajustement, donc à côté de \"Shape\" " +"dans l'Inspecteur, cliquez sur \"[empty]\" -> \"Nouveau CapsuleShape2D\". En " +"utilisant les deux poignées de redimensionnement, redimensionnez la forme " +"pour couvrir le sprite :" + msgid "When you're finished, your ``Player`` scene should look like this:" msgstr "" "Lorsque vous avez terminé, votre scène ``Player`` devrait ressembler à ceci :" @@ -111,6 +145,3 @@ msgstr "" "Dans la prochaine partie, nous ajouterons un script sur le nœud du joueur " "pour le déplacer et l'animer. Ensuite, nous mettrons en place une détection " "de collisions pour savoir quand le joueur a été touché par quelque chose." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/first_2d_game/03.coding_the_player.po b/sphinx/po/fr/LC_MESSAGES/getting_started/first_2d_game/03.coding_the_player.po index 637f15dc1e..26ac52bbca 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/first_2d_game/03.coding_the_player.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/first_2d_game/03.coding_the_player.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -56,6 +56,41 @@ msgid "Start by declaring the member variables this object will need:" msgstr "" "Commencez par déclarer les variables membres dont cet objet aura besoin :" +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 Inspector in " +"a new section with the name of the script. Remember, if you change the value " +"here, it will override the value written in the script." +msgstr "" +"Utiliser le mot-clé ``export`` sur la première variable ``speed`` nous " +"permet de définir sa valeur dans l'Inspecteur. Cela peut être pratique pour " +"les valeurs que vous souhaitez pouvoir ajuster, tout comme les propriétés " +"intégrées d'un nœud. Cliquez sur le nœud ``Player`` et vous verrez la " +"propriété apparaître maintenant dans l'Inspecteur dans une nouvelle section " +"avec le nom du script. N'oubliez pas que si vous modifiez la valeur ici, " +"cela remplacera la valeur écrite dans le script." + +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 **Build** button at the top right of the editor." +msgstr "" +"Si vous utilisez C#, vous devez (re)construire les assemblages du projet " +"chaque fois que vous souhaitez voir de nouvelles variables ou de nouveaux " +"signaux d'exportation. Cette construction peut être déclenchée manuellement " +"en cliquant sur le bouton **Build** en haut à droite de l'éditeur." + +msgid "" +"Your ``player.gd`` script should already contain a ``_ready()`` and a " +"``_process()`` function. If you didn't select the default template shown " +"above, create these functions while following the lesson." +msgstr "" +"Votre script ``player.gd`` devrait déjà contenir une fonction ``_ready()`` " +"et une fonction ``_process()``. Si vous n'avez pas sélectionné le modèle par " +"défaut présenté ci-dessus, créez ces fonctions tout en suivant la leçon." + 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:" @@ -107,6 +142,28 @@ msgstr "" "\"move_right\" dans la barre supérieure et cliquez sur le bouton \"Ajouter\" " "pour ajouter l'action ``move_right``." +msgid "" +"We need to assign a key to this action. Click the \"+\" icon on the right, " +"to open the event manager window." +msgstr "" +"Nous devons attribuer une touche à cette action. Cliquez sur l'icône \"+\" à " +"droite pour ouvrir la fenêtre du gestionnaire d'événements." + +msgid "" +"The \"Listening for Input...\" field should automatically be selected. Press " +"the \"right\" key on your keyboard, and the menu should look like this now." +msgstr "" +"Le champ \"Écoute des entrées\" doit être automatiquement sélectionné. " +"Appuyez sur la touche flèche \"droite\" de votre clavier et le menu devrait " +"ressembler à ceci." + +msgid "" +"Select the \"ok\" button. The \"right\" key is now associated with the " +"``move_right`` action." +msgstr "" +"Sélectionnez le bouton \"ok\". La touche flèche \"droite\" est désormais " +"associée à l'action ``move_right``." + msgid "Repeat these steps to add three more mappings:" msgstr "Répétez ces étapes pour ajouter trois autres contrôles :" @@ -177,6 +234,31 @@ msgstr "" "de l'utilisation des vecteurs dans Godot à :ref:`doc_vector_math`. C'est bon " "à savoir mais ça ne sera pas nécessaire pour le reste de ce tutoriel." +msgid "" +"We also check whether the player is moving so we can call ``play()`` or " +"``stop()`` on the AnimatedSprite2D." +msgstr "" +"Nous vérifions également si le joueur se déplace afin de pouvoir appeler " +"``play()`` ou ``stop()`` sur l'AnimatedSprite2D." + +msgid "" +"``$`` is shorthand for ``get_node()``. So in the code above, " +"``$AnimatedSprite2D.play()`` is the same as ``get_node(\"AnimatedSprite2D\")." +"play()``." +msgstr "" +"``$`` est un raccourci pour ``get_node()``. Dans le code ci-dessus, " +"``$AnimatedSprite2D.play()`` est donc identique à " +"``get_node(\"AnimatedSprite2D\").play()``." + +msgid "" +"In GDScript, ``$`` returns the node at the relative path from the current " +"node, or returns ``null`` if the node is not found. Since AnimatedSprite2D " +"is a child of the current node, we can use ``$AnimatedSprite2D``." +msgstr "" +"En GDScript, ``$`` retourne le nœud au chemin relatif depuis ce nœud, ou " +"retourne ``null`` si le nœud n'est pas trouvé. Puisque AnimatedSprite2D est " +"un enfant du nœud courant, nous pouvons utiliser ``$AnimatedSprite2D``." + msgid "" "Now that we have a movement direction, we can update the player's position. " "We can also use ``clamp()`` to prevent it from leaving the screen. " @@ -201,6 +283,13 @@ msgstr "" "terminer. Utiliser cette valeur assure que le mouvement restera constant " "même si le taux d'images par seconde varie." +msgid "" +"Click \"Run Current Scene\" (:kbd:`F6`, :kbd:`Cmd + R` on macOS) and confirm " +"you can move the player around the screen in all directions." +msgstr "" +"Cliquez sur \"Lancer la scène\" (:kbd:`F6`, :kbd:`Cmd + R` sur macOS) et " +"vérifiez que vous pouvez déplacer le joueur dans toutes les directions." + msgid "If you get an error in the \"Debugger\" panel that says" msgstr "Si vous obtenez une erreur le panneau \"Debugger\" qui dit" @@ -211,9 +300,36 @@ msgstr "" "``Attempt to call function 'play' in base 'null instance' on a null " "instance``" +msgid "" +"this likely means you spelled the name of the AnimatedSprite2D node wrong. " +"Node names are case-sensitive and ``$NodeName`` must match the name you see " +"in the scene tree." +msgstr "" +"cela signifie probablement que vous avez mal orthographié le nom du nœud " +"AnimatedSprite2D. Les noms de nœuds sont sensibles à la casse et " +"``$NodeName`` doit correspondre au nom que vous voyez dans l'arbre de scènes." + msgid "Choosing animations" msgstr "Choisir les animations" +msgid "" +"Now that the player can move, we need to change which animation the " +"AnimatedSprite2D 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 "" +"Maintenant que le joueur peut se déplacer, nous devons changer l'animation " +"que l'AnimatedSprite2D joue en fonction de la direction. Nous avons une " +"animation \"walk\", qui montre le joueur marchant vers la droite. Cette " +"animation doit être retournée horizontalement en utilisant la propriété " +"``flip_h`` pour le mouvement vers la gauche. Nous avons aussi l'animation " +"\"up\", qui doit être retournée verticalement avec ``flip_v`` pour le " +"mouvement vers le bas. Rajoutez ce code à la fin de notre fonction " +"``_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 " @@ -264,6 +380,15 @@ msgstr "" "allons utiliser la fonctionnalité *signal* de Godot pour le faire " "fonctionner." +msgid "" +"Add the following at the top of the script. If you're using GDScript, add it " +"after ``extends Area2D``. If you're using C#, add it after ``public partial " +"class Player : Area2D``:" +msgstr "" +"Ajoutez ce qui suit en haut du script. Si vous utilisez GDScript, ajoutez-le " +"après ``extends Area2D``. Si vous utilisez C#, ajoutez-le après ``public " +"partial class Player : Area2D`` :" + 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 " @@ -284,10 +409,48 @@ msgid "" msgstr "" "Notez que notre signal personnalisé \"hit\" est là aussi ! Puisque nos " "ennemis vont être des nœuds ``RigidBody2D``, nous avons besoin du signal " -"``body_entered(body : Node2D)``. Celui-ci sera émis lorsqu'un objet percute " +"``body_entered(body: Node2D)``. Celui-ci sera émis lorsqu'un objet percute " "le joueur. Cliquez sur \"Connecter...\" et la fenêtre \"Connecter un " "signal\" apparaîtra." +msgid "" +"Godot will create a function with that exact name directly in script for " +"you. You don't need to change the default settings right now." +msgstr "" +"Godot créera une fonction avec ce nom exact directement dans le script pour " +"vous. Vous n'avez pas besoin de modifier les paramètres par défaut pour le " +"moment." + +msgid "" +"If you're using an external text editor (for example, Visual Studio Code), a " +"bug currently prevents Godot from doing so. You'll be sent to your external " +"editor, but the new function won't be there." +msgstr "" +"Si vous utilisez un éditeur de texte externe (par exemple, Visual Studio " +"Code), un bug empêche actuellement Godot de le faire. Vous serez redirigé " +"vers votre éditeur externe, mais la nouvelle fonction n'y sera pas." + +msgid "" +"In this case, you'll need to write the function yourself into the Player's " +"script file." +msgstr "" +"Dans ce cas, vous devrez écrire la fonction vous-même dans le fichier de " +"script du Player." + +msgid "" +"Note the green icon indicating that a signal is connected to this function; " +"this does not mean the function exists, only that the signal will attempt to " +"connect to a function with that name, so double-check that the spelling of " +"the function matches exactly!" +msgstr "" +"Notez l'icône verte indiquant qu'un signal est connecté à cette fonction ; " +"cela ne signifie pas que la fonction existe, seulement que le signal tentera " +"de se connecter à une fonction portant ce nom, alors vérifiez que " +"l'orthographe de la fonction correspond exactement !" + +msgid "Next, add this code to the function:" +msgstr "Ensuite, ajoutez ce code à la fonction :" + 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`` " @@ -318,6 +481,3 @@ msgid "With the player working, we'll work on the enemy in the next lesson." msgstr "" "Maintenant que le joueur fonctionne, nous allons travailler sur l'ennemi " "dans la prochaine leçon." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/first_2d_game/04.creating_the_enemy.po b/sphinx/po/fr/LC_MESSAGES/getting_started/first_2d_game/04.creating_the_enemy.po index 3d08063807..6490bbedcb 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/first_2d_game/04.creating_the_enemy.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/first_2d_game/04.creating_the_enemy.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -34,12 +34,23 @@ msgstr "" msgid "Node setup" msgstr "Configuration du nœud" +msgid "Click Scene -> New Scene from the top menu and add the following nodes:" +msgstr "" +"Cliquez sur Scène -> Nouvelle scène dans le menu principal et ajoutez les " +"nœuds suivants :" + msgid ":ref:`RigidBody2D ` (named ``Mob``)" msgstr ":ref:`RigidBody2D ` (nommé ``Mob``)" +msgid ":ref:`AnimatedSprite2D `" +msgstr ":ref:`AnimatedSprite2D `" + msgid ":ref:`CollisionShape2D `" msgstr ":ref:`CollisionShape2D `" +msgid ":ref:`VisibleOnScreenNotifier2D `" +msgstr ":ref:`VisibleOnScreenNotifier2D `" + msgid "" "Don't forget to set the children so they can't be selected, like you did " "with the Player scene." @@ -47,6 +58,51 @@ msgstr "" "N'oubliez pas de configurer les enfants pour qu'ils ne puissent pas être " "sélectionnés, comme vous l'avez fait avec la scène Player." +msgid "" +"Select the ``Mob`` node and set its ``Gravity Scale`` property in the :ref:" +"`RigidBody2D ` section of the inspector to ``0``. This " +"will prevent the mob from falling downwards." +msgstr "" +"Sélectionnez le nœud ``Mob`` et définissez sa propriété ``Gravity Scale`` " +"dans la section :ref:`RigidBody2D ` de l'inspecteur sur " +"``0``. Cela empêchera l'ennemi de tomber vers le bas." + +msgid "" +"In addition, under the :ref:`CollisionObject2D ` " +"section just beneath the **RigidBody2D** section, expand the **Collision** " +"group and uncheck the ``1`` inside the ``Mask`` property. This will ensure " +"the mobs do not collide with each other." +msgstr "" +"De plus, sous la section :ref:`CollisionObject2D ` " +"juste en dessous de la section **RigidBody2D**, développez le groupe " +"**Collision** et décochez le ``1`` à l'intérieur de la propriété ``Mask``. " +"Cela garantira que les ennemis n’entrent pas en collision les uns avec les " +"autres." + +msgid "" +"Set up the :ref:`AnimatedSprite2D ` 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 "" +"Configurez l':ref:`AnimatedSprite2D ` comme vous " +"l'avez fait pour le joueur. Cette fois, nous avons 3 animations : ``fly``, " +"``swim``, et ``walk``. Il y a deux images pour chaque animation dans le " +"dossier art." + +msgid "" +"The ``Animation Speed`` property has to be set for each individual " +"animation. Adjust it to ``3`` for all 3 animations." +msgstr "" +"La propriété ``Animation Speed`` doit être définie pour chaque animation " +"individuelle. Ajustez-le à ``3`` pour les 3 animations." + +msgid "" +"You can use the \"Play Animation\" buttons on the right of the ``Animation " +"Speed`` input field to preview your animations." +msgstr "" +"Vous pouvez utiliser les boutons \"Play Animation\" à droite du champ de " +"saisie ``Animation Speed`` pour prévisualiser vos animations." + msgid "" "We'll select one of these animations randomly so that the mobs will have " "some variety." @@ -54,6 +110,23 @@ msgstr "" "Nous allons choisir une de ces animations au hasard pour que les monstres " "aient une certaine variété." +msgid "" +"Like the player images, these mob images need to be scaled down. Set the " +"``AnimatedSprite2D``'s ``Scale`` property to ``(0.75, 0.75)``." +msgstr "" +"Comme les images du joueur, ces images de monstre doivent être réduites. " +"Réglez la propriété ``Scale`` d' ``AnimatedSprite2D`` sur ``(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`` property " +"to ``90`` (under \"Transform\" in the Inspector)." +msgstr "" +"Comme dans la scène ``Player``, ajouter un ``CapsuleShape2D`` pour la " +"collision. Pour aligner la forme avec l'image, vous aurez besoin de " +"paramétrer la propriété ``Rotation`` à ``90`` (sous \"Transform\" dans " +"l'inspecteur)." + msgid "Save the scene." msgstr "Enregistrer la scène." @@ -70,6 +143,16 @@ msgstr "" "Maintenant, regardons le reste du script. Dans ``_ready()``, nous jouons " "l'animation et choisissons au hasard un des trois types d'animation :" +msgid "" +"First, we get the list of animation names from the AnimatedSprite2D's " +"``sprite_frames`` property. This returns an Array containing all three " +"animation names: ``[\"walk\", \"swim\", \"fly\"]``." +msgstr "" +"Tout d'abord, nous obtenons la liste des noms d'animation à partir de la " +"propriété ``sprite_frames`` de l'AnimatedSprite2D. On obtient ainsi un " +"tableau contenant les trois noms d'animation : ``[\"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`` " @@ -80,6 +163,15 @@ msgstr "" "commencent à ``0``). La fonction ``randi() % n`` sélectionne un nombre " "entier aléatoire entre ``0`` et ``n-1``." +msgid "" +"The last piece is to make the mobs delete themselves when they leave the " +"screen. Connect the ``screen_exited()`` signal of the " +"``VisibleOnScreenNotifier2D`` node to the ``Mob`` and add this code:" +msgstr "" +"La dernière étape consiste à faire en sorte que les monstres s'effacent " +"lorsqu'ils quittent l'écran. Connectez le signal ``screen_exited()`` du nœud " +"``VisibleOnScreenNotifier2D`` au ``Mob`` et ajoutez ce code :" + msgid "This completes the `Mob` scene." msgstr "Cela complète la scène `Mob`." @@ -92,6 +184,3 @@ msgstr "" "les réunir dans une nouvelle scène. Nous ferons en sorte que les ennemis " "apparaissent de manière aléatoire sur le plateau de jeu et avancent, " "transformant notre projet en un jeu jouable." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/first_2d_game/05.the_main_game_scene.po b/sphinx/po/fr/LC_MESSAGES/getting_started/first_2d_game/05.the_main_game_scene.po index 25441d99ed..38f682dec8 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/first_2d_game/05.the_main_game_scene.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/first_2d_game/05.the_main_game_scene.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -31,6 +31,19 @@ msgstr "" "comme contenant pour gérer la logique du jeu qui ne nécessite pas de gestion " "2D en soit.)" +msgid "" +"Click the **Instance** button (represented by a chain link icon) and select " +"your saved ``player.tscn``." +msgstr "" +"Cliquez sur le bouton **Instance** (représenté par une icône en chaine) et " +"sélectionne votre scène ``player.tscn``." + +msgid "" +"Now, add the following nodes as children of ``Main``, and name them as shown:" +msgstr "" +"Ajoutez maintenant les nœuds suivants en tant qu'enfants de ``Main``, et " +"nommez-les comme indiqué :" + msgid "" ":ref:`Timer ` (named ``MobTimer``) - to control how often mobs " "spawn" @@ -52,6 +65,20 @@ msgstr "" ":ref:`Timer ` (nommé ``StartTimer``) - pour ajouter un délai " "avant le début" +msgid "" +":ref:`Marker2D ` (named ``StartPosition``) - to indicate the " +"player's start position" +msgstr "" +":ref:`Marker2D ` (nommé ``StartPosition``) - pour indiquer " +"la position de départ du joueur" + +msgid "" +"Set the ``Wait Time`` property of each of the ``Timer`` nodes as follows " +"(values are in seconds):" +msgstr "" +"Définissez la propriété ``Wait Time`` de chacun des nœuds ``Timer`` comme " +"suit (les valeurs sont en secondes) :" + msgid "``MobTimer``: ``0.5``" msgstr "``MobTimer`` : ``0.5``" @@ -83,6 +110,20 @@ msgstr "" "Lorsque vous sélectionnez ``Path2D``, vous verrez de nouveaux boutons en " "haut de l'éditeur :" +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 Smart 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 "" +"Sélectionnez celui du milieu (\"Ajouter un point\") et tracez le chemin en " +"cliquant pour ajouter les points aux coins indiqués. Pour que les points " +"s'alignent sur la grille, assurez-vous que \"Utiliser Grid Snap\" et " +"\"Utiliser Smart Snap\" sont tous deux sélectionnés. Ces options se trouvent " +"à gauche du bouton \"Verrouiller\", apparaissant respectivement comme un " +"aimant à côté de certains points et lignes qui se croisent." + msgid "" "Draw the path in *clockwise* order, or your mobs will spawn pointing " "*outwards* instead of *inwards*!" @@ -115,15 +156,120 @@ msgstr "Votre scène devrait ressembler à ceci :" msgid "Main script" msgstr "Script principal" +msgid "" +"Add a script to ``Main``. At the top of the script, we use ``@export var " +"mob_scene: PackedScene`` to allow us to choose the Mob scene we want to " +"instance." +msgstr "" +"Ajoutez un script à ``Main``. Au début du script nous utilisons ``@export " +"var mob_scene: PackedScene`` pour nous permettre de choisir la scène du " +"monstre que nous voulons instancier." + +msgid "" +"Click the ``Main`` node and you will see the ``Mob Scene`` property in the " +"Inspector under \"Main.gd\"." +msgstr "" +"Cliquez sur le nœud ``Main`` et vous verrez la propriété ``Mob Scene`` dans " +"l'inspecteur sous \"Main.gd\"." + msgid "You can assign this property's value in two ways:" msgstr "Vous pouvez affecter la valeur de cette propriété de deux façons :" +msgid "" +"Drag ``mob.tscn`` from the \"FileSystem\" dock and drop it in the **Mob " +"Scene** property." +msgstr "" +"Faites glisser ``mob.tscn`` depuis le dock \"FileSystem\" et déposez-le dans " +"la propriété **Mob Scene**." + +msgid "" +"Click the down arrow next to \"[empty]\" and choose \"Load\". Select ``mob." +"tscn``." +msgstr "" +"Cliquez sur la flèche vers le bas à côté de \"[empty]\" et choisissez " +"\"Charger\". Sélectionnez ``mob.tscn``." + +msgid "" +"Next, select the instance of the ``Player`` scene under ``Main`` 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 "" +"Ensuite, sélectionnez le nœud ``Player`` dans le dock Scène sous ``Main``, " +"et accédez au dock Nœud dans la barre latérale. Assurez-vous que l'onglet " +"Signaux est sélectionné dans le dock Nœud." + +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\". You are " +"aiming to have the ``hit`` signal emitted from ``Player`` and handled in the " +"``Main`` script. 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 "" +"Vous devriez voir une liste des signaux pour le nœud ``Player``. Recherchez " +"et double-cliquez sur le signal ``hit`` dans la liste (ou cliquez dessus " +"avec le bouton droit et sélectionnez « Connecter... »). Cela ouvrira la " +"boîte de dialogue de connexion du signal. Nous voulons créer une nouvelle " +"fonction nommée ``game_over``, qui gérera ce qui doit se passer à la fin " +"d'une partie. Tapez \"game_over\" dans la case « Méthode de réception » en " +"bas de la boîte de dialogue de connexion du signal et cliquez sur " +"« Connecter ». Vous souhaitez que le signal ``hit`` soit émis depuis " +"``Player`` et géré dans le script ``Main``. Ajoutez le code suivant à la " +"nouvelle fonction, ainsi qu'une fonction ``new_game`` qui configurera tout " +"pour un nouveau jeu :" + +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 "" +"Maintenant, connectez le signal ``timeout()`` de chacun des nœuds Timer " +"(``StartTimer``, ``ScoreTimer`` et ``MobTimer``) au script principal. " +"``StartTimer`` démarrera les deux autres timers. ``ScoreTimer`` incrémentera " +"le score de 1." + +msgid "" +"In ``_on_mob_timer_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 "" +"Dans ``_on_MobTimer_timeout()``, nous allons créer une instance de monstre, " +"choisir un emplacement de départ aléatoire le long du ``Path2D``, et mettre " +"le monstre en mouvement. Le nœud ``PathFollow2D`` tournera automatiquement " +"puisqu'il suit le chemin, donc nous l'utiliserons pour sélectionner la " +"direction du monstre ainsi que sa position. Lorsque nous créons un mob, nous " +"choisirons une valeur aléatoire entre ``150.0`` et ``250.0`` pour la vitesse " +"de déplacement de chaque monstre (ce serait ennuyeux s'ils se déplaçaient " +"tous à la même vitesse)." + msgid "" "Note that a new instance must be added to the scene using ``add_child()``." msgstr "" "Notez qu'une nouvelle instance doit être ajoutée à la scène en utilisant " "``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 ``deg_to_rad()`` and " +"``rad_to_deg()`` functions to convert between the two." +msgstr "" +"Pourquoi ``PI`` ? Dans les fonctions nécessitant des angles, Godot utilise " +"des *radians* et non des degrés. Pi représente un demi-tour en radians, " +"environ ``3.1415`` (il existe aussi ``TAU`` qui est égal à ``2 * PI``). Si " +"vous êtes plus à l'aise avec les degrés, vous devrez utiliser les fonctions " +"``deg_to_rad()`` et ``rad_to_deg()`` pour convertir les angles entre les " +"deux." + msgid "Testing the scene" msgstr "Tester la scène" @@ -134,6 +280,23 @@ msgstr "" "Testons la scène pour nous assurer que tout fonctionne. Ajoutez cet appel " "``new_game`` à ``_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 "" +"Assignons également ``Main`` comme \"Scène Principale\" - celle qui " +"s'exécute automatiquement au lancement du jeu. Appuyez sur le bouton " +"\"Play\" et sélectionnez ``main.tscn`` lorsque vous y êtes invité." + +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 "" +"Si vous avez déjà défini une autre scène comme \"Scène Principale\", vous " +"pouvez faire du clic-droit sur ``main.tscn`` dans le dock du système de " +"fichier et sélectionner \"Définir comme Scène Principale\"." + msgid "" "You should be able to move the player around, see mobs spawning, and see the " "player disappear when hit by a mob." @@ -141,12 +304,16 @@ msgstr "" "Vous devriez être capable de bouger le joueur, voir les monstres apparaître, " "et voir le joueur disparaître quand il est touché par un monstre." +msgid "" +"When you're sure everything is working, remove the call to ``new_game()`` " +"from ``_ready()`` and replace it with ``pass``." +msgstr "" +"Quand vous êtes sûr que tout fonctionne, supprimez l'appel à ``new_game()`` " +"depuis ``_ready()`` et remplacez le par ``pass``." + 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 "" "Que manque-t-il à notre jeu ? Une interface utilisateur. Dans la prochaine " "leçon, nous ajouterons un écran titre et afficherons le score du joueur." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/first_2d_game/06.heads_up_display.po b/sphinx/po/fr/LC_MESSAGES/getting_started/first_2d_game/06.heads_up_display.po index 58d79bfc54..b6b87af242 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/first_2d_game/06.heads_up_display.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/first_2d_game/06.heads_up_display.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -22,6 +22,17 @@ msgstr "" "(IU), User Interface (UI) en anglais, pour afficher des éléments comme le " "score, un message \"game over\" et un bouton de redémarrage." +msgid "" +"Create a new scene, click the \"Other Node\" button and add a :ref:" +"`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 "" +"Créez une nouvelle scène, cliquez sur le bouton \"Autre nœud\" et ajoutez un " +"nœud :ref:`CanvasLayer ` nommé ``HUD``. \"HUD\"» signifie " +"« Heads-Up Display (affichage tête haute) », un affichage d'informations qui " +"apparaît en superposition au-dessus de la vue du jeu." + msgid "" "The :ref:`CanvasLayer ` node lets us draw our UI elements " "on a layer above the rest of the game, so that the information it displays " @@ -81,6 +92,32 @@ msgstr "" "les ressources du jeu appelé \"Xolonium-Regular.ttf\". Pour utiliser cette " "police, procédez comme suit :" +msgid "" +"Under \"Theme Overrides > Fonts\", choose \"Load\" and select the \"Xolonium-" +"Regular.ttf\" file." +msgstr "" +"Sous \"Thèmes de remplacement > Polices\", choisissez \"Charger\" et " +"sélectionnez le fichier \"Xolonium-Regular.ttf\"." + +msgid "" +"The font size is still too small, increase it to ``64`` under \"Theme " +"Overrides > Font Sizes\". Once you've done this with the ``ScoreLabel``, " +"repeat the changes for the ``Message`` and ``StartButton`` nodes." +msgstr "" +"La taille de la police est encore trop petite, augmentez-la à ``64`` sous " +"\"Remplacements de thème > Tailles de police\". Une fois que vous avez fait " +"cela avec ``ScoreLabel``, répétez les modifications pour les nœuds " +"``Message`` et ``StartButton``." + +msgid "" +"**Anchors:** ``Control`` nodes have a position and size, but they also have " +"anchors. Anchors define the origin - the reference point for the edges of " +"the node." +msgstr "" +"**Ancres :** les nœuds ``Control`` ont une position et une taille, mais ils " +"ont également des ancres. Les ancres définissent l'origine, c'est-à-dire le " +"point de référence des arêtes du nœud." + msgid "" "Arrange the nodes as shown below. You can drag the nodes to place them " "manually, or for more precise placement, use \"Anchor Presets\"." @@ -95,12 +132,34 @@ msgstr "ScoreLabel" msgid "Add the text ``0``." msgstr "Ajouter le texte ``0``." +msgid "" +"Set the \"Horizontal Alignment\" and \"Vertical Alignment\" to ``Center``." +msgstr "" +"Réglez \"Alignement horizontal\" et \"Alignement vertical\" sur \"Centre\"." + +msgid "Choose the \"Anchor Preset\" ``Center Top``." +msgstr "Choisissez le « Préréglage d'ancrage » « Centre Haut »." + msgid "Message" msgstr "Message" msgid "Add the text ``Dodge the Creeps!``." msgstr "Ajoutez le texte : ``Dodge the Creeps !``." +msgid "" +"Set the \"Autowrap Mode\" to ``Word``, otherwise the label will stay on one " +"line." +msgstr "" +"Réglez le \"Autowrap Mode\" sur ``Word``, sinon l'étiquette restera sur une " +"seule ligne." + +msgid "" +"Under \"Control - Layout/Transform\" set \"Size X\" to ``480`` to use the " +"entire width of the screen." +msgstr "" +"Sous \"Contrôle - Disposition/Transformation\", définissez \"Taille X\" sur " +"``480`` pour utiliser toute la largeur de l'écran." + msgid "Choose the \"Anchor Preset\" ``Center``." msgstr "Choisir le \"préréglage d'ancre\" ``Centre``." @@ -110,6 +169,22 @@ msgstr "StartButton" msgid "Add the text ``Start``." msgstr "Ajoutez le texte ``Start``." +msgid "" +"Under \"Control - Layout/Transform\", set \"Size X\" to ``200`` and \"Size " +"Y\" to ``100`` to add a little bit more padding between the border and text." +msgstr "" +"Sous \"Contrôle - Disposition/Transformation\", définissez \"Taille X\" sur " +"``200`` et \"Taille Y\" sur ``100`` pour ajouter un peu plus de remplissage " +"entre la bordure et le texte." + +msgid "Choose the \"Anchor Preset\" ``Center Bottom``." +msgstr "Choisissez le « Préréglage d'ancrage » ``Centre Bas``." + +msgid "Under \"Control - Layout/Transform\", set \"Position Y\" to ``580``." +msgstr "" +"Sous \"Contrôle - Disposition/Transformation\", définissez \"Position Y\" " +"sur ``580``." + msgid "" "On the ``MessageTimer``, set the ``Wait Time`` to ``2`` and set the ``One " "Shot`` property to \"On\"." @@ -127,6 +202,15 @@ msgstr "" "Nous pouvant maintenant afficher un message temporaire, comme \"Prêt\", nous " "ajoutons donc le code suivant" +msgid "" +"We also need to process what happens when the player loses. The code below " +"will show \"Game Over\" for 2 seconds, then return to the title screen and, " +"after a brief pause, show the \"Start\" button." +msgstr "" +"Nous devons également traiter ce qui se passe lorsque le joueur perd. Le " +"code ci-dessous affichera \"Game Over\" pendant 2 secondes, puis reviendra à " +"l'écran titre et, après une brève pause, affichera le bouton \"Start\"." + 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, " @@ -148,6 +232,18 @@ msgstr "" "comme dans le code ci-dessus, où nous voulons attendre un peu avant de faire " "apparaître le bouton \"Start\"." +msgid "Add the code below to ``HUD`` to update the score" +msgstr "Ajoutez le code ci-dessous à ``HUD`` pour mettre à jour le score" + +msgid "" +"Connect the ``pressed()`` signal of ``StartButton`` and the ``timeout()`` " +"signal of ``MessageTimer`` to the ``HUD`` node, and add the following code " +"to the new functions:" +msgstr "" +"Connectez le signal ``pressed()`` de ``StartButton`` et le signal " +"``timeout()`` de ``MessageTimer`` au nœud ``HUD`` et ajoutez le code suivant " +"aux nouvelles fonctions :" + msgid "Connecting HUD to Main" msgstr "Connecter le HUD à Main" @@ -168,6 +264,20 @@ msgstr "" "Nous devons maintenant connecter la fonctionnalité ``HUD`` à notre script " "``Main``. Cela nécessite quelques ajouts à la scène ``Main`` :" +msgid "" +"In the Node tab, connect the HUD's ``start_game`` signal to the " +"``new_game()`` function of the Main node by clicking the \"Pick\" button in " +"the \"Connect a Signal\" window and selecting the ``new_game()`` method or " +"type \"new_game\" below \"Receiver Method\" in the window. Verify that the " +"green connection icon now appears next to ``func new_game()`` in the script." +msgstr "" +"Dans l'onglet Nœud, connectez le signal ``start_game`` du HUD à la fonction " +"``new_game()`` du nœud principal en cliquant sur le bouton \"Choisir\" dans " +"la fenêtre \"Connecter un signal\" et en sélectionnant la méthode " +"``new_game()`` ou saisissez \"new_game\" sous \"Méthode du récepteur\" dans " +"la fenêtre. Vérifiez que l'icône de connexion verte apparaît maintenant à " +"côté de ``func new_game()`` dans le script." + msgid "" "In ``new_game()``, update the score display and show the \"Get Ready\" " "message:" @@ -179,6 +289,20 @@ msgid "In ``game_over()`` we need to call the corresponding ``HUD`` function:" msgstr "" "Dans ``game_over()`` nous devons appeler la fonction ``HUD`` correspondante :" +msgid "" +"Finally, add this to ``_on_score_timer_timeout()`` to keep the display in " +"sync with the changing score:" +msgstr "" +"Enfin, ajoutez ceci à ``on_score_timer_timeout()`` pour que l'affichage " +"reste synchronisé avec le changement de score :" + +msgid "" +"Remember to remove the call to ``new_game()`` from ``_ready()`` if you " +"haven't already, otherwise your game will start automatically." +msgstr "" +"N'oubliez pas de supprimer l'appel à ``new_game()`` dans ``_ready()`` si " +"vous ne l'avez pas déjà fait, sinon votre jeu démarrera automatiquement." + msgid "Removing old creeps" msgstr "Supprimer les vieux Creeps" @@ -195,25 +319,6 @@ msgstr "" "partie. Il nous faut juste un moyen de dire à *tous* les monstres de se " "supprimer. Nous pouvons le faire grâce à la fonction \"groupe\"." -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 "" -"Dans la scène ``Mob``, sélectionnez le nœud racine et cliquez sur l'onglet " -"\"Nœud\" à côté de l'inspecteur (le même endroit où vous trouvez les signaux " -"du nœud). À côté de \"Signaux\", cliquez sur \"Groupes\" et vous pouvez " -"taper un nouveau nom de groupe et cliquer sur \"Ajouter\"." - -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 "" -"Maintenant, tous les mobs seront dans le groupe \"mobs\". Nous pouvons " -"ensuite ajouter la ligne suivante à la fonction ``new_game()`` dans " -"``Main`` :" - 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." @@ -229,6 +334,3 @@ msgstr "" "Le jeu est pratiquement terminé à ce stade. Dans la prochaine et dernière " "partie, nous allons le peaufiner un peu en ajoutant un arrière-plan, une " "musique qui boucle et quelques raccourcis clavier." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/first_2d_game/07.finishing-up.po b/sphinx/po/fr/LC_MESSAGES/getting_started/first_2d_game/07.finishing-up.po index d35154f1eb..5528577d5d 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/first_2d_game/07.finishing-up.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/first_2d_game/07.finishing-up.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -28,9 +28,45 @@ msgstr "N'hésitez pas à développer le gameplay avec vos propres idées." msgid "Background" msgstr "Arrière-plan" +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 ` " +"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\" -> \"Anchors Preset\" -> \"Full Rect\" " +"either in the toolbar at the top of the viewport or in the inspector so that " +"it covers the screen." +msgstr "" +"L'arrière-plan gris par défaut n'est pas très attrayant, alors changeons sa " +"couleur. Une façon de procéder consiste à utiliser un nœud :ref:`ColorRect " +"`. Faites-en le premier nœud sous ``Main`` afin qu'il soit " +"dessiné derrière les autres nœuds. ``ColorRect`` n'a qu'une seule " +"propriété : ``Color``. Choisissez une couleur que vous aimez et sélectionnez " +"\"Disposition\" -> \"Anchors Preset\" -> \"Full Rect\" soit dans la barre " +"d'outils en haut de la fenêtre d'affichage, soit dans l'inspecteur afin " +"qu'il couvre l'écran." + +msgid "" +"You could also add a background image, if you have one, by using a :ref:" +"`TextureRect ` node instead." +msgstr "" +"Vous pouvez également ajouter une image de fond, si vous en avez une, en " +"utilisant un nœud :ref:`TextureRect ` à la place." + msgid "Sound effects" msgstr "Effets sonores" +msgid "" +"Sound and music can be the single most effective way to add appeal to the " +"game experience. In your game's **art** folder, you have two sound files: " +"\"House In a Forest Loop.ogg\" for background music, and \"gameover.wav\" " +"for when the player loses." +msgstr "" +"Le son et la musique peuvent être le moyen le plus efficace d'ajouter de " +"l'attrait à l'expérience de jeu. Dans le dossier **art** du jeu, vous avez " +"deux fichiers son : \"House In a Forest Loop.ogg\" pour la musique de fond, " +"et \"gameover.wav\" pour quand le joueur perd." + msgid "" "Add two :ref:`AudioStreamPlayer ` nodes as children " "of ``Main``. Name one of them ``Music`` and the other ``DeathSound``. On " @@ -42,6 +78,18 @@ msgstr "" "``DeathSound``. Sur chacun d'eux, cliquez sur la propriété ``Stream``, " "sélectionnez \"Charger\", et choisissez le fichier audio correspondant." +msgid "" +"All audio is automatically imported with the ``Loop`` setting disabled. If " +"you want the music to loop seamlessly, click on the Stream file arrow, " +"select ``Make Unique``, then click on the Stream file and check the ``Loop`` " +"box." +msgstr "" +"Tous les fichiers audio sont automatiquement importés avec le paramètre " +"``Loop`` désactivé. Si vous souhaitez que la musique soit diffusée en boucle " +"de manière transparente, cliquez sur la flèche du fichier Stream, " +"sélectionnez ``Rendre unique``, puis cliquez sur le fichier Stream et cochez " +"la case ``Loop``." + msgid "" "To play the music, add ``$Music.play()`` in the ``new_game()`` function and " "``$Music.stop()`` in the ``game_over()`` function." @@ -85,6 +133,32 @@ msgstr "" "d'entrée de mouvement, créez une nouvelle action d'entrée appelée " "``start_game`` et ajoutez un lien de touche pour la touche :kbd:`Enter`." +msgid "" +"Now would be a good time to add controller support if you have one " +"available. Attach or pair your controller and then under each input action " +"that you wish to add controller support for, click on the \"+\" button and " +"press the corresponding button, d-pad, or stick direction that you want to " +"map to the respective input action." +msgstr "" +"Ce serait le bon moment pour ajouter la prise en charge du contrôleur si " +"vous en avez un disponible. Connectez ou associez votre contrôleur, puis " +"sous chaque action d'entrée pour laquelle vous souhaitez ajouter la prise en " +"charge du contrôleur, cliquez sur le bouton \"+\" et appuyez sur le bouton, " +"le D-pad ou la direction du stick correspondant que vous souhaitez mapper à " +"l'action d'entrée respective. ." + +msgid "" +"In the ``HUD`` scene, select the ``StartButton`` and find its **Shortcut** " +"property in the Inspector. Create a new :ref:`Shortcut ` " +"resource by clicking within the box, open the **Events** array and add a new " +"array element to it by clicking on **Array[InputEvent] (size 0)**." +msgstr "" +"Dans la scène ``HUD``, sélectionnez ``StartButton`` et recherchez sa " +"propriété **Shortcut** dans l'inspecteur. Créez une nouvelle ressource :ref:" +"`Shortcut ` en cliquant dans la case, ouvrez le tableau " +"**Events** et ajoutez-y un nouvel élément de tableau en cliquant sur " +"**Array[InputEvent] (size 0)** ." + msgid "" "Create a new :ref:`InputEventAction ` and name it " "``start_game``." @@ -126,6 +200,3 @@ msgstr "" "Et lorsque vous serez prêt, vous pourrez passer à :ref:" "`doc_your_first_3d_game` pour apprendre à créer un jeu 3D complet à partir " "de zéro, dans Godot." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/first_2d_game/index.po b/sphinx/po/fr/LC_MESSAGES/getting_started/first_2d_game/index.po index 1d6c831feb..dca0d2fe51 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/first_2d_game/index.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/first_2d_game/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -83,9 +83,26 @@ msgstr "" msgid "**Why start with 2D?**" msgstr "**Pourquoi commencer par la 2D ?**" +msgid "" +"If you are new to game development or unfamiliar with Godot, we recommend " +"starting with 2D games. This will allow you to become comfortable with both " +"before tackling 3D games, which tend to be more complicated." +msgstr "" +"Si vous débutez dans le développement de jeux ou si vous n'êtes pas familier " +"avec Godot, nous vous recommandons de commencer par les jeux 2D. Cela vous " +"permettra de vous familiariser avec les deux avant de vous attaquer aux jeux " +"3D, qui ont tendance à être plus compliqués." + msgid "You can find a completed version of this project at this location:" msgstr "Vous pouvez trouver une version complète de ce projet à cet endroit :" +msgid "" +"https://github.com/godotengine/godot-demo-projects/tree/master/2d/" +"dodge_the_creeps" +msgstr "" +"https://github.com/godotengine/godot-demo-projects/tree/master/2d/" +"dodge_the_creeps" + msgid "Prerequisites" msgstr "Prérequis" @@ -96,6 +113,15 @@ msgstr "" "Ce tutoriel pas à pas est destiné aux débutants qui ont suivi le programme " "complet :ref:`Pas à pas `." +msgid "" +"If you're an experienced programmer, you can find the complete demo's source " +"code here: `Dodge the Creeps source code `__." +msgstr "" +"Si vous êtes un programmeur expérimenté, vous pouvez trouver le code source " +"complet de la démo ici : `Code source de Dodge the Creeps `__." + msgid "" "We prepared some game assets you'll need to download so we can jump straight " "to the code." @@ -117,6 +143,3 @@ msgstr "" msgid "Contents" msgstr "Contenu" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/first_3d_game/01.game_setup.po b/sphinx/po/fr/LC_MESSAGES/getting_started/first_3d_game/01.game_setup.po index c5f2b5837d..95561ae4e8 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/first_3d_game/01.game_setup.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/first_3d_game/01.game_setup.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -21,6 +21,26 @@ msgstr "" "Dans cette première partie, nous allons mettre en place la zone de jeu. " "Commençons par importer les assets de départ et configurer la scène de jeu." +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 `__." +msgstr "" +"Nous avons préparé un projet Godot avec les modèles 3D et les sons que nous " +"allons utiliser pour ce tutoriel, dont le lien se trouve sur la page " +"d'index. Si vous ne l'avez pas encore fait, vous pouvez télécharger " +"l'archive ici : `Assets de Squash the Creeps `__." + +msgid "" +"Once you downloaded it, extract the .zip archive on your computer. Open the " +"Godot Project Manager and click the *Import* button." +msgstr "" +"Une fois que vous l'avez téléchargé, extrayez l'archive .zip sur votre " +"ordinateur. Ouvrez le gestionnaire de projets Godot et cliquez sur le bouton " +"*Importation*." + 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 " @@ -54,9 +74,72 @@ msgstr "" msgid "Setting up the playable area" msgstr "Configuration de la zone jouable" +msgid "" +"We're going to create our main scene with a plain :ref:`Node ` " +"as its root. In the *Scene* dock, click the *Add Child Node* button " +"represented by a \"+\" icon in the top-left and double-click on *Node*. Name " +"the node ``Main``. An alternate method to rename the node is to right-click " +"on *Node* and choose *Rename* (or :kbd:`F2`). Alternatively, to add a node " +"to the scene, you can press :kbd:`Ctrl + A` (:kbd:`Cmd + A` on macOS)." +msgstr "" +"Nous allons créer notre scène principale avec un simple :ref:`Node " +"` comme racine. Dans le dock *Scène*, cliquez sur le bouton " +"*Ajouter un nœud enfant* représenté par une icône \"+\" en haut à gauche et " +"double-cliquez sur *Node*. Nommez le nœud ``Main``. Une autre méthode pour " +"renommer le nœud consiste à cliquer avec le bouton droit sur *Node* et à " +"choisir *Renommer* (ou :kbd:`F2`). Alternativement, pour ajouter un nœud à " +"la scène, vous pouvez appuyer sur :kbd:`Ctrl + A` (:kbd:`Cmd + A` sur macOS)." + +msgid "" +"Save the scene as ``main.tscn`` by pressing :kbd:`Ctrl + S` (:kbd:`Cmd + S` " +"on macOS)." +msgstr "" +"Enregistrez la scène en tant que ``main.tscn`` en appuyant sur :kbd:`Ctrl + " +"S` (:kbd:`Cmd + S` sur 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 :" +"ref:`StaticBody3D ` nodes. They require :ref:" +"`CollisionShape3D ` child nodes to define the " +"collision area. With the ``Main`` node selected, add a :ref:`StaticBody3D " +"` node, then a :ref:`CollisionShape3D " +"`. Rename the :ref:`StaticBody3D " +"` to ``Ground``." +msgstr "" +"Nous commencerons par ajouter un sol qui empêchera les personnages de " +"tomber. Pour créer des collisionneurs statiques comme le sol, les murs ou " +"les plafonds, vous pouvez utiliser des nœuds :ref:`StaticBody3D " +"`. Ils nécessitent des nœuds enfants :ref:" +"`CollisionShape3D ` pour définir la zone de " +"collision. Avec le nœud ``Main`` sélectionné, ajoutez un nœud :ref:" +"`StaticBody3D `, puis un :ref:`CollisionShape3D " +"`. Renommez le :ref:`StaticBody3D " +"` en ``Ground``." + msgid "Your scene tree should look like this" msgstr "Votre hiérarchie devrait ressembler à ceci" +msgid "" +"A warning sign next to the :ref:`CollisionShape3D ` " +"appears because we haven't defined its shape. If you click the icon, a popup " +"appears to give you more information." +msgstr "" +"Une icône d'avertissement apparaît à côté de :ref:`CollisionShape3D " +"` parce que nous n'avons pas défini sa forme. Si " +"vous cliquez sur l'icône, une fenêtre contextuelle apparaît pour vous donner " +"plus d'informations." + +msgid "" +"To create a shape, select the :ref:`CollisionShape3D " +"` node, head to the *Inspector* and click the " +"** field next to the *Shape* property. Create a new *BoxShape3D*." +msgstr "" +"Pour créer une forme, sélectionnez le nœud :ref:`CollisionShape3D " +"`, dirigez-vous vers l'*Inspecteur* et cliquez sur " +"le champ ** à côté de la propriété *Shape*. Créez un nouveau " +"*BoxShape3D*." + msgid "" "The box shape is perfect for flat ground and walls. Its thickness makes it " "reliable to block even fast-moving objects." @@ -65,6 +148,43 @@ msgstr "" "épaisseur la rend fiable même pour bloquer les objets qui se déplacent " "rapidement." +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 :ref:`BoxShape3D " +"` to expand the resource. Set its *Size* to ``60`` on the " +"X-axis, ``2`` for the Y-axis, and ``60`` for the Z-axis." +msgstr "" +"L'armature de la boîte apparaît dans la fenêtre avec trois points orange. " +"Vous pouvez cliquer et faire glisser ces points pour modifier la taille de " +"la forme interactivement. Nous pouvons également définir la taille " +"précisément dans l'inspecteur. Cliquez sur la :ref:`BoxShape3D " +"` pour étendre la ressource. Définissez ses *Size* à " +"``60`` sur l'axe X, ``2`` sur l'axe Y, et ``60`` sur l'axe Z." + +msgid "" +"Collision shapes are invisible. We need to add a visual floor that goes " +"along with it. Select the ``Ground`` node and add a :ref:`MeshInstance3D " +"` as its child." +msgstr "" +"Les formes de collision sont invisibles. Nous devons ajouter un sol visuel " +"qui va avec. Sélectionnez le nœud ``Ground`` et ajoutez-lui un :ref:" +"`MeshInstance3D ` comme enfant." + +msgid "" +"In the *Inspector*, click on the field next to *Mesh* and create a :ref:" +"`BoxMesh ` resource to create a visible box." +msgstr "" +"Dans l'*Inspecteur*, cliquez sur le champ à côté de *Mesh* et créez une " +"ressource :ref:`BoxMesh ` pour créer un cube visible." + +msgid "" +"Once again, it's too small by default. Click the box icon to expand the " +"resource and set its *Size* to ``60``, ``2``, and ``60``." +msgstr "" +"Une fois de plus, il est trop petit par défaut. Cliquez sur l'icône de cube " +"pour étendre la ressource et définissez sa *Size* à ``60``, ``2``, et ``60``." + msgid "" "You should see a wide grey slab that covers the grid and blue and red axes " "in the viewport." @@ -72,6 +192,30 @@ msgstr "" "Vous devriez voir une large dalle grise qui couvre la grille et des axes " "bleus et rouges dans la fenêtre." +msgid "" +"We're going to move the ground down so we can see the floor grid. To do " +"this, the grid snapping feature can be used. Grid snapping can be activated " +"2 ways in the 3D editor. The first is by pressing the *Use Snap* button (or " +"pressing the :kbd:`Y` key). The second is by selecting a node, dragging a " +"handle on the gizmo **then** holding :kbd:`Ctrl` while still clicking to " +"enable snapping as long as :kbd:`Ctrl` is held." +msgstr "" +"Nous allons déplacer le sol vers le bas pour pouvoir voir la grille du sol. " +"Pour ce faire, la fonction d’aimantation de la grille peut être utilisée. " +"L'aimantation de la grille peut être activé de 2 manières dans l'éditeur 3D. " +"La première consiste à appuyer sur le bouton *Utiliser l'aimantation* (ou à " +"appuyer sur la touche :kbd:`Y`). La seconde consiste à sélectionner un nœud, " +"à faire glisser une poignée du gizmo **puis** à maintenir :kbd:`Ctrl` tout " +"en cliquant pour activer l'aimantation tant que :kbd:`Ctrl` est maintenue." + +msgid "" +"Start by setting snapping with your preferred method. Then move the " +"``Ground`` node using the Y-axis (the green arrow on the gizmo)." +msgstr "" +"Commencez par définir l’aimantation avec votre méthode préférée. Déplacez " +"ensuite le nœud ``Ground`` en utilisant l'axe Y (la flèche verte sur le " +"gizmo)." + 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." @@ -80,6 +224,48 @@ msgstr "" "dessus, assurez-vous que le *Mode sélection* est actif dans la barre " "d'outils au-dessus de la vue." +msgid "" +"Move the ground down ``1`` meter, in order to have a visible editor grid. A " +"label in the bottom-left corner of the viewport tells you how much you're " +"translating the node." +msgstr "" +"Déplacez le sol vers le bas de ``1`` mètre, afin d'avoir une grille " +"d'éditeur visible. Une étiquette dans le coin inférieur gauche de la fenêtre " +"d'affichage vous indique dans quelle mesure vous déplacez le nœud." + +msgid "" +"Moving the *Ground* node down moves both children along with it. Ensure you " +"move the *Ground* node, **not** the *MeshInstance3D* or the " +"*CollisionShape3D*." +msgstr "" +"Déplacer le nœud *Ground* vers le bas déplace les deux enfants avec lui. " +"Assurez-vous de déplacer le nœud *Ground*, **et non** le nœud " +"*MeshInstance3D* ou le nœud *CollisionShape3D*." + +msgid "Ultimately, ``Ground``'s transform.position.y should be -1" +msgstr "En fin de compte, transform.position.y de ``Ground`` devrait être -1" + +msgid "" +"Let's add a directional light so our scene isn't all grey. Select the " +"``Main`` node and add a child node :ref:`DirectionalLight3D " +"`." +msgstr "" +"Ajoutons une lumière directionnelle pour que notre scène ne soit pas " +"entièrement grise. Sélectionnez le nœud ``Main`` et ajoutez un nœud enfant :" +"ref:`DirectionalLight3D `." + +msgid "" +"We need to move and rotate the :ref:`DirectionalLight3D " +"` node. 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 "" +"Nous devons déplacer et faire pivoter le nœud :ref:`DirectionalLight3D " +"`. Déplacez-le vers le haut en cliquant et en " +"faisant glisser la flèche verte du manipulateur et cliquez et faites glisser " +"l'arc rouge pour le faire pivoter autour de l'axe X, jusqu'à ce que le sol " +"soit éclairé." + msgid "" "In the *Inspector*, turn on *Shadow -> Enabled* by clicking the checkbox." msgstr "Dans l'*Inspecteur*, activez *Shadow -> Enabled* en cochant la case." @@ -93,6 +279,3 @@ msgid "" msgstr "" "Voilà notre point de départ. Dans la prochaine partie, nous travaillerons " "sur la scène du joueur et le mouvement de base." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/first_3d_game/02.player_input.po b/sphinx/po/fr/LC_MESSAGES/getting_started/first_3d_game/02.player_input.po index d447f71c26..c27a3a99df 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/first_3d_game/02.player_input.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/first_3d_game/02.player_input.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -24,12 +24,40 @@ msgstr "" "joueur. À la fin, vous aurez un personnage jouable qui se déplace dans huit " "directions." +msgid "" +"Create a new scene by going to the Scene menu in the top-left and clicking " +"*New Scene*." +msgstr "" +"Créez une nouvelle scène en allant dans le menu Scène en haut à gauche et en " +"cliquant sur *Nouvelle scène*." + msgid "|image0|" msgstr "|image0|" msgid "image0" msgstr "image0" +msgid "" +"Create a :ref:`CharacterBody3D ` node as the root" +msgstr "" +"Créez un nœud :ref:`CharacterBody3D ` comme racine" + +msgid "" +"Name the :ref:`CharacterBody3D ` to ``Player``. " +"Character 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 "" +"Nommez le :ref:`CharacterBody3D ` en ``Player``. Les " +"corps des personnages sont complémentaires de la zone et des corps rigides " +"utilisés dans le didacticiel du jeu 2D. Comme les corps rigides, ils peuvent " +"se déplacer et entrer en collision avec l'environnement, mais au lieu d'être " +"contrôlés par le moteur physique, **vous** dictez leur mouvement. Vous " +"verrez comment nous utilisons les fonctionnalités uniques du nœud lorsque " +"nous codons les mécanismes de saut et d'écrasement." + msgid "" "To learn more about the different physics node types, see the :ref:" "`doc_physics_introduction`." @@ -53,30 +81,88 @@ msgstr "" "Ajoutez un noeud :ref:`Node3D ` comme enfant de ``Player`` et " "nommez le ``Pivot``" +msgid "" +"Then, in the FileSystem dock, expand the ``art/`` folder by double-clicking " +"it and drag and drop ``player.glb`` onto ``Pivot``." +msgstr "" +"Ensuite, dans le dock Système de fichiers, développez le dossier ``art/`` en " +"double-cliquant dessus et faites glisser et déposez ``player.glb`` sur " +"``Pivot``." + 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 "" +"Cela devrait instancier le modèle comme enfant de ``Pivot``. Vous pouvez le " +"renommer en ``Character``." + msgid "|image2|" msgstr "|image2|" msgid "image2" msgstr "image2" +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 child node :ref:`CollisionShape3D `. In " +"the *Inspector*, on the *Shape* property, add a new :ref:`SphereShape3D " +"`." +msgstr "" +"Comme avec tous les types de nœuds physiques, nous avons besoin d'une forme " +"de collision pour que notre personnage puisse collisionner avec " +"l'environnement. Sélectionnez le nœud ``Player`` à nouveau et ajoutez-lui " +"un :ref:`CollisionShape3D `. Dans l'*Inspecteur*, " +"assignez une nouvelle :ref:`SphereShape3D ` à la " +"propriété *Shape*." + +msgid "The sphere's wireframe appears below the character." +msgstr "L'armature filaire de la sphère apparaît sous le caractère." + 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. Make it a bit larger " +"by dragging the orange dot in the viewport. My sphere has a radius of about " +"``0.8`` meters." +msgstr "" +"Ce sera la forme que le moteur physique utilisera pour entrer en collision " +"avec l'environnement, nous voulons donc qu'elle s'adapte mieux au modèle 3D. " +"Agrandissez-la un peu en faisant glisser le point orange dans la fenêtre " +"d'affichage. Ma sphère a un rayon d'environ ``0,8`` mètre." + +msgid "" +"Then, move the collision shape up so its bottom roughly aligns with the " +"grid's plane." +msgstr "" +"Ensuite, déplacez la forme de collision vers le haut afin que son bas " +"s'aligne à peu près avec le plan de la grille." + msgid "|image4|" msgstr "|image4|" msgid "image4" msgstr "image4" +msgid "" +"To make moving the shape easier, you can toggle the model's visibility by " +"clicking the eye icon next to the ``Character`` or the ``Pivot`` nodes." +msgstr "" +"Pour faciliter le déplacement de la forme, vous pouvez basculer la " +"visibilité du modèle en cliquant sur l'icône en forme d'œil à côté des nœuds " +"``Character`` ou ``Pivot``." + msgid "|image5|" msgstr "|image5|" @@ -84,7 +170,7 @@ msgid "image5" msgstr "image5" msgid "Save the scene as ``player.tscn``" -msgstr "Enregistrez la scène sous le nom ``Player.tscn``" +msgstr "Enregistrez la scène sous le nom ``player.tscn``" msgid "" "With the nodes ready, we can almost get coding. But first, we need to define " @@ -108,6 +194,14 @@ msgstr "" "d'attribuer une étiquette à un ensemble de touches et de boutons. Cela " "simplifie nos scripts et les rend plus lisibles." +msgid "" +"This system is the Input Map. To access its editor, head to the *Project* " +"menu and select *Project Settings*." +msgstr "" +"Ce système est l'Input Map (\"Contrôles\" en français). Pour accéder à son " +"éditeur, allez dans le menu *Projet* et sélectionnez *Paramètres du projet..." +"*." + msgid "|image6|" msgstr "|image6|" @@ -129,6 +223,19 @@ msgstr "|image7|" msgid "image7" msgstr "image7" +msgid "" +"Godot projects come with some predefined actions designed for user interface " +"design (see above screenshot). These will become visible if you enable the " +"*Show Built-in Actions* toggle. We could use these here, but instead we're " +"defining our own to support gamepads. Leave *Show Built-in Actions* disabled." +msgstr "" +"Les projets Godot sont livrés avec des actions prédéfinies conçues pour la " +"conception de l'interface utilisateur (voir la capture d'écran ci-dessus). " +"Celles-ci deviendront visibles si vous activez le bouton *Afficher les " +"actions intégrées*. Nous pourrions les utiliser ici, mais à la place, nous " +"définissons les nôtres pour prendre en charge les manettes de jeu. Laissez " +"*Afficher les actions intégrées* désactivé." + msgid "" "We're going to name our actions ``move_left``, ``move_right``, " "``move_forward``, ``move_back``, and ``jump``." @@ -147,24 +254,80 @@ msgstr "|image8|" msgid "image8" msgstr "image8" +msgid "Create the following five actions:" +msgstr "Créez les cinq actions suivantes :" + msgid "|image9|" msgstr "|image9|" 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``. Press the left arrow key and click *OK*." +msgstr "" +"Pour lier une touche ou un bouton à une action, cliquez sur le bouton \"+\" " +"à sa droite. Faîtes-le pour ``move_left``. Appuyez sur la touche flèche " +"gauche et cliquez sur *OK*." + +msgid "Bind also the :kbd:`A` key, onto the action ``move_left``." +msgstr "Liez également la touche :kbd:`A` à l'action ``move_left``." + msgid "|image12|" msgstr "|image12|" msgid "image12" msgstr "image12" +msgid "" +"Let's now add support for a gamepad's left joystick. Click the \"+\" button " +"again but this time, select *Manual Selection -> Joypad Axes*." +msgstr "" +"Ajoutons maintenant le support du joystick gauche d'une manette. Cliquez " +"encore sur le bouton \"+\", mais cette fois, sélectionnez *Sélection " +"manuelle -> Axes du joystick*." + +msgid "Select the negative X axis of the left joystick." +msgstr "Sélectionnez l'axe X négatif du joystick gauche." + +msgid "Leave the other values as default and press *OK*" +msgstr "Laissez les autres valeurs par défaut et appuyez sur *OK*" + +msgid "" +"If you want controllers to have different input actions, you should use the " +"Devices option in Additional Options. Device 0 corresponds to the first " +"plugged gamepad, Device 1 corresponds to the second plugged gamepad, and so " +"on." +msgstr "" +"Si vous souhaitez que les contrôleurs aient des actions d'entrée " +"différentes, vous devez utiliser l'option Périphériques dans les Options " +"supplémentaires. Le périphérique 0 correspond à la première manette de jeu " +"branchée, le périphérique 1 correspond à la deuxième manette de jeu " +"branchée, et ainsi de suite." + +msgid "" +"Do the same for the other input actions. For example, bind the right arrow, " +"D, and the left joystick's positive axis to ``move_right``. After binding " +"all keys, your interface should look like this." +msgstr "" +"Faîtes de même pour les autres actions. Par exemple, liez la flèche de " +"droite, D, et l'axe positif du joystick gauche à ``move_right``. Après avoir " +"lié toutes les touches, votre interface devrait ressembler à ceci." + msgid "|image15|" msgstr "|image15|" msgid "image15" msgstr "image15" +msgid "" +"The final action to set up is the ``jump`` action. Bind the Space key and " +"the gamepad's A button." +msgstr "" +"La dernière action à mettre en place est l'action ``jump``. Associez la " +"touche Espace et le bouton A de la manette." + msgid "|image16|" msgstr "|image16|" @@ -191,12 +354,3 @@ msgstr "" msgid "In the next part, we'll code and test the player's movement." msgstr "" "Dans la partie suivante, nous allons coder et tester le mouvement du joueur." - -msgid "image11" -msgstr "image11" - -msgid "image17" -msgstr "image17" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/first_3d_game/03.player_movement_code.po b/sphinx/po/fr/LC_MESSAGES/getting_started/first_3d_game/03.player_movement_code.po index 5df8389123..d0846d89d2 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/first_3d_game/03.player_movement_code.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/first_3d_game/03.player_movement_code.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -28,9 +28,9 @@ msgid "" "**GDScript**: Classes (nodes) use PascalCase, variables and functions use " "snake_case, and constants use ALL_CAPS (See :ref:`doc_gdscript_styleguide`)." msgstr "" -"**GDScript** : Les classes (nœuds) utilisent PascalCase, les variables et " -"les fonctions utilisent snake_case, et les constantes utilisent ALL_CAPS " -"(Voir :ref:`doc_gdscript_styleguide`)." +"**GDScript** : Les classes (nœuds) utilisent le PascalCase, les variables et " +"les fonctions utilisent le snake_case, et les constantes utilisent le " +"ALL_CAPS (Voir :ref:`doc_gdscript_styleguide`)." msgid "" "**C#**: Classes, export variables and methods use PascalCase, private fields " @@ -44,6 +44,18 @@ msgstr "" "Attention à taper les noms des méthodes précisément lorsque vous connectez " "des signaux." +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. We set it to *Empty* because we want to write our own " +"code for player movement." +msgstr "" +"Faîtes un clic droit sur le nœud ``Player`` et sélectionnez *Attacher un " +"script* pour lui ajouter un nouveau script. Dans la fenêtre contextuelle, " +"mettez le *Modèle* à *Empty* avant d'appuyer sur le bouton *Créer*. Nous " +"l'avons défini sur *Empty* car nous voulons écrire notre propre code pour le " +"mouvement des joueurs." + msgid "|image0|" msgstr "|image0|" @@ -59,6 +71,17 @@ msgstr "" "de déplacement, une accélération de chute qui représente la gravité, et une " "vélocité que nous utiliserons pour déplacer le personnage." +msgid "" +"These are common properties for a moving body. The ``target_velocity`` is a :" +"ref:`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 "" +"Ce sont des propriétés courantes pour un corps pouvant se déplacer. La " +"``target_velocity`` est un :ref:`vecteur 3D ` combinant une " +"vitesse et une direction. Ici, nous la définissons comme propriété car nous " +"voulons la mettre à jour et réutiliser sa valeur d'une image à l'autre." + 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 " @@ -68,6 +91,14 @@ msgstr "" "exprimées en mètres. En 2D, mille unités (pixels) peuvent ne correspondre " "qu'à la moitié de la largeur de votre écran, en 3D, c'est un kilomètre." +msgid "" +"Let's code the movement. We start by calculating the input direction vector " +"using the global ``Input`` object, in ``_physics_process()``." +msgstr "" +"Codons le déplacement maintenant. Nous commençons par calculer le vecteur de " +"direction d'entrée en utilisant l'objet ``Input`` global, dans " +"``_physics_process()``." + msgid "" "Here, we're going to make all calculations using the ``_physics_process()`` " "virtual function. Like ``_process()``, it allows you to update the node " @@ -105,6 +136,19 @@ msgstr "" "Ces quatre conditions nous donnent huit possibilités et huit directions " "possibles." +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, and " +"not move faster diagonally. To do so, we can call its ``normalized()`` " +"method." +msgstr "" +"Dans le cas où le joueur appuie, par exemple, sur W et D simultanément, le " +"vecteur aura une longueur d'environ ``1.4``. Mais si il appuie sur une seule " +"touche, le vecteur aura une longueur de ``1``. Nous voulons que la longueur " +"du vecteur soit consistente. Pour ce faire, nous pouvons appeler sa méthode " +"``normalize()``." + 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." @@ -113,6 +157,45 @@ msgstr "" "supérieure à zéro, ce qui signifie que le joueur appuie sur une touche de " "direction." +msgid "" +"We compute the direction the ``$Pivot`` is looking by creating a :ref:`Basis " +"` that looks in the ``direction`` direction." +msgstr "" +"Nous calculons la direction dans laquelle « $Pivot » regarde en créant un :" +"ref:`Basis ` qui regarde dans la direction « direction »." + +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 above." +msgstr "" +"Ensuite, nous mettons à jour la vélocité. Nous devons calculer la vélocité " +"au sol et la vitesse de chute séparément. Assurez-vous d'indenter une fois " +"vers l'arrière pour que les lignes soient à l'intérieur de la fonction " +"``_physics_process()`` mais en dehors de la condition que nous venons " +"d'écrire." + +msgid "" +"The ``CharacterBody3D.is_on_floor()`` function returns ``true`` if the body " +"collided with the floor in this frame. That's why we apply gravity to the " +"``Player`` only while it is in the air." +msgstr "" +"La méthode ``is_on_floor()`` est un outil de la classe ``KinematicBody``. " +"Elle retourne ``true`` si le corps a collisionné avec le sol pendant cette " +"image. C'est pourquoi nous appliquons la gravité au *Player* : pour que nous " +"soyons en collision avec le sol au lieu de flotter au-dessus comme les " +"monstres." + +msgid "" +"For the vertical velocity, we subtract the fall acceleration multiplied by " +"the delta time every frame. This line of code will cause our character to " +"fall in every frame, as long as it is not on or colliding with the floor." +msgstr "" +"Pour la vélocité verticale, nous soustrayons l'accélération de la chute " +"multipliée par le temps delta à chaque image. Remarquez l'utilisation de " +"l'opérateur ``-=``, qui est un raccourci pour ``variable = variable - ...``." + 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 " @@ -123,35 +206,113 @@ msgstr "" "et des collisions se produisent. Nous utiliserons cette propriété plus tard " "pour coder le saut." +msgid "" +"On the last line, we call ``CharacterBody3D.move_and_slide()`` which is a " +"powerful method of the ``CharacterBody3D`` 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. It uses the *velocity* value native to " +"the :ref:`CharacterBody3D `" +msgstr "" +"Sur la dernière ligne, nous appelons ``KinematicBody.move_and_slide()``. " +"C'est une méthode puissante de la classe ``KinematicBody`` qui nous permet " +"de déplacer fluidement un personnage. S'il touche un mur au milieu du " +"déplacement, le moteur va essayer de le fluidifier pour vous. Il utilise la " +"valeur native *velocity* de :ref:`CharacterBody3D `" + msgid "And that's all the code you need to move the character on the floor." msgstr "" "Et c'est tout le code dont vous avez besoin pour déplacer le personnage sur " "le sol." +msgid "Here is the complete ``player.gd`` code for reference." +msgstr "Voici le code complet ``Player.gd`` pour référence." + msgid "Testing our player's movement" msgstr "Tester le mouvement de notre joueur" +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 "" +"Nous allons mettre notre joueur dans la scène *Main* pour le tester. Pour ce " +"faire, nous devons instancier le joueur, puis ajouter une caméra. " +"Contrairement à la 2D, en 3D, vous ne verrez rien si votre scène n'a pas de " +"caméra pointant vers quelque chose." + +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 "" +"Enregistrez votre scène *Player* et ouvrez la scène *Main*. Vous pouvez " +"cliquer sur l'onglet *Main* en haut de l'éditeur pour le faire." + 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 "" +"Si vous avez déjà fermé la scène, dirigez-vous vers le dock *Système de " +"fichiers* et double-cliquez sur **Maint.tscn** pour la rouvrir." + +msgid "" +"To instantiate the ``Player``, right-click on the ``Main`` node and select " +"*Instantiate Child Scene*." +msgstr "" +"Pour instancier le *Player*, faîtes un clic droit sur le nœud *Main* et " +"sélectionnez *Instancier une scène enfant*." + 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 "" +"Dans la fenêtre contextuelle, double-cliquez sur *Player.tscn*. Le " +"personnage devrait apparaître au milieu de la fenêtre d'affichage." + msgid "Adding a camera" msgstr "Ajout d'une caméra" +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*. Create a new :ref:`Marker3D `, and " +"name it ``CameraPivot``. Select ``CameraPivot`` and add a child node :ref:" +"`Camera3D ` to it. Your scene tree should look similar to " +"this." +msgstr "" +"Ajoutons ensuite la caméra. Comme nous l'avons fait avec le *Pivot* du " +"*Player*, nous allons créer un rig basique. Faîtes un clic-droit sur le nœud " +"*Main* à nouveau, mais sélectionnez *Ajouter un nœud enfant* cette fois. " +"Créez un nouveau *Position3D*, nommez-le *CameraPivot*, et ajoutez-lui un " +"nœud *Camera* comme enfant. Votre arbre de scène devrait ressembler à ceci." + msgid "|image3|" msgstr "|image3|" msgid "image3" msgstr "image3" +msgid "" +"Notice the *Preview* checkbox that appears in the top-left of the 3D view " +"when you have the *Camera* selected. You can click it to preview the in-game " +"camera projection." +msgstr "" +"Remarquez la case à cocher *Aperçu* qui apparaît en haut à gauche lorsque la " +"*Camera* est sélectionnée. Vous pouvez cliquer dessus pour avoir un aperçu " +"de la projection de la caméra dans le jeu." + msgid "|image4|" msgstr "|image4|" @@ -187,18 +348,41 @@ msgstr "|image5|" msgid "image5" msgstr "image5" +msgid "" +"On the bottom view, select your :ref:`Camera3D ` and turn on " +"camera Preview by clicking the checkbox." +msgstr "" +"Dans le vue du bas, sélectionnez la *Camera* et activez l'aperçu de la " +"caméra en cliquant sur la case à cocher." + msgid "|image6|" msgstr "|image6|" msgid "image6" msgstr "image6" +msgid "" +"In the top view, make sure your *Camera3D* is selected and move the camera " +"about ``19`` units on the Z axis (drag the blue arrow)." +msgstr "" +"Dans la vue du haut, vérifiez que *Camera3D* est sélectionnée, puis déplacez " +"la caméra d'environ ``19`` unités sur l'axe Z (le bleu)." + msgid "|image7|" msgstr "|image7|" 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 "" +"C'est là que la magie opère. Sélectionnez le *CameraPivot* et faîtes-le " +"pivoter de ``-45`` degrés autour de l'axe X (en utilisant le cercle rouge). " +"Vous verrez la caméra bouger comme si elle était attachée à une grue." + msgid "|image8|" msgstr "|image8|" @@ -239,11 +423,46 @@ msgstr "" "maintenant avoir l'air plus plat et le sol devrait remplir tout l'arrière-" "plan." +msgid "" +"When using an orthogonal camera in Godot 4, directional shadow quality is " +"dependent on the camera's *Far* value. The higher the *Far* value, the " +"further away the camera will be able to see. However, higher *Far* values " +"also decrease shadow quality as the shadow rendering has to cover a greater " +"distance." +msgstr "" +"Lors de l'utilisation d'une caméra orthogonale dans Godot 4, la qualité de " +"l'ombre directionnelle dépend de la valeur *Far* de la caméra. Plus la " +"valeur *Far* est élevée, plus la caméra pourra voir loin. Cependant, des " +"valeurs *Far* élevées diminuent également la qualité de l'ombre car le rendu " +"de l'ombre doit couvrir une plus grande distance." + +msgid "" +"If directional shadows look too blurry after switching to an orthogonal " +"camera, decrease the camera's *Far* property to a lower value such as " +"``100``. Don't decrease this *Far* property too much, or objects in the " +"distance will start disappearing." +msgstr "" +"Si les ombres directionnelles sont trop floues après le passage à une caméra " +"orthogonale, diminuez la propriété *Far* de la caméra à une valeur " +"inférieure telle que ``100``. Ne diminuez pas trop cette propriété *Far*, ou " +"les objets au loin commenceront à disparaître." + msgid "|image10|" msgstr "|image10|" msgid "image10" msgstr "image10" -msgid "Translation status" -msgstr "État de la traduction" +msgid "" +"Test your scene and you should be able to move in all 8 directions and not " +"glitch through the floor!" +msgstr "" +"Testez votre scène et vous devriez être capable de vous déplacer dans les 8 " +"directions sans passer à travers le sol !" + +msgid "" +"Ultimately, we have both player movement and the view in place. Next, we " +"will work on the monsters." +msgstr "" +"Avec ceci, nous avons à la fois le mouvement du joueur et la vue en place. " +"Ensuite, nous allons travailler sur les monstres." diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/first_3d_game/04.mob_scene.po b/sphinx/po/fr/LC_MESSAGES/getting_started/first_3d_game/04.mob_scene.po index f04958f848..c3e0f69136 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/first_3d_game/04.mob_scene.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/first_3d_game/04.mob_scene.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -22,12 +22,44 @@ msgstr "" "Dans la prochaine leçon, nous les ferons apparaître aléatoirement autour de " "la zone de jeu." +msgid "" +"Let's design the monsters themselves in a new scene. The node structure is " +"going to be similar to the ``player.tscn`` scene." +msgstr "" +"Concevons les monstres eux-mêmes dans une nouvelle scène. La structure du " +"nœud sera similaire à celle de la scène ``player.tscn ``." + +msgid "" +"Create a scene with, once again, a :ref:`CharacterBody3D " +"` node as its root. Name it ``Mob``. Add a child " +"node :ref:`Node3D `, 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." +msgstr "" +"Créez une scène avec, encore une fois, un nœud :ref:`CharacterBody3D " +"` comme racine. Nommez-le ``Mob``. Ajoutez-lui un " +"nœud :ref:`Node3D ` comme enfant, nommez-le ``Pivot``. Faîtes " +"ensuite glisser le fichier ``mob.glb`` depuis le dock *Système de fichiers* " +"sur le ``Pivot`` pour ajouter le modèle 3D du monstre à la scène." + +msgid "You can rename the newly created ``mob`` node into ``Character``." +msgstr "" +"Vous pouvez renomme le nœud ``mob`` nouvellement créé en ``Character``." + 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 "" +"Nous avons besoin d'une forme de collision pour que le corps fonctionne. " +"Faites un clic droit sur le nœud ``Mob``, la racine de la scène, et cliquez " +"sur *Ajoutez un nœud enfant*." + msgid "|image1|" msgstr "|image1|" @@ -43,6 +75,9 @@ msgstr "|image2|" msgid "image2" msgstr "image2" +msgid "In the *Inspector*, assign a *BoxShape3D* to the *Shape* property." +msgstr "Dans l'*Inspecteur*, assignez une *BoxShape3D* à la propriété *Shape*." + 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." @@ -85,6 +120,65 @@ msgstr "" msgid "Removing monsters off-screen" msgstr "Suppression des monstres hors écran" +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 is outside the screen." +msgstr "" +"Nous allons faire apparaître des monstres à des intervalles réguliers dans " +"le niveau de jeu. Si nous ne faisons pas attention, leur nombre pourrait " +"augmenter à l'infini, et nous ne voulons pas cela. Chaque instance de mob a " +"un coût en mémoire et un coût de traitement, et nous ne voulons pas le payer " +"lorsque le mob est en dehors de l'écran." + +msgid "" +"Once a monster leaves the screen, we don't need it anymore, so we should " +"delete it. Godot has a node that detects when objects leave the screen, :ref:" +"`VisibleOnScreenNotifier3D `, and we're " +"going to use it to destroy our mobs." +msgstr "" +"Une fois qu'un monstre quitte l'écran, nous n'en avons plus besoin, donc " +"nous pouvons le supprimer. Godot a un nœud qui détecte lorsque des objets " +"quittent l'écran, :ref:`VisibleOnScreenNotifier3D " +"`, et nous allons l'utiliser pour détruire " +"nos mobs." + +msgid "" +"When you keep instancing an object, 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 "" +"Lorsque vous instanciez souvent un objet dans un jeu, il y a une technique " +"qui vous permet d'éviter le coût de la création et de la destruction " +"constante d'instances : le pooling. Elle consiste à pré-créer un tableau " +"d'objets et de les réutiliser encore et encore." + +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 "" +"Lorsque vous travaillez avec GDScript, vous n'avez pas à vous soucier de " +"cela. La principale raison d'utiliser les pools est d'éviter les freezes " +"avec les langages à ramasse-miettes comme le C# ou le Lua. GDScript utilise " +"une technique différente pour gérer la mémoire, le comptage de références, " +"qui ne présente pas cet inconvénient. Vous pouvez en apprendre plus à ce " +"sujet ici :ref:`doc_gdscript_basics_memory_management`." + +msgid "" +"Select the ``Mob`` node and add a child node :ref:`VisibleOnScreenNotifier3D " +"`. Another box, pink this time, appears. " +"When this box completely leaves the screen, the node will emit a signal." +msgstr "" +"Sélectionnez le nœud ``Mob`` et ajoutez-lui un nœud enfant :ref:" +"`VisibleOnScreenNotifier3D `. Une autre " +"boîte, rose cette fois, apparaît. Quand cette boîte quitte complètement " +"l'écran, le nœud émettra un signal." + msgid "|image5|" msgstr "|image5|" @@ -105,21 +199,130 @@ msgstr "image6" msgid "Coding the mob's movement" msgstr "Coder le mouvement du mob" +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.tscn`` scene and call the function from there." +msgstr "" +"Implémentons le déplacement du monstre. Nous allons faire ça en deux étapes. " +"D'abord, nous allons écrire un script sur le ``Mob`` qui définit une " +"fonction pour initialiser le monstre. Nous allons ensuite coder le mécanisme " +"d'apparition aléatoire dans la scène ``main.tscn`` et nous appellerons la " +"fonction à partir de là." + +msgid "Attach a script to the ``Mob``." +msgstr "Attachez un script au ``Mob``." + msgid "|image7|" msgstr "|image7|" 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, which we " +"will later use to define ``CharacterBody3D.velocity``." +msgstr "" +"Voici le code du mouvement pour commencer. Nous définissons deux propriétés, " +"``min_speed`` et ``max_speed``, pour définir une plage de vitesse aléatoire, " +"que nous utiliserons ensuite pour définir la vitesse ``CharacterBody3D." +"velocity``." + +msgid "" +"Similarly to the player, we move the mob every frame by calling the function " +"``CharacterBody3D.move_and_slide()``. 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 "" +"Comme pour le joueur, nous déplaçons le mob à chaque image en appelant la " +"méthode ``CharacterBody3D.move_and_slide()``. Cette fois, nous ne voulons " +"pas mettre à jour la ``velocity`` à chaque image ; nous voulons que le " +"monstre se déplace à une vitesse constante jusqu'à quitter l'écran, même " +"s'il venait à rencontrer un obstacle." + +msgid "" +"We need to define another function to calculate the ``CharacterBody3D." +"velocity``. This function will turn the monster towards the player and " +"randomize both its angle of motion and its velocity." +msgstr "" +"Nous devons définir une autre fonction pour calculer la vélocité " +"``CharacterBody3D.velocity``. Cette fonction va orienter le monstre vers le " +"joueur et rendra aléatoire son angle de déplacement et sa vélocité." + +msgid "" +"The function will take a ``start_position``,the mob's spawn position, and " +"the ``player_position`` as its arguments." +msgstr "" +"La fonction prendra une ``start_position``, la position d'apparition du mob, " +"et la ``player_position`` comme arguments." + +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, ``randf_range()`` outputs " +"a random value between ``-PI / 4`` radians and ``PI / 4`` radians." +msgstr "" +"Nous positionnons le monstre à ``start_position`` puis nous l'orientons vers " +"le joueur en utilisant la méthode ``look_at_from_position()`` et rendons " +"l'angle aléatoire en effectuant une rotation aléatoire autour de l'axe Y. Ci-" +"dessous, ``randf_range()`` produit une valeur aléatoire entre ``-PI / 4`` " +"radians et ``PI / 4`` radians." + +msgid "" +"We got a random position, now we need a ``random_speed``. ``randi_range()`` " +"will be useful as it gives random int values, and we will use ``min_speed`` " +"and ``max_speed``. ``random_speed`` is just an integer, and we just use it " +"to multiply our ``CharacterBody3D.velocity``. After ``random_speed`` is " +"applied, we rotate ``CharacterBody3D.velocity`` Vector3 towards the player." +msgstr "" +"Nous avons obtenu une position aléatoire, maintenant nous avons besoin d'un " +"``random_speed``. ``randi_range()`` sera utile car il donne des valeurs int " +"aléatoires, et nous utiliserons ``min_speed`` et ``max_speed``. " +"``random_speed`` est juste un entier, et nous l'utilisons simplement pour " +"multiplier notre ``CharacterBody3D.velocity``. Une fois ``random_speed`` " +"appliqué, nous faisons pivoter le Vector3 ``CharacterBody3D.velocity`` vers " +"le joueur." + msgid "Leaving the screen" msgstr "Quitter l'écran" +msgid "" +"We still have to destroy the mobs when they leave the screen. To do so, " +"we'll connect our :ref:`VisibleOnScreenNotifier3D " +"` node's ``screen_exited`` signal to the " +"``Mob``." +msgstr "" +"Il nous reste à détruire les mobs lorsqu'ils quittent l'écran. Pour ce " +"faire, nous connectons le signal ``screen_exited`` de notre nœud :ref:" +"`VisibleOnScreenNotifier3D ` au ``Mob``." + +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:`Opt + 2` on macOS)." +msgstr "" +"Revenez à la fenêtre d'affichage 3D en cliquant sur le bouton *3D* en haut " +"de l'éditeur. Vous pouvez également appuyer sur :kbd:`Ctrl + F2` (:kbd:`Alt " +"+ 2` sur macOS)." + msgid "|image8|" msgstr "|image8|" msgid "image8" msgstr "image8" +msgid "" +"Select the :ref:`VisibleOnScreenNotifier3D " +"` node and on the right side of the " +"interface, navigate to the *Node* dock. Double-click the ``screen_exited()`` " +"signal." +msgstr "" +"Sélectionnez le nœud :ref:`VisibleOnScreenNotifier3D " +"` et, sur le côté droit de l'interface, " +"naviguez vers le dock *Nœud*. Double-cliquez sur le signal " +"``screen_exited()``." + msgid "|image9|" msgstr "|image9|" @@ -135,6 +338,16 @@ msgstr "|image10|" msgid "image10" msgstr "image10" +msgid "" +"This will add a new function for you in your mob script, " +"``_on_visible_on_screen_notifier_3d_screen_exited()``. From it, call the " +"``queue_free()`` method. This function destroys the instance it's called on." +msgstr "" +"Cela ajoutera pour vous une nouvelle fonction à votre script mob, " +"``_on_visible_on_screen_notifier_3d_screen_exited()``. Depuis cette " +"fonction, appelez la méthode ``queue_free()``. Cela détruira l'instance sur " +"laquelle la fonction a été appelée." + msgid "" "Our monster is ready to enter the game! In the next part, you will spawn " "monsters in the game level." @@ -142,5 +355,5 @@ msgstr "" "Notre monstre est prêt à entrer dans le jeu ! Dans la partie suivante, nous " "ferons apparaître des monstres dans le niveau de jeu." -msgid "Translation status" -msgstr "État de la traduction" +msgid "Here is the complete ``mob.gd`` script for reference." +msgstr "Voici le script complet ``mob.gd`` pour référence." diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/first_3d_game/05.spawning_mobs.po b/sphinx/po/fr/LC_MESSAGES/getting_started/first_3d_game/05.spawning_mobs.po index 4c7d924615..5507244759 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/first_3d_game/05.spawning_mobs.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/first_3d_game/05.spawning_mobs.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -28,6 +28,22 @@ msgstr "|image0|" msgid "image0" msgstr "image0" +msgid "" +"Double-click on ``main.tscn`` in the *FileSystem* dock to open the ``Main`` " +"scene." +msgstr "" +"Double-cliquez sur ``main.tscn`` dans le dock *Système de fichiers* pour " +"ouvrir la scène ``Main``." + +msgid "" +"Before drawing the path, we're going to change the game resolution. Our game " +"has a default window size of ``1152x648``. We're going to set it to " +"``720x540``, a nice little box." +msgstr "" +"Avant de tracer le chemin, nous allons changer la définition du jeu. Notre " +"jeu a une taille de fenêtre par défaut de ``1152x648``. Nous allons la " +"définir à ``720x540``, une belle petite boîte." + msgid "Go to *Project -> Project Settings*." msgstr "Allez dans *Projet -> Paramètres du projet*." @@ -37,6 +53,9 @@ msgstr "|image1|" msgid "image1" msgstr "image1" +msgid "If you still have *Input Map* open, switch to the *General* tab." +msgstr "Si *Input Map* est encore ouvert, passez à l'onglet *Général*." + msgid "" "In the left menu, navigate down to *Display -> Window*. On the right, set " "the *Width* to ``720`` and the *Height* to ``540``." @@ -53,6 +72,15 @@ msgstr "image2" msgid "Creating the spawn path" msgstr "Création du chemin d'apparition" +msgid "" +"Like you did in the 2D game tutorial, you're going to design a path and use " +"a :ref:`PathFollow3D ` node to sample random locations " +"on it." +msgstr "" +"Comme vous l'avez fait dans le tutoriel du jeu 2D, vous allez tracer un " +"chemin et utiliser un nœud :ref:`PathFollow3D ` pour " +"échantillonner des emplacements aléatoires dessus." + 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 " @@ -86,6 +114,17 @@ msgstr "image3" msgid "Adding placeholder cylinders" msgstr "Ajout de cylindres génériques" +msgid "" +"Let's add the placeholder meshes. Add a new :ref:`Node3D ` as " +"a child of the ``Main`` node and name it ``Cylinders``. We'll use it to " +"group the cylinders. Select ``Cylinders`` and add a child node :ref:" +"`MeshInstance3D `" +msgstr "" +"Ajoutons les modèles temporaires. Ajoutez un nouveau :ref:`Node3D " +"` comme enfant du nœud ``Main``, et nommez-le ``Cylinders``. " +"Nous l'utiliserons pour regrouper les cylindres. Sélectionnez ``Cylinders`` " +"et ajoutez un nœud enfant :ref:`MeshInstance3D `" + msgid "|image4|" msgstr "|image4|" @@ -115,6 +154,14 @@ msgstr "|image6|" msgid "image6" msgstr "image6" +msgid "" +"The grid may be distracting. You can toggle it by going to the *View* menu " +"in the toolbar and clicking *View Grid*." +msgstr "" +"La grille est un peu gênante pour moi. Vous pouvez la désactiver en allant " +"dans le menu *Affichage* de la barre d'outils et en cliquant sur *Afficher " +"la grille*." + msgid "|image7|" msgstr "|image7|" @@ -137,6 +184,13 @@ msgstr "|image8|" msgid "image8" msgstr "image8" +msgid "" +"Move the cylinder so it's right outside the camera's view in the top-left " +"corner." +msgstr "" +"Placez le cylindre de façon à ce qu'il soit juste en dehors du champ de " +"vision de la caméra dans le coin supérieur gauche." + msgid "|image9|" msgstr "|image9|" @@ -209,6 +263,13 @@ msgstr "|image12|" msgid "image12" msgstr "image12" +msgid "" +"In the *Inspector*, expand the *Material* section and assign a :ref:" +"`StandardMaterial3D ` to slot *0*." +msgstr "" +"Dans l'*Inspecteur*, développez la section *Material* et assignez un :ref:" +"`StandardMaterial3D ` à l'emplacement *0*." + msgid "|image13|" msgstr "|image13|" @@ -228,6 +289,11 @@ msgstr "" msgid "Expand the *Albedo* section." msgstr "Étendre la section *Albedo* ." +msgid "" +"Set the color to something that contrasts with the background, like a bright " +"orange." +msgstr "Appliquez une couleur qui contraste avec le fond, comme un orange vif." + msgid "|image14|" msgstr "|image14|" @@ -250,6 +316,15 @@ msgstr "|image15|" msgid "image15" msgstr "image15" +msgid "" +"Add a child node :ref:`Path3D ` to ``Main`` node. In the " +"toolbar, four icons appear. Click the *Add Point* tool, the icon with the " +"green \"+\" sign." +msgstr "" +"Ajoutez un nœud :ref:`Path3D ` comme enfant du nœud ``Main``. " +"Dans la barre d'outils, quatre icônes apparaissent. Cliquez sur l'outil " +"*Ajouter un point*, symbolisé par un \"+\" vert." + msgid "|image16|" msgstr "|image16|" @@ -285,6 +360,19 @@ msgstr "|image18|" msgid "image18" msgstr "image18" +msgid "" +"To sample random positions on it, we need a :ref:`PathFollow3D " +"` node. Add a :ref:`PathFollow3D ` " +"as a child of the ``Path3D``. Rename the two nodes to ``SpawnLocation`` and " +"``SpawnPath``, respectively. It's more descriptive of what we'll use them " +"for." +msgstr "" +"Pour échantillonner des positions aléatoires sur le chemin, nous avons " +"besoin d'un nœud :ref:`PathFollow3D `. Ajoutez un :ref:" +"`PathFollow3D ` comme enfant du ``Path3D``. Renommez les " +"deux nœuds en ``SpawnLocation`` et ``SpawnPath``, respectivement. C'est plus " +"descriptif de ce pour quoi nous allons les utiliser." + msgid "|image19|" msgstr "|image19|" @@ -297,12 +385,49 @@ msgstr "Avec ça, nous sommes prêts à coder le mécanisme d'apparition." msgid "Spawning monsters randomly" msgstr "Faire apparaître des monstres au hasard" +msgid "Right-click on the ``Main`` node and attach a new script to it." +msgstr "" +"Faites un clic droit sur le nœud ``Main`` et attachez-y un nouveau script." + +msgid "" +"We first export a variable to the *Inspector* so that we can assign ``mob." +"tscn`` or any other monster to it." +msgstr "" +"Nous exportons d'abord une variable vers l'*Inspecteur* afin que nous " +"puissions lui attribuer ``mob.tscn`` ou n'importe quel autre monstre." + +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 above (otherwise it's " +"null!)" +msgstr "" +"Nous voulons faire apparaître les mobs à des intervalles de temps réguliers. " +"Pour ça, nous devons revenir à la scène et ajouter un timer. Mais avant " +"cela, nous devons affecter le fichier ``Mob.tscn`` à la propriété " +"``mob_scene`` au dessus (sinon c'est null !)" + +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 "" +"Revenez à l'écran 3D et sélectionnez le nœud ``Main``. Faites glisser ``mob." +"tscn`` depuis le dock *Système de fichiers* vers l'emplacement *Mob Scene* " +"dans l'*Inspecteur*." + msgid "|image20|" msgstr "|image20|" msgid "image20" msgstr "image20" +msgid "" +"Add a new :ref:`Timer ` node as a child of ``Main``. Name it " +"``MobTimer``." +msgstr "" +"Ajoutez un nouveau nœud :ref:`Timer ` comme enfant de ``Main``. " +"Nommez-le ``MobTimer``." + msgid "|image21|" msgstr "|image21|" @@ -334,6 +459,13 @@ msgstr "" "depuis le nœud *Main* pour faire apparaître des monstres toutes les ``0.5`` " "secondes." +msgid "" +"With the *MobTimer* still selected, head to the *Node* dock on the right, " +"and double-click the ``timeout`` signal." +msgstr "" +"En gardant le *MobTimer* sélectionné, allez dans le dock *Nœud* à droite, et " +"double-cliquez sur le signal ``timeout``." + msgid "|image23|" msgstr "|image23|" @@ -349,6 +481,13 @@ msgstr "|image24|" msgid "image24" msgstr "image24" +msgid "" +"This will take you back to the script, with a new empty " +"``_on_mob_timer_timeout()`` function." +msgstr "" +"Cela vous ramènera au script, avec une nouvelle fonction vide " +"``_on_mob_timer_timeout()``." + msgid "Let's code the mob spawning logic. We're going to:" msgstr "Codons la logique d'apparition des mobs. Nous allons :" @@ -371,6 +510,33 @@ msgstr "" msgid "Add the mob as a child of the *Main* node." msgstr "Ajouter le mob comme enfant du nœud *Main*." +msgid "" +"Above, ``randf()`` produces a random value between ``0`` and ``1``, which is " +"what the *PathFollow* node's ``progress_ratio`` expects: 0 is the start of " +"the path, 1 is the end of the path. The path we have set is around the " +"camera's viewport, so any random value between 0 and 1 is a random position " +"alongside the edges of the viewport!" +msgstr "" +"Ci-dessus, ``randf()`` produit une valeur aléatoire entre ``0`` et ``1``, " +"comme attendu par le ``progress_ratio`` du nœud *PathFollow* : 0 est le " +"début du chemin, 1 est la fin du chemin. Le chemin que nous avons défini se " +"situe autour de la fenêtre d'affichage de la caméra, donc toute valeur " +"aléatoire entre 0 et 1 est une position aléatoire le long des bords de la " +"fenêtre d'affichage !" + +msgid "" +"Note that if you remove the ``Player`` from the main scene, the following " +"line" +msgstr "" +"Notez que si vous supprimez le ``Player`` de la scène principale, la ligne " +"suivante" + +msgid "gives an error because there is no $Player!" +msgstr "donne une erreur car il n'y a pas de $Player !" + +msgid "Here is the complete ``main.gd`` script so far, for reference." +msgstr "Voici le script complet ``main.gd`` jusqu'à présent, pour référence." + msgid "" "You can test the scene by pressing :kbd:`F6`. You should see the monsters " "spawn and move in a straight line." @@ -391,6 +557,3 @@ msgstr "" "Pour l'instant, ils se heurtent et glissent les uns contre les autres " "lorsque leurs chemins se croisent. Nous aborderons ce problème dans la " "prochaine partie." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/first_3d_game/06.jump_and_squash.po b/sphinx/po/fr/LC_MESSAGES/getting_started/first_3d_game/06.jump_and_squash.po index cb5bb89d4b..a613170648 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/first_3d_game/06.jump_and_squash.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/first_3d_game/06.jump_and_squash.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,6 +14,15 @@ msgstr "" msgid "Jumping and squashing monsters" msgstr "Sauter et écraser les monstres" +msgid "" +"In this part, we'll add the ability to jump and squash the monsters. In the " +"next lesson, we'll make the player die when a monster hits them on the " +"ground." +msgstr "" +"Dans cette partie, nous allons ajouter la possibilité de sauter et d'écraser " +"les monstres. Dans la prochaine leçon, nous ferons en sorte que le joueur " +"meure quand un monstre le touche au sol." + msgid "" "First, we have to change a few settings related to physics interactions. " "Enter the world of :ref:`physics layers " @@ -58,6 +67,14 @@ msgstr "" "pour filtrer les interactions physiques, contrôler les performances, et " "supprimer le besoin de conditions supplémentaires dans votre code." +msgid "" +"By default, all physics bodies and areas are set to both layer and mask " +"``1``. This means they all collide with each other." +msgstr "" +"Par défaut, tous les corps physiques et les zones ont leur calque et masque " +"définis à ``1``. Cela signifie qu'ils peuvent tous entrer en collision les " +"uns avec les autres." + msgid "" "Physics layers are represented by numbers, but we can give them names to " "keep track of what's what." @@ -103,18 +120,49 @@ msgstr "Maintenant, nous pouvons les assigner à nos nœuds de physique." msgid "Assigning layers and masks" msgstr "Affectation des layers et des masks" +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 "" +"Dans la scène *Main*, sélectionnez le nœud ``Ground``. Dans l'*Inspecteur*, " +"développez la section *Collision*. Ici, vous pouvez voir les calques et " +"masques du nœud sous la forme d'une grille de boutons." + 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 "" +"Le sol fait partie du monde, nous voulons donc qu'il fasse partie de la " +"troisième couche. Cliquez sur le bouton allumé pour désactiver le premier " +"*Layer*, puis activez le troisième. Ensuite, désactivez le *Mask* en " +"cliquant dessus." + msgid "|image3|" msgstr "|image3|" msgid "image3" msgstr "image3" +msgid "" +"As mentioned before, the *Mask* property allows a node to listen to " +"interaction with other physics objects, but we don't need it to have " +"collisions. ``Ground`` doesn't need to listen to anything; it's just there " +"to prevent creatures from falling." +msgstr "" +"Comme mentionné ci-dessus, la propriété *Mask* permet à un nœud d'écouter " +"les interactions avec les autres objets physiques, mais nous n'en avons pas " +"besoin pour qu'il y ait des collisions. Le ``Ground`` n'a pas besoin " +"d'écouter quoi que ce soit ; il est juste là pour empêcher les créatures de " +"tomber." + msgid "" "Note that you can click the \"...\" button on the right side of the " "properties to see a list of named checkboxes." @@ -128,12 +176,35 @@ 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 "" +"Ensuite viennent le ``Player`` et le ``Mob``. Ouvrez ``player.tscn`` en " +"double-cliquant sur le fichier dans le dock *Système de fichiers*." + +msgid "" +"Select the *Player* node and set its *Collision -> Mask* to both \"enemies\" " +"and \"world\". You can leave the default *Layer* property as it is, because " +"the first layer is the \"player\" layer." +msgstr "" +"Sélectionnez le nœud *Player* et définissez son *Collision -> Mask* sur " +"\"enemies\" et \"world\". Vous pouvez laisser la propriété *Layer* par " +"défaut car le premier calque est celui du \"player\"." + 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 "" +"Ensuite, ouvrez la scène *Mob* en double-cliquant sur ``mob.tscn`` et " +"sélectionnez le nœud ``Mob``." + msgid "" "Set its *Collision -> Layer* to \"enemies\" and unset its *Collision -> " "Mask*, leaving the mask empty." @@ -147,6 +218,15 @@ msgstr "|image6|" 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 "" +"Ces paramètres signifient que les monstres se déplaceront les uns à travers " +"les autres. Si vous voulez que les monstres collisionnent et glissent les " +"uns sur les autres, activez le masque \"enemies\"." + 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." @@ -174,9 +254,46 @@ msgstr "" "Après la ligne qui définit ``fall_acceleration``, en haut du script, ajoutez " "le ``jump_impulse``." +msgid "" +"Inside ``_physics_process()``, add the following code before the " +"``move_and_slide()`` codeblock." +msgstr "" +"À l'intérieur de ``_physics_process()``, ajoutez le code suivant avant le " +"bloc ``move_and_slide()``." + msgid "That's all you need to jump!" msgstr "C'est tout ce dont vous avez besoin pour sauter !" +msgid "" +"The ``is_on_floor()`` method is a tool from the ``CharacterBody3D`` 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 "" +"La méthode ``is_on_floor()`` est un outil de la classe ``CharacterBody3D``. " +"Elle retourne ``true`` si le corps a collisionné avec le sol pendant cette " +"image. C'est pourquoi nous appliquons la gravité au *Player* : pour que nous " +"soyons en collision avec le sol au lieu de flotter au-dessus comme les " +"monstres." + +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, feels great." +msgstr "" +"Si le personnage est sur le sol et que le joueur appuie sur \"jump\", nous " +"lui donnons instantanément une grande vitesse verticale. Dans les jeux, il " +"faut vraiment que les contrôles soient réactifs et donnent des accélérations " +"instantanées comme celles-ci, bien que ça soit irréaliste, c'est agréable." + +msgid "" +"Notice that the Y axis is positive upwards. That's unlike 2D, where the Y " +"axis is positive downwards." +msgstr "" +"Remarquez que l'axe Y est positif vers le haut. C'est différent de la 2D, où " +"l'axe Y est positif vers le bas." + msgid "Squashing monsters" msgstr "Écraser les monstres" @@ -196,6 +313,17 @@ msgstr "" "différencier des collisions avec le sol. Pour ça, nous pouvons utiliser la " "fonctionnalité de tags de :ref:`groupe ` de Godot." +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 "" +"Ouvrez à nouveau la scène ``mob.tscn`` et sélectionnez le nœud *Mob*. Allez " +"dans le dock *Nœud* sur la droite pour voir une liste de signaux. Le dock " +"*Nœud* possède deux onglets : *Signaux*, que vous avez déjà utilisé, et " +"*Groupes*, qui nous permet d'assigner des tags aux nœuds." + 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." @@ -244,6 +372,19 @@ msgstr "" "``bounce_impulse``. Lorsque nous écrasons un ennemi, nous ne voulons pas " "nécessairement que le personnage monte aussi haut que lors d'un saut." +msgid "" +"Then, after the **Jumping** codeblock we added above in " +"``_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 "" +"Ensuite, après le bout de code **Jumping** que nous avons ajouté dans " +"``_physics_process()``, ajoutez la boucle suivante. Avec " +"``move_and_slide()``, Godot fait parfois bouger le corps plusieurs fois de " +"suite afin de fluidifier le mouvement du personnage. Nous devons donc " +"boucler sur toutes les collisions qui ont pu se produire." + msgid "" "In every iteration of the loop, we check if we landed on a mob. If so, we " "kill it and bounce." @@ -272,12 +413,39 @@ msgstr "" "toutes les deux de la classe :ref:`CharacterBody3D ` " "et sont liées à ``move_and_slide()``." +msgid "" +"``get_slide_collision()`` returns a :ref:" +"`KinematicCollision3D` object that holds " +"information about where and how the collision occurred. For example, we use " +"its ``get_collider`` property to check if we collided with a \"mob\" by " +"calling ``is_in_group()`` on it: ``collision.get_collider()." +"is_in_group(\"mob\")``." +msgstr "" +"``get_slide_collision()`` retourne un objet :ref:" +"`KinematicCollision3D` qui contient des " +"informations sur le lieu et la manière dont la collision s'est produite. Par " +"exemple, nous utilisons sa propriété ``get_collider`` pour vérifier si nous " +"sommes entrés en collision avec un \"mob\", en appelant ``is_in_group()`` " +"dessus : ``collision.get_collider().is_in_group(\"mob\")``." + msgid "" "The method ``is_in_group()`` is available on every :ref:`Node`." msgstr "" "La méthode ``is_in_group()`` est disponible sur chaque :ref:" "`Node`." +msgid "" +"To check that we are landing on the monster, we use the vector dot product: " +"``Vector3.UP.dot(collision.get_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 "" +"Pour vérifier que nous atterrissons sur le monstre, nous utilisons le " +"produit scalaire de vecteurs : ``Vector3.UP.dot(collision.get_normal()) > " +"0.1``. La normale de la collision est un vecteur 3D qui est perpendiculaire " +"au plan sur lequel la collision s'est produite. Le produit scalaire nous " +"permet de la comparer à la direction vers le haut." + 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 " @@ -287,15 +455,59 @@ msgstr "" "deux vecteurs forment un angle inférieur à 90 degrés. Une valeur plus grande " "que ``0.1`` nous indique que nous sommes à peu près au-dessus du monstre." +msgid "" +"After handling the squash and bounce logic, we terminate the loop early via " +"the ``break`` statement to prevent further duplicate calls to ``mob." +"squash()``, which may otherwise result in unintended bugs such as counting " +"the score multiple times for one kill." +msgstr "" +"Après avoir géré la logique de squash et de rebond, nous terminons la boucle " +"prématurément via l'instruction ``break`` afin d'éviter les appels répétés à " +"``mob.squash()``, qui pourraient entraîner des bugs involontaires tels que " +"le comptage du score plusieurs fois pour un seul kill." + +msgid "" +"We are calling one undefined function, ``mob.squash()``, so we have to add " +"it to the Mob class." +msgstr "" +"Nous appelons une fonction indéfinie, ``mob.squash()``, que nous devons donc " +"ajouter à la classe Mob." + +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 "" +"Ouvrez le script ``mob.gd`` en double-cliquant dessus dans le dock *Système " +"de fichiers*. En haut du script, nous voulons définir un nouveau signal " +"nommé ``squashed`` (écrasé). Et en bas, vous pouvez ajouter la fonction " +"squash, d'où nous émettrons le signal et détruirons le mob." + +msgid "" +"When using C#, Godot will create the appropriate events automatically for " +"all Signals ending with `EventHandler`, see :ref:`C# Signals " +"`." +msgstr "" +"Lors de l'utilisation de C#, Godot créera les événements appropriés " +"automatiquement pour tous les signaux finissant par `EventHandler`, voir  :" +"ref:`C# Signals `." + msgid "We will use the signal to add points to the score in the next lesson." msgstr "" "Nous utiliserons le signal pour ajouter des points au score dans la " "prochaine leçon." +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 "" +"Avec ceci, vous devriez pouvoir tuer les monstres en leur sautant dessus. " +"Vous pouvez appuyer sur :kbd:`F5` pour essayer le jeu et définir ``main." +"tscn`` comme la scène principale de votre projet." + msgid "However, the player won't die yet. We'll work on that in the next part." msgstr "" "Cependant, le joueur ne mourra pas encore. Nous y travaillerons dans la " "partie suivante." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/first_3d_game/07.killing_player.po b/sphinx/po/fr/LC_MESSAGES/getting_started/first_3d_game/07.killing_player.po index d049d78a2b..9f8b530ca8 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/first_3d_game/07.killing_player.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/first_3d_game/07.killing_player.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -21,9 +21,32 @@ msgstr "" "Nous pouvons tuer les ennemis en leur sautant dessus, mais le joueur ne peut " "pas encore mourir. Réglons ça." +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 :ref:`Area3D ` " +"node, which works well for hitboxes." +msgstr "" +"Nous voulons que le fait d'être touché par un ennemi soit détecté " +"différemment de l'écrasement. Nous voulons que le joueur meure quand il se " +"déplace sur le sol, mais pas quand il est dans les airs. Nous pourrions " +"utiliser des maths vectorielles pour distinguer les deux types de " +"collisions. Mais à la place, nous utiliserons un nœud :ref:`Area3D " +"`, qui fonctionne bien pour les hitboxes." + msgid "Hitbox with the Area node" msgstr "Hitbox avec le nœud Area" +msgid "" +"Head back to the ``player.tscn`` scene and add a new child node :ref:`Area3D " +"`. Name it ``MobDetector`` Add a :ref:`CollisionShape3D " +"` node as a child of it." +msgstr "" +"Retournez dans la scène ``player.tscn`` et ajoutez un nouveau nœud :ref:" +"`Area3D `. Nommez-le ``MobDetector``. Ajoutez-lui un nœud :ref:" +"`CollisionShape3D ` comme enfant." + msgid "|image0|" msgstr "|image0|" @@ -69,6 +92,19 @@ msgstr "" msgid "The wider the cylinder, the more easily the player will get killed." msgstr "Plus le cylindre est large, plus le joueur se fera tuer facilement." +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 "" +"Ensuite, re-sélectionnez le nœud ``MobDetector`` et, dans l'*Inspecteur*, " +"désactivez sa propriété *Monitorable*. Ainsi, les autres nœuds physiques ne " +"pourront pas détecter la zone. La propriété complémentaire *Monitoring* lui " +"permet de détecter les collisions. Ensuite, enlevez le *Collision -> Layer* " +"et définissez le masque sur le calque \"enemies\"." + msgid "|image3|" msgstr "|image3|" @@ -92,6 +128,18 @@ msgstr "|image4|" msgid "image4" msgstr "image4" +msgid "" +"The *MobDetector* will emit ``body_entered`` when a :ref:`CharacterBody3D " +"` or a :ref:`RigidBody3D ` node " +"enters it. As it only masks the \"enemies\" physics layers, it will only " +"detect the ``Mob`` nodes." +msgstr "" +"Le *MobDetector* émettera ``body_entered`` quand un nœud :ref:" +"`CharacterBody3D ` ou :ref:`RigidBody3D " +"` entrera dans la zone. Comme le masque ne contient que " +"les calques physiques des \"enemies\", il détectera seulement les nœuds " +"``Mob``." + 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 " @@ -105,12 +153,31 @@ msgstr "" msgid "Ending the game" msgstr "Arrêter le jeu" +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 "" +"Nous pouvons utiliser le signal ``hit`` du ``Player`` pour mettre fin à la " +"partie. Tout ce que nous avons à faire est de le connecter au nœud ``Main`` " +"et d'arrêter le ``MobTimer`` en réaction." + +msgid "" +"Open ``main.tscn``, select the ``Player`` node, and in the *Node* dock, " +"connect its ``hit`` signal to the ``Main`` node." +msgstr "" +"Ouvrez ``main.tscn``, sélectionnez le nœud ``Player``, et dans le dock " +"*Nœud*, connectez son signal ``hit`` au nœud ``Main``." + msgid "|image5|" msgstr "|image5|" msgid "image5" msgstr "image5" +msgid "Get the timer, and stop it, in the ``_on_player_hit()`` function." +msgstr "Récupérez et arrêtez le timer dans la fonction ``_on_player_hit()``." + msgid "" "If you try the game now, the monsters will stop spawning when you die, and " "the remaining ones will leave the screen." @@ -119,11 +186,23 @@ msgstr "" "lorsque vous mourrez, et ceux qui restent quitteront l'écran." msgid "" -"You can pat yourself in the back: you prototyped a complete 3D game, even if " -"it's still a bit rough." +"Notice also that the game no longer crashes or displays an error when the " +"player dies. Because we are stopping the MobTimer, it no longer triggers the " +"``_on_mob_timer_timeout()`` function." msgstr "" -"Vous pouvez vous féliciter : vous avez réalisé le prototype d'un jeu 3D " -"complet, même si il est encore un peu brouillon." +"Notez également que le jeu ne plante plus ou n'affiche plus d'erreur lorsque " +"le joueur meurt. Parce que nous arrêtons le MobTimer, il ne déclenche plus " +"la fonction ``on_mob_timer_timeout()``." + +msgid "" +"Also note that the enemy colliding with the player and dying depends 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 "" +"Cependant, notez que la collision de l'ennemi avec le joueur et la mort " +"dépendent de la taille et de la position des formes de collision du " +"``Player`` et du ``Mob``. Vous devrez peut-être les déplacer et les " +"redimensionner pour obtenir une meilleure sensation de jeu." msgid "" "From there, we'll add a score, the option to retry the game, and you'll see " @@ -136,10 +215,24 @@ msgstr "" msgid "Code checkpoint" msgstr "Point de contrôle du code" +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 "" +"Voici les scripts complets pour les nœuds ``Main``, ``Mob``, et ``Player``, " +"pour référence. Vous pouvez les utiliser pour comparer et vérifier votre " +"code." + +msgid "Starting with ``main.gd``." +msgstr "En commençant par ``main.gd``." + +msgid "Next is ``mob.gd``." +msgstr "Le suivant est ``mob.gd``." + +msgid "Finally, the longest script, ``player.gd``:" +msgstr "Finalement, le script le plus long, ``player.gd`` :" + msgid "See you in the next lesson to add the score and the retry option." msgstr "" "Rendez-vous dans la prochaine leçon pour ajouter le score et l'option pour " "rejouer." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/first_3d_game/08.score_and_replay.po b/sphinx/po/fr/LC_MESSAGES/getting_started/first_3d_game/08.score_and_replay.po index 0a1f9a0121..df3990c9d9 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/first_3d_game/08.score_and_replay.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/first_3d_game/08.score_and_replay.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -29,6 +29,19 @@ msgstr "" "à l'écran en utilisant une interface minimale. Nous allons utiliser une " "étiquette de texte pour ce faire." +msgid "" +"In the main scene, add a new child node :ref:`Control ` to " +"``Main`` and name it ``UserInterface``. Ensure you are on the 2D screen, " +"where you can edit your User Interface (UI)." +msgstr "" +"Dans la scène principale, ajoutez un nouveau nœud :ref:`Control " +"` comme enfant de ``Main`` et nommez-le ``UserInterface``. " +"Assurez-vous d'être sur l'écran 2D, où vous pourrez modifier votre interface " +"utilisateur (UI)." + +msgid "Add a :ref:`Label ` node and name it ``ScoreLabel``" +msgstr "Ajoutez un noeud :ref:`Label ` et nommé le ``ScoreLabel``" + msgid "|image1|" msgstr "|image1|" @@ -55,6 +68,16 @@ msgstr "" "En outre, le texte est blanc par défaut, comme l'arrière-plan de notre jeu. " "Nous devons changer sa couleur pour le voir au moment de l'exécution." +msgid "" +"Scroll down to *Theme Overrides*, and expand *Colors* and enable *Font " +"Color* in order to tint the text to black (which contrasts well with the " +"white 3D scene)" +msgstr "" +"Faites défiler l'écran vers le bas jusqu'à *Couleurs personnalisées*, et " +"développez \"Couleurs\" et cliquez sur la case noire à côté de *Couleur de " +"la police* pour teinter le texte en noir (qui constrastera bien avec le " +"blanc de la scène 3D)" + msgid "|image3|" msgstr "|image3|" @@ -74,9 +97,26 @@ 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 "" +"Le nœud ``UserInterface`` nous permet de regrouper notre interface " +"utilisateur dans une branche de l'arbre de scène et d'utiliser une ressource " +"de thème qui se propagera à tous ses enfants. Nous allons l’utiliser pour " +"définir la police de caractères de notre jeu." + msgid "Creating a UI theme" msgstr "Création d'un thème d'interface utilisateur" +msgid "" +"Once again, select the ``UserInterface`` node. In the *Inspector*, create a " +"new theme resource in *Theme -> Theme*." +msgstr "" +"Une fois encore, sélectionnez le nœud ``UserInterface``. Dans " +"l'*Inspecteur*, créez une nouvelle ressource de thème dans *Theme -> Theme*." + msgid "|image5|" msgstr "|image5|" @@ -98,6 +138,13 @@ msgstr "|image6|" msgid "image6" msgstr "image6" +msgid "" +"By default, a theme only has a few properties: *Default Base Scale*, " +"*Default Font* and *Default Font Size*." +msgstr "" +"Par défaut, un thème ne possède que quelques propriétés : *Default Base " +"Scale*, *Default Font* et *Default Font Size*." + 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 " @@ -108,6 +155,32 @@ msgstr "" "de cette série. Pour en savoir plus sur la création et l'édition de thèmes, " "consultez :ref:`doc_gui_skinning`." +msgid "" +"The *Default Font* expects a font file like the ones you have on your " +"computer. Two common font file formats are TrueType Font (TTF) and OpenType " +"Font (OTF)." +msgstr "" +"La propriété *Default Font* attend un fichier de police comme ceux que vous " +"avez sur votre ordinateur. Deux formats de fichiers de police habituels sont " +"TrueType Font (TTF) et OpenType Font (OTF)." + +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 " +"*Default Font*. The text will reappear in the theme preview." +msgstr "" +"Dans le dock *Système de fichiers*, développez le répertoire ``fonts`` et " +"cliquez et faites glisser le fichier ``Montserrat-Medium.ttf`` que nous " +"avons inclus dans le projet via *Default Font*. Le texte réapparaîtra dans " +"l'aperçu du thème." + +msgid "" +"The text is a bit small. Set the *Default Font Size* to ``22`` pixels to " +"increase the text's size." +msgstr "" +"Le texte est un peu petit. Réglez le paramètre *Default Font Size* sur " +"``22`` pixels pour augmenter la taille du texte." + msgid "|image7|" msgstr "|image7|" @@ -117,6 +190,25 @@ msgstr "image7" msgid "Keeping track of the score" msgstr "Garder une trace du score" +msgid "" +"Let's work on the score next. Attach a new script to the ``ScoreLabel`` and " +"define the ``score`` variable." +msgstr "" +"Travaillons ensuite sur le score. Attachez un nouveau script au " +"``ScoreLabel`` et définissez la variable ``score``." + +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, because we " +"instantiate monsters from the code, we cannot connect the mob signal to the " +"``ScoreLabel`` via the editor." +msgstr "" +"Le score devrait augmenter de ``1`` chaque fois que nous écrasons un " +"monstre. Nous pouvons utiliser leur signal ``squashed`` pour savoir quand " +"cela se produit. Cependant, comme nous instancions les monstres à partir du " +"code, nous ne pouvons pas utiliser l'éditeur pour connecter le signal du mob " +"à ``ScoreLabel``." + msgid "" "Instead, we have to make the connection from the code every time we spawn a " "monster." @@ -124,21 +216,73 @@ msgstr "" "Au lieu de cela, nous devons établir la connexion depuis le code à chaque " "fois que nous créons un monstre." +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 "" +"Ouvrez le script ``main.gd``. S'il est toujours ouvert, vous pouvez cliquer " +"sur son nom dans la colonne de gauche de l'éditeur de script." + msgid "|image8|" msgstr "|image8|" msgid "image8" msgstr "image8" +msgid "" +"Alternatively, you can double-click the ``main.gd`` file in the *FileSystem* " +"dock." +msgstr "" +"Vous pouvez également double-cliquer sur le fichier ``main.gd`` dans le dock " +"*FileSystem*." + msgid "" "At the bottom of the ``_on_mob_timer_timeout()`` function, add the following " "line:" msgstr "" "Au bas de la fonction ``_on_MobTimer_timeout()``, ajoutez la ligne suivante :" +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 "" +"Cette ligne signifie que lorsque le mob émet le signal ``squashed``, le " +"noeud ``ScoreLabel`` le recevra et appellera la fonction " +"``_on_mob_squashed()``." + +msgid "" +"Head back to the ``score_label.gd`` script to define the " +"``_on_mob_squashed()`` callback function." +msgstr "" +"Retournez au script ``score_label.gd`` pour définir la fonction de rappel " +"``_on_mob_squashed()``." + msgid "There, we increment the score and update the displayed text." msgstr "Là, nous incrémentons le score et mettons à jour le texte affiché." +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 string text, which is convenient when outputting text in labels or " +"when using the ``print()`` function." +msgstr "" +"La deuxième ligne utilise la valeur de la variable ``score`` pour remplacer " +"le caractère générique ``%s``. En utilisant cette fonctionnalité, Godot " +"convertit automatiquement les valeurs en texte, ce qui est pratique pour " +"sortir du texte dans les étiquettes ou lorsqu'on utilise la fonction " +"``print()``." + +msgid "" +"You can learn more about string formatting here: :ref:`doc_gdscript_printf`. " +"In C#, consider using `string interpolation with \"$\" `_." +msgstr "" +"Vous pouvez en savoir plus sur le formatage des chaînes de caractères ici : :" +"ref:`doc_gdscript_printf`. En C#, envisagez d'utiliser `interpolation de " +"chaîne avec \"$\" `_." + msgid "" "You can now play the game and squash a few enemies to see the score increase." msgstr "" @@ -176,6 +320,24 @@ msgstr "" "Lorsque le joueur meurt, nous affichons un message à l'écran et nous " "attendons une entrée." +msgid "" +"Head back to the ``main.tscn`` scene, select the ``UserInterface`` node, add " +"a child node :ref:`ColorRect `, and name it ``Retry``. This " +"node fills a rectangle with a uniform color and will serve as an overlay to " +"darken the screen." +msgstr "" +"Revenez à la scène ``main.tscn``, sélectionnez le noeud ``UserInterface``, " +"ajoutez un nœud enfant :ref:`ColorRect ` nommé ``Retry``. " +"Ce nœud remplit un rectangle avec une couleur uniforme et servira de " +"superposition pour assombrir l'écran." + +msgid "" +"To make it span over the whole viewport, you can use the *Anchor Preset* " +"menu in the toolbar." +msgstr "" +"Pour qu'il s'étende sur toute la fenêtre, vous pouvez utiliser le menu " +"*Anchor Preset* de la barre d'outils." + msgid "|image10|" msgstr "|image10|" @@ -191,18 +353,65 @@ msgstr "|image11|" msgid "image11" msgstr "image11" +msgid "" +"Nothing happens. Well, almost nothing; only the four green pins move to the " +"corners of the selection box." +msgstr "" +"Rien ne se passe. Enfin, presque rien : seules les quatre broches vertes se " +"déplacent vers les coins de la boîte de sélection." + msgid "|image12|" msgstr "|image12|" msgid "image12" msgstr "image12" +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 "" +"En effet, les nœuds d'interface utilisateur (tous ceux qui ont une icône " +"verte) fonctionnent avec des ancres et des marges relatives à la boîte " +"englobante de leur parent. Ici, le nœud ``UserInterface`` a une petite " +"taille et le nœud ``Retry`` est limité par celle-ci." + +msgid "" +"Select the ``UserInterface`` and apply *Anchor Preset -> Full Rect* to it as " +"well. The ``Retry`` node should now span the whole viewport." +msgstr "" +"Sélectionnez ``UserInterface`` et appliquez *Anchor Preset -> Full Rect* à " +"celle-ci également. Le nœud ``Retry`` devrait maintenant couvrir la totalité " +"de la fenêtre." + +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/transparency." +msgstr "" +"Changeons sa couleur pour qu'il assombrisse la zone de jeu. Sélectionnez " +"``Retry`` et dans l'*Inspecteur*, définissez sa *Couleur* sur quelque chose " +"de sombre et de transparent. Pour ce faire, dans le sélecteur de couleurs, " +"faites glisser le curseur *A* vers la gauche. Il contrôle le canal alpha de " +"la couleur, c'est-à-dire son opacité/transparence." + msgid "|image13|" msgstr "|image13|" msgid "image13" msgstr "image13" +msgid "" +"Next, add a :ref:`Label ` as a child of ``Retry`` and give it " +"the *Text* \"Press Enter to retry.\" To move it and anchor it in the center " +"of the screen, apply *Anchor Preset -> Center* to it." +msgstr "" +"Ensuite, ajoutez un :ref:`Label ` comme enfant de `Retry`` et " +"donnez-lui le *Text* \"Press Enter to retry\". Pour le déplacer et l'ancrer " +"au centre de l'écran, appliquez-lui *Anchor Preset -> Center*." + msgid "|image14|" msgstr "|image14|" @@ -212,9 +421,42 @@ msgstr "image14" msgid "Coding the retry option" msgstr "Coder l'option réessayer" +msgid "" +"We can now head to the code to show and hide the ``Retry`` node when the " +"player dies and plays again." +msgstr "" +"Nous pouvons maintenant nous diriger vers le code pour afficher et cacher le " +"nœud ``Retry`` lorsque le joueur meurt et rejoue." + +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 "" +"Ouvrez le script ``main.gd``. Tout d'abord, nous voulons cacher la " +"superposition au début du jeu. Ajoutez cette ligne à la fonction " +"``_ready()``." + msgid "Then, when the player gets hit, we show the overlay." msgstr "Ensuite, quand le joueur est touché, nous montrons la surimpression." +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, which is triggered on any " +"input." +msgstr "" +"Enfin, lorsque le noeud ``Retry`` est visible, nous devons écouter l'entrée " +"du joueur et redémarrer le jeu s'il appuie sur la touche Entrée. Pour ce " +"faire, nous utilisons le callback intégré ``_unhandled_input()``. Ce " +"callback est déclenché sur toute entrée." + +msgid "" +"If the player pressed the predefined ``ui_accept`` input action and " +"``Retry`` is visible, we reload the current scene." +msgstr "" +"Si le joueur a appuyé sur l'action d'entrée prédéfinie ``ui_accept`` et que " +"``Retry`` est visible, nous rechargeons la scène actuelle." + msgid "" "The function ``get_tree()`` gives us access to the global :ref:`SceneTree " "` object, which allows us to reload and restart the current " @@ -235,6 +477,20 @@ msgstr "" "allons utiliser une autre fonctionnalité de Godot : :ref:`autoloads " "`." +msgid "" +"To play audio, all you need to do is add an :ref:`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 "" +"Pour lire de l'audio, il suffit d'ajouter un nœud :ref:`AudioStreamPlayer " +"` à votre scène et d'y attacher un fichier audio. " +"Lorsque vous démarrez la scène, elle peut jouer automatiquement. Cependant, " +"lorsque vous rechargez la scène, comme nous le faisons pour rejouer, les " +"nœuds audio sont également réinitialisés, et la musique reprend depuis le " +"début." + 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 " @@ -245,12 +501,27 @@ msgstr "" "actuelle. Vous pouvez également l'utiliser pour créer des objets accessibles " "à tous." +msgid "" +"Create a new scene by going to the *Scene* menu and clicking *New Scene* or " +"by using the *+* icon next to your currently opened scene." +msgstr "" +"Créez une nouvelle scène en allant dans le menu *Scène* et en cliquant sur " +"*Nouvelle scène* ou en utilisant l'icône *+* juxtaposée à votre scène " +"actuellement ouverte." + msgid "|image15|" msgstr "|image15|" msgid "image15" msgstr "image15" +msgid "" +"Click the *Other Node* button to create an :ref:`AudioStreamPlayer " +"` and rename it to ``MusicPlayer``." +msgstr "" +"Cliquez sur le bouton *Autre nœud* pour créer un :ref:`AudioStreamPlayer " +"` et nommez-le ``MusicPlayer``." + msgid "|image16|" msgstr "|image16|" @@ -274,12 +545,18 @@ msgstr "|image17|" msgid "image17" msgstr "image17" +msgid "Save the scene as ``music_player.tscn``." +msgstr "Enregistrez la scène sous le nom de ``music_player.tscn``." + msgid "" -"We have to register it as an autoload. Head to the *Project -> Project " -"Settings…* menu and click on the *Autoload* tab." +"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 ``music_player." +"tscn``. Then, click the *Add* button on the right to register the node." msgstr "" -"Nous devons l'enregistrer en tant qu'autoload. Allez dans le menu *Projet -> " -"Paramètres du projet...* et cliquez sur l'onglet *Autoload*." +"Dans le champ *Chemin*, vous voulez entrer le chemin d'accès à votre scène. " +"Cliquez sur l'icône du dossier pour ouvrir le navigateur de fichiers et " +"double-cliquez sur ``music_player.tscn``. Ensuite, cliquez sur le bouton " +"*Add* à droite pour enregistrer le nœud." msgid "|image18|" msgstr "|image18|" @@ -287,6 +564,14 @@ msgstr "|image18|" msgid "image18" msgstr "image18" +msgid "" +"``music_player.tscn`` now loads into any scene you open or play. So if you " +"run the game now, the music will play automatically in any scene." +msgstr "" +"``music_player.tscn`` se charge maintenant dans toutes les scènes que vous " +"ouvrez ou jouez. Ainsi, si vous lancez le jeu maintenant, la musique sera " +"jouée automatiquement dans n'importe quelle scène." + 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: " @@ -317,6 +602,13 @@ msgstr "|image20|" msgid "image20" msgstr "image20" +msgid "" +"At the top are the autoloaded ``MusicPlayer`` and a *root* node, which is " +"your game's viewport." +msgstr "" +"Au sommet se trouvent le ``MusicPlayer`` autochargé et un noeud *root*, qui " +"est le viewport (fenêtre d'affichage) de votre jeu." + 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." @@ -324,5 +616,5 @@ msgstr "" "Et c'est tout pour cette leçon. Dans la prochaine partie, nous ajouterons " "une animation pour rendre le jeu plus agréable à regarder et à toucher." -msgid "Translation status" -msgstr "État de la traduction" +msgid "Here is the complete ``main.gd`` script for reference." +msgstr "Voici le script complet ``main.gd`` pour référence." diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/first_3d_game/09.adding_animations.po b/sphinx/po/fr/LC_MESSAGES/getting_started/first_3d_game/09.adding_animations.po index 8f83b77c91..b69b06f2c1 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/first_3d_game/09.adding_animations.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/first_3d_game/09.adding_animations.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -46,6 +46,13 @@ msgstr "" "l'éditeur. Vous pouvez ensuite utiliser le code pour les jouer et les " "contrôler au moment de l'exécution." +msgid "" +"Open the player scene, select the ``Player`` node, and add an :ref:" +"`AnimationPlayer ` node." +msgstr "" +"Ouvrez la scène du joueur, sélectionnez le nœud ``Player`` et ajoutez un " +"nœud :ref:`AnimationPlayer `." + msgid "The *Animation* dock appears in the bottom panel." msgstr "Le dock *Animation* apparaît dans le panneau inférieur." @@ -82,6 +89,13 @@ msgstr "|image3|" msgid "image3" msgstr "image3" +msgid "" +"Once you've created the animation, the timeline appears with numbers " +"representing time in seconds." +msgstr "" +"Une fois que vous avez créé l'animation, la ligne de temps apparait avec des " +"chiffres représentant le temps en secondes." + msgid "|image4|" msgstr "|image4|" @@ -95,6 +109,17 @@ msgstr "" "Nous voulons que l'animation commence à être lue automatiquement au début du " "jeu. Elle doit également tourner en boucle." +msgid "" +"To do so, you can click the autoplay button (|Autoplay|) in the animation " +"toolbar and the looping arrows, respectively." +msgstr "" +"Pour ce faire, vous pouvez cliquer sur le bouton de lecture automatique (|" +"Autoplay|) dans la barre d'outils d'animation et sur les flèches de " +"bouclage, respectivement." + +msgid "Autoplay" +msgstr "Autoplay" + msgid "|image5|" msgstr "|image5|" @@ -172,12 +197,32 @@ msgstr "" "correspondante. La clé d'animation est insérée à l'endroit où se trouve " "votre curseur temporel dans la ligne de temps." +msgid "" +"Let's insert our first keys. Here, we will animate both the position and the " +"rotation of the ``Character`` node." +msgstr "" +"Insérons nos premières clés. Ici, nous allons animer à la fois la position " +"et la rotation du nœud ``Character``." + +msgid "" +"Select the ``Character`` and in the *Inspector* expand the *Transform* " +"section. Click the key icon next to *Position*, and *Rotation*." +msgstr "" +"Sélectionnez le ``Character``. Dans l'*Inspecteur*, développez la section " +"*Transform*. Cliquez sur l'icône \"clé\" à côté de *Position* et *Rotation*." + msgid "|image10|" msgstr "|image10|" msgid "image10" msgstr "image10" +msgid "" +"For this tutorial, just create RESET Track(s) which is the default choice" +msgstr "" +"Pour ce tutoriel, il suffit de créer une (des) piste(s) RESET, ce qui est le " +"choix par défaut" + msgid "" "Two tracks appear in the editor with a diamond icon representing each " "keyframe." @@ -191,30 +236,69 @@ msgstr "|image11|" msgid "image11" msgstr "image11" +msgid "" +"You can click and drag on the diamonds to move them in time. Move the " +"position key to ``0.3`` seconds and the rotation key to ``0.1`` seconds." +msgstr "" +"Vous pouvez cliquer et faire glisser les diamants pour les déplacer dans le " +"temps. Déplacez la clé de position sur ``0.3`` secondes et la clé de " +"rotation sur ``0.1`` secondes." + msgid "|image12|" msgstr "|image12|" msgid "image12" msgstr "image12" +msgid "" +"Move the time cursor to ``0.5`` seconds by clicking and dragging on the gray " +"timeline." +msgstr "" +"Bougez le curseur de temps vers \"0,5\" secondes en cliquant-glissant vers " +"la ligne temporelle grise." + msgid "|timeline_05_click|" msgstr "|timeline_05_click|" msgid "timeline_05_click" msgstr "timeline_05_click" +msgid "" +"In the *Inspector*, set the *Position*'s *Y* axis to ``0.65`` meters and the " +"*Rotation*' *X* axis to ``8``." +msgstr "" +"Dans l'*Inspecteur*, réglez l'axe *Y* de *Position* sur environ ``0.65`` " +"mètres et l'axe *X* de *Rotation* sur ``8``." + +msgid "" +"If you don't see the properties in the *Inspector* panel, first click on the " +"``Character`` node again in the *Scene* dock." +msgstr "" +"Si vous ne voyez pas les propriétés dans le panneau *inspecteur*, cliquez " +"d'abord de nouveau sur le nœud \"personnage\" sur la barre d'outil *scène*." + msgid "|image13|" msgstr "|image13|" msgid "image13" msgstr "image13" +msgid "Create a keyframe for both properties" +msgstr "Crée une clé d'animation pour les deux propriétés" + msgid "|second_keys_both|" msgstr "|second_keys_both|" msgid "second_keys_both" msgstr "second_keys_both" +msgid "" +"Now, move the position keyframe to ``0.7`` seconds by dragging it on the " +"timeline." +msgstr "" +"Maintenant, déplacez la clé d’animation de position à ``0.7`` secondes en la " +"faisant glisser sur la chronologie." + msgid "|image14|" msgstr "|image14|" @@ -234,6 +318,21 @@ msgstr "" "deux principes fondamentaux de l'animation. Vous voulez décaler et " "contraster les mouvements de votre personnage pour qu'il semblent vivant." +msgid "" +"Move the time cursor to the end of the animation, at ``1.2`` seconds. Set " +"the Y position to about ``0.35`` and the X rotation to ``-9`` degrees. Once " +"again, create a key for both properties." +msgstr "" +"Déplacez le curseur temporel à la fin de l'animation, à ``1.2`` secondes. " +"Réglez la position Y à environ ``0.35`` et la rotation X à ``-9`` degrés. " +"Une fois encore, créez une clé pour les deux propriétés." + +msgid "|animation_final_keyframes|" +msgstr "|animation_final_keyframes|" + +msgid "animation_final_keyframes" +msgstr "animation_final_keyframes" + 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." @@ -323,6 +422,12 @@ msgstr "|image19|" msgid "image19" msgstr "image19" +msgid "" +"Do the opposite for the second position keyframe, dragging it to the right." +msgstr "" +"Faites l'inverse pour la deuxième clé d'animation de position, en la faisant " +"glisser vers la droite." + msgid "|image20|" msgstr "|image20|" @@ -355,6 +460,13 @@ msgstr "" msgid "If you play the game, the player's creature will now float!" msgstr "Maintenant si vous lancez au jeu, la créature du joueur flottera !" +msgid "" +"If the creature is a little too close to the floor, you can move the " +"``Pivot`` up to offset it." +msgstr "" +"Si la créature est un peu trop proche du sol, vous pouvez déplacer le " +"``Pivot`` vers le haut pour la décaler." + msgid "Controlling the animation in code" msgstr "Contrôler l'animation par le code" @@ -366,6 +478,11 @@ msgstr "" "fonction des entrées du joueur. Modifions la vitesse de l'animation lorsque " "le personnage se déplace." +msgid "Open the ``Player``'s script by clicking the script icon next to it." +msgstr "" +"Ouvrez le script du ``Player`` en cliquant sur l'icône de script à côté de " +"lui." + msgid "|image22|" msgstr "|image22|" @@ -387,6 +504,16 @@ msgstr "" "vitesse de lecture par ``4``. Lorsqu'il s'arrête, nous la remettons à la " "normale." +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 "" +"Nous avons mentionné que le ``Pivot`` pouvait superposer des transformations " +"à l'animation. Nous pouvons faire en sorte que le personnage fasse un arc " +"lorsqu'il saute en utilisant la ligne de code suivante. Ajoutez-la à la fin " +"de ``_physics_process()``." + msgid "Animating the mobs" msgstr "Animer les mobs" @@ -398,6 +525,50 @@ msgstr "" "que vous utilisez une structure de nœuds similaire, vous pouvez les copier " "dans différentes scènes." +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 "" +"Par exemple, les scènes ``Mob` et ``Player`` ont toutes deux un nœud " +"``Pivot`` et un nœud ``Character``, de sorte que nous pouvons réutiliser les " +"animations entre elles." + +msgid "" +"Open the *Player* scene, select the AnimationPlayer node and then click on " +"**Animation > Manage Animations...**. Click the *Copy animation to " +"clipboard* button (two small squares) alongside the *float* animation. Click " +"OK to close the window." +msgstr "" +"Ouvrez la scène *Joueur*, sélectionnez le nœud AnimationPlayer et cliquez " +"ensuite sur **Animation > Gérer les animations**. Cliquez sur le bouton " +"*Copier les animations vers le presse-papier* (deux petits carrés) à côté de " +"l'animation *float*. Cliquez sur OK pour fermer la fenêtre." + +msgid "" +"Then open ``mob.tscn``, create an :ref:`AnimationPlayer " +"` child node and select it. Click **Animation > " +"Manage Animations**, then **Add Library**. You should see the message " +"\"Global library will be created.\" Leave the text field blank and click OK. " +"Click the *Paste* icon (clipboard) and it should appear in the window. Click " +"OK to close the window." +msgstr "" +"Ouvrez ensuite ``mob.tscn``, créez un :ref:`AnimationPlayer " +"` en tant que nœud enfant et sélectionnez-le. Cliquez " +"**Animation > Gérer les animations**, puis **Ajouter une bibliothèque**. Le " +"message \"Une bibliothèque globale va être créée.\" devrait apparaître. " +"Laissez le champ texte vide et cliquez sur OK. Cliquez sur l'icône *Coller* " +"(presse-papiers) et elle devrait apparaître dans la fenêtre. Cliquez sur OK " +"pour fermer la fenêtre." + +msgid "" +"Next, make sure that the autoplay button (|Autoplay|) and the looping arrows " +"(Animation looping) are also turned on in the animation editor in the bottom " +"panel. That's it; all monsters will now play the float animation." +msgstr "" +"Ensuite, vérifiez que le bouton (|Autoplay|) et les flèches de boucle sont " +"activées dans l'éditeur d'animation dans le panneau en bas. C'est tout ; " +"tous les monstres joueront maintenant l'animation flottante." + 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 " @@ -413,11 +584,19 @@ msgstr "Et avec cela, vous avez fini de coder votre premier jeu 3D complet." msgid "**Congratulations**!" msgstr "**Félicitations** !" +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 "" +"Dans la prochaine partie, nous récapitulerons rapidement ce que vous avez " +"appris et vous donnerons quelques liens pour continuer à en apprendre " +"davantage. Mais pour l'instant, voici l'intégralité des scripts ``player." +"gd`` et ``mob.gd`` afin que vous puissiez vérifier votre code par rapport à " +"eux." + msgid "Here's the *Player* script." msgstr "Voici le script *Player*." msgid "And the *Mob*'s script." msgstr "Et le script *Mob*." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/first_3d_game/going_further.po b/sphinx/po/fr/LC_MESSAGES/getting_started/first_3d_game/going_further.po index 93f501d5fc..5858e9cf03 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/first_3d_game/going_further.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/first_3d_game/going_further.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -21,6 +21,16 @@ msgstr "" "Vous pouvez vous féliciter d'avoir réalisé votre premier jeu en 3D avec " "Godot." +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 "" +"Dans cette série, nous avons passé en revue un large éventail de techniques " +"et de fonctionnalités de l'éditeur. Nous espérons que vous avez pu constater " +"à quel point le système de scènes de Godot peut être intuitif et que vous " +"avez appris quelques astuces que vous pouvez appliquer dans vos projets." + 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 " @@ -30,12 +40,47 @@ msgstr "" "réserve pour vous faire gagner du temps dans la création de jeux. Et vous " "pouvez apprendre tout cela en parcourant la documentation." +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 "" +"Par où commencer ? Vous trouverez ci-dessous quelques pages pour commencer à " +"explorer et à développer ce que vous avez appris jusqu'à présent." + +msgid "" +"But before that, here's a link to download a completed version of the " +"project: ``_." +msgstr "" +"Mais avant cela, voici un lien pour télécharger une version achevée du " +"projet : ``_." + msgid "Exploring the manual" msgstr "Exploration du manuel" +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 "" +"Le manuel est votre allié lorsque vous avez un doute ou que vous êtes " +"curieux de découvrir une fonctionnalité. Il ne contient pas de tutoriels sur " +"des genres ou des mécanismes de jeu spécifiques. Il explique plutôt le " +"fonctionnement général de Godot. Vous y trouverez des informations sur la " +"2D, la 3D, la physique, le rendu et les performances, et bien plus encore." + msgid "Here are the sections we recommend you to explore next:" msgstr "Voici les sections que nous vous recommandons d'explorer ensuite :" +msgid "" +"Read the :ref:`Scripting section ` to learn " +"essential programming features you'll use in every project." +msgstr "" +"Lisez la section :ref:`Scripting section ` pour " +"apprendre les fonctions de programmation essentielles que vous utiliserez " +"dans chaque projet." + msgid "" "The :ref:`3D ` and :ref:`Physics ` sections will teach you more about 3D game creation in the engine." @@ -58,5 +103,9 @@ msgstr "" "Vous pouvez commencer par ceux-ci ou, si vous préférez, regarder le menu " "latéral à gauche et choisir vos options." -msgid "Translation status" -msgstr "État de la traduction" +msgid "" +"We hope you enjoyed this tutorial series, and we're looking forward to " +"seeing what you achieve using Godot." +msgstr "" +"Nous espérons que vous avez apprécié cette série de tutoriels, et nous " +"sommes impatients de voir ce que vous réaliserez avec Godot." diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/first_3d_game/index.po b/sphinx/po/fr/LC_MESSAGES/getting_started/first_3d_game/index.po index fd53d5ac61..625adbfd94 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/first_3d_game/index.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/first_3d_game/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -35,8 +35,8 @@ msgid "" "will both **recognize patterns** you learned in the previous tutorial and " "**build upon them** with new code and features." msgstr "" -"Le jeu que nous allons coder ici est similaire à :ref:" -"`doc_votre_premier_jeu_2d`, avec une particularité : vous pouvez maintenant " +"Le jeu que nous allons coder ici est similaire à :ref:" +"`doc_your_first_2d_game`, avec une particularité : vous pouvez maintenant " "sauter et votre but est d'écraser les ennemis. De cette façon, vous allez à " "la fois **reconnaître les schémas** que vous avez appris dans le tutoriel " "précédent et **vous appuyer sur eux** avec un nouveau code et de nouvelles " @@ -78,6 +78,20 @@ msgstr "Dessiner une interface utilisateur sur un jeu 3D." msgid "And more." msgstr "Et plus encore." +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 `__." +msgstr "" +"Ce tutoriel est destiné aux débutants qui ont suivi la série \"Pour " +"commencer\" complète. Nous commencerons doucement avec des instructions " +"détaillées, et nous les raccourcirons au fur et à mesure que nous ferons des " +"étapes similaires. Si vous êtes un programmeur expérimenté, vous pouvez " +"parcourir le code source complet de la démo ici : `Code source de Squash the " +"Creep `__." + 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 " @@ -89,6 +103,16 @@ msgstr "" "commencer par la 2D. Le code des jeux en 3D est toujours plus complexe et la " "série 2D vous donnera les bases pour suivre plus confortablement." +msgid "" +"We prepared some game assets so we can jump straight to the code. You can " +"download them here: `Squash the Creeps assets `__." +msgstr "" +"Nous avons préparé quelques assets afin de pouvoir passer directement au " +"code. Vous pouvez les télécharger ici : `Assets de Squash the Creeps " +"`__." + 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 " @@ -104,6 +128,3 @@ msgstr "" msgid "Contents" msgstr "Contenu" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/introduction/first_look_at_the_editor.po b/sphinx/po/fr/LC_MESSAGES/getting_started/introduction/first_look_at_the_editor.po index 56484ea053..aaa1ec698f 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/introduction/first_look_at_the_editor.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/introduction/first_look_at_the_editor.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,9 +11,6 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -msgid "First look at Godot's editor" -msgstr "Premier coup d’œil à l'éditeur de Godot" - 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." @@ -22,52 +19,17 @@ msgstr "" "allons regarder les différents écrans principaux et docks pour vous aider à " "vous situer." -msgid "" -"For a comprehensive breakdown of the editor's interface and how to use it, " -"see the :ref:`Editor manual `." -msgstr "" -"Pour une description complète de l'interface de l'éditeur et de son " -"utilisation, consultez le :ref:`Manuel de l'éditeur `." - msgid "The Project Manager" msgstr "Le Gestionnaire de projets" -msgid "" -"When you launch Godot, the first window you see is the Project Manager. In " -"the default tab **Local Projects**, you can manage existing projects, import " -"or create new ones, and more." -msgstr "" -"La première fenêtre que vous voyez en ouvrant Godot est le Gestionnaire de " -"projets. Dans l'onglet par défaut **Projets locaux**, vous pouvez gérer les " -"projets existants, importer ou créer de nouveaux projets, et plus." - msgid "" "To learn the Project Manager's ins and outs, read :ref:`doc_project_manager`." msgstr "" "Pour en apprendre plus sur le Gestionnaire de projets, lisez :ref:" "`doc_project_manager`." -msgid "" -"When you open a new or an existing project, the editor's interface appears. " -"Let's look at its main areas." -msgstr "" -"Lorsque vous ouvrez un nouveau projet ou un projet existant, l'interface de " -"l'éditeur apparaît. Examinons ses zones principales." - -msgid "" -"By default, it features **menus**, **main screens**, and playtest buttons " -"along the window's top edge." -msgstr "" -"Par défaut, elle comporte des **menus**, des **écrans principaux** et des " -"boutons de test de jeu le long du bord supérieur de la fenêtre." - -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 "" -"Au centre se trouve le **viewport** avec sa **barre d'outils** en haut, où " -"vous trouverez des outils pour déplacer, mettre à l'échelle ou verrouiller " -"les nœuds de la scène." +msgid "First look at Godot's editor" +msgstr "Premier coup d’œil à l'éditeur de Godot" msgid "" "On either side of the viewport sit the **docks**. And at the bottom of the " @@ -76,58 +38,9 @@ msgstr "" "De chaque côté de la fenêtre se trouvent les **docks**. Et en bas de la " "fenêtre se trouve le **panneau inférieur**." -msgid "" -"The toolbar changes based on the context and selected node. Here is the 2D " -"toolbar." -msgstr "" -"La barre d'outils change en fonction du contexte et du nœud sélectionné. " -"Voici la barre d'outils 2D." - -msgid "Below is the 3D one." -msgstr "Ci-dessous, vous trouverez la version 3D." - -msgid "" -"Let's look at the docks. The **FileSystem** dock lists your project files, " -"including scripts, images, audio samples, and more." -msgstr "" -"Examinons les docks. Le dock **Système de fichiers** répertorie les fichiers " -"de votre projet, qu'il s'agisse de scripts, d'images, d'échantillons audio " -"ou autres." - -msgid "The **Scene** dock lists the active scene's nodes." -msgstr "Le dock **Scène** liste les nœuds de la scène active." - -msgid "The **Inspector** allows you to edit the properties of a selected node." -msgstr "" -"L'**Inspecteur** vous permet de modifier les propriétés d'un nœud " -"sélectionné." - -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 "" -"Le **panneau inférieur**, situé sous le viewport, est l'hôte de la console " -"de débogage, de l'éditeur d'animation, du mixeur audio, etc. Ils peuvent " -"prendre un espace précieux, c’est pourquoi ils sont repliés par défaut." - -msgid "" -"When you click on one, it expands vertically. Below, you can see the " -"animation editor opened." -msgstr "" -"Lorsque vous cliquez sur l'un d'eux, il s'étend verticalement. Ci-dessous, " -"vous pouvez voir l'éditeur d'animation ouvert." - msgid "The four main screens" msgstr "Les quatre écrans principaux" -msgid "" -"There are four main screen buttons centered at the top of the editor: 2D, " -"3D, Script, and AssetLib." -msgstr "" -"Il y a quatre boutons d'écran principal centrés en haut de l'éditeur : 2D, " -"3D, Script, et 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." @@ -142,19 +55,12 @@ msgstr "" "Dans l'écran **3D**, vous pouvez travailler avec des maillages, des lumières " "et concevoir des niveaux pour des jeux en 3D." -msgid "" -"Notice the perspective button under the toolbar. Clicking on it opens a list " -"of options related to the 3D view." -msgstr "" -"Remarquez le bouton de perspective sous la barre d'outils. En cliquant " -"dessus, vous ouvrez une liste d'options liées à la vue 3D." - msgid "" "Read :ref:`doc_introduction_to_3d` for more detail about the **3D main " "screen**." msgstr "" -"Lisez :ref:`doc_introduction_to_3d` pour plus de détails sur l'écran " -"principal **3D**." +"Lisez :ref:`doc_introduction_to_3d` pour plus de détails sur l'**écran " +"principal 3D**." msgid "" "The **Script screen** is a complete code editor with a debugger, rich auto-" @@ -163,13 +69,6 @@ msgstr "" "L'**Écran Script** est un éditeur de code complet avec un débogueur, une " "riche auto-complétion et une référence de code intégrée." -msgid "" -"Finally, the **AssetLib** is a library of free and open source add-ons, " -"scripts, and assets to use in your projects." -msgstr "" -"Enfin, **AssetLib** est une bibliothèque de modules complémentaires, de " -"scripts et de ressources gratuits et open-source à utiliser dans vos projets." - msgid "" "You can learn more about the asset library in :ref:`doc_what_is_assetlib`." msgstr "" @@ -198,6 +97,13 @@ msgstr "" msgid "Clicking on the Help menu and Search Help." msgstr "Cliquer sur le menu Aide et Rechercher dans l'aide." +msgid "" +":kbd:`Ctrl + Click` (:kbd:`Cmd + Click` on macOS) on a class name, function " +"name, or built-in variable in the script editor." +msgstr "" +":kbd:`Ctrl + Click` (:kbd:`Cmd + Click` sur macOS) sur un nom de classe, un " +"nom de fonction ou une variable intégrée dans l'éditeur de script." + 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." @@ -212,6 +118,3 @@ msgid "" msgstr "" "Double-cliquez sur un élément pour ouvrir la page correspondante dans " "l'écran principal Script." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/introduction/godot_design_philosophy.po b/sphinx/po/fr/LC_MESSAGES/getting_started/introduction/godot_design_philosophy.po index 85fbd7b858..71fefff7c3 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/introduction/godot_design_philosophy.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/introduction/godot_design_philosophy.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -43,14 +43,6 @@ msgstr "" "moteurs. Pour savoir si un moteur peut convenir à votre projet, vous devez " "l'essayer vous-même et comprendre sa conception et ses limites." -msgid "" -"Please watch `Godot explained in 5 minutes `_ if you're looking for an overview of the engine's features." -msgstr "" -"Veuillez regarder `Godot explained in 5 minutes `_ (vidéo en Anglais) pour un aperçu des fonctionnalités " -"du moteur." - msgid "Object-oriented design and composition" msgstr "Design et composition orientées objet" @@ -150,7 +142,7 @@ msgstr "" "avec un shader personnalisé." msgid "All-inclusive package" -msgstr "Forfait tout compris" +msgstr "Formule tout compris" msgid "" "Godot tries to provide its own tools to answer most common needs. It has a " @@ -296,6 +288,19 @@ msgstr "" "fonctionnalités apportées par les développeurs du moteur se focalisent " "souvent sur ce qui profitera d'abord au plus grand nombre d'utilisateurs." +msgid "" +"That said, although a handful of core developers work on it full-time, the " +"project has thousands of 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 "" +"Cela dit, bien qu'une poignée de développeurs y travaillent à plein temps, " +"le projet compte plus de 600 contributeurs au moment de la rédaction. Des " +"programmeurs bénévoles travaillent sur des fonctions dont ils peuvent avoir " +"besoin eux-mêmes, de sorte que vous verrez des améliorations partout dans le " +"moteur à chaque version majeure." + msgid "The Godot editor is a Godot game" msgstr "L'éditeur Godot est un jeu Godot" @@ -369,6 +374,3 @@ msgstr "" "pour les scènes 2D est le pixel**. Même si les moteurs sont distincts, vous " "pouvez faire un rendu 2D en 3D, 3D en 2D, et superposer des sprites et des " "interfaces 2D avec votre monde 3D." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/introduction/index.po b/sphinx/po/fr/LC_MESSAGES/getting_started/introduction/index.po index f8bd88d626..df2b51a48f 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/introduction/index.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/introduction/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -32,6 +32,3 @@ msgstr "" "Godot?\". Nous vous introduirons aux concepts essentiels du moteur, vous " "guiderons à travers l'interface de l'éditeur, et vous donnerons quelques " "astuces pour tirer le meilleur parti de votre temps d'apprentissage." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/introduction/introduction_to_godot.po b/sphinx/po/fr/LC_MESSAGES/getting_started/introduction/introduction_to_godot.po index 6fe8119a3d..405cceb784 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/introduction/introduction_to_godot.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/introduction/introduction_to_godot.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -230,6 +230,3 @@ msgid "" msgstr "" "Dans la partie suivante, vous aurez un aperçu des concepts essentiels du " "moteur." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/introduction/key_concepts_overview.po b/sphinx/po/fr/LC_MESSAGES/getting_started/introduction/key_concepts_overview.po index 35de67bf51..59b132b019 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/introduction/key_concepts_overview.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/introduction/key_concepts_overview.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -186,6 +186,3 @@ msgstr "" "Après ce bref exposé, vous avez probablement de nombreuses questions. Soyez " "patient car vous obtiendrez de nombreuses réponses tout au long de la série " "pour commencer." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/introduction/learn_to_code_with_gdscript.po b/sphinx/po/fr/LC_MESSAGES/getting_started/introduction/learn_to_code_with_gdscript.po index 42809b6793..67f7343840 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/introduction/learn_to_code_with_gdscript.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/introduction/learn_to_code_with_gdscript.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,12 +11,69 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" +msgid "Learn to code with GDScript" +msgstr "Apprendre à coder avec GDScript" + +msgid "" +"In Godot, you can write code using the GDScript and C# programming languages." +msgstr "" +"Dans Godot, vous pouvez écrire du code en utilisant les langages de " +"programmation GDScript et C#." + +msgid "" +"If you are new to programming, we recommend starting with GDScript because " +"we designed it to be simpler than all-purpose languages like C#. It will be " +"both faster and easier to learn." +msgstr "" +"Si vous débutez en programmation, nous vous conseillons de commencer avec " +"GDScript car nous l'avons conçu pour être plus simple que les languages " +"polyvalents comme C#. Il sera à la fois plus rapide et plus facile à " +"apprendre." + +msgid "" +"While GDScript is a language specific to Godot, the techniques you will " +"learn with it will apply to other programming languages." +msgstr "" +"Bien que GDScript soit un langage spécifique à Godot, les concepts que vous " +"apprendrez avec lui s'appliqueront à d'autres langages de programmation." + +msgid "" +"Note that it is completely normal for a programmer to learn and use multiple " +"languages. Programming languages have more similarities than differences, so " +"once you know one, you can learn another much faster." +msgstr "" +"Notez qu'il est tout à fait normal pour un développeur d'apprendre et " +"d'utiliser plusieurs langages. Les langages de programmation ont plus de " +"similitudes que de différences, donc une fois que vous en maîtrisez un, vous " +"pouvez en apprendre un autre beaucoup plus rapidement." + +msgid "Learn in your browser with the GDScript app" +msgstr "Apprenez depuis votre navigateur avec l'application web GDScript" + +msgid "" +"To learn GDScript, you can use the app Learn GDScript From Zero. It is a " +"complete beginner course with interactive practices you can do right in your " +"browser." +msgstr "" +"Pour apprendre GDScript, vous pouvez utiliser l'application Learn GDScript " +"From Zero. Il s'agit d'un cours complet pour débutants avec des exercices " +"interactifs que vous pouvez réaliser directement dans votre navigateur." + +msgid "Click here to access the app: `Learn GDScript From Zero app`_" +msgstr "" +"Cliquez ici pour accéder à l'application : `Learn GDScript From Zero app`_" + +msgid "" +"This app is an open-source project. To report bugs or contribute, head to " +"the app's source code repository: `GitHub repository`_." +msgstr "" +"Cette application est un projet open source. Pour signaler des bugs ou " +"contribuer, rendez-vous sur le dépôt du code source de l'application : " +"`GitHub repository`_." + msgid "" "In the next part, you will get an overview of the engine's essential " "concepts." msgstr "" "Dans la partie suivante, vous aurez un aperçu des concepts essentiels du " "moteur." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/introduction/learning_new_features.po b/sphinx/po/fr/LC_MESSAGES/getting_started/introduction/learning_new_features.po index 4f82032da7..37c04520b8 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/introduction/learning_new_features.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/introduction/learning_new_features.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -65,8 +65,8 @@ msgid "" "To browse it online, head to the manual's :ref:`Class Reference " "` section." msgstr "" -"Pour la consulter en ligne, rendez-vous dans la section :ref:`Class " -"Reference ` du manuel." +"Pour la consulter en ligne, rendez-vous dans la section :ref:`Références de " +"classes ` du manuel." msgid "A class reference's page tells you:" msgstr "Une page de référence de classe vous indique :" @@ -103,6 +103,16 @@ msgstr "" "`godot-docs `_ GitHub pour " "le signaler." +msgid "" +"You can hold :kbd:`Ctrl` (macOS :kbd:`Cmd`) and then mouseover text like the " +"name of a class, property, method, signal, or constant to underline it, " +"then :kbd:`Ctrl + Click` (macOS :kbd:`Cmd + Click`) it to jump to it." +msgstr "" +"Vous pouvez maintenir :kbd:`Ctrl` (macOS :kbd:`Cmd`) puis passer la souris " +"sur du texte comme le nom d'une classe, d'une propriété, d'une méthode, d'un " +"signal ou d'une constante pour le souligner, puis :kbd:`Ctrl + Click` " +"(macOS :kbd:`Cmd + Click`) dessus pour y accéder." + msgid "Learning to think like a programmer" msgstr "Apprendre à penser comme un programmeur" @@ -166,7 +176,7 @@ msgid "" "your problem on this website or using your preferred search engine." msgstr "" "Le meilleur endroit pour poser des questions et trouver celles auxquelles on " -"a déjà répondu est le site officiel `Questions & Answers `_. Ces réponses apparaissent dans les résultats des " "moteurs de recherche et sont enregistrées, ce qui permet aux autres " "utilisateurs de bénéficier des discussions sur la plateforme. Une fois que " @@ -231,6 +241,28 @@ msgstr "" "Par conséquent, vous devez considérer ces scènes comme faisant partie de " "votre code source." +msgid "" +"Also, please don't take a picture with your phone, the low quality and " +"screen reflections can make it hard to understand the image. Your operating " +"system should have a built-in tool to take screenshots with the :kbd:`PrtSc` " +"(Print Screen) key (macOS: use :kbd:`Cmd + Shift + 3` for a full screen " +"shot, `more information here `_)." +msgstr "" +"De plus, ne prenez pas de photo avec votre téléphone, la mauvaise qualité et " +"les reflets de l'écran peuvent rendre l'image difficile à comprendre. Votre " +"système d'exploitation doit disposer d'un outil intégré pour prendre des " +"captures d'écran avec la touche Impr écran :kbd:`PrtSc` (macOS : utilisez " +"`Cmd + Maj + 3` pour une capture d'écran complète, `plus d'informations ici " +"`_ )." + +msgid "" +"Alternatively, you can use a program like `ShareX `_ " +"on Windows, or `FlameShot `_ on Linux." +msgstr "" +"Vous pouvez également utiliser un programme comme `ShareX `_ sous Windows ou `FlameShot `_ sous Linux." + msgid "" "Sharing a video of your running game can also be really **useful to " "troubleshoot your game**. You can use programs like `OBS Studio \n" @@ -39,6 +39,3 @@ msgstr "" "pour explorer d'autres fonctionnalités dans d'autres sections. Nous avons " "également inclus des liens vers des pages qui couvrent un sujet donné de " "manière approfondie lorsque cela était nécessaire." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/instancing.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/instancing.po index daaf3e1d34..028a1dc6c4 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/instancing.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/instancing.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -46,8 +46,19 @@ msgid "" msgstr "" "Voici un exemple de balle. Il est composé d'un nœud :ref:`RigidBody2D " "` à la racine appelé Ball, permettant à la balle de " -"tomber et de rebondir sur les murs, d'un nœud :ref:`Sprite `, " -"et d'un nœud :ref:`CollisionShape2D `." +"tomber et de rebondir sur les murs, d'un nœud :ref:`Sprite2D " +"`, et d'un nœud :ref:`CollisionShape2D " +"`." + +msgid "" +"Once you have saved a scene, it works as a blueprint: you can reproduce it " +"in other scenes as many times as you'd like. Replicating an object from a " +"template like this is called **instancing**." +msgstr "" +"Une fois que vous avez sauvegardé une scène, elle fonctionne comme un " +"modèle : vous pouvez la reproduire dans d'autres scènes autant de fois que " +"vous le souhaitez. La reproduction d'un objet à partir d'un modèle de ce " +"type est appelée **instanciation**." msgid "" "As we mentioned in the previous part, instanced scenes behave like a node: " @@ -59,12 +70,71 @@ msgstr "" "défaut. Lorsque vous instanciez la balle, vous ne voyez que le nœud Ball. " "Remarquez également que chaque duplicata a un nom unique." +msgid "" +"Every instance of the Ball scene starts with the same structure and " +"properties as ``ball.tscn``. However, you can modify each independently, " +"such as changing how they bounce, how heavy they are, or any property " +"exposed by the source scene." +msgstr "" +"Chaque instance de la scène Ball commence avec la même structure et les " +"mêmes propriétés que ``ball.tscn``. Cependant, vous pouvez modifier chacune " +"d'elles indépendamment, par exemple en changeant la façon dont elles " +"rebondissent, leur poids ou toute propriété exposée par la scène source." + msgid "In practice" msgstr "En pratique" +msgid "" +"Let's use instancing in practice to see how it works in Godot. We invite you " +"to download the ball's sample project we prepared for you: " +"`instancing_starter.zip `_." +msgstr "" +"Utilisons l'instanciation en pratique pour voir comment elle fonctionne dans " +"Godot. Nous vous invitons à télécharger le projet d'exemple de la balle que " +"nous avons préparé pour vous : `instancing_starter.zip `_." + +msgid "" +"Extract the archive on your computer. To import it, you need the Project " +"Manager. The Project Manager is accessed by opening Godot, or if you already " +"have Godot opened, click on *Project -> Quit to Project List* (:kbd:`Ctrl + " +"Shift + Q`, :kbd:`Ctrl + Option + Cmd + Q` on macOS)" +msgstr "" +"Extrayez l'archive sur votre ordinateur. Pour l'importer, vous avez besoin " +"du gestionnaire de projets. Le gestionnaire de projets est accessible en " +"ouvrant Godot, ou si vous avez déjà Godot ouvert, cliquez sur *Projet -> " +"Quitter vers la liste des projets* (:kbd:`Ctrl + Shift + Q`, :kbd:`Ctrl + " +"Option + Cmd + Q` sur macOS)" + +msgid "" +"In the Project Manager, click the *Import* button to import the project." +msgstr "" +"Dans le gestionnaire de projets, cliquez sur le bouton *Importer* pour " +"importer le projet." + +msgid "" +"In the pop-up that appears navigate to the folder you extracted. Double-" +"click the ``project.godot`` file to open it." +msgstr "" +"Dans la fenêtre contextuelle qui apparaît, accédez au dossier que vous avez " +"extrait. Double-cliquez sur le fichier ``project.godot`` pour l'ouvrir." + msgid "Finally, click the Import & Edit button." msgstr "Enfin, cliquez sur le bouton Importer et Modifier." +msgid "" +"The project contains two packed scenes: ``main.tscn``, containing walls " +"against which the ball collides, and ``ball.tscn``. The Main scene should " +"open automatically. If you're seeing an empty 3D scene instead of the main " +"scene, click the 2D button at the top of the screen." +msgstr "" +"Le projet contient deux scènes compactes : ``main.tscn``, contenant les murs " +"contre lesquels la balle entre en collision, et ``ball.tscn``. La scène " +"principale devrait s'ouvrir automatiquement. Si vous voyez une scène 3D vide " +"au lieu de la scène principale, cliquez sur le bouton 2D en haut de l'écran." + msgid "" "Let's add a ball as a child of the Main node. In the Scene dock, select the " "Main node. Then, click the link icon at the top of the scene dock. This " @@ -85,6 +155,13 @@ msgstr "La balle apparaît dans le coin supérieur gauche du viewport." msgid "Click on it and drag it towards the center of the view." msgstr "Cliquez dessus et faites-le glisser vers le centre de la vue." +msgid "" +"Play the game by pressing :kbd:`F5` (:kbd:`Cmd + B` on macOS). You should " +"see it fall." +msgstr "" +"Jouez au jeu en appuyant sur :kbd:`F5` (:kbd:`Cmd + B` sur macOS). Vous " +"devriez le voir tomber." + msgid "" "Now, we want to create more instances of the Ball node. With the ball still " "selected, press :kbd:`Ctrl + D` (:kbd:`Cmd + D` on macOS) to call the " @@ -124,6 +201,16 @@ msgstr "" "Modifiez les propriétés d'une balle sans affecter les autres en utilisant " "l'inspecteur." +msgid "" +"Change the default properties of every Ball by opening the ``ball.tscn`` " +"scene and making a change to the Ball node there. Upon saving, all instances " +"of the Ball in the project will see their values update." +msgstr "" +"Modifiez les propriétés par défaut de toutes les balles en ouvrant la scène " +"``ball.tscn`` et en apportant une modification au nœud Ball. Après avoir " +"enregistré les changements, toutes les instances de Ball dans le projet se " +"verront mises à jour." + msgid "" "Changing a property on an instance always overrides values from the " "corresponding packed scene." @@ -131,6 +218,24 @@ msgstr "" "La modification d'une propriété sur une instance a toujours priorité sur les " "valeurs de la scène emballée correspondante." +msgid "" +"Set its Bounce property to ``0.5`` by clicking on the number field, typing " +"``0.5``, and pressing :kbd:`Enter`." +msgstr "" +"Définissez sa propriété Bounce à ``0.5`` en cliquant sur le champ numérique, " +"en tapant ``0.5`` et en appuyant sur :kbd:`Enter`." + +msgid "" +"Play the game by pressing :kbd:`F5` (:kbd:`Cmd + B` on macOS) and notice how " +"all balls now bounce a lot more. As the Ball scene is a template for all " +"instances, modifying it and saving causes all instances to update " +"accordingly." +msgstr "" +"Jouez au jeu en appuyant sur :kbd:`F5` (:kbd:`Cmd + B` sur macOS) et " +"remarquez comment toutes les balles rebondissent désormais beaucoup plus. " +"Comme la scène Ball est un modèle pour toutes les instances, la modifier et " +"l'enregistrer entraîne la mise à jour de toutes les instances en conséquence." + msgid "" "Let's now adjust an individual instance. Head back to the Main scene by " "clicking on the corresponding tab above the viewport." @@ -211,6 +316,16 @@ msgstr "" "de vue du joueur. Les flèches vous indiquent quelle scène possède quelle " "entité." +msgid "" +"Once you have a diagram, we recommend creating a scene for each element " +"listed in it to develop your game. You'll use instancing, either by code or " +"directly in the editor, to build your tree of scenes." +msgstr "" +"Une fois que vous avez un diagramme, nous vous recommandons de créer une " +"scène pour chaque élément répertorié afin de développer votre jeu. Vous " +"utiliserez l'instanciation, soit par code, soit directement dans l'éditeur, " +"pour construire votre arbre de scènes." + msgid "" "Programmers tend to spend a lot of time designing abstract architectures and " "trying to fit components into it. Designing based on scenes makes " @@ -275,6 +390,13 @@ msgstr "" msgid "Summary" msgstr "Résumé" +msgid "" +"Instancing, the process of producing an object from a blueprint, has many " +"handy uses. With scenes, it gives you:" +msgstr "" +"L'instanciation, le processus de création d'un objet à partir d'un modèle, a " +"de nombreux usages pratiques. Avec les scènes, il vous donne :" + msgid "The ability to divide your game into reusable components." msgstr "La possibilité de diviser votre jeu en composants réutilisables." @@ -286,6 +408,3 @@ msgid "" msgstr "" "Un langage pour réfléchir à la structure de votre projet de jeu de manière " "naturelle." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/nodes_and_scenes.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/nodes_and_scenes.po index 5e6f88be08..9092da964a 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/nodes_and_scenes.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/nodes_and_scenes.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -37,11 +37,14 @@ msgstr "" "peuvent afficher une image, jouer un son, représenter une caméra, et bien " "plus encore." +msgid "All nodes have the following characteristics:" +msgstr "Tous les nœuds ont les caractéristiques suivantes :" + msgid "A name." msgstr "Un nom." msgid "Editable properties." -msgstr "Propriétés modifiables." +msgstr "Des propriétés modifiables." msgid "They receive callbacks to update every frame." msgstr "Ils reçoivent des callbacks pour mettre à jour chaque image." @@ -52,6 +55,24 @@ msgstr "Vous pouvez les étendre avec de nouvelles propriétés et fonctions." msgid "You can add them to another node as a child." msgstr "Vous pouvez les ajouter à un autre nœud en tant qu’enfant." +msgid "" +"The last characteristic is important. **Together, nodes form a tree**, which " +"is a powerful feature to organize projects. Since different nodes have " +"different functions, combining them produces more complex behavior. As we " +"saw before, you can build a playable character the camera follows using a :" +"ref:`CharacterBody2D ` node, a :ref:`Sprite2D " +"` node, a :ref:`Camera2D ` node, and a :ref:" +"`CollisionShape2D ` node." +msgstr "" +"La dernière caractéristique est importante. **Ensemble, les nœuds forment un " +"arbre**, ce qui est une fonctionnalité puissante pour organiser les projets. " +"Étant donné que les différents nœuds ont des fonctions différentes, leur " +"combinaison produit un comportement plus complexe. Comme nous l'avons vu " +"précédemment, vous pouvez créer un personnage jouable que la caméra suit en " +"utilisant un nœud :ref:`CharacterBody2D `, un nœud :" +"ref:`Sprite2D `, un nœud :ref:`Camera2D ` et " +"un nœud :ref:`CollisionShape2D `." + msgid "Scenes" msgstr "Les scènes" @@ -93,6 +114,19 @@ msgstr "" "votre application. Il s'agit de la scène que Godot charge en premier lorsque " "vous ou un joueur lance le jeu." +msgid "On top of acting like nodes, scenes have the following characteristics:" +msgstr "" +"En plus d’agir comme des nœuds, les scènes ont les caractéristiques " +"suivantes :" + +msgid "They always have one root node, like the \"Player\" in our example." +msgstr "" +"Ils ont toujours un nœud racine, comme le \"Player\" dans notre exemple." + +msgid "You can save them to your local drive and load them later." +msgstr "" +"Vous pouvez les enregistrer sur votre disque dur et les charger plus tard." + msgid "" "You can create as many instances of a scene as you'd like. You could have " "five or ten characters in your game, created from your Character scene." @@ -104,10 +138,49 @@ msgstr "" msgid "Creating your first scene" msgstr "Créer votre première scène" +msgid "" +"Let's create our first scene with a single node. To do so, you will need to :" +"ref:`create a new project ` first. " +"After opening the project, you should see an empty editor." +msgstr "" +"Créons notre première scène avec un seul nœud. Pour ce faire, vous devrez " +"d'abord :ref:`créer un nouveau projet " +"`. Après avoir ouvert le projet, vous " +"devriez voir un éditeur vide." + +msgid "" +"In an empty scene, the Scene dock on the left shows several options to add a " +"root node quickly. \"2D Scene\" adds a :ref:`Node2D ` node, " +"\"3D Scene\" adds a :ref:`Node3D ` node, and \"User " +"Interface\" adds a :ref:`Control ` node. These presets are " +"here for convenience; they are not mandatory. \"Other Node\" lets you select " +"any node to be the root node. In an empty scene, \"Other Node\" is " +"equivalent to pressing the \"Add Child Node\" button at the top-left of the " +"Scene dock, which usually adds a new node as a child of the currently " +"selected node." +msgstr "" +"Dans une scène vide, le dock Scène sur la gauche affiche plusieurs options " +"pour ajouter rapidement un nœud racine. \"Scène 2D\" ajoute un nœud :ref:" +"`Node2D `, \"Scène 3D\" ajoute un nœud :ref:`Node3D " +"` et \"Interface utilisateur\" ajoute un nœud :ref:`Control " +"`. Ces préréglages sont là pour plus de commodité ; ils ne " +"sont pas obligatoires. \"Autre nœud\" vous permet de sélectionner n'importe " +"quel nœud comme nœud racine. Dans une scène vide, \"Autre nœud\" équivaut à " +"appuyer sur le bouton \"Ajouter un nœud enfant\" en haut à gauche du dock " +"Scène, ce qui ajoute généralement un nouveau nœud en tant qu'enfant du nœud " +"actuellement sélectionné." + +msgid "" +"We're going to add a single :ref:`Label ` node to our scene. " +"Its function is to draw text on the screen." +msgstr "" +"Nous allons ajouter un seul nœud :ref:`Label ` à notre scène. " +"Sa fonction est de dessiner du texte sur l'écran." + msgid "" "Press the \"Add Child Node\" button or \"Other Node\" to create a root node." msgstr "" -"Appuyez sur le bouton « Ajouter un nœud enfant » ou « Autre nœud » pour " +"Appuyez sur le bouton \"Ajouter un nœud enfant\" ou \"Autre nœud\" pour " "créer un nœud racine." msgid "The Create Node dialog opens, showing the long list of available nodes." @@ -161,6 +234,15 @@ msgstr "" "Vous verrez le texte se dessiner dans la fenêtre d'affichage au fur et à " "mesure que vous tapez." +msgid "" +"You can edit any property listed in the Inspector as we did with the Text. " +"For a complete reference of the Inspector dock, see :ref:" +"`doc_editor_inspector_dock`." +msgstr "" +"Vous pouvez modifier n'importe quelle propriété répertoriée dans " +"l'inspecteur comme nous l'avons fait avec le texte. Pour une référence " +"complète du dock Inspecteur, voir :ref:`doc_editor_inspector_dock`." + msgid "" "You can move your Label node in the viewport by selecting the move tool in " "the toolbar." @@ -187,6 +269,14 @@ msgstr "" "en haut à droite de l'écran ou appuyez sur :kbd:`F6` (:kbd:`Cmd + R` sur " "macOS)." +msgid "" +"A popup invites you to save the scene, which is required to run it. Click " +"the Save button in the file browser to save it as ``label.tscn``." +msgstr "" +"Une fenêtre contextuelle vous invite à enregistrer la scène, ce qui est " +"nécessaire pour l'exécuter. Cliquez sur le bouton Enregistrer dans le " +"navigateur de fichiers pour l'enregistrer sous le nom \"label.tscn\"." + msgid "" "The Save Scene As dialog, like other file dialogs in the editor, only allows " "you to save files inside the project. The ``res://`` path at the top of the " @@ -208,13 +298,37 @@ msgstr "" "L'application doit s'ouvrir dans une nouvelle fenêtre et afficher le texte " "\"Hello World\"." +msgid "" +"Close the window or press :kbd:`F8` (:kbd:`Cmd + .` on macOS) to quit the " +"running scene." +msgstr "" +"Fermez la fenêtre ou appuyez sur :kbd:`F8` (:kbd:`Cmd + .` sur macOS) pour " +"quitter la scène en cours d'exécution." + msgid "Setting the main scene" msgstr "Mise en place de la scène principale" +msgid "" +"To run our test scene, we used the Run Current Scene button. Another button " +"next to it allows you to set and run the project's main scene. You can " +"press :kbd:`F5` (:kbd:`Cmd + B` on macOS) to do so." +msgstr "" +"Pour exécuter notre scène de test, nous avons utilisé le bouton Exécuter la " +"scène actuelle. Un autre bouton à côté vous permet de définir et d'exécuter " +"la scène principale du projet. Vous pouvez appuyer sur :kbd:`F5` (:kbd:`Cmd " +"+ B` sur macOS) pour le faire." + msgid "A popup window appears and invites you to select the main scene." msgstr "" "Une fenêtre popup apparaît et vous invite à sélectionner la scène principale." +msgid "" +"Click the Select button, and in the file dialog that appears, double click " +"on ``label.tscn``." +msgstr "" +"Cliquez sur le bouton Sélectionner et dans la boîte de dialogue de fichier " +"qui apparaît, double-cliquez sur ``label.tscn``." + msgid "" "The demo should run again. Moving forward, every time you run the project, " "Godot will use this scene as a starting point." @@ -222,12 +336,22 @@ msgstr "" "La démo devrait fonctionner à nouveau. À l'avenir, chaque fois que vous " "exécuterez le projet, Godot utilisera cette scène comme point de départ." +msgid "" +"The editor saves the main scene's path in a project.godot file in your " +"project's directory. While you can edit this text file directly to change " +"project settings, you can also use the \"Project -> Project Settings\" " +"window to do so. For more information, see :ref:`doc_project_settings`." +msgstr "" +"L'éditeur enregistre le chemin de la scène principale dans un fichier " +"project.godot dans le répertoire de votre projet. Bien que vous puissiez " +"modifier directement ce fichier texte pour modifier les paramètres du " +"projet, vous pouvez également utiliser la fenêtre \"Projet -> Paramètres du " +"projet\" pour le faire. Pour plus d'informations, voir :ref:" +"`doc_project_settings`." + msgid "" "In the next part, we will discuss another key concept in games and in Godot: " "creating instances of a scene." msgstr "" "Dans la prochaine partie, nous aborderons un autre concept clé dans les jeux " "et dans Godot : la création d'instances d'une scène." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/scripting_first_script.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/scripting_first_script.po index b1dfd923ae..b7978c6ed5 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/scripting_first_script.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/scripting_first_script.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -40,6 +40,52 @@ msgstr "Pour en savoir plus sur C#, lire la page :ref:`bases C#`." msgid "Project setup" msgstr "Configuration du projet" +msgid "" +"Please :ref:`create a new project ` to " +"start with a clean slate. Your project should contain one picture: the Godot " +"icon, which we often use for prototyping in the community." +msgstr "" +"Veuillez :ref:`créer un nouveau projet " +"` pour partir de zéro. Votre projet " +"doit contenir une image : l'icône Godot, que nous utilisons souvent pour le " +"prototypage dans la communauté." + +msgid "" +"We need to create a Sprite2D node to display it in the game. In the Scene " +"dock, click the Other Node button." +msgstr "" +"Nous devons créer un nœud Sprite2D pour l'afficher dans le jeu. Dans le dock " +"Scène, cliquez sur le bouton Autre nœud." + +msgid "" +"Type \"Sprite2D\" in the search bar to filter nodes and double-click on " +"Sprite2D to create the node." +msgstr "" +"Tapez \"Sprite2D\" dans la barre de recherche pour filtrer les nœuds et " +"double-cliquez sur Sprite2D pour créer le nœud." + +msgid "Your Scene tab should now only have a Sprite2D node." +msgstr "" +"Votre onglet Scène devrait maintenant avoir seulement un nœud Sprite2D." + +msgid "" +"A Sprite2D node needs a texture to display. In the Inspector on the right, " +"you can see that the Texture property says \"[empty]\". To display the Godot " +"icon, click and drag the file ``icon.svg`` from the FileSystem dock onto the " +"Texture slot." +msgstr "" +"Un nœud Sprite2D a besoin d'une texture pour s'afficher. Dans l'inspecteur à " +"droite, vous pouvez voir que la propriété Texture indique \"[empty]\". Pour " +"afficher l'icône Godot, cliquez et faites glisser le fichier ``icon.png`` du " +"dock FileSystem sur l'emplacement Texture." + +msgid "" +"You can create Sprite2D nodes automatically by dragging and dropping images " +"on the viewport." +msgstr "" +"Vous pouvez créer des nœuds Sprite2D automatiquement en faisant glisser et " +"en déposant des images dans la fenêtre d'affichage." + msgid "" "Then, click and drag the icon in the viewport to center it in the game view." msgstr "" @@ -49,6 +95,14 @@ msgstr "" msgid "Creating a new script" msgstr "Créer un nouveau script" +msgid "" +"To create and attach a new script to our node, right-click on Sprite2D in " +"the scene dock and select \"Attach Script\"." +msgstr "" +"Pour créer et attacher un nouveau script à notre nœud, cliquez avec le " +"bouton droit de la souris sur Sprite2D dans le dock scène et sélectionnez " +"\"Attach Script\"." + msgid "" "The Attach Node Script window appears. It allows you to select the script's " "language and file path, among other options." @@ -57,12 +111,57 @@ msgstr "" "sélectionner la langue du script et le chemin du fichier, en plus d'autres " "options." +msgid "" +"Change the Template field from \"Node: Default\" to \"Object: Empty\" to " +"start with a clean file. Leave the other options set to their default values " +"and click the Create button to create the script." +msgstr "" +"Modifiez le champ Modèle de \"Nœud : par défaut\" à \"Objet : vide\" pour " +"démarrer avec un fichier propre. Laissez les autres options définies sur " +"leurs valeurs par défaut et cliquez sur le bouton Créer pour créer le script." + +msgid "" +"C# script names need to match their class name. In this case, you should " +"name the file ``MySprite2D.cs``." +msgstr "" +"Les noms des scripts C# doivent correspondre à leur nom de classe. Dans ce " +"cas, vous devez nommer le fichier ``MySprite2D.cs``." + +msgid "" +"The Script workspace should appear with your new ``sprite_2d.gd`` file open " +"and the following line of code:" +msgstr "" +"L'espace de travail Script devrait apparaître avec votre nouveau fichier " +"``sprite_2d.gd`` ouvert et avec la ligne de code suivante :" + +msgid "" +"Every GDScript file is implicitly a class. The ``extends`` keyword defines " +"the class this script inherits or extends. In this case, it's ``Sprite2D``, " +"meaning our script will get access to all the properties and functions of " +"the Sprite2D node, including classes it extends, like ``Node2D``, " +"``CanvasItem``, and ``Node``." +msgstr "" +"Chaque fichier GDScript est implicitement une classe. Le mot-clé ``extends`` " +"définit la classe dont ce script hérite ou étend. Dans ce cas, il s'agit de " +"``Sprite2D``, ce qui signifie que notre script aura accès à toutes les " +"propriétés et fonctions du nœud Sprite2D, y compris les classes qu'il étend, " +"comme ``Node2D``, ``CanvasItem`` et ``Node``." + +msgid "" +"In GDScript, if you omit the line with the ``extends`` keyword, your class " +"will implicitly extend :ref:`RefCounted `, which Godot " +"uses to manage your application's memory." +msgstr "" +"Dans GDScript, si vous omettez la ligne contenant le mot-clé ``extends``, " +"votre classe étendra implicitement :ref:`RefCounted `, que " +"Godot utilise pour gérer la mémoire de votre application." + msgid "" "Inherited properties include the ones you can see in the Inspector dock, " "like our node's ``texture``." msgstr "" -"Les propriétés héritées comprennent celles que vous pouvez voir dans le dock " -"inspecteur, comme notre nœuds ``texture``." +"Les propriétés héritées incluent celles que vous pouvez voir dans le dock " +"Inspecteur, comme la ``texture`` de notre nœud." msgid "" "By default, the Inspector displays a node's properties in \"Title Case\", " @@ -75,6 +174,13 @@ msgstr "" "code GDScript, ces propriétés sont en \"snake_case\", en minuscules, et les " "mots séparés par un underscore." +msgid "" +"You can hover over any property's name in the Inspector to see a description " +"and its identifier in code." +msgstr "" +"Vous pouvez survoler le nom de n'importe quelle propriété dans l'inspecteur " +"pour voir une description et son identifiant dans le code." + msgid "Hello, world!" msgstr "Hello, world !" @@ -111,8 +217,36 @@ msgstr "" "la surligne en rouge et affiche le message d'erreur suivant : \"Indentation " "inattendue\"." +msgid "" +"Save the scene as ``sprite_2d.tscn`` if you haven't already, then press :kbd:" +"`F6` (:kbd:`Cmd + R` on macOS) to run it. Look at the **Output** bottom " +"panel that expands. It should display \"Hello, world!\"." +msgstr "" +"Enregistrez la scène sous ``sprite_2d.tscn`` si vous ne l'avez pas déjà " +"fait, puis appuyez sur :kbd:`F6` (:kbd:`Cmd + R` sur macOS) pour l'exécuter. " +"Regardez le panneau inférieur **Sortie** qui s'agrandit. Il devrait afficher " +"\"Hello, world!\"." + +msgid "" +"Delete the ``_init()`` function, so you're only left with the line ``extends " +"Sprite2D``." +msgstr "" +"Supprimez la fonction ``_init()``, il ne vous reste que la ligne ``extends " +"Sprite2D``." + msgid "Turning around" -msgstr "Faire demi-tour" +msgstr "Changer la position" + +msgid "" +"It's time to make our node move and rotate. To do so, we're going to add two " +"member variables to our script: the movement speed in pixels per second and " +"the angular speed in radians per second. Add the following after the " +"``extends Sprite2D`` line." +msgstr "" +"Il est temps de faire bouger et tourner notre nœud. Pour ce faire, nous " +"allons ajouter deux variables membres à notre script : la vitesse de " +"déplacement en pixels par seconde et la vitesse angulaire en radians par " +"seconde. Ajoutez ce qui suit après la ligne ``extends Sprite2D``." msgid "" "Member variables sit near the top of the script, after any \"extends\" " @@ -134,6 +268,20 @@ msgstr "" "des fonctions intégrées et des propriétés disponibles si vous préférez " "calculer les angles en degrés à la place." +msgid "" +"To move our icon, we need to update its position and rotation every frame in " +"the game loop. We can use the ``_process()`` virtual function of the " +"``Node`` class. If you define it in any class that extends the Node class, " +"like Sprite2D, Godot will call the function every frame and pass it an " +"argument named ``delta``, the time elapsed since the last frame." +msgstr "" +"Pour déplacer notre icône, nous devons mettre à jour sa position et sa " +"rotation à chaque image de la boucle de jeu. Nous pouvons utiliser la " +"fonction virtuelle ``_process()`` de la classe ``Node``. Si vous la " +"définissez dans une classe qui étend la classe Node, comme Sprite2D, Godot " +"appellera la fonction à chaque frame et lui passera un argument nommé " +"``delta``, le temps écoulé depuis la dernière frame." + msgid "" "Games work by rendering many images per second, each called a frame, and " "they do so in a loop. We measure the rate at which a game produces images in " @@ -185,12 +333,53 @@ msgstr "" "dire les fonctions intégrées que vous pouvez surcharger pour communiquer " "avec le moteur, commencent par un trait de soulignement." +msgid "" +"The line inside the function, ``rotation += angular_speed * delta``, " +"increments our sprite's rotation every frame. Here, ``rotation`` is a " +"property inherited from the class ``Node2D``, which ``Sprite2D`` extends. It " +"controls the rotation of our node and works with radians." +msgstr "" +"La ligne à l'intérieur de la fonction, ``rotation += angular_speed * " +"delta``, incrémente la rotation de notre sprite à chaque image. Ici, " +"``rotation`` est une propriété héritée de la classe ``Node2D``, que " +"``Sprite2D`` étend. Elle contrôle la rotation de notre nœud et fonctionne " +"avec des radians." + +msgid "" +"In the code editor, you can Ctrl-click (Cmd-click on MacOS) on any built-in " +"property or function like ``position``, ``rotation``, or ``_process`` to " +"open the corresponding documentation in a new tab." +msgstr "" +"Dans l'éditeur de code, vous pouvez Ctrl-clic (Cmd-clic sur MacOS) sur " +"n'importe quelle propriété ou fonction intégrée comme ``position``, " +"``rotation`` ou ``_process`` pour ouvrir la documentation correspondante " +"dans un nouvel onglet." + msgid "Run the scene to see the Godot icon turn in-place." msgstr "Exécutez la scène pour voir l'icône de Godot tourner en place." +msgid "" +"In C#, notice how the ``delta`` argument taken by ``_Process()`` is a " +"``double``. We therefore need to convert it to ``float`` when we apply it to " +"the rotation." +msgstr "" +"En C#, remarquez comment l'argument ``delta`` pris par ``_Process()`` est un " +"``double``. Il faut donc le convertir en ``float`` lorsqu'on l'applique à la " +"rotation." + msgid "Moving forward" msgstr "Avancer" +msgid "" +"Let's now make the node move. Add the following two lines inside of the " +"``_process()`` function, ensuring the new lines are indented the same way as " +"the ``rotation += angular_speed * delta`` line before them." +msgstr "" +"Faisons maintenant bouger le nœud. Ajoutez les deux lignes suivantes à " +"l'intérieur de la fonction ``_process()``, en vous assurant que les " +"nouvelles lignes sont indentées de la même manière que la ligne ``rotation " +"+= angular_speed * delta`` qui les précède." + msgid "" "As we already saw, the ``var`` keyword defines a new variable. If you put it " "at the top of the script, it defines a property of the class. Inside a " @@ -202,6 +391,24 @@ msgstr "" "la classe. À l'intérieur d'une fonction, il définit une variable locale : " "elle n'existe que dans la portée de la fonction." +msgid "" +"We define a local variable named ``velocity``, a 2D vector representing both " +"a direction and a speed. To make the node move forward, we start from the " +"Vector2 class's constant ``Vector2.UP``, a vector pointing up, and rotate it " +"by calling the Vector2 method ``rotated()``. This expression, ``Vector2.UP." +"rotated(rotation)``, is a vector pointing forward relative to our icon. " +"Multiplied by our ``speed`` property, it gives us a velocity we can use to " +"move the node forward." +msgstr "" +"Nous définissons une variable locale nommée ``velocity``, un vecteur 2D " +"représentant à la fois une direction et une vitesse. Pour faire avancer le " +"nœud, on part de la constante ``Vector2.UP`` de la classe Vector2, un " +"vecteur pointant vers le haut, et on le fait pivoter en appelant la méthode " +"Vector2 ``rotated()``. Cette expression, ``Vector2.UP.rotated(rotation)``, " +"est un vecteur pointant vers l'avant par rapport à notre icône. Multiplié " +"par notre propriété ``speed``, cela nous donne une vitesse que nous pouvons " +"utiliser pour faire avancer le nœud." + msgid "" "We add ``velocity * delta`` to the node's ``position`` to move it. The " "position itself is of type :ref:`Vector2 `, a built-in type " @@ -224,8 +431,16 @@ msgstr "" "vous apprendrez une autre approche pour déplacer des objets tout en " "détectant les collisions." +msgid "" +"Our node currently moves by itself. In the next part, :ref:" +"`doc_scripting_player_input`, we'll use player input to control it." +msgstr "" +"Notre nœud se déplace actuellement tout seul. Dans la partie suivante, :ref:" +"`doc_scripting_player_input`, nous utiliserons l'entrée du joueur pour le " +"contrôler." + msgid "Complete script" msgstr "Script en entier" -msgid "Translation status" -msgstr "État de la traduction" +msgid "Here is the complete ``sprite_2d.gd`` file for reference." +msgstr "Voici le fichier complet ``sprite_2d.gd`` pour référence." diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/scripting_languages.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/scripting_languages.po index ed84692032..f59dce8e74 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/scripting_languages.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/scripting_languages.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -47,6 +47,27 @@ msgstr "" msgid "Available scripting languages" msgstr "Langages de script disponibles" +msgid "" +"Godot offers **four gameplay programming languages**: GDScript, C#, and, via " +"its GDExtension technology, C and C++. There are more community-supported " +"languages, but these are the official ones." +msgstr "" +"Godot propose **quatre langages de programmation de jeu** : GDScript, C# et, " +"via sa technologie GDExtension, C et C++. Il existe d'autres langages pris " +"en charge par la communauté, mais ceux-ci sont les langages officiels." + +msgid "" +"You can use multiple languages in a single project. For instance, in a team, " +"you could code gameplay logic in GDScript as it's fast to write, and use C# " +"or C++ to implement complex algorithms and maximize their performance. Or " +"you can write everything in GDScript or C#. It's your call." +msgstr "" +"Vous pouvez utiliser plusieurs langages dans un même projet. Par exemple, " +"dans une équipe, vous pouvez coder la logique de jeu en GDScript, car il est " +"rapide à écrire, et utiliser C# ou C++ pour implémenter des algorithmes " +"complexes et maximiser leurs performances. Ou vous pouvez tout écrire en " +"GDScript ou en C#. C'est à vous de décider." + msgid "" "We provide this flexibility to answer the needs of different game projects " "and developers." @@ -187,6 +208,19 @@ msgstr "" msgid ".NET / C#" msgstr ".NET / C#" +msgid "" +"As Microsoft's `C# `_ is a favorite amongst game developers, we " +"officially support it. C# is a mature and flexible language with tons of " +"libraries written for it. We were able to add support for it thanks to a " +"generous donation from Microsoft." +msgstr "" +"Comme le `C# de Microsoft `_ est un " +"des langages préférés des développeurs de jeux, nous le soutenons " +"officiellement. C# est un langage mature et flexible avec des bibliothèques " +"écrites pour lui. Nous avons pu ajouter son support grâce à un don généreux " +"de Microsoft." + msgid "" "C# offers a good tradeoff between performance and ease of use, although you " "should be aware of its garbage collector." @@ -194,6 +228,27 @@ msgstr "" "C# offre un bon compromis entre les performances et la facilité " "d'utilisation, bien que vous deviez faire attention à son ramasse-miettes." +msgid "" +"You must use the .NET edition of the Godot editor to script in C#. You can " +"download it on the Godot website's `download `_ page." +msgstr "" +"Vous devez utiliser l'édition .NET de l'éditeur Godot pour écrire des " +"scripts en C#. Vous pouvez le télécharger sur la page `Téléchargement " +"`_ du site Web de Godot." + +msgid "" +"Since Godot uses .NET 6, in theory, you can use any third-party .NET library " +"or framework in Godot, as well as any Common Language Infrastructure-" +"compliant programming language, such as F#, Boo, or ClojureCLR. However, C# " +"is the only officially supported .NET option." +msgstr "" +"Étant donné que Godot utilise .NET 6, vous pouvez en théorie utiliser " +"n'importe quelle bibliothèque ou framework .NET tiers dans Godot, ainsi que " +"n'importe quel langage de programmation compatible Common Language " +"Infrastructure, tel que F#, Boo ou ClojureCLR. Cependant, C# est la seule " +"option .NET officiellement prise en charge." + msgid "" "GDScript code itself doesn't execute as fast as compiled C# or C++. However, " "most script code calls functions written with fast algorithms in C++ code " @@ -214,9 +269,9 @@ msgid "" msgstr "" "Les projets écrits en C# utilisant Godot 4 ne peuvent à l'heure actuelle " "être exportés sur la plateforme web. Pour utiliser C# sur cette plateforme, " -"préférez Godot 3. Le support des plateformes Android et iOS sont eux " -"disponibles dans Godot 4.2 mais de manière expérimentale et :ref:`certaines " -"limitations s'appliquent alors`." +"préférez Godot 3. Le support des plateformes Android et iOS sont disponibles " +"dans Godot 4.2 mais de manière expérimentale et :ref:`certaines limitations " +"s'appliquent alors`." msgid "" "To learn more about C#, head to the :ref:`C# basics ` page." @@ -225,6 +280,13 @@ msgstr "Pour en savoir plus sur C#, lire la page :ref:`bases C#`." msgid "C++ via GDExtension" msgstr "C++ via GDExtension" +msgid "" +"GDExtension allows you to write game code in C++ without needing to " +"recompile Godot." +msgstr "" +"GDExtension vous permet d'écrire du code de jeu en C++ sans avoir besoin de " +"recompiler Godot." + msgid "" "You can use any version of the language or mix compiler brands and versions " "for the generated shared libraries, thanks to our use of an internal C API " @@ -234,6 +296,21 @@ msgstr "" "marques et les versions de compilateurs pour les bibliothèques partagées " "générées, grâce à notre utilisation d'un pont(bridge) API C interne." +msgid "" +"GDExtension is the best choice for performance. You don't need to use it " +"throughout an entire game, as you can write other parts in GDScript or C#." +msgstr "" +"GDExtension est le meilleur choix en termes de performances. Vous n'avez pas " +"besoin de l'utiliser tout au long d'un jeu, car vous pouvez écrire d'autres " +"parties en GDScript ou en C#." + +msgid "" +"When working with GDExtension, the available types, functions, and " +"properties closely resemble Godot's actual C++ API." +msgstr "" +"Lorsque vous travaillez avec GDExtension, les types, fonctions et propriétés " +"disponibles ressemblent étroitement à l'API C++ réelle de Godot." + msgid "Summary" msgstr "Résumé" @@ -244,6 +321,13 @@ msgstr "" "Les scripts sont des fichiers contenant du code que vous attachez à un nœud " "pour étendre ses fonctionnalités." +msgid "" +"Godot supports four official scripting languages, offering you flexibility " +"between performance and ease of use." +msgstr "" +"Godot prend en charge quatre langages de script officiels, vous offrant " +"ainsi une flexibilité entre performance et facilité d'utilisation." + msgid "" "You can mix languages, for instance, to implement demanding algorithms with " "C or C++ and write most of the game logic with GDScript or C#." @@ -251,6 +335,3 @@ msgstr "" "Vous pouvez mélanger les langages, par exemple, pour mettre en œuvre des " "algorithmes exigeants avec C ou C++ et écrire la majeure partie de la " "logique du jeu avec GDScript ou C#." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/scripting_player_input.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/scripting_player_input.po index 4dc749cda4..ea131a287b 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/scripting_player_input.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/scripting_player_input.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,6 +14,16 @@ msgstr "" msgid "Listening to player input" msgstr "Écoute des entrées du joueur" +msgid "" +"Building upon the previous lesson, :ref:`doc_scripting_first_script`, let's " +"look at another important feature of any game: giving control to the player. " +"To add this, we need to modify our ``sprite_2d.gd`` code." +msgstr "" +"Pour continuer la leçon précédente :ref:`doc_scripting_first_script`, " +"examinons une autre caractéristique importante de tout jeu : donner le " +"contrôle au joueur. Pour cela, nous devons modifier le code de ``sprite_2d." +"gd``." + msgid "You have two main tools to process the player's input in Godot:" msgstr "" "Vous disposez de deux outils principaux pour traiter les données du joueur " @@ -65,10 +75,10 @@ msgid "" "wants to turn right, and ``-1`` means they want to turn left." msgstr "" "Notre variable locale ``direction`` est un multiplicateur représentant la " -"direction dans laquelle le joueur veut tourner. Une valeur de `` 0`` " -"signifie que le joueur n'appuie pas sur la flèche gauche ou droite. Une " -"valeur de ``1`` signifie que le joueur veut tourner à droite, et ``-1`` " -"signifie qu'il veut tourner à gauche." +"direction dans laquelle le joueur veut tourner. Une valeur de ``0`` signifie " +"que le joueur n'appuie pas sur la flèche gauche ou droite. Une valeur de " +"``1`` signifie que le joueur veut tourner à droite, et ``-1`` signifie qu'il " +"veut tourner à gauche." msgid "" "To produce these values, we introduce conditions and the use of ``Input``. A " @@ -76,7 +86,7 @@ msgid "" "The condition is the expression between the keyword and the end of the line." msgstr "" "Pour produire ces valeurs, nous introduisons les conditions et l'utilisation " -"de ``Input``. Une condition commence par le mot-clé \"if\" dans GDScript et " +"de ``Input``. Une condition commence par le mot-clé ``if`` dans GDScript et " "se termine par deux points. La condition est l'expression entre le mot-clé " "et la fin de la ligne." @@ -87,8 +97,8 @@ msgid "" msgstr "" "Pour vérifier si une touche a été enfoncée dans cette image, nous appelons " "``Input.is_action_pressed()``. Cette méthode prend une chaîne de texte " -"représentant une action d'entrée et renvoie \"vrai\" si l'action est " -"pressée, \"faux\" sinon." +"représentant une action d'entrée et renvoie ``true`` si l'action est " +"pressée, ``false`` sinon." msgid "" "The two actions we use above, \"ui_left\" and \"ui_right\", are predefined " @@ -117,6 +127,20 @@ msgstr "" "mettons à jour le nœud ``rotation`` : ``rotation += angular_speed * " "direction * delta``." +msgid "" +"Comment out the lines ``var velocity = Vector2.UP.rotated(rotation) * " +"speed`` and ``position += velocity * delta`` like this:" +msgstr "" +"Commentez les lignes ``var Velocity = Vector2.UP.rotated(rotation) * speed`` " +"et ``position += Velocity * delta`` comme ceci :" + +msgid "" +"This will ignore the code that moved the icon's position in a circle without " +"user input from the previous exercise." +msgstr "" +"Cela ignorera le code qui a déplacé la position de l'icône dans un cercle " +"sans intervention de l'utilisateur de l'exercice précédent." + msgid "" "If you run the scene with this code, the icon should rotate when you press :" "kbd:`Left` and :kbd:`Right`." @@ -127,6 +151,15 @@ msgstr "" msgid "Moving when pressing \"up\"" msgstr "Se Déplacer en appuyant sur \"up\"" +msgid "" +"To only move when pressing a key, we need to modify the code that calculates " +"the velocity. Uncomment the code and replace the line starting with ``var " +"velocity`` with the code below." +msgstr "" +"Pour se déplacer uniquement en appuyant sur une touche, nous devons modifier " +"le code qui calcule la vitesse. Décommentez le code et remplacez la ligne " +"commençant par ``var Velocity`` par le code ci-dessous." + msgid "" "We initialize the ``velocity`` with a value of ``Vector2.ZERO``, another " "constant of the built-in ``Vector`` type representing a 2D vector of length " @@ -146,6 +179,9 @@ msgstr "" msgid "Complete script" msgstr "Script en entier" +msgid "Here is the complete ``sprite_2d.gd`` file for reference." +msgstr "Voici le fichier complet ``sprite_2d.gd`` pour référence." + msgid "" "If you run the scene, you should now be able to rotate with the left and " "right arrow keys and move forward by pressing :kbd:`Up`." @@ -157,6 +193,19 @@ msgstr "" msgid "Summary" msgstr "Résumé" +msgid "" +"In summary, every script in Godot represents a class and extends one of the " +"engine's built-in classes. The node types your classes inherit from give you " +"access to properties, such as ``rotation`` and ``position`` in our sprite's " +"case. You also inherit many functions, which we didn't get to use in this " +"example." +msgstr "" +"En résumé, chaque script dans Godot représente une classe et étend l'une des " +"classes intégrées du moteur. Les types de nœuds dont héritent vos classes " +"vous donnent accès à des propriétés, telles que ``rotation`` et ``position`` " +"dans le cas de notre sprite. Vous héritez également de nombreuses fonctions, " +"que nous n'avons pas pu utiliser dans cet exemple." + msgid "" "In GDScript, the variables you put at the top of the file are your class's " "properties, also called member variables. Besides variables, you can define " @@ -188,5 +237,10 @@ msgstr "" "n'importe où dans votre code. En particulier, vous pourrez l'utiliser dans " "la boucle ``_process()``." -msgid "Translation status" -msgstr "État de la traduction" +msgid "" +"In the next lesson, :ref:`doc_signals`, we'll build upon the relationship " +"between scripts and nodes by having our nodes trigger code in scripts." +msgstr "" +"Dans la prochaine leçon, :ref:`doc_signals`, nous développerons la relation " +"entre les scripts et les nœuds en faisant en sorte que nos nœuds déclenchent " +"du code dans les scripts." diff --git a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/signals.po b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/signals.po index 7a3d6d15c5..8505629c06 100644 --- a/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/signals.po +++ b/sphinx/po/fr/LC_MESSAGES/getting_started/step_by_step/signals.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -36,8 +36,44 @@ msgstr "" "Les Signaux sont un mécanisme de délégation intégré à Godot qui permet à un " "objet de jeu de réagir à un changement au sein d'un autre sans qu'ils " "n'aient à stocker des références l'un de l'autre. L'utilisation des signaux " -"limite le `couplage `_ et permet de garder votre code flexible." +"limite le `couplage `_ et permet de garder votre code flexible." + +msgid "" +"For example, you might have a life bar on the screen that represents the " +"player's health. When the player takes damage or uses a healing potion, you " +"want the bar to reflect the change. To do so, in Godot, you would use " +"signals." +msgstr "" +"Par exemple, vous pouvez avoir une barre de vie sur l'écran qui représente " +"la santé du joueur. Lorsque le joueur subit des dégâts ou utilise une potion " +"de soin, vous souhaitez que la barre reflète le changement. Pour ce faire, " +"dans Godot, vous utiliseriez des signaux." + +msgid "" +"Like methods (:ref:`class_callable`), signals are a first-class type since " +"Godot 4.0. This means you can pass them around as method arguments directly " +"without having to pass them as strings, which allows for better " +"autocompletion and is less error-prone. See the :ref:`class_signal` class " +"reference for a list of what you can do with the Signal type directly." +msgstr "" +"Comme les méthodes (:ref:`class_callable`), les signaux sont un type de " +"classe de base depuis Godot 4.0. Cela signifie que vous pouvez les " +"transmettre directement en tant qu'arguments de méthode sans avoir à les " +"transmettre en tant que chaînes, ce qui permet une meilleure saisie semi-" +"automatique et est moins sujet aux erreurs. Consultez la référence de " +"classe :ref:`class_signal` pour obtenir une liste de ce que vous pouvez " +"faire directement avec le type Signal." + +msgid "" +"As mentioned in the introduction, signals are Godot's version of the " +"observer pattern. You can learn more about it in `Game Programming Patterns " +"`__." +msgstr "" +"Comme mentionné dans l'introduction, les signaux sont la version de Godot du " +"modèle de l'observateur. Vous pouvez en apprendre davantage à ce sujet ici :" +"`Game Programming Patterns `__." msgid "" "We will now use a signal to make our Godot icon from the previous lesson (:" @@ -54,9 +90,9 @@ msgid "" "**GDScript**: Classes (nodes) use PascalCase, variables and functions use " "snake_case, and constants use ALL_CAPS (See :ref:`doc_gdscript_styleguide`)." msgstr "" -"**GDScript** : Les classes (nœuds) utilisent PascalCase, les variables et " -"les fonctions utilisent snake_case, et les constantes utilisent ALL_CAPS " -"(Voir :ref:`doc_gdscript_styleguide`)." +"**GDScript** : Les classes (nœuds) utilisent le PascalCase, les variables et " +"les fonctions utilisent le snake_case, et les constantes utilisent le " +"ALL_CAPS (Voir :ref:`doc_gdscript_styleguide`)." msgid "" "**C#**: Classes, export variables and methods use PascalCase, private fields " @@ -73,10 +109,44 @@ msgstr "" msgid "Scene setup" msgstr "Configuration de la scène" +msgid "" +"To add a button to our game, we will create a new scene which will include " +"both a :ref:`Button ` and the ``sprite_2d.tscn`` scene we " +"created in the :ref:`doc_scripting_first_script` lesson." +msgstr "" +"Pour ajouter un bouton à notre jeu, nous allons créer une nouvelle scène qui " +"inclura à la fois un :ref:`Button ` et la scène ``sprite_2d." +"tscn`` que nous avons créée dans la leçon :ref:`doc_scripting_first_script`." + msgid "Create a new scene by going to the menu Scene -> New Scene." msgstr "" "Créez une nouvelle scène en allant dans le menu Scène -> Nouvelle scène." +msgid "" +"In the Scene dock, click the 2D Scene button. This will add a :ref:`Node2D " +"` as our root." +msgstr "" +"Dans le dock Scène, cliquez sur le bouton Scène 2D. Cela ajoutera un :ref:" +"`Node2D ` comme racine." + +msgid "" +"In the FileSystem dock, click and drag the ``sprite_2d.tscn`` file you saved " +"previously onto the Node2D to instantiate it." +msgstr "" +"Dans le dock FileSystem, cliquez et faites glisser le fichier ``sprite_2d." +"tscn`` que vous avez enregistré précédemment sur le Node2D pour l'instancier." + +msgid "" +"We want to add another node as a sibling of the Sprite2D. To do so, right-" +"click on Node2D and select Add Child Node." +msgstr "" +"Nous voulons ajouter un autre nœud comme frère ou sœur du Sprite2D. Pour ce " +"faire, cliquez avec le bouton droit de la souris sur Node2D et sélectionnez " +"Ajouter un nœud enfant." + +msgid "Search for the :ref:`Button ` node and add it." +msgstr "Recherchez le type de nœud :ref:`Button ` et ajoutez-le." + msgid "" "The node is small by default. Click and drag on the bottom-right handle of " "the Button in the viewport to resize it." @@ -96,13 +166,41 @@ msgid "Click and drag on the button itself to move it closer to the sprite." msgstr "" "Cliquez et faites glisser le bouton lui-même pour le rapprocher du sprite." +msgid "" +"You can also write a label on the Button by editing its Text property in the " +"Inspector. Enter ``Toggle motion``." +msgstr "" +"Vous pouvez également ajouter une légende au Button en modifiant sa " +"propriété Text dans l'inspecteur. Entrez ``Toggle motion``." + msgid "Your scene tree and viewport should look like this." msgstr "" "Votre arbre de scène et votre fenêtre d'affichage doivent ressembler à ceci." +msgid "" +"Save your newly created scene as ``node_2d.tscn``, if you haven't already. " +"You can then run it with :kbd:`F6` (:kbd:`Cmd + R` on macOS). At the moment, " +"the button will be visible, but nothing will happen if you press it." +msgstr "" +"Enregistrez votre scène nouvellement créée sous ``node_2d.tscn``, si ce " +"n'est pas déjà fait. Vous pouvez ensuite l'exécuter avec :kbd:`F6` (:kbd:" +"`Cmd + R` sur macOS). Pour le moment, le bouton sera visible, mais rien ne " +"se passera si vous appuyez dessus." + msgid "Connecting a signal in the editor" msgstr "Connecter un signal dans l'éditeur" +msgid "" +"Here, we want to connect the Button's \"pressed\" signal to our Sprite2D, " +"and we want to call a new function that will toggle its motion on and off. " +"We need to have a script attached to the Sprite2D node, which we do from the " +"previous lesson." +msgstr "" +"Ici, nous voulons connecter le signal \"pressed\" du Button à notre " +"Sprite2D, et nous voulons appeler une nouvelle fonction qui va activer et " +"désactiver son mouvement. Il nous faudra un script attaché au nœud Sprite2D, " +"comme nous l'avons fait dans la leçon précédente." + msgid "" "You can connect signals in the Node dock. Select the Button node and, on the " "right side of the editor, click on the tab named \"Node\" next to the " @@ -121,6 +219,19 @@ msgstr "" "Double-cliquez sur le signal \"pressed\" pour ouvrir la fenêtre de connexion " "de nœud." +msgid "" +"There, you can connect the signal to the Sprite2D node. The node needs a " +"receiver method, a function that Godot will call when the Button emits the " +"signal. The editor generates one for you. By convention, we name these " +"callback methods \"_on_node_name_signal_name\". Here, it'll be " +"\"_on_button_pressed\"." +msgstr "" +"Ici, vous pouvez connectez le signal au nœud Sprite2D. Le nœud a besoin " +"d'une méthode de réception, une fonction que Godot appellera quand le Button " +"émet le signal. L'éditeur en génère une pour vous. Par convention, nous " +"nommons ces méthodes de callback \"_on_NomDuNode_nom_du_signal\". Dans ce " +"cas, ce sera \"_on_Button_pressed\"." + msgid "" "When connecting signals via the editor's Node dock, you can use two modes. " "The simple one only allows you to connect to nodes that have a script " @@ -166,6 +277,19 @@ msgstr "" "Remplaçons la ligne avec le mot-clé ``pass`` par du code qui va activer et " "désactiver le mouvement du nœud." +msgid "" +"Our Sprite2D moves thanks to code in the ``_process()`` function. Godot " +"provides a method to toggle processing on and off: :ref:`Node.set_process() " +"`. Another method of the Node class, " +"``is_processing()``, returns ``true`` if idle processing is active. We can " +"use the ``not`` keyword to invert the value." +msgstr "" +"Notre Sprite2D se déplace grâce au code dans la fonction ``_process()``. " +"Godot fournit une méthode pour activer ou désactiver le traitement : :ref:" +"`Node.set_process() `. Une autre méthode de " +"la classe Node, ``is_processing()``, retourne ``true`` si le traitement est " +"actif. Nous pouvons utiliser le mot-clé ``not`` pour inverser la valeur." + msgid "" "This function will toggle processing and, in turn, the icon's motion on and " "off upon pressing the button." @@ -183,6 +307,9 @@ msgstr "" "utilisateur. Remplacez-la par le code suivant, que nous avons vu il y a deux " "leçons :" +msgid "Your complete ``sprite_2d.gd`` code should look like the following." +msgstr "Votre code complet ``sprite_2d.gd`` devrait ressembler à ce qui suit." + msgid "" "Run the scene now and click the button to see the sprite start and stop." msgstr "" @@ -208,9 +335,66 @@ msgstr "" "` qui est utile pour implémenter des temps de recharge d'une " "compétence, le rechargement d'une arme, etc." +msgid "" +"Head back to the 2D workspace. You can either click the \"2D\" text at the " +"top of the window or press :kbd:`Ctrl + F1` (:kbd:`Ctrl + Cmd + 1` on macOS)." +msgstr "" +"Revenez à l'espace de travail 2D. Vous pouvez soit cliquer sur le texte " +"« 2D » en haut de la fenêtre, soit appuyer sur Ctrl + F1 (Ctrl + Cmd + 1 sur " +"macOS)." + +msgid "" +"In the Scene dock, right-click on the Sprite2D node and add a new child " +"node. Search for Timer and add the corresponding node. Your scene should now " +"look like this." +msgstr "" +"Dans le dock Scène, faîtes un clic-droit sur le nœud \"Sprite2D\" et ajoutez " +"un nouveau nœud. Recherchez \"Timer\" et ajoutez le nœud correspondant. " +"Votre scène devrait maintenant ressembler à cela." + +msgid "" +"With the Timer node selected, go to the Inspector and enable the " +"**Autostart** property." +msgstr "" +"Avec le nœud Timer sélectionné, allez dans l'inspecteur et cochez la " +"propriété **Autostart**." + +msgid "" +"Click the script icon next to Sprite2D to jump back to the scripting " +"workspace." +msgstr "" +"Cliquez sur l'icône de script à côté de Sprite2D pour revenir à l'espace de " +"travail de script." + msgid "We need to do two operations to connect the nodes via code:" msgstr "Nous devons faire deux opérations pour connecter un nœud via le code :" +msgid "Get a reference to the Timer from the Sprite2D." +msgstr "Obtenir une référence au Timer du Sprite2D." + +msgid "Call the ``connect()`` method on the Timer's \"timeout\" signal." +msgstr "Appelez la méthode ``connect()`` sur le signal \"timeout\" du Timer." + +msgid "" +"To connect to a signal via code, you need to call the ``connect()`` method " +"of the signal you want to listen to. In this case, we want to listen to the " +"Timer's \"timeout\" signal." +msgstr "" +"Pour se connecter à un signal via le code, vous devez appeler la méthode " +"``connect()`` du nœud que vous voulez écouter. Dans ce cas, nous voulons " +"écouter le signal \"timeout\" du Timer." + +msgid "" +"We want to connect the signal when the scene is instantiated, and we can do " +"that using the :ref:`Node._ready() ` built-" +"in function, which is called automatically by the engine when a node is " +"fully instantiated." +msgstr "" +"Nous voulons connecter the signal lorsque la scène est instanciée, pour celà " +"nous pouvons utiliser la fonction intégrée :ref:`Node._ready() " +"` qui est appelée automatiquement par le moteur " +"lorsqu'un noeud est complètement instancié." + msgid "" "To get a reference to a node relative to the current one, we use the method :" "ref:`Node.get_node() `. We can store the " @@ -220,6 +404,45 @@ msgstr "" "utilisons la méthode :ref:`Node.get_node() `. " "Nous pouvons stocker la référence dans une variable." +msgid "" +"The function ``get_node()`` looks at the Sprite2D's children and gets nodes " +"by their name. For example, if you renamed the Timer node to " +"\"BlinkingTimer\" in the editor, you would have to change the call to " +"``get_node(\"BlinkingTimer\")``." +msgstr "" +"La fonction ``get_node()`` regarde les enfants du Sprite2D et récupère les " +"nœuds par leur nom. Par exemple, si vous renommez le nœud Timer en " +"\"BlinkingTimer\" dans l'éditeur, vous devrez changer l'appel en " +"``get_node(\"BlinkingTimer\")``." + +msgid "" +"We can now connect the Timer to the Sprite2D in the ``_ready()`` function." +msgstr "" +"Nous pouvons maintenant connecter le Timer au Sprite2D dans la fonction " +"``_ready()``." + +msgid "" +"The line reads like so: we connect the Timer's \"timeout\" signal to the " +"node to which the script is attached. When the Timer emits ``timeout``, we " +"want to call the function ``_on_timer_timeout()``, that we need to define. " +"Let's add it at the bottom of our script and use it to toggle our sprite's " +"visibility." +msgstr "" +"La ligne se lit ainsi : nous connectons le signal \"timeout\" du Timer au " +"nœud auquel le script est attaché. Lorsque le Timer émet ``timeout``, nous " +"voulons appeler la fonction ``_on_timer_timeout()``, que nous devons " +"définir. Ajoutons-la au bas de notre script et utilisons-la pour basculer la " +"visibilité de notre sprite." + +msgid "" +"By convention, we name these callback methods in GDScript as " +"\"_on_node_name_signal_name\" and in C# as \"OnNodeNameSignalName\". Here, " +"it'll be \"_on_timer_timeout\" for GDScript and OnTimerTimeout() for C#." +msgstr "" +"Par convention, nous nommons ces méthodes de rappel dans GDScript comme " +"\"_on_node_name_signal_name\" et en C# comme \"OnNodeNameSignalName\". Ici, " +"ce sera \"_on_timer_timeout\" pour GDScript et OnTimerTimeout() pour C#." + msgid "" "The ``visible`` property is a boolean that controls the visibility of our " "node. The line ``visible = not visible`` toggles the value. If ``visible`` " @@ -229,9 +452,23 @@ msgstr "" "nœud. La ligne ``visible = not visible`` inverse la valeur. Si ``visible`` " "est ``true``, il devient ``false``, et vice-versa." +msgid "" +"If you run the Node2D scene now, you will see that the sprite blinks on and " +"off, at one second intervals." +msgstr "" +"Si vous exécutez la scène Node2D maintenant, vous verrez que le sprite " +"clignote à des intervalles d'une seconde." + msgid "Complete script" msgstr "Script en entier" +msgid "" +"That's it for our little moving and blinking Godot icon demo! Here is the " +"complete ``sprite_2d.gd`` file for reference." +msgstr "" +"Voilà pour notre petite démonstration d'icône Godot mobile et clignotante ! " +"Voici le fichier ``sprite_2d.gd`` complet pour référence." + msgid "Custom signals" msgstr "Signaux personnalisés" @@ -269,6 +506,10 @@ msgstr "" "apparaissent dans l'onglet Node et vous pouvez vous y connecter comme les " "autres." +msgid "To emit a signal in your scripts, call ``emit()`` on the signal." +msgstr "" +"Pour émettre un signal dans vos scripts, appelez ``emit()`` sur le signal." + msgid "" "A signal can optionally declare one or more arguments. Specify the argument " "names between parentheses:" @@ -288,6 +529,13 @@ msgstr "" "lorsque vous émettez des signaux. C'est donc à vous d'émettre les valeurs " "correctes." +msgid "" +"To emit values along with the signal, add them as extra arguments to the " +"``emit()`` function:" +msgstr "" +"Pour émettre des valeurs en même temps que le signal, ajoutez-les comme " +"arguments supplémentaires à la fonction ``emit()`` :" + msgid "Summary" msgstr "Résumé" @@ -327,6 +575,3 @@ msgstr "" "Dans la section suivante, :ref:`doc_your_first_2d_game`, vous allez créer un " "jeu 2D complet et mettre en pratique tout ce que vous avez appris jusqu'à " "présent." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/index.po b/sphinx/po/fr/LC_MESSAGES/index.po index 85e7e135ce..c29a15a899 100644 --- a/sphinx/po/fr/LC_MESSAGES/index.po +++ b/sphinx/po/fr/LC_MESSAGES/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -29,9 +29,6 @@ msgstr "Communauté" msgid "Class reference" msgstr "Référence de classe" -msgid "Godot Docs – *master* branch" -msgstr "Documentation Godot – branche *maître*" - msgid "" "Godot's documentation is available in various languages and versions. Expand " "the \"Read the Docs\" panel at the bottom of the sidebar to see the list." @@ -109,7 +106,7 @@ msgstr "" "votre aide pour améliorer les tutoriels et la documentation de l'API. Si " "quoi que ce soit vous semble difficile à comprendre, ou vous ne trouvez pas " "l'information qu'il vous faut, aidez-nous à améliorer la documentation en " -"nous le faisant savoir!" +"nous le faisant savoir !" msgid "" "Submit an issue or pull request on the `GitHub repository `__, `dernier `__, `dernière `__, `3.6 " "`__. Il suffit d'extraire l'archive ZIP puis " @@ -165,7 +162,7 @@ msgstr "" "Pour les appareils mobiles ou les liseuses, vous pouvez également " "télécharger une copie ePub (mise à jour chaque lundi) : `stable `__,` latest `__, `dernière `__, `3.6 `__. Extrayez l'archive " diff --git a/sphinx/po/fr/LC_MESSAGES/sphinx.po b/sphinx/po/fr/LC_MESSAGES/sphinx.po index 0f2ce0fd70..16a79e2ea9 100644 --- a/sphinx/po/fr/LC_MESSAGES/sphinx.po +++ b/sphinx/po/fr/LC_MESSAGES/sphinx.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -18,7 +18,7 @@ msgid "Versions" msgstr "Versions" msgid "On Read the Docs" -msgstr "Sur lire la documentation" +msgstr "Sur Read the Docs" msgid "Project Home" msgstr "Accueil du projet" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_antialiasing.po b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_antialiasing.po index 19d43dd383..1efbcc21bb 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_antialiasing.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_antialiasing.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,15 +14,53 @@ msgstr "" msgid "2D antialiasing" msgstr "Anticrénelage 2D" +msgid "" +"Godot also supports antialiasing in 3D rendering. This is covered on the :" +"ref:`doc_3d_antialiasing` page." +msgstr "" +"Godot supporte également l'anticrénelage dans le rendu 3D. Ceci est couvert " +"sur la page :ref:`doc_3d_antialiasing`." + msgid "Introduction" msgstr "Introduction" +msgid "" +"Due to their limited resolution, scenes rendered in 2D can exhibit aliasing " +"artifacts. These artifacts usually manifest in the form of a \"staircase\" " +"effect on geometry edges, and are most noticeable when using nodes such as :" +"ref:`class_Line2D`, :ref:`class_Polygon2D` or :ref:" +"`class_TextureProgressBar`. :ref:`doc_custom_drawing_in_2d` can also have " +"aliasing artifacts for methods that don't support antialiasing." +msgstr "" +"En raison de leur résolution limitée, les scènes rendues en 2D peuvent " +"présenter des artefacts de crénelage. Ces artefacts se manifestent " +"généralement sous la forme d'un effet \"escalier\" sur les bords des " +"géométries, et sont particulièrement visibles lors de l'utilisation de nœuds " +"tels que :ref:`class_Line2D`, :ref:`class_Polygon2D` ou :ref:" +"`class_TextureProgressBar`. :ref:`doc_custom_drawing_in_2d` peut également " +"générer des artefacts de crénelage pour les méthodes ne prenant pas en " +"charge l'anticrénelage." + msgid "" "In the example below, you can notice how edges have a blocky appearance:" msgstr "" "Dans l'exemple ci-dessous, vous pouvez remarquer que les coins ont une " "apparence pixelisée :" +msgid "" +"Image is scaled by 2× with nearest-neighbor filtering to make aliasing more " +"noticeable." +msgstr "" +"L'image est agrandie par un facteur de 2× avec un filtrage par plus proche " +"voisin afin de rendre le crénelage plus visible." + +msgid "" +"To combat this, Godot supports several methods of enabling antialiasing on " +"2D rendering." +msgstr "" +"Pour remédier à cela, Godot propose plusieurs méthodes pour activer " +"l'anticrénelage lors du rendu en 2D." + msgid "Antialiasing property in Line2D and custom drawing" msgstr "Propriété d'anticrénelage dans les Line2D et le dessin personnalisé" @@ -33,8 +71,85 @@ msgstr "" "C'est une méthode recommandée, puisqu'elle a moins d'impact sur la " "performance dans la plupart des cas." +msgid "" +"Line2D has an **Antialiased** property which you can enable in the " +"inspector. Also, several methods for :ref:`doc_custom_drawing_in_2d` support " +"an optional ``antialiased`` parameter, which can be set to ``true`` when " +"calling the function." +msgstr "" +"Line2D dispose d'une propriété **Antialiased** que vous pouvez activer dans " +"l'inspecteur. De plus, plusieurs méthodes pour :ref:" +"`doc_custom_drawing_in_2d` prennent en charge un paramètre optionnel " +"``antialiased``, qui peut être défini sur ``true`` lors de l'appel de la " +"fonction." + +msgid "" +"These methods do not require MSAA to be enabled, which makes their " +"*baseline* performance cost low. In other words, there is no permanent added " +"cost if you're not drawing any antialiased geometry at some point." +msgstr "" +"Ces méthodes n'exigent pas que le MSAA soit activé, ce qui rend leur coût de " +"performance nominal faible. En d'autres termes, il n'y a aucun coût " +"supplémentaire permanent lorsque aucune géométrie anticrénelée n'est " +"dessinée." + +msgid "" +"The downside of these antialiasing methods is that they work by generating " +"additional geometry. If you're generating complex 2D geometry that's updated " +"every frame, this may be a bottleneck. Also, Polygon2D, TextureProgressBar, " +"and several custom drawing methods don't feature an antialiased property. " +"For these nodes, you can use 2D multisample antialiasing instead." +msgstr "" +"Les désavantages de ces méthodes d'anticrénelage est qu'elles fonctionnent " +"en générant une géométrie supplémentaire. Si vous générez une géométrie 2D " +"complexe qui est mise à jour chaque trame, cela peut être un bottleneck. En " +"outre, Polygon2D, TextureProgressBar, et plusieurs méthodes de dessin " +"personnalisées ne disposent pas d'une propriété \"antialiased\". Pour ces " +"nœuds, vous pouvez utiliser de l'anticrénelage 2D multi-échantillon à la " +"place." + msgid "Multisample antialiasing (MSAA)" msgstr "Anticrénelage multi-échantillon (MSAA)" -msgid "Translation status" -msgstr "État de la traduction" +msgid "" +"Before enabling MSAA in 2D, it's important to understand what MSAA will " +"operate on. MSAA in 2D follows similar restrictions as in 3D. While it does " +"not introduce any blurriness, its scope of application is limited. The main " +"applications of 2D MSAA are:" +msgstr "" +"Avant d'activer la MSAA en 2D, il est important de comprendre sur quoi la " +"MSAA fonctionnera. La MSAA en 2D suit des restrictions similaires à la 3D. " +"Bien qu'elle n'introduise aucun flou, sa portée d'application est limitée. " +"Les principales applications de la MSAA 2D sont :" + +msgid "Geometry edges, such as line and polygon drawing." +msgstr "Les bords des géométries, telles que des lignes ou de polygones." + +msgid "" +"Sprite edges *only for pixels touching one of the texture's edges*. This " +"works for both linear and nearest-neighbor filtering. Sprite edges created " +"using transparency on the image are not affected by MSAA." +msgstr "" +"Les bords des sprites *uniquement pour les pixels touchant un des bords de " +"la texture*. Cela fonctionne à la fois avec le filtrage linéaire et le " +"filtrage par plus proche voisin. Les bords des sprites créés à l'aide de la " +"transparence dans l'image ne sont pas affectés par le MSAA." + +msgid "Aliasing caused by custom 2D shaders." +msgstr "Crénelage causé par des shaders 2D personnalisés." + +msgid "Specular aliasing when using Light2D." +msgstr "Crénelage spéculaire lors de l'utilisation d'une Light2D." + +msgid "" +"Comparison between no antialiasing (left) and various MSAA levels (right). " +"The top-left corner contains a Line2D node, the top-right corner contains 2 " +"TextureProgressBar nodes. The bottom contains 8 pixel art sprites, with 4 of " +"them touching the edges (green background) and 4 of them not touching the " +"edges (Godot logo):" +msgstr "" +"Comparaison entre aucun anticrénelage (à gauche) et différents niveaux de " +"MSAA (à droite). Le coin supérieur gauche contient un nœud Line2D, le coin " +"supérieur droit contient 2 nœuds TextureProgress. Le bas contient des " +"sprites de pixel art, dont 4 touchant les bords (arrière-plan vert) et 4 " +"d'entre eux ne touchant pas les bords (logo Godot) :" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po index 4195572bba..cfc34a7ba4 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_lights_and_shadows.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -17,17 +17,771 @@ msgstr "Lumières et Ombres 2D" msgid "Introduction" msgstr "Introduction" +msgid "" +"By default, 2D scenes in Godot are unshaded, with no lights and shadows " +"visible. While this is fast to render, unshaded scenes can look bland. Godot " +"provides the ability to use real-time 2D lighting and shadows, which can " +"greatly enhance the sense of depth in your project." +msgstr "" +"Par défaut, les scènes 2D dans Godot sont non ombragées, sans lumières et " +"ombres visibles. Bien que c'est rapide à rendre, les scènes non ombragées " +"peuvent paraître fades. Godot fournit la capacité d'utiliser l'éclairage 2D " +"en temps réel et les ombres, qui peuvent grandement améliorer le sens de " +"profondeur dans votre projet." + +msgid "No 2D lights or shadows, scene is unshaded" +msgstr "Pas de lumières ou d'ombres 2D, la scène n'est pas ombragée" + +msgid "2D lights enabled (without shadows)" +msgstr "Lumières 2D activées (sans ombres)" + +msgid "2D lights and shadows enabled" +msgstr "Lumières et ombres 2D activées" + msgid "Nodes" msgstr "Nœuds" +msgid "There are several nodes involved in a complete 2D lighting setup:" +msgstr "" +"Il y a plusieurs nœuds impliqués dans une installation d'éclairage 2D " +"complète :" + +msgid "" +":ref:`CanvasModulate ` (to darken the rest of the " +"scene)" +msgstr "" +":ref:`CanvasModulate` (pour assombrir le reste de la " +"scène)" + +msgid "" +":ref:`PointLight2D ` (for omnidirectional or spot lights)" +msgstr "" +":ref:`PointLight2D ` (pour des projecteurs ou des " +"lumières omnidirectionnelles)" + +msgid "" +":ref:`DirectionalLight2D ` (for sunlight or " +"moonlight)" +msgstr "" +":ref:`DirectionalLight2D ` (pour la lumière du " +"soleil ou de la lune)" + +msgid "" +":ref:`CanvasModulate ` is used to darken the scene by " +"specifying a color that will act as the base \"ambient\" color. This is the " +"final lighting color in areas that are *not* reached by any 2D light. " +"Without a CanvasModulate node, the final scene would look too bright as 2D " +"lights would only brighten the existing unshaded appearance (which appears " +"fully lit)." +msgstr "" +":ref:`CanvasModulate ` est utilisé pour obscurcir la " +"scène en spécifiant une couleur qui agira comme une couleur \"ambiante\" de " +"base. C'est la couleur d'éclairage finale dans les zones qui sont *non* " +"atteints par n'importe quelle lumière 2D. Sans un nœud CanvasModulate, la " +"scène finale aurait l'air trop brillante car les lumières 2D ne feraient " +"qu'éclairer l'apparence existante sans ombrage (qui semble entièrement " +"éclairée)." + +msgid "" +":ref:`Sprite2Ds ` are used to display the textures for the " +"light blobs, the background, and for the shadow casters." +msgstr "" +"Les :ref:`Sprite2D ` sont utilisés pour afficher les " +"textures des globes de lumière, de l’arrière-plan et des projecteurs d'ombre." + +msgid "" +":ref:`PointLight2Ds ` are used to light the scene. The " +"way a light typically works is by adding a selected texture over the rest of " +"the scene to simulate lighting." +msgstr "" +"Les nœuds :ref:`PointLight2Ds ` sont utilisés pour " +"éclairer la scène. La manière dont fonctionne une lumière consiste " +"généralement à ajouter une texture sélectionnée sur le reste de la scène " +"pour simuler l'éclairage." + +msgid "" +"The shadows appear only on areas covered by the :ref:`PointLight2D " +"` and their direction is based on the center of the :ref:" +"`Light `." +msgstr "" +"Les ombres n'apparaissent que dans les zones couvertes par la :ref:" +"`PointLight2D ` et leur direction est basée sur le " +"centre de la :ref:`Light `." + +msgid "" +"The background color does **not** receive any lighting. If you want light to " +"be cast on the background, you need to add a visual representation for the " +"background, such as a Sprite2D." +msgstr "" +"La couleur d'arrière-plan ne reçoit **pas** d'éclairage. Si vous voulez que " +"la lumière s'applique sur le fond, vous devez ajouter une représentation " +"visuelle pour l'arrière-plan, comme un Sprite2D." + +msgid "" +"The Sprite2D's **Region** properties can be helpful to quickly create a " +"repeating background texture, but remember to also set **Texture > Repeat** " +"to **Enabled** in the Sprite2D's properties." +msgstr "" +"Les propriétés **Région** du Sprite2D peuvent être utiles pour créer " +"rapidement une texture d'arrière plan répétitive, mais n'oubliez pas de " +"définir également **Texture > Répéter** sur **Activé** dans les propriétés " +"du Sprite2D." + +msgid "Point lights" +msgstr "Lumières ponctuelles" + +msgid "" +"Point lights (also called positional lights) are the most common element in " +"2D lighting. Point lights can be used to represent light from torches, fire, " +"projectiles, etc." +msgstr "" +"Les lumières ponctuelles (aussi appellées lumières positionnelles) sont " +"l'élément le plus courant dans l'éclairage 2D. Les lumières point peuvent " +"être utilisées pour représenter la lumière d'une torche, d'un feu, d'un " +"projectile, etc." + +msgid "PointLight2D offers the following properties to tweak in the inspector:" +msgstr "" +"PointLight2D offre les propriétés suivantes à ajuster dans l'inspecteur :" + +msgid "" +"**Texture:** The texture to use as a light source. The texture's size " +"determines the size of the light. The texture may have an alpha channel, " +"which is useful when using Light2D's **Mix** blend mode, but it is not " +"required if using the **Add** (default) or **Subtract** blend modes." +msgstr "" +"**Texture:** La texture à utiliser comme source lumineuse. La taille de la " +"texture détermine la taille de la lumière. La texture peut avoir un canal " +"alpha, qui est utile lors de l'utilisation du mode de fondu **Mix** des " +"Light2D, mais n'est pas requis lors de l'utilisation des modes de fondu " +"**Ajouter** (par défaut) ou **Soustraire**." + +msgid "" +"**Offset:** The offset for the light texture. Unlike when you move the light " +"node, changing the offset does *not* cause shadows to move." +msgstr "" +"**Offset:** Le décalage pour la texture de la lumière. Contrairement au " +"déplacement du nœud lumière, la modification du décalage ne fait *pas* " +"bouger les ombres." + +msgid "" +"**Texture Scale:** The multiplier for the light's size. Higher values will " +"make the light extend out further. Larger lights have a higher performance " +"cost as they affect more pixels on screen, so consider this before " +"increasing a light's size." +msgstr "" +"**Texture Scale:** Le multiplicateur pour la taille de la lumière. Des " +"valeurs plus élevées feront s'étendre la lumière plus loin. Les lumières " +"plus grandes ont un coût de performance plus élevé car elles affectent plus " +"de pixels à l'écran, alors pensez-y avant d'augmenter la taille d'une " +"lumière." + +msgid "" +"**Height:** The light's virtual height with regards to normal mapping. By " +"default, the light is very close to surfaces receiving lights. This will " +"make lighting hardly visible if normal mapping is used, so consider " +"increasing this value. Adjusting the light's height only makes a visible " +"difference on surfaces that use normal mapping." +msgstr "" +"**Height:** La hauteur virtuelle de la lumière en prenant en compte le " +"mappage normal. Par défaut, la lumière est très proche des surfaces recevant " +"la lumière. Cela rendra l'éclairage à peine visible si le mappage normal est " +"utilisé, donc pensez à augmenter cette valeur. La modification de la hauteur " +"de la lumière ne fait une différence visible que sur les surfaces qui " +"utilisent le mappage normal." + +msgid "" +"If you don't have a pre-made texture to use in a light, you can use this " +"\"neutral\" point light texture (right-click > **Save Image As…**):" +msgstr "" +"Si vous n'avez pas de texture prédéfinie à utiliser dans une lumière, vous " +"pouvez utiliser cette texture \"neutre\" de lumière ponctuelle (clic-droit > " +"**Enregistrer l'image sous...**) :" + +msgid "Neutral point light texture" +msgstr "Texture de lumière ponctuelle neutre" + +msgid "" +"If you need different falloff, you can procedurally create a texture by " +"assigning a **New GradientTexture2D** on the light's **Texture** property. " +"After creating the resource, expand its **Fill** section and set the fill " +"mode to **Radial**. You will then have to adjust the gradient itself to " +"start from opaque white to transparent white, and move its starting location " +"to be in the center." +msgstr "" +"Si vous avez besoin d'une atténuation différente, vous pouvez créer " +"procéduralement une texture en assignant un **Nouveau GradientTexture2D** à " +"la propriété **Texture** de la lumière. Après avoir créé la ressource, " +"étendez sa section **Fill** et définissez le mode de remplissage sur " +"**Radial**. Vous devrez ensuite ajuster le dégradé lui-même pour qu'il aille " +"d'un blanc opaque à un blanc transparent, et bouger sa position de départ " +"pour qu'elle soit en son centre." + msgid "Directional light" msgstr "Directional light" +msgid "" +"New in Godot 4.0 is the ability to have directional lighting in 2D. " +"Directional lighting is used to represent sunlight or moonlight. Light rays " +"are casted parallel to each other, as if the sun or moon was infinitely far " +"away from the surface that is receiving the light." +msgstr "" +"Une nouveauté de Godot 4.0 est la possibilité d'avoir un éclairage " +"directionnel en 2D. L'éclairage directionnel est utilisé pour représenter la " +"lumière du soleil ou de la lune. Les rayons lumineux sont émis parallèles " +"les uns aux autres, comme si le soleil ou la lune étaient infiniment loin de " +"la surface qui reçoit la lumière." + +msgid "DirectionalLight2D offers the following properties:" +msgstr "DirectionalLight2D offre les propriétés suivantes :" + +msgid "" +"**Height:** The light's virtual height with regards to normal mapping " +"(``0.0`` = parallel to surfaces, ``1.0`` = perpendicular to surfaces). By " +"default, the light is fully parallel with the surfaces receiving lights. " +"This will make lighting hardly visible if normal mapping is used, so " +"consider increasing this value. Adjusting the light's height only makes a " +"visual difference on surfaces that use normal mapping. **Height** does not " +"affect shadows' appearance." +msgstr "" +"**Height:** La hauteur virtuelle de la lumière en prenant en compte le " +"mappage normal (``0.0`` = parallèle aux surfaces, ``1.0`` = perpendiculaire " +"aux surfaces). Par défaut, la lumière est parallèle aux surfaces qu'elle " +"affecte. Cela rendra l'éclairage à peine visible si le mappage normal est " +"utilisé, donc pensez à augmenter cette valeur. La modification de la hauteur " +"de la lumière ne fait une différence visible que sur les surfaces qui " +"utilisent le mappage normal. La **Height** n'affecte pas l'apparence des " +"ombres." + +msgid "" +"**Max Distance:** The maximum distance from the camera center objects can be " +"before their shadows are culled (in pixels). Decreasing this value can " +"prevent objects located outside the camera from casting shadows (while also " +"improving performance). Camera2D zoom is not taken into account by **Max " +"Distance**, which means that at higher zoom values, shadows will appear to " +"fade out sooner when zooming onto a given point." +msgstr "" +"**Max Distance :** La distance maximale (en pixels) par rapport au centre de " +"la caméra à laquelle les objets peuvent être avant que leurs ombres ne " +"soient supprimées. Diminuer cette valeur peut empêcher les objets situés en " +"dehors de la vue de la caméra de projeter des ombres (tout en améliorant la " +"performance). Le zoom Camera2D n'est pas pris en compte par **Max " +"Distance**, ce qui veut dire qu'à des valeurs de zoom plus élevées, les " +"ombres sembleront s'estomper plus tôt lors du zoom sur un point donné." + +msgid "" +"Directional shadows will always appear to be infinitely long, regardless of " +"the value of the **Height** property. This is a limitation of the shadow " +"rendering method used for 2D lights in Godot." +msgstr "" +"Les ombres directionnelles sembleront toujours être infiniment longues, peu " +"importe la valeur de la propriété **Height**. C'est une limitation de la " +"méthode de rendu d'ombre utilisée pour les lumières 2D dans Godot." + +msgid "" +"To have directional shadows that are not infinitely long, you should disable " +"shadows in the DirectionalLight2D and use a custom shader that reads from " +"the 2D signed distance field instead. This distance field is automatically " +"generated from LightOccluder2D nodes present in the scene." +msgstr "" +"Pour avoir des ombres directionnelles qui ne sont pas infiniment longues, " +"vous devrez désactiver les ombres dans le DirectionalLight2D et utiliser un " +"shader personnalisé qui lit le champ de distance signé 2D à la place. Ce " +"champ de distance est généré automatiquement à partir des noeuds " +"LightOccluder2D présents dans la scène." + +msgid "Common light properties" +msgstr "Propriétés communes des lumières" + +msgid "" +"Both PointLight2D and DirectionalLight2D offer common properties, which are " +"part of the Light2D base class:" +msgstr "" +"PointLight2D et DirectionalLight2D offrent des propriétés communes, qui font " +"partie de la classe parente Light2D :" + +msgid "" +"**Enabled:** Allows toggling the light's visibility. Unlike hiding the light " +"node, disabling this property will not hide the light's children." +msgstr "" +"**Enabled:** Permet de basculer la visibilité de la lumière. Contrairement " +"au masquage du noeud lumière, désactiver cette propriété ne masquera pas les " +"enfants de la lumière." + +msgid "" +"**Editor Only:** If enabled, the light is only visible within the editor. It " +"will be automatically disabled in the running project." +msgstr "" +"**Editor Only:** Si cette option est activée, la lumière n'est visible que " +"dans l'éditeur. Elle sera automatiquement désactivée lors de l'exécution du " +"projet." + msgid "**Color:** The light's color." msgstr "**Couleur :** la couleur de la lumière." +msgid "" +"**Energy:** The light's intensity multiplier. Higher values result in a " +"brighter light." +msgstr "" +"**Energy :** Le multiplicateur d'intensité de la lumière. Des valeurs plus " +"élevées donnent une lumière plus brillante." + +msgid "" +"**Blend Mode:** The blending formula used for light computations. The " +"default **Add** is suited for most use cases. **Subtract** can be used for " +"negative lights, which are not physically accurate but can be used for " +"special effects. The **Mix** blend mode mixes the value of pixels " +"corresponding to the light's texture with the values of pixels under it by " +"linear interpolation." +msgstr "" +"**Blend Mode :** La formule de fondu utilisée pour les calculs de lumière. " +"La valeur par défaut **Add** est suffisante pour la plupart des cas " +"d'utilisation. **Subtract** peut être utilisée pour les lumières négatives, " +"qui ne sont pas physiquement vraisemblables mais peuvent être utilisées pour " +"des effets spéciaux. Le mode de fondu **Mix** mélange la valeur des pixels " +"correspondant à la texture de la lumière avec les valeurs des pixels situés " +"en dessous par interpolation linéaire." + +msgid "**Range > Z Min:** The lowest Z index affected by the light." +msgstr "**Range > Z Min:** L'indice Z le plus faible affecté par la lumière." + +msgid "**Range > Z Max:** The highest Z index affected by the light." +msgstr "**Range > Z Max:** L'indice Z le plus élevé affecté par la lumière." + +msgid "**Range > Layer Min:** The lowest visual layer affected by the light." +msgstr "" +"**Range > Layer Min:** La couche visuelle la plus basse affectée par la " +"lumière." + +msgid "**Range > Layer Max:** The highest visual layer affected by the light." +msgstr "" +"**Range > Layer Max:** La couche visuelle la plus haute affectée par la " +"lumière." + +msgid "" +"**Range > Item Cull Mask:** Controls which nodes receive light from this " +"node, depending on the other nodes' enabled visual layers **Occluder Light " +"Mask**. This can be used to prevent certain objects from receiving light." +msgstr "" +"**Range > Item Cull Mask :** Contrôle quels noeuds reçoivent la lumière " +"émise par ce noeud, en fonction des couches visuelles **Occluder Light " +"Mask** activées des autres noeuds. Cela peut être utilisé pour empêcher " +"certains objets de recevoir de la lumière." + +msgid "Setting up shadows" +msgstr "Mise en place des ombres" + +msgid "" +"After enabling the **Shadow > Enabled** property on a PointLight2D or " +"DirectionalLight2D node, you will not see any visual difference initially. " +"This is because no nodes in your scene have any *occluders* yet, which are " +"used as a basis for shadow casting." +msgstr "" +"Après avoir activé la propriété **Shadow > Enabled** sur un noeud " +"PointLight2D ou DirectionalLight2D, vous ne verrez initialement pas de " +"différence visuelle. Cela est dû au fait qu'aucun noeud dans votre scène ne " +"possède d'*occulteurs*, qui sont utilisés comme base pour la projection " +"d'ombres." + +msgid "" +"For shadows to appear in the scene, LightOccluder2D nodes must be added to " +"the scene. These nodes must also have occluder polygons that are designed to " +"match the sprite's outline." +msgstr "" +"Pour que des ombres apparaissent dans la scène, des noeuds LightOccluder2D " +"doivent être ajoutés à la scène. Ces noeuds doivent aussi avoir des " +"polygones d'occlusion conçus pour correspondre au contour du sprite." + +msgid "" +"Along with their polygon resource (which must be set to have any visual " +"effect), LightOccluder2D nodes have 2 properties:" +msgstr "" +"En plus de leur ressource polygone (qui doit être définie pour avoir un " +"effet visuel), les nœuds LightOccluder2D ont deux propriétés :" + +msgid "" +"**SDF Collision:** If enabled, the occluder will be part of a real-time " +"generated *signed distance field* that can be used in custom shaders. When " +"not using custom shaders that read from this SDF, enabling this makes no " +"visual difference and has no performance cost, so this is enabled by default " +"for convenience." +msgstr "" +"**SDF Collision:** Si ce paramètre est activé, l'occulteur fera partie d'un " +"*champ de distance signé* généré en temps réel qui peut être utilisé dans " +"les shaders personnalisés. Lorsque vous n'utilisez pas de shaders " +"personnalisés qui lisent ce SDF, activer ce paramètre ne fait aucune " +"différence visuelle et n'a aucun coût de performance, donc ce paramètre est " +"activé par défaut pour plus de commodité." + +msgid "" +"**Occluder Light Mask:** This is used in tandem with PointLight2D and " +"DirectionalLight2D's **Shadow > Item Cull Mask** property to control which " +"objects cast shadows for each light. This can be used to prevent specific " +"objects from casting shadows." +msgstr "" +"**Occluder Light Mask:** Ce paramètre est utilisé en tandem avec la " +"propriété **Shadow > Item Cull Mask** des PointLight2D et DirectionalLight2D " +"pour contrôler quels objets projettent des ombres pour chaque lumière. Cela " +"peut être utilisé pour empêcher certains objets de projetter des ombres." + +msgid "" +"Occluders can be created automatically from Sprite2D nodes by selecting the " +"node, clicking the **Sprite2D** menu at the top of the 2D editor then " +"choosing **Create LightOccluder2D Sibling**." +msgstr "" +"Les occulteurs peuvent être créés automatiquement à partir des nœuds " +"Sprite2D en sélectionnant le nœud, en cliquant sur le menu **Sprite2D** en " +"haut de l'éditeur 2D, puis en choisissant **Create LightOccluder2D Sibling**." + +msgid "" +"In the dialog that appears, an outline will surround your sprite's edges. If " +"the outline matches the sprite's edges closely, you can click **OK**. If the " +"outline is too far away from the sprite's edges (or is \"eating\" into the " +"sprite's edges), adjust **Grow (pixels)** and **Shrink (pixels)**, then " +"click **Update Preview**. Repeat this operation until you get satisfactory " +"results." +msgstr "" +"Dans la boîte de dialogue qui s'affiche, un contour entourera votre sprite. " +"Si le contour correspond bien aux bords du sprite, vous pouvez cliquer sur " +"OK. Si le contour est trop éloigné des bords du sprite (ou \"empiète\" sur " +"les bords du sprite), ajustez les paramètres **Grow (pixels)** et **Shrink " +"(pixels)**, puis cliquez sur **Update Preview**. Répétez cette opération " +"autant que de besoin." + +msgid "Manually drawing a light occluder" +msgstr "Dessiner manuellement un obturateur de lumière" + +msgid "" +"Create a LightOccluder2D node, then select the node and click the \"+\" " +"button at the top of the 2D editor. When asked to create a polygon resource, " +"answer **Yes**. You can then start drawing an occluder polygon by clicking " +"to create new points. You can remove existing points by right-clicking them, " +"and you can create new points from the existing line by clicking on the line " +"then dragging." +msgstr "" +"Créez un nœud **LightOccluder2D**, puis sélectionnez le et cliquez sur le " +"bouton \"+\" en haut de l'éditeur 2D. Lorsque l'on vous demande de créer une " +"ressource de polygone, répondez **Yes**. Vous pouvez ensuite commencer à " +"dessiner un polygone occultant en cliquant pour créer de nouveaux points. " +"Vous pouvez supprimer des points existants avec un clic droit, et créer de " +"nouveaux points à partir de la ligne existante en cliquant sur la ligne, " +"puis en la faisant glisser." + +msgid "" +"The following properties can be adjusted on 2D lights that have shadows " +"enabled:" +msgstr "" +"Les propriétés suivantes peuvent être ajustées sur des lumières 2D qui ont " +"les ombres activées :" + +msgid "" +"**Color:** The color of shaded areas. By default, shaded areas are fully " +"black, but this can be changed for artistic purposes. The color's alpha " +"channel controls how much the shadow is tinted by the specified color." +msgstr "" +"**Color:** La couleur des zones ombragées. Par défaut, les zones ombragées " +"sont entièrement noires, mais cela peut être modifié à des fins artistiques. " +"Le canal alpha de la couleur contrôle dans quelle mesure l'ombre est teintée " +"par la couleur spécifiée." + +msgid "" +"**Filter:** The filter mode to use for shadows. The default **None** is the " +"fastest to render, and is well suited for games with a pixel art aesthetic " +"(due to its \"blocky\" visuals). If you want a soft shadow, use **PCF5** " +"instead. **PCF13** is even softer, but is the most demanding to render. " +"PCF13 should only be used for a few lights at once due to its high rendering " +"cost." +msgstr "" +"**Filter:** Le mode de filtrage à utiliser pour les ombres. Le mode par " +"défaut **None** a une rendu plus rapide convenant bien aux jeux avec une " +"esthétique pixel art (en raison de son aspect \"pixélisé\"). Si vous " +"souhaitez une ombre douce, utilisez **PCF5**. **PCF13** est encore plus " +"doux, mais c'est le plus exigeant en termes de rendu. **PCF13** ne devrait " +"être utilisé que pour un petit nombre de lumières simultanément en raison de " +"son coût élevé en rendu." + +msgid "" +"**Filter Smooth:** Controls how much softening is applied to shadows when " +"**Filter** is set to **PCF5** or **PCF13**. Higher values result in a softer " +"shadow, but may cause banding artifacts to be visible (especially with PCF5)." +msgstr "" +"**Filter Smooth:** Contrôle la quantité de flou appliquée aux ombres lorsque " +"**Filter** est défini sur **PCF5** ou **PCF13**. Des valeurs plus élevées " +"produisent une ombre plus douce, mais peuvent entraîner l'apparition " +"d'artéfacts (en particulier avec PCF5)." + +msgid "" +"**Item Cull Mask:** Controls which LightOccluder2D nodes cast shadows, " +"depending on their respective **Occluder Light Mask** properties." +msgstr "" +"**Item Cull Mask :** Contrôle quels nœuds **LightOccluder2D** projettent des " +"ombres, en fonction de leurs propriétés respectives **Occluder Light Mask**." + +msgid "Hard shadows" +msgstr "Ombres dures" + +msgid "Soft shadows (PCF13, Filter Smooth 1.5)" +msgstr "Ombres douces (PCF13, Lissage de filtre 1.5)" + +msgid "" +"Soft shadows with streaking artifacts due to Filter Smooth being too high " +"(PCF5, Filter Smooth 4)" +msgstr "" +"Des ombres douces avec des artefacts de traînées en raison de **Filter " +"Smooth** trop élevé (PCF5, **Filter Smooth** à 4)" + +msgid "Occluder draw order" +msgstr "Ordre de dessin des occludeurs" + +msgid "" +"**LightOccluder2Ds follows the usual 2D drawing order.** This is important " +"for 2D lighting, as this is how you control whether the occluder should " +"occlude the sprite itself or not." +msgstr "" +"**Les LightOccluder2D suivent l'ordre de dessin 2D habituel.** Cela est " +"important pour l'éclairage 2D, car c'est ainsi que vous contrôlez si le " +"**LightOccluder2D** doit occulter le sprite lui-même ou non." + +msgid "" +"If the LightOccluder2D node is a *sibling* of the sprite, the occluder will " +"occlude the sprite itself if it's placed *below* the sprite in the scene " +"tree." +msgstr "" +"Si le nœud **LightOccluder2D** est un *frère* du sprite, le " +"**LightOccluder2D** occultera le sprite lui-même si celui-ci est placé *en " +"dessous* du sprite dans l'arborescence de la scène." + +msgid "" +"If the LightOccluder2D node is a *child* of the sprite, the occluder will " +"occlude the sprite itself if **Show Behind Parent** is disabled on the " +"LightOccluder2D node (which is the default)." +msgstr "" +"Si le nœud **LightOccluder2D** est un *enfant* du sprite, le " +"**LightOccluder2D** occultera le sprite lui-même si **Show Behind Parent** " +"est désactivé sur le nœud **LightOccluder2D** (ce qui est le comportement " +"par défaut)." + msgid "Normal and specular maps" msgstr "Cartes de normal et spéculaire" -msgid "Translation status" -msgstr "État de la traduction" +msgid "" +"Normal maps and specular maps can greatly enhance the sense of depth of your " +"2D lighting. Similar to how these work in 3D rendering, normal maps can help " +"make lighting look less flat by varying its intensity depending on the " +"direction of the surface receiving light (on a per-pixel basis). Specular " +"maps further help improve visuals by making some of the light reflect back " +"to the viewer." +msgstr "" +"Les cartes normales et les cartes spéculaires peuvent considérablement " +"améliorer la sensation de profondeur de votre éclairage 2D. De manière " +"similaire à leur fonctionnement en rendu 3D, les cartes normales permettent " +"de rendre l'éclairage moins plat en variant son intensité en fonction de la " +"direction de la surface recevant la lumière (pixel par pixel). Les cartes " +"spéculaires améliorent encore les visuels en faisant réfléchir une partie de " +"la lumière vers le spectateur." + +msgid "" +"Both PointLight2D and DirectionalLight2D support normal mapping and specular " +"mapping. Since Godot 4.0, normal and specular maps can be assigned to any 2D " +"element, including nodes that inherit from Node2D or Control." +msgstr "" +"Les **PointLight2D** et **DirectionalLight2D** prennent en charge les cartes " +"normales et les cartes spéculaires. Depuis Godot 4.0, les cartes normales et " +"spéculaires peuvent être assignées à n'importe quel élément 2D, y compris " +"les nœuds qui héritent de **Node2D** ou **Control**." + +msgid "" +"A normal map represents the direction in which each pixel is \"pointing\" " +"towards. This information is then used by the engine to correctly apply " +"lighting to 2D surfaces in a physically plausible way. Normal maps are " +"typically created from hand-painted height maps, but they can also be " +"automatically generated from other textures." +msgstr "" +"Une carte normale représente la direction vers laquelle chaque pixel est " +"\"orienté\". Cette information est ensuite utilisée par le moteur pour " +"appliquer correctement l'éclairage sur les surfaces 2D de manière " +"physiquement plausible. Les cartes normales sont généralement créées à " +"partir de cartes de hauteur faites à la main, mais elles peuvent également " +"être générées automatiquement à partir d'autres textures." + +msgid "" +"A specular map defines how much each pixel should reflect light (and in " +"which color, if the specular map contains color). Brighter values will " +"result in a brighter reflection at that given spot on the texture. Specular " +"maps are typically created with manual editing, using the diffuse texture as " +"a base." +msgstr "" +"Une carte spéculaire définit la quantité de lumière que chaque pixel doit " +"réfléchir (et quelle couleur, si la carte spéculaire contient de la " +"couleur). Des valeurs plus lumineuses entraîneront une réflexion plus " +"intense à cet endroit précis de la texture. Les cartes spéculaires sont " +"généralement créées manuellement, en utilisant la texture diffuse comme base." + +msgid "" +"If you don't have normal or specular maps for your sprites, you can generate " +"them using the free and open source `Laigter `__ tool." +msgstr "" +"Si vous n'avez pas de cartes normales ou spéculaires pour vos sprites, vous " +"pouvez les générer en utilisant l'outil gratuit et open source `Laigter " +"`." + +msgid "" +"To set up normal maps and/or specular maps on a 2D node, create a new " +"CanvasTexture resource for the property that draws the node's texture. For " +"example, on a Sprite2D:" +msgstr "" +"Pour configurer des cartes normales et/ou des cartes spéculaires sur un nœud " +"2D, créez une nouvelle ressource **CanvasTexture** pour la propriété qui " +"dessine la texture du nœud. Par exemple, sur un **Sprite2D** :" + +msgid "Creating a CanvasTexture resource for a Sprite2D node" +msgstr "Créer une ressource **CanvasTexture** pour un nœud **Sprite2D**" + +msgid "" +"Expand the newly created resource. You can find several properties you will " +"need to adjust:" +msgstr "" +"Développez la ressource nouvellement créée. Vous y trouverez plusieurs " +"propriétés que vous devrez ajuster :" + +msgid "" +"**Diffuse > Texture:** The base color texture. In this property, load the " +"texture you're using for the sprite itself." +msgstr "" +"**Diffuse > Texture :** La texture de couleur de base. Dans cette propriété, " +"chargez la texture que vous utilisez pour le sprite lui-même." + +msgid "" +"**Normal Map > Texture:** The normal map texture. In this property, load a " +"normal map texture you've generated from a height map (see the tip above)." +msgstr "" +"**Normal Map > Texture :** La texture de la carte normale. Dans cette " +"propriété, chargez une texture de carte normale que vous avez générée à " +"partir d'une carte de hauteur (voir l'astuce ci-dessus)." + +msgid "" +"**Specular > Texture:** The specular map texture, which controls the " +"specular intensity of each pixel on the diffuse texture. The specular map is " +"usually grayscale, but it can also contain color to multiply the color of " +"reflections accordingly. In this property, load a specular map texture " +"you've created (see the tip above)." +msgstr "" +"**Specular > Texture :** La texture de la carte spéculaire, qui contrôle " +"l'intensité spéculaire de chaque pixel sur la texture diffuse. La carte " +"spéculaire est généralement en niveaux de gris, mais elle peut également " +"contenir de la couleur pour multiplier la couleur des réflexions en " +"conséquence. Dans cette propriété, chargez une texture de carte spéculaire " +"que vous avez créée (voir l'astuce ci-dessus)." + +msgid "**Specular > Color:** The color multiplier for specular reflections." +msgstr "" +"**Specular > Color:** Le multiplicateur de couleur pour les réflexions " +"spéculaires." + +msgid "" +"**Specular > Shininess:** The specular exponent to use for reflections. " +"Lower values will increase the brightness of reflections and make them more " +"diffuse, while higher values will make reflections more localized. High " +"values are more suited for wet-looking surfaces." +msgstr "" +"**Specular > Shininess :** L'exposant spéculaire à utiliser pour les " +"réflexions. Des valeurs plus faibles augmenteront la brillance des " +"réflexions et les rendront plus diffuses, tandis que des valeurs plus " +"élevées rendront les réflexions plus localisées. Des valeurs élevées " +"conviennent mieux aux surfaces ayant un aspect mouillé." + +msgid "" +"**Texture > Filter:** Can be set to override the texture filtering mode, " +"regardless of what the node's property is set to (or the **Rendering > " +"Textures > Canvas Textures > Default Texture Filter** project setting)." +msgstr "" +"**Texture > Filter :** Peut être défini pour remplacer le mode de filtrage " +"de la texture, indépendamment de la valeur définie dans la propriété du nœud " +"(ou du paramètre de projet **Rendering > Textures > Canvas Textures > " +"Default Texture Filter**)." + +msgid "" +"**Texture > Repeat:** Can be set to override the texture filtering mode, " +"regardless of what the node's property is set to (or the **Rendering > " +"Textures > Canvas Textures > Default Texture Repeat** project setting)." +msgstr "" +"**Texture > Repeat :** Peut être défini pour remplacer le mode de répétition " +"de la texture, indépendamment de la valeur définie dans la propriété du nœud " +"(ou du paramètre de projet **Rendering > Textures > Canvas Textures > " +"Default Texture Repeat**)." + +msgid "" +"After enabling normal mapping, you may notice that your lights appear to be " +"weaker. To resolve this, increase the **Height** property on your " +"PointLight2D and DirectionalLight2D nodes. You may also want to increase the " +"lights's **Energy** property slightly to get closer to how your lighting's " +"intensity looked prior to enabling normal mapping." +msgstr "" +"Après avoir activé le **normal mapping**, vous remarquerez peut-être que vos " +"lumières semblent plus faibles. Pour résoudre ce problème, augmentez la " +"propriété **Height** sur vos nœuds **PointLight2D** et " +"**DirectionalLight2D**. Vous pouvez également vouloir augmenter légèrement " +"la propriété **Energy** des lumières pour revenir à l'intensité de " +"l'éclairage avant d'activer le **normal mapping**." + +msgid "Using additive sprites as a faster alternative to 2D lights" +msgstr "" +"Utiliser les sprites additifs comme alternative plus rapide aux lumières 2D" + +msgid "" +"If you run into performance issues when using 2D lights, it may be worth " +"replacing some of them with Sprite2D nodes that use additive blending. This " +"is particularly suited for short-lived dynamic effects, such as bullets or " +"explosions." +msgstr "" +"Si vous rencontrez des problèmes de performance lors de l'utilisation de " +"lumières 2D, il peut être utile de remplacer certaines d'entre elles par des " +"nœuds Sprite2D qui utilisent le mélange additif. Ceci est particulièrement " +"adapté aux effets dynamiques à courte durée, comme les balles ou les " +"explosions." + +msgid "" +"Additive sprites are much faster to render, since they don't need to go " +"through a separate rendering pipeline. Additionally, it is possible to use " +"this approach with AnimatedSprite2D (or Sprite2D + AnimationPlayer), which " +"allows for animated 2D \"lights\" to be created." +msgstr "" +"Les sprites additifs sont beaucoup plus rapides à rendre, car ils n'ont pas " +"besoin de passer par une pipeline de rendu séparée. De plus, il est possible " +"d'utiliser cette approche avec AnimatedSprite2D (ou Sprite2D + " +"AnimationPlayer), ce qui permet de créer des « lumières » animées 2D." + +msgid "However, additive sprites have a few downsides compared to 2D lights:" +msgstr "" +"Cependant, les sprites additifs ont quelques désavantages par rapport aux " +"lumières 2D :" + +msgid "" +"The blending formula is inaccurate compared to \"actual\" 2D lighting. This " +"is usually not a problem in sufficiently lit areas, but this prevents " +"additive sprites from correctly lighting up areas that are fully dark." +msgstr "" +"La formule de mélange est inexacte par rapport à l'éclairage 2D \"réel\". Ce " +"n'est généralement pas un problème dans des zones suffisamment éclairées, " +"mais cela empêche les sprites additifs d'éclairer correctement les zones qui " +"sont complètement sombres." + +msgid "Additive sprites cannot cast shadows, since they are not lights." +msgstr "" +"Les sprites additifs ne peuvent pas projeter des ombres, car ils ne sont pas " +"des lumières." + +msgid "" +"To display a sprite with additive blending, create a Sprite2D node and " +"assign a texture to it. In the inspector, scroll down to the **CanvasItem > " +"Material** section, unfold it and click the dropdown next to the " +"**Material** property. Choose **New CanvasItemMaterial**, click the newly " +"created material to edit it, then set **Blend Mode** to **Add**." +msgstr "" +"Pour afficher un sprite avec du mélange additif, créez un nœud Sprite2D et " +"assignez lui une texture. Dans l'inspecteur, faites défiler jusqu'à la " +"section **CanvasItem > Matériau**, dépliez-la et cliquez sur le menu " +"déroulant à côté de la propriété **Matériau**. Choisissez **Nouveau " +"CanvasItemMaterial**, cliquez sur le matériau nouvellement créé pour le " +"modifier, puis définissez **Mode de mélange** à **Addition**." diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_meshes.po b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_meshes.po index 192efb4bd1..b7708893c8 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_meshes.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_meshes.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -46,6 +46,14 @@ msgstr "" "expérimenter de les créer vous-même en utilisant ``SurfaceTool`` à partir du " "code et les afficher dans un nœud ``MeshInstance2D``." +msgid "" +"Currently, the only way to generate a 2D mesh within the editor is by either " +"importing an OBJ file as a mesh, or converting it from a Sprite2D." +msgstr "" +"Actuellement, la seule façon de générer un maillage 2D dans l'éditeur est " +"soit d'importer un fichier OBJ en tant que maillage, soit de le convertir " +"depuis un Sprite2D." + msgid "Optimizing pixels drawn" msgstr "Optimisation des pixels dessinés" @@ -78,6 +86,24 @@ msgstr "" "La conversion en maillage garantit que seules les parties opaques seront " "dessinées et que le reste sera ignoré." +msgid "Converting Sprite2Ds to 2D meshes" +msgstr "Conversion de Sprite2Ds en maillages 2D" + +msgid "" +"You can take advantage of this optimization by converting a ``Sprite2D`` to " +"a ``MeshInstance2D``. Start with an image that contains large amounts of " +"transparency on the edges, like this tree:" +msgstr "" +"Vous pouvez profiter de cette optimisation en convertissant un ``Sprite2D`` " +"en ``MeshInstance2D``. Commencez par une image qui contient beaucoup de " +"transparence sur les bords, comme cet arbre :" + +msgid "" +"Put it in a ``Sprite2D`` and select \"Convert to 2D Mesh\" from the menu:" +msgstr "" +"Mettez-le dans un ``Sprite2D`` et sélectionnez \"Convert to 2D Mesh\" dans " +"le menu :" + msgid "" "A dialog will appear, showing a preview of how the 2D mesh will be created:" msgstr "" @@ -92,5 +118,9 @@ msgstr "" "pouvez modifier la croissance et la simplification en fonction de vos " "besoins :" -msgid "Translation status" -msgstr "État de la traduction" +msgid "" +"Finally, push the ``Convert 2D Mesh`` button and your Sprite2D will be " +"replaced:" +msgstr "" +"Finalement, appuyez sur le bouton ``Convert 2D Mesh`` et votre Sprite2D sera " +"remplacé :" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_movement.po b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_movement.po index 1b087be0c3..215b2f7838 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_movement.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_movement.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -27,9 +27,30 @@ msgstr "" "particulières, mais en général, les mouvements de la plupart des jeux en 2D " "sont basés sur un petit nombre de dessins." +msgid "" +"We'll use :ref:`CharacterBody2D ` for these examples, " +"but the principles will apply to other node types (Area2D, RigidBody2D) as " +"well." +msgstr "" +"Nous utiliserons :ref:`CharacterBody2D ` pour ces " +"exemples, mais les principes s'appliqueront tout autant aux autres types de " +"nœuds (Area2D, RigidBody2D)." + msgid "Setup" msgstr "Configuration" +msgid "" +"Each example below uses the same scene setup. Start with a " +"``CharacterBody2D`` with two children: ``Sprite2D`` and " +"``CollisionShape2D``. You can use the Godot icon (\"icon.png\") for the " +"Sprite2D's texture or use any other 2D image you have." +msgstr "" +"Chaque exemple ci-dessous utilise la même configuration de scène. Commencez " +"avec un ``CharacterBody2D`` avec deux enfants : ``Sprite2D`` et " +"``CollisionShape2D``. Vous pouvez utiliser l'icône Godot (\"icon.png\") pour " +"la texture du Sprite2D ou utiliser n'importe quelle autre image 2D que vous " +"avez." + msgid "" "Open ``Project -> Project Settings`` and select the \"Input Map\" tab. Add " "the following input actions (see :ref:`InputEvent ` for " @@ -54,6 +75,16 @@ msgstr "" "fait que le joueur peut se déplacer en diagonale en appuyant sur deux " "touches simultanément." +msgid "Add a script to the character body and add the following code:" +msgstr "Ajoutez un script au character body et ajoutez le code suivant :" + +msgid "" +"We can then set our velocity by multiplying this direction vector, which has " +"a length of ``1``, by our desired speed." +msgstr "" +"Nous pouvons alors définir notre vitesse en multipliant ce vecteur de " +"direction, qui a une longueur de ``1``, par notre vitesse souhaitée." + 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`." @@ -86,6 +117,22 @@ msgstr "" "le déplace vers l'avant ou l'arrière dans toute direction vers laquelle il " "fait face." +msgid "" +"Here we've added two variables to track our rotation direction and speed. " +"The rotation is applied directly to the body's ``rotation`` property." +msgstr "" +"Ici, nous avons ajouté deux nouvelles variables pour suivre notre direction " +"et notre vitesse de rotation. La rotation est appliquée directement à la " +"propriété ``rotation`` du corps." + +msgid "" +"To set the velocity, we use the body's ``transform.x`` which is a vector " +"pointing in the body's \"forward\" direction, and multiply that by the speed." +msgstr "" +"Pour définir la vitesse, nous utilisons le ``transform.x`` du corps qui est " +"un vecteur pointant dans la direction \"avant\" du corps, et multiplions " +"celui-ci par la vitesse." + msgid "Rotation + movement (mouse)" msgstr "Rotation + Mouvement (souris)" @@ -100,6 +147,15 @@ msgstr "" "personnage \"regardera\" toujours vers le pointeur de la souris. Les entrées " "avant/arrière restent toutefois les mêmes." +msgid "" +"Here we're using the :ref:`Node2D ` ``look_at()`` method to " +"point the player towards the mouse's position. Without this function, you " +"could get the same effect by setting the angle like this:" +msgstr "" +"Nous utilisons ici la méthode ``look_at()`` de :ref:`Node2D ` " +"pour diriger le joueur vers la position de la souris. Sans cette fonction, " +"vous pourriez obtenir le même effet en définissant l'angle comme suit :" + msgid "Click-and-move" msgstr "Cliquer-et-déplacer" @@ -149,5 +205,11 @@ msgstr "" "vos propres projets. N'hésitez pas à les utiliser et à les expérimenter pour " "voir ce que vous pouvez faire." -msgid "Translation status" -msgstr "État de la traduction" +msgid "" +"You can download this sample project here: `2d_movement_starter.zip `_" +msgstr "" +"Vous pouvez télécharger ce projet d'exemple ici : `2d_movement_starter.zip " +"`_" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_parallax.po b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_parallax.po index f1b56af7ad..ff15d707a2 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_parallax.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_parallax.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,8 +11,277 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" +msgid "2D Parallax" +msgstr "Parallaxe 2D" + msgid "Introduction" msgstr "Introduction" -msgid "Translation status" -msgstr "État de la traduction" +msgid "" +"Parallax is an effect used to simulate depth by having textures move at " +"different speeds relative to the camera. Godot provides the :ref:" +"`Parallax2D` node to achieve this effect. It can still be " +"easy to get tripped up though, so this page provides in-depth descriptions " +"of some properties and how to fix some common mistakes." +msgstr "" +"Le parallaxe est un effet utilisé pour simuler la profondeur en faisant " +"déplacer les textures à différentes vitesses par rapport à la caméra. Godot " +"fournit le nœud :ref:`Parallax2D` pour obtenir cet effet. " +"Il peut encore être facile de se tromper, donc cette page fournit des " +"descriptions détaillées de certaines propriétés et comment corriger " +"certaines erreurs courantes." + +msgid "" +"This page only covers how to use :ref:`Parallax2D`. This " +"node is still experimental, so the implementation might change in future " +"versions of Godot. However, it is still recommended to use over the :ref:" +"`ParallaxLayer` and :ref:" +"`ParallaxBackground` nodes." +msgstr "" +"Cette page ne couvre que l'utilisation de :ref:Parallax2D. " +"Ce nœud est encore expérimental, donc l'implémentation pourrait changer dans " +"les futures versions de Godot. Cependant, il est toujours recommandé de " +"l'utiliser plutôt que les nœuds :ref:ParallaxLayer et :" +"ref:ParallaxBackground." + +msgid "" +"The backbone of the parallax effect is the :ref:`scroll_scale " +"` property. It works as a scroll-" +"speed multiplier, allowing layers to move at a different speed than the " +"camera for each axis set. A value of 1 makes the parallax node scroll at the " +"same speed as the camera. If you want your image to look further away when " +"scrolling, use a value lower than 1, with 0 bringing it to a complete stop. " +"If you want something to appear closer to the camera, use a value higher " +"than 1, making it scroll faster." +msgstr "" +"L'élément charnière de l'effet de parallaxe est la propriété :ref:" +"`scroll_scale `. Elle fonctionne " +"comme un multiplicateur de vitesse de défilement, permettant aux couches de " +"se déplacer à une vitesse différente de celle de la caméra pour chaque axe " +"défini. Une valeur de 1 fait défiler le nœud de parallaxe à la même vitesse " +"que la caméra. Si vous voulez que votre image semble plus éloignée lors du " +"défilement, utilisez une valeur inférieure à 1, avec 0 l'arrêtant " +"complètement. Si vous voulez que quelque chose semble plus proche de la " +"caméra, utilisez une valeur supérieure à 1, ce qui le fera défiler plus " +"rapidement." + +msgid "" +"The scene above is comprised of five layers. Some good :ref:`scroll_scale " +"` values might be:" +msgstr "" +"La scène ci-dessus est composée de cinq couches. Des valeurs possibles pour :" +"ref:scroll_scale pourraient être :" + +msgid "``(0.7, 1)`` - Forest" +msgstr "``(0.7, 1)`` - Forêt" + +msgid "``(0.5, 1)`` - Hills" +msgstr "``(0.5, 1)`` - Collines" + +msgid "``(0.3, 1)`` - Lower Clouds" +msgstr "``(0.3, 1)`` - Nuages du bas" + +msgid "``(0.2, 1)`` - Higher Clouds" +msgstr "``(0.2, 1)`` - Nuages du haut" + +msgid "``(0.1, 1)`` - Sky" +msgstr "``(0.1, 1)`` - Ciel" + +msgid "" +"The video below displays how these values affect scrolling while in-game:" +msgstr "" +"La vidéo ci-dessous montre comment ces valeurs affectent le défilement " +"durant le jeu :" + +msgid "Infinite repeat" +msgstr "Répétition infinie" + +msgid "" +":ref:`Parallax2D` provides a bonus effect that gives " +"textures the illusion of repeating infinitely. :ref:" +"`repeat_size` tells the node to snap " +"its position forward or back when the camera scrolls by the set value. This " +"effect is achieved by adding a single repeat to all the child canvas items " +"offset by the value. While the camera scrolls between the image and its " +"repeat, it invisibly snaps back giving the appearance of a looping image." +msgstr "" +":ref:`Parallax2D` offre un effet supplémentaire qui donne " +"l'illusion que les textures se répètent à l'infini. La propriété :ref:" +"`repeat_size` indique au nœud de " +"faire avancer ou reculer sa position lorsque la caméra se déplace de la " +"valeur définie. Cet effet est obtenu en ajoutant une seule répétition à tous " +"les éléments de canevas enfants, décalés de cette valeur. Pendant que la " +"caméra se déplace entre l'image et sa répétition, elle se replace de manière " +"invisible, donnant l'apparence d'une image en boucle." + +msgid "" +"Being a delicate effect, it's easy for unfamiliar users to make mistakes " +"with their setup. Let's go over the \"how\" and \"why\" of a few common " +"problems users encounter." +msgstr "" +"Étant un effet délicat, il est facile pour les utilisateurs non familiers de " +"faire des erreurs avec leur configuration. Allons sur le \"comment\" et le " +"\"pourquoi\" de quelques problèmes communs que les utilisateurs rencontrent." + +msgid "Poor sizing" +msgstr "Mauvais dimensionnement" + +msgid "" +"The infinite repeat effect is easiest to work with when you have an image " +"designed to repeat seamlessly and is the same size or larger than your " +"viewport **before** setting the :ref:" +"`repeat_size`. If you aren't able to " +"obtain assets that are designed for this task, there are some other things " +"you can do to better prepare your image in regards to size." +msgstr "" +"Il est plus facile de travailler avec l'effet de répétition infinie quand " +"vous avez une image conçue pour se répéter sans couture et qui est la même " +"taille ou plus grande que votre fenêtre d'affichage **avant** le réglage de :" +"ref:`repeat_size `. Si vous n'êtes " +"pas en mesure d'obtenir des ressources conçues pour cette tâche, il y a " +"d'autres choses que vous pouvez faire pour mieux préparer votre image en ce " +"qui concerne la taille." + +msgid "Here is an example of a texture that is too small for its viewport:" +msgstr "Voici un exemple de texture trop petite pour sa fenêtre d'affichage :" + +msgid "" +"We can see that the viewport size is 500x300 but the texture is 288x208. If " +"we set the :ref:`repeat_size` to the " +"size of our image, the infinite repeat effect doesn't scroll properly " +"because the original texture doesn't cover the viewport. If we set the :ref:" +"`repeat_size` to the size of the " +"viewport, we have a large gap. What can we do?" +msgstr "" +"Nous pouvons voir que la taille de la vue est de 500x300, mais la texture " +"est de 288x208. Si nous définissons la propriété :ref:" +"repeat_size à la taille de notre " +"image, l'effet de répétition infinie ne se déroule pas correctement car la " +"texture originale ne couvre pas la vue. Si nous définissons la propriété :" +"ref:repeat_size à la taille de la " +"vue, nous avons un grand espace. Comment pourrions-nous faire ?" + +msgid "Make the viewport smaller" +msgstr "Rendre la fenêtre d'affichage plus petite" + +msgid "Scale the Parallax2D" +msgstr "Mise à l'échelle du Parallax2D" + +msgid "" +"If you're not aiming for a pixel-perfect style, or don't mind a little " +"blurriness, you may opt to scale the textures larger to fit your screen. Set " +"the :ref:`scale` of the :ref:" +"`Parallax2D`, and all child textures scale with it." +msgstr "" +"Si vous ne visez pas un style pixel-perfect ou si vous ne voyez pas " +"d'inconvénient à un léger flou, vous pouvez choisir de redimensionner les " +"textures pour qu'elles s'adaptent à votre écran. Définissez l'échelle (:ref:" +"`scale`) du :ref:" +"`Parallax2D`, et toutes les textures enfants seront " +"redimensionnées en conséquence." + +msgid "Repeat the textures" +msgstr "Répéter les textures" + +msgid "" +"You can also start off on the right foot by preparing child nodes earlier in " +"the process. If you have a :ref:`Sprite2D` you'd like to " +"repeat, but is too small, you can do the following to repeat it:" +msgstr "" +"Vous pouvez aussi commencer du bon pied en préparant les nœuds fils plus tôt " +"dans le processus. Si vous avez une :ref:`Image 2D`, que " +"vous souhaitez répéter, mais qui est trop petite, vous pouvez faire ce qui " +"suit :" + +msgid "" +"set :ref:`texture_repeat` to :ref:" +"`CanvasItem." +"TEXTURE_REPEAT_ENABLED`" +msgstr "" +"définir :ref:`texture_repeat` à :" +"ref:`CanvasItem." +"TEXTURE_REPEAT_ENABLED`" + +msgid "" +"set :ref:`region_enabled` to ``true``" +msgstr "" +"définir :ref:`region_enabled` à " +"``true``" + +msgid "" +"Below, you can see that repeating the image twice makes it large enough to " +"cover the screen." +msgstr "" +"Ci-dessous, vous pouvez voir que répéter l'image deux fois la rend " +"suffisamment large pour recouvrir tout l'écran." + +msgid "Poor positioning" +msgstr "Un mauvais positionnement" + +msgid "" +"It's common to see users mistakenly set all of their textures to be centered " +"at ``(0,0)``:" +msgstr "" +"Il est commun de voir des utilisateurs paramétrer par erreur toutes leurs " +"textures de façon à les centrer à ``(0,0)`` :" + +msgid "" +"This creates problems with the infinite repeat effect and should be avoided. " +"The \"infinite repeat canvas\" starts at ``(0,0)`` and expands down and to " +"the right to the size of the :ref:" +"`repeat_size` value." +msgstr "" +"cela crée des problèmes avec l'effet de répétition infini et devrait être " +"évité. Le \"canevas de répétition infinie\" commence à ``(0,0)`` et s'étend " +"vers le bas et à droite de la valeur de la ref:" +"`taille_de_répétition`." + +msgid "" +"If the textures are centered on the ``(0,0)`` crossing, the infinite repeat " +"canvas is only partly covered, so it only partly repeats." +msgstr "" +"Si les textures sont centrées sur le point d'intersection``(0,0)``, le " +"canevas de répétition infini est seulement partiellement recouvert, donc il " +"ne se répète que partiellement." + +msgid "Would increasing ``repeat_times`` fix this?" +msgstr "Est-ce que augmenter ``repeat_times`` corrigerait ça ?" + +msgid "Scroll offset" +msgstr "Décalage du défilement" + +msgid "Repeat times" +msgstr "Nombre de répétitions" + +msgid "Split screen" +msgstr "Écran partagé" + +msgid "Previewing in the editor" +msgstr "Prévisualiser dans l'éditeur" + +msgid "" +"Prior to 4.3, the recommendation was to place every layer in their own :ref:" +"`ParallaxBackground`, enable the :ref:" +"`follow_viewport_enabled` " +"property, and scale the individual layer. This method has always been tricky " +"to get right, but is still achievable by using a :ref:" +"`CanvasLayer` instead of a :ref:" +"`ParallaxBackground`." +msgstr "" +"Avant la 4.3, la recommandation était de placer chaque couche dans son " +"propre :ref:`ParallaxBackground`, activer la " +"propriété :ref:" +"`follow_viewport_enabled` " +"et mettre à l'échelle la couche individuellement. Cette méthode a toujours " +"été difficile à faire, mais est toujours réalisable en utilisant un :ref:" +"`CanvasLayer` au lieu d'un :ref:" +"`ParallaxBackground`." + +msgid "" +"Another recommendation is `KoBeWi's \"Parallax2D Preview\" addon `_. It provides a few different " +"preview modes and is very handy!" +msgstr "" +"Une autre recommandation est l'`addon \"Parallax2D Preview\" de KoBeWi " +"`_. Il fournit quelques " +"différents modes de prévisualisation et est très pratique !" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po index 8304c90d39..c28b1dce14 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_sprite_animation.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,9 +11,50 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" +msgid "2D sprite animation" +msgstr "Animation Sprite 2D" + msgid "Introduction" msgstr "Introduction" +msgid "" +"In this tutorial, you'll learn how to create 2D animated characters with the " +"AnimatedSprite2D class and the AnimationPlayer. Typically, when you create " +"or download an animated character, it will come in one of two ways: as " +"individual images or as a single sprite sheet containing all the animation's " +"frames. Both can be animated in Godot with the AnimatedSprite2D class." +msgstr "" +"Dans ce tutoriel, vous apprendrez à créer des personnages animés en 2D avec " +"la classe AnimatedSprite2D et l'AnimationPlayer. En général, lorsque vous " +"créez ou téléchargez un personnage animé, vous pouvez le faire de deux " +"manières : sous forme d'images individuelles ou de feuille de sprite unique " +"contenant toutes les images de l'animation. Les deux peuvent être animés " +"dans Godot avec la classe AnimatedSprite2D." + +msgid "" +"First, we'll use :ref:`AnimatedSprite2D ` to animate " +"a collection of individual images. Then we will animate a sprite sheet using " +"this class. Finally, we will learn another way to animate a sprite sheet " +"with :ref:`AnimationPlayer ` and the *Animation* " +"property of :ref:`Sprite2D `." +msgstr "" +"Tout d'abord, nous utiliserons :ref:`AnimatedSprite2D " +"` pour animer une collection d'images individuelles. " +"Ensuite, nous animerons une feuille de sprite en utilisant cette classe. " +"Enfin, nous apprendrons une autre façon d'animer une feuille de sprite avec :" +"ref:`AnimationPlayer ` et la propriété *Animation* " +"de :ref:`Sprite2D `." + +msgid "" +"Art for the following examples by https://opengameart.org/users/ansimuz and " +"tgfcoder." +msgstr "" +"Art pour les exemples suivants par https://opengameart.org/users/ansimuz et " +"par tgfcoder." + +msgid "Individual images with AnimatedSprite2D" +msgstr "Images individuelles avec AnimatedSprite2D" + msgid "" "In this scenario, you have a collection of images, each containing one of " "your character's animation frames. For this example, we'll use the following " @@ -23,6 +64,15 @@ msgstr "" "images pour l'animation de votre personnage. Pour cet exemple, nous allons " "utiliser l'animation suivante :" +msgid "" +"You can download the images here: `2d_sprite_animation_assets.zip `_" +msgstr "" +"Vous pouvez télécharger les images ici : `2d_sprite_animation_assets.zip " +"`_" + msgid "" "Unzip the images and place them in your project folder. Set up your scene " "tree with the following nodes:" @@ -43,6 +93,13 @@ msgstr "" "à CollisionShape2D. Voir :ref:`Physics Introduction " "` pour plus d'informations." +msgid "" +"Now select the ``AnimatedSprite2D`` and in its *SpriteFrames* property, " +"select \"New SpriteFrames\"." +msgstr "" +"Sélectionnez maintenant le ``AnimatedSprite2D`` et dans propriété " +"*SpriteFrames*, sélectionnez \"Nouveau SpriteFrames\"." + msgid "" "Click on the new SpriteFrames resource and you'll see a new panel appear at " "the bottom of the editor window:" @@ -73,6 +130,17 @@ msgstr "" "pour lire l'animation tant que la touche fléchée droite est maintenue " "enfoncée et l'arrêter lorsque vous la relâchez." +msgid "Sprite sheet with AnimatedSprite2D" +msgstr "Feuille de Sprite avec AnimatedSprite2D" + +msgid "" +"You can also easily animate from a sprite sheet with the class " +"``AnimatedSprite2D``. We will use this public domain sprite sheet:" +msgstr "" +"Vous pouvez aussi facilement animer à partir d'une feuille de sprite avec la " +"classe ``AnimatedSprite2D``. Nous utiliserons cette feuille de sprites du " +"domaine public :" + msgid "" "Right-click the image and choose \"Save Image As\" to download it, and then " "copy the image into your project folder." @@ -81,6 +149,16 @@ msgstr "" "sous\" pour la télécharger, puis copiez l'image dans le dossier de votre " "projet." +msgid "" +"Set up your scene tree the same way you did previously when using individual " +"images. Select the ``AnimatedSprite2D`` and in its *SpriteFrames* property, " +"select \"New SpriteFrames\"." +msgstr "" +"Configurez votre arbre de scènes de la même manière que vous le faisiez " +"auparavant pour les images individuelles. Sélectionnez l' " +"``AnimatedSprite2D`` et dans sa propriété *SpriteFrames*, sélectionnez \"New " +"SpriteFrames\"." + msgid "" "Click on the new SpriteFrames resource. This time, when the bottom panel " "appears, select \"Add frames from a Sprite Sheet\"." @@ -121,9 +199,27 @@ msgstr "" "panneau du bas. Double-cliquez sur le nom par défaut pour changer le nom de " "l'animation de saut." +msgid "" +"Finally, check the play button on the SpriteFrames editor to see your frog " +"jump!" +msgstr "" +"Enfin, lancez la lecture du SpriteFrames dans l'inspecteur pour voir votre " +"grenouille sauter !" + msgid "Sprite sheet with AnimationPlayer" msgstr "Feuille de Sprite avec AnimationPlayer" +msgid "" +"Another way that you can animate when using a sprite sheet is to use a " +"standard :ref:`Sprite2D ` node to display the texture, and " +"then animating the change from texture to texture with :ref:`AnimationPlayer " +"`." +msgstr "" +"Une autre façon d'animer lorsque vous utilisez une feuille de sprite est " +"d'utiliser un nœud standard :ref:`Sprite2D ` pour afficher " +"la texture, puis d'animer le changement de texture avec :ref:" +"`AnimationPlayer `." + msgid "Consider this sprite sheet, which contains 6 frames of animation:" msgstr "" "Considérez cette feuille de sprite (sprite sheet), qui contient 6 images " @@ -158,6 +254,15 @@ msgstr "" "représente le nombre d'images horizontales et verticales dans votre feuille " "de sprite." +msgid "" +"Now try changing the value of the *Frame* property. You'll see that it " +"ranges from ``0`` to ``5`` and the image displayed by the Sprite2D changes " +"accordingly. This is the property we'll be animating." +msgstr "" +"Maintenant, essayez de changer la valeur de la propriété *Frame*. Vous " +"verrez qu'elles vont de ``0`` à ``5`` et que l'image affichée par le " +"Sprite2D change en conséquence. C'est la propriété que nous allons animer." + msgid "" "Select the ``AnimationPlayer`` and click the \"Animation\" button followed " "by \"New\". Name the new animation \"walk\". Set the animation length to " @@ -168,6 +273,12 @@ msgstr "" "Définissez la longueur de l'animation sur ``0.6`` et cliquez sur le bouton " "\"Bouclage de l'animation\" pour que notre animation se répète." +msgid "" +"Now select the ``Sprite2D`` node and click the key icon to add a new track." +msgstr "" +"Maintenant, sélectionnez le nœud ``Sprite2D`` et cliquez sur l'icône de la " +"clé pour ajouter une nouvelle piste." + msgid "" "Continue adding frames at each point in the timeline (``0.1`` seconds by " "default), until you have all the frames from 0 to 5. You'll see the frames " @@ -183,6 +294,17 @@ msgstr "Appuyez sur \"Play\" pour voir à quoi ressemble l'animation." msgid "Controlling an AnimationPlayer animation" msgstr "Contrôle d'une animation AnimationPlayer" +msgid "" +"Like with AnimatedSprite2D, you can control the animation via code using the " +"``play()`` and ``stop()`` methods. Again, here is an example to play the " +"animation while the right arrow key is held, and stop it when the key is " +"released." +msgstr "" +"Comme avec AnimatedSprite2D, vous pouvez contrôler l'animation via le code " +"en utilisant les méthodes ``play()`` et ``stop()``. Encore une fois, voici " +"un exemple pour jouer l'animation pendant que la touche fléchée droite est " +"maintenue enfoncée, et l'arrêter quand la touche est relâchée." + msgid "" "If updating both an animation and a separate property at once (for example, " "a platformer may update the sprite's ``h_flip``/``v_flip`` properties when a " @@ -208,5 +330,18 @@ msgstr "" msgid "Summary" msgstr "Résumé" -msgid "Translation status" -msgstr "État de la traduction" +msgid "" +"These examples illustrate the two classes you can use in Godot for 2D " +"animation. ``AnimationPlayer`` is a bit more complex than " +"``AnimatedSprite2D``, but it provides additional functionality, since you " +"can also animate other properties like position or scale. The class " +"``AnimationPlayer`` can also be used with an ``AnimatedSprite2D``. " +"Experiment to see what works best for your needs." +msgstr "" +"Ces exemples illustrent les deux classes que vous pouvez utiliser dans Godot " +"pour l'animation 2D. ``AnimationPlayer`` est un peu plus complexe que " +"``AnimatedSprite2D``, mais il offre des fonctionnalités supplémentaires, " +"puisque vous pouvez également animer d'autres propriétés comme la position " +"ou l'échelle. La classe ``AnimationPlayer`` peut également être utilisée " +"avec un ``AnimatedSprite2D``. Expérimentez pour voir ce qui fonctionne le " +"mieux pour vos besoins." diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_transforms.po b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_transforms.po index 6749f7a12f..547e354d01 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_transforms.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/2d_transforms.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -27,6 +27,13 @@ msgstr "" "moment où ils le réalisent à l'écran. Cet aperçu traite des détails très bas " "niveau du moteur." +msgid "" +"A more extensive description of all coordinate systems and 2d transforms is " +"available in :ref:`doc_2d_coordinate_systems`." +msgstr "" +"Une description plus détaillée de tous les systèmes de coordonnées et des " +"transformations 2d est disponible sur :ref:`doc_2d_coordinate_systems`." + msgid "Canvas transform" msgstr "Transformation du canevas" @@ -57,6 +64,18 @@ msgstr "" msgid "Global canvas transform" msgstr "Transformation globale du canevas" +msgid "" +"Viewports also have a Global Canvas transform (also a :ref:`Transform2D " +"`). This is the master transform and affects all " +"individual *Canvas Layer* transforms. Generally, this is primarily used in " +"Godot's CanvasItem Editor." +msgstr "" +"Les fenêtres d'affichages ont également une transformation globale de Canvas " +"(aussi un :ref:`Transform2D `). Il s’agit de la " +"transformation principale qui affecte toutes les transformations *Couche de " +"canevas* individuelles. Généralement, elle est utilisée dans l’éditeur " +"CanvasItem de l’éditeur Godot." + msgid "Stretch transform" msgstr "Transformation par étirement" @@ -72,9 +91,31 @@ msgstr "" "`doc_multiple_resolutions`), mais peut également être définie manuellement " "dans chaque fenêtre d'affichage." +msgid "" +"Input events are multiplied by this transform but lack the ones above. To " +"convert InputEvent coordinates to local CanvasItem coordinates, the :ref:" +"`CanvasItem.make_input_local() ` " +"function was added for convenience." +msgstr "" +"Les événements d'entrées reçus sont multipliés par cette transformation, " +"mais pas par celles d'au dessus. Pour convertir les coordonnées InputEvent " +"en coordonnées locales CanvasItem, la fonction :ref:`CanvasItem." +"make_input_local() ` a été ajoutée " +"pour plus de commodité." + +msgid "Window transform" +msgstr "Transformation de la fenêtre" + msgid "Transform order" msgstr "Ordre de transformation" +msgid "" +"To convert a CanvasItem local coordinate to an actual screen coordinate, the " +"following chain of transforms must be applied:" +msgstr "" +"Pour qu'une coordonnée locale d'un CanvasItem devienne une coordonnée " +"d'écran réelle, vous devez appliquer la chaîne de transformations suivante :" + msgid "Transform functions" msgstr "Fonctions de transformation" @@ -100,5 +141,11 @@ msgstr "" msgid "Feeding custom input events" msgstr "Alimentation d'événements d'entrées personnalisés" -msgid "Translation status" -msgstr "État de la traduction" +msgid "" +"It is often desired to feed custom input events to the game. With the above " +"knowledge, to correctly do this in the focused window, it must be done the " +"following way:" +msgstr "" +"Il est souvent souhaitable de transmettre des événements d'entrées " +"personnalisés au jeu. Avec les connaissances ci-dessus, pour le faire " +"correctement, il faut procéder de la manière suivante :" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/canvas_layers.po b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/canvas_layers.po index 7029a3d2f7..cf925d9a38 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/canvas_layers.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/canvas_layers.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -31,6 +31,26 @@ msgstr "" "arbres. Chaque élément hérite de la transformation de son parent : lorsque " "le parent bouge, ses enfants bougent aussi." +msgid "" +"CanvasItem nodes, and nodes inheriting from them, are direct or indirect " +"children of a :ref:`Viewport `, that displays them." +msgstr "" +"Les nœuds CanvasItem, et les nœuds qui en héritent, sont des enfants directs " +"ou indirects d’un :ref:`Viewport `, qui les affiche." + +msgid "" +"The Viewport's property :ref:`Viewport.canvas_transform " +"`, allows to apply a custom :ref:" +"`Transform2D ` transform to the CanvasItem hierarchy it " +"contains. Nodes such as :ref:`Camera2D ` work by changing " +"that transform." +msgstr "" +"La propriété de Viewport :ref:`Viewport.canvas_transform " +"`, permet d'appliquer une " +"transformation personnalisée :ref:`Transform2D ` à la " +"hiérarchie CanvasItem qu'il contient. Des nœuds tels que :ref:`Camera2D " +"`, fonctionnent en modifiant cette transformation." + msgid "" "To achieve effects like scrolling, manipulating the canvas transform " "property is more efficient than moving the root canvas item and the entire " @@ -72,6 +92,11 @@ msgstr "" "**Transitions** : Nous pouvons vouloir des effets visuels utilisés pour les " "transitions (fondus, mélanges) pour rester à un emplacement d’écran fixe." +msgid "How to solve these problems in a single scene tree?" +msgstr "" +"Comment ces problèmes peuvent-ils être résolus dans une arborescence de " +"scène unique ?" + msgid "CanvasLayers" msgstr "Couches de canevas" @@ -115,5 +140,20 @@ msgstr "" "dépendent uniquement de leur numéro de couche, ainsi Ils peuvent être " "instanciés si nécessaire." -msgid "Translation status" -msgstr "État de la traduction" +msgid "" +"CanvasLayers aren't necessary to control the drawing order of nodes. The " +"standard way to ensuring that a node is correctly drawn 'in front' or " +"'behind' others is to manipulate the order of the nodes in the scene panel. " +"Perhaps counterintuitively, the topmost nodes in the scene panel are drawn " +"on *behind* lower ones in the viewport. 2D nodes also have the :ref:" +"`CanvasItem.z_index ` property for " +"controlling their drawing order." +msgstr "" +"CanvasLayers n'est pas nécessaire pour contrôler l'ordre de dessin des " +"nœuds. La façon standard de s'assurer qu'un nœud est correctement dessiné " +"\"devant\" ou \"derrière\" les autres est de manipuler l'ordre des nœuds " +"dans le panneau de scène. Contre-intuitivement peut-être, les nœuds les plus " +"en haut du panneau de scène sont dessinés *derrière* les nœuds inférieurs de " +"la fenêtre d'affichage. Les nœuds 2d ont également une propriété :ref:" +"`CanvasItem.z_index ` pour contrôler leur " +"ordre de dessin." diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po index d7a1f756c3..4a8c38402f 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/custom_drawing_in_2d.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -17,6 +17,21 @@ msgstr "Dessin personnalisé en 2D" msgid "Introduction" msgstr "Introduction" +msgid "" +"Godot has nodes to draw sprites, polygons, particles, text, and many other " +"common game development needs. However, if you need something specific not " +"covered with the standard nodes you can make any 2D node (for example, :ref:" +"`Control ` or :ref:`Node2D `-based) draw on " +"screen using custom commands." +msgstr "" +"Godot a des nœuds pour dessiner des sprites, des polygones, des particules, " +"du texte, et beaucoup d'autres besoins communs de développement de jeux. " +"Cependant, si vous avez besoin de quelque chose de spécifique non couvert " +"avec les nœuds standards, vous pouvez faire que n'importe quel nœud 2D (par " +"exemple, basé sur :ref:`Control ` ou :ref:`Node2D " +"`) dessine sur l'écran en utilisant des commandes " +"personnalisées." + msgid "" "Custom drawing in a 2D node is *really* useful. Here are some use cases:" msgstr "" @@ -30,6 +45,16 @@ msgstr "" "Dessiner des formes ou une logique que les nœuds existants ne peuvent pas " "faire, comme une image avec des traînées ou un polygone animé spécial." +msgid "" +"Drawing a large number of simple objects, such as a grid or a board for a 2d " +"game. Custom drawing avoids the overhead of using a large number of nodes, " +"possibly lowering memory usage and improving performance." +msgstr "" +"Dessiner un grand nombre d'objets simples, comme une grille ou une planche " +"pour un jeu 2d. Le dessin personnalisé évite l'utilisation d'un grand nombre " +"de nœuds, réduisant éventuellement l'utilisation de la mémoire et améliorant " +"les performances." + msgid "" "Making a custom UI control. There are plenty of controls available, but when " "you have unusual needs, you will likely need a custom control." @@ -41,24 +66,725 @@ msgstr "" msgid "Drawing" msgstr "Dessin" +msgid "" +"Add a script to any :ref:`CanvasItem ` derived node, like :" +"ref:`Control ` or :ref:`Node2D `. Then override " +"the :ref:`_draw()` function." +msgstr "" +"Ajoutez un script à n'importe quel nœud dérivé de :ref:`CanvasItem " +"`, comme :ref:`Control ` ou :ref:`Node2D " +"`. Puis remplacez la fonction :ref:" +"`_draw()`." + +msgid "" +"Draw commands are described in the :ref:`CanvasItem ` " +"class reference. There are plenty of them and we will see some of them in " +"the examples below." +msgstr "" +"Les commandes de dessin sont décrites dans la référence de classe :ref:" +"`CanvasItem `. Elles sont nombreuses et nous allons voir " +"quelques exemples de celles-ci en dessous." + msgid "Updating" msgstr "Mise à jour" +msgid "" +"The :ref:`_draw ` function is only " +"called once, and then the draw commands are cached and remembered, so " +"further calls are unnecessary." +msgstr "" +"La fonction :ref:`_draw ` n'est " +"appelée qu'une fois, puis les commandes de dessin sont mises en mémoire " +"tampon et mémorisées, de sorte que les appels ultérieurs sont inutiles." + +msgid "" +"If re-drawing is required because a variable or something else changed, " +"call :ref:`CanvasItem.queue_redraw ` " +"in that same node and a new ``_draw()`` call will happen." +msgstr "" +"Si redessiner est nécessaire parce qu'une variable ou autre chose a changé, " +"appelez :ref:`CanvasItem.queue_redraw " +"` dans ce même nœud et un nouvel appel " +"``_draw()`` se produira." + +msgid "" +"Here is a little more complex example, where we have a texture variable that " +"can be modified at any time, and using a :ref:" +"`setter`, it forces a redraw of the " +"texture when modified:" +msgstr "" +"Voici un exemple un peu plus complexe, où nous avons une variable de texture " +"qui peut être modifiée à tout moment, et à l'aide d'un :ref:" +"`setter`, il force un redessin de la " +"texture lorsqu'elle est modifiée :" + +msgid "" +"To see it in action, you can set the texture to be the Godot icon on the " +"editor by dragging and dropping the default ``icon.svg`` from the " +"``FileSystem`` tab to the Texture property on the ``Inspector`` tab. When " +"changing the ``Texture`` property value while the previous script is " +"running, the texture will also change automatically." +msgstr "" +"Pour le voir en action, vous pouvez définir la texture en l'icône Godot sur " +"l'éditeur en glissant-déposant l’icône par défaut ``icon.svg`` de l'onglet " +"``FileSystem`` à la propriété Texture sur l'onglet ``Inspector``. En " +"changeant la valeur de la propriété ``Texture`` pendant que le script " +"précédent s'exécute, la texture change aussi automatiquement." + +msgid "" +"In some cases, we may need to redraw every frame. For this, call :ref:" +"`queue_redraw ` from the :ref:" +"`_process ` method, like this:" +msgstr "" +"Dans certains cas, il peut être souhaitable de dessiner chaque image. Pour " +"cela, appelez simplement :ref:`queue_redraw " +"`depuis la méthode :ref:`_process " +"`, comme ceci :" + +msgid "" +"The drawing API uses the CanvasItem's coordinate system, not necessarily " +"pixel coordinates. This means ``_draw()`` uses the coordinate space created " +"after applying the CanvasItem's transform. Additionally, you can apply a " +"custom transform on top of it by using :ref:" +"`draw_set_transform` or :ref:" +"`draw_set_transform_matrix`." +msgstr "" +"L'API de dessin utilise le système de coordonnées du CanvasItem, pas " +"nécessairement les coordonnées de pixels. Cela signifie que ``_draw()`` " +"utilise l'espace de coordonnées créé après avoir appliqué la transformation " +"du CanvasItem. En outre, vous pouvez appliquer une transformation " +"personnalisée en plus de celle-ci en utilisant :ref:" +"`draw_set_transform` ou :ref:" +"`draw_set_transform_matrix`." + +msgid "" +"When using :ref:`draw_line `, you should " +"consider the width of the line. When using a width that is an odd size, the " +"position of the start and end points should be shifted by ``0.5`` to keep " +"the line centered, as shown below." +msgstr "" +"Lors de l'utilisation de :ref:`draw_line " +"`, vous devriez considérer la largeur de " +"la ligne. Lorsqu'il s'agit d'une largeur impaire, la position des points de " +"début et de fin devrait être décalée de ``0.5`` pour garder la ligne au " +"centre, comme montré ci-dessous." + +msgid "" +"The same applies to the :ref:`draw_rect ` " +"method with ``filled = false``." +msgstr "" +"Il en va de même pour la méthode :ref:`draw_rect " +"` avec ``filled = false``." + msgid "Antialiased drawing" msgstr "Dessin avec anticrénelage" +msgid "" +"Godot offers method parameters in :ref:" +"`draw_line` to enable antialiasing, but " +"not all custom drawing methods offer this ``antialiased`` parameter." +msgstr "" +"Godot offre des paramètres de méthode dans :ref:" +"`draw_line` pour activer l'antialiasing, " +"mais certaines méthodes de dessin personnalisé n'offrent pas ce paramètre " +"``antialiased``." + +msgid "" +"For custom drawing methods that don't provide an ``antialiased`` parameter, " +"you can enable 2D MSAA instead, which affects rendering in the entire " +"viewport. This provides high-quality antialiasing, but a higher performance " +"cost and only on specific elements. See :ref:`doc_2d_antialiasing` for more " +"information." +msgstr "" +"Pour les méthodes de dessin personnalisées qui ne fournissent pas un " +"paramètre ``antialiased``, vous pouvez activer la MSAA 2D, qui affecte le " +"rendu dans l'ensemble de la fenêtre d'affichage. Cela fournit un " +"anticrénelage de haute qualité, mais un coût de performance plus élevé et " +"seulement sur des éléments spécifiques. Voir :ref:`doc_2d_antialiasing` pour " +"plus d'informations." + +msgid "" +"Here is a comparison of a line of minimal width (``width=-1``) drawn with " +"``antialiased=false``, ``antialiased=true``, and ``antialiased=false`` with " +"2D MSAA 2x, 4x, and 8x enabled." +msgstr "" +"Voici une comparaison d'une ligne de largeur minimale (``width=-1``) tracée " +"avec ``antialiased=false``, ``antialiased=true``, et ``antialiased=false`` " +"avec la MSAA 2D 2x, 4x et 8x activés." + msgid "Tools" msgstr "Outils" +msgid "" +"Drawing your own nodes might also be desired while running them in the " +"editor. This can be used as a preview or visualization of some feature or " +"behavior." +msgstr "" +"Dessiner vos propres nœuds peut également être désiré lors de leur exécution " +"dans l'éditeur. Cela peut être utilisé comme aperçu ou visualisation de " +"certaines fonctionnalités ou comportements." + +msgid "" +"To do this, you can use the :ref:`tool annotation` " +"on both GDScript and C#. See :ref:`the example " +"below` and :ref:" +"`doc_running_code_in_the_editor` for more information." +msgstr "" +"Pour ce faire, vous pouvez utiliser l'annotation :ref:" +"`tool` aussi bien avec GDScript qu'avec C#. " +"Consultez :ref:`l'exemple ci-" +"dessous` et :ref:" +"`doc_running_code_in_the_editor` pour plus d'informations." + msgid "Example 1: drawing a custom shape" msgstr "Exemple 1 : Dessiner un forme personnalisée" +msgid "" +"We will now use the custom drawing functionality of the Godot Engine to draw " +"something that Godot doesn't provide functions for. We will recreate the " +"Godot logo but with code- only using drawing functions." +msgstr "" +"Nous allons maintenant utiliser la fonctionnalité de dessin personnalisé du " +"moteur Godot pour dessiner quelque chose pour lequel Godot ne fournit pas de " +"fonctions. Nous allons recréer le logo de Godot mais avec du code, seulement " +"en utilisant des fonctions de dessin." + +msgid "You will have to code a function to perform this and draw it yourself." +msgstr "" +"Vous devrez coder une fonction pour réaliser cela et dessiner le logo vous-" +"même." + +msgid "Drawing a custom polygon shape" +msgstr "Dessiner une forme de polygone personnalisée" + +msgid "" +"While there is a dedicated node to draw custom polygons ( :ref:`Polygon2D " +"`), we will use in this case exclusively lower level " +"drawing functions to combine them on the same node and be able to create " +"more complex shapes later on." +msgstr "" +"Bien qu'il y ait un nœud dédié à dessiner des polygones personnalisés ( :ref:" +"`Polygon2D `), nous utiliserons dans ce cas exclusivement " +"des fonctions de dessin de plus bas niveau pour les combiner sur le même " +"nœud et être en mesure de créer des formes plus complexes plus tard." + +msgid "" +"First, we will define a set of points -or X and Y coordinates- that will " +"form the base of our shape:" +msgstr "" +"D'abord, nous définirons un ensemble de points -ou coordonnées X et Y - qui " +"formeront la base de notre forme :" + +msgid "" +"This format, while compact, is not the one that Godot understands to draw a " +"polygon. In a different scenario we could have to load these coordinates " +"from a file or calculate the positions while the application is running, so " +"some transformation may be needed." +msgstr "" +"Ce format, bien que compact, n'est pas celui que Godot comprend pour " +"dessiner un polygone. Dans un scénario différent, nous pourrions devoir " +"charger ces coordonnées à partir d'un fichier ou calculer les positions " +"pendant que l'application fonctionne, et alors une transformation pourrait " +"être nécessaire." + +msgid "" +"To transform these coordinates into the right format, we will create a new " +"method ``float_array_to_Vector2Array()``. Then we will override the " +"``_ready()`` function, which Godot will call only once -at the start of the " +"execution- to load those coordinates into a variable:" +msgstr "" +"Pour transformer ces coordonnées dans le bon format, nous allons créer une " +"nouvelle méthode ``float_array_to_Vector2Array()``. Ensuite, nous " +"redéfinirons la fonction ``_ready()``, que Godot n'appellera qu'une seule " +"fois - au début de l'exécution - pour charger ces coordonnées dans une " +"variable :" + +msgid "" +"To finally draw our first shape, we will use the method :ref:`draw_polygon " +"` and pass the points (as an array of " +"Vector2 coordinates) and its color, like this:" +msgstr "" +"Pour enfin dessiner notre première forme, nous utiliserons la méthode :ref:" +"`draw_polygon ` et y passons les " +"points (comme un tableau de coordonnées Vector2) et sa couleur, comme ceci :" + +msgid "When running it you should see something like this:" +msgstr "Quand de l'exécution, vous devriez voir quelque chose comme ça :" + +msgid "" +"Note the lower part of the logo looks segmented- this is because a low " +"amount of points were used to define that part. To simulate a smooth curve, " +"we could add more points to our array, or maybe use a mathematical function " +"to interpolate a curve and create a smooth shape from code (see :ref:" +"`example 2`)." +msgstr "" +"Notez que la partie inférieure du logo semble segmentée - c'est parce qu'une " +"faible quantité de points ont été utilisés pour définir cette partie. Pour " +"simuler une courbe lisse, nous pourrions ajouter plus de points à notre " +"tableau, ou peut-être utiliser une fonction mathématique pour interpoler une " +"courbe et créer une forme lisse à partir du code (voir :ref:`example " +"2`)." + +msgid "" +"Polygons will always **connect its last defined point to its first one** in " +"order to have a closed shape." +msgstr "" +"Les polygones vont toujours **connecter leur dernier point défini à leur " +"premier** afin d'avoir une forme fermée." + +msgid "Drawing connected lines" +msgstr "Dessiner des lignes connectées" + +msgid "" +"Drawing a sequence of connected lines that don't close down to form a " +"polygon is very similar to the previous method. We will use a connected set " +"of lines to draw Godot's logo mouth." +msgstr "" +"Dessiner une séquence de lignes connectées qui ne se rejoignent pas pour " +"former un polygone est très semblable à la méthode précédente. Nous " +"utiliserons un ensemble de lignes connectées pour dessiner la bouche du logo " +"de Godot." + +msgid "" +"First, we will define the list of coordinates that form the mouth shape, " +"like this:" +msgstr "" +"D'abord, nous définirons la liste des coordonnées qui forment la forme de la " +"bouche, comme ceci :" + +msgid "" +"We will load these coordinates into a variable and define an additional " +"variable with the configurable line thickness:" +msgstr "" +"Nous allons charger ces coordonnées dans une variable et définir une " +"variable supplémentaire pour une épaisseur de ligne configurable :" + +msgid "" +"And finally we will use the method :ref:`draw_polyline " +"` to actually draw the line, like " +"this:" +msgstr "" +"Et finalement nous utiliserons la méthode :ref:`draw_polyline " +"` afin de dessiner la ligne, comme " +"ceci :" + +msgid "You should get the following output:" +msgstr "Vous devriez obtenir la sortie suivante :" + +msgid "" +"The order of the ``_draw`` calls is important- like with the Node positions " +"on the tree hierarchy, the different shapes will be drawn from top to " +"bottom, resulting in the latest shapes hiding earlier ones if they overlap. " +"In this case we want the mouth drawn over the head, so we put it afterwards." +msgstr "" +"L'ordre des appels de ``_draw`` est important- comme avec les positions des " +"Node dans la hiérarchie en arbre, les différentes formes seront dessinées de " +"haut en bas, entraînant les dernières formes à cacher les précédentes si " +"elles se chevauchent. Dans ce cas, nous voulons que la bouche soit dessinée " +"sur la tête, donc nous l'avons mis après." + +msgid "" +"Notice how we can define colors in different ways, either with a hexadecimal " +"code or a predefined color name. Check the class :ref:`Color ` " +"for other constants and ways to define Colors." +msgstr "" +"Remarquez comment nous pouvons définir les couleurs de différentes manières, " +"soit avec un code hexadécimal ou un nom de couleur prédéfini. Regardez la " +"classe :ref:`Color ` pour d'autres constantes et de moyens de " +"définir des Colors." + +msgid "Drawing circles" +msgstr "Dessiner des cercles" + +msgid "" +"To create the eyes, we are going to add 4 additional calls to draw the eye " +"shapes, in different sizes, colors and positions." +msgstr "" +"Pour créer les yeux, nous allons ajouter 4 appels supplémentaires pour " +"dessiner les formes des yeux, dans différentes tailles, couleurs et " +"positions." + +msgid "" +"To draw a circle, you position it based on its center using the :ref:" +"`draw_circle ` method. The first " +"parameter is a :ref:`Vector2` with the coordinates of its " +"center, the second is its radius, and the third is its color:" +msgstr "" +"Pour dessiner un cercle, vous le positionnez en fonction de son centre à " +"l'aide de la méthode :ref:`draw_circle " +"`. Le premier paramètre est un :ref:" +"`Vector2` avec les coordonnées de son centre, le second est " +"son rayon, et le troisième est sa couleur :" + +msgid "When executing it, you should have something like this:" +msgstr "Lors de l'exécution, vous devriez avoir quelque chose comme ça :" + +msgid "" +"For partial, unfilled arcs (portions of a circle shape between certain " +"arbitrary angles), you can use the method :ref:`draw_arc " +"`." +msgstr "" +"Pour les arcs de cercle non remplis (portions d'une forme de cercle entre " +"certains angles arbitraires), vous pouvez utiliser la méthode :ref:`draw_arc " +"`." + +msgid "Drawing lines" +msgstr "Dessiner des lignes" + +msgid "" +"To draw the final shape (the nose) we will use a line to approximate it." +msgstr "" +"Pour dessiner la forme finale (le nez) nous utiliserons une ligne pour " +"l'approximer." + +msgid "" +":ref:`draw_line ` can be used to draw a " +"single segment by providing its start and end coordinates as arguments, like " +"this:" +msgstr "" +":ref:`draw_line ` peut être utilisé pour " +"dessiner un seul segment en fournissant ses coordonnées de début et de fin " +"comme arguments, comme ceci :" + msgid "You should now be able to see the following shape on screen:" msgstr "" "Vous devriez maintenant être capable de voir la forme suivante à l'écran :" +msgid "" +"Note that if multiple unconnected lines are going to be drawn at the same " +"time, you may get additional performance by drawing all of them in a single " +"call, using the :ref:`draw_multiline " +"` method." +msgstr "" +"Notez que si de multiples lignes non connectées vont être dessinées en même " +"temps, vous pouvez obtenir une meilleure performance en les dessinant tous " +"en un seul appel, en utilisant la méthode :ref:`draw_multiline " +"`." + +msgid "Drawing text" +msgstr "Dessiner du texte" + +msgid "" +"We will use the :ref:`draw_string ` " +"method to do it, like this:" +msgstr "" +"Nous utiliserons la méthode :ref:`draw_string " +"` pour le faire, comme ceci :" + +msgid "" +"Here we first load into the defaultFont variable the configured default " +"theme font (a custom one can be set instead) and then we pass the following " +"parameters: font, position, text, horizontal alignment, width, and font size." +msgstr "" +"Ici, nous chargeons d'abord dans la variable defaultFont la police par " +"défaut configurée (une police personnalisée peut être définie à la place), " +"puis nous passons les paramètres suivants : police, position, texte, " +"alignement horizontal, largeur et taille de police." + +msgid "You should see the following on your screen:" +msgstr "Vous devriez voir ce qui suit sur votre écran :" + +msgid "" +"Additional parameters as well as other methods related to text and " +"characters can be found on the :ref:`CanvasItem ` class " +"reference." +msgstr "" +"Des paramètres supplémentaires ainsi que d'autres méthodes liées au texte et " +"aux caractères peuvent être trouvés sur la référence de classe de :ref:" +"`CanvasItem `." + +msgid "Show the drawing while editing" +msgstr "Afficher le dessin lors de l'édition" + +msgid "" +"While the code so far is able to draw the logo on a running window, it will " +"not show up on the ``2D view`` on the editor. In certain cases you would " +"also like to show your custom Node2D or control on the editor, to position " +"and scale it appropriately, like most other nodes do." +msgstr "" +"Alors que le code est jusqu'à présent capable de dessiner le logo sur une " +"fenêtre d'exécution, il ne s'affichera pas sur la ``vue 2D`` de l'éditeur. " +"Dans certains cas, vous pouvez souhaiter également montrer votre contrôle ou " +"Node2D personnalisé dans l'éditeur, pour le positionner et l'élargir " +"correctement, comme la plupart des autres nœuds font." + +msgid "" +"To show the logo directly on the editor (without running it), you can use " +"the :ref:`@tool` annotation to request the custom " +"drawing of the node to also appear while editing, like this:" +msgstr "" +"Pour afficher le logo directement dans l'éditeur (sans l'exécuter), vous " +"pouvez utiliser l'annotation :ref:`@tool` pour " +"demander que le dessin personnalisé du nœud apparaisse également pendant " +"l'édition, comme ceci :" + +msgid "" +"You will need to save your scene, rebuild your project (for C# only) and " +"reload the current scene manually at the menu option ``Scene > Reload Saved " +"Scene`` to refresh the current node in the ``2D`` view the first time you " +"add or remove the ``@tool`` annotation." +msgstr "" +"Vous devrez sauvegarder votre scène, reconstruire votre projet (uniquement " +"pour C#) et recharger manuellement la scène actuelle via l'option de menu " +"``Scene > Reload Saved Scene`` pour actualiser le nœud actuel dans la vue " +"``2D`` la première fois que vous ajoutez ou supprimez l'annotation ``@tool``." + msgid "Animation" msgstr "Animation" -msgid "Translation status" -msgstr "État de la traduction" +msgid "" +"If we wanted to make the custom shape change at runtime, we could modify the " +"methods called or its arguments at execution time, or apply a transform." +msgstr "" +"Si nous voulions faire en sorte que la forme personnalisée change au moment " +"de l'exécution, nous pourrions modifier les méthodes appelées ou leurs " +"arguments au moment de l'exécution, ou appliquer une transformation." + +msgid "" +"For example, if we want the custom shape we just designed to rotate, we " +"could add the following variable and code to the ``_ready`` and ``_process`` " +"methods:" +msgstr "" +"Par exemple, si nous voulons que la forme personnalisée que nous venons de " +"concevoir tourne, nous pourrions ajouter la variable et le code suivants aux " +"méthodes ``_ready`` et ``_process`` :" + +msgid "" +"The problem with the above code is that because we have created the points " +"approximately on a rectangle starting from the upper left corner, the ``(0, " +"0)`` coordinate and extending to the right and down, we see that the " +"rotation is done using the top left corner as pivot. A position transform " +"change on the node won't help us here, as the rotation transform is applied " +"first." +msgstr "" +"Le problème avec le code ci-dessus est que, puisque nous avons créé les " +"points approximativement sur un rectangle commençant à partir du coin " +"supérieur gauche, la coordonnée ``(0, 0)`` et s'étendant vers la droite et " +"vers le bas, nous voyons que la rotation est effectuée en utilisant le coin " +"supérieur gauche comme pivot. Un changement de transformation de position " +"sur le nœud ne nous aidera pas ici, car la transformation de rotation est " +"appliquée en premier." + +msgid "" +"While we could rewrite all of the points' coordinates to be centered around " +"``(0, 0)``, including negative coordinates, that would be a lot of work." +msgstr "" +"Bien que nous pourrions réécrire toutes les coordonnées des points pour être " +"centré autour de ``(0, 0)``, y compris les coordonnées négatives, ce serait " +"beaucoup de travail." + +msgid "" +"One possible way to work around this is to use the lower level :ref:" +"`draw_set_transform` method to " +"fix this issue, translating all points in the CanvasItem's own space, and " +"then moving it back to its original place with a regular node transform, " +"either in the editor or in code, like this:" +msgstr "" +"Une façon possible de contourner ce problème est d'utiliser la méthode de " +"bas niveau :ref:" +"`draw_set_transform` pour " +"résoudre ce problème, en translatant tous les points dans le référentiel du " +"CanvasItem, puis en le replaçant à sa place d'origine avec une " +"transformation de noeud standard, soit dans l'éditeur, soit dans le code, " +"comme ceci :" + +msgid "This is the result, rotating around a pivot now on ``(60, 60)``:" +msgstr "Voilà le résultat, tournant autour d'un pivot placé en ``(60, 60)`` :" + +msgid "" +"If what we wanted to animate was a property inside the ``_draw()`` call, we " +"must remember to call ``queue_redraw()`` to force a refresh, as otherwise it " +"would not be updated on screen." +msgstr "" +"Si ce que nous voulions animer était une propriété à l'intérieur de l'appel " +"``_draw()``, nous devons nous souvenir d'appeler ``queue_redraw()`` pour " +"forcer un rafraîchissement, car sinon il ne serait pas mis à jour sur " +"l'écran." + +msgid "" +"For example, this is how we can make the robot appear to open and close its " +"mouth, by changing the width of its mouth line follow a sinusoidal (:ref:" +"`sin`) curve:" +msgstr "" +"Par exemple, c'est ainsi que nous pouvons faire que le robot ait l'air " +"d'ouvrir et fermer sa bouche, en changeant la largeur de la ligne de sa " +"bouche en suivant un courbe sinusoïdale (:ref:" +"`sin`) :" + +msgid "It will look somewhat like this when run:" +msgstr "Il ressemblera quelque peu à ceci lors de l’exécution :" + +msgid "" +"Please note that ``_mouth_width`` is a user defined property like any other " +"and it or any other used as a drawing argument can be animated using more " +"standard and high level methods such as a :ref:`Tween` or an :" +"ref:`AnimationPlayer` Node. The only difference is " +"that a ``queue_redraw()`` call is needed to apply those changes so they get " +"shown on screen." +msgstr "" +"Veuillez noter que ``_mouth_width`` est une propriété définie par " +"l'utilisateur comme n'importe quelle autre et qu'elle ou tout autre " +"propriété utilisée comme argument de dessin peut être animée en utilisant " +"des méthodes standard de plus haut niveau comme un :ref:`Tween` " +"ou un nœud :ref:`AnimationPlayer`. La seule " +"différence est qu'un appel de ``queue_redraw()`` est nécessaire pour " +"appliquer ces changements afin qu'ils soient affichés à l'écran." + +msgid "Example 2: drawing a dynamic line" +msgstr "Exemple 2 : dessiner une ligne dynamique" + +msgid "" +"The previous example was useful to learn how to draw and modify nodes with " +"custom shapes and animations. This could have some advantages, such as using " +"exact coordinates and vectors for drawing, rather than bitmaps -which means " +"they will scale well when transformed on screen. In some cases, similar " +"results could be achieved composing higher level functionality with nodes " +"such as :ref:`sprites` or :ref:" +"`AnimatedSprites` loading SVG resources (which are " +"also images defined with vectors) and the :ref:" +"`AnimationPlayer` node." +msgstr "" +"L'exemple précédent était utile pour apprendre à dessiner et modifier des " +"nœuds avec des formes et des animations personnalisées. Cela pourrait avoir " +"certains avantages, comme l'utilisation de coordonnées et de vecteurs exacts " +"pour le dessin, plutôt que des bitmaps, ce qui signifie qu'ils s'adapteront " +"bien lorsqu'ils seront transformés à l'écran. Dans certains cas, des " +"résultats similaires pourraient être obtenus en composant des " +"fonctionnalités de plus haut niveau avec des nœuds tels que :ref:" +"`sprites` ou :ref:`AnimatedSprites` " +"chargeant des ressources SVG (qui sont également des images définies avec " +"des vecteurs) et le nœud :ref:`AnimationPlayer`." + +msgid "" +"In other cases that will not be possible because we will not know what the " +"resulting graphical representation will be before running the code. Here we " +"will see how to draw a dynamic line whose coordinates are not known " +"beforehand, and are affected by the user's input." +msgstr "" +"Dans d'autres cas, ce ne sera pas possible parce que nous ne saurons pas ce " +"que la représentation graphique résultante sera avant d'exécuter le code. " +"Ici, nous verrons comment dessiner une ligne dynamique dont les coordonnées " +"ne sont pas connues à l'avance, et sont affectées par l'entrée de " +"l'utilisateur." + +msgid "Drawing a straight line between 2 points" +msgstr "Dessiner une ligne droite entre 2 points" + +msgid "" +"Let's assume we want to draw a straight line between 2 points, the first one " +"will be fixed on the upper left corner ``(0, 0)`` and the second will be " +"defined by the cursor position on screen." +msgstr "" +"Supposons que nous voulions dessiner une ligne droite entre deux points : le " +"premier sera fixé dans le coin supérieur gauche ``(0, 0)`` et le second sera " +"défini par la position du curseur à l'écran." + +msgid "We could draw a dynamic line between those 2 points like this:" +msgstr "" +"Nous pourrions dessiner une ligne dynamique entre ces deux points comme " +"ceci :" + +msgid "" +"In this example we obtain the position of the mouse in the default viewport " +"every frame with the method :ref:`get_mouse_position " +"`. If the position has changed " +"since the last draw request (a small optimization to avoid redrawing on " +"every frame)- we will schedule a redraw. Our ``_draw()`` method only has one " +"line: requesting the drawing of a green line of width 10 pixels between the " +"top left corner and that obtained position." +msgstr "" +"Dans cet exemple, nous obtenons la position de la souris dans la vue par " +"défaut à chaque frame avec la méthode :ref:`get_mouse_position " +"`. Si la position a changé depuis " +"la dernière requête **draw** (une petite optimisation pour éviter de " +"redessiner à chaque frame), nous planifierons un nouveau **draw**. Notre " +"méthode ``_draw()`` ne contient qu'une seule ligne : **draw** d'une ligne " +"verte d'une largeur de 10 pixels entre le coin supérieur gauche et la " +"position obtenue." + +msgid "" +"The width, color, and position of the starting point can be configured with " +"with the corresponding properties." +msgstr "" +"La largeur, la couleur et la position du point de départ peuvent être " +"configurées avec les propriétés correspondantes." + +msgid "It should look like this when run:" +msgstr "Il devrait ressembler à ça une fois exécuté :" + +msgid "Drawing an arc between 2 points" +msgstr "Dessiner un arc entre 2 points" + +msgid "" +"The above example works, but we may want to join those 2 points with a " +"different shape or function, other than a straight line." +msgstr "" +"L'exemple ci-dessus fonctionne, mais nous pourrions vouloir relier ces deux " +"points avec une forme ou une fonction différente, autre qu'une ligne droite." + +msgid "" +"Let's try now creating an arc (a portion of a circumference) between both " +"points." +msgstr "" +"Essayons maintenant de créer un arc (une portion de circonférence) entre les " +"deux points." + +msgid "" +"Exporting the line starting point, segments, width, color, and antialiasing " +"will allow us to modify those properties very easily directly from the " +"editor inspector panel:" +msgstr "" +"Exporter le point de départ de la ligne, les segments, la largeur, la " +"couleur et l'anticrénelage nous permettra de modifier ces propriétés très " +"facilement directement depuis le panneau de l'inspecteur de l'éditeur :" + +msgid "" +"To draw the arc, we can use the method :ref:" +"`draw_arc`. There are many arcs that pass " +"through 2 points, so we will chose for this example the semicircle that has " +"its center in the middle point between the 2 initial points." +msgstr "" +"Pour dessiner l'arc, nous pouvons utiliser la méthode :ref:" +"draw_arc. Il existe de nombreux arcs qui " +"passent par deux points, donc pour cet exemple, nous choisirons le demi-" +"cercle dont le centre se trouve au point médian entre les deux points " +"initiaux." + +msgid "Calculating this arc will be more complex than in the case of the line:" +msgstr "" +"Le calcul de cet arc de cercle sera plus complexe que dans le cas de la " +"ligne :" + +msgid "" +"The center of the semicircle will be the middle point between both points. " +"The radius will be half the distance between both points. The start and end " +"angles will be the angles of the vector from point1 to point2 and vice-" +"versa. Note we had to normalize the ``end_angle`` in positive values because " +"if ``end_angle`` is less than ``start_angle``, the arc will be drawn counter-" +"clockwise, which we don't want in this case (the arc would be upside-down)." +msgstr "" +"Le centre du demi-cercle sera le point médian entre les deux points. Le " +"rayon sera la moitié de la distance entre les deux points. Les angles de " +"début et de fin seront les angles du vecteur de point1 à point2 et vice-" +"versa. Notez que nous avons dû normaliser le ``end_angle`` dans des valeurs " +"positives parce que si ``end_angle`` est inférieur à ``start_angle``, l'arc " +"sera dessiné en sens inverse des aiguilles d'une montre, ce que nous ne " +"voulons pas dans ce cas (l'arc serait à l'envers)." + +msgid "" +"The result should be something like this, with the arc going down and " +"between the points:" +msgstr "" +"Le résultat devrait être quelque chose comme ça, avec l'arc descendant entre " +"les points :" + +msgid "" +"Feel free to play with the parameters in the inspector to obtain different " +"results: change the color, the width, the antialiasing, and increase the " +"number of segments to increase the curve smoothness, at the cost of extra " +"performance." +msgstr "" +"N'hésitez pas à jouer avec les paramètres de l'inspecteur pour obtenir " +"différents résultats : changer la couleur, la largeur, l'anticrénelage, et " +"augmenter le nombre de segments pour améliorer le lissage de la courbe, au " +"coût de moins bonnes performances." diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/index.po index 8d1b33eb02..19c19b48df 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -17,8 +17,8 @@ msgstr "2D" msgid "Rendering" msgstr "Rendu" +msgid "Physics and movement" +msgstr "Physique et mouvement" + msgid "Tools" msgstr "Outils" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/introduction_to_2d.po b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/introduction_to_2d.po new file mode 100644 index 0000000000..b51d9bb381 --- /dev/null +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/introduction_to_2d.po @@ -0,0 +1,15 @@ +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.3\n" +"Report-Msgid-Bugs-To: \n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: fr\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +msgid "Coordinate system" +msgstr "Système de coordonnées" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/particle_systems_2d.po b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/particle_systems_2d.po index 5cdedb9028..d3a5106f96 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/particle_systems_2d.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/particle_systems_2d.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -32,15 +32,157 @@ msgstr "" msgid "Particle nodes" msgstr "Nœuds de particules" +msgid "" +"While GPUParticles2D is configured via a :ref:" +"`class_ParticleProcessMaterial` (and optionally with a custom shader), the " +"matching options are provided via node properties in CPUParticles2D (with " +"the exception of the trail settings)." +msgstr "" +"Bien que GPUParticles2D soit configuré via un :ref:" +"`class_ParticleProcessMaterial` (et potentiellement avec un shader " +"personnalisé), les options correspondantes sont fournies via des propriétés " +"de nœud dans CPUParticles2D (à l'exception des paramètres de trainée)." + +msgid "" +"You can convert a GPUParticles2D node into a CPUParticles2D node by clicking " +"on the node in the inspector, selecting the 2D viewport, and selecting " +"**GPUParticles2D > Convert to CPUParticles2D** in the viewport toolbar." +msgstr "" +"Vous pouvez convertir un nœud GPUParticles2D en un nœud CPUParticles2D en " +"cliquant sur le nœud de l'inspecteur, en sélectionnant la fenêtre " +"d'affichage 2D et en sélectionnant **GPUParticles2D > Convertir en " +"CPUParticles2D** dans la barre d'outils de la fenêtre d'affichage." + +msgid "" +"The rest of this tutorial is going to use the GPUParticles2D node. First, " +"add a GPUParticles2D node to your scene. After creating that node you will " +"notice that only a white dot was created, and that there is a warning icon " +"next to your GPUParticles2D node in the scene dock. This is because the node " +"needs a ParticleProcessMaterial to function." +msgstr "" +"Le reste de ce tutoriel va utiliser le nœud GPUParticles2D. Tout d'abord, " +"ajoutez un nœud GPUParticles2Dà votre scène. Après avoir créé ce nœud, vous " +"remarquerez que seul un point blanc a été créé et qu'il y a une icône " +"d'avertissement à côté de votre nœud GPUParticles2Ddans le dock de la scène. " +"Cela est dû au fait que le nœud a besoin d'un ParticleProcessMaterial pour " +"fonctionner." + msgid "ParticleProcessMaterial" msgstr "ParticleProcessMaterial" +msgid "" +"To add a process material to your particles node, go to ``Process Material`` " +"in your inspector panel. Click on the box next to ``Material``, and from the " +"dropdown menu select ``New ParticleProcessMaterial``." +msgstr "" +"Pour ajouter un matériau de processus à votre nœud de particules, accédez à " +"``Matériau de processus`` dans votre panneau d’inspecteur. Cliquez sur la " +"case à côté de ``Matériau``, puis sélectionnez ``Nouveau " +"ParticleProcessMaterial`` dans le menu déroulant." + +msgid "Your GPUParticles2D node should now be emitting white points downward." +msgstr "" +"Votre nœud GPUParticles2D devrait maintenant émettre des points blancs vers " +"le bas." + msgid "Texture" msgstr "Texture" +msgid "" +"A particle system can use a single texture or an animation *flipbook*. A " +"flipbook is a texture that contains several frames of animation that can be " +"played back, or chosen at random during emission. This is equivalent to a " +"spritesheet for particles." +msgstr "" +"Un système de particules peut utiliser une seule texture ou un *flipbook* " +"d'animation. Un flipbook est une texture qui contient plusieurs images " +"d'animation pouvant être lues ou choisies au hasard lors de l'émission. Cela " +"équivaut à une feuille de sprites pour les particules." + +msgid "The texture is set via the **Texture** property:" +msgstr "La texture est choisie via la propriété **Texture** :" + +msgid "" +"Particle flipbooks are suited to reproduce complex effects such as smoke, " +"fire, explosions. They can also be used to introduce random texture " +"variation, by making every particle use a different texture. You can find " +"existing particle flipbook images online, or pre-render them using external " +"tools such as `Blender `__ or `EmberGen `__." +msgstr "" +"Les **Particle flipbooks** sont adaptés pour reproduire des effets complexes " +"tels que la fumée, le feu, les explosions. Ils peuvent également être " +"utilisés pour introduire une variation aléatoire de texture, en faisant en " +"sorte que chaque particule utilise une texture différente. Vous pouvez " +"trouver des images de **particle flipbooks** existantes en ligne, ou les pré-" +"rendre à l'aide d'outils externes tels que `Blender `__ ou `EmberGen `__." + +msgid "Example of a particle system that uses a flipbook texture" +msgstr "Exemple d'un système de particules utilisant une **flipbook texture**" + +msgid "" +"Using an animation flipbook requires additional configuration compared to a " +"single texture. For demonstration purposes, we'll use this texture with 5 " +"columns and 7 rows (right-click and choose **Save as…**):" +msgstr "" +"L'utilisation d'un **animation flipbook** nécessite une configuration " +"supplémentaire par rapport à une texture seule. À des fins de démonstration, " +"nous allons utiliser cette texture avec 5 colonnes et 7 rangées (clic droit " +"et choisissez **Save as...**) :" + msgid "Particle flipbook texture example" msgstr "Exemple de texture de particules flipbook" +msgid "" +"Credit: `JoesAlotofthings `__ (CC BY 4.0)" +msgstr "" +"Crédit : `JoesAlotofthings `__ (CC BY 4.0)" + +msgid "" +"To use an animation flipbook, you must create a new CanvasItemMaterial in " +"the Material section of the GPUParticles2D (or CPUParticles2D) node:" +msgstr "" +"Pour utiliser un **animation flipbook**, vous devez créer un nouveau " +"**CanvasItemMaterial** dans la section **Material** du nœud " +"**GPUParticles2D** (ou **CPUParticles2D**) :" + +msgid "" +"Creating a CanvasItemMaterial at the bottom of the particles node inspector" +msgstr "" +"Création d'une CanvasItemMaterial en bas de l'inspecteur du nœud de " +"particules" + +msgid "Configuring the CanvasItemMaterial for the example flipbook texture" +msgstr "" +"Configuration du **CanvasItemMaterial** pour la **flipbook texture** de " +"l'exemple" + +msgid "" +"Once this is done, the :ref:`Animation section " +"` in ParticleProcessMaterial (for " +"GPUParticles2D) or in the CPUParticles2D inspector will be effective." +msgstr "" +"Une fois cela fait, la section :ref:`Animation " +"` dans **ParticleProcessMaterial** (pour " +"**GPUParticles2D**) ou dans l'inspecteur **CPUParticles2D** sera effective." + +msgid "" +"If your flipbook texture has a black background instead of a transparent " +"background, you will also need to set the blend mode to **Add** instead of " +"**Mix** for correct display. Alternatively, you can modify the texture to " +"have a transparent background in an image editor. In `GIMP `__, this can be done using the **Color > Color to Alpha** menu." +msgstr "" +"Si votre texture flipbook a un fond noir au lieu d'un fond transparent, vous " +"devrez également définir le mode de fusion sur **Add** au lieu de **Mix** " +"pour un affichage correct. Sinon, vous pouvez modifier la texture pour " +"qu'elle ait un fond transparent dans un éditeur d'images. Dans **GIMP** " +"(https://gimp.org), cela peut être fait en utilisant le menu **Couleur > " +"Couleur vers Alpha**." + msgid "Time parameters" msgstr "Paramètres de temps" @@ -63,6 +205,13 @@ msgstr "Durée de vie : 4.0" msgid "One Shot" msgstr "Jouer une fois" +msgid "" +"When enabled, a GPUParticles2D node will emit all of its particles once and " +"then never again." +msgstr "" +"Lorsqu'il est activé, un nœud GPUParticles2D émettra toutes ses particules " +"une fois, puis jamais plus." + msgid "Preprocess" msgstr "Pré-traitement" @@ -174,6 +323,20 @@ msgstr "" "Largeur et sa Hauteur. Les propriétés ``X`` et ``Y`` contrôlent la position " "du coin supérieur gauche du rectangle par rapport à l'émetteur de particules." +msgid "" +"You can have Godot generate a Visibility Rect automatically using the " +"toolbar above the 2d view. To do so, select the GPUParticles2D node and " +"Click ``Particles > Generate Visibility Rect``. Godot will simulate the " +"Particles2D node emitting particles for a few seconds and set the rectangle " +"to fit the surface the particles take." +msgstr "" +"Vous pouvez demander à Godot de générer un rectangle de visibilité " +"automatiquement à l’aide de la barre d’outils au-dessus de la vue 2d. Pour " +"ce faire, sélectionnez le nœud GPUParticles2D et cliquez sur ``Particules > " +"Générer un rectangle de visibilité``. Godot va simuler le nœud " +"GPUParticles2D émettant des particules pendant quelques secondes et réglera " +"le rectangle pour s’adapter à la surface que prennent les particules." + msgid "" "You can control the emit duration with the ``Generation Time (sec)`` option. " "The maximum value is 25 seconds. If you need more time for your particles to " @@ -378,15 +541,69 @@ msgstr "" msgid "Animation" msgstr "Animation" +msgid "" +"Particle flipbook animation is only effective if the CanvasItemMaterial used " +"on the GPUParticles2D or CPUParticles2D node has been :ref:`configured " +"accordingly `." +msgstr "" +"L'animation flipbook de particules n'est effective que si le " +"**CanvasItemMaterial** utilisé sur le nœud **GPUParticles2D** ou " +"**CPUParticles2D** a été :ref:`configured accordingly " +"`." + msgid "" "Setting up particle animation for playback during the particle's lifetime" msgstr "" "Mise en place d'une animation de particules pour la lecture pendant la durée " "de vie de la particule" +msgid "" +"By default, looping is disabled. If the particle is done playing before its " +"lifetime ends, the particle will keep using the flipbook's last frame (which " +"may be fully transparent depending on how the flipbook texture is designed). " +"If looping is enabled, the animation will loop back to the first frame and " +"resume playing." +msgstr "" +"Par défaut, la boucle est désactivée. Si la particule a terminé de lire " +"l'animation avant la fin de sa durée de vie, elle continuera d'utiliser le " +"dernier frame du flipbook (qui peut être entièrement transparent selon la " +"conception de la texture du flipbook). Si la boucle est activée, l'animation " +"reviendra au premier frame et continuera de jouer." + +msgid "" +"Depending on how many images your sprite sheet contains and for how long " +"your particle is alive, the animation might not look smooth. The " +"relationship between particle lifetime, animation speed, and number of " +"images in the sprite sheet is this:" +msgstr "" +"En fonction du nombre d'images contenues dans votre feuille de sprites et de " +"la durée de vie de la particule, l'animation pourrait ne pas sembler fluide. " +"La relation entre la durée de vie de la particule, la vitesse de l'animation " +"et le nombre d'images dans la feuille de sprites est la suivante :" + +msgid "" +"At an animation speed of ``1.0``, the animation will reach the last image in " +"the sequence just as the particle's lifetime ends." +msgstr "" +"À une vitesse d'animation de ``1.0``, l'animation atteindra la dernière " +"image de la séquence au moment où la temps de vie de la particule se finit." + +msgid "Setting up particle animation for random offset on emission" +msgstr "" +"Configuration de l'animation des particules avec un décalage aléatoire lors " +"de l'émission" + msgid "Emission Shapes" msgstr "Formes d'émission" +msgid "" +"Ensure that a ParticleProcessMaterial is set, and the GPUParticles2D node is " +"selected. A \"Particles\" menu should appear in the Toolbar:" +msgstr "" +"Assurez-vous qu'un ParticleProcessMaterial est défini, et que le nœud " +"GPUParticles2D est sélectionné. Un menu \"Particules\" devrait apparaître " +"dans la barre d'outils :" + msgid "Open it and select \"Load Emission Mask\":" msgstr "Ouvrez-le et sélectionnez \"Load Emission Mask\" :" @@ -453,6 +670,3 @@ msgstr "" "Une image ne devrait pas être ajoutée directement à ``Point Texture`` ou " "``Color Texture``. Le menu \"Load Emission Mask\" devrait toujours être " "utilisé à la place." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/using_tilemaps.po b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/using_tilemaps.po index 7b30020299..48b0d1d54a 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/using_tilemaps.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/using_tilemaps.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -17,20 +17,73 @@ msgstr "Utilisation de TileMaps" msgid "Introduction" msgstr "Introduction" +msgid "Rendering" +msgstr "Rendu" + +msgid "Physics" +msgstr "Physique" + +msgid "Navigation" +msgstr "Navigation" + +msgid "Selecting tiles to use for painting" +msgstr "Sélection de tuiles à utiliser pour peindre" + msgid "Selection" msgstr "Sélection" msgid "Paint" msgstr "Peindre" +msgid "" +"If you right-click, the currently selected tile will be erased from the " +"tilemap. In other words, it will be replaced by empty space." +msgstr "" +"Si vous faites un clic droit, la tuile actuellement sélectionnée sera " +"effacée du catalogue de tuiles. En d'autres termes, elle sera remplacée par " +"un espace vide." + +msgid "" +"If you have selected multiple tiles in the TileMap or using the Selection " +"tool, they will be placed every time you click or drag the mouse while " +"holding down the left mouse button." +msgstr "" +"Si vous avez sélectionné plusieurs tuiles dans la TileMap ou avez utilisé " +"l'outil de sélection, elles seront placées chaque fois que vous cliquez ou " +"faites glisser la souris en tenant le clic gauche." + +msgid "" +"While in Paint mode, you can draw a line by holding :kbd:`Shift` *before* " +"holding down the left mouse button, then dragging the mouse to the line's " +"end point. This is identical to using the Line tool described below." +msgstr "" +"En mode Peinture, vous pouvez dessiner une ligne en maintenant :kbd:`Shift` " +"*avant* de maintenir le bouton gauche de la souris, puis de glisser la " +"souris vers le point final de la ligne. Ceci est identique à l'utilisation " +"de l'outil Line décrit ci-dessous." + +msgid "" +"You can also draw a rectangle by holding :kbd:`Ctrl` and :kbd:`Shift` " +"*before* holding down the left mouse button, then dragging the mouse to the " +"rectangle's end point. This is identical to using the Rectangle tool " +"described below." +msgstr "" +"Vous pouvez également dessiner un rectangle en maintenant :kbd:`Ctrl` et :" +"kbd:`Shift` *avant* de maintenir le bouton gauche de la souris, puis de " +"glisser la souris vers le bout du rectangle. Ceci est identique à " +"l'utilisation de l'outil Rectangle décrit ci-dessous." + msgid "Line" msgstr "Ligne" +msgid "Rectangle" +msgstr "Rectangle" + msgid "Bucket Fill" msgstr "Remplissage du seau" msgid "Picker" msgstr "Sélecteur" -msgid "Translation status" -msgstr "État de la traduction" +msgid "Eraser" +msgstr "Effaceur" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/using_tilesets.po b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/using_tilesets.po index 5e651a3be8..3e4f163a3e 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/2d/using_tilesets.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/2d/using_tilesets.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,9 +11,30 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" +msgid "Using TileSets" +msgstr "Utilisation des jeux de tuiles" + msgid "Introduction" msgstr "Introduction" +msgid "" +"To follow this guide, you will need an image containing your tiles where " +"every tile has the same size (large objects can be split into several " +"tiles). This image is called a *tilesheet*. Tiles do not have to be square: " +"they can be rectangular, hexagonal, or isometric (pseudo-3D perspective)." +msgstr "" +"Pour suivre ce guide, vous aurez besoin d'une image contenant vos tuiles où " +"chaque tuile a la même taille (les grands objets peuvent être divisés en " +"plusieurs tuiles). Cette image s'appelle une *feuille de tuiles*. Les tuiles " +"ne doivent pas forcément être carrées : elles peuvent être rectangulaires, " +"hexagonales ou isométriques (perspective pseudo-3D)." + +msgid "Creating a new TileSet" +msgstr "Créer un nouveau jeu de tuiles" + +msgid "Using a tilesheet" +msgstr "Utiliser une feuille de tuiles" + msgid "" "This demonstration will use the following tiles taken from `Kenney's " "\"Abstract Platformer\" pack `__. " "Nous utiliserons cette *feuille de tuiles* particulière de l'ensemble :" -msgid "Translation status" -msgstr "État de la traduction" +msgid "" +"Tilesheet with 64×64 tiles. Credit: `Kenney `__" +msgstr "" +"Feuille de tuiles avec des tuiles 64×64. Crédit : `Kenney `__" + +msgid "" +"After creating the TileSet resource, click the value to unfold it in the " +"inspector. The default tile shape is Square, but you can also choose " +"Isometric, Half-Offset Square or Hexagon (depending on the shape of your " +"tile images). If using a tile shape other than Square, you may also need to " +"adjust the **Tile Layout** and **Tile Offset Axis** properties. Lastly, " +"enabling the **Rendering > UV Clipping** property may be useful if you wish " +"tiles to be clipped by their tile coordinates. This ensures tiles cannot " +"draw outside their allocated area on the tilesheet." +msgstr "" +"Après avoir créé la ressource TileSet, cliquez sur la valeur pour la déplier " +"dans l'inspecteur. La forme de tuile par défaut est Carré, mais vous pouvez " +"également choisir Isométrique, Carré décalé de moitié ou Hexagone (selon la " +"forme de vos images de tuiles). Si vous utilisez une forme de tuile autre " +"que Carré, vous pouvez également avoir besoin d'ajuster les propriétés " +"**Calque de tuile** et **Axe de décalage de tuile**. Enfin, activer la " +"propriété **Rendu > Clipping UV** peut être utile si vous souhaitez que les " +"tuiles soient clippée par leurs coordonnées de tuile. Cela garantit que les " +"tuiles ne peuvent pas dessiner à l'extérieur de leur zone allouée sur la " +"feuille de tuiles." + +msgid "" +"Set the tile size to 64×64 in the inspector to match the example tilesheet:" +msgstr "" +"Définissez la taille de tuile à 64×64 dans l'inspecteur pour correspondre à " +"la feuille de tuile d'exemple :" + +msgid "Setting the tile size to 64×64 to match the example tilesheet" +msgstr "" +"Réglage de la taille de la tuile à 64×64 pour correspondre à la feuille de " +"tuile d'exemple" + +msgid "" +"Open the **TileSet** panel at the bottom of the editor, then click and drag " +"the tilesheet image onto the panel. You will be asked whether to create " +"tiles automatically. Answer **Yes**:" +msgstr "" +"Ouvrez le panneau **TileSet** en bas de l'éditeur, puis cliquez et faites " +"glisser l'image de la feuille de tuiles sur le panneau. On vous demandera si " +"vous souhaitez créer des tuiles automatiquement. Répondez **Oui** :" + +msgid "Automatically creating tiles based on tilesheet image content" +msgstr "" +"Création automatique de tuiles basé sur le contenu de l'image de la feuille " +"de tuiles" + +msgid "" +"This will automatically create tiles according to the tile size you " +"specified earlier in the TileSet resource. This greatly speeds up initial " +"tile setup." +msgstr "" +"Cela créera automatiquement des tuiles selon la taille de tuile que vous " +"avez spécifiée plus tôt dans la ressource TileSet. Cela accélère grandement " +"la configuration initiale des tuiles." + +msgid "" +"When using automatic tile generation based on image contents, parts of the " +"tilesheet that are *fully* transparent will not have tiles generated." +msgstr "" +"Lors de l'utilisation de la génération automatique de tuiles basé sur le " +"contenu de l'image, les parties de la feuille de tuiles qui sont " +"*complètement* transparentes n'auront pas de tuiles générées." + +msgid "" +"If there are tiles from the tilesheet you do not wish to be present in " +"atlas, choose the Eraser tool at the top of the tileset preview, then click " +"the tiles you wish to remove:" +msgstr "" +"Si vous ne souhaitez pas que certaines tuiles de la feuille de tuiles soient " +"présentes dans l'atlas, sélectionnez l'outil Gomme en haut de l'aperçu de " +"l'ensemble de tuiles, puis cliquez sur les tuiles que vous souhaitez " +"supprimer :" + +msgid "Using the Eraser tool to remove unwanted tiles from the TileSet atlas" +msgstr "" +"Utiliser l'outil Gomme afin de supprimer les tuiles indésirables de l'atlas " +"du TileSet" + +msgid "" +"You can also right-click a tile and choose **Delete**, as an alternative to " +"the Eraser tool." +msgstr "" +"Vous pouvez également faire un clic droit sur une tuile et choisir " +"**Delete**, comme alternative à l'outil Gomme." + +msgid "" +"Like in the 2D and TileMap editors, you can pan across the TileSet panel " +"using the middle or right mouse buttons, and zoom using the mouse wheel or " +"buttons in the top-left corner." +msgstr "" +"Comme dans les éditeurs 2D et TileMap, vous pouvez faire défiler le panneau " +"TileSet en utilisant le bouton central ou droit de la souris, et zoomer en " +"utilisant la molette de la souris ou les boutons situés dans le coin " +"supérieur gauche." + +msgid "" +"If you wish to source tiles from several tilesheet images for a single " +"TileSet, create additional atlases and assign textures to each of them " +"before continuing. It is also possible to use one image per tile this way " +"(although using tilesheets is recommended for better usability)." +msgstr "" +"Si vous souhaitez obtenir des tuiles à partir de plusieurs images de " +"feuilles de tuiles pour un seul TileSet, créez des atlas supplémentaires et " +"attribuez des textures à chacun d'eux avant de continuer. Il est également " +"possible d'utiliser une image par tuile de cette manière (bien que " +"l'utilisation de feuilles de tuiles soit recommandée pour une meilleure " +"productivité)." + +msgid "You can adjust properties for the atlas in the middle column:" +msgstr "" +"Vous pouvez ajuster les propriétés de l'atlas dans la colonne centrale :" + +msgid "" +"Adjusting TileSet atlas properties in the dedicated inspector (part of the " +"TileSet panel)" +msgstr "" +"Ajuster les propriétés de l'atlas du TileSet dans l'inspecteur dédié (qui " +"fait partie du panneau TileSet)" + +msgid "The following properties can be adjusted on the atlas:" +msgstr "Les propriétés suivantes peuvent être définies sur l'atlas :" + +msgid "**ID:** The identifier (unique within this TileSet), used for sorting." +msgstr "**ID :** L'identifiant (unique dans ce TileSet), utilisé pour le tri." + +msgid "" +"**Name:** The human-readable name for the atlas. Use a descriptive name here " +"for organizational purposes (such as \"terrain\", \"decoration\", etc)." +msgstr "" +"**Nom :** Le nom facilement lisible pour l'atlas. Utilisez un nom descriptif " +"ici à des fins organisationnelles (comme \"terrain\", \"décoration\", etc.)." + +msgid "" +"**Margins:** The margins on the image's edges that should not be selectable " +"as tiles (in pixels). Increasing this can be useful if you download a " +"tilesheet image that has margins on the edges (e.g. for attribution)." +msgstr "" +"**Marges :** Les marges sur les bords de l'image qui ne doivent pas être " +"sélectionnables comme tuiles (en pixels). Cela peut être utile si vous " +"téléchargez une image de feuille de tuile qui a des marges sur les bords " +"(par ex. pour l'attribution)." + +msgid "" +"**Separation:** The separation between each tile on the atlas in pixels. " +"Increasing this can be useful if the tilesheet image you're using contains " +"guides (such as outlines between every tile)." +msgstr "" +"** Séparation :** La séparation entre chaque tuile sur l'atlas en pixels. " +"L’augmenter peut être utile si l'image de feuille de tuile que vous utilisez " +"contient des guides (comme des contours entre chaque tuile)." + +msgid "" +"**Use Texture Padding:** If checked, adds a 1-pixel transparent edge around " +"each tile to prevent texture bleeding when filtering is enabled. It's " +"recommended to leave this enabled unless you're running into rendering " +"issues due to texture padding." +msgstr "" +"**Utilisez le padding de texture :** Si cette case est cochée, ajoute un " +"bord transparent de 1 pixel autour de chaque tuile pour éviter le saignement " +"de la texture lorsque le filtrage est activé. Il est recommandé de laisser " +"cette option activée sauf si vous rencontrez des problèmes de rendu dus au " +"padding de texture." + +msgid "Recreating tiles automatically after changing atlas properties" +msgstr "" +"Recréation automatique des tuiles après un changement des propriétés de " +"l'atlas" + +msgid "Using a collection of scenes" +msgstr "Utiliser une collection de scènes" + +msgid "" +"Since Godot 4.0, you can place actual *scenes* as tiles. This allows you to " +"use any collection of nodes as a tile. For example, you could use scene " +"tiles to place gameplay elements, such as shops the player may be able to " +"interact with. You could also use scene tiles to place AudioStreamPlayer2Ds " +"(for ambient sounds), particle effects, and more." +msgstr "" +"Depuis Godot 4.0, vous pouvez placer des *scènes* comme des tuiles. Cela " +"vous permet d'utiliser toute collection de nœuds comme tuile. Par exemple, " +"vous pouvez utiliser des tuiles de scène pour placer des éléments de " +"gameplay, tels que des magasins où le joueur peut interagir avec. Vous " +"pouvez également utiliser des tuiles de scène pour placer des " +"AudioStreamPlayer2D (pour les sons ambiants), les effets de particules, et " +"plus encore." + +msgid "Creating a scenes collection in the TileSet editor" +msgstr "Créer une collection de scènes dans l'éditeur TileSet" + +msgid "" +"After creating a scenes collection, you can enter a descriptive name for the " +"scenes collection in the middle column if you wish. Select this scenes " +"collection then create a new scene slot:" +msgstr "" +"Après avoir créé une collection de scènes, vous pouvez entrer un nom " +"descriptif pour la collection de scènes dans la colonne du milieu si vous le " +"souhaitez. Sélectionnez cette collection de scènes puis créez un nouvel " +"emplacement de scène :" + +msgid "" +"Creating a scene tile after selecting the scenes collection in the TileSet " +"editor" +msgstr "" +"Création d'une tuile de scène après avoir sélectionné la collection de " +"scènes dans l'éditeur TileSet" + +msgid "" +"Select this scene slot in the right column, then use **Quick Load** (or " +"**Load**) to load the scene file containing the particles:" +msgstr "" +"Sélectionnez cet emplacement de scène dans la colonne de droite, puis " +"utilisez **Chargement rapide** (ou **Charger**) pour charger le fichier de " +"scène contenant les particules :" + +msgid "" +"Creating a scene slot, then loading a scene file into it in the TileSet " +"editor" +msgstr "" +"Création d'un emplacement de scène, puis chargement d'un fichier de scène " +"dans celui-ci depuis l'éditeur TileSet" + +msgid "" +"To do so, you must have more than one atlas created in the TileSet resource. " +"Use the \"three vertical dots\" menu button located at the bottom of the " +"list of atlases, then choose **Open Atlas Merging Tool**:" +msgstr "" +"Pour ce faire, vous devez avoir plus d'un atlas créé dans la ressource " +"TileSet. Utilisez le bouton \"trois points verticaux\" du menu situé au bas " +"de la liste des atlas, puis choisissez **Ouvrir l'outil de fusion d'atlas** :" + +msgid "Opening the atlas merging tool after creating multiple atlases" +msgstr "Ouvrir l'outil de fusion de l'atlas après avoir créé plusieurs atlas" + +msgid "" +"This will open a dialog, in which you can select several atlases by holding :" +"kbd:`Shift` or :kbd:`Ctrl` then clicking on multiple elements:" +msgstr "" +"Cela ouvrira une fenêtre, dans laquelle vous pouvez sélectionner plusieurs " +"atlas en maintenant :kbd:`Shift` ou :kbd:`Ctrl` puis en cliquant sur " +"plusieurs éléments :" + +msgid "Using the atlas merging tool dialog" +msgstr "Utilisation de la fenêtre de fusion d'atlas" + +msgid "" +"Choose **Merge** to merge the selected atlases into a single atlas image " +"(which translates to a single atlas within the TileSet). The unmerged " +"atlases will be removed within the TileSet, but *the original tilesheet " +"images will be kept on the filesystem*. If you don't want the unmerged " +"atlases to be removed from the TileSet resource, choose **Merge (Keep " +"Original Atlases)** instead." +msgstr "" +"Choisissez **Fusionner** pour fusionner les atlas sélectionnés en une seule " +"image d'atlas (qui se traduit par un seul atlas dans le TileSet). Les atlas " +"non fusionnés seront enlevés du TileSet, mais *les images originales seront " +"conservées sur le système de fichiers*. Si vous ne voulez pas que les atlas " +"non fusionnés soient retirés de la ressource TileSet, choisissez **Fusionner " +"(Garder les atlas originaux)** à la place." + +msgid "" +"Tile proxies are automatically set up when merging different atlases, but " +"they can also be set manually thanks to the **Manage Tile Proxies** dialog " +"you can access using the \"three vertical dots\" menu mentioned above." +msgstr "" +"Les proxies de tuile sont automatiquement mises en place lors de la fusion " +"de différents atlas, mais elles peuvent également être réglées manuellement " +"grâce à la fenêtre **Gérer les proxies de tuiles**, que vous pouvez accéder " +"à l'aide du menu \"trois points verticaux\" mentionné ci-dessus." + +msgid "Adding collision, navigation and occlusion to the TileSet" +msgstr "Ajouter la collision, la navigation et l'occlusion au TileSet" + +msgid "" +"After creating a physics layer, you have access to the **Physics Layer** " +"section in the TileSet atlas inspector:" +msgstr "" +"Après avoir créé un calque de physique, vous avez accès à la section " +"**Calque de physique** dans l'inspecteur d'atlas TileSet :" + +msgid "" +"Terrains are grouped into terrain sets. Each terrain set is assigned a mode " +"from **Match Corners and Sides**, **Match Corners** and **Match sides**. " +"They define how terrains are matched to each other in a terrain set." +msgstr "" +"Les terrains sont regroupés en ensembles de terrains. Tous les terrains sont " +"assignés un mode entre ** Faire correspondre les coins et les côtés**, ** " +"Faire correspondre les coins** et ** Faire correspondre les côtés**. Ils " +"définissent comment les terrains sont adaptés les uns aux autres dans un " +"ensemble de terrains." + +msgid "Creating a terrain within the terrain set" +msgstr "Créer un terrain dans l'ensemble de terrains" + +msgid "" +"Terrain set IDs and terrain IDs are independent from each other. They also " +"start from ``0``, not ``1``." +msgstr "" +"Les IDs d'ensembles de terrain et les IDs de terrain sont indépendants les " +"uns des autres. Aussi, ils commencent à ``0``, pas ``1``." + +msgid "Using multiple tile selection" +msgstr "Utiliser la sélection de tuiles multiples" + +msgid "Using tile property painting" +msgstr "Utiliser la peinture de propriété de tuile" + +msgid "Painting tile properties using the TileSet editor" +msgstr "Peindre les propriétés des tuiles en utilisant l'éditeur de TileSet" + +msgid "" +"Sometimes, you want to use a single tile image (found only once within the " +"atlas), but configured in different ways. For example, you may want to use " +"the same tile image, but rotated, flipped, or modulated with a different " +"color. This can be done using *alternative tiles*." +msgstr "" +"Parfois, vous pourriez vouloir utiliser une seule image de tuile (trouvé une " +"unique fois dans l'atlas), mais configurée de différentes manières. Par " +"exemple, vous pourriez vouloir utiliser la même image de tuile, mais " +"tournée, inversée ou modulée avec une couleur différente. Cela peut être " +"fait en utilisant des *tuiles alternatives*." + +msgid "" +"Since Godot 4.2, you don't have to create alternative tiles to rotate or " +"flip tiles anymore. You can rotate any tile while placing it in the TileMap " +"editor by using the rotation/flip buttons in the TileMap editor toolbar." +msgstr "" +"Depuis Godot 4.2, vous n'avez plus à créer des tuiles alternatives pour " +"tourner ou inverser des tuiles. Vous pouvez tourner n'importe quelle tuile " +"tout en la plaçant dans l'éditeur TileMap en utilisant les boutons de " +"rotation/inversion dans la barre d'outils de l'éditeur TileMap." + +msgid "" +"To create an alternative tile, right-click a base tile in the atlas " +"displayed by the TileSet editor, then choose **Create an Alternative Tile**:" +msgstr "" +"Pour créer une tuile alternative, faites un clic droit sur une tuile de base " +"dans l'atlas affiché par l'éditeur TileSet, puis choisissez **Créer une " +"tuile alternative** :" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/3d_antialiasing.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/3d_antialiasing.po index 76accf885f..dad3423c2f 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/3d_antialiasing.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/3d_antialiasing.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,8 +14,44 @@ msgstr "" msgid "Introduction" msgstr "Introduction" +msgid "" +"Image is scaled by 2× with nearest-neighbor filtering to make aliasing more " +"noticeable." +msgstr "" +"L'image est agrandie par un facteur de 2× avec un filtrage par plus proche " +"voisin afin de rendre le crénelage plus visible." + msgid "Multisample antialiasing (MSAA)" msgstr "Anticrénelage multi-échantillon (MSAA)" -msgid "Translation status" -msgstr "État de la traduction" +msgid "Temporal antialiasing (TAA)" +msgstr "Anticrénelage temporel (TAA)" + +msgid "Fast approximate antialiasing (FXAA)" +msgstr "Anticrénelage approximatif rapide (FXAA)" + +msgid "" +"Supersampling also has high video RAM requirements, since it needs to render " +"in the target resolution then *downscale* to the window size. For example, " +"displaying a project in 3840×2160 (4K resolution) with 4× SSAA will require " +"rendering the scene in 7680×4320 (8K resolution), which is 4 times more " +"pixels." +msgstr "" +"Le surechantillonage a également des exigences élevées en RAM vidéo, car il " +"doit rendre dans la résolution cible puis *réduire* à la taille de la " +"fenêtre. Par exemple, l'affichage d'un projet en résolution 3840×2160 (4K) " +"avec du 4× SSAA nécessitera de rendre la scène en résolution 7680×4320 (8K), " +"ce qui fait 4 fois plus de pixels." + +msgid "" +"If you are using a high window size such as 4K, you may find that increasing " +"the resolution scale past a certain value will cause a heavy slowdown (or " +"even a crash) due to running out of VRAM." +msgstr "" +"Si vous utilisez une taille de fenêtre élevée comme en 4K, vous pouvez " +"constater que l'augmentation de l'échelle de résolution au-delà d'une " +"certaine valeur causera un ralentissement important (ou même un plantage) en " +"raison d'un épuisement de VRAM." + +msgid "Texture roughness limiter on import" +msgstr "Limitation de la rugosité des textures lors de l'importation" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po index 13b1005b39..8fa03697f3 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/3d_rendering_limitations.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -122,6 +122,32 @@ msgstr "" msgid "Transparency sorting" msgstr "Tri par transparence" +msgid "" +"In Godot, transparent materials are drawn after opaque materials. " +"Transparent objects are sorted back to front before being drawn based on the " +"Node3D's position, not the vertex position in world space. Due to this, " +"overlapping objects may often be sorted out of order. To fix improperly " +"sorted objects, tweak the material's :ref:`Render Priority " +"` property or the node's :ref:" +"`Sorting Offset `. Render " +"Priority will force specific materials to appear in front of or behind other " +"transparent materials, while Sorting Offset will move the object forward or " +"backward for the purpose of sorting. Even then, these may not always be " +"sufficient." +msgstr "" +"Dans Godot, les matériaux transparents sont dessinés après les matériaux " +"opaques. Les objets transparents sont triés de l'arrière vers l'avant, avant " +"d'être dessinés en fonction de la position du Node3D, et non de la position " +"du sommet dans le plan du monde. De ce fait, les objets qui se chevauchent " +"peuvent souvent être triés dans le désordre. Pour corriger les objets mal " +"triés, modifiez la propriété :ref:`Render Priority " +"` du matériau ou le :ref:`Sorting " +"Offset ` du nœud. La Render " +"Priority obligera les matériaux spécifiques à apparaître devant ou derrière " +"d'autres matériaux transparents, alors que le Sorting Offset va déplacer des " +"objets devant ou derrière durant le tri. Malgré tout, cela n'est pas " +"toujours suffisant." + msgid "" "Some rendering engines feature *order-independent transparency* techniques " "to alleviate this, but this is costly on the GPU. Godot currently doesn't " @@ -171,6 +197,3 @@ msgid "" msgstr "" "Il existe plusieurs façons de contourner cette limitation, en fonction de " "votre budget de performance :" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/3d_text.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/3d_text.po index 57b8ee0388..cf040832f2 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/3d_text.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/3d_text.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -17,6 +17,15 @@ msgstr "Texte 3D" msgid "Introduction" msgstr "Introduction" +msgid "" +"In a project, there may be times when text needs to be created as part of a " +"3D scene and not just in the HUD. Godot provides 2 methods to do this: the " +"Label3D node and the TextMesh *resource* for a MeshInstance3D node." +msgstr "" +"Dans un projet, il peut arriver que du texte doit être créé dans une scène " +"3D et pas juste dans le HUD. Godot fournit deux méthodes pour faire cela : " +"le nœud Label3D et la *ressource* TextMesh pour un nœud MeshInstance3D." + msgid "Label3D" msgstr "Label3D" @@ -26,5 +35,12 @@ msgstr "Avantages" msgid "Limitations" msgstr "Limites" -msgid "Translation status" -msgstr "État de la traduction" +msgid "TextMesh" +msgstr "TextMesh" + +msgid "" +"See the `3D waypoints `__ demo for an example of this." +msgstr "" +"Voir la démo des `points de passage 3D `__ pour un exemple de ceci." diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/csg_tools.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/csg_tools.po index d39e458373..28de76a87b 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/csg_tools.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/csg_tools.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -24,6 +24,27 @@ msgstr "" "Comme les autres fonctionnalités de Godot, CSG est supporté sous forme de " "nœuds. Ce sont les nœuds CSG :" +msgid ":ref:`CSGBox3D `" +msgstr ":ref:`CSGBox3D `" + +msgid ":ref:`CSGCylinder3D ` (also supports cone)" +msgstr ":ref:`CSGCylinder3D ` (supporte aussi les cônes)" + +msgid ":ref:`CSGSphere3D `" +msgstr ":ref:`CSGSphere3D `" + +msgid ":ref:`CSGTorus3D `" +msgstr ":ref:`CSGTorus3D `" + +msgid ":ref:`CSGPolygon3D `" +msgstr ":ref:`CSGPolygon3D `" + +msgid ":ref:`CSGMesh3D `" +msgstr ":ref:`CSGMesh3D `" + +msgid ":ref:`CSGCombiner3D `" +msgstr ":ref:`CSGCombiner3D `" + msgid "CSG tools features" msgstr "Fonctionnalités des outils CSG" @@ -81,6 +102,9 @@ msgstr "il ne doit pas contenir de faces internes," msgid "every edge must connect to only two other faces." msgstr "chaque bord ne doit être relié qu'à deux autres faces." +msgid "CSGCombiner3D" +msgstr "CSGCombiner3D" + msgid "Processing order" msgstr "Ordre de traitement" @@ -207,5 +231,38 @@ msgstr "" "apparence. Les nœuds CSG soustractifs appliqueront leur matériau aux nœuds " "qu'ils \"creusent\"." -msgid "Translation status" -msgstr "État de la traduction" +msgid "" +"To apply triplanar mapping to a CSG node, select it, go to the Inspector, " +"click the **[empty]** text next to **Material Override** (or **Material** " +"for individual CSG nodes). Choose **New StandardMaterial3D**. Click the " +"newly created material's icon to edit it. Unfold the **Albedo** section and " +"load a texture into the **Texture** property. Now, unfold the **Uv1** " +"section and check **Triplanar**. You can change the texture offset and scale " +"on each axis by playing with the **Scale** and **Offset** properties just " +"above. Higher values in the **Scale** property will cause the texture to " +"repeat more often." +msgstr "" +"Pour appliquer le mapping triplanaire à un nœud CSG, sélectionnez-le, allez " +"dans l'inspecteur, cliquez sur le texte **[empty]** à côté de **Material " +"Override** (ou **Material** pour les nœuds CSG individuels). Choisissez " +"**Nouveau StandardMaterial3D**. Cliquez sur l'icône du matériau nouvellement " +"créé pour le modifier. Dépliez la section **Albedo** et chargez une texture " +"dans la propriété **Texture**. Maintenant, dépliez la section **Uv1** et " +"cochez **Triplanar**. Vous pouvez changer le décalage et l'échelle de la " +"texture sur chaque axe en jouant avec les propriétés **Scale** et **Offset** " +"juste au-dessus. Des valeurs plus élevées dans la propriété **Scale** feront " +"que la texture se répétera plus souvent." + +msgid "" +"You can copy a StandardMaterial3D to reuse it across CSG nodes. To do so, " +"click the dropdown arrow next to a material property in the Inspector and " +"choose **Copy**. To paste it, select the node you'd like to apply the " +"material onto, click the dropdown arrow next to its material property then " +"choose **Paste**." +msgstr "" +"Vous pouvez copier un StandardMaterial3D pour le réutiliser à travers vos " +"nœuds CSG. Pour ce faire, cliquez sur la flèche déroulante située à côté " +"d'une propriété du matériel dans l'inspecteur et choisissez **Copier**. Pour " +"le coller, sélectionnez le nœud sur lequel vous souhaitez appliquer le " +"matériau, cliquez sur la flèche déroulante située à côté de sa propriété de " +"matériau, puis choisissez **Coller**." diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po index dce0a5ee4a..e533a1046d 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/environment_and_post_processing.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -17,6 +17,9 @@ msgstr "Les environnements et les effets post-rendu" msgid "Environment" msgstr "Environnement" +msgid "WorldEnvironment node (medium priority, recommended)" +msgstr "Nœud WorldEnvironment (priorité moyenne, recommandée)" + msgid "" "The WorldEnvironment node can be added to any scene, but only one can exist " "per active scene tree. Adding more than one will result in a warning." @@ -282,6 +285,9 @@ msgstr "" msgid "**Basic BCS adjustments**" msgstr "**Ajustements basiques BCS**" +msgid "**Color correction using a 1D gradient**" +msgstr "**Correction des couleurs à l'aide d'une rampe unidimensionnelle**" + msgid "" "But creating custom ones will allow to map each channel to a different color:" msgstr "" @@ -311,6 +317,9 @@ msgstr "" "l'attention du spectateur sur un objet donné, ou créer un effet dit de " "« tilt shift » `__." +msgid "Exposure" +msgstr "Exposition" + msgid "" "The simplest way to use auto exposure is to make sure outdoor lights (or " "other strong lights) have energy beyond 1.0. This is done by tweaking their " @@ -335,6 +344,3 @@ msgstr "" "Les valeurs contrôlables par l'utilisateur de la section Exposition " "automatique sont définies par défaut, mais vous pouvez toujours les " "modifier :" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/global_illumination/faking_global_illumination.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/global_illumination/faking_global_illumination.po index c176d82185..518b353c76 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/global_illumination/faking_global_illumination.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/global_illumination/faking_global_illumination.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -17,5 +17,5 @@ msgstr "Simuler l'illumination globale" msgid "Faking DirectionalLight3D global illumination" msgstr "Simuler l'illumination globale DirectionalLight3D" -msgid "Translation status" -msgstr "État de la traduction" +msgid "Faking positional light global illumination" +msgstr "Truquer l'illumination globale de la lumière positionnelle" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/global_illumination/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/global_illumination/index.po index 1b3ad9f9d7..8211994088 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/global_illumination/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/global_illumination/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/global_illumination/introduction_to_global_illumination.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/global_illumination/introduction_to_global_illumination.po index b3e58f939d..5e22de9f64 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/global_illumination/introduction_to_global_illumination.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/global_illumination/introduction_to_global_illumination.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -17,12 +17,24 @@ msgstr "Lumière indirecte diffuse" msgid "Performance" msgstr "Performance" +msgid "**ReflectionProbe:**" +msgstr "**ReflectionProbe :**" + +msgid "**LightmapGI:**" +msgstr "**LightmapGI :**" + msgid "**VoxelGI:**" msgstr "**VoxelGI:**" msgid "**SDFGI:**" msgstr "**SDFGI:**" +msgid "Visuals" +msgstr "Visuels" + +msgid "average" +msgstr "moyenne" + msgid "VoxelGI in action." msgstr "VoxelGI en action." @@ -44,8 +56,11 @@ msgstr "**ReflectionProbe:** |moyenne| Optionnellement en temps réel." msgid "User work needed" msgstr "Travail de l'utilisateur nécessaire" +msgid "**LightmapGI:** Requires UV2 setup and baking." +msgstr "**LightmapGI :** Nécessite une configuration UV2 et du pré-calcul." + +msgid "**ReflectionProbe:** Placed manually by the user." +msgstr "**ReflectionProbe :** Placé manuellement par l'utilisateur." + msgid "Summary" msgstr "Résumé" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/global_illumination/reflection_probes.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/global_illumination/reflection_probes.po index fe77857697..6a18ea0cc1 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/global_illumination/reflection_probes.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/global_illumination/reflection_probes.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -17,8 +17,8 @@ msgstr "Reflection probes" msgid "Visual comparison" msgstr "Comparaison visuelle" +msgid "Add a :ref:`class_ReflectionProbe` node." +msgstr "Ajoutez un nœud :ref:`class_ReflectionProbe`." + msgid "Limitations" msgstr "Limites" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/global_illumination/using_lightmap_gi.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/global_illumination/using_lightmap_gi.po index cf772369cd..6ac17684d6 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/global_illumination/using_lightmap_gi.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/global_illumination/using_lightmap_gi.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -44,6 +44,25 @@ msgstr "" "L’effet du réglage de cette option est que toutes les mailles (meshes) au " "sein de la scène auront leurs cartes UV2 correctement générés." +msgid "" +"When reusing a mesh within a scene, keep in mind that UVs will be generated " +"for the first instance found. If the mesh is re-used with different scales " +"(and the scales are wildly different, more than half or twice), this will " +"result in inefficient lightmaps. To avoid this, adjust the **Lightmap " +"Scale** property in the GeometryInstance3D section of a MeshInstance3D node. " +"This lets you *increase* the level of lightmap detail for specific " +"MeshInstance3D nodes (but not decrease it)." +msgstr "" +"Lorsque de la réutilisation d'un maillage (mesh) dans une scène, gardez à " +"l'esprit que les UVs sont générés pour la première instance trouvée. Si le " +"maillage est réutilisé à différentes échelles (et que les échelles sont très " +"différentes, plus de deux fois plus grand ou petit), cela se traduira par " +"des textures de lumière inefficaces. Pour éviter cela, ajustez la propriété " +"**Lightmap Scale** dans la section GeometryInstance3D d'un nœud " +"MeshInstance3D. Cela vous permet *d'augmenter* le niveau de détail d'une " +"texture de lumière pour des noeuds MeshInstance3D spécifiques (mais pas de " +"le diminuer)." + msgid "" "Also, the ``*.unwrap_cache`` files should *not* be ignored in version " "control as these files guarantee that UV2 reimports are consistent across " @@ -56,6 +75,16 @@ msgstr "" msgid "Unwrap from within Godot" msgstr "Dépliage depuis Godot" +msgid "" +"Godot has an option to unwrap meshes and visualize the UV channels. After " +"selecting a MeshInstance3D node, it can be found in the **Mesh** menu at the " +"top of the 3D editor viewport:" +msgstr "" +"Godot a une option pour déplier les maillages (meshes) et visualiser les " +"chaîne UV. Après avoir sélectionné un nœud MeshInstance3D, elle peut être " +"trouvée dans le menu **Mesh** en haut de la fenêtre d'affichage 3D de " +"l'éditeur :" + msgid "Simply do an unwrap on the second UV2 layer." msgstr "Il suffit simplement de dérouler la deuxième couche d’UV2." @@ -87,6 +116,16 @@ msgstr "" msgid "Setting up meshes" msgstr "Mise en place des maillages" +msgid "" +"For a **MeshInstance3D** node to take part in the baking process, it needs " +"to have its bake mode set to **Static**. Meshes that have their bake mode " +"set to **Disabled** or **Dynamic** will be ignored by the lightmapper." +msgstr "" +"Pour qu'un nœud **MeshInstance3D** prenne part au processus de baking, il " +"faut que son mode de calcul soit défini sur **Static**. Les maillages qui " +"ont leur mode de calcul défini à **Disabled** ou **Dynamic** seront ignorés " +"par le mappeur de lumière." + msgid "" "When auto-generating lightmaps on scene import, this is enabled " "automatically." @@ -146,6 +185,9 @@ msgstr "Équilibrer les temps de préparation et la qualité" msgid "Denoising" msgstr "Suppression de bruit" +msgid "OIDN (Open Image Denoise)" +msgstr "OIDN (Open Image Denoise)" + msgid "Dynamic objects" msgstr "Objets dynamiques" @@ -164,6 +206,3 @@ msgstr "" msgid "Reducing LightmapGI artifacts" msgstr "Réduction des artefacts LightmapGI" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/global_illumination/using_sdfgi.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/global_illumination/using_sdfgi.po index 83e3faa687..867083d6dd 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/global_illumination/using_sdfgi.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/global_illumination/using_sdfgi.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,11 +11,24 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" +msgid "Signed distance field global illumination (SDFGI)" +msgstr "Illumination par champs de distance signées (SDFGI)" + msgid "Visual comparison" msgstr "Comparaison visuelle" +msgid "SDFGI disabled." +msgstr "SDFGI désactivé." + msgid "SDFGI enabled." msgstr "SDFGI activé." -msgid "Translation status" -msgstr "État de la traduction" +msgid "" +"See :ref:`doc_introduction_to_global_illumination_gi_mode_recommendations` " +"for general usage recommendations." +msgstr "" +"Voir :ref:`doc_introduction_to_global_illumination_gi_mode_recommendations` " +"pour des recommandations générales d'usage." + +msgid "Adjusting SDFGI performance and quality" +msgstr "Ajuster la performance et qualité de SDFGI" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/global_illumination/using_voxel_gi.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/global_illumination/using_voxel_gi.po index ce8d06cc43..76421b5fb4 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/global_illumination/using_voxel_gi.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/global_illumination/using_voxel_gi.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -20,5 +20,12 @@ msgstr "VoxelGI désactivé." msgid "VoxelGI enabled." msgstr "VoxelGI activé." -msgid "Translation status" -msgstr "État de la traduction" +msgid "" +"See :ref:`doc_introduction_to_global_illumination_gi_mode_recommendations` " +"for general usage recommendations." +msgstr "" +"Voir :ref:`doc_introduction_to_global_illumination_gi_mode_recommendations` " +"pour des recommandations générales d'usage." + +msgid "Adjusting VoxelGI performance and quality" +msgstr "Ajuster la performance et qualité de VoxelGI" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/high_dynamic_range.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/high_dynamic_range.po index 638a670780..15895a0793 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/high_dynamic_range.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/high_dynamic_range.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -223,6 +223,3 @@ msgstr "" "`. On les trouve la plupart du temps dans un nœud :ref:" "`WorldEnvironment ` ou dans une caméra. Pour plus " "d'informations, voir :ref:`doc_environment_and_post_processing`." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/index.po index 2f5552c956..dba792db65 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -22,6 +22,3 @@ msgstr "Optimisation" msgid "Tools" msgstr "Outils" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/introduction_to_3d.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/introduction_to_3d.po index c9b705f0f9..d84f606f6f 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/introduction_to_3d.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/introduction_to_3d.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,20 +14,132 @@ msgstr "" msgid "Introduction to 3D" msgstr "Introduction à la 3D" +msgid "Coordinate system" +msgstr "Système de coordonnées" + msgid "" -"In 3D, math is a little more complex than in 2D, so also checking the :ref:" -"`doc_vector_math` entry in the wiki (which was especially created for game " -"developers, not mathematicians or engineers) will help pave the way for you " -"to develop 3D games efficiently." +"Godot uses the `metric `__ " +"system for everything in 3D, with 1 unit being equal to 1 meter. Physics and " +"other areas are tuned for this scale. Therefore, attempting to use a " +"different scale is usually a bad idea (unless you know what you are doing)." msgstr "" -"En 3D, les mathématiques sont un peu plus complexes qu'en 2D, consulter " -"l'entrée :ref:`doc_vector_math` dans le wiki (qui a été spécialement créé " -"pour les développeurs de jeux, pas pour les mathématiciens ou les " -"ingénieurs) vous aidera à développer des jeux 3D efficacement." +"Godot utilise le système `métrique `__ pour tout ce qui est en 3D, 1 unité étant égale à 1 mètre. " +"La physique et d'autres domaines sont accordés pour cette échelle. Par " +"conséquent, tenter d'utiliser une échelle différente est généralement une " +"mauvaise idée (sauf si vous savez ce que vous faites)." + +msgid "" +"When working with 3D assets, it's always best to work in the correct scale " +"(set the unit to metric in your 3D modeling software). Godot allows scaling " +"post-import and, while this works in most cases, in rare situations it may " +"introduce floating-point precision issues (and thus, glitches or artifacts) " +"in delicate areas such as rendering or physics. Make sure your artists " +"always work in the right scale!" +msgstr "" +"Lorsque vous travaillez avec des assets 3D, il est toujours préférable de " +"travailler à la bonne échelle (définissez l'unité en métrique dans votre " +"logiciel de modélisation 3D). Godot permet la mise à l'échelle post-" +"importation et, bien que cela fonctionne dans la plupart des cas, dans de " +"rares cas, cela peut introduire des problèmes de précision de virgule " +"flottante (et donc, des défauts ou artefacts) dans des domaines délicats, " +"comme le rendu ou la physique. Assurez-vous que vos artistes travaillent " +"toujours à la bonne échelle !" + +msgid "" +"The Y coordinate is used for \"up\". As for the horizontal X/Z axes, Godot " +"uses a **right-handed** coordinate system. This means that for most objects " +"that need alignment (such as lights or cameras), the Z axis is used as a " +"\"pointing towards\" direction. This convention roughly means that:" +msgstr "" +"La coordonnée Y est utilisée pour \"haut\". Quant aux axes X/Z horizontaux, " +"Godot utilise un système de coordonnées **droitier**. Cela signifie que pour " +"la plupart des objets qui ont besoin d'alignement (tels que les lumières ou " +"les caméras), l'axe Z est utilisé comme une direction « pointant vers ». " +"Cette convention signifie grossièrement que :" + +msgid "**X** is sides" +msgstr "**X** est les côtés" + +msgid "**Y** is up/down" +msgstr "**Y** est haut/bas" + +msgid "**Z** is front/back" +msgstr "**Z** est avant/arrière" + +msgid "3D coordinate systems comparison chart" +msgstr "Tableau comparatif des systèmes de coordonnées 3D" + +msgid "Image by `Freya Holmér `__" +msgstr "Image de `Freya Holmér `__" + +msgid "Space and manipulation gizmos" +msgstr "Espace et gadgets de manipulation" + +msgid "Some useful keybindings:" +msgstr "Quelques raccourcis clavier utiles :" + +msgid "To center the view on the selected object, press :kbd:`F`." +msgstr "" +"Pour centrer la vue sur l'objet sélectionné, appuyez sur la touche :kbd:`F`." + +msgid "Using Blender-style transform shortcuts" +msgstr "Utilisation des raccourcis de transformation du style de Blender" + +msgid ":kbd:`G` for translating" +msgstr ":kbd:`G` pour translater" + +msgid ":kbd:`R` for rotating" +msgstr ":kbd:`R` pour pivoter" + +msgid ":kbd:`S` for scaling" +msgstr ":kbd:`S` pour mettre à l'échelle" + +msgid ":kbd:`G`-:kbd:`Y`-:kbd:`2`-:kbd:`.`-:kbd:`5`-:kbd:`Enter`" +msgstr ":kbd:`G`-:kbd:`Y`-:kbd:`2`-:kbd:`.`-:kbd:`5`-:kbd:`Enter`" + +msgid "" +":ref:`Node2D ` is the base node for 2D. :ref:`Control " +"` is the base node for everything GUI. Following this " +"reasoning, the 3D engine uses the :ref:`Node3D ` node for " +"everything 3D." +msgstr "" +":ref:`Node2D ` est le nœud de base pour la 2D. :ref:`Control " +"` est le nœud de base pour tout ce qui est GUI. Suivant ce " +"raisonnement, le moteur 3D utilise le nœud :ref:`Spatial ` " +"pour tout ce qui est 3D." + +msgid "" +"Node3Ds have a local transform, which is relative to the parent node (as " +"long as the parent node is also of **or inherits from** the type Node3D). " +"This transform can be accessed as a 3×4 :ref:`Transform3D " +"`, or as 3 :ref:`Vector3 ` members " +"representing location, Euler rotation (X, Y and Z angles) and scale." +msgstr "" +"Les nœuds Node3D ont une transformation locale, qui est relative au nœud " +"parent (tant que le nœud parent est également du **ou hérite du** type " +"Node3D). Cette transformation est accessible sous la forme d'une " +"transformation 3×4 :ref:`Transform3D `, ou 3 membres :ref:" +"`Vector3 ` représentant la position, la rotation d'Euler " +"(angles x,y et z) et l'échelle." msgid "3D content" msgstr "Contenu 3D" +msgid "" +"Unlike 2D, where loading image content and drawing is straightforward, 3D is " +"a little more difficult. The content needs to be created with special 3D " +"tools (also called Digital Content Creation tools, or DCCs) and exported to " +"an exchange file format to be imported in Godot. This is required since 3D " +"formats are not as standardized as images." +msgstr "" +"Contrairement à la 2D où le chargement et l'affichage d'une image et le " +"dessin se fait sans complications, la 3D est un peu plus complexe. Le " +"contenu doit être créé avec des outils 3D spéciaux (généralement appelés DCC " +"pour Digital Content Creation) et exporté vers un format de fichier " +"d'échange afin d'être importé dans Godot. Cela est nécessaire car les " +"formats 3D ne sont pas aussi standardisés que les images." + msgid "Generated geometry" msgstr "Géométrie générée" @@ -61,6 +173,20 @@ msgstr "" msgid "Immediate geometry" msgstr "Géométrie immédiate" +msgid "" +"If, instead, you need to generate simple geometry that will be updated " +"often, Godot provides a special :ref:`ImmediateMesh ` " +"resource that can be used in a :ref:`MeshInstance3D ` " +"node. This provides an OpenGL 1.x-style immediate-mode API to create points, " +"lines, triangles, etc." +msgstr "" +"Si, à la place, il est nécessaire de générer une géométrie simple qui sera " +"souvent mise à jour, Godot fournit une ressource spéciale, :ref:" +"`ImmediateMesh ` qui peut être utilisée dans un nœud :" +"ref:`MeshInstance3D `. Cela fournit une API de style " +"OpenGL 1.x en mode immédiat pour créer des points, des lignes, des " +"triangles, etc." + msgid "2D in 3D" msgstr "2D en 3D" @@ -106,111 +232,19 @@ msgstr "" "traitement intégrés. Les environnements peuvent également être remplacées " "dans la caméra." -msgid "3D viewport" -msgstr "Fenêtre d'affichage 3D" - -msgid "" -"Default 3D scene navigation controls are similar to Blender (aiming to have " -"some sort of consistency in the free software pipeline..), but options are " -"included to customize mouse buttons and behavior to be similar to other " -"tools in the Editor Settings:" -msgstr "" -"Les contrôles de navigation de scène 3D par défaut sont similaires à ceux de " -"Blender (visant à avoir une certaine cohérence dans le pipeline du logiciel " -"libre...), mais des options sont incluses pour personnaliser les boutons de " -"la souris et le comportement pour être similaire aux autres outils dans les " -"paramètres de l'éditeur :" - -msgid "Coordinate system" -msgstr "Système de coordonnées" - -msgid "" -"Godot uses the `metric `__ " -"system for everything in 3D, with 1 unit being equal to 1 meter. Physics and " -"other areas are tuned for this scale. Therefore, attempting to use a " -"different scale is usually a bad idea (unless you know what you are doing)." -msgstr "" -"Godot utilise le système `métrique `__ pour tout ce qui est en 3D, 1 unité étant égale à 1 mètre. " -"La physique et d'autres domaines sont accordés pour cette échelle. Par " -"conséquent, tenter d'utiliser une échelle différente est généralement une " -"mauvaise idée (sauf si vous savez ce que vous faites)." - -msgid "**X** is sides" -msgstr "**X** est les côtés" - -msgid "**Y** is up/down" -msgstr "**Y** est haut/bas" - -msgid "**Z** is front/back" -msgstr "**Z** est avant/arrière" - -msgid "Space and manipulation gizmos" -msgstr "Espace et gadgets de manipulation" - -msgid "" -"Moving objects in the 3D view is done through the manipulator gizmos. Each " -"axis is represented by a color: Red, Green, Blue represent X, Y, Z " -"respectively. This convention applies to the grid and other gizmos too (and " -"also to the shader language, ordering of components for Vector3, Color, " -"etc.)." -msgstr "" -"Le déplacement des objets dans la vue 3D se fait à l'aide des gadgets de " -"manipulation. Chaque axe est représenté par une couleur : Rouge, Vert, Bleu " -"représentent X,Y,Z respectivement. Cette convention s'applique également à " -"la grille et aux autres gadgets (ainsi qu'au langage shader, à l'ordre des " -"composants pour Vector3, Color, etc.)." - -msgid "Some useful keybindings:" -msgstr "Quelques raccourcis clavier utiles :" - -msgid "" -"To snap placement or rotation, press :kbd:`Ctrl` while moving, scaling or " -"rotating." -msgstr "" -"Pour aligner le placement ou la rotation, appuyez sur la touche :kbd:`Ctrl` " -"tout en vous déplaçant, en redimensionnant ou en tournant." - -msgid "To center the view on the selected object, press :kbd:`F`." -msgstr "" -"Pour centrer la vue sur l'objet sélectionné, appuyez sur la touche :kbd:`F`." - -msgid ":kbd:`G` for translating" -msgstr ":kbd:`G` pour traduire" - -msgid ":kbd:`R` for rotating" -msgstr ":kbd:`R` pour pivoter" - -msgid ":kbd:`S` for scaling" -msgstr ":kbd:`S` pour mettre à l'échelle" - -msgid ":kbd:`G`-:kbd:`Y`-:kbd:`2`-:kbd:`.`-:kbd:`5`-:kbd:`Enter`" -msgstr ":kbd:`G`-:kbd:`Y`-:kbd:`2`-:kbd:`.`-:kbd:`5`-:kbd:`Enter`" - -msgid "View menu" -msgstr "Menu affichage" - -msgid "" -"The view options are controlled by the \"View\" menu in the viewport's " -"toolbar." -msgstr "" -"Les options d'affichage sont contrôlées par le menu \"Affichage\" dans la " -"barre d'outils de la fenêtre d'affichage." - -msgid "You can hide the gizmos in the 3D view of the editor through this menu:" -msgstr "" -"Vous pouvez masquer les gadgets dans la vue 3D de l'éditeur via ce menu :" - -msgid "" -"To hide a specific type of gizmos, you can toggle them off in the \"View\" " -"menu." -msgstr "" -"Pour masquer un type spécifique de gadgets, vous pouvez les désactiver dans " -"le menu \"Affichage\"." - msgid "Cameras" msgstr "Caméras" +msgid "" +"No matter how many objects are placed in the 3D space, nothing will be " +"displayed unless a :ref:`Camera3D ` is also added to the " +"scene. Cameras can work in either orthogonal or perspective projections:" +msgstr "" +"Quel que soit le nombre d'objets placés dans l'espace 3D, rien ne sera " +"affiché à moins qu'une :ref:`Camera ` ne soit également " +"ajoutée à la scène. Les caméras peuvent fonctionner dans des projections " +"orthogonales ou perspectives :" + msgid "" "Cameras are associated with (and only display to) a parent or grandparent " "viewport. Since the root of the scene tree is a viewport, cameras will " @@ -259,6 +293,3 @@ msgstr "" msgid "Lights" msgstr "Lumières" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/lights_and_shadows.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/lights_and_shadows.po index faf0e02c30..a8d7beefb9 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/lights_and_shadows.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/lights_and_shadows.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -25,9 +25,23 @@ msgstr "" "produit un résultat visible. La lumière peut provenir de plusieurs types de " "sources dans une scène :" +msgid "" +"Ambient light in the :ref:`Environment ` or :ref:" +"`doc_reflection_probes`." +msgstr "" +"Lumière ambiante dans l':ref:`Environnement ` ou :ref:" +"`doc_reflection_probes`." + msgid "Light nodes" msgstr "Nœuds de lumière" +msgid "" +"**Bake Mode:** Sets the bake mode for the light. See :ref:" +"`doc_using_lightmap_gi`." +msgstr "" +"**Bake Mode:** Sélectionne le mode de calcul pour la lumière. Voir  :ref:" +"`doc_using_lightmap_gi`." + msgid "Shadow mapping" msgstr "Cartographie des ombres" @@ -131,6 +145,9 @@ msgstr "" "type de lumière est également atténué dans la direction opposée vers " "laquelle elle pointe." +msgid "**Angle:** The aperture angle of the light." +msgstr "**Angle** : L’angle d’ouverture de la lumière." + msgid "Spot shadow mapping" msgstr "Cartographie des ombres de Spot lights" @@ -171,8 +188,58 @@ msgstr "" "Si rien de ce qui précède ne s'est produit, rien n'est fait et l'ombre n'est " "pas touchée." +msgid "The second quadrant can store 4 other shadows." +msgstr "Le deuxième quadrant peut stocker 4 autres ombres." + +msgid "The third quadrant can store 16 shadows, with less detail." +msgstr "Le troisième quadrant peut stocker 16 ombres, avec moins de détails." + +msgid "" +"The fourth and least detailed quadrant can store 64 shadows, with even less " +"detail." +msgstr "" +"Le quatrième et moins détaillé quadrant peut stocker 64 ombres, avec encore " +"moins de détails." + +msgid "" +"Using a higher number of shadows per quadrant allows supporting a greater " +"amount of total lights with shadows enabled, while also improving " +"performance (as shadows will be rendered at a lower resolution for each " +"light). However, increasing the number of shadows per quadrant comes at the " +"cost of lower shadow quality." +msgstr "" +"L'utilisation d'un nombre plus élevé d'ombres par quadrant permet de " +"supporter un plus grand total de lumières avec les ombres activées, tout en " +"améliorant les performances (comme les ombres seront rendues à une " +"résolution plus basse pour chaque lumière). Cependant, augmenter le nombre " +"d'ombres par quadrant diminue la qualité des ombres." + +msgid "" +"Shadow rendering is a critical topic in 3D rendering performance. It's " +"important to make the right choices here to avoid creating bottlenecks." +msgstr "" +"Le rendu des ombres est un sujet critique dans la performance des rendus en " +"3D. Il est important de faire les bons choix ici pour éviter de créer des " +"goulets d'étranglement." + +msgid "" +"Directional shadow quality settings can be changed at run-time by calling " +"the appropriate :ref:`class_RenderingServer` methods." +msgstr "" +"Les réglages de qualité d'ombre directionnelle peuvent être changés en temps " +"réel en appelant les méthodes appropriées de :ref:`class_RenderingServer`." + +msgid "" +"High shadow resolutions result in sharper shadows, but at a significant " +"performance cost. It should also be noted that *sharper shadows are not " +"always more realistic*. In most cases, this should be kept at its default " +"value of ``4096`` or decreased to ``2048`` for low-end GPUs." +msgstr "" +"Les hautes résolutions d'ombre se traduisent par des ombres plus nettes, " +"mais à un coût de performance important. Il convient également de noter que " +"*des ombres plus nettes ne sont pas toujours plus réalistes*. Dans la " +"plupart des cas, cela devrait être maintenu à sa valeur par défaut de " +"``4096`` ou diminué à ``2048`` pour les GPUs bas de gamme." + msgid "16-bits versus 32-bit" msgstr "16-bits contre 32-bit" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/mesh_lod.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/mesh_lod.po index d68121a231..4961a23ac9 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/mesh_lod.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/mesh_lod.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -17,5 +17,9 @@ msgstr "Introduction" msgid "Visual comparison" msgstr "Comparaison visuelle" -msgid "Translation status" -msgstr "État de la traduction" +msgid "" +"See :ref:`Importing 3D scenes " +"` for more information." +msgstr "" +"Voir :ref:`Importer des scènes 3D " +"` pour plus d'informations." diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/occlusion_culling.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/occlusion_culling.po index a39a542264..a6d8712482 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/occlusion_culling.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/occlusion_culling.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -24,10 +24,13 @@ msgid "BoxOccluder3D (a cuboid)" msgstr "BoxOccluder3D (un cuboïde)" msgid "SphereOccluder3D (a sphere-shaped occluder)" -msgstr "SphereOccluder3D (un occluder avec une forme sphérique" +msgstr "SphereOccluder3D (un occluder avec une forme sphérique)" + +msgid "Avoid moving OccluderInstance3D nodes during gameplay" +msgstr "Évitez de déplacer des nœuds OccluderInstance3D pendant le gameplay" + +msgid "Use the simplest possible occluder shapes" +msgstr "Utilisez les formes d'occluder les plus simples possible" msgid "Troubleshooting" msgstr "Dépannage" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/attractors.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/attractors.po index 9e6e90f8d0..287af64f0b 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/attractors.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/attractors.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,11 +11,18 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" +msgid "Particle attractors" +msgstr "Attracteurs de particules" + msgid "Different attractor attenuation curves" msgstr "Différentes courbes d'atténuation d'attracteur" msgid "Particle attractor vector field" msgstr "Particule de champ de vecteur d'attracteur" -msgid "Translation status" -msgstr "État de la traduction" +msgid "" +"When a texture is used as a vector field, there are two types of conversion " +"you need to be aware of:" +msgstr "" +"Quand une texture est utilisée comme champ vectoriel, il y a deux types de " +"conversion dont vous deviez être conscient :" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/collision.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/collision.po index eb70306508..c0c61e41ed 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/collision.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/collision.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,8 +11,26 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" +msgid "" +"To create a sphere collision node, add a new child node to your scene and " +"select ``GPUParticlesCollisionSphere3D`` from the list of available nodes. " +"You can animate the sphere's position or attach it to a moving node for more " +"dynamic effects." +msgstr "" +"Pour créer un nœud de collision sphérique, ajoutez un nouveau nœud enfant à " +"votre scène et sélectionnez ``GPUParticlesCollisionSphere3D`` depuis la " +"liste des nœuds disponibles. Vous pouvez animer la position de la sphère ou " +"l'attacher à un nœud mobile pour des effets plus dynamiques." + +msgid "Sphere collision with particle systems" +msgstr "Collision de sphère avec des systèmes de particules" + +msgid "" +"The same area covered by a signed distance field at different resolutions: " +"16 (left) and 256 (right)" +msgstr "" +"La même zone couverte par un champ de distance signée à différentes " +"résolutions : 16 (à gauche) et 256 (à droite)" + msgid "Troubleshooting" msgstr "Dépannage" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po index db3706737c..faa06e762a 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/complex_shapes.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,5 +14,5 @@ msgstr "" msgid "Select mesh for emission" msgstr "Sélectionnez un maillage pour les émissions" -msgid "Translation status" -msgstr "État de la traduction" +msgid "The available emission shape textures" +msgstr "Les formes de texture d'émission disponibles" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po index 2d2ebe2844..64f70e63ff 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/creating_a_3d_particle_system.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,11 +11,11 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" +msgid "Turning GPU into CPU particles" +msgstr "Transformer des particules GPU en CPU" + msgid "turbulence" msgstr "Turbulence" msgid "``Velocity Limit``" msgstr "``Velocity Limit``" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/index.po index 9da572279e..be0b750180 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -17,8 +17,8 @@ msgstr "Introduction" msgid "Particles" msgstr "Particules" +msgid "A list of nodes related to 3D particles" +msgstr "Une liste de nœuds en relation avec les particules 3D" + msgid "Basic usage" msgstr "Utilisation de base" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po index a54033102d..e11fff8bf1 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/process_material_properties.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -17,9 +17,30 @@ msgstr "Angle" msgid "Direction" msgstr "Direction" +msgid "Different values for particle direction" +msgstr "Valeurs différentes pour la direction des particules" + +msgid "Different values for particle spread" +msgstr "Valeurs différentes pour la diffusion des particules" + +msgid "" +"You won't see any actual movement until you also set some values for the " +"velocity and acceleration properties below, so let's take a look at those " +"next." +msgstr "" +"Vous ne verrez aucun mouvement réel jusqu'à ce que vous définisiez également " +"quelques valeurs pour les propriétés de vitesse et d'accélération en " +"dessous, donc jetons maintenant un coup d'œil à celles-ci." + msgid "Gravity" msgstr "Gravité" +msgid "Different values for particle gravity" +msgstr "Valeurs différentes pour la gravité des particules" + +msgid "Tangents on a circle" +msgstr "Tangentes sur un cercle" + msgid "Damping" msgstr "Amortissement" @@ -32,11 +53,32 @@ msgstr "Mode mise à l'échelle" msgid "Color" msgstr "Couleur" +msgid "Different values for hue variation" +msgstr "Valeurs différentes pour la variation de la teinte" + msgid "Animation" msgstr "Animation" +msgid "" +"Depending on how many images your sprite sheet contains and for how long " +"your particle is alive, the animation might not look smooth. The " +"relationship between particle lifetime, animation speed, and number of " +"images in the sprite sheet is this:" +msgstr "" +"En fonction du nombre d'images contenues dans votre feuille de sprites et de " +"la durée de vie de la particule, l'animation pourrait ne pas sembler fluide. " +"La relation entre la durée de vie de la particule, la vitesse de l'animation " +"et le nombre d'images dans la feuille de sprites est la suivante :" + +msgid "" +"At an animation speed of ``1.0``, the animation will reach the last image in " +"the sequence just as the particle's lifetime ends." +msgstr "" +"À une vitesse d'animation de ``1.0``, l'animation atteindra la dernière " +"image de la séquence au moment où la temps de vie de la particule se finit." + +msgid "Animated particles lifetimes" +msgstr "Durée de vie des particules animées" + msgid "Turbulence" msgstr "Turbulence" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/properties.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/properties.po index 1b3ad9f9d7..e592c0d81a 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/properties.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/properties.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,5 +11,15 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -msgid "Translation status" -msgstr "État de la traduction" +msgid "Emitter properties" +msgstr "Propriétés de l'émetteur" + +msgid "Particles per second = \\frac{Amount}{Lifetime}" +msgstr "Particules par seconde = \\frac{Amount}{Lifetime}" + +msgid "No preprocess (left) vs. 4 seconds of preprocess (right)" +msgstr "" +"Pas de prétraitement (à gauche) contre 4 secondes de prétraitement (à droite)" + +msgid "Particle trails" +msgstr "Traînées des particules" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/subemitters.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/subemitters.po index 329a2cbb6a..bf93922f8c 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/subemitters.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/subemitters.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,8 +11,11 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" +msgid "Click to assign a sub-emitter..." +msgstr "Cliquez pour attribuer un sous-émetteur..." + +msgid "\\...and select one from the scene" +msgstr "\\...et sélectionnez-en un de la scène" + msgid "Limitations" msgstr "Limites" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/trails.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/trails.po index 1b3ad9f9d7..2e475800f3 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/trails.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/trails.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,5 +11,11 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -msgid "Translation status" -msgstr "État de la traduction" +msgid "3D Particle trails" +msgstr "Traînées de particules 3D" + +msgid "Particle trails" +msgstr "Traînées des particules" + +msgid "Particle trail params" +msgstr "Paramètres de traînée de particules" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/turbulence.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/turbulence.po index 583d7976ab..ded058e754 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/turbulence.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/particles/turbulence.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,6 +11,9 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" +msgid "Particle turbulence properties" +msgstr "Propriétés de turbulence des particules" + msgid "Turbulence noise strength" msgstr "Force du bruit de la turbulence" @@ -19,6 +22,3 @@ msgstr "Mise à l'échelle du bruit de la turbulence" msgid "Turbulence noise speed" msgstr "Vitesse du bruit de la turbulence" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/physical_light_and_camera_units.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/physical_light_and_camera_units.po index 0eedb2f9e5..0cfd5b0016 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/physical_light_and_camera_units.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/physical_light_and_camera_units.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,11 +11,110 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" +msgid "Physical light and camera units" +msgstr "Unités de lumière et de caméra physiques" + msgid "Disadvantages of physical units" msgstr "Désavantages des unités physiques" +msgid "Enable the project setting." +msgstr "Activez le paramètre du projet." + +msgid "Configure the camera." +msgstr "Configurez la caméra." + +msgid "Configure the environment." +msgstr "Configurez l'environnement." + +msgid "Configure Light3D nodes." +msgstr "Configurez les nœuds Light3D." + +msgid "" +"When physical light units are enabled, the following additional properties " +"become available in CameraAttributesPhysical's **Exposure** section:" +msgstr "" +"Lorsque les unités de lumière physique sont activées, les propriétés " +"supplémentaires suivantes sont disponibles dans la section **Exposure** de " +"CameraAttributesPhysical :" + +msgid "" +"**Intensity:** The light's intensity in `lux `__ (DirectionalLight3D) or `lumens `__ (OmniLight3D/SpotLight3D). If a custom **Energy** is set, " +"this energy is multiplied by the intensity." +msgstr "" +"**Intensité :** L'intensité de la lumière en`lux `__ (DirectionalLight3D) ou en `lumens `__ (OmniLight3D/SpotLight3D). Si une " +"**Energy** personnalisée est définie, cette énergie est multipliée par " +"l'intensité." + +msgid "" +"**Temperature:** The light's *color temperature* defined in Kelvin. If a " +"custom **Color** is set, this color is multiplied by the color temperature." +msgstr "" +"**Température :** La *température de couleur* de la lumière définie en " +"Kelvin. Si une **Color** personnalisée est définie, cette couleur est " +"multipliée par la température de couleur." + msgid "**OmniLight3D/SpotLight3D intensity**" msgstr "**Intensité OmniLight3D/SpotLight3D**" -msgid "Translation status" -msgstr "État de la traduction" +msgid "" +"Lumens are a measure of luminous flux, which is the total amount of visible " +"light emitted by a light source per unit of time." +msgstr "" +"Les lumens sont une mesure du flux lumineux, qui est la quantité totale de " +"lumière visible émise par une source lumineuse par unité de temps." + +msgid "" +"For SpotLight3Ds, we assume that the area outside the visible cone is " +"surrounded by a perfect light absorbing material. Accordingly, the apparent " +"brightness of the cone area does *not* change as the cone increases and " +"decreases in size." +msgstr "" +"Pour les SpotLight3D, nous supposons que la zone à l'extérieur du cône " +"visible est entourée d'un matériau absorbant parfaitement la lumière. Par " +"conséquent, la luminosité apparente de la zone de cône **ne** change **pas** " +"quand le cône augmente et diminue de taille." + +msgid "" +"A typical household lightbulb can range from around 600 lumens to 1200 " +"lumens. A candle is about 13 lumens, while a streetlight can be " +"approximately 60000 lumens." +msgstr "" +"Une lampe de maison typique peut aller de 600 lumens à 1200 lumens. Une " +"bougie est d'environ 13 lumens, tandis qu'un réverbère peut être d'environ " +"60000 lumens." + +msgid "" +"Lux is a measure pf luminous flux per unit area, it is equal to one lumen " +"per square metre. Lux is the measure of how much light hits a surface at a " +"given time." +msgstr "" +"Le lux est une mesure de flux lumineux par zone unitaire, il est égal à un " +"lumen par mètre carré. Le lux est la mesure de combien de lumière frappe une " +"surface à un moment donné." + +msgid "" +"6500 Kelvin is white. Higher values result in colder (bluer) colors, while " +"lower values result in warmer (more orange) colors." +msgstr "" +"6500 Kelvin est blanc. Des valeurs plus élevées entraînent des couleurs plus " +"froides (plus bleues), tandis que des valeurs plus basses entraînent des " +"couleurs plus chaudes (plus orange)." + +msgid "" +"The sun on a cloudy day is approximately 6500 Kelvin. On a clear day, the " +"sun is between 5500 to 6000 Kelvin. On a clear day at sunrise or sunset, the " +"sun ranges to around 1850 Kelvin." +msgstr "" +"Le soleil sur une journée nuageuse est d'environ 6500 Kelvin. En jour clair, " +"le soleil se situe entre 5500 et 6000 Kelvin. En jour clair au lever du " +"soleil ou au coucher du soleil, le soleil se trouve à environ 1850 Kelvin." + +msgid "" +"Color temperature chart from 1,000 Kelvin (left) to 12,500 Kelvin (right)" +msgstr "" +"Diagramme de température de couleur de 1 000 Kelvin (à gauche) à 12 500 " +"Kelvin (à droite)" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/procedural_geometry/arraymesh.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/procedural_geometry/arraymesh.po index 47065550dd..a1415141e3 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/procedural_geometry/arraymesh.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/procedural_geometry/arraymesh.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -21,42 +21,100 @@ msgstr "" "Ce tutoriel présente les bases de l'utilisation d'un :ref:`ArrayMesh " "`." +msgid "" +"The first parameter is the ``PrimitiveType``, an OpenGL concept that " +"instructs the GPU how to arrange the primitive based on the vertices given, " +"i.e. whether they represent triangles, lines, points, etc. See :ref:`Mesh." +"PrimitiveType ` for the options available." +msgstr "" +"Le premier est le ``PrimitiveType``, c'est un concept OpenGL qui indique au " +"GPU comment arranger la primitive en fonction des sommets donnés, qu'il " +"s'agisse de triangles, de lignes, de points, etc. Voir :ref:`Mesh." +"PrimitiveType ` pour les options disponibles." + +msgid "" +"The second parameter, ``arrays``, is the actual Array that stores the mesh " +"information. The array is a normal Godot array that is constructed with " +"empty brackets ``[]``. It stores a ``Packed**Array`` (e.g. " +"PackedVector3Array, PackedInt32Array, etc.) for each type of information " +"that will be used to build the surface." +msgstr "" +"Le deuxième paramètre, ``arrays``, est le véritable Array qui stocke les " +"informations de maillage. Le tableau est un tableau Godot normal qui est " +"construit avec des crochets vides ``[]``. Il stocke un ``Packed**Array`` " +"(par exemple, PackedVector3Array, PackedInt32Array, etc.) pour chaque type " +"d'informations qui seront utilisées pour construire la surface." + msgid "Index" msgstr "Index" msgid "Mesh.ArrayType Enum" msgstr "Mesh.ArrayType Enum" +msgid "Array type" +msgstr "Type de tableau (array)" + msgid "0" msgstr "0" msgid "``ARRAY_VERTEX``" msgstr "``ARRAY_VERTEX``" +msgid "" +":ref:`PackedVector3Array ` or :ref:" +"`PackedVector2Array `" +msgstr "" +":ref:`PackedVector3Array ` ou :ref:" +"`PackedVector2Array `" + msgid "1" msgstr "1" msgid "``ARRAY_NORMAL``" msgstr "``ARRAY_NORMAL``" +msgid ":ref:`PackedVector3Array `" +msgstr ":ref:`PackedVector3Array `" + msgid "2" msgstr "2" msgid "``ARRAY_TANGENT``" msgstr "``ARRAY_TANGENT``" +msgid "" +":ref:`PackedFloat32Array ` or :ref:" +"`PackedFloat64Array ` of groups of 4 floats. The " +"first 3 floats determine the tangent, and the last float the binormal " +"direction as -1 or 1." +msgstr "" +":ref:`PackedFloat32Array ` ou :ref:" +"`PackedFloat64Array ` en groupe de 4 flottants. " +"Les trois premiers flottants déterminent la tangente, et le dernier flottant " +"la direction binormale en -1 ou 1." + msgid "3" msgstr "3" msgid "``ARRAY_COLOR``" msgstr "``ARRAY_COLOR``" +msgid ":ref:`PackedColorArray `" +msgstr ":ref:`PackedColorArray `" + msgid "4" msgstr "4" msgid "``ARRAY_TEX_UV``" msgstr "``ARRAY_TEX_UV``" +msgid "" +":ref:`PackedVector2Array ` or :ref:" +"`PackedVector3Array `" +msgstr "" +":ref:`PackedVector2Array ` ou :ref:" +"`PackedVector3Array `" + msgid "5" msgstr "5" @@ -69,21 +127,58 @@ msgstr "10" msgid "``ARRAY_BONES``" msgstr "``ARRAY_BONES``" +msgid "" +":ref:`PackedFloat32Array ` of groups of 4 floats " +"or :ref:`PackedInt32Array ` of groups of 4 ints. " +"Each group lists indexes of 4 bones that affects a given vertex." +msgstr "" +":ref:`PackedFloat32Array ` en groupes de 4 " +"flottants ou :ref:`PackedInt32Array ` en groupes de " +"4 entiers. Chaque groupe énumère les index des 4 os qui affectent un sommet " +"donné." + msgid "11" msgstr "11" msgid "``ARRAY_WEIGHTS``" msgstr "``ARRAY_WEIGHTS``" +msgid "" +":ref:`PackedFloat32Array ` or :ref:" +"`PackedFloat64Array ` of groups of 4 floats. Each " +"float lists the amount of weight the corresponding bone in ``ARRAY_BONES`` " +"has on a given vertex." +msgstr "" +":ref:`PackedFloat32Array ` ou :ref:" +"`PackedFloat64Array ` en groupes de 4 flottants. " +"Chaque flottant liste la quantité de poids que l'os correspondant dans " +"``ARRAY_BONES`` a sur un sommet donné." + msgid "12" msgstr "12" msgid "``ARRAY_INDEX``" msgstr "``ARRAY_INDEX``" +msgid ":ref:`PackedInt32Array `" +msgstr ":ref:`PackedInt32Array `" + +msgid "Next, add a script to the MeshInstance3D." +msgstr "Ensuite, ajoutez un script au MeshInstance3D." + msgid "Under ``_ready()``, create a new Array." msgstr "Sous ``_ready()``, créez un nouvel Array." +msgid "" +"This will be the array that we keep our surface information in - it will " +"hold all the arrays of data that the surface needs. Godot will expect it to " +"be of size ``Mesh.ARRAY_MAX``, so resize it accordingly." +msgstr "" +"Ce sera le tableau dans lequel nous conserverons nos informations de " +"surface, il contiendra tous les tableaux de données dont la surface a " +"besoin. Godot s'attendra à ce qu'il soit de taille ``Mesh.ARRAY_MAX``, alors " +"redimensionnez-le en conséquence." + msgid "Next create the arrays for each data type you will use." msgstr "" "Créez ensuite les arrays pour chaque type de données que vous utiliserez." @@ -107,6 +202,13 @@ msgstr "" msgid "Put together, the full code looks like:" msgstr "Mis ensemble, le code complet ressemble à ceci :" +msgid "" +"The code that goes in the middle can be whatever you want. Below we will " +"present some example code for generating a sphere." +msgstr "" +"Le code qui va au milieu peut être ce que vous voulez. Ci-dessous, nous " +"présenterons un exemple de code pour générer une sphère." + msgid "Generating geometry" msgstr "Génération de la géométrie" @@ -129,5 +231,12 @@ msgstr "" msgid "Saving" msgstr "Enregistrer" -msgid "Translation status" -msgstr "État de la traduction" +msgid "" +"Finally, we can use the :ref:`ResourceSaver ` class to " +"save the ArrayMesh. This is useful when you want to generate a mesh and then " +"use it later without having to re-generate it." +msgstr "" +"Enfin, nous pouvons sauvegarder l'ArrayMesh en utilisant la classe :ref:" +"`ResourceSaver `. Ceci est utile lorsque vous souhaitez " +"générer un maillage, puis l'utiliser plus tard sans avoir à le générer de " +"nouveau." diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/procedural_geometry/immediatemesh.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/procedural_geometry/immediatemesh.po index 1b3ad9f9d7..8211994088 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/procedural_geometry/immediatemesh.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/procedural_geometry/immediatemesh.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -10,6 +10,3 @@ msgstr "" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/procedural_geometry/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/procedural_geometry/index.po index edf4f15d06..31908b2d71 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/procedural_geometry/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/procedural_geometry/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,6 +14,18 @@ msgstr "" msgid "Procedural geometry" msgstr "Géométrie procédurale" +msgid "" +"There are many ways to procedurally generate geometry in Godot. In this " +"tutorial series, we will explore a few of them. Each technique has its own " +"benefits and drawbacks, so it is best to understand each one and how it can " +"be useful in a given situation." +msgstr "" +"Il existe de nombreuses façons de générer une géométrie de façon procédurale " +"dans Godot. Dans cette série de tutoriels, nous en explorerons quelques-" +"unes. Chaque technique a ses propres avantages et inconvénients, il est donc " +"préférable de comprendre chacune et comment elle peut être utile dans une " +"situation donnée." + msgid "What is geometry?" msgstr "Qu'est-ce que la géométrie ?" @@ -30,15 +42,105 @@ msgstr "" msgid "What is a Mesh?" msgstr "Qu'est-ce qu'un Mesh ?" +msgid "" +"Many things in Godot have mesh in their name: the :ref:`Mesh `, " +"the :ref:`ArrayMesh `, the :ref:`ImmediateMesh " +"`, the :ref:`MeshInstance3D `, " +"the :ref:`MultiMesh `, and the :ref:`MultiMeshInstance3D " +"`. While they are all related, they have slightly " +"different uses." +msgstr "" +"Beaucoup de choses dans Godot ont mesh(maillage) dans leur nom : :ref:`Mesh " +"`, :ref:`ArrayMesh `, :ref:`ImmediateMesh " +"`, :ref:`MeshInstance3D `, :ref:" +"`MultiMesh `, et :ref:`MultiMeshInstance3D " +"`. Bien qu'ils soient tous liés, ils ont des " +"utilisations légèrement différentes." + +msgid "" +"Meshes and ArrayMeshes are resources that are drawn using a MeshInstance3D " +"node. Resources like Meshes and ArrayMeshes cannot be added to the scene " +"directly. A MeshInstance3D represents one instance of a mesh in your scene. " +"You can reuse a single mesh in multiple MeshInstance3Ds to draw it in " +"different parts of your scene with different materials or transformations " +"(scale, rotation, position etc.)." +msgstr "" +"Meshes et ArrayMeshes sont des ressources qui sont dessinées à l'aide d'un " +"nœud MeshInstance3D . Des ressources comme Meshes et ArrayMeshes ne peuvent " +"pas être ajoutées directement à la scène. Un MeshInstance3D représente une " +"instance d'un maillage dans votre scène. Vous pouvez réutiliser un seul " +"maillage dans plusieurs MeshInstance3D pour le dessiner dans différentes " +"parties de votre scène avec différents matériaux ou transformations " +"(échelle, rotation, position, etc.)." + +msgid "" +"If you are going to draw the same object many times, it can be helpful to " +"use a MultiMesh with a MultiMeshInstance3D. MultiMeshInstance3Ds draw meshes " +"thousands of times very cheaply by taking advantage of hardware instancing. " +"The drawback with using a MultiMeshInstance3D is that each of your mesh's " +"surfaces are limited to one material for all instances. It uses an instance " +"array to store different colors and transformations for each instance, but " +"all the instances of each surface use the same material." +msgstr "" +"Si vous devez dessiner le même objet plusieurs fois, il peut être utile " +"d'utiliser un MultiMesh avec une MultiMeshInstance3D. Le MultiMeshInstance3D " +"dessine des mailles des milliers de fois à un coût très avantageux. Pour ce " +"faire, elle tire parti de l'instanciation hardware. L'inconvénient de " +"l'utilisation d'une MultiMeshInstance3D est que vous êtes limité à un seul " +"matériau pour toutes les instances. Elle utilise un tableau d'instances pour " +"stocker différentes couleurs et transformations pour chaque instance, mais " +"toutes les instances utilisent le même matériau." + msgid "What a Mesh is" msgstr "Qu'est-ce qu'un Mesh est" +msgid "" +"A Mesh is composed of one or more surfaces. A surface is an array composed " +"of multiple sub-arrays containing vertices, normals, UVs, etc. Normally the " +"process of constructing surfaces and meshes is hidden from the user in the :" +"ref:`RenderingServer `, but with ArrayMeshes, the " +"user can construct a Mesh manually by passing in an array containing the " +"surface information." +msgstr "" +"Un Mesh est composé d'une ou plusieurs surfaces. Une surface est un tableau " +"composé de plusieurs sous-tableaux contenant des sommets, des normales, des " +"UV, etc. Normalement, le processus de construction des surfaces et des " +"maillages est caché à l'utilisateur dans le :ref:`RenderingServer " +"`, mais avec ArrayMeshes, l'utilisateur peut " +"construire un Mesh manuellement en fournissant un tableau contenant les " +"informations de surface." + msgid "Surfaces" msgstr "Surfaces" +msgid "" +"Each surface has its own material. Alternatively, you can override the " +"material for all surfaces in the Mesh when you use a MeshInstance3D using " +"the :ref:`material_override " +"` property." +msgstr "" +"Chaque surface a son propre matériau. Vous pouvez également remplacer le " +"matériau de toutes les surfaces du Mesh lorsque vous utilisez un " +"MeshInstance3D en utilisant la propriété :ref:`material_override " +"`." + msgid "Surface array" msgstr "Tableau de surface" +msgid "" +"The surface array is an array of length ``ArrayMesh.ARRAY_MAX``. Each " +"position in the array is filled with a sub-array containing per-vertex " +"information. For example, the array located at ``ArrayMesh.ARRAY_NORMAL`` is " +"a :ref:`PackedVector3Array ` of vertex normals. " +"See :ref:`Mesh.ArrayType ` for more information." +msgstr "" +"Le tableau de surface est un tableau de longueur ``ArrayMesh.ARRAY_MAX``. " +"Chaque position dans le tableau est remplie par un sous-tableau contenant " +"des informations par sommet. Par exemple, le tableau situé à ``ArrayMesh." +"ARRAY_NORMAL`` est un :ref:`PackedVector3Array ` " +"de normales de sommets. Voir :ref:`Mesh.ArrayType ` " +"pour plus d'informations." + msgid "" "The surface array can be indexed or non-indexed. Creating a non-indexed " "array is as easy as not assigning an array at the index ``ArrayMesh." @@ -78,6 +180,15 @@ msgstr "" msgid "ArrayMesh" msgstr "ArrayMesh" +msgid "" +"The ArrayMesh resource extends Mesh to add a few different quality of life " +"functions and, most importantly, the ability to construct a Mesh surface " +"through scripting." +msgstr "" +"La ressource ArrayMesh étend Mesh pour ajouter quelques fonctions de qualité " +"de vie, et surtout, la capacité de construire une surface de Mesh par le " +"biais de scripts." + msgid "" "For more information about the ArrayMesh, please see the :ref:`ArrayMesh " "tutorial `." @@ -120,9 +231,19 @@ msgstr "" "Pour plus d'informations sur SurfaceTool, consultez le tutoriel :ref:" "`SurfaceTool tutorial `." +msgid "ImmediateMesh" +msgstr "ImmediateMesh" + msgid "Which one should I use?" msgstr "Lequel dois-je utiliser ?" +msgid "" +"Which approach you use depends on what you are trying to do and what kind of " +"procedure you are comfortable with." +msgstr "" +"La méthode que vous utilisez dépend de ce que vous essayez de faire et du " +"type de procédure avec lequel vous êtes à l'aise." + msgid "" "Both SurfaceTool and ArrayMesh are excellent for generating static geometry " "(meshes) that don't change over time." @@ -140,5 +261,18 @@ msgstr "" "SurfaceTool possède quelques méthodes de qualité de vie comme " "``generate_normals()`` et ``index()``." -msgid "Translation status" -msgstr "État de la traduction" +msgid "" +"The MeshDataTool is not fast, but it gives you access to all kinds of " +"properties of the mesh that you don't get with the others (edges, faces, " +"etc.). It is incredibly useful when you need that sort of data to transform " +"the mesh, but it is not a good idea to use it if that extra information is " +"not needed. The MeshDataTool is best used if you are going to be using an " +"algorithm that requires access to the face or edge array." +msgstr "" +"Le MeshDataTool n'est pas rapide, mais il vous donne accès à toutes sortes " +"de propriétés du maillage auxquelles vous n'avez accès pas avec les autres " +"(bords, faces, etc.). Il est incroyablement utile lorsque vous avez besoin " +"de ce type de données pour transformer le maillage, mais ce n'est pas une " +"bonne idée de l'utiliser si ces informations ne sont pas nécessaires. Il est " +"préférable d'utiliser MeshDataTool si vous allez utiliser un algorithme qui " +"nécessite l'accès au tableau des faces ou des arêtes." diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/procedural_geometry/meshdatatool.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/procedural_geometry/meshdatatool.po index 151dc080df..8edfc9efb9 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/procedural_geometry/meshdatatool.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/procedural_geometry/meshdatatool.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -70,6 +70,15 @@ msgstr "" "déjà été créée. Voir :ref:`ArrayMesh tutorial ` pour un " "exemple de génération de maillage." +msgid "" +"``create_from_surface()`` uses the vertex arrays from the ArrayMesh to " +"calculate two additional arrays, one for edges and one for faces, for a " +"total of three arrays." +msgstr "" +"``create_from_surface()`` utilise les tableaux de sommets du ArrayMesh pour " +"calculer deux tableaux supplémentaires, un pour les arêtes et un pour les " +"faces, pour un total de 3 tableaux." + msgid "" "An edge is a connection between any two vertices. Each edge in the edge " "array contains a reference to the two vertices it is composed of, and up to " @@ -88,6 +97,14 @@ msgstr "" "correspondantes. Chaque face du tableau de faces contient une référence aux " "trois sommets et aux trois arêtes qui la composent." +msgid "" +"The vertex array contains edge, face, normal, color, tangent, uv, uv2, bone, " +"and weight information connected with each vertex." +msgstr "" +"Le tableaux des sommets contient les arêtes, les faces, les normales, les " +"couleurs, les tangentes, les uv, les uv2, les os et les informations de " +"poids liées à chaque vertex." + msgid "" "To access information from these arrays you use a function of the form " "``get_****()``:" @@ -114,5 +131,13 @@ msgstr "" "existante avant d'en ajouter une nouvelle en utilisant :ref:" "`commit_to_surface() ` :" -msgid "Translation status" -msgstr "État de la traduction" +msgid "" +"Below is a complete example that turns a spherical mesh called ``mesh`` into " +"a randomly deformed blob complete with updated normals and vertex colors. " +"See :ref:`ArrayMesh tutorial ` for how to generate the base " +"mesh." +msgstr "" +"Ci-dessous est un exemple complet qui transforme un maillage sphérique " +"appelé ``mesh`` en un blob aléatoirement déformé avec les normales et les " +"couleurs du sommet mises à jour. Voir :ref:`le tutoriel ArrayMesh " +"` pour apprendre à générer un maillage de base." diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/procedural_geometry/surfacetool.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/procedural_geometry/surfacetool.po index efa00d997f..e3ee8ce5af 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/procedural_geometry/surfacetool.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/procedural_geometry/surfacetool.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,6 +14,18 @@ msgstr "" msgid "Using the SurfaceTool" msgstr "Utilisation de SurfaceTool" +msgid "" +"The :ref:`SurfaceTool ` provides a useful interface for " +"constructing geometry. The interface is similar to the :ref:`ImmediateMesh " +"` class. You set each per-vertex attribute (e.g. " +"normal, uv, color) and then when you add a vertex it captures the attributes." +msgstr "" +"Le :ref:`SurfaceTool ` fournit une interface utile pour " +"construire de la géométrie. L'interface est similaire à la classe :ref:" +"`ImmediateMesh `. Vous définissez chaque attribut par " +"vertex (par ex. normale, uv, couleur) et ensuite, lorsque vous ajoutez un " +"vertex, il capture les attributs." + msgid "" "The SurfaceTool also provides some useful helper functions like ``index()`` " "and ``generate_normals()``." @@ -88,6 +100,3 @@ msgstr "" "de vertex, appelez ``add_smooth_group()``. ``add_smooth_group()`` doit être " "appelé pendant la construction de la géométrie, par exemple avant l'appel à " "``add_vertex()`` (si non indexé) ou ``add_index()`` (si indexé)." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/resolution_scaling.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/resolution_scaling.po index 94f87bfdfc..28cfa7afb5 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/resolution_scaling.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/resolution_scaling.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,6 +14,9 @@ msgstr "" msgid "Why use resolution scaling?" msgstr "Pourquoi utiliser la mise à l'échelle de résolution ?" +msgid "**Bilinear:** Standard bilinear filtering (default)." +msgstr "**Bilinéaire :** Filtrage bilinéaire standard (par défaut)." + msgid "**1920×1080 (Full HD)**" msgstr "**1920×1080 (Full HD)**" @@ -89,6 +92,9 @@ msgstr "1715×964" msgid "1.65 MPix" msgstr "1.65 MPix" +msgid "1920×1080" +msgstr "1920×1080" + msgid "2.07 MPix" msgstr "2.07 MPix" @@ -128,20 +134,35 @@ msgstr "3.72 MPix" msgid "3264×1836" msgstr "3264×1836" +msgid "5.99 MPix" +msgstr "5.99 MPix" + msgid "**3840×2160**" msgstr "**3840×2160**" +msgid "**8.29 MPix**" +msgstr "**8.29 MPix**" + msgid "5107×2872" msgstr "5107×2872" +msgid "14.67 MPix" +msgstr "14.67 MPix" + msgid "5760×3240" msgstr "5760×3240" +msgid "18.66 MPix" +msgstr "18.66 MPix" + msgid "7680×4320" msgstr "7680×4320" +msgid "33.18 MPix" +msgstr "33.18 MPix" + msgid "Troubleshooting" msgstr "Dépannage" -msgid "Translation status" -msgstr "État de la traduction" +msgid "See the :ref:`doc_performance` tutorials for more information." +msgstr "Voir les tutoriels :ref:`doc_performance` pour plus d'informations." diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/spring_arm.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/spring_arm.po new file mode 100644 index 0000000000..5404852da6 --- /dev/null +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/spring_arm.po @@ -0,0 +1,15 @@ +#, fuzzy +msgid "" +msgstr "" +"Project-Id-Version: Godot Engine 4.3\n" +"Report-Msgid-Bugs-To: \n" +"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" +"Last-Translator: FULL NAME \n" +"Language-Team: LANGUAGE \n" +"Language: fr\n" +"MIME-Version: 1.0\n" +"Content-Type: text/plain; charset=UTF-8\n" +"Content-Transfer-Encoding: 8bit\n" + +msgid "Introduction" +msgstr "Introduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/standard_material_3d.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/standard_material_3d.po index 3702fcb28a..c3fe971a34 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/standard_material_3d.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/standard_material_3d.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,6 +14,19 @@ msgstr "" msgid "Introduction" msgstr "Introduction" +msgid "" +"There are 4 ways to add these materials to an object. A material can be " +"added in the *Material* property of the mesh. It can be added in the " +"*Material* property of the node using the mesh (such as a MeshInstance3D " +"node), the *Material Override* property of the node using the mesh, and the " +"*Material Overlay*." +msgstr "" +"Il existe quatre façons d'ajouter ces matériaux à un objet. Un matériau peut " +"être ajouté dans la propriété *Material* du maillage. Il peut être ajouté " +"dans la propriété *Material* du nœud qui utilise le maillage (tel qu'un nœud " +"MeshInstance3D ), dans la propriété *Material Override* du nœud qui utilise " +"le maillage et dans la propriété *Material Overlay*." + msgid "" "If you add a material to the mesh itself, every time that mesh is used it " "will have that material. If you add a material to the node using the mesh, " @@ -40,6 +53,9 @@ msgstr "" "matériau actuellement utilisé par le maillage. Par exemple, cela peut être " "utilisé pour appliquer un effet de bouclier transparent sur le maillage." +msgid "Transparency" +msgstr "Transparence" + msgid "Blend Mode" msgstr "Mode mélange" @@ -182,17 +198,6 @@ msgstr "" "Spécifie comment la tâche spéculaire sera rendue. La tâche spéculaire " "représente la forme d'une source lumineuse réfléchie dans l'objet." -msgid "" -"**Blinn:** Common in previous-generation engines. Not worth using nowadays, " -"but left here for the sake of compatibility." -msgstr "" -"**Blinn :** Commun dans les moteurs des générations précédentes. Ne vaut pas " -"la peine d'être utilisé de nos jours, mais laissé ici pour des raisons de " -"compatibilité." - -msgid "**Phong:** Same as above." -msgstr "**Phong :** Comme au-dessus." - msgid "" "**Toon:** Creates a toon blob, which changes size depending on roughness." msgstr "" @@ -415,19 +420,8 @@ msgstr "" "pré-calculée. Il est recommandé de générer l'occlusion ambiante chaque fois " "que cela est possible." -msgid "" -"Setting a depth map on a material produces a ray-marched search to emulate " -"the proper displacement of cavities along the view direction. This is not " -"real added geometry, but an illusion of depth. It may not work for complex " -"objects, but it produces a realistic depth effect for textures. For best " -"results, *Depth* should be used together with normal mapping." -msgstr "" -"Utiliser une carte de profondeur sur un matériau produit un balayage " -"utilisant l'émission de rayons pour simuler le déplacement des reliefs dans " -"la direction du point de vue. Il ne s'agit pas d'un ajout de géométrie mais " -"d'une illusion de profondeur. Cela peut ne pas marcher pour les objets " -"complexes, mais cela produit des effets réalistes sur les textures. Le " -"paramètre *Profondeur* devrait être utilisé avec une normal map." +msgid "Height" +msgstr "Hauteur" msgid "Subsurface Scattering" msgstr "Transluminescence" @@ -586,6 +580,9 @@ msgstr "" msgid "World Triplanar" msgstr "Monde Triplanaire" +msgid "Sampling" +msgstr "Échantillonnage" + msgid "Filter" msgstr "Filtre" @@ -691,6 +688,3 @@ msgstr "" "L'ordre de rendu des objets peut être modifié, bien que cela soit surtout " "utile pour les objets transparents (ou les objets opaques qui dessinent en " "profondeur mais pas en couleur, comme les fissures sur le sol)." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/using_decals.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/using_decals.po index 67fbee43f1..6432be4a36 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/using_decals.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/using_decals.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,6 +11,18 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" +msgid "How to balance decal configuration between performance and quality." +msgstr "" +"Comment équilibrer la configuration des décalques entre performance et " +"qualité." + +msgid "" +"If you're looking to write arbitrary 3D text on top of a surface, use :ref:" +"`doc_3d_text` placed close to a surface instead of a Decal node." +msgstr "" +"Si vous cherchez à écrire un texte 3D arbitraire sur une surface, utilisez :" +"ref:`doc_3d_text` placé près d'une surface au lieu d'un nœud Decal." + msgid "Use cases" msgstr "Cas d'utilisations" @@ -20,11 +32,24 @@ msgstr "Éléments de gameplay dynamique" msgid "Quick start guide" msgstr "Guide de démarrage rapide" +msgid "Textures" +msgstr "Textures" + +msgid "" +"**Emission:** The emission texture to use for the decal. Unlike **Albedo**, " +"this texture will appear to glow in the dark." +msgstr "" +"**Émission :** La texture des émissions à utiliser pour le décalque. " +"Contrairement à **Albedo**, cette texture va sembler briller dans le noir." + msgid "Parameters" msgstr "Paramètres" +msgid "**Emission Energy:** The brightness of the emission texture." +msgstr "**Énergie d'émission :** La luminosité de la texture d'émission." + +msgid "Decal rendering order" +msgstr "Ordre de rendu des calques" + msgid "Limitations" msgstr "Limites" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/using_gridmaps.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/using_gridmaps.po index 8b261c6de3..6963257a8a 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/using_gridmaps.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/using_gridmaps.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -25,9 +25,9 @@ msgid "" "unlimited amount of Lego blocks." msgstr "" ":ref:`Gridmaps ` sont un outil pour créer des niveaux de jeu " -"3D, similaire à la manière dont :ref:`TileMap ` " +"3D, similaire à la manière dont :ref:`TileMap ` " "fonctionne en 2D. Vous commencez avec une collection prédéfinie de maillages " -"3D (a :ref:`class_MeshLibrary`) qui peuvent être placés sur une grille, " +"3D (une :ref:`class_MeshLibrary`) qui peuvent être placés sur une grille, " "comme si vous construisiez un niveau avec un nombre illimité de blocs Lego." msgid "" @@ -50,6 +50,13 @@ msgstr "" msgid "Creating a MeshLibrary" msgstr "Création d’une MeshLibrary" +msgid "" +"As you can see, this scene has a :ref:`class_Node3D` node as its root, and a " +"number of :ref:`class_MeshInstance3D` node children." +msgstr "" +"Comme vous pouvez le voir, cette scène a un nœud :ref:`class_Node3D` comme " +"racine, et un certain nombre d'enfants :ref:`class_MeshInstance3D`." + msgid "" "If you don't need any physics in your scene, then you're done. However, in " "most cases you'll want to assign collision bodies to the meshes." @@ -96,6 +103,18 @@ msgstr "" "`class_NavigationMesh` peut être assignée aux objets MeshLibrary ; celle-ci " "peut être créée manuellement, ou précalculée comme décrit ci-dessous." +msgid "" +"To create the NavigationMesh from a MeshLibrary scene export, place a :ref:" +"`class_NavigationRegion3D` child node below the main MeshInstance3D for the " +"GridMap item. Add a valid NavigationMesh resource to the NavigationRegion3D " +"and some source geometry nodes below and bake the NavigationMesh." +msgstr "" +"Pour créer la NavigationMesh depuis une exportation de scène MeshLibrary, " +"placez un nœud enfant :ref:`class_NavigationRegion3D` en dessous du " +"MeshInstance3D principal de l'élément GridMap. Ajoutez une ressource " +"NavigationMesh valide à la NavigationRegion3D ainsi que des nœuds sources de " +"géométries en dessous puis précalculez la NavigationMesh." + msgid "" "With small grid cells it is often necessary to reduce the NavigationMesh " "properties for agent radius and region minimum size." @@ -104,6 +123,15 @@ msgstr "" "les propriétés du rayon des agents et la taille minimum de la région de la " "NavigationMesh." +msgid "" +"The baked cell size of the NavigationMesh must match the NavigationServer " +"map cell size to properly merge the navigation meshes of different grid " +"cells." +msgstr "" +"La taille de cellule précalculée du NavigationMesh doit correspondre à la " +"taille de cellule de la carte du NavigationServer afin de correctement " +"fusionner les maillages de navigation des cellules des différentes grilles." + msgid "Exporting the MeshLibrary" msgstr "Exportation de la MeshLibrary" @@ -168,6 +196,3 @@ msgid "" msgstr "" "Voir :ref:`class_GridMap` pour plus de détails sur les méthodes du nœud et " "les variables membres." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po index 29a42f5b34..0411ef1f07 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/using_multi_mesh_instance.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,12 +11,54 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" +msgid "Using MultiMeshInstance3D" +msgstr "Utiliser MultiMeshInstance3D" + msgid "Introduction" msgstr "Introduction" +msgid "" +"In a normal scenario, you would use a :ref:`MeshInstance3D " +"` node to display a 3D mesh like a human model for the " +"main character, but in some cases, you would like to create multiple " +"instances of the same mesh in a scene. You *could* duplicate the same node " +"multiple times and adjust the transforms manually. This may be a tedious " +"process and the result may look mechanical. Also, this method is not " +"conducive to rapid iterations. :ref:`MultiMeshInstance3D " +"` is one of the possible solutions to this " +"problem." +msgstr "" +"Dans un scénario normal, vous utiliseriez un nœud :ref:`MeshInstance3D " +"` pour afficher un maillage 3D comme un modèle humain " +"pour le personnage principal, mais dans certains cas, vous voudriez créer " +"plusieurs instances du même maillage dans une scène. Vous *pourriez* " +"dupliquer le même nœud plusieurs fois et ajuster les transformations " +"manuellement. Ce processus peut être fastidieux et le résultat peut sembler " +"mécanique. De plus, cette méthode n'est pas propice aux itérations rapides. :" +"ref:`MultiMeshInstance3D ` est une des solutions " +"possibles à ce problème." + +msgid "" +"MultiMeshInstance3D, as the name suggests, creates multiple copies of a " +"MeshInstance over a surface of a specific mesh. An example would be having a " +"tree mesh populate a landscape mesh with trees of random scales and " +"orientations." +msgstr "" +"MultiMeshInstance3D, comme son nom l'indique, crée plusieurs copies d'une " +"MeshInstance sur une surface d'un maillage spécifique. Par exemple, un " +"maillage d'arbre peut peupler un maillage paysage avec des arbres d'échelles " +"et d'orientations aléatoires." + msgid "Setting up the nodes" msgstr "Configuration des nœuds" +msgid "" +"The basic setup requires three nodes: the MultiMeshInstance3D node and two " +"MeshInstance3D nodes." +msgstr "" +"La configuration de base nécessite trois nœuds : le nœud MultiMeshInstance3D " +"et deux nœuds MeshInstance3D." + msgid "" "The other node is used as the source, the mesh that you want to have " "duplicated. In the tree case, this would be the tree itself." @@ -28,6 +70,18 @@ msgid "For simplicity's sake, this tutorial uses built-in primitives." msgstr "" "Pour des raisons de simplicité, ce tutoriel utilise des primitives intégrées." +msgid "" +"Now you have everything ready. Select the MultiMeshInstance3D node and look " +"at the toolbar, you should see an extra button called ``MultiMesh`` next to " +"``View``. Click it and select *Populate surface* in the dropdown menu. A new " +"window titled *Populate MultiMesh* will pop up." +msgstr "" +"Maintenant, tout est prêt. Sélectionnez le nœud MultiMeshInstance3D et " +"regardez la barre d'outils, vous devriez voir un bouton supplémentaire " +"appelé ``MultiMesh`` à côté de ``Affichage``. Cliquez dessus et sélectionnez " +"*Peupler la surface* dans le menu déroulant. Une nouvelle fenêtre intitulée " +"*Peupler la MultiMesh* s'ouvrira." + msgid "MultiMesh settings" msgstr "Paramètres MultiMesh" @@ -110,6 +164,3 @@ msgid "" msgstr "" "Pour changer le résultat, répétez les étapes précédentes avec des paramètres " "différents." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/using_transforms.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/using_transforms.po index 4ede4f0d02..a65663e5ee 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/using_transforms.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/using_transforms.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -204,12 +204,36 @@ msgstr "" msgid "Say no to Euler angles" msgstr "Dîtes non aux angles d’Euler" +msgid "" +"The result of all this is that you should **not use** the ``rotation`` " +"property of :ref:`class_Node3D` nodes in Godot for games. It's there to be " +"used mainly in the editor, for coherence with the 2D engine, and for simple " +"rotations (generally just one axis, or even two in limited cases). As much " +"as you may be tempted, don't use it." +msgstr "" +"Le résultat de tout ceci est que vous **ne devriez pas** utiliser la " +"propriété ``rotation`` des nœuds :ref:`class_Node3D` de Godot pour les jeux. " +"C'est là pour être utilisé principalement dans l'éditeur, pour la cohérence " +"avec le moteur 2D, et pour des rotations simples (généralement un seul axe, " +"ou même deux dans des cas limités). Même si vous êtes tenté, ne l'utilisez " +"pas." + msgid "Instead, there is a better way to solve your rotation problems." msgstr "Il existe une meilleure façon de résoudre vos problèmes de rotation." msgid "Introducing transforms" msgstr "Introduction aux transformations" +msgid "" +"Godot uses the :ref:`class_Transform3D` datatype for orientations. Each :ref:" +"`class_Node3D` node contains a ``transform`` property which is relative to " +"the parent's transform, if the parent is a Node3D-derived type." +msgstr "" +"Godot utilise le type de données :ref:`class_Transform3D` pour les " +"orientations. Chaque nœud :ref:`class_Node3D` contient une propriété " +"``transform`` qui est relative à la transformation du parent, si le parent " +"est un type dérivé de Node3D." + msgid "" "It is also possible to access the world coordinate transform via the " "``global_transform`` property." @@ -303,6 +327,9 @@ msgstr "" "base par une autre (c'est ce qu'on appelle l'accumulation), soit en " "utilisant les méthodes de rotation." +msgid "A method in Node3D simplifies this:" +msgstr "Une méthode dans Node3D simplifie cela :" + msgid "This rotates the node relative to the parent node." msgstr "Ceci permet de faire pivoter le nœud par rapport au nœud parent." @@ -351,6 +378,16 @@ msgstr "" "uns des autres. Cependant, toute mise à l'échelle appliquée à la " "transformation sera perdue." +msgid "" +"It is recommended you not scale nodes that are going to be manipulated; " +"scale their children nodes instead (such as MeshInstance3D). If you " +"absolutely must scale the node, then re-apply it at the end:" +msgstr "" +"Il est recommandé de ne pas mettre à l'échelle les nœuds qui vont être " +"manipulés ; mettez plutôt à l'échelle leurs nœuds enfants (tels que " +"MeshInstance3D). Si vous devez absolument mettre à l'échelle le nœud, " +"réappliquez-la à la fin :" + msgid "Obtaining information" msgstr "Obtenir l'information" @@ -406,6 +443,16 @@ msgstr "" "que vous *voulez* que les transformations se produisent dans un ordre " "spécifique." +msgid "" +"For such cases, keep the angles and rotations *outside* the transform and " +"set them every frame. Don't try to retrieve and reuse them because the " +"transform is not meant to be used this way." +msgstr "" +"Pour de tels cas, gardez les angles et les rotations *à l'extérieur* de la " +"transformation et réglez-les à chaque trame. N'essayez pas de les récupérer " +"et de les réutiliser car la transformation n'est pas destinée à être " +"utilisée de cette façon." + msgid "Example of looking around, FPS style:" msgstr "Exemple de regarder les alentours, en vue FPS :" @@ -439,6 +486,21 @@ msgstr "" msgid "Converting a rotation to quaternion is straightforward." msgstr "Convertir une rotation en quaternion est très simple." +msgid "" +"The :ref:`class_Quaternion` type reference has more information on the " +"datatype (it can also do transform accumulation, transform points, etc., " +"though this is used less often). If you interpolate or apply operations to " +"quaternions many times, keep in mind they need to be eventually normalized. " +"Otherwise, they will also suffer from numerical precision errors." +msgstr "" +"La référence du type  :ref:`class_Quaternion` contient plus d'informations " +"sur le type de données (elle peut également faire de l'accumulation de " +"transformations, transformer des points, etc., bien que cela soit utilisé " +"moins souvent). Si vous interpolez ou appliquez de nombreuses fois des " +"opérations sur des quaternions, n'oubliez pas qu'ils doivent éventuellement " +"être normalisés, sinon ils risquent également de présenter des erreurs de " +"précision numérique." + msgid "" "Quaternions are useful when doing camera/path/etc. interpolations, as the " "result will always be correct and smooth." @@ -467,6 +529,3 @@ msgstr "" "`communautés en ligne de Godot `_ et, une " "fois que vous aurez suffisamment confiance en vous, s'il vous plaît aider " "les autres !" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/variable_rate_shading.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/variable_rate_shading.po index c82cef7148..d830e584b6 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/variable_rate_shading.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/variable_rate_shading.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,12 +14,30 @@ msgstr "" msgid "What is variable rate shading?" msgstr "Qu'est-ce que le Variable Rate Shading ?" +msgid "**Desktop:**" +msgstr "**Bureau :**" + msgid "Snapdragon 888 and newer" msgstr "Snapdragon 888 et plus récent" +msgid "MediaTek Dimensity 9000 and newer" +msgstr "MediaTek Dimensity 9000 et plus récent" + msgid "ARM Mali-G615 and newer" msgstr "ARM Mali-G615 et plus récent" +msgid "" +"**Mode:** Controls the variable rate shading mode. **Disabled** disables " +"variable rate shading. **Texture** uses a manually authored texture to set " +"shading density (see the property below). **XR** automatically generates a " +"texture suited for foveated rendering in virtual/augmented reality." +msgstr "" +"**Mode :** Contrôle le mode d'ombrage à taux variable. **Disabled** " +"désactive l'ombrage à taux variable. **Texture** utilise une texture " +"manuscrite pour définir la densité d'ombrage (voir la propriété ci-dessous). " +"**XR** génère automatiquement une texture adaptée au rendu fovéal en réalité " +"virtuelle/augmentée." + msgid "Density" msgstr "Densité" @@ -29,12 +47,66 @@ msgstr "Couleur" msgid "Comment" msgstr "Commentaire" +msgid "``rgb(0, 0, 0) - #000000``" +msgstr "``rgb(0, 0, 0) - #000000``" + +msgid "1×2" +msgstr "1×2" + +msgid "``rgb(0, 85, 0) - #005500``" +msgstr "``rgb(0, 85, 0) - #005500``" + +msgid "2×1" +msgstr "2×1" + +msgid "``rgb(85, 0, 0) - #550000``" +msgstr "``rgb(85, 0, 0) - #550000``" + +msgid "2×2" +msgstr "2×2" + +msgid "``rgb(85, 85, 0) - #555500``" +msgstr "``rgb(85, 85, 0) - #555500``" + +msgid "2×4" +msgstr "2×4" + +msgid "``rgb(85, 170, 0) - #55aa00``" +msgstr "``rgb(85, 170, 0) - #55aa00``" + msgid "4×2" msgstr "4×2" +msgid "``rgb(170, 85, 0) - #aa5500``" +msgstr "``rgb(170, 85, 0) - #aa5500``" + +msgid "4×4" +msgstr "4×4" + +msgid "``rgb(170, 170, 0) - #aaaa00``" +msgstr "``rgb(170, 170, 0) - #aaaa00``" + +msgid "4×8" +msgstr "4×8" + +msgid "``rgb(170, 255, 0) - #aaff00``" +msgstr "``rgb(170, 255, 0) - #aaff00``" + +msgid "Not supported on most hardware." +msgstr "Non pris en charge sur la plupart des matériels." + msgid "8×4" msgstr "8×4" +msgid "``rgb(255, 170, 0) - #ffaa00``" +msgstr "``rgb(255, 170, 0) - #ffaa00``" + +msgid "``rgb(255, 255, 0) - #ffff00``" +msgstr "``rgb(255, 255, 0) - #ffff00``" + +msgid "Resolution" +msgstr "Résolution" + msgid "1920×1080 (Full HD)" msgstr "1920×1080 (Full HD)" @@ -82,6 +154,3 @@ msgstr "473 FPS" msgid "+23.1%" msgstr "+23.1%" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/visibility_ranges.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/visibility_ranges.po index ed685e6c32..2d7f783c00 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/visibility_ranges.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/visibility_ranges.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,6 +14,9 @@ msgstr "" msgid "How it works" msgstr "Comment ça marche" +msgid "Normal Map (especially on mobile platforms)" +msgstr "Normal map (principalement pour les plateformes mobiles)" + msgid "Rim" msgstr "Bordure" @@ -23,11 +26,11 @@ msgstr "Coucheclaire" msgid "Anisotropy" msgstr "Anisotropie" +msgid "Height" +msgstr "Hauteur" + msgid "Subsurface Scattering" msgstr "Transluminescence" msgid "Refraction" msgstr "Réfraction" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/volumetric_fog.po b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/volumetric_fog.po index 1b3ad9f9d7..249dc2296f 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/3d/volumetric_fog.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/3d/volumetric_fog.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,5 +11,18 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" -msgid "Translation status" -msgstr "État de la traduction" +msgid "Volumetric fog and fog volumes" +msgstr "Volume de brouillard et brouillard volumétrique" + +msgid "Create a FogVolume node." +msgstr "Créez un nœud FogVolume." + +msgid "Faking volumetric fog using quads" +msgstr "Truquer le brouillard volumétrique en utilisant des quadrilatères" + +msgid "" +"Create a MeshInstance3D node with a QuadMesh resource in the **Mesh** " +"property. Set the size as desired." +msgstr "" +"Créez un nœud MeshInstance3D avec une ressource QuadMesh dans la propriété " +"**Mesh**. Définissez la taille comme vous le souhaitez." diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/animation/2d_skeletons.po b/sphinx/po/fr/LC_MESSAGES/tutorials/animation/2d_skeletons.po index 47b4fb496b..0690581b1c 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/animation/2d_skeletons.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/animation/2d_skeletons.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -17,15 +17,6 @@ msgstr "Squelettes 2D" msgid "Introduction" msgstr "Introduction" -msgid "" -"One option is to create animations in third-party software such as Spine or " -"Dragonbones. From Godot 3.1 onwards, though, this functionality is supported " -"built-in." -msgstr "" -"Une option consiste à créer des animations dans des logiciels tiers tels que " -"Spine ou Dragonbones. A partir de Godot 3.1, cependant, cette fonctionnalité " -"est prise en charge de manière intégrée." - msgid "" "Why would you want to do skeletal animations directly in Godot? The answer " "is that there are many advantages to it:" @@ -91,6 +82,15 @@ msgstr "" msgid "Creating the polygons" msgstr "Créer les polygones" +msgid "" +"Create a new scene for your model (if it's going to be an animated " +"character, you may want to use a ``CharacterBody2D``). For ease of use, an " +"empty 2D node is created as a root for the polygons." +msgstr "" +"Créez une nouvelle scène pour votre modèle (si c'est un personnage animé, " +"vous pouvez utiliser un ``CharacterBody2D``). Pour faciliter l'utilisation, " +"un nœud 2D vide est créé comme racine pour les polygones." + msgid "" "Begin with a ``Polygon2D`` node. There is no need to place it anywhere in " "the scene for now, so simply create it like this:" @@ -369,6 +369,3 @@ msgstr "" msgid "Once you are all set, you will get much better results:" msgstr "" "Une fois que vous êtes prêt, vous obtiendrez de bien meilleurs résultats :" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/animation/animation_track_types.po b/sphinx/po/fr/LC_MESSAGES/tutorials/animation/animation_track_types.po index e2764a0b56..6f7b4427ae 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/animation/animation_track_types.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/animation/animation_track_types.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -17,11 +17,11 @@ msgstr "Propriété de piste" msgid "**Key**" msgstr "**Clé**" +msgid "The name of the method as a ``String``" +msgstr "Le nom de la méthode sous la forme d'un ``String``" + msgid "``\"args\"``" msgstr "``\"args\"``" msgid "Audio Playback Track" msgstr "Piste de playback audio" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/animation/animation_tree.po b/sphinx/po/fr/LC_MESSAGES/tutorials/animation/animation_tree.po index 6145412f20..cb8edab7e8 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/animation/animation_tree.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/animation/animation_tree.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -17,6 +17,20 @@ msgstr "Utiliser les AnimationTree" msgid "Introduction" msgstr "Introduction" +msgid "" +"With :ref:`AnimationPlayer `, Godot has one of the " +"most flexible animation systems that you can find in any game engine. The " +"ability to animate almost any property in any node or resource, as well as " +"having dedicated transform, bezier, function calling, audio and sub-" +"animation tracks, is pretty much unique." +msgstr "" +"Avec :ref:`AnimationPlayer `, Godot possède l'un des " +"systèmes d'animation les plus flexibles que l'on puisse trouver dans un " +"moteur de jeu. La possibilité d'animer à peu près n'importe quelle propriété " +"dans n'importe quel nœud ou ressource, ainsi que d'avoir des pistes dédiées " +"de transformation, de Bézier, d'appel de fonction, d'audio et de sous-" +"animation, est à peu près unique." + msgid "" "However, the support for blending those animations via ``AnimationPlayer`` " "is relatively limited, as only a fixed cross-fade transition time can be set." @@ -25,17 +39,6 @@ msgstr "" "``AnimationPlayer`` est relativement limitée, car seul un temps de " "transition de fondu fixe peut être défini." -msgid "" -":ref:`AnimationTree ` is a new node introduced in Godot " -"3.1 to deal with advanced transitions. It supersedes the ancient " -"``AnimationTreePlayer``, while adding a huge amount of features and " -"flexibility." -msgstr "" -":ref:`AnimationTree ` est un nouveau nœud introduit " -"dans Godot 3.1 pour traiter les transitions avancées. Il remplace l'ancien " -"``AnimationTreePlayer``, tout en ajoutant un grand nombre de fonctionnalités " -"et de flexibilité." - msgid "Creating an AnimationTree" msgstr "Créer un AnimationTree" @@ -220,6 +223,9 @@ msgstr "" "terminée. Les temps de mélange pour l'entrée et la sortie peuvent être " "personnalisés, ainsi que les filtres." +msgid "TimeSeek" +msgstr "TimeSeek" + msgid "" "This node can be used to cause a seek command to happen to any sub-children " "of the animation graph. Use this node type to play an ``Animation`` from the " @@ -285,6 +291,21 @@ msgstr "" msgid "StateMachine" msgstr "Machine à état" +msgid "" +"This node acts as a state machine with root nodes as states. Root nodes can " +"be created and connected via lines. States are connected via *Transitions*, " +"which are connections with special properties. Transitions are uni-" +"directional, but two can be used to connect in both directions." +msgstr "" +"Ce nœud est un automate avec des nœuds racines comme états. Les nœuds racine " +"peuvent être créés et reliés par des lignes. Les états sont connectés via " +"des *Transitions*, qui sont des connexions avec des propriétés spéciales. " +"Les transitions sont unidirectionnelles, mais deux peuvent être utilisées " +"pour se connecter dans les deux sens." + +msgid "There are many types of transition:" +msgstr "Il existe de nombreux types de transitions :" + msgid "" "*Immediate*: Will switch to the next state immediately. The current state " "will end and blend into the beginning of the new one." @@ -341,6 +362,23 @@ msgid "*Xfade Time* is the time to cross-fade between this state and the next." msgstr "" "*Xfade Time* est le temps de fondu enchaîné entre cet état et le suivant." +msgid "" +"*Priority* is used together with the ``travel()`` function from code (more " +"on this later). Lower priority transitions are preferred when travelling " +"through the tree." +msgstr "" +"*Priority* est utilisé avec la fonction ``travel()`` depuis le code (plus " +"d'informations plus tard). Les transitions à basse priorité sont préférées " +"lors du parcours de l'arbre." + +msgid "" +"*Disabled* toggles disabling this transition (when disabled, it will not be " +"used during travel or auto advance)." +msgstr "" +"*Désactivé* permet de désactiver cette transition (lorsqu'elle est " +"désactivée, elle ne sera pas utilisée pendant le parcours ou l'avance " +"automatique)." + msgid "For better blending" msgstr "Pour un meilleur mélange" @@ -377,6 +415,15 @@ msgstr "" "Ensuite, le mouvement réel peut être récupéré via l'API :ref:`AnimationTree " "` comme une transformation :" +msgid "" +"There is also a tool node, ``RootMotionView``, that can be placed in a scene " +"and will act as a custom floor for your character and animations (this node " +"is disabled by default during the game)." +msgstr "" +"Il y a aussi un nœud outil, ``RootMotionView``, qui peut être placé dans une " +"scène et qui agira comme un sol personnalisé pour votre personnage et vos " +"animations (ce nœud est normalement désactivé par défaut pendant le jeu)." + msgid "Controlling from code" msgstr "Contrôle depuis le code" @@ -387,6 +434,24 @@ msgstr "" "Après avoir construit l'arbre et l'avoir prévisualisé, la seule question qui " "reste est \"Comment tout cela est-il contrôlé depuis le code ?\"." +msgid "" +"Keep in mind that the animation nodes are just resources and, as such, they " +"are shared between all instances using them. Setting values in the nodes " +"directly will affect all instances of the scene that uses this " +"``AnimationTree``. This is generally undesirable, but does have some cool " +"use cases, e.g. you can copy and paste parts of your animation tree, or " +"reuse nodes with a complex layout (such as a state machine or blend space) " +"in different animation trees." +msgstr "" +"Gardez à l'esprit que les nœuds d'animation ne sont que des ressources et, " +"en tant que tels, ils sont partagés entre toutes les instances. La " +"définition de valeurs dans les nœuds affectera directement toutes les " +"instances de la scène qui utilise cet ``AnimationTree``. C'est généralement " +"indésirable, mais a quelques cas d'utilisation intéressants, par exemple " +"vous pouvez copier et coller des parties de votre arbre d'animation, ou " +"réutiliser des nœuds avec une disposition complexe (comme un automate ou un " +"espace de mélange) dans différents arbres d'animation." + msgid "" "The actual animation data is contained in the ``AnimationTree`` node and is " "accessed via properties. Check the \"Parameters\" section of the " @@ -446,6 +511,3 @@ msgstr "" "La machine à états doit être en cours d'exécution avant que vous puissiez " "voyager. Assurez-vous d'appeler ``start()`` ou de choisir un nœud pour " "**Jouer automatiquement au chargement**." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/animation/creating_movies.po b/sphinx/po/fr/LC_MESSAGES/tutorials/animation/creating_movies.po index b6a344e6bc..86c013f213 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/animation/creating_movies.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/animation/creating_movies.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,6 +11,10 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" +msgid "Recording game trailers for promotional use." +msgstr "" +"Enregistrer des bandes-annonces de jeu pour une utilisation promotionnelle." + msgid "" "Movie Maker can also be enabled from the :ref:`command line " "`:" @@ -18,9 +22,15 @@ msgstr "" "Movie Maker peut également être activé à partir de la :ref:`ligne de " "commande ` :" +msgid "AVI (recommended)" +msgstr "AVI (recommandé)" + msgid "PNG" msgstr "PNG" +msgid "Custom" +msgstr "Personnalisé" + msgid "Configuration" msgstr "Configuration" @@ -30,8 +40,8 @@ msgstr "Voir aussi :ref:`doc_creating_movies_recording_at_higher_resolution`." msgid "Using high-quality graphics settings" msgstr "Utilisation des préférences graphiques de haute qualité" +msgid "Post-processing steps" +msgstr "Étapes de post-traitement" + msgid "Cutting video" msgstr "Montage vidéo" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/animation/cutout_animation.po b/sphinx/po/fr/LC_MESSAGES/tutorials/animation/cutout_animation.po index ed9fa6feec..dd45097c95 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/animation/cutout_animation.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/animation/cutout_animation.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -82,6 +82,21 @@ msgstr "" "modulation des couleurs, et plus encore, peuvent tous être animés et " "mélangés." +msgid "" +"**Combine animation styles**: AnimatedSprite2D allows traditional cel " +"animation to be used alongside cutout animation. In cel animation different " +"animation frames use entirely different drawings rather than the same pieces " +"positioned differently. In an otherwise cutout-based animation, cel " +"animation can be used selectively for complex parts such as hands, feet, " +"changing facial expressions, etc." +msgstr "" +"**Combiner les styles d'animations** : AnimatedSprite2D permet d'utiliser un " +"style traditionnel d'animation \"cel\" en parallèle de l'animation cutout. " +"Dans l'animation cel, chaque différente image utilise un dessin entièrement " +"différent plutôt que les même pièces positionnés différemment. Dans une " +"cutout animation, l'animation cel peut être utilisé pour les parties les " +"plus complexes comme les mains, pieds, changements d'expression faciale, etc." + msgid "" "**Custom Shaped Elements**: Custom shapes can be created with :ref:" "`Polygon2D ` allowing UV animation, deformations, etc." @@ -129,6 +144,15 @@ msgstr "" "morceaux du personnage `GBot `__, créé par Andreas Esau." +msgid "" +"Get your assets: `cutout_animation_assets.zip `_." +msgstr "" +"Obtenez vos ressources : `cutout_animation_assets.zip `_." + msgid "Setting up the rig" msgstr "Mettre en place le rig" @@ -164,9 +188,31 @@ msgstr "" msgid "The rotation pivot is wrong and needs to be adjusted." msgstr "Le pivot de rotation est incorrect et doit être ajusté." +msgid "" +"This small cross in the middle of the :ref:`Sprite2D ` is " +"the rotation pivot:" +msgstr "" +"Cette petite croix au milieu du :ref:`Sprite2D ` est le " +"pivot de rotation :" + msgid "Adjusting the pivot" msgstr "Ajustement du pivot" +msgid "" +"The pivot can be adjusted by changing the *offset* property in the Sprite2D:" +msgstr "" +"Le pivot peut être ajusté en modifiant la propriété *offset* du Sprite2D :" + +msgid "" +"The pivot can also be adjusted *visually*. While hovering over the desired " +"pivot point, press :kbd:`V` to move the pivot there for the selected " +"Sprite2D. There is also a tool in the tool bar that has a similar function." +msgstr "" +"Le pivot peut également être ajusté *visuellement*. En survolant le point de " +"pivot souhaité, appuyez sur la touche :kbd:`V` pour y déplacer le pivot du " +"Sprite2D sélectionné. Il y a également un outil dans la barre d'outils qui a " +"une fonction similaire." + msgid "" "Continue adding body pieces, starting with the right arm. Make sure to put " "each sprite in its correct place in the hierarchy, so its rotations and " @@ -601,6 +647,3 @@ msgid "" "This process is described in a :ref:`separate tutorial `." msgstr "" "Ce processus est décrit dans :ref:`un tutoriel séparé `." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/animation/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/animation/index.po index 527dbfc3aa..201b8ba4fa 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/animation/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/animation/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Animation" msgstr "Animation" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/animation/introduction.po b/sphinx/po/fr/LC_MESSAGES/tutorials/animation/introduction.po index 14731091e4..691def63bf 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/animation/introduction.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/animation/introduction.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -157,6 +157,13 @@ msgstr "" "Le mode de mise à jour d'une piste indique à Godot quand mettre à jour les " "valeurs des propriétés. Cela peut l'être :" +msgid "**Continuous:** Update the property on each frame" +msgstr "**Continu:** Met à jour la propriété à chaque image" + +msgid "**Discrete:** Only update the property on keyframes" +msgstr "" +"**Discret :** Met à jour la propriété uniquement sur les clés d'animation" + msgid "Track mode" msgstr "Mode piste" @@ -212,6 +219,12 @@ msgstr "Modifier les clés d'animation" msgid "Keyframe editor editing a key" msgstr "Éditeur clé d'animation éditant une clé d'animation" +msgid "" +"You can tweak your animations this way until the movement \"looks right.\"" +msgstr "" +"Vous pouvez ajuster vos animations de cette façon jusqu'à ce que le " +"mouvement \" vous semble correct.\"" + msgid "Using RESET tracks" msgstr "Utiliser les pistes RESET" @@ -247,6 +260,3 @@ msgstr "" "(comme si elle avait été recherchée au temps ``0.0``). Cela n'affecte que le " "fichier sauvegardé - les pistes de propriétés dans l'éditeur restent là où " "elles étaient." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/animation/playing_videos.po b/sphinx/po/fr/LC_MESSAGES/tutorials/animation/playing_videos.po index 9653e7b067..5b036fd2dd 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/animation/playing_videos.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/animation/playing_videos.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,6 +14,12 @@ msgstr "" msgid "Playing videos" msgstr "Lire des vidéos" +msgid "" +"Godot supports video playback with the :ref:`class_VideoStreamPlayer` node." +msgstr "" +"Godot supporte la lecture de vidéos avec le nœud :ref:" +"`class_VideoStreamPlayer`." + msgid "Supported playback formats" msgstr "Formats de lecture pris en charge" @@ -53,6 +59,15 @@ msgstr "Ce sera évalué à (approximativement) 1.777778" msgid "Displaying a video on a 3D surface" msgstr "Afficher une vidéo sur une surface 3D" +msgid "" +"Create a MeshInstance3D node with a PlaneMesh or QuadMesh resource in its " +"Mesh property. Resize the mesh to match the video's aspect ratio (otherwise, " +"it will appear distorted)." +msgstr "" +"Créez un nœud MeshInstance3D avec une ressource PlaneMesh ou QuadMesh dans " +"la propriété Mesh. Redimensionnez le maillage pour qu'il corresponde au " +"format de la vidéo (sinon, celle-ci apparaîtra déformée)." + msgid "To ensure your videos decode smoothly on varied hardware:" msgstr "" "Pour s'assurer que vos vidéos se décodent sans problème sur tout type de " @@ -184,6 +199,35 @@ msgstr "" "résolutions plus élevées auront un aspect aussi bon, voire meilleur, que les " "vidéos à basse résolution." +msgid "" +"The **audio quality** level (``-q:a``) must be between ``-1`` and ``10``. " +"Quality ``6`` provides a good compromise between quality and file size. In " +"contrast to video quality, increasing audio quality doesn't increase the " +"output file size nearly as much. Therefore, if you want the cleanest audio " +"possible, you can increase this to ``9`` to get *perceptually lossless* " +"audio. This is especially valuable if your input file already uses lossy " +"audio compression. Higher quality audio does increase the CPU usage of the " +"decoder, so it might lead to audio dropouts in case of high system load. See " +"`this page `__ for a table " +"listing Ogg Vorbis audio quality presets and their respective variable " +"bitrates." +msgstr "" +"Le niveau de **qualité audio** (``-q:a``) doit être compris entre ``-1`` et " +"``10``. La qualité ``6`` offre un bon compromis entre la qualité et la " +"taille du fichier. Contrairement à la qualité vidéo, l'augmentation de la " +"qualité audio n'augmente pas autant la taille du fichier de sortie. Par " +"conséquent, si vous voulez le son le plus propre possible, vous pouvez " +"augmenter cette qualité à ``9`` pour obtenir un son *perçu comme sans " +"perte*. Ceci est particulièrement utile si votre fichier d'entrée utilise " +"déjà une compression audio avec perte. Une plus haute qualité audio augmente " +"l'utilisation du CPU par le décodeur, et peut donc mener à des pertes de " +"l'audio en cas de forte charge du système. Voir `cette page `__ pour un " +"tableau listant les préréglages de qualité audio Ogg Vorbis et leurs débits " +"variables respectifs." + msgid "FFmpeg: Convert while preserving original video resolution" msgstr "FFmpeg : Convertissez en préservant la résolution vidéo d'origine" @@ -214,6 +258,3 @@ msgstr "" msgid "Chroma Key Videos" msgstr "Clé Chroma de vidéos" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/animation.po b/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/animation.po index 2e4be66937..659432ed02 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/animation.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/animation.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -140,6 +140,3 @@ msgstr "" "relation parent-enfants partageant leur AnimationPlayer. C'est utile lorsque " "vous avez plusieurs éléments(rigs) et que chaque squelette et maillage a des " "actions, dans ce cas un élément(rigs) aurait un seul AnimationPlayer." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/index.po index c58c2d3bab..f3fbf2394e 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -57,6 +57,3 @@ msgstr "" msgid "Build pipeline integration" msgstr "Construire l'intégration au pipeline" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/lights.po b/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/lights.po index 15c26bc6c0..7f08e9bdb1 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/lights.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/lights.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -71,6 +71,3 @@ msgid "" msgstr "" "Il n'y a pas de différence entre l'ombre du tampon et l'ombre du rayon dans " "l'exportation." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/material.po b/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/material.po index 391f2fddf6..584c7437f5 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/material.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/material.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -30,6 +30,23 @@ msgstr "" "de matériaux de Godot, mais cela signifie que vous ne pouvez pas voir votre " "modèle avec le matériau appliqué par Blender." +msgid "" +"To do this, the exporter attempts to find Godot materials with names that " +"match those of the material name in Blender. So if you export an object in " +"Blender with the material name ``PurpleDots`` then the exporter will search " +"for the file ``PurpleDots.tres`` and assign it to the object. If this file " +"is not a ``StandardMaterial3D`` or ``ShaderMaterial`` or if it cannot be " +"found, then the exporter will fall back to exporting the material from " +"Blender." +msgstr "" +"Pour ce faire, l'exportateur tente de trouver des matériaux Godot dont les " +"noms correspondent à ceux des noms des matériaux dans Blender. Donc, si vous " +"exportez un objet dans Blender avec le nom de matériau ``PurpleDots``, " +"l'exportateur recherchera le fichier ``PurpleDots.tres`` et l'assignera à " +"l'objet. Si ce fichier n'est pas un ``StandardMaterial3D`` ou un " +"``ShaderMaterial``, ou s'il ne peut pas être trouvé, l'exportateur utilisera " +"alors le matériau exporté par Blender." + msgid "" "Where the exporter searches for the ``.tres`` file is determined by the " "\"Material Search Paths\" option:" @@ -116,6 +133,3 @@ msgstr "" "matériaux internes au fichier ``escn``. Il y a une option qui peut permettre " "de générer un fichier externe ``.material`` lorsque le fichier ``escn`` " "s'ouvre dans Godot." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/mesh.po b/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/mesh.po index 8aa1c2cb3b..ac051df6e4 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/mesh.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/mesh.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -53,6 +53,3 @@ msgstr "" "github.com/godotengine/godot-blender-exporter/issues>`__, ce qui aide à " "développer l’exportateur pour avoir une vérification plus précise des " "modificateurs." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/physics.po b/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/physics.po index 9a5861188f..352ab086cf 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/physics.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/physics.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -21,6 +21,14 @@ msgstr "" "L'exportation des propriétés physiques se fait en activant \"Rigid Body\" " "dans l'onglet physique de Blender :" +msgid "" +"By default, a single Blender object with rigid body enabled will export as " +"three nodes: a PhysicsBody, a CollisionShape, and a MeshInstance3D." +msgstr "" +"Par défaut, un seul objet Blender avec un corps rigide activé exportera sous " +"la forme de trois nœuds : un PhysicsBody, un CollisionShape et un " +"MeshInstance3D." + msgid "Body type" msgstr "Type de corps" @@ -104,6 +112,3 @@ msgstr "" "fenêtre d'affichage de Blender. La plupart du temps, vous souhaitez que la " "géométrie de la collision soit visible au travers lorsque vous travaillez " "sur les modèles, ce qui est pratique." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/skeleton.po b/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/skeleton.po index 0bf78312e9..4871f5ab29 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/skeleton.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/escn_exporter/skeleton.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -68,6 +68,3 @@ msgid "" msgstr "" "Un os peut être parent d'un objet dans Blender, cette relation est exportée " "en tant que nœud BoneAttachment dans la scène Godot." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/exporting_3d_scenes.po b/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/exporting_3d_scenes.po index 0c6938ef75..6dfd12a64a 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/exporting_3d_scenes.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/exporting_3d_scenes.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -40,6 +40,3 @@ msgstr "Les ShaderMaterials ne peuvent pas être exportés." msgid "No support for exporting 2D scenes." msgstr "Pas de support pour l'exportation de scènes 2D." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/import_process.po b/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/import_process.po index 2698a9e8ce..2a2828b2be 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/import_process.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/import_process.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -104,5 +104,14 @@ msgstr "" "Il existe de nombreux types de ressources disponibles pour l’importation. " "Continuez ci-après votre lecture pour comprendre comment les utiliser :" -msgid "Translation status" -msgstr "État de la traduction" +msgid ":ref:`doc_importing_images`" +msgstr ":ref:`doc_importing_images`" + +msgid ":ref:`doc_importing_audio_samples`" +msgstr ":ref:`doc_importing_audio_samples`" + +msgid ":ref:`doc_importing_3d_scenes`" +msgstr ":ref:`doc_importing_3d_scenes`" + +msgid ":ref:`doc_importing_translations`" +msgstr ":ref:`doc_importing_translations`" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/available_formats.po b/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/available_formats.po index 32a0b140ba..72197f420a 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/available_formats.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/available_formats.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -21,6 +21,9 @@ msgid "Godot supports the following 3D *scene file formats*:" msgstr "" "Godot prend en charge les *formats de fichiers de scènes* 3D suivants :" +msgid "As a glTF binary file (``.glb``)." +msgstr "En tant que fichier binaire glTF (``.glb``)." + msgid "" "By default, Blender has backface culling disabled on materials and will " "export materials to match how they render in Blender. This means that " @@ -38,8 +41,8 @@ msgstr "" "des faces arrières) dans l'onglet Materials (propriétés de matériaux) de " "Blender, puis exportez à nouveau la scène vers glTF." +msgid "Importing ``.blend`` files directly within Godot" +msgstr "Importer des fichiers ``.blend`` directement dans Godot" + msgid "Exporting DAE files from Blender" msgstr "Exportation de fichiers DAE de Blender" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.po b/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.po index 1c6c660ec9..903f85612c 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/import_configuration.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,9 +14,26 @@ msgstr "" msgid "Import workflows" msgstr "Processus d’importation" +msgid "Import dock after selecting a 3D scene in the FileSystem dock" +msgstr "" +"Dock Importer après avoir sélectionné une scène 3D dans le dock Système de " +"fichiers" + +msgid "**Animation**" +msgstr "**Animation**" + msgid "**glTF**" msgstr "**glTF**" +msgid "**FBX**" +msgstr "**FBX**" + +msgid "This exposes several per-node import options:" +msgstr "Cela expose plusieurs options d'importation par nœud :" + +msgid "Using import scripts for automation" +msgstr "Utiliser des scripts d'importation pour l'automatisation" + msgid "" "It is possible to specify a filter script in a special syntax to decide " "which tracks from which animations should be kept." @@ -144,6 +161,3 @@ msgstr "Héritage de scène" msgid "Other than that, everything is allowed." msgstr "Autrement que cela, tout est autorisé." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/index.po index 7d8ced578e..6e1bf7b219 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Importing 3D scenes" msgstr "Importation de scènes 3D" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.po b/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.po index c2681d116f..672e65f682 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/model_export_considerations.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,6 +14,31 @@ msgstr "" msgid "Exporting textures separately" msgstr "Exporter les textures séparément" +msgid "" +"While textures can be exported with a model in certain file formats, such as " +"glTF 2.0, you can also export them separately. Godot uses PBR (physically " +"based rendering) for its materials, so if a texturing program can export PBR " +"textures, they can work in Godot. This includes the `Substance suite " +"`__, `ArmorPaint (open " +"source) `__, and `Material Maker (open source) " +"`__." +msgstr "" +"Si les textures peuvent être exportées avec un modèle dans certains formats " +"de fichier, comme glTF 2.0, vous pouvez également les exporter séparément. " +"Godot utilise le PBR (rendu à base physique) pour ses matériaux, donc si un " +"programme de texturation peut exporter des textures PBR, elles peuvent " +"fonctionner dans Godot. Cela inclut la `suite Substance `__, `ArmorPaint (open source) `__, et `Material Maker (open source) `__." + +msgid "" +"For more information on Godot's materials, see :ref:" +"`doc_standard_material_3d`." +msgstr "" +"Pour plus d'informations sur les matériaux de Godot, voir :ref:" +"`doc_standard_material_3d`." + msgid "Exporting considerations" msgstr "Considérations relatives à l'exportation" @@ -42,6 +67,3 @@ msgstr "" "l'exportation. Assurez-vous que le squelette soit réinitialisé à sa position " "T ou à sa position de repos par défaut avant d'exporter avec votre éditeur " "3D préféré." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.po b/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.po index 43014c377e..51273c1cd9 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/importing_3d_scenes/node_type_customization.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -61,6 +61,15 @@ msgstr "" "ou pas assez lisse pour les collisions. Cela peut créer des glitches " "physiques et ralentir le moteur inutilement." +msgid "Single arrow will create a :ref:`class_SeparationRayShape3D`." +msgstr "Une flèche simple créera une :ref:`class_SeparationRayShape3D`." + +msgid "Cube will create a :ref:`class_BoxShape3D`." +msgstr "Cube créera un :ref:`class_BoxShape3D`." + +msgid "Image will create a :ref:`class_WorldBoundaryShape3D`." +msgstr "Image créera une :ref:`class_WorldBoundaryShape3D`." + msgid "" "When possible, **try to use a few primitive collision shapes** instead of " "triangle mesh or convex shapes. Primitive shapes often have the best " @@ -106,6 +115,3 @@ msgid "" msgstr "" "Dans Blender, cela nécessite d'utiliser l'éditeur NLA et de nommer l'Action " "avec le préfixe ou le suffixe ``loop`` ou ``cycle``." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/importing_audio_samples.po b/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/importing_audio_samples.po index 97c6b1b361..d004479c96 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/importing_audio_samples.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/importing_audio_samples.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -74,6 +74,13 @@ msgstr "Ogg Vorbis 96 Kb/s, stéréo" msgid "12 KB" msgstr "12 Ko" +msgid "" +"Import options in the Import dock after selecting an MP3 file in the " +"FileSystem dock" +msgstr "" +"Options d'importation dans le dock Importer après avoir sélectionné un " +"fichier MP3 dans le dock Système de fichier" + msgid "Force > 8 Bit" msgstr "Force > 8 Bit" @@ -86,6 +93,9 @@ msgstr "Force > Taux maximum" msgid "Import options (Ogg Vorbis and MP3)" msgstr "Options d'importation (Ogg Vorbis et MP3)" +msgid "Loop" +msgstr "Boucle" + msgid "Loop Offset" msgstr "Décalage de boucle" @@ -95,6 +105,13 @@ msgstr "BPM" msgid "Beat Count" msgstr "Quantité de battements" +msgid "" +"Advanced dialog when double-clicking an Ogg Vorbis or MP3 file in the " +"FileSystem dock" +msgstr "" +"Boîte de dialogue avancée lorsque vous double-cliquez sur un fichier Ogg " +"Vorbis ou MP3 dans le dock Système de fichiers" + msgid "Best practices" msgstr "Les meilleures pratiques" @@ -107,6 +124,3 @@ msgstr "" "intégrés. Cela évite aux artistes SFX d'avoir à ajouter de la réverbération " "aux effets sonores, ce qui réduit considérablement leur taille et assure un " "réglage correct." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/importing_images.po b/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/importing_images.po index 2d8dd3d891..baf60fd7a9 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/importing_images.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/importing_images.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -99,6 +99,53 @@ msgstr "" "gérer efficacement, elles doivent être compressées. Godot propose plusieurs " "méthodes de compression, en fonction du cas d'utilisation." +msgid "" +"**Lossless:** This is the default and most common compression mode for 2D " +"assets. It shows assets without any kind of artifacting, and disk " +"compression is decent. It will use considerably more amount of video memory " +"than VRAM Compression, though. This is also the recommended setting for " +"pixel art." +msgstr "" +"**Lossless :** C'est le mode de compression par défaut et le plus courant " +"pour les assets 2D. Il montre les assets sans aucune sorte d'artefact, et la " +"compression sur le disque est décente. Cela utilisera cependant une quantité " +"de mémoire vidéo considérablement plus importante que la compression VRAM. " +"C'est également le réglage recommandé pour du pixel art." + +msgid "" +"**Lossy:** This is a good choice for large 2D assets. It has some artifacts, " +"but less than VRAM compression and the file size is several times lower " +"compared to Lossless or VRAM Uncompressed. Video memory usage isn't " +"decreased by this mode; it's the same as with Lossless or VRAM Uncompressed." +msgstr "" +"**Lossy :** C'est un bon choix pour les gros assets 2D. Il comporte quelques " +"artefacts mais moins que la compression VRAM, et la taille du fichier est " +"plusieurs fois inférieure à celle d'un fichier Lossless ou VRAM " +"Uncompressed. L'utilisation de la mémoire vidéo n'est pas diminuée par ce " +"mode ; c'est la même chose qu'avec la compression Lossless ou VRAM " +"Uncompressed." + +msgid "" +"**VRAM Compressed:** This is the default and most common compression mode " +"for 3D assets. Size on disk is reduced and video memory usage is also " +"decreased considerably (usually by a factor between 4 and 6). This mode " +"should be avoided for 2D as it exhibits noticeable artifacts, especially for " +"lower-resolution textures." +msgstr "" +"**VRAM Compression :** C'est le mode de compression le plus courant pour les " +"assets 3D. Le fichier sur le disque est réduit et l'utilisation de la " +"mémoire vidéo est considérablement réduite également (généralement d'un " +"facteur compris entre 4 et 6). Ce mode doit être évité pour le 2D car il " +"présente des artefacts visibles, particulièrement pour les textures à basse " +"résolution." + +msgid "" +"**VRAM Uncompressed:** Only useful for formats that can't be compressed, " +"such as raw floating-point images." +msgstr "" +"**VRAM Uncompressed :** Uniquement utile pour les formats qui ne peuvent pas " +"être compressés, comme les images à flottants brutes." + msgid "" "Even in 3D, \"pixel art\" textures should have VRAM compression disabled as " "it will negatively affect their appearance, without improving performance " @@ -144,6 +191,9 @@ msgstr "|mauvais| Grand" msgid "|good| Small" msgstr "|bon| Petit" +msgid "**Performance**" +msgstr "**Performance**" + msgid "|regular| Normal" msgstr "|normal| Normal" @@ -224,8 +274,11 @@ msgstr "" msgid "Process > Size Limit" msgstr "Processus > Taille limite" +msgid "Detect 3D > Compress To" +msgstr "Détecter 3D > Compresser en" + msgid "Best practices" msgstr "Les meilleures pratiques" -msgid "Translation status" -msgstr "État de la traduction" +msgid "Use appropriate texture sizes in 3D" +msgstr "Utiliser les tailles de texture appropriées en 3D" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/importing_translations.po b/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/importing_translations.po index ecd50489d4..12fdc7eed1 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/importing_translations.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/importing_translations.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -114,6 +114,28 @@ msgstr "KEY2" msgid "KEYN" msgstr "KEYN" +msgid "" +"The \"lang\" tags must represent a language, which must be one of the :ref:" +"`valid locales ` supported by the engine, or they must start " +"with an underscore (`_`), which means the related column is served as " +"comment and won't be imported. The \"KEY\" tags must be unique and represent " +"a string universally (they are usually in uppercase, to differentiate from " +"other strings). These keys will be replaced at runtime by the matching " +"translated string. Note that the case is important, \"KEY1\" and \"Key1\" " +"will be different keys. The top-left cell is ignored and can be left empty " +"or having any content. Here's an example:" +msgstr "" +"Les balises \"lang\" doivent représenter une langue, qui doit être une des :" +"ref:`locales valides ` supportée par le moteur, ou doivent " +"commencer avec un tiret du bas (`_`), qui signifie que la colonne liée sert " +"de commentaire et ne va pas être importée. Les balises \"KEY\" doivent être " +"uniques et représenter une chaîne universellement (elles sont généralement " +"en majuscules, pour se différencier des autres chaînes). Ces clés seront " +"remplacées à l'exécution par la chaîne traduite correspondante. Notez que la " +"casse est importante, \"KEY1\" et \"Key1\" seront des clés différentes. La " +"cellule en haut à gauche est ignorée et peut être laissée vide ou avoir un " +"contenu quelconque. En voici un exemple :" + msgid "en" msgstr "en" @@ -225,6 +247,3 @@ msgstr "" msgid "Be sure to click **Reimport** after any change to these options." msgstr "" "N'oubliez pas de cliquer sur **Réimporter** pour appliquer les changements." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/index.po index 1ddfccdd08..5da18cbcf5 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Assets pipeline" msgstr "Pipeline d'assets" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/retargeting_3d_skeletons.po b/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/retargeting_3d_skeletons.po index 4682fd4c76..703d4ecf24 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/retargeting_3d_skeletons.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/assets_pipeline/retargeting_3d_skeletons.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,6 +11,9 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" +msgid "To share animations among multiple Skeletons" +msgstr "Pour partager des animations entre plusieurs Skeletons" + msgid "Options for Retargeting" msgstr "Options pour le re-ciblage" @@ -31,6 +34,3 @@ msgstr "L'humanoïde est en T-pose" msgid "Fix Silhouette" msgstr "Fixer la silhouette" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/audio/audio_buses.po b/sphinx/po/fr/LC_MESSAGES/tutorials/audio/audio_buses.po index ec2cf8d41e..71678ebc9b 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/audio/audio_buses.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/audio/audio_buses.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -240,6 +240,3 @@ msgstr "" "La disposition de bus par défaut est automatiquement enregistrée dans le " "fichier ``res:///default_bus_layout.tres``. Les arrangements de bus " "personnalisés peuvent être sauvegardés et chargés à partir du disque." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/audio/audio_effects.po b/sphinx/po/fr/LC_MESSAGES/tutorials/audio/audio_effects.po index 9d268a9019..d2984e87f8 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/audio/audio_effects.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/audio/audio_effects.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -172,6 +172,3 @@ msgstr "SpectrumAnalyzer" msgid "StereoEnhance" msgstr "Amélioration Stéréo (StereoEnhance)" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/audio/audio_streams.po b/sphinx/po/fr/LC_MESSAGES/tutorials/audio/audio_streams.po index 22dd689444..a43e2781e7 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/audio/audio_streams.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/audio/audio_streams.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -127,6 +127,3 @@ msgstr "" "déplacés : utilisez **Idle** pour les objets déplacés avec ``_process``, ou " "**Physics** pour les objets déplacés avec ``_physics_process``. Le suivi se " "fera automatiquement." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/audio/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/audio/index.po index feeed9168f..313495a63f 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/audio/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/audio/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Audio" msgstr "Audio" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/audio/recording_with_microphone.po b/sphinx/po/fr/LC_MESSAGES/tutorials/audio/recording_with_microphone.po index dec8496d0f..396a255ccc 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/audio/recording_with_microphone.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/audio/recording_with_microphone.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -97,6 +97,3 @@ msgstr "" "Pour enregistrer l'enregistrement, vous appelez ``save_to_wav()`` avec le " "chemin vers un fichier. Dans cette démo, le chemin d'accès est défini par " "l'utilisateur via une zone de saisie ``LineEdit``." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/audio/sync_with_audio.po b/sphinx/po/fr/LC_MESSAGES/tutorials/audio/sync_with_audio.po index 0d80b2c977..f6b0b9c33c 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/audio/sync_with_audio.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/audio/sync_with_audio.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -92,16 +92,6 @@ msgstr "" "valeurs par défaut raisonnables qui ne devraient pas avoir besoin d'être " "modifiés." -msgid "" -"The problem, in the end, is not this slight delay but synchronizing graphics " -"and audio for games that require it. Beginning with Godot 3.2, some helpers " -"were added to obtain more precise playback timing." -msgstr "" -"Le problème, en fin de compte, n'est pas ce léger retard, mais la " -"synchronisation graphique et audio pour les jeux qui l'exigent. A partir de " -"Godot 3.2, des aides ont été ajoutées pour obtenir un timing de lecture plus " -"précis." - msgid "Using the system clock to sync" msgstr "Utilisation de l'horloge système pour la synchronisation" @@ -218,6 +208,3 @@ msgstr "" msgid "Here is the same code as before using this approach:" msgstr "Voici le même code qu'avant en utilisant cette approche :" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/audio/text_to_speech.po b/sphinx/po/fr/LC_MESSAGES/tutorials/audio/text_to_speech.po index 61822d0241..37cc0c7132 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/audio/text_to_speech.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/audio/text_to_speech.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,6 +11,9 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" +msgid "Go to **Project > Project Settings**" +msgstr "Allez dans **Projet > Paramètres du projet...**" + msgid "Distro-specific one-liners" msgstr "Lignes uniques spécifiques à la distribution" @@ -22,6 +25,3 @@ msgstr "Dépannage" msgid "Best practices" msgstr "Les meilleures pratiques" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/autoloads_versus_internal_nodes.po b/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/autoloads_versus_internal_nodes.po index f5cd6af99c..ee07db4002 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/autoloads_versus_internal_nodes.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/autoloads_versus_internal_nodes.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,6 +14,20 @@ msgstr "" msgid "Autoloads versus regular nodes" msgstr "Chargements automatiques contre nœuds normaux" +msgid "" +"Godot offers a feature to automatically load nodes at the root of your " +"project, allowing you to access them globally, that can fulfill the role of " +"a Singleton: :ref:`doc_singletons_autoload`. These autoloaded nodes are not " +"freed when you change the scene from code with :ref:`SceneTree." +"change_scene_to_file `." +msgstr "" +"Godot offre une fonctionnalité pour charger automatiquement des nœuds à la " +"racine de votre projet, vous permettant d'y accéder globalement, ce qui peut " +"remplir le rôle d'un Singleton : :ref:`doc_singletons_autoload`. Ces nœuds " +"auto-chargés ne sont pas libérés lorsque vous changez de scène à partir du " +"code avec :ref:`SceneTree.change_scene_to_file " +"`." + msgid "" "In this guide, you will learn when to use the Autoload feature, and " "techniques you can use to avoid it." @@ -48,6 +62,20 @@ msgstr "" "`. Mais si on appelle un ``AudioStreamPlayer`` " "alors qu'il joue déjà un son, alors le nouveau son interrompt le précédent." +msgid "" +"A solution is to code a global, autoloaded sound manager class. It generates " +"a pool of ``AudioStreamPlayer`` nodes that cycle through as each new request " +"for sound effects comes in. Say we call that class ``Sound``, you can use it " +"from anywhere in your project by calling ``Sound.play(\"coin_pickup." +"ogg\")``. This solves the problem in the short term but causes more problems:" +msgstr "" +"Une solution possible est de coder une classe globale de gestionnaire de son " +"chargée automatiquement. Elle génère un pool de nœuds ``AudioStreamPlayer`` " +"qui passe d'un lecteur à l'autre à chaque nouvelle demande d'effet sonore. " +"Disons que nous appelons cette classe ``Sound``, elle peut être utilisée " +"n'importe où dans le projet en appelant ``Sound.play(\"coin_pickup.ogg\")``. " +"Cela résout le problème à court terme mais cause de nouveaux problèmes :" + msgid "" "**Global state**: one object is now responsible for all objects' data. If " "the ``Sound`` class has errors or doesn't have an AudioStreamPlayer " @@ -76,6 +104,16 @@ msgstr "" "et rencontrer des bugs, ou en avoir trop et utiliser plus de mémoire que " "nécessaire." +msgid "" +"About global access, the problem is that any code anywhere could pass wrong " +"data to the ``Sound`` autoload in our example. As a result, the domain to " +"explore to fix the bug spans the entire project." +msgstr "" +"En ce qui concerne l'accès global, le problème est que n'importe quel code " +"n'importe où pourrait transmettre des données erronées à la classe chargée " +"automatiquement ``Sound`` dans notre exemple. Par conséquent, le domaine à " +"explorer pour corriger des bugs s'étend sur l'ensemble du projet." + msgid "" "When you keep code inside a scene, only one or two scripts may be involved " "in audio." @@ -147,5 +185,50 @@ msgstr "" msgid "When you should use an Autoload" msgstr "Quand utiliser un Chargement Automatique" -msgid "Translation status" -msgstr "État de la traduction" +msgid "" +"GDScript supports the creation of ``static`` functions using ``static " +"func``. When combined with ``class_name``, this makes it possible to create " +"libraries of helper functions without having to create an instance to call " +"them. The limitation of static functions is that they can't reference member " +"variables, non-static functions or ``self``." +msgstr "" +"GDScript supporte la création de fonctions ``statiques`` en utilisant " +"``static func``. Combiné à ``class_name``, cela permet de créer des " +"librairies de fonctions utilitaires sans avoir besoin de créer une instance " +"pour les appeler. La seule limitation des fonctions statiques est qu'elles " +"ne peuvent pas référencer des variables membre, des fonctions non-statiques, " +"ou encore ``self``." + +msgid "" +"Still, autoloaded nodes can simplify your code for systems with a wide " +"scope. If the autoload is managing its own information and not invading the " +"data of other objects, then it's a great way to create systems that handle " +"broad-scoped tasks. For example, a quest or a dialogue system." +msgstr "" +"Pourtant, les nœuds automatiquement chargés peuvent simplifier votre code " +"pour des systèmes à large portée. Si le chargement automatique gère ses " +"propres informations et n'envahit pas les données d'autres objets, alors " +"c'est un excellent moyen de créer des systèmes qui gèrent des tâches à " +"grande portée. Par exemple, une quête ou un système de dialogue." + +msgid "" +"An autoload is *not* necessarily a singleton. Nothing prevents you from " +"instantiating copies of an autoloaded node. An autoload is only a tool that " +"makes a node load automatically as a child of the root of your scene tree, " +"regardless of your game's node structure or which scene you run, e.g. by " +"pressing the :kbd:`F6` key." +msgstr "" +"Un Chargement Automatique n'est pas nécessairement un Singleton. Rien ne " +"vous empêche d'instancier des copies d'un nœud chargé automatiquement. Il " +"s'agit seulement d'un outil permettant à un nœud de se charger " +"automatiquement en tant qu'enfant de la racine de votre arbre des scènes, " +"indépendamment de la structure des nœuds de votre jeu ou de la scène que " +"vous exécutez, par exemple en appuyant sur la touche :kbd:`F6`." + +msgid "" +"As a result, you can get the autoloaded node, for example an autoload called " +"``Sound``, by calling ``get_node(\"/root/Sound\")``." +msgstr "" +"Par conséquent, vous pouvez obtenir le nœud chargé automatiquement, par " +"exemple un chargement automatique appelé ``Sound``, en appelant " +"``get_node(\"/root/Sound\")``." diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/data_preferences.po b/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/data_preferences.po index ac646fbb1c..ef946679d8 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/data_preferences.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/data_preferences.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -89,6 +89,17 @@ msgstr "" msgid "Array vs. Dictionary vs. Object" msgstr "Array vs. Dictionary vs. Object" +msgid "" +"Godot stores all variables in the scripting API in the :ref:`Variant " +"` class. Variants can store Variant-compatible data " +"structures such as :ref:`Array ` and :ref:`Dictionary " +"` as well as :ref:`Objects `." +msgstr "" +"Godot stocke toutes les variables de l'API de scripting dans la classe :ref:" +"`Variant `. Les Variants peuvent stocker des structures " +"de données Variant-compatibles telles que :ref:`Array ` et :ref:" +"`Dictionary ` ainsi que :ref:`Object `." + msgid "" "Godot implements Array as a ``Vector``. The engine stores the Array " "contents in a contiguous section of memory, i.e. they are in a row adjacent " @@ -98,6 +109,20 @@ msgstr "" "stocke le contenu des tableaux dans une section contiguë de la mémoire, " "c'est-à-dire qu'ils sont alignés les uns à côté des autres." +msgid "" +"For those unfamiliar with C++, a Vector is the name of the array object in " +"traditional C++ libraries. It is a \"templated\" type, meaning that its " +"records can only contain a particular type (denoted by angled brackets). So, " +"for example, a :ref:`PackedStringArray ` would be " +"something like a ``Vector``." +msgstr "" +"Pour ceux qui ne connaissent pas le C++, un vecteur est le nom de l'objet " +"array (tableau) dans les bibliothèques C++ traditionnelles. Il s'agit d'un " +"type \" modèle \", ce qui signifie que ses données ne peuvent contenir qu'un " +"type particulier (indiqué par des crochets). Ainsi, par exemple, un :ref:" +"`PackedStringArray ` serait quelque chose comme un " +"``Vector``." + msgid "Contiguous memory stores imply the following operation performance:" msgstr "" "Les mémoires contiguës impliquent les performances d'opération suivantes :" @@ -241,6 +266,16 @@ msgstr "" msgid "Maintaining an ever-growing size for the table." msgstr "Maintenir une taille toujours plus grande pour la table." +msgid "" +"HashMaps maintain gaps of unused memory interspersed in the table on purpose " +"to reduce hash collisions and maintain the speed of accesses. This is why it " +"constantly increases in size exponentially by powers of 2." +msgstr "" +"Les HashMaps maintiennent des espaces de mémoire inutilisés intercalés dans " +"le tableau dans le but de réduire les collisions de hachage et de maintenir " +"la vitesse d'accès. C'est pourquoi sa taille augmente constamment de façon " +"quadratique par puissances de 2." + msgid "" "As one might be able to tell, Dictionaries specialize in tasks that Arrays " "do not. An overview of their operational details is as follows:" @@ -469,6 +504,19 @@ msgstr "" msgid "Enumerations: int vs. string" msgstr "Énumérations : int vs string" +msgid "" +"Most languages offer an enumeration type option. GDScript is no different, " +"but unlike most other languages, it allows one to use either integers or " +"strings for the enum values (the latter only when using the ``@export_enum`` " +"annotation in GDScript). The question then arises, \"which should one use?\"" +msgstr "" +"La plupart des langages offrent une option de type énumération. GDScript " +"n'est pas différent, mais contrairement à la plupart des autres langages, il " +"permet d'utiliser des entiers ou des chaînes de caractères pour les valeurs " +"d’énumération (ce dernier uniquement lors de l'utilisation de l'annotation " +"``@export_enum`` dans GDScript). La question se pose alors, \"lequel " +"utiliser ?\"" + msgid "" "The short answer is, \"whichever you are more comfortable with.\" This is a " "feature specific to GDScript and not Godot scripting in general; The " @@ -489,6 +537,20 @@ msgstr "" "Si l'on veut respecter les conventions d'autres langages, alors on doit " "utiliser des entiers." +msgid "" +"The primary issue with using integers comes up when one wants to *print* an " +"enum value. As integers, attempting to print ``MY_ENUM`` will print ``5`` or " +"what-have-you, rather than something like ``\"MyEnum\"``. To print an " +"integer enum, one would have to write a Dictionary that maps the " +"corresponding string value for each enum." +msgstr "" +"Le principal problème lorsqu'on utilise des entiers se produit lorsque l'on " +"souhaite *print* la valeur d'énumération. En tant qu'entiers, vouloir " +"afficher ``MY_ENUM`` va en fait afficher ``5`` ou ce-qui-a-été-défini, " +"plutôt qu'afficher quelque chose du style ``\"MyEnum\"``. Pour afficher un " +"entier d'énumération, vous devrez écrire un dictionnaire qui recense les " +"chaînes de caractère qui correspondent à chaque entier." + msgid "" "If the primary purpose of using an enum is for printing values and one " "wishes to group them together as related concepts, then it makes sense to " @@ -500,6 +562,11 @@ msgstr "" "d'utiliser des chaînes de caractère pour faire cette énumération. De cette " "façon il n'est pas nécessaire d'utiliser une structure de donnée annexe." +msgid "" +"AnimatedTexture vs. AnimatedSprite2D vs. AnimationPlayer vs. AnimationTree" +msgstr "" +"AnimatedTexture vs. AnimatedSprite2D vs. AnimationPlayer vs. AnimationTree" + msgid "" "Under what circumstances should one use each of Godot's animation classes? " "The answer may not be immediately clear to new Godot users." @@ -516,9 +583,24 @@ msgstr "" "dessine comme une boucle animée plutôt que comme une image statique. Les " "utilisateurs peuvent manipuler..." +msgid "the rate at which it moves across each section of the texture (FPS)." +msgstr "" +"la vitesse à laquelle il se déplace dans chaque section de la texture (FPS)." + msgid "the number of regions contained within the texture (frames)." msgstr "le nombre de régions contenues dans la texture (images)." +msgid "" +"Godot's :ref:`RenderingServer ` then draws the " +"regions in sequence at the prescribed rate. The good news is that this " +"involves no extra logic on the part of the engine. The bad news is that " +"users have very little control." +msgstr "" +":ref:`RenderingServer ` de Godot dessine ensuite les " +"régions en séquence au rythme prescrit. La bonne nouvelle, c'est que cela " +"n'implique aucune logique supplémentaire de la part du moteur. La mauvaise " +"nouvelle, c'est que les utilisateurs ont très peu de contrôle." + msgid "" "AnimationPlayers are also the tool one will need to use if they wish to " "design more complex 2D animation systems, such as..." @@ -526,6 +608,11 @@ msgstr "" "AnimationPlayers est également l'outil qu'on devra utiliser afin de créer " "des systèmes d'animations plus complexes, tels que..." +msgid "**Cut-out animations:** editing sprites' transforms at runtime." +msgstr "" +"**Découper les animations :** éditer les transformations des sprites au " +"moment de l'exécution." + msgid "" "**2D Mesh animations:** defining a region for the sprite's texture and " "rigging a skeleton to it. Then one animates the bones which stretch and bend " @@ -555,6 +642,3 @@ msgstr "" "`AnimationTree ` brille. Vous trouverez un guide " "détaillé sur l'utilisation de l'AnimationTree :ref:`ici " "`." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/godot_interfaces.po b/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/godot_interfaces.po index c94488ff58..9a0324c133 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/godot_interfaces.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/godot_interfaces.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -45,6 +45,16 @@ msgstr "" "les référencer est d'obtenir une référence à un objet existant depuis une " "autre instance acquise." +msgid "" +"The same principle applies for :ref:`RefCounted ` objects. " +"While users often access :ref:`Node ` and :ref:`Resource " +"` this way, alternative measures are available." +msgstr "" +"Le même principe s'applique aux objets :ref:`Réf Counted " +"`. Bien que les utilisateurs accèdent souvent à :ref:`Node " +"` et :ref:`Resource ` de cette façon, des moyens " +"alternatifs sont disponibles." + msgid "" "Instead of property or method access, one can get Resources by load access." msgstr "" @@ -151,6 +161,13 @@ msgstr "" "que l'Objet possède une propriété. C'est également le cas avec la méthode " "``_get_property_list``." +msgid "" +"Note that this happens even for non-legal symbol names, such as names " +"starting with a digit or containing a slash." +msgstr "" +"Notez que cela arrive même pour les noms de symboles illégaux tels que les " +"noms commençant par un chiffre ou contenant une barre oblique." + msgid "" "As a result, this duck-typed system can locate a property either in the " "script, the object's class, or any class that object inherits, but only for " @@ -167,6 +184,14 @@ msgstr "" "Godot fournit une variété d'options pour effectuer des contrôles d'exécution " "sur ces accès :" +msgid "" +"A duck-typed property access. These will be property checks (as described " +"above). If the operation isn't supported by the object, execution will halt." +msgstr "" +"Un accès à des propriétés de façon duck-typed. Celles-ci feront l'objet d'un " +"contrôle de propriété (tel que décrit ci-dessus). Si l'opération n'est pas " +"supportée par l'objet, l'exécution s'arrête." + msgid "" "A method check. In the case of :ref:`CanvasItem.visible " "`, one can access the methods, " @@ -176,6 +201,16 @@ msgstr "" "`, on peut accéder aux méthodes, " "``set_visible`` et ``is_visible`` comme toute autre méthode." +msgid "" +"Outsource the access to a :ref:`Callable `. These may be " +"useful in cases where one needs the max level of freedom from dependencies. " +"In this case, one relies on an external context to setup the method." +msgstr "" +"Externaliser l'accès à un :ref:`Callable `. Celles-ci " +"peuvent être utiles dans les cas où l'on a besoin d'un niveau maximum de " +"liberté des dépendances. Dans ce cas, on s'appuie sur un contexte externe " +"pour configurer la méthode." + msgid "" "These strategies contribute to Godot's flexible design. Between them, users " "have a breadth of tools to meet their specific needs." @@ -183,6 +218,3 @@ msgstr "" "Ces stratégies contribuent à la souplesse de conception de Godot. Entre " "elles, les utilisateurs disposent d'un large éventail d'outils pour répondre " "à leurs besoins spécifiques." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/godot_notifications.po b/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/godot_notifications.po index 2dd71e2b6b..6aa836edd6 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/godot_notifications.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/godot_notifications.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,6 +14,21 @@ msgstr "" msgid "Godot notifications" msgstr "Notifications Godot" +msgid "" +"Every Object in Godot implements a :ref:`_notification " +"` method. Its purpose is to allow " +"the Object to respond to a variety of engine-level callbacks that may relate " +"to it. For example, if the engine tells a :ref:`CanvasItem " +"` to \"draw\", it will call " +"``_notification(NOTIFICATION_DRAW)``." +msgstr "" +"Chaque objet dans Godot implémente une méthode :ref:`_notification " +"`. Son but est de permettre à " +"l'objet de répondre à une variété de rappels au niveau moteur qui peuvent " +"s'y rapporter. Par exemple, si le moteur indique à un :ref:`CanvasItem " +"` de \"draw\", il appellera " +"``_notification(NOTIFICATION_DRAW)``." + msgid "" "Some of these notifications, like draw, are useful to override in scripts. " "So much so that Godot exposes many of them with dedicated functions:" @@ -22,6 +37,32 @@ msgstr "" "scripts. A tel point que Godot expose beaucoup d'entre eux avec des " "fonctions dédiées :" +msgid "``_ready()``: ``NOTIFICATION_READY``" +msgstr "``_ready()`` : ``NOTIFICATION_READY``" + +msgid "``_enter_tree()``: ``NOTIFICATION_ENTER_TREE``" +msgstr "``_enter_tree()`` : ``NOTIFICATION_ENTER_TREE``" + +msgid "``_exit_tree()``: ``NOTIFICATION_EXIT_TREE``" +msgstr "``_exit_tree()`` : ``NOTIFICATION_EXIT_TREE``" + +msgid "``_process(delta)``: ``NOTIFICATION_PROCESS``" +msgstr "``_process(delta)`` : ``NOTIFICATION_PROCESS``" + +msgid "``_physics_process(delta)``: ``NOTIFICATION_PHYSICS_PROCESS``" +msgstr "``_physics_process(delta)`` :``NOTIFICATION_PHYSICS_PROCESS``" + +msgid "``_draw()``: ``NOTIFICATION_DRAW``" +msgstr "``_draw()`` : ``NOTIFICATION_DRAW``" + +msgid "" +"What users might *not* realize is that notifications exist for types other " +"than Node alone, for example:" +msgstr "" +"Ce que les utilisateurs peuvent *ne pas* comprendre, c'est que les " +"notifications existent pour des types autres que seulement Node, par " +"exemple :" + msgid "" ":ref:`Object::NOTIFICATION_POSTINITIALIZE " "`: a callback that " @@ -31,6 +72,16 @@ msgstr "" "` : un callback qui se " "déclenche pendant l'initialisation de l'objet. Non accessible aux scripts." +msgid "" +":ref:`Object::NOTIFICATION_PREDELETE " +"`: a callback that triggers " +"before the engine deletes an Object, i.e. a \"destructor\"." +msgstr "" +":ref:`Object::NOTIFICATION_PREDELETE " +"` : un callback qui se " +"déclenche avant que le moteur ne supprime un objet, c'est-à-dire un " +"\"destructeur\"." + msgid "" "And many of the callbacks that *do* exist in Nodes don't have any dedicated " "methods, but are still quite useful." @@ -56,6 +107,13 @@ msgstr "" "` : un callback qui déclenche " "chaque fois qu'un nœud enfant est supprimé d'un autre nœud." +msgid "" +"One can access all these custom notifications from the universal " +"``_notification()`` method." +msgstr "" +"On peut accéder à toutes ces notifications personnalisées à partir de la " +"méthode universelle ``_notification()``." + msgid "" "Methods in the documentation labeled as \"virtual\" are also intended to be " "overridden by scripts." @@ -63,6 +121,17 @@ msgstr "" "Les méthodes de la documentation étiquetées comme \"virtuelles\" sont " "également destinées à être substituée par des scripts." +msgid "" +"A classic example is the :ref:`_init ` " +"method in Object. While it has no ``NOTIFICATION_*`` equivalent, the engine " +"still calls the method. Most languages (except C#) rely on it as a " +"constructor." +msgstr "" +"Un exemple classique est la méthode :ref:`_init " +"` dans Object. Bien qu'il n'ait pas " +"d'équivalent ``NOTIFICATION_*``, le moteur appelle toujours la méthode. La " +"plupart des langages (à l'exception du C#) s'en servent comme constructeur." + msgid "" "So, in which situation should one use each of these notifications or virtual " "functions?" @@ -73,12 +142,147 @@ msgstr "" msgid "_process vs. _physics_process vs. \\*_input" msgstr "_process vs. _physics_process vs. \\*_input" +msgid "" +"Use ``_process()`` when one needs a framerate-dependent delta time between " +"frames. If code that updates object data needs to update as often as " +"possible, this is the right place. Recurring logic checks and data caching " +"often execute here, but it comes down to the frequency at which one needs " +"the evaluations to update. If they don't need to execute every frame, then " +"implementing a Timer-timeout loop is another option." +msgstr "" +"Utilisez ``_process()`` lorsqu'on a besoin d'écart de temps dépendant du " +"temps entre les images. Si le code qui met à jour les données objet doit " +"être mis à jour aussi souvent que possible, c'est le bon endroit. Les " +"vérifications logiques récurrentes et la mise en cache des données " +"s'exécutent souvent ici, mais cela dépend de la fréquence à laquelle on a " +"besoin de les mettre à jour. S'ils n'ont pas besoin d'exécuter à toutes les " +"images, l'implémentation d'une boucle Timer-timeout est une autre option." + +msgid "" +"Use ``_physics_process()`` when one needs a framerate-independent delta time " +"between frames. If code needs consistent updates over time, regardless of " +"how fast or slow time advances, this is the right place. Recurring kinematic " +"and object transform operations should execute here." +msgstr "" +"Utilisez ``_physics_process()`` quand vous avez besoin d'écart de temps " +"indépendant du temps entre les images. Si le code a besoin de mises à jour " +"consistantes au fil du temps, quelle que soit la vitesse ou la lenteur de " +"l'avancement du temps, c'est le bon endroit. Les opérations récurrentes de " +"cinématique et de transformation d'objets doivent être exécutées ici." + +msgid "" +"While it is possible, to achieve the best performance, one should avoid " +"making input checks during these callbacks. ``_process()`` and " +"``_physics_process()`` will trigger at every opportunity (they do not " +"\"rest\" by default). In contrast, ``*_input()`` callbacks will trigger only " +"on frames in which the engine has actually detected the input." +msgstr "" +"Bien que cela soit possible, pour d'obtenir les meilleures performances, il " +"faut éviter d'effectuer des contrôles d'entrée pendant ces rappels. " +"``_process()`` et ``_physics_process()`` se déclenchent à chaque occasion " +"(ils ne se \"reposent\" pas par défaut). En revanche, les rappels " +"``*_input()`` ne se déclenchent que sur les trames dans lesquelles le moteur " +"a effectivement détecté l'entrée." + +msgid "" +"One can check for input actions within the input callbacks just the same. If " +"one wants to use delta time, one can fetch it from the related delta time " +"methods as needed." +msgstr "" +"On peut tout de même vérifier les actions d'entrée dans les rappels " +"d'entrée. Si l'on veut utiliser l'écart de temps, on peut le récupérer à " +"partir des méthodes d'écart de temps correspondantes si nécessaire." + msgid "_init vs. initialization vs. export" msgstr "_init vs. initialization vs. export" +msgid "" +"If the script initializes its own node subtree, without a scene, that code " +"should execute in ``_init()``. Other property or SceneTree-independent " +"initializations should also run here." +msgstr "" +"Si le script initialise son propre sous-arbre de nœuds, sans scène, ce code " +"devrait s'exécuter dans ``_init()``. D'autres propriétés ou initialisation " +"indépendantes de l'arbre de SceneTree devraient également être exécutées ici." + +msgid "The C# equivalent to GDScript's ``_init()`` method is the constructor." +msgstr "L'équivalent C# au ``_init()``de GDScript est le constructeur." + +msgid "" +"``_init()`` triggers before ``_enter_tree()`` or ``_ready()``, but after a " +"script creates and initializes its properties. When instantiating a scene, " +"property values will set up according to the following sequence:" +msgstr "" +"``_init()`` se déclenche avant ``_enter_tree()`` ou ``ready()``, mais après " +"qu'un script crée et initialise ses proprietés. Lors de l'instanciation " +"d'une scène, les valeurs des propriétés seront définies selon la séquence " +"suivante :" + +msgid "" +"**Initial value assignment:** the property is assigned its initialization " +"value, or its default value if one is not specified. If a setter exists, it " +"is not used." +msgstr "" +"**Première assignation de valeur :**la propriété est attribuée à la valeur " +"d'initialisation ou la valeur par défaut. Si un donneur existe, il n'est pas " +"utilisé." + +msgid "" +"**``_init()`` assignment:** the property's value is replaced by any " +"assignments made in ``_init()``, triggering the setter." +msgstr "" +"**``_init()`` affectation:** la valeur de la propriété est remplacée par " +"n'importe quel affectation faite dans ``_init()``, déclenchant le donneur." + +msgid "" +"**Exported value assignment:** an exported property's value is again " +"replaced by any value set in the Inspector, triggering the setter." +msgstr "" +"**Affectation de valeur exporté:** une valeur de propriété exporté est de " +"nouveau remplacé par n'importe quel valeur définie dans l'Inspecteur, " +"déclenchant le donneur." + +msgid "" +"As a result, instantiating a script versus a scene may affect both the " +"initialization *and* the number of times the engine calls the setter." +msgstr "" +"Par conséquent, l'instanciation d'un script par rapport à une scène peut " +"affecter à la fois l'initialisation *et* le nombre de fois que le moteur " +"appelle le setter." + msgid "_ready vs. _enter_tree vs. NOTIFICATION_PARENTED" msgstr "_ready vs. _enter_tree vs. NOTIFICATION_PARENTED" +msgid "" +"When instantiating a scene connected to the first executed scene, Godot will " +"instantiate nodes down the tree (making ``_init()`` calls) and build the " +"tree going downwards from the root. This causes ``_enter_tree()`` calls to " +"cascade down the tree. Once the tree is complete, leaf nodes call " +"``_ready``. A node will call this method once all child nodes have finished " +"calling theirs. This then causes a reverse cascade going up back to the " +"tree's root." +msgstr "" +"Lors de l'instanciation d'une scène connectée à la première scène exécutée, " +"Godot instancie les nœuds en bas de l'arbre (en faisant des appels " +"``_init()``) et construit l'arbre en partant de la racine. Ceci provoque la " +"cascade des appels ``_enter_tree()`` vers le bas de l'arbre. Une fois " +"l'arbre terminé, les nœuds feuilles appellent ``_ready``. Un nœud appellera " +"cette méthode une fois que tous les nœuds enfants auront fini d'appeler les " +"leurs. Ceci provoque alors une cascade inverse remontant jusqu'à la racine " +"de l'arbre." + +msgid "" +"When instantiating a script or a standalone scene, nodes are not added to " +"the SceneTree upon creation, so no ``_enter_tree()`` callbacks trigger. " +"Instead, only the ``_init()`` call occurs. When the scene is added to the " +"SceneTree, the ``_enter_tree()`` and ``_ready()`` calls occur." +msgstr "" +"Lors de l'instanciation d'un script ou d'une scène autonome, les nœuds ne " +"sont pas ajoutés au SceneTree lors de la création, donc aucun callback " +"``_enter_tree`` ne se déclenche. A la place, seul l'appel ``_init()`` se " +"produit. Lorsque la scène est ajoutée au SceneTree, les appels " +"``_enter_tree()`` et ``_ready()`` se produisent." + msgid "" "If one needs to trigger behavior that occurs as nodes parent to another, " "regardless of whether it occurs as part of the main/active scene or not, one " @@ -94,6 +298,3 @@ msgstr "" "qui connecte la méthode d'un nœud à un signal personnalisé sur le nœud " "parent sans échouer. Utile sur les nœuds centrés sur les données que l'on " "peut créer lors de l'exécution." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/index.po b/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/index.po index 8a695dfdcd..1f140ca187 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/index.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/index.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -13,6 +13,3 @@ msgstr "" msgid "Best practices" msgstr "Les meilleures pratiques" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/introduction_best_practices.po b/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/introduction_best_practices.po index b92db7919c..f277e7f8b8 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/introduction_best_practices.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/introduction_best_practices.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -74,6 +74,3 @@ msgstr "" "unique `_ ou l'`encapsulation `_." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/logic_preferences.po b/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/logic_preferences.po index ec03fbd501..46dc441ab8 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/logic_preferences.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/logic_preferences.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -22,6 +22,39 @@ msgstr "" "stratégie Y ou Z ? Cet article couvre une grande variété de sujets relatifs " "à ce dilemme." +msgid "Adding nodes and changing properties: which first?" +msgstr "Ajouter des nœuds et changer de propriétés : que faire en premier ?" + +msgid "" +"When initializing nodes from a script at runtime, you may need to change " +"properties such as the node's name or position. A common dilemma is, when " +"should you change those values?" +msgstr "" +"Lors de l'initialisation des nœuds d'un script en cours, vous pourriez avoir " +"besoin de modifier des propriétés telles que son nom ou sa position. Un " +"dilemme commun est : quand devriez-vous changer ces valeurs ?" + +msgid "" +"It is the best practice to change values on a node before adding it to the " +"scene tree. Some property's setters have code to update other corresponding " +"values, and that code can be slow! For most cases, this code has no impact " +"on your game's performance, but in heavy use cases such as procedural " +"generation, it can bring your game to a crawl." +msgstr "" +"La meilleure façon de faire est de changer les valeurs du nœud avant de " +"l'ajouter à la scène. Certains modificateurs de propriété on du code pour " +"mettre à jour les valeurs correspondantes, et ce code peut être lent ! Pour " +"la plupart des besoins, ce code n'a aucun impact sur les performances de " +"votre jeu, cependant dans des cas d'utilisations plus poussées comme de la " +"génération procédurale, il peut mettre votre jeu à genoux." + +msgid "" +"For these reasons, it is always a best practice to set the initial values of " +"a node before adding it to the scene tree." +msgstr "" +"Pour ces raisons, il recommandé de modifier les valeurs d'un nœud avant de " +"l'ajouter à l’arborescence de scène." + msgid "Loading vs. preloading" msgstr "Chargement vs préchargement" @@ -36,6 +69,22 @@ msgstr "" "possible pour charger en amont les opérations de \"chargement\" et éviter de " "charger les ressources au milieu d'un code sensible aux performances." +msgid "" +"Its counterpart, the :ref:`load ` method, loads " +"a resource only when it reaches the load statement. That is, it will load a " +"resource in-place which can cause slowdowns when it occurs in the middle of " +"sensitive processes. The ``load()`` function is also an alias for :ref:" +"`ResourceLoader.load(path) ` which is " +"accessible to *all* scripting languages." +msgstr "" +"Son homologue, la méthode :ref:`load `, ne " +"charge une ressource que lorsqu'elle atteint l'instruction load. C'est-à-" +"dire qu'elle chargera immédiatement une ressource, ce qui peut provoquer des " +"ralentissements lorsque ceci se produit au milieu de processus sensibles. La " +"fonction ``load()`` est également un alias pour :ref:`ResourceLoader." +"load(path) ` qui est accessible à *tous* " +"les langages de script." + msgid "" "So, when exactly does preloading occur versus loading, and when should one " "use either? Let's see an example:" @@ -86,6 +135,35 @@ msgstr "" "meilleure solution. Cependant, dans des cas exceptionnels, il n'est pas " "souhaitable de le faire :" +msgid "" +"If the 'imported' class is liable to change, then it should be a property " +"instead, initialized either using an ``@export`` or a ``load()`` (and " +"perhaps not even initialized until later)." +msgstr "" +"Si la classe 'importée' est susceptible de changer, alors elle devrait être " +"une propriété, initialisée soit à l'aide d'un ``@export`` ou d'un ``load()`` " +"(et peut-être même pas initialisée tout de suite)." + +msgid "" +"If the script requires a great many dependencies, and one does not wish to " +"consume so much memory, then one may wish to, load and unload various " +"dependencies at runtime as circumstances change. If one preloads resources " +"into constants, then the only way to unload these resources would be to " +"unload the entire script. If they are instead loaded properties, then one " +"can set them to ``null`` and remove all references to the resource entirely " +"(which, as a :ref:`RefCounted `-extending type, will cause " +"the resources to delete themselves from memory)." +msgstr "" +"Si le script requiert beaucoup de dépendances, et que vous ne souhaitez pas " +"utiliser autant de mémoire, alors vous pourriez vouloir charger et décharger " +"ces ressources au cours de l'exécution selon l'évolution des circonstances. " +"Si on précharge les ressources comme des constantes, alors la seule manière " +"de les décharger serait de décharger le script entier. Si elles sont en " +"revanche des propriétés chargées, alors on peut les définir comme ``null`` " +"et retirer entièrement toutes les références à la ressource (ce qui, en tant " +"que type héritant de  :ref:`RefCounted `, causera la " +"suppression des ressources de la mémoire)." + msgid "Large levels: static vs. dynamic" msgstr "Grands niveaux : statique vs dynamique" @@ -98,6 +176,16 @@ msgstr "" "est la plus appropriée ? Créer le niveau d'une seule pièce, ou bien scinder " "ce niveau en fragments qui seront chargés au fur et à mesure des besoins ?" +msgid "" +"Well, the simple answer is, \"when the performance requires it.\" The " +"dilemma associated with the two options is one of the age-old programming " +"choices: does one optimize memory over speed, or vice versa?" +msgstr "" +"La réponse simple est, \"quand les performances le nécessitent\". Le dilemme " +"dont il est question ici est l'un des plus vieux dans le choix du type de " +"programmation : doit-on privilégier l'optimisation de la mémoire sur celle " +"de la vitesse, ou inversement ?" + msgid "" "The naive answer is to use a static level that loads everything at once. " "But, depending on the project, this could consume a large amount of memory. " @@ -173,6 +261,3 @@ msgstr "" "scènes de façon dynamique à l’exécution, on peut se référer à la " "documentation suivante : :ref:`\"Change scenes manually\" " "`." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/node_alternatives.po b/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/node_alternatives.po index 3c340b6a8c..789ce725dc 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/node_alternatives.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/node_alternatives.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -81,8 +81,67 @@ msgstr "" "avertissement. Par exemple, si le créateur de l'Object décide de le " "supprimer, cela déclencherait un état d’erreur lorsqu’on y accède ensuite." +msgid "" +":ref:`RefCounted `: Only a little more complex than " +"Object. They track references to themselves, only deleting loaded memory " +"when no further references to themselves exist. These are useful in the " +"majority of cases where one needs data in a custom class." +msgstr "" +":ref:`Reference ` : Seulement un peu plus complexe que " +"Object. Elles suivent les références d'elle-mêmes, effaçant seulement la " +"mémoire chargée quand aucune autre référence à elles-mêmes n'existe. Elles " +"sont utiles dans la majorité des cas où l'on a besoin de données dans une " +"classe personnalisée." + +msgid "" +"**Example:** See the :ref:`FileAccess ` object. It " +"functions just like a regular Object except that one need not delete it " +"themselves." +msgstr "" +"**Exemple :** Voir l'objet :ref:`File Access `. Il " +"fonctionne comme un Object normal, sauf qu'il n'est pas nécessaire de " +"l'effacer soi-même." + msgid "**Advantages:** same as the Object." msgstr "**Avantages :** les mêmes que l'objet." -msgid "Translation status" -msgstr "État de la traduction" +msgid "" +":ref:`Resource `: Only slightly more complex than " +"RefCounted. They have the innate ability to serialize/deserialize (i.e. save " +"and load) their object properties to/from Godot resource files." +msgstr "" +":ref:`Resource ` : Seulement un peu plus complexe que " +"RefCounted. Elles ont la capacité innée de sérialiser/désérialiser (c'est-à-" +"dire de sauvegarder et de charger) leurs propriétés objet dans les fichiers " +"ressources Godot." + +msgid "" +"**Example:** Scripts, PackedScene (for scene files), and other types like " +"each of the :ref:`AudioEffect ` classes. Each of these " +"can be saved and loaded, therefore they extend from Resource." +msgstr "" +"**Exemple :** Scripts, PackedScene (pour les fichiers de scène), et d'autres " +"types comme chacune des classes :ref:`AudioEffect `. " +"Chacune d'entre elles peut être sauvegardée et chargée, donc elles " +"s'étendent à partir de Resource." + +msgid "" +"**Advantages:** Much has :ref:`already been said ` on :ref:" +"`Resource `'s advantages over traditional data storage " +"methods. In the context of using Resources over Nodes though, their main " +"advantage is in Inspector-compatibility. While nearly as lightweight as " +"Object/RefCounted, they can still display and export properties in the " +"Inspector. This allows them to fulfill a purpose much like sub-Nodes on the " +"usability front, but also improve performance if one plans to have many such " +"Resources/Nodes in their scenes." +msgstr "" +"**Avantages :** Beaucoup de choses ont été :ref:`dites ` sur " +"les avantages des :ref:`Resource ` par rapport aux méthodes " +"traditionnelles de stockage de données. Dans le contexte de l'utilisation " +"des ressources sur les nœuds cependant, leur principal avantage réside dans " +"la compatibilité avec l'inspecteur. Bien qu'ils soient presque aussi légers " +"que Object/RefCounted, ils peuvent toujours afficher et exporter des " +"propriétés dans l'inspecteur. Cela leur permet de remplir un objectif " +"similaire à celui des sous-nœuds sur le plan de l'utilisabilité, mais aussi " +"d'améliorer les performances si l'on prévoit d'avoir beaucoup de ces " +"Resources/Nodes dans ses scènes." diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/project_organization.po b/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/project_organization.po index 2db3871a09..b122b69c5b 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/project_organization.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/project_organization.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -141,6 +141,22 @@ msgstr "" "premier ``.`` est requis). Ceci peut être utile pour accélérer l'importation " "initiale du projet." +msgid "" +"To create a file whose name starts with a dot on Windows, place a dot at " +"both the beginning and end of the filename (\".gdignore.\"). Windows will " +"automatically remove the trailing dot when you confirm the name." +msgstr "" +"Pour créer un fichier ou le nom commence par un point sur Windows, ajouter " +"un point au début & à la fin du nom du fichier (\".gdignore.\"). Windows va " +"automatiquement retirer le point à la fin quand vous confirmerez le nom." + +msgid "" +"Alternatively, you can use a text editor such as Notepad++ or use the " +"following command in a command prompt: ``type nul > .gdignore``" +msgstr "" +"Vous pouvez aussi utiliser un éditeur de texte tel que Notepad++ ou utiliser " +"la commande suivante dans une invité de commande : ``type nul > .gdignore``" + msgid "" "Once the folder is ignored, resources in that folder can't be loaded anymore " "using the ``load()`` and ``preload()`` methods. Ignoring a folder will also " @@ -207,6 +223,3 @@ msgstr "" "Si vous n'avez pas activé le sous-système Windows pour Linux, vous pouvez " "entrer la ligne suivante dans une fenêtre PowerShell *en tant " "qu'administrateur* puis redémarrer lorsque l'on vous le demande :" - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/scene_organization.po b/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/scene_organization.po index 418908be36..88d8d55924 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/scene_organization.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/scene_organization.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -14,15 +14,6 @@ msgstr "" msgid "Scene organization" msgstr "Organisation de la scène" -msgid "" -"This article covers topics related to the effective organization of scene " -"content. Which nodes should one use? Where should one place them? How should " -"they interact?" -msgstr "" -"Cet article traite de sujets liés à l'organisation efficace du contenu des " -"scènes. Quels nœuds utiliser ? Où doit-on les placer ? Comment devraient-ils " -"interagir ?" - msgid "How to build relationships effectively" msgstr "Comment établir des relations efficaces" @@ -51,17 +42,6 @@ msgstr "" "ne trouvent plus leurs cibles et les connexions de signal établies dans " "l'éditeur sont rompues." -msgid "" -"To fix these problems, one must instantiate the sub-scenes without them " -"requiring details about their environment. One needs to be able to trust " -"that the sub-scene will create itself without being picky about how one uses " -"it." -msgstr "" -"Pour résoudre ces problèmes, il faut instancier les sous-scènes sans " -"qu'elles ne nécessitent de détail sur leur environnement. Il faut pouvoir " -"être sûr que la sous-scène se créera d'elle-même, sans être pointilleuse sur " -"la façon dont on l'utilise." - msgid "" "One of the biggest things to consider in OOP is maintaining focused, " "singular-purpose classes with `loose coupling `_" msgid "Choosing a node tree structure" msgstr "Choisir une arborescence de nœuds" -msgid "" -"So, a developer starts work on a game only to stop at the vast possibilities " -"before them. They might know what they want to do, what systems they want to " -"have, but *where* to put them all? Well, how one goes about making their " -"game is always up to them. One can construct node trees in countless ways. " -"But, for those who are unsure, this helpful guide can give them a sample of " -"a decent structure to start with." -msgstr "" -"Ainsi, un développeur commence à travailler sur un jeu pour s'arrêter devant " -"les vastes possibilités qui s'offrent à lui. Il sait peut-être ce qu'il veut " -"faire, quels systèmes il veut avoir, mais *où* les mettre ? Eh bien, la " -"façon dont on s'y prend pour créer son jeu ne dépend que de soi. On peut " -"construire des arbres de nœuds d'innombrables façons. Mais, pour ceux qui ne " -"sont pas sûrs, ce guide utile peut leur donner un échantillon d'une " -"structure décente pour commencer." - -msgid "" -"A game should always have a sort of \"entry point\"; somewhere the developer " -"can definitively track where things begin so that they can follow the logic " -"as it continues elsewhere. This place also serves as a bird's eye view of " -"all of the other data and logic in the program. For traditional " -"applications, this would be the \"main\" function. In this case, it would be " -"a Main node." -msgstr "" -"Un jeu devrait toujours avoir une sorte de \"point d'entrée\" ; un endroit " -"où le développeur peut repérer de façon précise où les événements commencent " -"afin de pouvoir suivre la logique qui se prolonge ailleurs. Cet endroit sert " -"également de vue d'ensemble pour toutes les autres données et logiques du " -"programme. Pour les applications traditionnelles, ce serait la fonction " -"\"main\". Ici, il s'agirait d'un nœud Main." - msgid "Node \"Main\" (main.gd)" msgstr "Node \"Main\" (main.gd)" -msgid "" -"The ``main.gd`` script would then serve as the primary controller of one's " -"game." -msgstr "" -"Le script ``main.gd`` agira alors comme le contrôleur principal du jeu." - -msgid "" -"Then one has their actual in-game \"World\" (a 2D or 3D one). This can be a " -"child of Main. In addition, one will need a primary GUI for their game that " -"manages the various menus and widgets the project needs." -msgstr "" -"Ensuite, on a le \"World\" du jeu (en 2D ou 3D). Il peut s'agir d'un enfant " -"de Main. En outre, certains auront besoin pour leur jeu d'une interface " -"graphique primaire gérant les différents menus et widgets requis par le " -"projet." +msgid "Node2D/Node3D \"World\" (game_world.gd)" +msgstr "Node2D/Node3D \"World\" (game_world.gd)" msgid "Control \"GUI\" (gui.gd)" msgstr "Control \"GUI\" (gui.gd)" -msgid "" -"When changing levels, one can then swap out the children of the \"World\" " -"node. :ref:`Changing scenes manually ` gives " -"users full control over how their game world transitions." -msgstr "" -"Lors d'un changement de niveau, on peut alors échanger les enfants du nœud " -"\"World\". :ref:`Changer manuellement de scène ` " -"donne aux utilisateurs un contrôle total sur la façon dont les transitions " -"entre les mondes du jeu se déroulent." - -msgid "" -"The next step is to consider what gameplay systems one's project requires. " -"If one has a system that..." -msgstr "" -"L'étape suivante consiste à déterminer quels sont les systèmes de gameplay " -"nécessaires à la réalisation de son projet. Si on a un système qui..." - msgid "tracks all of its data internally" msgstr "suit l'ensemble de ses données en interne" @@ -309,48 +160,18 @@ msgid "should exist in isolation" msgstr "doit exister de manière isolée" msgid "" -"... then one should create an :ref:`autoload 'singleton' node " -"`." +"For smaller games, a simpler alternative with less control would be to have " +"a \"Game\" singleton that simply calls the :ref:`SceneTree." +"change_scene_to_file() ` method " +"to swap out the main scene's content. This structure more or less keeps the " +"\"World\" as the main game node." msgstr "" -"Il convient alors de créer un nœud :ref:`autoload 'singleton' " -"`." - -msgid "" -"Any GUI would need to also be a singleton; be a transitory part of the " -"\"World\"; or be manually added as a direct child of the root. Otherwise, " -"the GUI nodes would also delete themselves during scene transitions." -msgstr "" -"Toute interface graphique doit également être un singleton, faire partie du " -"monde \"World\" de manière temporaire ou être ajoutée manuellement en tant " -"qu'enfant direct de la racine. Dans le cas contraire, les nœuds de " -"l'interface graphique se supprimeraient également lors des transitions de " -"scènes." - -msgid "" -"If one has systems that modify other systems' data, one should define those " -"as their own scripts or scenes rather than autoloads. For more information " -"on the reasons, please see the :ref:`Autoloads versus regular nodes " -"` documentation." -msgstr "" -"Si l'on dispose de systèmes qui modifient les données d'autres systèmes, il " -"faut les définir comme leurs propres scripts ou scènes plutôt que comme des " -"autoloads. Pour plus d'informations, veuillez consulter la documentation :" -"ref:`'autoloads contre nœuds normaux' `." - -msgid "" -"Each subsystem within one's game should have its own section within the " -"SceneTree. One should use parent-child relationships only in cases where " -"nodes are effectively elements of their parents. Does removing the parent " -"reasonably mean that one should also remove the children? If not, then it " -"should have its own place in the hierarchy as a sibling or some other " -"relation." -msgstr "" -"Chaque sous-système d'un jeu doit avoir sa propre section dans l'arbre de " -"scène. On ne devrait utiliser les relations parent-enfant que dans les cas " -"où les nœuds sont effectivement des composantes de leurs parents. Le retrait " -"du parent signifie-t-il que le retrait des enfants doit également être " -"opéré ? Si ce n'est pas le cas, il devrait avoir sa propre place dans " -"hiérarchie en tant que frère, sœur ou autre parent." +"Pour les petits jeux, une alternative plus simple avec moins de contrôle " +"serait d'avoir un singleton \"Game\" qui appelle simplement la méthode :ref:" +"`SceneTree.change_scene_to_file() " +"` pour remplacer le contenu de " +"la scène principale. Cette structure maintient plus ou moins \"World\" comme " +"nœud principal du jeu." msgid "" "A reliable third party, likely a parent node, to mediate the assignment." @@ -358,47 +179,9 @@ msgstr "" "Une tierce partie fiable, probablement un nœud parent, pour assurer la " "coordination de la réaffectation." -msgid "" -"A group, to easily pull a reference to the desired node (assuming there will " -"only ever be one of the targets)." -msgstr "" -"Un groupe, pour obtenir facilement une référence au nœud désiré (en " -"supposant qu'il n'y aura jamais qu'une seule des cibles)." - -msgid "" -"When should one do this? Well, this is subjective. The dilemma arises when " -"one must micro-manage when a node must move around the SceneTree to preserve " -"itself. For example..." -msgstr "" -"Quand faut-il le faire ? Eh bien, c'est subjectif. Le dilemme se pose " -"lorsqu'il faut micro-gérer quand un nœud doit se déplacer dans l'arbre des " -"scènes pour se préserver. Par exemple..." - msgid "Add a \"player\" node to a \"room\"." msgstr "Ajouter un nœud \"Joueur\" à une \"Salle\"." -msgid "Need to change rooms, so one must delete the current room." -msgstr "Besoin de changer de salle, il faut donc supprimer la salle courante." - -msgid "" -"Before the room can be deleted, one must preserve and/or move the player." -msgstr "" -"Avant de pouvoir supprimer la salle, il faut sauvegarder et/ou déplacer le " -"joueur." - -msgid "Is memory a concern?" -msgstr "La mémoire est-elle une préoccupation ?" - -msgid "" -"If not, one can just create the two rooms, move the player and delete the " -"old one. No problem." -msgstr "" -"Si ce n'est pas le cas, il suffit de créer les deux salles, de déplacer le " -"joueur et d'effacer l'ancienne. Pas de problème." - -msgid "If so, one will need to..." -msgstr "Si c'est le cas, il faudra..." - msgid "Move the player somewhere else in the tree." msgstr "Déplacer le joueur ailleurs dans l'arbre de scène." @@ -408,33 +191,6 @@ msgstr "Supprimer la salle." msgid "Instantiate and add the new room." msgstr "Instancier et ajouter la nouvelle salle." -msgid "Re-add the player." -msgstr "Replacer le joueur." - -msgid "" -"The issue is that the player here is a \"special case\"; one where the " -"developers must *know* that they need to handle the player this way for the " -"project. As such, the only way to reliably share this information as a team " -"is to *document* it. Keeping implementation details in documentation however " -"is dangerous. It's a maintenance burden, strains code readability, and " -"bloats the intellectual content of a project unnecessarily." -msgstr "" -"Le problème ici est que le joueur est un \"cas spécial\", un cas où les " -"développeurs ont besoin de *savoir* qu'ils doivent manipuler le joueur de " -"cette façon pour le projet. Dans ce contexte, la seule façon de partager ces " -"informations de manière fiable en équipe est de la *documenter*. Cependant, " -"il est dangereux de conserver les détails de l'implémentation dans la " -"documentation. C'est une charge de maintenance, qui pèse sur la lisibilité " -"du code et gonfle inutilement le contenu intellectuel d'un projet." - -msgid "" -"In a more complex game with larger assets, it can be a better idea to simply " -"keep the player somewhere else in the SceneTree entirely. This results in:" -msgstr "" -"Dans un jeu plus complexe avec des assets plus volumineux, il peut être " -"préférable de simplement garder le joueur ailleurs dans l'arbre de scène. " -"Cela implique :" - msgid "More consistency." msgstr "Plus de constance." @@ -451,36 +207,15 @@ msgstr "" "compte." msgid "" -"In contrast, if one ever needs to have a child node that does *not* inherit " -"the transform of their parent, one has the following options:" +"The **imperative** solution: Use the ``top_level`` property for the :ref:" +"`CanvasItem ` or :ref:`Node3D " +"` node. This will make the node ignore its " +"inherited transform." msgstr "" -"En revanche, si l'on a besoin d'avoir un nœud enfant qui *n'hérite pas* des " -"transformations de son parent, on dispose des options suivantes :" - -msgid "" -"The **declarative** solution: place a :ref:`Node ` in between " -"them. As nodes with no transform, Nodes will not pass along such information " -"to their children." -msgstr "" -"La solution **déclarative** : placer un :ref:`Node ` entre eux. " -"En tant que nœuds sans transformation, les nœuds Node ne transmettront pas " -"ces paramètres à leurs enfants." - -msgid "" -"If building a networked game, keep in mind which nodes and gameplay systems " -"are relevant to all players versus those just pertinent to the authoritative " -"server. For example, users do not all need to have a copy of every players' " -"\"PlayerController\" logic. Instead, they need only their own. As such, " -"keeping these in a separate branch from the \"world\" can help simplify the " -"management of game connections and the like." -msgstr "" -"Si vous construisez un jeu en réseau, gardez à l'esprit quels nœuds et " -"systèmes de jeu sont pertinents pour tous les joueurs par rapport à ceux qui " -"ne le sont que pour le serveur faisant autorité. Par exemple, les joueurs " -"n'ont pas besoin d'avoir une copie de la logique \"PlayerController\" de " -"chaque joueur. Ils n'ont besoin que de la leur. Ainsi, le fait de les garder " -"dans une branche distincte du monde \"World\" peut contribuer à simplifier " -"la gestion des connexions de jeu et similaires." +"La solution **impérative** : Utiliser la propriété ``top_level`` pour les " +"nœuds :ref:`CanvasItem ` ou :ref:" +"`Node3D `. Cela permettra au nœud d'ignorer " +"sa transformation héritée." msgid "" "The key to scene organization is to consider the SceneTree in relational " @@ -495,18 +230,3 @@ msgstr "" "peuvent prospérer tous seuls ailleurs. Si c'est le cas, il va de soi qu'ils " "devraient être les enfants de ce parent (et probablement faire partie de la " "scène de ce parent si ce n'est pas déjà le cas)." - -msgid "" -"Does this mean nodes themselves are components? Not at all. Godot's node " -"trees form an aggregation relationship, not one of composition. But while " -"one still has the flexibility to move nodes around, it is still best when " -"such moves are unnecessary by default." -msgstr "" -"Cela signifie-t-il que les nœuds sont eux-mêmes des composants ? Pas tout-à-" -"fait. Les arbres de nœuds de Godot forment une relation d'agrégation, et non " -"une relation de composition. Mais bien qu'on a toujours la possibilité de " -"déplacer les nœuds, il est toujours préférable que ces déplacements soient " -"évités par défaut." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/scenes_versus_scripts.po b/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/scenes_versus_scripts.po index e8582a585c..5fe9c28008 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/scenes_versus_scripts.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/scenes_versus_scripts.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -68,6 +68,18 @@ msgstr "" msgid "Named types" msgstr "Types nommés" +msgid "" +"Scripts can be registered as a new type within the editor itself. This " +"displays it as a new type in the node or resource creation dialog with an " +"optional icon. This way, the user's ability to use the script is much more " +"streamlined. Rather than having to..." +msgstr "" +"Des scripts peuvent être enregistrés comme un nouveau type dans l'éditeur " +"lui-même. Ils s'affichent sous la forme d'un nouveau type dans la boîte de " +"dialogue de création de nœud ou de ressource avec une icône facultative. " +"Dans ces cas, la capacité de l'utilisateur à utiliser le script est beaucoup " +"plus simple. Plutôt que d'avoir à..." + msgid "Know the base type of the script they would like to use." msgstr "Connaître le type de base du script qu'ils aimeraient utiliser." @@ -77,6 +89,16 @@ msgstr "Créez une instance de ce type de base." msgid "Add the script to the node." msgstr "Ajoutez le script au nœud." +msgid "" +"With a registered script, the scripted type instead becomes a creation " +"option like the other nodes and resources in the system. The creation dialog " +"even has a search bar to look up the type by name." +msgstr "" +"Avec un script enregistré, le type de script devient à la place une option " +"de création comme les autres nœuds et ressources du système. La boite de " +"dialogue de création a même une barre de recherche pour rechercher le type " +"par nom." + msgid "There are two systems for registering types:" msgstr "Il y a deux systèmes d’enregistrement des types :" @@ -149,9 +171,6 @@ msgstr "" "manuellement (à la fois le nom de l'exposition et l'exécution de " "l'accessibilité)." -msgid "Godot 3.1+ only." -msgstr "Godot 3.1+ uniquement." - msgid "" "The Editor scans project folders and registers any exposed names for all " "scripting languages. Each scripting language must implement its own support " @@ -274,5 +293,11 @@ msgstr "" "d'une scène. Les scènes sont plus faciles à suivre/modifier et offrent plus " "de sécurité que les scripts." -msgid "Translation status" -msgstr "État de la traduction" +msgid "" +"If one would like to give a name to a scene, then they can still sort of do " +"this by declaring a script class and giving it a scene as a constant. The " +"script becomes, in effect, a namespace:" +msgstr "" +"Si quelqu'un veut donner un nom à une scène, alors il peut toujours le faire " +"en déclarant un script de classe et en lui donnant une scène comme une " +"constante. Le script devient, dans les faits, un espace de noms :" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/version_control_systems.po b/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/version_control_systems.po index ec0c11e383..c998e83a5c 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/version_control_systems.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/version_control_systems.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -11,15 +11,142 @@ msgstr "" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" +msgid "Version control systems" +msgstr "Systèmes de contrôle de version" + msgid "Introduction" msgstr "Introduction" +msgid "" +"Godot aims to be VCS-friendly and generate mostly readable and mergeable " +"files." +msgstr "" +"Godot vise la compatibilité avec les logiciels de gestion de version et à " +"générer des fichiers relativement lisibles et faciles à fusionner." + +msgid "Version control plugins" +msgstr "Extensions de contrôle de version" + +msgid "" +"Godot also supports the use of version control systems in the editor itself. " +"However, version control in the editor requires a plugin for the specific " +"VCS you're using." +msgstr "" +"Godot prend également en charge l'utilisation de systèmes de contrôle de " +"version (SCV) dans l'éditeur lui-même. Cependant, utiliser un SCV dans " +"l'éditeur nécessite un plugin pour le SCV spécifique que vous utilisez." + +msgid "" +"As of July 2023, there is only a Git plugin available, but the community may " +"create additional VCS plugins." +msgstr "" +"En date de juillet 2023 seul un greffon Git est disponible, mais la " +"communauté pourrait créer des greffons pour d'autres logiciels de gestion de " +"version." + msgid "Official Git plugin" msgstr "Plugin Git officiel" +msgid "" +"Using Git from inside the editor is supported with an official plugin. You " +"can find the latest releases on `GitHub `__." +msgstr "" +"L'utilisation de Git depuis l'intérieur de l'éditeur est prise en charge " +"avec un plugin officiel. Vous pouvez trouver les dernières versions `sur " +"GitHun`__." + +msgid "" +"Documentation on how to use the Git plugin can be found on its `wiki " +"`__." +msgstr "" +"La documentation sur comment utiliser le plugin Git peut être trouvée à " +"l'adresse `wiki `__." + msgid "Files to exclude from VCS" msgstr "Fichiers à exclure du VCS" +msgid "" +"This lists files and folders that should be ignored from version control in " +"Godot 4.1 and later." +msgstr "" +"Cela liste les fichiers et dossiers à ignorer par la gestion des versions " +"dans Godot 4.1 et suivants." + +msgid "" +"The list of files of folders that should be ignored from version control in " +"Godot 3.x and Godot 4.0 is **entirely** different. This is important, as " +"Godot 3.x and 4.0 may store sensitive credentials in ``export_presets.cfg`` " +"(unlike Godot 4.1 and later)." +msgstr "" +"La liste des fichiers et dossiers à ignorer de la gestion des version dans " +"Godot 3.x et Godot 4.0 est **totalement** différente. C'est important car " +"Godot 3.x et 4.0 pourraient stocker des identifiants sensibles dans " +"``export_presets.cfg`` (contrairement à Godot 4.1 et suivants)." + +msgid "" +"If you are using Godot 3, check the ``3.5`` version of this documentation " +"page instead." +msgstr "" +"Si vous utilisez Godot 3, regardez la version ``3.5`` de cette page de la " +"documentation à la place." + +msgid "" +"There are some files and folders Godot automatically creates when opening a " +"project in the editor for the first time. To avoid bloating your version " +"control repository with generated data, you should add them to your VCS " +"ignore:" +msgstr "" +"Certains fichiers et dossiers sont créés automatiquement par Godot à la " +"première ouverture d'un projet dans l'éditeur. Pour éviter de polluer votre " +"dépôt avec des données générées, vous devriez les ajouter dans les " +"exclusions de votre gestion de version :" + +msgid "``.godot/``: This folder stores various project cache data." +msgstr "" +"``.godot/`` : Ce dossier stocke de nombreuse données de caches du projet." + +msgid "" +"``*.translation``: These files are binary imported :ref:`translations " +"` generated from CSV files." +msgstr "" +"``*.translation`` : Ces fichiers sont importés en binaire  :ref:`traductions " +"`, générées à partir de fichiers CSV." + +msgid "" +"You can make the Godot project manager generate version control metadata for " +"you automatically when creating a project. When choosing the **Git** option, " +"this creates ``.gitignore`` and ``.gitattributes`` files in the project root:" +msgstr "" +"Le gestionnaire de projets de Godot peut générer pour vous, automatiquement, " +"les métadonnées de votre gestion de versions lors de la création d'un " +"projet. Lorsque vous choisissez l'option **Git**, cela crée les fichiers ``." +"gitignore`` et ``.gitattributes`` dans la racine du projet :" + +msgid "" +"Creating version control metadata in the project manager's New Project dialog" +msgstr "" +"Création des métadonnées de gestion de version dans la fenêtre Nouveau " +"Projet du gestionnaire de projets" + +msgid "" +"Creating version control metadata in the project manager's **New Project** " +"dialog" +msgstr "" +"Création des métadonnées de gestion de version dans la fenêtre **Nouveau " +"Projet** du gestionnaire de projets" + +msgid "" +"In existing projects, select the **Project** menu at the top of the editor, " +"then choose **Version Control > Generate Version Control Metadata**. This " +"creates the same files as if the operation was performed in the project " +"manager." +msgstr "" +"Dans les projets existants, sélectionnez le menu **Project** en haut de " +"l'éditeur, puis choisissez **Contrôle de version > Générer les métadonnées " +"de contrôle de version**. Cela crée les mêmes fichiers que si l'opération " +"avait été effectuée dans le gestionnaire de projet." + msgid "Working with Git on Windows" msgstr "Travailler avec Git sous Windows" @@ -34,5 +161,15 @@ msgstr "" "fichiers soient inutilement marqués comme modifiés par Git, car leurs fins " "de ligne sont converties automatiquement de LF à CRLF." -msgid "Translation status" -msgstr "État de la traduction" +msgid "It is better to set this option as:" +msgstr "Il est préférable de définir cette option comme :" + +msgid "" +"Creating version control metadata using the project manager or editor will " +"automatically enforce LF line endings using the ``.gitattributes`` file. In " +"this case, you don't need to change your Git configuration." +msgstr "" +"La création de métadonnées de contrôle de la version à l'aide du " +"gestionnaire de projet ou de l'éditeur fera automatiquement appliquer les " +"terminaisons de ligne LF en utilisant le fichier ``.gitattributes``. Dans ce " +"cas, vous n'avez pas besoin de changer votre configuration Git." diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/what_are_godot_classes.po b/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/what_are_godot_classes.po index 6bca1761e0..5e38ff99b8 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/what_are_godot_classes.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/best_practices/what_are_godot_classes.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -176,6 +176,3 @@ msgid "" msgstr "" "La plupart des techniques expliquées dans cette série de bonnes pratiques " "s'appuient sur ce point." - -msgid "Translation status" -msgstr "État de la traduction" diff --git a/sphinx/po/fr/LC_MESSAGES/tutorials/editor/command_line_tutorial.po b/sphinx/po/fr/LC_MESSAGES/tutorials/editor/command_line_tutorial.po index 828912ea18..e3d1558b92 100644 --- a/sphinx/po/fr/LC_MESSAGES/tutorials/editor/command_line_tutorial.po +++ b/sphinx/po/fr/LC_MESSAGES/tutorials/editor/command_line_tutorial.po @@ -1,7 +1,7 @@ #, fuzzy msgid "" msgstr "" -"Project-Id-Version: Godot Engine latest\n" +"Project-Id-Version: Godot Engine 4.3\n" "Report-Msgid-Bugs-To: \n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" @@ -54,15 +54,42 @@ msgstr "" msgid "Command line reference" msgstr "Référence de ligne de commande" +msgid "**Legend**" +msgstr "**Légende**" + +msgid "" +"|release| Available in editor builds, debug export templates and release " +"export templates." +msgstr "" +"|release| Disponible dans les compilations de l'éditeur, des modèles " +"d'export de débogage et des modèles d'export de publication." + msgid "release" msgstr "Version" +msgid "|debug| Available in editor builds and debug export templates only." +msgstr "" +"|debug| Disponible uniquement dans les modèles d'export de l'éditeur et de " +"debug." + msgid "debug" msgstr "Débogage" +msgid "|editor| Only available in editor builds." +msgstr "|editor| Seulement disponible dans les compilations de l'éditeur." + msgid "editor" msgstr "Éditeur" +msgid "" +"Note that unknown command line arguments have no effect whatsoever. The " +"engine will **not** warn you when using a command line argument that doesn't " +"exist with a given build type." +msgstr "" +"Notez que les arguments de ligne de commande inconnus n'ont aucun effet. Le " +"moteur ne vous avertira **pas** si vous utilisez un argument de ligne de " +"commande qui n'existe pas avec un type de compilation donné." + msgid "**General options**" msgstr "**Options générales**" @@ -72,177 +99,650 @@ msgstr "Commande" msgid "Description" msgstr "Description" +msgid "``-h``, ``--help``" +msgstr "``-h``, ``--help``" + +msgid "|release| Display the list of command line options." +msgstr "|release| Affiche la liste des options de ligne de commande." + msgid "``--version``" msgstr "``--version``" +msgid "|release| Display the version string." +msgstr "|release| Afficher la chaîne de caractère de version." + msgid "``-v``, ``--verbose``" msgstr "``-v``, ``--verbose``" +msgid "|release| Use verbose stdout mode." +msgstr "|release| Utiliser le mode verbeux pour la sortie standard (stdout)." + +msgid "``-q``, ``--quiet``" +msgstr "``-q``, ``--quiet``" + +msgid "" +"|release| Quiet mode, silences stdout messages. Errors are still displayed." +msgstr "" +"|release| Mode silencieux qui désactive les messages de stdout. Les erreurs " +"sont quand même affichées." + msgid "**Run options**" msgstr "**Options d'exécution**" +msgid "``--``, ``++``" +msgstr "``--``, ``++``" + +msgid "" +"|release| Separator for user-provided arguments. Following arguments are not " +"used by the engine, but can be read from ``OS.get_cmdline_user_args()``." +msgstr "" +"|release| Séparateur pour les arguments donnés par l'utilisateur. Les " +"arguments suivants ne sont pas utilisés par le moteur, mais peuvent être lus " +"avec ``OS.get_cmdline_user_args()``." + msgid "``-e``, ``--editor``" msgstr "``-e``, ``--editor``" +msgid "|editor| Start the editor instead of running the scene." +msgstr "|editor| Démarrer l'éditeur au lieu de lancer la scène." + msgid "``-p``, ``--project-manager``" msgstr "``-p``, ``--project-manager``" +msgid "|editor| Start the Project Manager, even if a project is auto-detected." +msgstr "" +"|editor| Démarrer le gestionnaire de projet, même si un projet est " +"autodétecté." + +msgid "``--debug-server ``" +msgstr "``--debug-server ``" + +msgid "" +"|editor| Start the editor debug server (``://[:]``, " +"e.g. ``tcp://127.0.0.1:6007``)" +msgstr "" +"|editor| Démarrer le serveur de débogage de l'éditeur ( ``://[:]``, par ex. ``tcp://127.0.0.1:6007``)" + msgid "``--quit``" msgstr "``--quit``" +msgid "|release| Quit after the first iteration." +msgstr "|release| Quitter après la première itération." + msgid "``--quit-after``" msgstr "``--quit-after``" +msgid "" +"|release| Quit after the given number of iterations. Set to 0 to disable." +msgstr "" +"|release| Arrête après le nombre donné d'itérations. Définir à 0 pour " +"désactiver." + +msgid "``-l``, ``--language ``" +msgstr "``-l``, ``--language ``" + +msgid "" +"|release| Use a specific locale. ```` follows the format " +"``language_Script_COUNTRY_VARIANT`` where language is a 2 or 3-letter " +"language code in lowercase and the rest is optional. See :ref:`doc_locales` " +"for more details." +msgstr "" +"|release| Utiliser un langage spécifique. ```` suit le format " +"``language_Script_COUNTRY_VARIANT`` où la langue est un code de langue 2 ou " +"3 lettres en minuscule et le reste est optionnel. Voir :ref:`doc_locales` " +"pour plus de détails." + msgid "``--path ``" msgstr "``--path ``" +msgid "" +"|release| Path to a project (```` must contain a 'project.godot' " +"file)." +msgstr "" +"|release| Chemin vers un projet (```` doit contenir un fichier " +"'project.godot')." + msgid "``-u``, ``--upwards``" msgstr "``-u``, ``--upwards``" +msgid "|release| Scan folders upwards for 'project.godot' file." +msgstr "" +"|release| Analyser les dossiers vers le haut pour trouver le fichier " +"'project.godot'." + msgid "``--main-pack ``" msgstr "``--main-pack ``" +msgid "|release| Path to a pack (.pck) file to load." +msgstr "|release| Chemin vers le fichier pack (.pck) à charger." + msgid "``--render-thread ``" msgstr "``--render-thread ``" +msgid "" +"|release| Render thread mode ('unsafe', 'safe', 'separate'). See :ref:" +"`Thread Model ` for more details." +msgstr "" +"|release| Mode de rendu de thread ('unsafe', 'safe', 'separate'). Voir :ref:" +"`Thread Model ` pour plus d'informations." + msgid "``--remote-fs
``" msgstr "``--remote-fs
``" +msgid "|release| Remote filesystem (``[:]`` address)." +msgstr "" +"|release| Système de fichiers distant (Adresse ``[:]``)." + +msgid "``--remote-fs-password ``" +msgstr "``--remote-fs-password ``" + msgid "|release| Password for remote filesystem." msgstr "|version| Mot de passe pour le système de fichiers distant." msgid "``--audio-driver ``" msgstr "``--audio-driver ``" +msgid "" +"|release| Audio driver. Use ``--help`` first to display the list of " +"available drivers." +msgstr "" +"|release| Pilote audio. Utilisez d'abord la commande ``--help`` pour " +"afficher la liste des pilotes disponibles." + +msgid "``--display-driver ``" +msgstr "``--display-driver ``" + +msgid "" +"|release| Display driver (and rendering driver). Use ``--help`` first to " +"display the list of available drivers." +msgstr "" +"|release| Pilote vidéo (et pilote de rendu). Utilisez d'abord la commande " +"``--help`` pour afficher la liste des pilotes disponibles." + +msgid "``--rendering-method ``" +msgstr "``--rendering-method ``" + +msgid "|release| Renderer name. Requires driver support." +msgstr "|release| Nom du moteur de rendu. Nécessite le support du driver." + +msgid "``--rendering-driver ``" +msgstr "``--rendering-driver ``" + +msgid "" +"|release| Rendering driver (depends on display driver). Use ``--help`` first " +"to display the list of available drivers." +msgstr "" +"|release| Pilote de rendu (dépend du pilote vidéo). Utilisez d'abord la " +"commande ``--help`` pour afficher la liste des pilotes disponibles." + msgid "``--gpu-index ``" msgstr "``--gpu-index ``" +msgid "" +"|release| Use a specific GPU (run with ``--verbose`` to get available device " +"list)." +msgstr "" +"|release| Utiliser un GPU spécifique (lancer avec ``--verbose`` pour obtenir " +"la liste de périphériques disponibles)." + +msgid "``--text-driver ``" +msgstr "``--text-driver ``" + +msgid "|release| Text driver (Fonts, BiDi, shaping)." +msgstr "|release| Pilote de texte (Polices, BiDi, mise en forme)." + +msgid "``--tablet-driver ``" +msgstr "``--tablet-driver ``" + msgid "|release| Pen tablet input driver." msgstr "|version| Pilote pour les entrées de tablette graphique." msgid "``--headless``" msgstr "``--headless``" +msgid "" +"|release| Enable headless mode (``--display-driver headless --audio-driver " +"Dummy``). Useful for servers and with ``--script``." +msgstr "" +"|release| Activer mode sans tête (``--display-driver headless --audio-driver " +"Dummy``). Utile pour des serveurs et avec ``-script``." + +msgid "``--write-movie ``" +msgstr "``--write-movie ``" + +msgid "" +"|release| Run the engine in a way that a movie is written (usually with .avi " +"or .png extension). ``--fixed-fps`` is forced when enabled, but can be used " +"to change movie FPS. ``--disable-vsync`` can speed up movie writing but " +"makes interaction more difficult. ``--quit-after`` can be used to specify " +"the number of frames to write." +msgstr "" +"|release| Exécute le moteur d'une manière qu'un film est enregistré " +"(généralement avec .avi ou .png extension). ``--fixed-fps`` est forcé quand " +"activé, mais peut être utilisé pour changer les FPS du film. ``--disable-" +"vsync`` peut accélérer l'enregistrement du film mais rend l'interaction plus " +"difficile. ``-quit-after`` peut être utilisé pour spécifier le nombre de " +"trames à enregistrer." + msgid "**Display options**" msgstr "**Options d'affichage**" msgid "``-f``, ``--fullscreen``" msgstr "``-f``, ``--fullscreen``" +msgid "|release| Request fullscreen mode." +msgstr "|release| Demander le mode plein écran." + msgid "``-m``, ``--maximized``" msgstr "``-m``, ``--maximized``" +msgid "|release| Request a maximized window." +msgstr "|release| Demander une fenêtre maximisée." + msgid "``-w``, ``--windowed``" msgstr "``-w``, ``--windowed``" +msgid "|release| Request windowed mode." +msgstr "|release| Demander le mode fenêtré." + msgid "``-t``, ``--always-on-top``" msgstr "``-t``, ``--always-on-top``" +msgid "|release| Request an always-on-top window." +msgstr "|release| Demander une fenêtre toujours au premier plan." + msgid "``--resolution x``" msgstr "``--resolution x``" +msgid "|release| Request window resolution." +msgstr "|release| Demander la résolution de la fenêtre." + msgid "``--position ,``" msgstr "``--position ,``" +msgid "|release| Request window position." +msgstr "|release| Demander la position de la fenêtre." + +msgid "``--screen ``" +msgstr "``--screen ``" + +msgid "|release| Request window screen." +msgstr "|release| Demander l'écran de la fenêtre." + msgid "``--single-window``" msgstr "``--single-window``" +msgid "|release| Use a single window (no separate subwindows)." +msgstr "|release| Utilisez une seule fenêtre (pas de sous-fenêtres séparées)." + +msgid "``--xr-mode ``" +msgstr "``--xr-mode ``" + +msgid "|release| Select XR mode ('default', 'off', 'on')." +msgstr "|release| Sélectionner le mode XR ('default', 'off', 'on')." + msgid "**Debug options**" msgstr "**Options de débogage**" msgid "``-d``, ``--debug``" msgstr "``-d``, ``--debug``" +msgid "|release| Debug (local stdout debugger)." +msgstr "|release| Débogage (débogueur stdout local)." + msgid "``-b``, ``--breakpoints``" msgstr "``-b``, ``--breakpoints``" +msgid "" +"|release| Breakpoint list as source::line comma-separated pairs, no spaces " +"(use ``%20`` instead)." +msgstr "" +"|release| Liste de points d'arrêt comme paires source::ligne séparées par " +"des virgules, sans espace (utilisez ``%20`` à la place)." + msgid "``--profiling``" msgstr "``--profiling``" +msgid "|release| Enable profiling in the script debugger." +msgstr "|release| Activer le profilage dans le débogueur de script." + msgid "``--gpu-profile``" msgstr "``--gpu-profile``" +msgid "" +"|release| Show a GPU profile of the tasks that took the most time during " +"frame rendering." +msgstr "" +"|release| Afficher un profil GPU des tâches qui ont pris le plus de temps " +"pendant le rendu des trames." + msgid "``--gpu-validation``" msgstr "``--gpu-validation``" +msgid "" +"|release| Enable graphics API :ref:`validation layers " +"` for debugging." +msgstr "" +"|release| Active l'api graphique :ref:`validation layers " +"` pour du debuggage." + msgid "``--gpu-abort``" msgstr "``--gpu-abort``" +msgid "" +"|debug| Abort on GPU errors (usually validation layer errors), may help see " +"the problem if your system freezes." +msgstr "" +"|debug| Avorter sur les erreurs GPU (généralement les erreurs de couche de " +"validation), peut aider à voir le problème si votre système freeze." + +msgid "``--remote-debug ``" +msgstr "``--remote-debug ``" + +msgid "" +"|release| Remote debug (``://[:]``, e.g. " +"``tcp://127.0.0.1:6007``)." +msgstr "" +"|release| Débogage à distance (``://[:]``, par ex. " +"``tcp://127.0.0.1:6007``)." + msgid "``--single-threaded-scene``" msgstr "``--single-threaded-scene``" +msgid "" +"|release| Scene tree runs in single-threaded mode. Sub-thread groups are " +"disabled and run on the main thread." +msgstr "" +"|release| L'arbre de la scène fonctionne en mode thread unique. Les groupes " +"de sous-thread sont désactivés et s'exécutent sur le fil principal." + msgid "``--debug-collisions``" msgstr "``--debug-collisions``" +msgid "|debug| Show collision shapes when running the scene." +msgstr "" +"|debug| Afficher les formes de collision lors de l'exécution de la scène." + msgid "``--debug-paths``" msgstr "``--debug-paths``" +msgid "|debug| Show path lines when running the scene." +msgstr "|debug| Afficher les lignes de chemin lors de l'exécution de la scène." + msgid "``--debug-navigation``" msgstr "``--debug-navigation``" +msgid "|debug| Show navigation polygons when running the scene." +msgstr "" +"|debug| Afficher les polygones de navigation lors de l'exécution de la scène." + msgid "``--debug-avoidance``" msgstr "``--debug-avoidance``" +msgid "|debug| Show navigation avoidance debug visuals when running the scene." +msgstr "" +"|debug| Afficher les visuels de débogage de navigation d'évitement lors de " +"l'exécution de la scène." + msgid "``--debug-stringnames``" msgstr "``--debug-stringnames``" +msgid "" +"|debug| Print all StringName allocations to stdout when the engine quits." +msgstr "" +"|debug| Affiche tous les allocations de StringName vers stdout quand le " +"moteur quitte." + msgid "``--frame-delay ``" msgstr "``--frame-delay ``" +msgid "" +"|release| Simulate high CPU load (delay each frame by milliseconds)." +msgstr "" +"|release| Simuler une charge CPU élevée (retarder chaque trame de " +"millisecondes)." + msgid "``--time-scale ``" msgstr "``--time-scale ``" +msgid "" +"|release| Force time scale (higher values are faster, 1.0 is normal speed)." +msgstr "" +"|release| Forcer l'échelle de temps (plus rapide avec des valeurs plus " +"élevées, 1.0 pour une vitesse normale)." + msgid "``--disable-vsync``" msgstr "``--disable-vsync``" msgid "``--disable-render-loop``" msgstr "``--disable-render-loop``" +msgid "" +"|release| Disable render loop so rendering only occurs when called " +"explicitly from script." +msgstr "" +"|release| Désactive la boucle de rendu pour que le rendu ne se produise que " +"lorsqu'il est appelé explicitement depuis le script." + msgid "``--disable-crash-handler``" msgstr "``--disable-crash-handler``" +msgid "|release| Disable crash handler when supported by the platform code." +msgstr "" +"|release| Désactiver le gestionnaire de crash lorsqu'il est pris en charge " +"par le code de la plate-forme." + msgid "``--fixed-fps ``" msgstr "``--fixed-fps ``" +msgid "" +"|release| Force a fixed number of frames per second. This setting disables " +"real-time synchronization." +msgstr "" +"|release| Force un nombre fixe d'images par seconde. Ce paramètre désactive " +"la synchronisation temps-réel." + msgid "``--delta-smoothing ``" msgstr "``--delta-smoothing ``" +msgid "" +"|release| Enable or disable frame delta smoothing ('enable', 'disable')." +msgstr "" +"|releaseI Activer ou désactiver le lissage de l'image (frame delta " +"smoothing) ('enable', 'disable')." + msgid "``--print-fps``" msgstr "``--print-fps``" +msgid "|release| Print the frames per second to the stdout." +msgstr "|release| Affiche les images par second à la sortie standard stdout." + msgid "**Standalone tools**" msgstr "**Outils autonomes**" +msgid "``-s``, ``--script