Sync Sphinx and Weblate templates with current docs (4.4)

Last sync with 4.4 changes before switching to 4.5.
This commit is contained in:
Rémi Verschelde
2025-08-01 17:01:43 +02:00
parent 5052b4d486
commit 61cb946a1d
496 changed files with 16928 additions and 12683 deletions

2
docs

Submodule docs updated: 31fa74b0b0...df0e11cb27

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -68,7 +68,7 @@ msgid "**About** contains this introduction as well as information about the eng
msgstr ""
#: ../../docs/about/introduction.rst:74
msgid "**Getting Started** contains all necessary information on using the engine to make games. It starts with the :ref:`Step by step <toc-learn-step_by_step>` tutorial which should be the entry point for all new users. **This is the best place to start if you're new!**"
msgid "**Getting Started** contains all necessary information on using the engine to make games. It starts with the :ref:`doc_getting_started_intro` section which should be the entry point for all new users. **This is the best place to start if you're new!**"
msgstr ""
#: ../../docs/about/introduction.rst:78

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -959,11 +959,11 @@ msgid "Many 2D, 3D and 4D linear algebra data types such as vectors and transfor
msgstr ""
#: ../../docs/about/list_of_features.rst:454
msgid ":ref:`GDScript: <toc-learn-scripting-gdscript>`"
msgid ":ref:`GDScript: <doc_gdscript>`"
msgstr ""
#: ../../docs/about/list_of_features.rst:456
msgid ":ref:`High-level interpreted language <doc_gdscript>` with :ref:`optional static typing <doc_gdscript_static_typing>`."
msgid ":ref:`High-level interpreted language <doc_gdscript_reference>` with :ref:`optional static typing <doc_gdscript_static_typing>`."
msgstr ""
#: ../../docs/about/list_of_features.rst:458
@@ -979,7 +979,7 @@ msgid ":ref:`Use threads <doc_using_multiple_threads>` to perform asynchronous a
msgstr ""
#: ../../docs/about/list_of_features.rst:463
msgid ":ref:`C#: <toc-learn-scripting-C#>`"
msgid ":ref:`C#: <doc_c_sharp>`"
msgstr ""
#: ../../docs/about/list_of_features.rst:465

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -96,11 +96,11 @@ msgid "**Support level**"
msgstr ""
#: ../../docs/about/release_policy.rst:87
msgid "Godot 4.4 (`master`)"
msgid "Godot 4.5 (`master`)"
msgstr ""
#: ../../docs/about/release_policy.rst:87
msgid "Q1 2025 (estimate)"
msgid "Q3 2025 (estimate)"
msgstr ""
#: ../../docs/about/release_policy.rst:87
@@ -112,18 +112,16 @@ msgid "unstable"
msgstr ""
#: ../../docs/about/release_policy.rst:90
msgid "Godot 4.3"
msgid "Godot 4.4"
msgstr ""
#: ../../docs/about/release_policy.rst:90
msgid "August 2024"
msgid "March 2025"
msgstr ""
#: ../../docs/about/release_policy.rst:90
#: ../../docs/about/release_policy.rst:93
#: ../../docs/about/release_policy.rst:96
#: ../../docs/about/release_policy.rst:104
#: ../../docs/about/release_policy.rst:107
#: ../../docs/about/release_policy.rst:105
msgid "|supported| Receives fixes for bugs and security issues, as well as patches that enable platform support."
msgstr ""
@@ -132,62 +130,83 @@ msgid "supported"
msgstr ""
#: ../../docs/about/release_policy.rst:93
msgid "Godot 4.2"
msgid "Godot 4.3"
msgstr ""
#: ../../docs/about/release_policy.rst:93
msgid "August 2024"
msgstr ""
#: ../../docs/about/release_policy.rst:96
msgid "Godot 4.2"
msgstr ""
#: ../../docs/about/release_policy.rst:96
msgid "November 2023"
msgstr ""
#: ../../docs/about/release_policy.rst:96
#: ../../docs/about/release_policy.rst:108
msgid "|partial| Receives fixes for security and platform support issues only."
msgstr ""
#: ../../docs/about/release_policy.rst:130
msgid "partial"
msgstr ""
#: ../../docs/about/release_policy.rst:98
msgid "Godot 4.1"
msgstr ""
#: ../../docs/about/release_policy.rst:96
#: ../../docs/about/release_policy.rst:98
msgid "July 2023"
msgstr ""
#: ../../docs/about/release_policy.rst:99
msgid "Godot 4.0"
msgstr ""
#: ../../docs/about/release_policy.rst:99
msgid "March 2023"
msgstr ""
#: ../../docs/about/release_policy.rst:99
msgid "|eol| No longer supported (last update: 4.0.4)."
#: ../../docs/about/release_policy.rst:98
msgid "|eol| No longer supported (last update: 4.1.4)."
msgstr ""
#: ../../docs/about/release_policy.rst:131
msgid "eol"
msgstr ""
#: ../../docs/about/release_policy.rst:101
#: ../../docs/about/release_policy.rst:100
msgid "Godot 4.0"
msgstr ""
#: ../../docs/about/release_policy.rst:100
msgid "March 2023"
msgstr ""
#: ../../docs/about/release_policy.rst:100
msgid "|eol| No longer supported (last update: 4.0.4)."
msgstr ""
#: ../../docs/about/release_policy.rst:102
msgid "Godot 3.7 (`3.x`)"
msgstr ""
#: ../../docs/about/release_policy.rst:101
#: ../../docs/about/release_policy.rst:102
msgid "No ETA for now"
msgstr ""
#: ../../docs/about/release_policy.rst:101
#: ../../docs/about/release_policy.rst:102
msgid "|supported| *Beta.* Receives new features, usability and performance improvements, as well as bug fixes, while under development."
msgstr ""
#: ../../docs/about/release_policy.rst:104
#: ../../docs/about/release_policy.rst:105
msgid "Godot 3.6"
msgstr ""
#: ../../docs/about/release_policy.rst:104
#: ../../docs/about/release_policy.rst:105
msgid "September 2024"
msgstr ""
#: ../../docs/about/release_policy.rst:107
#: ../../docs/about/release_policy.rst:108
msgid "Godot 3.5"
msgstr ""
#: ../../docs/about/release_policy.rst:107
#: ../../docs/about/release_policy.rst:108
msgid "August 2022"
msgstr ""
@@ -300,10 +319,6 @@ msgstr ""
msgid "**Legend:** |supported| Full support |partial| Partial support |eol| No support (end of life) |unstable| Development version"
msgstr ""
#: ../../docs/about/release_policy.rst:130
msgid "partial"
msgstr ""
#: ../../docs/about/release_policy.rst:140
msgid "Pre-release Godot versions aren't intended to be used in production and are provided for testing purposes only."
msgstr ""
@@ -357,7 +372,7 @@ msgid "While Godot contributors aren't working under any deadlines, we strive to
msgstr ""
#: ../../docs/about/release_policy.rst:212
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"
msgid "In particular, after the very long 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 ""
#: ../../docs/about/release_policy.rst:216

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -35,7 +35,7 @@ msgstr ""
msgid "|image0|"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:187
#: ../../docs/community/asset_library/using_assetlib.rst:186
msgid "image0"
msgstr ""
@@ -48,289 +48,289 @@ msgid "Searching"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:24
msgid "In the center is the **search bar + settings** section, and the **assets** section below it - this lets you filter out certain kinds of assets based on a host of criteria. These include the asset **category** (such as 2D tools, scripts and demos), **engine version** they are intended for, **sorting order** (by update date, by name, etc.) and **support level**."
msgid "In the left sidebar is the **search bar + settings** section, and the **assets** section takes up the main content area on the right. Below the search bar, you can filter assets by **category** (such as 2D tools, scripts and demos), **support level**, **engine version**, and **license**. You can also change the **sorting order** to sort by license, name, or update date."
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:30
#: ../../docs/community/asset_library/using_assetlib.rst:31
msgid "While most other filter settings should be fairly self-explanatory, it's worth going over what \"support level\" means in the Asset Library. Currently there are three support levels, and each asset can belong to only one."
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:34
msgid "**Official** assets are created and maintained by the official Godot Engine developers. Currently, these include the official engine demos, which showcase how various areas of the engine work."
#: ../../docs/community/asset_library/using_assetlib.rst:35
msgid "**Featured** assets are hand-picked resources recognized for their value to the community."
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:38
#: ../../docs/community/asset_library/using_assetlib.rst:37
msgid "**Community** assets are submitted and maintained by the members of the Godot community."
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:41
#: ../../docs/community/asset_library/using_assetlib.rst:40
msgid "**Testing** assets are works-in-progress, and may contain bugs and usability issues. They are not recommended for use in serious projects, but you are encouraged to download, test them, and submit issues to the original authors."
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:45
#: ../../docs/community/asset_library/using_assetlib.rst:44
msgid "You can mix and match any of the search filters and criteria, and upon clicking the Search button, receive the list of all assets in the Library that match them."
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:48
#: ../../docs/community/asset_library/using_assetlib.rst:47
msgid "|image1|"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:188
#: ../../docs/community/asset_library/using_assetlib.rst:187
msgid "image1"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:50
#: ../../docs/community/asset_library/using_assetlib.rst:49
msgid "Note that the search results are not updated in real-time, so you will have to re-submit the search query each time you change the query settings."
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:54
#: ../../docs/community/asset_library/using_assetlib.rst:53
msgid "Breakdown of an asset"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:56
#: ../../docs/community/asset_library/using_assetlib.rst:55
msgid "Now let's take a look at what an asset's page looks like and what it contains."
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:58
#: ../../docs/community/asset_library/using_assetlib.rst:57
msgid "|image2|"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:189
#: ../../docs/community/asset_library/using_assetlib.rst:188
msgid "image2"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:60
#: ../../docs/community/asset_library/using_assetlib.rst:59
msgid "Asset's thumbnail/icon."
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:61
#: ../../docs/community/asset_library/using_assetlib.rst:60
msgid "Asset's name."
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:62
#: ../../docs/community/asset_library/using_assetlib.rst:61
msgid "Current version number of the asset."
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:63
#: ../../docs/community/asset_library/using_assetlib.rst:62
msgid "Asset's category, Godot version, and support status."
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:64
#: ../../docs/community/asset_library/using_assetlib.rst:63
msgid "Asset's original author/submitter."
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:65
#: ../../docs/community/asset_library/using_assetlib.rst:64
msgid "The license the asset is distributed under."
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:66
#: ../../docs/community/asset_library/using_assetlib.rst:65
msgid "The date of the asset's latest edit/update."
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:67
#: ../../docs/community/asset_library/using_assetlib.rst:66
msgid "A textual description of the asset."
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:68
#: ../../docs/community/asset_library/using_assetlib.rst:67
msgid "Links related to the asset (download link, file list, issue tracker)."
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:69
#: ../../docs/community/asset_library/using_assetlib.rst:68
msgid "Images and videos showcasing the asset."
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:72
#: ../../docs/community/asset_library/using_assetlib.rst:71
msgid "Registering and logging in"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:74
#: ../../docs/community/asset_library/using_assetlib.rst:73
msgid "In order to upload assets to the AssetLib, you need to be logged in, and to do that, you need a registered user account. In the future, this may also give you access to other features, such as commenting on or rating the existing assets. You do *not* need to be logged in to browse and download the assets."
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:79
#: ../../docs/community/asset_library/using_assetlib.rst:78
msgid "The login/registration page can be accessed from the AssetLib header."
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:81
#: ../../docs/community/asset_library/using_assetlib.rst:80
msgid "|image3|"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:190
#: ../../docs/community/asset_library/using_assetlib.rst:189
msgid "image3"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:83
#: ../../docs/community/asset_library/using_assetlib.rst:82
msgid "From here, you can register your account, which requires a valid email address, a username, and a (preferably strong) password."
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:86
#: ../../docs/community/asset_library/using_assetlib.rst:85
msgid "|image4|"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:191
#: ../../docs/community/asset_library/using_assetlib.rst:190
msgid "image4"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:88
#: ../../docs/community/asset_library/using_assetlib.rst:87
msgid "Then, you can use your username and password to log in."
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:90
#: ../../docs/community/asset_library/using_assetlib.rst:89
msgid "|image5|"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:192
#: ../../docs/community/asset_library/using_assetlib.rst:191
msgid "image5"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:92
#: ../../docs/community/asset_library/using_assetlib.rst:91
msgid "This will change the look of the AssetLib header. Now you get access to a handful of new functions:"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:95
#: ../../docs/community/asset_library/using_assetlib.rst:94
msgid "The feed, which shows a list of status updates on your submitted assets (and possibly more in the future)."
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:96
#: ../../docs/community/asset_library/using_assetlib.rst:95
msgid "A list of your uploaded assets."
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:97
#: ../../docs/community/asset_library/using_assetlib.rst:96
msgid "The ability to submit new assets."
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:99
#: ../../docs/community/asset_library/using_assetlib.rst:98
msgid "|image6|"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:193
#: ../../docs/community/asset_library/using_assetlib.rst:192
msgid "image6"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:101
#: ../../docs/community/asset_library/using_assetlib.rst:100
msgid "You can learn how to submit assets to the Library, and what the asset submission guidelines are, in the next part of this tutorial, :ref:`doc_submitting_to_assetlib`."
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:107
#: ../../docs/community/asset_library/using_assetlib.rst:106
msgid "In the editor"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:111
#: ../../docs/community/asset_library/using_assetlib.rst:110
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 ""
#: ../../docs/community/asset_library/using_assetlib.rst:115
#: ../../docs/community/asset_library/using_assetlib.rst:114
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 ""
#: ../../docs/community/asset_library/using_assetlib.rst:119
#: ../../docs/community/asset_library/using_assetlib.rst:118
msgid "The editor's **AssetLib** tab will only display assets that are *not* standalone projects by themselves. In other words, it will display assets from all categories except *Templates*, *Demos* and *Projects*."
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:123
#: ../../docs/community/asset_library/using_assetlib.rst:122
msgid "You can also access the AssetLib directly from Godot:"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:125
#: ../../docs/community/asset_library/using_assetlib.rst:124
msgid "|image7|"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:194
#: ../../docs/community/asset_library/using_assetlib.rst:193
msgid "image7"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:127
#: ../../docs/community/asset_library/using_assetlib.rst:126
msgid "|image14|"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:201
#: ../../docs/community/asset_library/using_assetlib.rst:200
msgid "image14"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:129
#: ../../docs/community/asset_library/using_assetlib.rst:128
msgid "Click on it, and Godot will fetch info about the assets from the AssetLib. Once it's finished, you will see a window similar to what the AssetLib website looks like, with some differences:"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:133
#: ../../docs/community/asset_library/using_assetlib.rst:132
msgid "|image8|"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:195
#: ../../docs/community/asset_library/using_assetlib.rst:194
msgid "image8"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:135
#: ../../docs/community/asset_library/using_assetlib.rst:134
msgid "Similarly to the web version of the AssetLib, here you can search for assets by category, name, and sort them by factors such as name or edit date."
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:138
#: ../../docs/community/asset_library/using_assetlib.rst:137
msgid "Notably, you can only fetch assets for the current version of Godot you are running. Projects, Demos and Templates can be downloaded from the Project Manager view of the AssetLib. Addons (tools, scripts, materials etc.) can be downloaded from the in-project AssetLib and added to the current project. In addition, unlike when using the web frontend, the search results are updated in real-time (you do not have to press Search after every change to your search query for the changes to take place)."
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:146
#: ../../docs/community/asset_library/using_assetlib.rst:145
msgid "In the future, you will be able to choose a different AssetLib provider to fetch assets from (using the Site dropdown menu), however currently only the official `Godot website <https://godotengine.org>`_ version of the AssetLib is supported, as well as the version that may be running on your local machine's web server (the localhost option)."
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:152
#: ../../docs/community/asset_library/using_assetlib.rst:151
msgid "When you click on an asset, you will see more information about it."
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:154
#: ../../docs/community/asset_library/using_assetlib.rst:153
msgid "|image9|"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:196
#: ../../docs/community/asset_library/using_assetlib.rst:195
msgid "image9"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:156
#: ../../docs/community/asset_library/using_assetlib.rst:155
msgid "If you click on the Install button, Godot will fetch an archive of the asset, and will track download progress of it at the bottom of the editor window. If the download fails, you can retry it using the Retry button."
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:160
#: ../../docs/community/asset_library/using_assetlib.rst:159
msgid "|image10|"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:197
#: ../../docs/community/asset_library/using_assetlib.rst:196
msgid "image10"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:162
#: ../../docs/community/asset_library/using_assetlib.rst:161
msgid "When it finishes, you can proceed to install it using the Install button. This will bring up the Package Installer window."
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:165
#: ../../docs/community/asset_library/using_assetlib.rst:164
msgid "|image11|"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:198
#: ../../docs/community/asset_library/using_assetlib.rst:197
msgid "image11"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:167
#: ../../docs/community/asset_library/using_assetlib.rst:166
msgid "Here you can see a list of all the files that will be installed. You can tick off any of the files that you do not wish to install, and Godot will also inform you about any problems with files that it cannot install. These files will be shown in red, and hovering over them will show you a message stating why it cannot be installed."
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:173
#: ../../docs/community/asset_library/using_assetlib.rst:172
msgid "|image12|"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:199
#: ../../docs/community/asset_library/using_assetlib.rst:198
msgid "image12"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:175
#: ../../docs/community/asset_library/using_assetlib.rst:174
msgid "Once you are done, you can press the Install button, which will unzip all the files in the archive, and import any assets contained therein, such as images or 3D models. Once this is done, you should see a message stating that the Package installation is complete."
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:180
#: ../../docs/community/asset_library/using_assetlib.rst:179
msgid "|image13|"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:200
#: ../../docs/community/asset_library/using_assetlib.rst:199
msgid "image13"
msgstr ""
#: ../../docs/community/asset_library/using_assetlib.rst:182
#: ../../docs/community/asset_library/using_assetlib.rst:181
msgid "You may also use the Import button to import asset archives obtained elsewhere (such as downloading them directly from the AssetLib web frontend), which will take you through the same package installation procedure as with the assets downloaded directly via Godot that we just covered."
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -76,25 +76,29 @@ msgid "`Godot Tutorials by SomethingLikeGames <https://www.somethinglikegames.de
msgstr ""
#: ../../docs/community/tutorials.rst:36
msgid "`Game Dev Artisan website <https://gamedevartisan.com/>`__"
msgid "`GameDev Academy by Zenva <https://gamedevacademy.org/category/godot-tutorials/godot-4/>`__"
msgstr ""
#: ../../docs/community/tutorials.rst:37
msgid "`Game Dev Artisan website <https://gamedevartisan.com/>`__"
msgstr ""
#: ../../docs/community/tutorials.rst:38
msgid "`Night Quest Games Blog <https://www.nightquestgames.com/blog-articles/>`__"
msgstr ""
#: ../../docs/community/tutorials.rst:40
#: ../../docs/community/tutorials.rst:41
msgid "Resources"
msgstr ""
#: ../../docs/community/tutorials.rst:42
#: ../../docs/community/tutorials.rst:43
msgid "`awesome-godot: A curated list of free/libre plugins, scripts and add-ons <https://github.com/godotengine/awesome-godot>`_"
msgstr ""
#: ../../docs/community/tutorials.rst:43
#: ../../docs/community/tutorials.rst:44
msgid "`Godot Asset Library <https://godotengine.org/asset-library/asset>`_"
msgstr ""
#: ../../docs/community/tutorials.rst:44
#: ../../docs/community/tutorials.rst:45
msgid "`Godot Shaders: A community-driven shader library <https://godotshaders.com/>`_"
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -106,3 +106,23 @@ msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:87
msgid "To run on a device or simulator, follow these instructions: :ref:`doc_exporting_for_ios`."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:91
msgid "Troubleshooting"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:94
msgid "Fatal error: 'cstdint' file not found"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:96
msgid "If you get a compilation error of this form early on, it's likely because the Xcode command line tools installation needs to be repaired after a macOS or Xcode update:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:106
msgid "Run these two commands to reinstall Xcode command line tools (enter your administrator password as needed):"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_ios.rst:114
msgid "If it still does not work, try updating Xcode from the Mac App Store and try again."
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -96,311 +96,311 @@ msgid "Arch Linux"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:84
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:550
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:539
msgid "Debian/Ubuntu"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:105
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:574
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:563
msgid "Fedora"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:127
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:116
msgid "FreeBSD"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:143
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:132
msgid "Gentoo"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:160
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:149
msgid "Mageia"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:178
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:167
msgid "NetBSD"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:188
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:177
msgid "For audio support, you can optionally install ``pulseaudio``."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:190
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:179
msgid "OpenBSD"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:199
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:188
msgid "openKylin"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:221
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:210
msgid "openSUSE"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:241
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:230
msgid "Solus"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:259
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:248
msgid "Compiling"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:261
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:250
msgid "Start a terminal, go to the root dir of the engine source code and type:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:269
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:258
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 <https://docs.godotengine.org/en/3.6/development/compiling/compiling_for_x11.html>`__."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:274
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:263
msgid "If you are compiling Godot to make changes or contribute to the engine, you may want to use the SCons options ``dev_build=yes`` or ``dev_mode=yes``. See :ref:`doc_introduction_to_the_buildsystem_development_and_production_aliases` for more info."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:279
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:268
msgid "If all goes well, the resulting binary executable will be placed in the \"bin\" subdirectory. This executable file contains the whole engine and runs without any dependencies. Executing it will bring up the Project Manager."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:286
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:275
msgid "If you wish to compile using Clang rather than GCC, use this command:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:292
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:281
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 ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:296
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:285
msgid "If you are compiling Godot for production use, you can make the final executable smaller and faster by adding the SCons option ``production=yes``. This enables additional compiler optimizations and link-time optimization."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:301
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:290
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 ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:306
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:295
msgid "If you want to use separate editor settings for your own Godot builds and official releases, you can enable :ref:`doc_data_paths_self_contained_mode` by creating a file called ``._sc_`` or ``_sc_`` in the ``bin/`` folder."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:312
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:301
msgid "Running a headless/server build"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:314
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:303
msgid "To run in *headless* mode which provides editor functionality to export projects in an automated manner, use the normal build::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:319
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:308
msgid "And then use the ``--headless`` command line argument::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:323
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:312
msgid "To compile a debug *server* build which can be used with :ref:`remote debugging tools <doc_command_line_tutorial>`, use::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:328
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:317
msgid "To compile a *server* build which is optimized to run dedicated game servers, use::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:334
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:323
msgid "Building export templates"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:336
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:325
msgid "Linux binaries usually won't run on distributions that are older than the distribution they were built on. If you wish to distribute binaries that work on most distributions, you should build them on an old distribution such as Ubuntu 16.04. You can use a virtual machine or a container to set up a suitable build environment."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:344
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:333
msgid "To build Linux or \\*BSD export templates, run the build system with the following parameters:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:347
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:336
msgid "(32 bits)"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:354
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:343
msgid "(64 bits)"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:361
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:350
msgid "Note that cross-compiling for the opposite bits (64/32) as your host platform is not always straight-forward and might need a chroot environment."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:364
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:353
msgid "To create standard export templates, the resulting files in the ``bin/`` folder must be copied to:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:371
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:360
msgid "and named like this (even for \\*BSD which is seen as \"Linux/X11\" by Godot):"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:384
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:373
msgid "However, if you are writing your custom modules or custom C++ code, you might instead want to configure your binaries as custom export templates here:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:390
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:379
msgid "You don't even need to copy them, you can just reference the resulting files in the ``bin/`` directory of your Godot source folder, so the next time you build, you automatically have the custom templates referenced."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:395
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:384
msgid "Cross-compiling for RISC-V devices"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:397
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:386
msgid "To cross-compile Godot for RISC-V devices, we need to setup the following items:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:399
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:388
msgid "`riscv-gnu-toolchain <https://github.com/riscv-collab/riscv-gnu-toolchain/releases>`__. While we are not going to use this directly, it provides us with a sysroot, as well as header and libraries files that we will need. There are many versions to choose from, however, the older the toolchain, the more compatible our final binaries will be. If in doubt, `use this version <https://github.com/riscv-collab/riscv-gnu-toolchain/releases/tag/2021.12.22>`__, and download ``riscv64-glibc-ubuntu-18.04-nightly-2021.12.22-nightly.tar.gz``. Extract it somewhere and remember its path."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:406
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:395
msgid "`mold <https://github.com/rui314/mold/releases>`__. This fast linker, is the only one that correctly links the resulting binary. Download it, extract it, and make sure to add its ``bin`` folder to your PATH. Run ``mold --help | grep support`` to check if your version of Mold supports RISC-V. If you don't see RISC-V, your Mold may need to be updated."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:412
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:401
msgid "To make referencing our toolchain easier, we can set an environment variable like this:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:419
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:408
msgid "This way, we won't have to manually set the directory location each time we want to reference it."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:422
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:411
msgid "With all the above setup, we are now ready to build Godot."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:424
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:413
msgid "Go to the root of the source code, and execute the following build command:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:435
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:424
msgid "RISC-V GCC has `bugs with its atomic operations <https://github.com/riscv-collab/riscv-gcc/issues/15>`__ which prevent it from compiling Godot correctly. That's why Clang is used instead. Make sure that it *can* compile to RISC-V. You can verify by executing this command ``clang -print-targets``, make sure you see ``riscv64`` on the list of targets."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:440
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:429
msgid "The code above includes adding ``$RISCV_TOOLCHAIN_PATH/bin`` to the PATH, but only for the following ``scons`` command. Since riscv-gnu-toolchain uses its own Clang located in the ``bin`` folder, adding ``$RISCV_TOOLCHAIN_PATH/bin`` to your user's PATH environment variable may block you from accessing another version of Clang if one is installed. For this reason it's not recommended to make adding the bin folder permanent. You can also omit the ``PATH=\"$RISCV_TOOLCHAIN_PATH/bin:$PATH\"`` line if you want to use scons with self-installed version of Clang, but it may have compatibility issues with riscv-gnu-toolchain."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:449
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:438
msgid "The command is similar in nature, but with some key changes. ``ccflags`` and ``linkflags`` append additional flags to the build. ``--sysroot`` points to a folder simulating a Linux system, it contains all the headers, libraries, and ``.so`` files Clang will use. ``--gcc-toolchain`` tells Clang where the complete toolchain is, and ``-target riscv64-unknown-linux-gnu`` indicates to Clang the target architecture, and OS we want to build for."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:456
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:445
msgid "If all went well, you should now see a ``bin`` directory, and within it, a binary similar to the following:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:463
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:452
msgid "You can now copy this executable to your favorite RISC-V device, then launch it there by double-clicking, which should bring up the project manager."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:467
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:456
msgid "If you later decide to compile the export templates, copy the above build command but change the value of ``target`` to ``template_debug`` for a debug build, or ``template_release`` for a release build."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:472
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:461
msgid "Using Clang and LLD for faster development"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:474
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:463
msgid "You can also use Clang and LLD to build Godot. This has two upsides compared to the default GCC + GNU ld setup:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:477
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:466
msgid "LLD links Godot significantly faster compared to GNU ld or gold. This leads to faster iteration times."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:479
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:468
msgid "Clang tends to give more useful error messages compared to GCC."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:481
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:470
msgid "To do so, install Clang and the ``lld`` package from your distribution's package manager then use the following SCons command::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:486
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:475
msgid "After the build is completed, a new binary with a ``.llvm`` suffix will be created in the ``bin/`` folder."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:489
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:478
msgid "It's still recommended to use GCC for production builds as they can be compiled using link-time optimization, making the resulting binaries smaller and faster."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:492
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:481
msgid "If this error occurs::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:496
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:485
msgid "There are two solutions:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:498
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:487
msgid "In your SCons command, add the parameter ``use_static_cpp=no``."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:499
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:488
msgid "Follow `these instructions <https://github.com/ivmai/libatomic_ops#installation-and-usage>`__ 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 ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:505
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:494
msgid "Using mold for faster development"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:507
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:496
msgid "For even faster linking compared to LLD, you can use `mold <https://github.com/rui314/mold>`__. mold can be used with either GCC or Clang."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:510
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:499
msgid "As of January 2023, mold is not readily available in Linux distribution repositories, so you will have to install its binaries manually."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:513
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:502
msgid "Download mold binaries from its `releases page <https://github.com/rui314/mold/releases/latest>`__."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:514
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:503
msgid "Extract the ``.tar.gz`` file, then move the extracted folder to a location such as ``.local/share/mold``."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:515
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:504
msgid "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 ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:522
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:511
msgid "Open a new terminal (or run ``source \"$HOME/.bash_profile\"``), then use the following SCons command when compiling Godot::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:528
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:517
msgid "Using system libraries for faster development"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:530
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:519
msgid "`Godot bundles the source code of various third-party libraries. <https://github.com/godotengine/godot/tree/master/thirdparty>`__ 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 ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:536
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:525
msgid "However, not all Linux distributions have packages for third-party libraries available (or they may not be up-to-date)."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:539
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:528
msgid "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 ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:545
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:534
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 ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:593
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:582
msgid "After installing all required packages, use the following command to build Godot:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:602
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:591
msgid "On Debian stable, you will need to remove `builtin_embree=no` as the system-provided Embree version is too old to work with Godot's latest `master` branch (which requires Embree 4)."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:606
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:595
msgid "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 ""
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:611
#: ../../docs/contributing/development/compiling/compiling_for_linuxbsd.rst:600
msgid "When using system libraries, the resulting binary 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 ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -210,3 +210,23 @@ msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:215
msgid "If you have an OSXCross SDK version different from the one expected by the SCons buildsystem, you can specify a custom one with the ``osxcross_sdk`` argument::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:220
msgid "Troubleshooting"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:223
msgid "Fatal error: 'cstdint' file not found"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:225
msgid "If you get a compilation error of this form early on, it's likely because the Xcode command line tools installation needs to be repaired after a macOS or Xcode update:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:235
msgid "Run these two commands to reinstall Xcode command line tools (enter your administrator password as needed):"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_macos.rst:243
msgid "If it still does not work, try updating Xcode from the Mac App Store and try again."
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -60,366 +60,370 @@ msgid "If you have `Scoop <https://scoop.sh/>`_ installed, you can easily instal
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:45
msgid "Scons will still need to be installed via pip"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:46
msgid "If you have `MSYS2 <https://www.msys2.org/>`_ installed, you can easily install MinGW and other dependencies using the following command::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:51
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:52
msgid "For each MSYS2 MinGW subsystem, you should then run `pip3 install scons` in its shell."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:54
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:55
msgid "To get the Godot source code for compiling, see :ref:`doc_getting_source`."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:57
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:58
msgid "For a general overview of SCons usage for Godot, see :ref:`doc_introduction_to_the_buildsystem`."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:61
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:62
msgid "Setting up SCons"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:63
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:64
msgid "To install SCons, open the command prompt and run the following command::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:67
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:68
msgid "If you are prompted with the message ``Defaulting to user installation because normal site-packages is not writeable``, you may have to run that command again using elevated permissions. Open a new command prompt as an Administrator then run the command again to ensure that SCons is available from the ``PATH``."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:73
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:74
msgid "To check whether you have installed Python and SCons correctly, you can type ``python --version`` and ``scons --version`` into a command prompt (``cmd.exe``)."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:77
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:78
msgid "If the commands above don't work, make sure to add Python to your ``PATH`` environment variable after installing it, then check again. You can do so by running the Python installer again and enabling the option to add Python to the ``PATH``."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:82
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:83
msgid "If SCons cannot detect your Visual Studio installation, it might be that your SCons version is too old. Update it to the latest version with ``python -m pip install --upgrade scons``."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:89
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:90
msgid "Downloading Godot's source"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:91
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:92
msgid "Refer to :ref:`doc_getting_source` for detailed instructions."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:93
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:94
msgid "The tutorial will assume from now on that you placed the source code in ``C:\\godot``."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:98
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:99
msgid "To prevent slowdowns caused by continuous virus scanning during compilation, add the Godot source folder to the list of exceptions in your antivirus software."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:102
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:103
msgid "For Windows Defender, hit the :kbd:`Windows` key, type \"Windows Security\" then hit :kbd:`Enter`. Click on **Virus & threat protection** on the left panel. Under **Virus & threat protection settings** click on **Manage Settings** and scroll down to **Exclusions**. Click **Add or remove exclusions** then add the Godot source folder."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:109
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:110
msgid "Compiling"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:112
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:113
msgid "Selecting a compiler"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:114
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:115
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-w64, 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. If you are using MinGW-LLVM, pass both ``use_mingw=yes`` and ``use_llvm=yes`` to the SCons command line."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:124
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:125
msgid "During development, using the Visual Studio compiler is usually a better idea, as it links the Godot binary much faster than MinGW. However, MinGW can produce more optimized binaries using link-time optimization (see below), making it a better choice for production use. This is particularly the case for the GDScript VM which performs much better with MinGW compared to MSVC. Therefore, it's recommended to use MinGW to produce builds that you distribute to players."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:132
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:133
msgid "All official Godot binaries are built in `custom containers <https://github.com/godotengine/build-containers>`__ using MinGW."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:137
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:138
msgid "Running SCons"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:139
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:140
msgid "After opening a command prompt, change to the root directory of the engine source code (using ``cd``) and type:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:146
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:147
msgid "When compiling with multiple CPU threads, SCons may warn about pywin32 being missing. You can safely ignore this warning."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:150
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:151
msgid "If you are compiling Godot to make changes or contribute to the engine, you may want to use the SCons options ``dev_build=yes`` or ``dev_mode=yes``. See :ref:`doc_introduction_to_the_buildsystem_development_and_production_aliases` for more info."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:155
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:156
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``, ``arch=x86_32``, or ``arch=arm64``."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:161
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:162
msgid "This executable file contains the whole engine and runs without any dependencies. Running it will bring up the Project Manager."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:164
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:165
msgid "If you are compiling Godot for production use, you can make the final executable smaller and faster by adding the SCons option ``production=yes``. This enables additional compiler optimizations and link-time optimization."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:169
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:170
msgid "LTO takes some time to run and requires up to 30 GB of available RAM while compiling (depending on toolchain). If you're running out of memory with the above option, use ``production=yes lto=none`` or ``production=yes lto=thin`` (LLVM only) for a lightweight but less effective form of LTO."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:174
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:175
msgid "If you want to use separate editor settings for your own Godot builds and official releases, you can enable :ref:`doc_data_paths_self_contained_mode` by creating a file called ``._sc_`` or ``_sc_`` in the ``bin/`` folder."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:180
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:181
msgid "Compiling with support for Direct3D 12"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:182
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:183
msgid "By default, builds of Godot do not contain support for the Direct3D 12 graphics API."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:185
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:186
msgid "You can install the required dependencies by running ``python misc/scripts/install_d3d12_sdk_windows.py`` in the Godot source repository. After running this script, add the ``d3d12=yes`` SCons option to enable Direct3D 12 support. This will use the default paths for the various dependencies, which match the ones used in the script."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:191
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:192
msgid "You can find the detailed steps below if you wish to set up dependencies manually, but the above script handles everything for you (including the optional PIX and Agility SDK components)."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:195
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:196
msgid "`godot-nir-static library <https://github.com/godotengine/godot-nir-static/releases/>`_. 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 ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:200
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:201
msgid "You can optionally build the godot-nir-static libraries yourself with the following steps:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:203
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:204
msgid "Install the Python package `mako <https://www.makotemplates.org>`_ which is needed to generate some files."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:205
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:206
msgid "Clone the `godot-nir-static <https://github.com/godotengine/godot-nir-static>`_ directory and navigate to it."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:207
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:208
msgid "Run the following::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:213
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:214
msgid "If you are building with MinGW-w64, add ``use_mingw=yes`` to the ``scons`` command, you can also specify build architecture using ``arch={architecture}``. If you are building with MinGW-LLVM, add both ``use_mingw=yes`` and ``use_llvm=yes`` to the ``scons`` command."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:218
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:313
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:219
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:314
msgid "If you are building with MinGW and the binaries are not located in the ``PATH``, add ``mingw_prefix=\"/path/to/mingw\"`` to the ``scons`` command."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:222
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:223
msgid "Mesa static library should be built using the same compiler and the same CRT (if you are building with MinGW) you are using for building Godot."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:226
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:227
msgid "Optionally, you can compile with the following for additional features:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:228
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:229
msgid "`PIX <https://devblogs.microsoft.com/pix/download>`_ 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 ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:235
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:236
msgid "`Agility SDK <https://devblogs.microsoft.com/directx/directx12agility>`_ 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 ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:242
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:243
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 ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:245
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:246
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 ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:256
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:257
msgid "When building Godot, you will need to tell SCons to use Direct3D 12 and where to look for the additional libraries:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:263
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:264
msgid "Or, with all options enabled:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:269
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:270
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/<arch>/`` subdirectories and at runtime the right one will be loaded."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:276
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:277
msgid "Compiling with ANGLE support"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:278
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:279
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 ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:282
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:283
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 ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:285
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:286
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 ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:290
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:291
msgid "To compile Godot with statically linked ANGLE:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:292
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:293
msgid "Download pre-built static libraries from `godot-angle-static library <https://github.com/godotengine/godot-angle-static/releases>`_, and unzip them."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:293
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:294
msgid "When building Godot, add ``angle_libs={path}`` to tell SCons where to look for the ANGLE libraries::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:297
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:298
msgid "You can optionally build the godot-angle-static libraries yourself with the following steps:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:300
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:301
msgid "Clone the `godot-angle-static <https://github.com/godotengine/godot-angle-static>`_ directory and navigate to it."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:302
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:303
msgid "Run the following command::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:308
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:309
msgid "If you are buildng with MinGW, add ``use_mingw=yes`` to the command, you can also specify build architecture using ``arch={architecture}``. If you are building with MinGW-LLVM, add both ``use_mingw=yes`` and ``use_llvm=yes`` to the ``scons`` command."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:317
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:318
msgid "ANGLE static library should be built using the same compiler and the same CRT (if you are building with MinGW) you are using for building Godot."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:322
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:323
msgid "Development in Visual Studio"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:324
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:325
msgid "Using an IDE is not required to compile Godot, as SCons takes care of everything. But if you intend to do engine development or debugging of the engine's C++ code, you may be interested in configuring a code editor or an IDE."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:328
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:329
msgid "Folder-based editors don't require any particular setup to start working with Godot's codebase. To edit projects with Visual Studio they need to be set up as a solution."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:331
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:332
msgid "You can create a Visual Studio solution via SCons by running SCons with the ``vsproj=yes`` parameter, like this::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:336
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:337
msgid "You will be able to open Godot's source in a Visual Studio solution now, and able to build Godot using Visual Studio's **Build** button."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:339
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:340
msgid "See :ref:`doc_configuring_an_ide_vs` for further details."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:342
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:343
msgid "Cross-compiling for Windows from other operating systems"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:344
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:345
msgid "If you are a Linux or macOS user, you need to install `MinGW-w64 <https://www.mingw-w64.org/>`__, which typically comes in 32-bit and 64-bit variants, or `MinGW-LLVM <https://github.com/mstorsjo/llvm-mingw/releases>`_, which comes as a single archive for all target architectures. The package names may differ based on your distribution, here are some known ones:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:351
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:352
msgid "**Arch Linux**"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:355
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:356
msgid "**Debian** / **Ubuntu**"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:359
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:360
msgid "**Fedora**"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:364
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:365
msgid "**macOS**"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:368
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:369
msgid "**Mageia**"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:374
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:375
msgid "Before attempting the compilation, SCons will check for the following binaries in your ``PATH`` environment variable::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:386
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:387
msgid "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can define the following environment variable to give a hint to the build system::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:392
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:393
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 ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:396
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:397
msgid "To make sure you are doing things correctly, executing the following in the shell should result in a working compiler (the version output may differ based on your system)::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:403
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:404
msgid "If you are building with MinGW-LLVM, add ``use_llvm=yes`` to the ``scons`` command."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:404
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:405
msgid "When cross-compiling for Windows using MinGW-w64, keep in mind only ``x86_64`` and ``x86_32`` architectures are supported. MinGW-LLVM supports ``arm64`` as well. Be sure to specify the right ``arch=`` option when invoking SCons if building from a different architecture."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:410
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:411
msgid "Troubleshooting"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:412
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:413
msgid "Cross-compiling from some Ubuntu versions may lead to `this bug <https://github.com/godotengine/godot/issues/9258>`_, due to a default configuration lacking support for POSIX threading."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:416
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:417
msgid "You can change that configuration following those instructions, for 64-bit::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:424
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:425
msgid "And for 32-bit::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:432
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:433
msgid "Creating Windows export templates"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:434
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:435
msgid "Windows export templates are created by compiling Godot without the editor, with the following flags:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:446
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:447
msgid "If you plan on replacing the standard export templates, copy these to the following location, replacing ``<version>`` with the version identifier (such as ``4.2.1.stable`` or ``4.3.dev``):"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:454
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:455
msgid "With the following names::"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:469
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:470
msgid "However, if you are using custom modules or custom engine code, you may instead want to configure your binaries as custom export templates here:"
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:475
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:476
msgid "Select matching architecture in the export config."
msgstr ""
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:477
#: ../../docs/contributing/development/compiling/compiling_for_windows.rst:478
msgid "You don't need to copy them in this case, just reference the resulting files in the ``bin\\`` directory of your Godot source folder, so the next time you build, you will automatically have the custom templates referenced."
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -128,274 +128,278 @@ msgid "Target"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:128
msgid "Target controls if the editor is contained and debug flags are used. All builds are optimized. Each mode means:"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:131
msgid "``target=editor``: Build with editor, optimized, with debugging code (defines: ``TOOLS_ENABLED``, ``DEBUG_ENABLED``, ``-O2``/``/O2``)"
msgid "The ``target`` option controls if the editor is compiled and debug flags are used. Optimization levels (``optimize``) and whether each build contains debug symbols (``debug_symbols``) is controlled separately from the target. Each mode means:"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:132
msgid "``target=template_debug``: Build with C++ debugging symbols (defines: ``DEBUG_ENABLED``, ``-O2``/``/O2``)"
msgid "``target=editor``: Build an editor binary (defines ``TOOLS_ENABLED`` and ``DEBUG_ENABLED``)"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:133
msgid "``target=template_release``: Build without symbols (defines: ``-O3``/``/O2``)"
msgid "``target=template_debug``: Build a debug export template (defines ``DEBUG_ENABLED``)"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:135
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:134
msgid "``target=template_release``: Build a release export template"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:136
msgid "The editor is enabled by default in all PC targets (Linux, Windows, macOS), disabled for everything else. Disabling the editor produces a binary that can run projects but does not include the editor or the Project Manager."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:146
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:140
msgid "The list of :ref:`command line arguments <doc_command_line_tutorial>` available varies depending on the build type."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:150
msgid "Development and production aliases"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:148
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:152
msgid "When creating builds for development (running debugging/:ref:`profiling <doc_using_cpp_profilers>` tools), you often have different goals compared to production builds (making binaries as fast and small as possible)."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:152
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:156
msgid "Godot provides two aliases for this purpose:"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:154
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:158
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 <doc_unit_testing>` so you can run them locally."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:158
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:162
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 ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:165
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:169
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 ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:171
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:175
msgid "Dev build"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:175
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:179
msgid "``dev_build`` should **not** be confused with ``dev_mode``, which is an alias for several development-related options (see above)."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:178
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:182
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 ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:187
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:191
msgid "This flag appends the ``.dev`` suffix (for development) to the generated binary name."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:192
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:196
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 ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:197
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:201
msgid "Debugging symbols"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:199
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:203
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 ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:205
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:209
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 ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:210
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:214
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 ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:218
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:222
msgid "Use the ``strip <path/to/binary>`` command to remove debugging symbols from a binary you've already compiled."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:222
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:226
msgid "Optimization level"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:224
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:228
msgid "Several compiler optimization levels can be chosen from:"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:226
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:230
msgid "``optimize=speed_trace`` *(default when targeting non-Web platforms)*: Favors execution speed at the cost of larger binary size. Optimizations may sometimes negatively impact debugger usage (stack traces may be less accurate. If this occurs to you, use ``optimize=debug`` instead."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:230
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:234
msgid "``optimize=speed``: Favors even more execution speed, at the cost of even larger binary size compared to ``optimize=speed_trace``. Even less friendly to debugging compared to ``optimize=debug``, as this uses the most aggressive optimizations available."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:234
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:238
msgid "``optimize=size`` *(default when targeting the Web platform)*: Favors small binaries at the cost of slower execution speed."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:236
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:240
msgid "``optimize=debug``: Only enables optimizations that do not impact debugging in any way. This results in faster binaries than ``optimize=none``, but slower binaries than ``optimize=speed_trace``."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:239
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:243
msgid "``optimize=none``: Do not perform any optimization. This provides the fastest build times, but the slowest execution times."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:241
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:245
msgid "``optimize=custom`` *(advanced users only)*: Do not pass optimization arguments to the C/C++ compilers. You will have to pass arguments manually using the ``cflags``, ``ccflags`` and ``cxxflags`` SCons options."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:246
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:250
msgid "Architecture"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:248
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:252
msgid "The ``arch`` option is meant to control the CPU or OS version intended to run the binaries. It is focused mostly on desktop platforms and ignored everywhere else."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:252
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:256
msgid "Supported values for the ``arch`` option are **auto**, **x86_32**, **x86_64**, **arm32**, **arm64**, **rv64**, **ppc32**, **ppc64** and **wasm32**."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:259
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:263
msgid "This flag appends the value of ``arch`` to resulting binaries when relevant. The default value ``arch=auto`` detects the architecture that matches the host platform."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:266
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:270
msgid "Custom modules"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:268
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:272
msgid "It's possible to compile modules residing outside of Godot's directory tree, along with the built-in modules."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:271
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:275
msgid "A ``custom_modules`` build option can be passed to the command line before compiling. The option represents a comma-separated list of directory paths containing a collection of independent C++ modules that can be seen as C++ packages, just like the built-in ``modules/`` directory."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:276
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:280
msgid "For instance, it's possible to provide both relative, absolute, and user directory paths containing such modules:"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:285
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:289
msgid "If there's any custom module with the exact directory name as a built-in module, the engine will only compile the custom one. This logic can be used to override built-in module implementations."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:291
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:295
msgid ":ref:`doc_custom_modules_in_cpp`"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:294
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:298
msgid "Cleaning generated files"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:296
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:300
msgid "Sometimes, you may encounter an error due to generated files being present. You can remove them by using ``scons --clean <options>``, where ``<options>`` is the list of build options you've used to build Godot previously."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:300
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:304
msgid "Alternatively, you can use ``git clean -fixd`` which will clean build artifacts for all platforms and configurations. Beware, as this will remove all untracked and ignored files in the repository. Don't run this command if you have uncommitted work!"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:306
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:310
msgid "Other build options"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:308
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:312
msgid "There are several other build options that you can use to configure the way Godot should be built (compiler, debug options, etc.) as well as the features to include/disable."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:312
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:316
msgid "Check the output of ``scons --help`` for details about each option for the version you are willing to compile."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:318
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:322
msgid "Overriding the build options"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:321
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:325
msgid "Using a file"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:323
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:327
msgid "The default ``custom.py`` file can be created at the root of the Godot Engine source to initialize any SCons build options passed via the command line:"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:326
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:356
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:330
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:360
msgid "custom.py"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:334
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:338
msgid "You can also disable some of the built-in modules before compiling, saving some time it takes to build the engine. See :ref:`doc_optimizing_for_size` page for more details."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:339
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:343
msgid "You can use the online `Godot build options generator <https://godot-build-options-generator.github.io/>`__ to generate a ``custom.py`` file containing SCons options. You can then save this file and place it at the root of your Godot source directory."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:344
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:348
msgid "Another custom file can be specified explicitly with the ``profile`` command line option, both overriding the default build configuration:"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:351
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:355
msgid "Build options set from the file can be overridden by the command line options."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:354
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:358
msgid "It's also possible to override the options conditionally:"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:368
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:372
msgid "Using the SCONSFLAGS"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:370
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:374
msgid "``SCONSFLAGS`` is an environment variable which is used by the SCons to set the options automatically without having to supply them via the command line."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:373
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:377
msgid "For instance, you may want to force a number of CPU threads with the aforementioned ``-j`` option for all future builds:"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:390
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:394
msgid "SCU (single compilation unit) build"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:392
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:396
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 ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:397
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:401
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 ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:401
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:405
msgid "To perform an SCU build, use the ``scu_build=yes`` SCons option."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:403
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:407
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 ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:411
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:415
msgid "Export templates"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:413
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:417
msgid "Official export templates are downloaded from the Godot Engine site: `godotengine.org <https://godotengine.org/>`__. However, you might want to build them yourself (in case you want newer ones, you are using custom modules, or simply don't trust your own shadow)."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:418
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:422
msgid "If you download the official export templates package and unzip it, you will notice that most files are optimized binaries or packages for each platform:"
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:459
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:463
msgid "To create those yourself, follow the instructions detailed for each platform in this same tutorial section. Each platform explains how to create its own template."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:463
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:467
msgid "The ``version.txt`` file should contain the corresponding Godot version identifier. This file is used to install export templates in a version-specific directory to avoid conflicts. For instance, if you are building export templates for Godot 3.1.1, ``version.txt`` should contain ``3.1.1.stable`` on the first line (and nothing else). This version identifier is based on the ``major``, ``minor``, ``patch`` (if present) and ``status`` lines of the `version.py file in the Godot Git repository <https://github.com/godotengine/godot/blob/master/version.py>`__."
msgstr ""
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:471
#: ../../docs/contributing/development/compiling/introduction_to_the_buildsystem.rst:475
msgid "If you are developing for multiple platforms, macOS is definitely the most convenient host platform for cross-compilation, since you can cross-compile for every target. Linux and Windows come in second place, but Linux has the advantage of being the easier platform to set this up."
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -23,15 +23,19 @@ msgstr ""
msgid "`Visual Studio Community <https://visualstudio.microsoft.com>`__ is a Windows-only IDE by `Microsoft <https://microsoft.com>`_ that's free for individual use or non-commercial use within organizations. It has many useful features, such as memory view, performance view, source control and more."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio.rst:12
#: ../../docs/contributing/development/configuring_an_ide/visual_studio.rst:13
msgid "This documentation is for contributions to the game engine, and not using Visual Studio as a C# editor. To code C# in an external editor, see :ref:`the C# guide to configure an external editor <doc_c_sharp_setup_external_editor>`."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio.rst:18
msgid "Importing the project"
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio.rst:14
#: ../../docs/contributing/development/configuring_an_ide/visual_studio.rst:20
msgid "Visual Studio requires a solution file to work on a project. While Godot does not come with the solution file, it can be generated using SCons."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio.rst:17
#: ../../docs/contributing/development/configuring_an_ide/visual_studio.rst:23
msgid "Navigate to the Godot root folder and open a Command Prompt or PowerShell window."
msgstr ""
@@ -47,50 +51,50 @@ msgstr ""
msgid "The ``dev_build`` parameter makes sure the debug symbols are included, allowing to e.g. step through code using breakpoints."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio.rst:21
#: ../../docs/contributing/development/configuring_an_ide/visual_studio.rst:27
msgid "You can now open the project by double-clicking on the ``godot.sln`` in the project root or by using the **Open a project or solution** option inside of the Visual Studio."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio.rst:23
#: ../../docs/contributing/development/configuring_an_ide/visual_studio.rst:29
msgid "Use the **Build** top menu to build the project."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio.rst:25
#: ../../docs/contributing/development/configuring_an_ide/visual_studio.rst:31
msgid "Visual Studio must be configured with the C++ package. It can be selected in the installer:"
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio.rst:32
#: ../../docs/contributing/development/configuring_an_ide/visual_studio.rst:38
msgid "Debugging the project"
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio.rst:34
#: ../../docs/contributing/development/configuring_an_ide/visual_studio.rst:40
msgid "Visual Studio features a powerful debugger. This allows the user to examine Godot's source code, stop at specific points in the code, inspect the current execution context, and make live changes to the codebase."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio.rst:38
#: ../../docs/contributing/development/configuring_an_ide/visual_studio.rst:44
msgid "You can launch the project with the debugger attached using the **Debug > Start Debugging** option from the top menu. However, unless you want to debug the Project Manager specifically, you'd need to configure debugging options first. This is due to the fact that when the Godot Project Manager opens a project, the initial process is terminated and the debugger gets detached."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio.rst:43
#: ../../docs/contributing/development/configuring_an_ide/visual_studio.rst:49
msgid "To configure the launch options to use with the debugger use **Project > Properties** from the top menu:"
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio.rst:49
#: ../../docs/contributing/development/configuring_an_ide/visual_studio.rst:55
msgid "Open the **Debugging** section and under **Command Arguments** add two new arguments: the ``-e`` flag opens the editor instead of the Project Manager, and the ``--path`` argument tells the executable to open the specified project (must be provided as an *absolute* path to the project root, not the ``project.godot`` file; if the path contains spaces be sure to pass it inside double quotation marks)."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio.rst:57
#: ../../docs/contributing/development/configuring_an_ide/visual_studio.rst:63
msgid "To learn more about command line arguments, refer to the :ref:`command line tutorial <doc_command_line_tutorial>`."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio.rst:60
#: ../../docs/contributing/development/configuring_an_ide/visual_studio.rst:66
msgid "Even if you start the project without a debugger attached it can still be connected to the running process using **Debug > Attach to Process...** menu."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio.rst:63
#: ../../docs/contributing/development/configuring_an_ide/visual_studio.rst:69
msgid "To check that everything is working, put a breakpoint in ``main.cpp`` and press :kbd:`F5` to start debugging."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio.rst:69
#: ../../docs/contributing/development/configuring_an_ide/visual_studio.rst:75
msgid "If you run into any issues, ask for help in one of `Godot's community channels <https://godotengine.org/community>`__."
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -19,154 +19,158 @@ msgstr ""
msgid "Visual Studio Code"
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:6
msgid "`Visual Studio Code <https://code.visualstudio.com>`_ is a free cross-platform code editor by `Microsoft <https://microsoft.com>`_ (not to be confused with :ref:`doc_configuring_an_ide_vs`)."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:10
msgid "Importing the project"
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:8
msgid "This documentation is for contributions to the game engine, and not using Visual Studio Code as a C# or GDScript editor. To code C# or GDScript in an external editor, see :ref:`the C# guide to configure an external editor <doc_c_sharp_setup_external_editor>`."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:12
msgid "Make sure the C/C++ extension is installed. You can find instructions in the `official documentation <https://code.visualstudio.com/docs/languages/cpp>`_. Alternatively, `clangd <https://open-vsx.org/extension/llvm-vs-code-extensions/vscode-clangd>`_ can be used instead."
msgid "`Visual Studio Code <https://code.visualstudio.com>`_ is a free cross-platform code editor by `Microsoft <https://microsoft.com>`_ (not to be confused with :ref:`doc_configuring_an_ide_vs`)."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:16
msgid "Importing the project"
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:18
msgid "Make sure the C/C++ extension is installed. You can find instructions in the `official documentation <https://code.visualstudio.com/docs/languages/cpp>`_. Alternatively, `clangd <https://open-vsx.org/extension/llvm-vs-code-extensions/vscode-clangd>`_ can be used instead."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:22
msgid "When using the clangd extension, run ``scons compiledb=yes``."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:17
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:23
msgid "From the Visual Studio Code's main screen open the Godot root folder with **File > Open Folder...**."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:19
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:25
msgid "Press :kbd:`Ctrl + Shift + P` to open the command prompt window and enter *Configure Task*."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:24
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:30
msgid "Select the **Create tasks.json file from template** option."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:29
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:35
msgid "Then select **Others**."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:34
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:40
msgid "If there is no such option as **Create tasks.json file from template** available, either delete the file if it already exists in your folder or create a ``.vscode/tasks.json`` file manually. See `Tasks in Visual Studio Code <https://code.visualstudio.com/docs/editor/tasks#_custom-tasks>`_ for more details on tasks."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:36
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:42
msgid "Within the ``tasks.json`` file find the ``\"tasks\"`` array and add a new section to it:"
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:38
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:44
msgid ".vscode/tasks.json"
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:57
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:63
msgid "An example of a filled out ``tasks.json``."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:59
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:65
msgid "Arguments can be different based on your own setup and needs. See :ref:`doc_introduction_to_the_buildsystem` for a full list of arguments."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:63
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:69
msgid "Debugging the project"
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:65
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:71
msgid "To run and debug the project you need to create a new configuration in the ``launch.json`` file."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:67
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:73
msgid "Press :kbd:`Ctrl + Shift + D` to open the Run panel."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:68
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:74
msgid "If ``launch.json`` file is missing you will be prompted to create a new one."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:73
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:79
msgid "Select **C++ (GDB/LLDB)**. There may be another platform-specific option here. If selected, adjust the configuration example provided accordingly."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:75
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:81
msgid "Within the ``launch.json`` file find the ``\"configurations\"`` array and add a new section to it:"
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:163
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:169
msgid "An example of a filled out ``launch.json``."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:168
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:174
msgid "Due to sporadic performance issues, it is recommended to use LLDB over GDB on Unix-based systems. Make sure that the `CodeLLDB extension <https://marketplace.visualstudio.com/items?itemName=vadimcn.vscode-lldb>`_ is installed."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:172
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:178
msgid "If you encounter issues with lldb, you may consider using gdb (see the LinuxBSD_gdb configuration)."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:174
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:180
msgid "Do note that lldb may work better with LLVM-based builds. See :ref:`doc_compiling_for_linuxbsd` for further information."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:176
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:182
msgid "The name under ``program`` depends on your build configuration, e.g. ``godot.linuxbsd.editor.dev.x86_64`` for 64-bit LinuxBSD platform with ``target=editor`` and ``dev_build=yes``."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:181
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:187
msgid "Configuring Intellisense"
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:183
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:189
msgid "For the C/C++ extension:"
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:185
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:191
msgid "To fix include errors you may be having, you need to configure some settings in the ``c_cpp_properties.json`` file."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:187
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:193
msgid "First, make sure to build the project since some files need to be generated."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:189
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:195
msgid "Edit the C/C++ Configuration file either with the UI or with text:"
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:194
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:200
msgid "Add an include path for your platform, for example, ``${workspaceFolder}/platform/windows``."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:196
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:202
msgid "Add defines for the editor ``TOOLS_ENABLED``, debug builds ``DEBUG_ENABLED``, and tests ``TESTS_ENABLED``."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:198
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:204
msgid "Make sure the compiler path is configured correctly to the compiler you are using. See :ref:`doc_introduction_to_the_buildsystem` for further information on your platform."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:200
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:206
msgid "The ``c_cpp_properties.json`` file should look similar to this for Windows:"
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:202
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:208
msgid ".vscode/c_cpp_properties.json"
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:231
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:237
msgid "Alternatively, you can use the scons argument ``compiledb=yes`` and set the compile commands setting ``compileCommands`` to ``compile_commands.json``, found in the advanced section of the C/C++ Configuration UI."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:233
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:239
msgid "This argument can be added to your build task in ``tasks.json`` since it will need to be run whenever files are added or moved."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:235
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:241
msgid "If you run into any issues, ask for help in one of `Godot's community channels <https://godotengine.org/community>`__."
msgstr ""
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:240
#: ../../docs/contributing/development/configuring_an_ide/visual_studio_code.rst:246
msgid "To get linting on class reference XML files, install the `vscode-xml extension <https://marketplace.visualstudio.com/items?itemName=redhat.vscode-xml>`__."
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -479,573 +479,569 @@ msgstr ""
msgid "2D light rendering is performed in a single pass to allow for better performance with large amounts of lights."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:429
msgid "All rendering methods feature 2D batching to improve performance, which is especially noticeable with lots of text on screen."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:432
msgid "The Forward+ and Mobile rendering methods don't feature 2D batching yet, but it's planned for a future release."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:435
msgid "The Compatibility renderer features 2D batching to improve performance, which is especially noticeable with lots of text on screen."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:438
msgid "MSAA can be enabled in 2D to provide \"automatic\" line and polygon antialiasing, but FXAA does not affect 2D rendering as it's calculated before 2D rendering begins. Godot's 2D drawing methods such as the Line2D node or some CanvasItem ``draw_*()`` methods provide their own way of antialiasing based on triangle strips and vertex colors, which don't require MSAA to work."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:444
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:438
msgid "A 2D signed distance field representing LightOccluder2D nodes in the viewport is automatically generated if a user shader requests it. This can be used for various effects in custom shaders, such as 2D global illumination. It is also used to calculate particle collisions in 2D."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:449
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:443
msgid "**2D SDF generation GLSL shader:**"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:451
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:445
msgid "`servers/rendering/renderer_rd/shaders/canvas_sdf.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/canvas_sdf.glsl>`__"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:454
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:448
msgid "3D rendering techniques"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:457
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:451
msgid "Batching and instancing"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:459
msgid "In the Forward+ renderer, Vulkan instancing is used to group rendering of identical objects for performance. This is not as fast as static mesh merging, but it still allows instances to be culled individually."
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:453
msgid "In the Forward+ renderer, Vulkan instancing is used to group rendering of identical opaque or alpha-tested objects for performance. (Alpha-blended objects are never instanced.) This is not as fast as static mesh merging, but it still allows instances to be culled individually."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:464
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:459
msgid "Light, decal and reflection probe rendering"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:468
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:463
msgid "Decal rendering is currently not available in the Compatibility renderer."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:470
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:465
msgid "The Forward+ renderer uses clustered lighting. This allows using as many lights as you want; performance largely depends on screen coverage. Shadow-less lights can be almost free if they don't occupy much space on screen."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:475
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:470
msgid "All rendering methods also support rendering up to 8 directional lights at the same time (albeit with lower shadow quality when more than one light has shadows enabled)."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:479
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:474
msgid "The Mobile renderer uses a single-pass lighting approach, with a limitation of 8 OmniLights + 8 SpotLights affecting each Mesh *resource* (plus a limitation of 256 OmniLights + 256 SpotLights in the camera view). These limits are hardcoded and can't be adjusted in the project settings."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:484
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:479
msgid "The Compatibility renderer 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 ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:497
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:492
msgid "In all 3 methods, lights without shadows are much cheaper than lights with shadows. To improve performance, lights are only updated when the light is modified or when objects in its radius are modified. Godot currently doesn't separate static shadow rendering from dynamic shadow rendering, but this is planned in a future release."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:503
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:498
msgid "Clustering is also used for reflection probes and decal rendering in the Forward+ renderer."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:507
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:502
msgid "Shadow mapping"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:509
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:504
msgid "Both Forward+ and Mobile methods use :abbr:`PCF (Percentage Closer Filtering)` to filter shadow maps and create a soft penumbra. Instead of using a fixed PCF pattern, these methods use a vogel disk pattern which allows for changing the number of samples and smoothly changing the quality."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:515
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:510
msgid "Godot also supports percentage-closer soft shadows (PCSS) for more realistic shadow penumbra rendering. PCSS shadows are limited to the Forward+ renderer as they're too demanding to be usable in the Mobile renderer. PCSS also uses a vogel-disk shaped kernel."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:520
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:515
msgid "Additionally, both shadow-mapping techniques rotate the kernel on a per-pixel basis to help soften under-sampling artifacts."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:523
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:518
msgid "The Compatibility renderer supports shadow mapping for DirectionalLight3D, OmniLight3D, and SpotLight3D lights."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:527
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:522
msgid "Temporal antialiasing"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:531
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:643
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:719
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:526
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:638
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:714
msgid "Only available in the Forward+ renderer, not the Mobile or Compatibility renderers."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:533
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:528
msgid "Godot uses a custom TAA implementation based on the old TAA implementation from `Spartan Engine <https://github.com/PanosK92/SpartanEngine>`__."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:536
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:531
msgid "Temporal antialiasing requires motion vectors to work. If motion vectors are not correctly generated, ghosting will occur when the camera or objects move."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:539
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:534
msgid "Motion vectors are generated on the GPU in the main material shader. This is done by running the vertex shader corresponding to the previous rendered frame (with the previous camera transform) in addition to the vertex shader for the current rendered frame, then storing the difference between them in a color buffer."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:544
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:539
msgid "Alternatively, FSR 2.2 can be used as an upscaling solution that also provides its own temporal antialiasing algorithm. FSR 2.2 is implemented on top of the RenderingDevice abstraction as opposed to using AMD's reference code directly."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:548
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:543
msgid "**TAA resolve:**"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:550
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:545
msgid "`servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/taa_resolve.glsl>`__"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:552
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:547
msgid "**FSR 2.2:**"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:554
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:549
msgid "`servers/rendering/renderer_rd/effects/fsr2.cpp <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/effects/fsr2.cpp>`__"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:555
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:550
msgid "`servers/rendering/renderer_rd/shaders/effects/fsr2/ <https://github.com/godotengine/godot/tree/master/servers/rendering/renderer_rd/shaders/effects/fsr2>`__"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:556
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:551
msgid "`thirdparty/amd-fsr2/ <https://github.com/godotengine/godot/tree/master/thirdparty/amd-fsr2>`__"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:559
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:554
msgid "Global illumination"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:563
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:558
msgid "VoxelGI and SDFGI are only available in the Forward+ renderer, not the Mobile or Compatibility renderers."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:566
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:561
msgid "LightmapGI *baking* is only available in the Forward+ and Mobile renderers, and can only be performed within the editor (not in an exported project). LightmapGI *rendering* is supported by the Compatibility renderer."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:570
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:565
msgid "Godot supports voxel-based GI (VoxelGI), signed distance field GI (SDFGI) and lightmap baking and rendering (LightmapGI). These techniques can be used simultaneously if desired."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:574
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:569
msgid "Lightmap baking happens on the GPU using Vulkan compute shaders. The GPU-based lightmapper is implemented in the LightmapperRD class, which inherits from the Lightmapper class. This allows for implementing additional lightmappers, paving the way for a future port of the CPU-based lightmapper present in Godot 3.x. This would allow baking lightmaps while using the Compatibility renderer."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:580
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:575
msgid "**Core GI C++ code:**"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:582
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:577
msgid "`servers/rendering/renderer_rd/environment/gi.cpp <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/environment/gi.cpp>`__"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:583
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:578
msgid "`scene/3d/voxel_gi.cpp <https://github.com/godotengine/godot/blob/4.2/scene/3d/voxel_gi.cpp>`__ - VoxelGI node"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:584
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:579
msgid "`editor/plugins/voxel_gi_editor_plugin.cpp <https://github.com/godotengine/godot/blob/4.2/editor/plugins/voxel_gi_editor_plugin.cpp>`__ - Editor UI for the VoxelGI node"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:586
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:581
msgid "**Core GI GLSL shaders:**"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:588
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:583
msgid "`servers/rendering/renderer_rd/shaders/environment/voxel_gi.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/environment/voxel_gi.glsl>`__"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:589
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:584
msgid "`servers/rendering/renderer_rd/shaders/environment/voxel_gi_debug.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/environment/voxel_gi_debug.glsl>`__ - VoxelGI debug draw mode"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:590
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:585
msgid "`servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl>`__ - SDFGI Cascades debug draw mode"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:591
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:586
msgid "`servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug_probes.glsl>`__ - SDFGI Probes debug draw mode"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:592
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:587
msgid "`servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/environment/sdfgi_integrate.glsl>`__"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:593
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:588
msgid "`servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl>`__"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:594
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:589
msgid "`servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl>`__"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:596
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:591
msgid "**Lightmapper C++ code:**"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:598
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:593
msgid "`scene/3d/lightmap_gi.cpp <https://github.com/godotengine/godot/blob/4.2/scene/3d/lightmap_gi.cpp>`__ - LightmapGI node"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:599
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:594
msgid "`editor/plugins/lightmap_gi_editor_plugin.cpp <https://github.com/godotengine/godot/blob/4.2/editor/plugins/lightmap_gi_editor_plugin.cpp>`__ - Editor UI for the LightmapGI node"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:600
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:595
msgid "`scene/3d/lightmapper.cpp <https://github.com/godotengine/godot/blob/4.2/scene/3d/lightmapper.cpp>`__ - Abstract class"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:601
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:596
msgid "`modules/lightmapper_rd/lightmapper_rd.cpp <https://github.com/godotengine/godot/blob/4.2/modules/lightmapper_rd/lightmapper_rd.cpp>`__ - GPU-based lightmapper implementation"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:603
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:598
msgid "**Lightmapper GLSL shaders:**"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:605
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:600
msgid "`modules/lightmapper_rd/lm_raster.glsl <https://github.com/godotengine/godot/blob/4.2/modules/lightmapper_rd/lm_raster.glsl>`__"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:606
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:601
msgid "`modules/lightmapper_rd/lm_compute.glsl <https://github.com/godotengine/godot/blob/4.2/modules/lightmapper_rd/lm_compute.glsl>`__"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:607
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:602
msgid "`modules/lightmapper_rd/lm_blendseams.glsl <https://github.com/godotengine/godot/blob/4.2/modules/lightmapper_rd/lm_blendseams.glsl>`__"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:610
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:605
msgid "Depth of field"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:614
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:609
msgid "Only available in the Forward+ and Mobile renderers, not the Compatibility renderer."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:617
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:612
msgid "The Forward+ and Mobile renderers use different approaches to DOF rendering, with different visual results. This is done to best match the performance characteristics of the target hardware. In Forward+, DOF is performed using a compute shader. In Mobile, DOF is performed using a fragment shader (raster)."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:622
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:617
msgid "Box, hexagon and circle bokeh shapes are available (from fastest to slowest). Depth of field can optionally be jittered every frame to improve its appearance when temporal antialiasing is enabled."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:626
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:621
msgid "**Depth of field C++ code:**"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:628
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:623
msgid "`servers/rendering/renderer_rd/effects/bokeh_dof.cpp <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/effects/bokeh_dof.cpp>`__"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:630
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:625
msgid "**Depth of field GLSL shader (compute - used for Forward+):**"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:632
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:627
msgid "`servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl>`__"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:634
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:629
msgid "**Depth of field GLSL shader (raster - used for Mobile):**"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:636
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:631
msgid "`servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl>`__"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:639
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:634
msgid "Screen-space effects (SSAO, SSIL, SSR, SSS)"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:645
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:640
msgid "The Forward+ renderer supports screen-space ambient occlusion, screen-space indirect lighting, screen-space reflections and subsurface scattering."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:648
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:643
msgid "SSAO uses an implementation derived from Intel's `ASSAO <https://www.intel.com/content/www/us/en/developer/articles/technical/adaptive-screen-space-ambient-occlusion.html>`__ (converted to Vulkan). SSIL is derived from SSAO to provide high-performance indirect lighting."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:653
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:648
msgid "When both SSAO and SSIL are enabled, parts of SSAO and SSIL are shared to reduce the performance impact."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:656
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:651
msgid "SSAO and SSIL are performed at half resolution by default to improve performance. SSR is always performed at half resolution to improve performance."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:659
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:654
msgid "**Screen-space effects C++ code:**"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:661
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:656
msgid "`servers/rendering/renderer_rd/effects/ss_effects.cpp <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/effects/ss_effects.cpp>`__"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:663
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:658
msgid "**Screen-space ambient occlusion GLSL shader:**"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:665
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:660
msgid "`servers/rendering/renderer_rd/shaders/effects/ssao.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/ssao.glsl>`__"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:666
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:661
msgid "`servers/rendering/renderer_rd/shaders/effects/ssao_blur.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/ssao_blur.glsl>`__"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:667
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:662
msgid "`servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl>`__"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:668
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:663
msgid "`servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl>`__"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:670
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:665
msgid "**Screen-space indirect lighting GLSL shader:**"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:672
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:667
msgid "`servers/rendering/renderer_rd/shaders/effects/ssil.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/ssil.glsl>`__"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:673
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:668
msgid "`servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl>`__"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:674
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:669
msgid "`servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl>`__"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:675
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:670
msgid "`servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl>`__"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:677
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:672
msgid "**Screen-space reflections GLSL shader:**"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:679
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:674
msgid "`servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl>`__"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:680
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:675
msgid "`servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_scale.glsl>`__"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:681
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:676
msgid "`servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_filter.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection_filter.glsl>`__"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:683
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:678
msgid "**Subsurface scattering GLSL:**"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:685
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:680
msgid "`servers/rendering/renderer_rd/shaders/effects/subsurface_scattering.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/effects/subsurface_scattering.glsl>`__"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:688
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:683
msgid "Sky rendering"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:692
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:687
msgid ":ref:`doc_sky_shader`"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:694
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:689
msgid "Godot supports using shaders to render the sky background. The radiance map (which is used to provide ambient light and reflections for PBR materials) is automatically updated based on the sky shader."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:698
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:693
msgid "The SkyMaterial resources such as ProceduralSkyMaterial, PhysicalSkyMaterial and PanoramaSkyMaterial generate a built-in shader for sky rendering. This is similar to what BaseMaterial3D provides for 3D scene materials."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:702
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:697
msgid "A detailed technical implementation can be found in the `Custom sky shaders in Godot 4.0 <https://godotengine.org/article/custom-sky-shaders-godot-4-0>`__ article."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:706
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:701
msgid "**Sky rendering C++ code:**"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:708
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:703
msgid "`servers/rendering/renderer_rd/environment/sky.cpp <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/environment/sky.cpp>`__ - Sky rendering"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:709
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:704
msgid "`scene/resources/sky.cpp <https://github.com/godotengine/godot/blob/4.2/scene/resources/sky.cpp>`__ - Sky resource (not to be confused with sky rendering)"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:710
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:705
msgid "`scene/resources/sky_material.cpp <https://github.com/godotengine/godot/blob/4.2/scene/resources/sky_material.cpp>`__ SkyMaterial resources (used in the Sky resource)"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:712
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:707
msgid "**Sky rendering GLSL shader:**"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:715
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:710
msgid "Volumetric fog"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:723
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:718
msgid ":ref:`doc_fog_shader`"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:725
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:720
msgid "Godot supports a frustum-aligned voxel (froxel) approach to volumetric fog rendering. As opposed to a post-processing filter, this approach is more general-purpose as it can work with any light type. Fog can also use shaders for custom behavior, which allows animating the fog or using a 3D texture to represent density."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:731
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:726
msgid "The FogMaterial resource generates a built-in shader for FogVolume nodes. This is similar to what BaseMaterial3D provides for 3D scene materials."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:734
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:729
msgid "A detailed technical explanation can be found in the `Fog Volumes arrive in Godot 4.0 <https://godotengine.org/article/fog-volumes-arrive-in-godot-4>`__ article."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:738
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:733
msgid "**Volumetric fog C++ code:**"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:740
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:735
msgid "`servers/rendering/renderer_rd/environment/fog.cpp <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/environment/fog.cpp>`__ - General volumetric fog"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:741
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:736
msgid "`scene/3d/fog_volume.cpp <https://github.com/godotengine/godot/blob/4.2/scene/3d/fog_volume.cpp>`__ - FogVolume node"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:742
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:737
msgid "`scene/resources/fog_material.cpp <https://github.com/godotengine/godot/blob/4.2/scene/resources/fog_material.cpp>`__ - FogMaterial resource (used by FogVolume)"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:744
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:739
msgid "**Volumetric fog GLSL shaders:**"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:746
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:741
msgid "`servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl>`__"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:747
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:742
msgid "`servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl>`__"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:750
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:745
msgid "Occlusion culling"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:752
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:747
msgid "While modern GPUs can handle drawing a lot of triangles, the number of draw calls in complex scenes can still be a bottleneck (even with Vulkan, Direct3D 12, and Metal)."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:756
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:751
msgid "Godot 4 supports occlusion culling to reduce overdraw (when the depth prepass is disabled) and reduce vertex throughput. This is done by rasterizing a low-resolution buffer on the CPU using `Embree <https://github.com/embree/embree>`__. The buffer's resolution depends on the number of CPU threads on the system, as this is done in parallel. This buffer includes occluder shapes that were baked in the editor or created at runtime."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:764
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:759
msgid "As complex occluders can introduce a lot of strain on the CPU, baked occluders can be simplified automatically when generated in the editor."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:767
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:762
msgid "Godot's occlusion culling doesn't support dynamic occluders yet, but OccluderInstance3D nodes can still have their visibility toggled or be moved. However, this will be slow when updating complex occluders this way. Therefore, updating occluders at runtime is best done only on simple occluder shapes such as quads or cuboids."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:773
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:768
msgid "This CPU-based approach has a few advantages over other solutions, such as portals and rooms or a GPU-based culling solution:"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:776
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:771
msgid "No manual setup required (but can be tweaked manually for best performance)."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:777
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:772
msgid "No frame delay, which is problematic in cutscenes during camera cuts or when the camera moves fast behind a wall."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:779
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:774
msgid "Works the same on all rendering drivers and methods, with no unpredictable behavior depending on the driver or GPU hardware."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:782
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:777
msgid "Occlusion culling is performed by registering occluder meshes, which is done using OccluderInstance3D *nodes* (which themselves use Occluder3D *resources*). RenderingServer then performs occlusion culling by calling Embree in RendererSceneOcclusionCull."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:787
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:782
msgid "**Occlusion culling C++ code:**"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:789
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:784
msgid "`scene/3d/occluder_instance_3d.cpp <https://github.com/godotengine/godot/blob/4.2/scene/3d/occluder_instance_3d.cpp>`__"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:790
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:785
msgid "`servers/rendering/renderer_scene_occlusion_cull.cpp <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_scene_occlusion_cull.cpp>`__"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:793
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:788
msgid "Visibility range (LOD)"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:795
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:790
msgid "Godot supports manually authored hierarchical level of detail (HLOD), with distances specified by the user in the inspector."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:798
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:793
msgid "In RenderingSceneCull, the ``_scene_cull()`` and ``_render_scene()`` functions are where most of the LOD determination happens. Each viewport can render the same mesh with different LODs (to allow for split screen rendering to look correct)."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:802
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:797
msgid "**Visibility range C++ code:**"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:804
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:835
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:799
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:830
msgid "`servers/rendering/renderer_scene_cull.cpp <https://github.com/godotengine/godot/blob/4.2/servers/rendering/renderer_scene_cull.cpp>`__"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:807
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:802
msgid "Automatic mesh LOD"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:809
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:804
msgid "The ImporterMesh class is used for the 3D mesh import workflow in the editor. Its ``generate_lods()`` function handles generating using the `meshoptimizer <https://meshoptimizer.org/>`__ library."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:813
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:808
msgid "LOD mesh generation also generates shadow meshes at the same time. These are meshes that have their vertices welded regardless of smoothing and materials. This is used to improve shadow rendering performance by lowering the vertex throughput required to render shadows."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:818
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:813
msgid "The RenderingSceneCull class's ``_render_scene()`` function determines which mesh LOD should be used when rendering. Each viewport can render the same mesh with different LODs (to allow for split screen rendering to look correct)."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:822
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:817
msgid "The mesh LOD is automatically chosen based on a screen coverage metric. This takes resolution and camera FOV changes into account without requiring user intervention. The threshold multiplier can be adjusted in the project settings."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:826
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:821
msgid "To improve performance, shadow rendering and reflection probe rendering also choose their own mesh LOD thresholds (which can be different from the main scene rendering)."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:829
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:824
msgid "**Mesh LOD generation on import C++ code:**"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:831
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:826
msgid "`scene/resources/importer_mesh.cpp <https://github.com/godotengine/godot/blob/4.2/scene/resources/importer_mesh.cpp>`__"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:833
#: ../../docs/contributing/development/core_and_modules/internal_rendering_architecture.rst:828
msgid "**Mesh LOD determination C++ code:**"
msgstr ""

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -20,7 +20,7 @@ msgid "Unit testing"
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:6
msgid "Godot Engine allows to write unit tests directly in C++. The engine integrates the `doctest <https://github.com/onqtam/doctest>`_ unit testing framework which gives ability to write test suites and test cases next to production code, but since the tests in Godot go through a different ``main`` entry point, the tests reside in a dedicated ``tests/`` directory instead, which is located at the root of the engine source code."
msgid "Godot Engine allows to write unit tests directly in C++. The engine integrates the `doctest <https://github.com/doctest/doctest>`_ unit testing framework which gives ability to write test suites and test cases next to production code, but since the tests in Godot go through a different ``main`` entry point, the tests reside in a dedicated ``tests/`` directory instead, which is located at the root of the engine source code."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:14
@@ -258,7 +258,7 @@ msgid "Prefer to use ``CHECK`` for self-explanatory assertions and ``CHECK_MESSA
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:211
msgid "`doctest: Assertion macros <https://github.com/onqtam/doctest/blob/master/doc/markdown/assertions.md>`_."
msgid "`doctest: Assertion macros <https://github.com/doctest/doctest/blob/master/doc/markdown/assertions.md>`_."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:214
@@ -302,7 +302,7 @@ msgid "Different reporters can be chosen at runtime. For instance, here's how th
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:239
msgid "`doctest: Logging macros <https://github.com/onqtam/doctest/blob/master/doc/markdown/logging.md>`_."
msgid "`doctest: Logging macros <https://github.com/doctest/doctest/blob/master/doc/markdown/logging.md>`_."
msgstr ""
#: ../../docs/contributing/development/core_and_modules/unit_testing.rst:242

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -56,7 +56,7 @@ msgid "Color conversion for light editor themes"
msgstr ""
#: ../../docs/contributing/development/editor/creating_icons.rst:39
msgid "If the user has configured their editor to use a light theme, Godot will convert the icon's colors based on a `set of predefined color mappings <https://github.com/godotengine/godot/blob/4.0.2-stable/editor/editor_themes.cpp#L60-L160>`__. This is to ensure the icon always displays with a sufficient contrast rate. Try to restrict your icon's color palette to colors found in the list above. Otherwise, your icon may become difficult to read on a light background."
msgid "If the user has configured their editor to use a light theme, Godot will convert the icon's colors based on a `set of predefined color mappings <https://github.com/godotengine/godot/blob/master/editor/themes/editor_color_map.cpp>`__. This is to ensure the icon always displays with a sufficient contrast rate. Try to restrict your icon's color palette to colors found in the list above. Otherwise, your icon may become difficult to read on a light background."
msgstr ""
#: ../../docs/contributing/development/editor/creating_icons.rst:47

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -0,0 +1,160 @@
# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
# This file is distributed under the same license as the Godot Engine package.
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=UTF-8\n"
"Content-Transfer-Encoding: 8bit\n"
#: ../../docs/contributing/documentation/docs_contribution_checklist.rst:4
msgid "Documentation contribution checklist"
msgstr ""
#: ../../docs/contributing/documentation/docs_contribution_checklist.rst:6
msgid "This page is a summary of the guidelines to follow when contributing to the documentation. Before you press that **Create pull request** button on GitHub, read over this list to double check if you missed anything."
msgstr ""
#: ../../docs/contributing/documentation/docs_contribution_checklist.rst:10
msgid "You don't need to read all the guidelines here in order to start contributing. If you do miss something, it will be pointed out during review. However, following the guidelines you are aware of as best you can will help speed up the review process."
msgstr ""
#: ../../docs/contributing/documentation/docs_contribution_checklist.rst:16
msgid "Writing style"
msgstr ""
#: ../../docs/contributing/documentation/docs_contribution_checklist.rst:18
msgid ":ref:`See here. <doc_docs_writing_guidelines_clear_english_rules>`"
msgstr ""
#: ../../docs/contributing/documentation/docs_contribution_checklist.rst:20
msgid "Use the active voice."
msgstr ""
#: ../../docs/contributing/documentation/docs_contribution_checklist.rst:21
msgid "Use precise action verbs."
msgstr ""
#: ../../docs/contributing/documentation/docs_contribution_checklist.rst:22
msgid "Avoid verbs that end in -ing."
msgstr ""
#: ../../docs/contributing/documentation/docs_contribution_checklist.rst:23
msgid "Remove unnecessary adverbs and adjectives."
msgstr ""
#: ../../docs/contributing/documentation/docs_contribution_checklist.rst:24
msgid "Ban these 8 words: obvious, simple, basic, easy, actual, just, clear, and however."
msgstr ""
#: ../../docs/contributing/documentation/docs_contribution_checklist.rst:25
msgid "Use explicit references."
msgstr ""
#: ../../docs/contributing/documentation/docs_contribution_checklist.rst:26
msgid "Use 's to show possession."
msgstr ""
#: ../../docs/contributing/documentation/docs_contribution_checklist.rst:27
msgid "Use the Oxford comma."
msgstr ""
#: ../../docs/contributing/documentation/docs_contribution_checklist.rst:30
msgid "Code examples"
msgstr ""
#: ../../docs/contributing/documentation/docs_contribution_checklist.rst:32
msgid "Use dynamic typing. :ref:`See here. <doc_docs_writing_guidelines_dynamic_typing>`"
msgstr ""
#: ../../docs/contributing/documentation/docs_contribution_checklist.rst:33
msgid "Use real, practical examples. Avoid ``foo`` / ``bar`` examples. :ref:`See here. <doc_docs_writing_guidelines_real_world_code_example>`"
msgstr ""
#: ../../docs/contributing/documentation/docs_contribution_checklist.rst:36
msgid "Manual style and formatting"
msgstr ""
#: ../../docs/contributing/documentation/docs_contribution_checklist.rst:38
msgid "Use common vocabulary for the editor interface. :ref:`See here. <doc_docs_writing_guidelines_common_vocabulary>`"
msgstr ""
#: ../../docs/contributing/documentation/docs_contribution_checklist.rst:39
msgid "Use ``:kbd:`` for keyboard shortcuts. :ref:`See here. <doc_docs_writing_guidelines_keyboard_shortcuts>`"
msgstr ""
#: ../../docs/contributing/documentation/docs_contribution_checklist.rst:40
msgid "Literals use ``code style``. :ref:`See here. <doc_docs_writing_guidelines_literals>`"
msgstr ""
#: ../../docs/contributing/documentation/docs_contribution_checklist.rst:41
msgid "Classes link to the class reference once, then use ``ClassName`` for the rest of the page. Methods and properties link to the class ref once, then use ``PropertyName`` for the rest of the page. :ref:`See here. <doc_docs_writing_guidelines_class_properties_methods>`"
msgstr ""
#: ../../docs/contributing/documentation/docs_contribution_checklist.rst:45
msgid "Editor UI, like menus, windows, and editor navigation paths, use ``Bold Style``. :ref:`See here. <doc_docs_writing_guidelines_editor_ui>`"
msgstr ""
#: ../../docs/contributing/documentation/docs_contribution_checklist.rst:47
msgid "Link to project settings when referencing them. :ref:`See here. <doc_docs_writing_guidelines_project_settings>`"
msgstr ""
#: ../../docs/contributing/documentation/docs_contribution_checklist.rst:48
msgid "Text is manually wrapped to 80-100 characters. :ref:`See here. <doc_docs_writing_guidelines_manually_wrapping_lines>`"
msgstr ""
#: ../../docs/contributing/documentation/docs_contribution_checklist.rst:49
msgid "No trailing whitespace at the end of lines."
msgstr ""
#: ../../docs/contributing/documentation/docs_contribution_checklist.rst:50
msgid "Most of the time, avoid mentioning a specific Godot version. :ref:`See here. <doc_docs_writing_guidelines_specific_version>`"
msgstr ""
#: ../../docs/contributing/documentation/docs_contribution_checklist.rst:53
msgid "Images and videos"
msgstr ""
#: ../../docs/contributing/documentation/docs_contribution_checklist.rst:55
msgid "New (and updated) images are in WebP format. :ref:`See here. <doc_docs_image_guidelines_format_conversion>`"
msgstr ""
#: ../../docs/contributing/documentation/docs_contribution_checklist.rst:56
msgid "Editor screenshots are cropped. :ref:`See here. <doc_docs_image_guidelines_cropping>`"
msgstr ""
#: ../../docs/contributing/documentation/docs_contribution_checklist.rst:57
msgid "Images larger than 1080p or 300kb are scaled down. :ref:`See here. <doc_docs_image_guidelines_scaling_down>`"
msgstr ""
#: ../../docs/contributing/documentation/docs_contribution_checklist.rst:58
msgid "Outlines in images use ``fffb44`` yellow. :ref:`See here. <doc_docs_image_guidelines_outlines>`"
msgstr ""
#: ../../docs/contributing/documentation/docs_contribution_checklist.rst:59
msgid "Videos use the ``:autoplay:``, ``:loop:``, and ``:muted:`` tags. :ref:`See here. <doc_docs_image_guidelines_videos>`"
msgstr ""
#: ../../docs/contributing/documentation/docs_contribution_checklist.rst:62
msgid "GitHub"
msgstr ""
#: ../../docs/contributing/documentation/docs_contribution_checklist.rst:64
msgid "The PR title starts with a word like ``Fix``, ``Add``, ``Update``, ``Clarify``, or ``Improve``."
msgstr ""
#: ../../docs/contributing/documentation/docs_contribution_checklist.rst:66
msgid "If the PR closes an issue, link to the issue with one of GitHub's `keywords <https://docs.github.com/en/get-started/writing-on-github/working-with-advanced-formatting/using-keywords-in-issues-and-pull-requests>`__: ``closes``, ``fixes``, or ``resolves``, in the text of the PR."
msgstr ""
#: ../../docs/contributing/documentation/docs_contribution_checklist.rst:69
msgid "Ideally, PR contains a single commit. However, multiple commits can be :ref:`squashed <doc_pr_workflow_rebase>` later."
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -51,170 +51,170 @@ msgstr ""
msgid "All screenshots should ideally be taken on a 1080p screen. Anything higher resolution is adding detail that doesn't make the documentation better and dramatically increases file size. If you're taking screenshots on a higher resolution screen the screenshot should be scaled down. There are instructions on how to do this later on this page."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:40
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:42
msgid "Format conversion"
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:42
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:44
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 <https://squoosh.app/>`_ 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 ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:53
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:55
msgid "If you already have an image editor such as GIMP, Krita or Photoshop installed it may have the ability to open an image then save it as a WebP file."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:58
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:60
msgid "Since WebP supports animations and the documentation can display videos, GIFs should be avoided. Their compression is inefficient and they only support a 256-color palette with 1-bit transparency."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:63
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:67
msgid "Cropping"
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:65
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:69
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 ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:71
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:75
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 ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:76
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:80
msgid "If you've never used Krita before download it from the `official Krita website <https://krita.org/en/download/>`_, 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 ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:83
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:87
msgid "After selecting it, click on the image, you should now have cropping tools available."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:87
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:91
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 ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:93
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:97
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 ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:98
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:104
msgid "Scaling down an image"
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:100
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:106
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 ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:110
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:116
msgid "Saving as WebP in Krita"
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:112
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:118
msgid "To save an image as webp if it isn't already one, Go to **File > Save As**. Select **webp** from the **Save as type:** dropdown, then choose wherever you want to save it. After clicking **Save** a menu will popup with webp options. Make sure **Lossless** is checked and **Quality** is set to 100%. This means the image will not lose detail and will be as small as possible."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:117
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:123
msgid "If the image is over 300KB in size try compressing it losslessly using `Squoosh <https://squoosh.app/>`_. If it's still over 300KB change to lossy compression and slowly increase the compression until it's under 300KB. If this results in noticeable compression artifacts using less compression is fine, even if the file size is bigger."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:123
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:131
msgid "Outlines, arrows and text"
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:125
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:133
msgid "Sometimes an image needs something extra to properly direct the readers attention, or make something clear. Outlines and arrows can be used for this purpose. For these types of edits Inkscape is the recommended open source program, it can be downloaded from the `official Inkscape website <https://inkscape.org/>`_. Like Krita, if you're on Linux you can also check your distributions repository or get it from Flathub."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:132
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:140
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 ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:141
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:149
msgid "Finally, some images might require text to differentiate multiple parts of an image. There are no strict requirements other than use an easy to read non fancy font. As for color the yellow color from before should also be used, but black or other colors can be used if appropriate. For example, if yellow blends into the image, or if there are multiple outlines in multiple colors."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:148
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:156
msgid "Adding an image to a documentation page"
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:150
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:158
msgid "Once you've finished working on your image, it can be added to the documentation. All images are stored in folders named ``img`` next to the page they are used in."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:153
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:161
msgid "To add your image, add it to the ``img`` folder that's in the same folder as the ``.rst`` file for the page (create it if it doesn't exist). In the ``.rst`` page, images should be included with the following code snippet::"
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:159
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:167
msgid "Where ``documentation_image.webp`` would be changed to the name of the image you created. Name your images in a way that makes their meaning clear, possibly with a prefix that makes their relationship to a documentation page explicit."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:164
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:174
msgid "Videos"
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:167
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:177
msgid "Capturing a video"
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:169
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:179
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 ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:173
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:183
msgid "`OBS Studio <https://obsproject.com/>`__ is the most popular option, but `SimpleScreenRecorder <https://www.maartenbaert.be/simplescreenrecorder/>`__ can be used as an alternative on Linux. `ShareX <https://getsharex.com/>`__ can be used as an alternative on Windows. All these tools can be configured to record the entire screen, a specific window or a predetermined rectangle."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:179
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:189
msgid "The recommended framerate for video recordings is 60 FPS, although you can use 30 FPS for longer videos to reduce their file size. For fullscreen videos, use a resolution of 1280×720."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:185
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:195
msgid "Godot's :ref:`Movie Maker mode <doc_creating_movies>` can be used to record the output of a running project, including its audio. This doesn't require installing any third-party software and avoids any frame drops (even when recording on a slow device), but it's less flexible."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:191
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:201
msgid "Compressing the captured video"
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:193
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:203
msgid "The recommendation is to record your video in the highest quality possible (without dropping frames due to excessive CPU/GPU utilization), then re-encode it later to reduce its file size. This results in more efficient compression than directly aiming for a small file size, as real-time compression methods are less efficient than slower compression methods."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:199
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:209
msgid "To re-encode videos for a smaller file size, use `HandBrake <https://handbrake.fr/>`__ or the `FFmpeg <https://ffmpeg.org/>` command line below:"
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:206
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:216
msgid "The number after ``-crf`` adjusts the video quality, with higher numbers resulting in *lower* quality (and smaller file sizes). A CRF of ``23`` is a good starting point, but you may need to use a higher value for longer videos to ensure the file size remains reasonable. Try to aim for a file size under 2 MB if possible."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:212
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:222
msgid "If the video was recorded in a higher resolution or framerate, you can adjust its output resolution and framerate as follows:"
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:219
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:229
msgid "This results in a video resolution around 1280×720 at 30 FPS. The exact video resolution will vary depending on the source's aspect ratio."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:224
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:234
msgid "If the video was recorded with an audio track but this audio track is not necessary, consider stripping it by adding the ``-an`` option to the FFmpeg command line (before the output file name). This will reduce file size and also ensure audio controls don't show up on the video when played in a browser."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:231
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:241
msgid "Adding a video to a documentation page"
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:233
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:243
msgid "Once you've finished working on your video, it can be added to the documentation. All videos are stored in folders named ``video`` next to the page they are used in."
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:236
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:246
msgid "To add your video, add it to the ``video`` folder that's in the same folder as the ``.rst`` file for the page (create it if it doesn't exist). In the ``.rst`` page, videos should be included with the following code snippet::"
msgstr ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:247
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:257
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 ""
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:251
#: ../../docs/contributing/documentation/docs_image_guidelines.rst:261
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. The ``:align: default`` flag should always be specified."
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -28,17 +28,17 @@ msgid "In summary, always try to:"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:14
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:44
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:46
msgid "Use the active voice"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:15
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:79
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:81
msgid "Use precise action verbs"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:16
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:101
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:103
msgid "Avoid verbs that end in -ing"
msgstr ""
@@ -51,12 +51,12 @@ msgid "Ban these 8 words: obvious, simple, basic, easy, actual, just, clear, and
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:19
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:219
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:221
msgid "Use explicit references"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:20
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:240
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:242
msgid "Use 's to show possession"
msgstr ""
@@ -69,17 +69,17 @@ msgid "There are 3 rules to describe classes:"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:25
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:377
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:383
msgid "Give an overview of the node in the brief description"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:26
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:406
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:412
msgid "Mention what methods return if it's useful"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:27
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:431
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:437
msgid "Use \"if true\" to describe booleans"
msgstr ""
@@ -91,696 +91,696 @@ msgstr ""
msgid "See the :ref:`content guidelines <doc_content_guidelines>` for information on the types of documentation you can write in the official documentation."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:41
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:43
msgid "7 rules for clear English"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:46
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:48
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 ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:52
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:54
msgid "Passive:"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:58
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:60
msgid "Active:"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:64
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:412
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:66
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:418
msgid "**Don't** use the passive voice:"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:71
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:73
msgid "**Do** use the node's name as a noun:"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:81
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:83
msgid "Favor precise yet common verbs over generic ones like ``make``, ``set``, and any expression you can replace with a single word."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:84
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:86
msgid "**Don't** repeat the method's name. It already states it sets the pivot value to a new one:"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:92
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:94
msgid "**Do** explain what's the consequence of this \"set\": use precise verbs like ``place``, ``position``, ``rotate``, ``fade``, etc."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:103
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:105
msgid "The progressive forms describe continuous actions. E.g. \"is calling\", \"is moving\"."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:106
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:108
msgid "**Don't** use the progressive form for instant changes."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:113
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:115
msgid "**Do** use simple present, past, or future."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:120
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:122
msgid "Exception: If the subject is not clear, replacing \"ing\" verbs is not an improvement. For example, in the previous sentence, \"it replaces\" would not make much sense where \"replacing\" currently is."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:124
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:126
msgid "You may use the progressive tense to describe actions that are continuous in time. Anything like animation or coroutines."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:129
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:131
msgid "Verbs can turn into adjectival nouns with -ing. This is not a conjugation, so you may use them: ``the remaining movement``, ``the missing file``, etc."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:134
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:136
msgid "Remove unnecessary adverbs and adjectives"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:136
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:138
msgid "Write as few adjectives and adverbs as possible. Only use them if they add key information to the description."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:139
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:141
msgid "**Don't** use redundant or meaningless adverbs. Words that lengthen the documentation but don't add any information:"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:146
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:148
msgid "**Do** write short sentences in a simple, descriptive language:"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:153
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:155
msgid "Ban these 8 words"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:155
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:157
msgid "**Don't** ever use these 8 banned words:"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:157
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:159
msgid "obvious"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:158
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:160
msgid "simple"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:159
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:161
msgid "basic"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:160
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:162
msgid "easy"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:161
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:163
msgid "actual"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:162
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:164
msgid "just"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:163
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:165
msgid "clear"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:164
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:166
msgid "however (some uses)"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:166
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:168
msgid "Game creation and programming aren't simple, and nothing's easy to someone learning to use the API for the first time. Other words in the list, like ``just`` or ``actual`` won't add any info to the sentence. Don't use corresponding adverbs either: obviously, simply, basically, easily, actually, clearly."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:172
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:174
msgid "**Don't** example. The banned words lengthen the description and take attention away from the most important info:"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:180
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:182
msgid "**Do** remove them:"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:187
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:189
msgid "\"Simple\" never helps. Remember, for other users, anything could be complex or frustrate them. There's nothing like a good old *it's simple* to make you cringe. Here's the old brief description, the first sentence on the Timer node's page:"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:197
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:199
msgid "**Do** explain what the node does instead:"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:204
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:206
msgid "**Don't** use \"basic\", it is too vague:"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:211
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:213
msgid "**Do** use the brief description to offer an overview of the node:"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:221
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:223
msgid "Favor explicit references over implicit ones."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:223
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:225
msgid "**Don't** use words like \"the former\", \"the latter\", etc. They're not the most common in English, and they require you to check the reference."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:230
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:232
msgid "**Do** repeat words. They remove all ambiguity:"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:236
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:238
msgid "If you need to repeat the same variable name 3 or 4 times, you probably need to rephrase your description."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:242
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:244
msgid "Avoid \"The milk **of** the cow\". It feels unnatural in English. Write \"The cow's milk\" instead."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:245
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:247
msgid "**Don't** write \"of the X\":"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:251
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:253
msgid "**Do** use ``'s``. It lets you put the main subject at the start of the sentence, and keep it short:"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:259
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:261
msgid "Use the Oxford comma to enumerate anything"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:261
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:263
msgid "From the Oxford dictionary:"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:263
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:265
msgid "The 'Oxford comma' is an optional comma before the word 'and' at the end of a list: *We sell books, videos, and magazines.*"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:266
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:268
msgid "[...] Not all writers and publishers use it, but it can clarify the meaning of a sentence when the items in a list are not single words: *These items are available in black and white, red and yellow, and blue and green.*"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:269
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:271
msgid "**Don't** leave the last element of a list without a comma:"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:275
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:277
msgid "**Do** add a comma before `and` or `or`, for the last element of a list with more than two elements."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:284
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:286
msgid "How to write methods and classes"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:287
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:291
msgid "Dynamic vs static typing"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:289
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:293
msgid "The code examples in the documentation should follow a consistent style not to confuse users. As static type hints are an optional feature of GDScript, we chose to stick to writing dynamic code. This leads to writing GDScript that is concise and accessible."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:294
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:298
msgid "The exception is topics that explain static typing concepts to users."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:296
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:300
msgid "**Don't** add a type hint with a colon or by casting:"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:306
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:310
msgid "**Do** write constants and variables with dynamic typing:"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:316
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:320
msgid "**Don't** write functions with inferred arguments or return types:"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:327
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:331
msgid "**Do** write functions using dynamic typing:"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:339
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:345
msgid "Use real-world code examples where appropriate"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:341
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:347
msgid "Real-world examples are more accessible to beginners than abstract ``foos`` and ``bars``. You can also copy them directly from your game projects, ensuring that any code snippet compiles without errors."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:345
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:351
msgid "Writing ``var speed = 10`` rather than ``var my_var = 10`` allows beginners to understand code better. It gives them a frame of reference as to where they could use the code snippets in a live project."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:349
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:355
msgid "**Don't** write made-up examples:"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:360
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:366
msgid "**Do** write concrete examples:"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:372
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:378
msgid "Of course, there are times when using real-world examples is impractical. In those situations, you should still avoid using names such as ``my_var``, ``foo()`` or ``my_func()`` and consider more meaningful names for your examples."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:379
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:385
msgid "The brief description is the reference's most important sentence. It's the user's first contact with a node:"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:382
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:388
msgid "It's the only description in the \"Create New Node\" dialog."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:383
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:389
msgid "It's at the top of every page in the reference"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:385
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:391
msgid "The brief description should explain the node's role and its functionality, in up to 200 characters."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:388
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:394
msgid "**Don't** write tiny and vague summaries:"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:395
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:401
msgid "**Do** give an overview of the node's functionality:"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:402
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:408
msgid "Use the node's full description to provide more information, and a code example, if possible."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:408
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:414
msgid "Some methods return important values. Describe them at the end of the description, ideally on a new line. No need to mention the return values for any method whose name starts with ``set`` or ``get``."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:419
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:425
msgid "**Do** always use \"Returns\"."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:426
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:432
msgid "Notice the exception to the \"direct voice\" rule: with the move method, an external collider can influence the method and the body that calls ``move``. In this case, you can use the passive voice."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:433
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:439
msgid "For boolean member variables, always use ``if true`` and/or ``if false``, to stay explicit. ``Controls whether or not`` may be ambiguous and won't work for every member variable."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:437
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:443
msgid "Also, surround boolean values, variable names and methods with ``[code][/code]``."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:439
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:445
msgid "**Do** start with \"if true\":"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:448
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:454
msgid "Use ``[code]`` around arguments"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:450
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:456
msgid "In the class reference, always surround arguments with ``[code][/code]``. In the documentation and in Godot, it will display like ``this``. When you edit XML files in the Godot repository, replace existing arguments written like 'this' or \\`this\\` with ``[code]this[/code]``."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:457
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:464
msgid "Common vocabulary to use in Godot's documentation"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:459
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:466
msgid "The developers chose some specific words to refer to areas of the interface. They're used in the sources, in the documentation, and you should always use them instead of synonyms, so the users know what you're talking about."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:464
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:467
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:471
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:474
msgid "Overview of the interface and common vocabulary"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:469
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:476
msgid "In the top left corner of the editor lie the ``main menus``. In the center, the buttons change the ``workspace``. And together the buttons in the top right are the ``playtest buttons``. The area in the center, that displays the 2D or the 3D space, is the ``viewport``. At its top, you find a list of ``tools`` inside the ``toolbar``."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:475
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:482
msgid "The tabs or dockable panels on either side of the viewport are ``docks``. You have the ``FileSystem dock``, the ``Scene dock`` that contains your scene tree, the ``Import dock``, the ``Node dock``, and the ``Inspector`` or ``Inspector dock``. With the default layout you may call the tabbed docks ``tabs``: the ``Scene tab``, the ``Node tab``..."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:481
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:488
msgid "The Animation, Debugger, etc. at the bottom of the viewport are ``panels``. Together they make up the ``bottom panels``."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:484
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:491
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 ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:491
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:500
msgid "Keyboard shortcut guidelines"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:493
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:502
msgid "Keyboard and mouse shortcuts should make use of the ``:kbd:`` tag, which allows shortcuts to stand out from the rest of the text and inline code. Use the compact form for modifier keys (:kbd:`Ctrl`/:kbd:`Cmd`) instead of their spelled out form (:kbd:`Control`/:kbd:`Command`). For combinations, use the ``+`` symbol with a space on either side of the symbol."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:499
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:508
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 <doc_default_key_mapping>`."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:503
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:512
msgid "Try to integrate the shortcut into sentences the best you can. Here are some examples with the ``:kbd:`` tag left as-is for better visibility:"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:506
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:515
msgid "Press ``:kbd:`Ctrl + Alt + T``` to toggle the panel (``:kbd:`Opt + Cmd + T``` on macOS)."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:507
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:516
msgid "Press ``:kbd:`Space``` and hold the left mouse button to pan in the 2D editor."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:508
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:517
msgid "Press ``:kbd:`Shift + Up Arrow``` to move the node upwards by 8 pixels."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:512
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:522
msgid "Manual style guidelines"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:514
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:524
msgid "Follow these formatting and style guidelines when writing the manual."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:516
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:526
msgid "Use your best judgement. If you can write more clearly by breaking one of these guidelines, please do! But remember that the guidelines exist for a reason."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:519
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:529
msgid "In many cases, the manual does not follow these guidelines. If you are already making changes to a paragraph or section of the docs, update it to follow these standards. Avoid making unrelated changes that *only* update style, since every change will require the paragraph to be re-translated."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:525
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:535
msgid "Text styles"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:527
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:537
msgid "There are a few styles that the manual uses."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:530
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:540
msgid "Style"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:530
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:540
msgid "RST formatting"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:530
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:540
msgid "Typical usage"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:532
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:542
msgid "Plaintext"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:532
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:542
msgid "``text``"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:532
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:542
msgid "Used for most text."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:534
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:544
msgid "*Italics*"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:534
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:544
msgid "``*text*``"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:534
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:544
msgid "Used for emphasis. Used for introducing new terms."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:536
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:546
msgid "**Bold**"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:536
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:546
msgid "``**text**``"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:536
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:546
msgid "Used for emphasis, and for editor UI like menus and windows."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:539
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:549
msgid "``Code``"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:539
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:549
msgid "`` text ``"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:539
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:549
msgid "Used for variable names, literal values, and code snippets. ``code`` is used in many cases where you would use \"quoted plaintext\" in typical English."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:543
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:553
msgid "\"Quotes\""
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:543
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:553
msgid "``\"text\"``"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:543
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:553
msgid "Used for some literal or quoted values. In many cases, another style is preferred."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:548
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:558
msgid "Emphasis"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:550
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:560
msgid "Use either **bold style** or *italic style* to emphasize words or sentences. In most cases, either **bold** or *italics* is fine. Use whichever seems best, or whatever the page already uses."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:554
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:564
msgid "Prefer using **bold style** for simple emphasis."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:556
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:566
msgid "Do **not** close the window without saving first."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:558
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:568
msgid "Use *italic style* or to emphasize one word in the context of a sentence."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:560
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:570
msgid "You can *add* a node to the scene (but you can't connect one)."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:561
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:571
msgid "You can add a *node* to the scene (but you can't add a resource)."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:562
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:572
msgid "You can add a node to the *scene* (but you can't add one to a resource)."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:564
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:574
msgid "Use *italic style* when introducing new technical terms. **Bold style** is fine too."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:567
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:577
msgid "Godot uses *nodes* with *scripts* in a *scene tree*."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:568
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:578
msgid "Godot uses **nodes** with **scripts** in a **scene tree**."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:571
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:583
msgid "Literals"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:573
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:585
msgid "Use ``code style`` for literal values. Literals include:"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:575
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:587
msgid "Integer or ``int`` literals like ``0``, ``-2``, or ``100``"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:576
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:588
msgid "Float literals like ``0.0``, ``0.5``, ``-2.0``, or ``100.0``"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:577
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:589
msgid "Vector literals like ``(0.0, 0.0)``, ``(0.5, -0.5, 0.5)``, or ``(1.0, 2.0, 3.0, 4.0)``."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:580
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:594
msgid "Classes, properties, and methods"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:582
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:596
msgid "Link to classes the first time that you mention them in a page. After the first mention, use ``code style``. For common classes, like ``Node``, ``Control``, or ``Viewport``, you can also use plaintext."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:586
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:600
msgid "Link to class members (properties, methods, enums, and constants) the first time that you mention them in a page. After the first mention, use ``code style``. If the class member is very common, like a Node2D's ``position``, you don't have to link."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:591
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:605
msgid "When discussing properties in the context of the inspector, use **bold style** instead."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:595
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:611
msgid "Editor UI"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:597
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:613
msgid "Use **bold style** for editor UI, including window titles, menus, buttons, input fields, inspector properties, and inspector sections. Use the exact capitalization that the editor uses."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:601
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:617
msgid "Open the **Editor Settings** window."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:602
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:618
msgid "Press the **Confirm** button."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:603
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:619
msgid "Change the node's **Transform > Position** property to ``(0, 0)``."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:604
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:620
msgid "In the **Project Settings** window, enable the **Advanced Settings** toggle."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:606
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:622
msgid "Use **Bold > With > Separators** when describing sequence of menus that the reader must navigate. Use ``>`` as a separator. You can omit ellipses in menu names."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:609
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:625
msgid "In **Project > Project Settings > Input Map**, add a new input action."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:610
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:626
msgid "Select **Scene > Export As... > MeshLibrary...**."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:611
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:627
msgid "Select **Scene > Export As > MeshLibrary**."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:613
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:629
msgid "Sometimes, ``->`` or ``→`` is used as a separator. This is nonstandard. Replace it with ``>`` if you are already making changes to a section."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:617
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:635
msgid "Project settings"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:619
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:637
msgid "Link to individual project settings. Either include the section and subsection in the link itself, or include the section and subsection separately from the link. Since long links are not split into multiple lines when the page is rendered, prefer splitting the setting name and the section when the link is long."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:624
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:642
msgid "Set the :ref:`Application > Run > Max FPS<class_ProjectSettings_property_application/run/max_fps>` setting to ``60``."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:625
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:643
msgid "In the project settings under **Application > Run**, set :ref:`Max FPS<class_ProjectSettings_property_application/run/max_fps>` to ``60``."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:626
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:644
msgid "In **Project Settings > Application > Run**, set :ref:`Max FPS<class_ProjectSettings_property_application/run/max_fps>` to ``60``."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:629
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:649
msgid "Manually wrapping lines"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:631
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:651
msgid "In the manual, lines must be manually wrapped to no more than 80-100 characters per line. However, links must not be split into multiple lines, and can exceed 100 characters. Tables can also exceed 100 characters."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:635
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:655
msgid "When making small changes, you don't need to manually re-wrap the whole paragraph, as long as the lines don't exceed 100 characters."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:638
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:658
msgid "**Bad:** Line length exceeds 100 characters:"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:645
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:665
msgid "**Good:** Lines are wrapped to 80-90 characters:"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:653
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:673
msgid "**Best:** Lines are wrapped to under 80 characters:"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:662
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:682
msgid "In most text editors, you can add a vertical guide or \"ruler\" at 80 characters. For example, in Visual Studio Code, you can add the following to your ``settings.json`` to add rulers at 80 and 100 characters:"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:671
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:691
msgid "Section header syntax"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:673
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:693
msgid "Use the following syntax for section headers:"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:701
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:721
msgid "Currently, there are no cases of deeper header nesting than this. Avoid introducing any deeper nesting."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:704
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:724
msgid "Note that headers have no inherent meaning. In reStructuredText, headers are parsed based on the order that they initially appear within a page. Make sure that if you use an ``h3`` section header (``~~~``), you include an ``h2`` sub-section header (``---``) first."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:709
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:729
msgid "See the `Sphinx documentation <https://www.sphinx-doc.org/en/master/usage/restructuredtext/basics.html#sections>`__ and the `reStructuredText documentation <https://docutils.sourceforge.io/docs/ref/rst/restructuredtext.html#sections>`__ for more information."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:714
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:736
msgid "When to refer to a specific Godot version"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:716
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:738
msgid "Most of the time, the class reference and the manual should not specify the first version in which a feature is added. This is because the documentation describes the *current* features of the engine. Documentation will be read and maintained for many versions after it is initially written, and a reference to a first supported version is only relevant for a few versions after a feature is added. After that, it becomes historical trivia best left to a dedicated changelog."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:723
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:745
msgid "Follow these guidelines for when to refer to a specific Godot version:"
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:725
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:747
msgid "If a feature was added in the current major version (4.x), **you can specify** the feature is new in 4.x."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:727
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:749
msgid "If a feature or default approach to a problem was changed between major versions (3.x -> 4.x), describe the current feature in the main body of the page, and optionally add a brief sentence or note block to compare 3.x and 4.x."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:730
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:752
msgid "If a large feature is added in a 4.x minor version, **you can specify** the minor version when it was added. Large features have a whole page or large section of documentation. In many cases it should still be avoided, since it's only relevant for the next few minor versions."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:734
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:756
msgid "If a small feature is added in a 4.x minor version, **do not specify** the minor version when it was added. Small features have only a short section of documentation, or are minor additions to existing features."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:737
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:759
msgid "If the default approach to a problem is changed in a 4.x minor version, **do specify** the minor version in which a new default approach was added. For example, the change from ``TileMap`` to ``TileMapLayer`` in 4.3."
msgstr ""
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:740
#: ../../docs/contributing/documentation/docs_writing_guidelines.rst:762
msgid "If a feature was added in a 3.x major or minor version, **do not specify** when the feature was added. These features are old enough that the exact version in which they were added is not relevant."
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -35,30 +35,30 @@ msgstr ""
msgid "Here are the principles and guidelines we strive to follow to write accessible documentation."
msgstr ""
#: ../../docs/contributing/documentation/index.rst:30
#: ../../docs/contributing/documentation/index.rst:31
msgid "Writing the manual"
msgstr ""
#: ../../docs/contributing/documentation/index.rst:32
#: ../../docs/contributing/documentation/index.rst:33
msgid "These articles explain how to contribute to this very documentation, and how to build the online version locally for testing."
msgstr ""
#: ../../docs/contributing/documentation/index.rst:43
#: ../../docs/contributing/documentation/index.rst:44
msgid "Class reference guides"
msgstr ""
#: ../../docs/contributing/documentation/index.rst:45
#: ../../docs/contributing/documentation/index.rst:46
msgid "The pages below focus on the class reference."
msgstr ""
#: ../../docs/contributing/documentation/index.rst:47
#: ../../docs/contributing/documentation/index.rst:48
msgid "As the reference is included in the Godot editor, its source files are part of the `godot repository <https://github.com/godotengine/godot>`_. We use XML files to write it, so the process to contribute to the class reference differs from writing the online manual."
msgstr ""
#: ../../docs/contributing/documentation/index.rst:60
#: ../../docs/contributing/documentation/index.rst:61
msgid "Translating the documentation"
msgstr ""
#: ../../docs/contributing/documentation/index.rst:62
#: ../../docs/contributing/documentation/index.rst:63
msgid "The community is always working hard on making Godot and its documentation available to more people. Localizing the documentation is a colossal and ongoing effort you can be part of."
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -72,7 +72,7 @@ msgid "If you decide to document a class, but don't know what a particular metho
msgstr ""
#: ../../docs/contributing/documentation/updating_the_class_reference.rst:75
msgid "You can still look at the methods' implementation in Godot's source code on GitHub. If you have doubts, feel free to ask on the `Q&A website <https://ask.godotengine.org/>`_ and `Godot Contributors Chat <https://chat.godotengine.org/>`_."
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 `Godot Forum <https://forum.godotengine.org/>`_ and `Godot Contributors Chat <https://chat.godotengine.org/>`_."
msgstr ""
#: ../../docs/contributing/documentation/updating_the_class_reference.rst:81

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -40,109 +40,101 @@ msgid "Using official builds to speed up bisecting"
msgstr ""
#: ../../docs/contributing/workflow/bisecting_regressions.rst:29
msgid "Before using Git's ``bisect`` command, we strongly recommend trying to reproduce the bug with an older (or newer) official release. This greatly reduces the range of commits that potentially need to be built from source and tested. You can find binaries of official releases, as well as alphas, betas, and release candidates `here <https://downloads.tuxfamily.org/godotengine/>`__."
msgid "Before using Git's ``bisect`` command, we strongly recommend trying to reproduce the bug with an older (or newer) official release. This greatly reduces the range of commits that potentially need to be built from source and tested. You can find binaries of official releases, as well as alphas, betas, and release candidates `here <https://godotengine.org/download/archive/>`__."
msgstr ""
#: ../../docs/contributing/workflow/bisecting_regressions.rst:35
msgid "If you have experience with Godot 3.x and can reproduce an issue with Godot 4.0, we recommend trying to reproduce the issue in the latest Godot 3.x version (if the feature exhibiting the bug is present in 3.x). This can be used to check whether the issue is a regression in 4.0 or not."
msgstr ""
#: ../../docs/contributing/workflow/bisecting_regressions.rst:40
msgid "If the issue **is present** in 3.x, then you'll need to check whether the issue occurs in older 3.x versions as well."
msgstr ""
#: ../../docs/contributing/workflow/bisecting_regressions.rst:42
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 ""
#: ../../docs/contributing/workflow/bisecting_regressions.rst:47
#: ../../docs/contributing/workflow/bisecting_regressions.rst:37
msgid "Project files may be incompatible between Godot versions. **Make a backup of your project** before starting the bisection process."
msgstr ""
#: ../../docs/contributing/workflow/bisecting_regressions.rst:50
#: ../../docs/contributing/workflow/bisecting_regressions.rst:40
msgid "Going from the oldest to the newest build generally reduces the risk of the project not being able to successfully open in the editor, thanks to backwards compatibility. Try to reduce your project to the smallest repeatable example too. The more minimal the project is, the more likely you'll be able to open it without compatibility issues in newer engine versions."
msgstr ""
#: ../../docs/contributing/workflow/bisecting_regressions.rst:58
#: ../../docs/contributing/workflow/bisecting_regressions.rst:48
msgid "The Git bisect command"
msgstr ""
#: ../../docs/contributing/workflow/bisecting_regressions.rst:60
#: ../../docs/contributing/workflow/bisecting_regressions.rst:50
msgid "If you've found a build that didn't exhibit the bug in the above testing process, you can now start bisecting the regression. The Git version control system offers a built-in command for this: ``git bisect``. This makes the process semi-automated as you only have to build the engine, run it and try to reproduce the bug."
msgstr ""
#: ../../docs/contributing/workflow/bisecting_regressions.rst:68
#: ../../docs/contributing/workflow/bisecting_regressions.rst:58
msgid "Before bisecting a regression, you need to set up a build environment to compile Godot from source. To do so, read the :ref:`Compiling <toc-devel-compiling>` page for your target platform. (Compiling Godot from source doesn't require C++ programming knowledge.)"
msgstr ""
#: ../../docs/contributing/workflow/bisecting_regressions.rst:73
#: ../../docs/contributing/workflow/bisecting_regressions.rst:63
msgid "Note that compiling Godot can take a while on slow hardware (up an hour for each full rebuild on a slow dual-core CPU). This means the full process can take up to several hours. If your hardware is too slow, you may want to stop there and report the results of your \"pre-bisecting\" on the GitHub issue so another contributor can continue bisecting from there."
msgstr ""
#: ../../docs/contributing/workflow/bisecting_regressions.rst:80
#: ../../docs/contributing/workflow/bisecting_regressions.rst:70
msgid "Determine the commit hashes"
msgstr ""
#: ../../docs/contributing/workflow/bisecting_regressions.rst:82
msgid "To start bisecting, you must first determine the commit hashes (identifiers) of the \"bad\" and \"good\" build. \"bad\" refers to the build that exhibits the bug, whereas \"good\" refers to the version that doesn't exhibit the bug. If you're using a pre-release build as the \"good\" or \"bad\" build, browse the `download mirror <https://downloads.tuxfamily.org/godotengine/>`__, go to the folder that contains the pre-release you downloaded and look for the ``README.txt`` file. The commit hash is written inside that file."
#: ../../docs/contributing/workflow/bisecting_regressions.rst:72
msgid "To start bisecting, you must first determine the commit hashes (identifiers) of the \"bad\" and \"good\" build. \"bad\" refers to the build that exhibits the bug, whereas \"good\" refers to the version that doesn't exhibit the bug."
msgstr ""
#: ../../docs/contributing/workflow/bisecting_regressions.rst:90
msgid "If you're using a stable release as the \"good\" or \"bad\" build, use one of the following commit hashes depending on the version:"
#: ../../docs/contributing/workflow/bisecting_regressions.rst:76
msgid "You can use either a commit hash (like ``06acfccf8``), the tag of a stable release (like ``4.2.1-stable``), or a branch like ``master``."
msgstr ""
#: ../../docs/contributing/workflow/bisecting_regressions.rst:119
msgid "You can also use this Bash function to retrieve the Git commit hash of a pre-release build (add it to your ``$HOME/.bashrc`` or similar):"
#: ../../docs/contributing/workflow/bisecting_regressions.rst:79
msgid "If you're using a pre-release build as the \"good\" or \"bad\" build, you can find the commit hash in the Project Manager in the lower-right corner, or in in the **Help > About Godot** dialog in the Godot editor. The version information will look something like ``v4.4.beta3.official [06acfccf8]``, and the commit hash is within the brackets, in this case ``06acfccf8``. You can click on the version information to copy it, including the commit hash."
msgstr ""
#: ../../docs/contributing/workflow/bisecting_regressions.rst:130
msgid "Example usage:"
#: ../../docs/contributing/workflow/bisecting_regressions.rst:86
msgid "Alternately, you can browse the `interactive changelog <https://godotengine.github.io/godot-interactive-changelog/>`__ to find commits for all releases, including development builds. The commits will be listed as a range, like ``commits: a013481b0...06acfccf8``, and the second commit is the one you should use for bisecting. You can also browse the `Godot Archive <https://godotengine.org/download/archive/>`__, and find the commit hash within the release page linked from the **News** button."
msgstr ""
#: ../../docs/contributing/workflow/bisecting_regressions.rst:136
#: ../../docs/contributing/workflow/bisecting_regressions.rst:94
msgid "If you're using a stable release as the \"good\" or \"bad\" build, you can use the tag of that release directly, such as ``4.2-stable`` or ``4.2.1-stable``. A full list of release tags is available `on GitHub <https://github.com/godotengine/godot/tags>`__, and you can also find the actual commit hash that corresponds to a stable release there."
msgstr ""
#: ../../docs/contributing/workflow/bisecting_regressions.rst:100
msgid "To refer to the latest state of the master branch, you can use ``master`` instead of a commit hash. Note that unlike tagged releases or snapshot commit hashes, ``master`` is a perpetually moving target."
msgstr ""
#: ../../docs/contributing/workflow/bisecting_regressions.rst:141
#: ../../docs/contributing/workflow/bisecting_regressions.rst:105
msgid "Build the engine"
msgstr ""
#: ../../docs/contributing/workflow/bisecting_regressions.rst:143
#: ../../docs/contributing/workflow/bisecting_regressions.rst:107
msgid ":ref:`Get Godot's source code using Git <doc_getting_source>`. Once this is done, in the terminal window, use ``cd`` to reach the Godot repository folder and enter the following command:"
msgstr ""
#: ../../docs/contributing/workflow/bisecting_regressions.rst:155
#: ../../docs/contributing/workflow/bisecting_regressions.rst:119
msgid "Compile Godot. This assumes you've set up a build environment:"
msgstr ""
#: ../../docs/contributing/workflow/bisecting_regressions.rst:162
#: ../../docs/contributing/workflow/bisecting_regressions.rst:126
msgid "Run the engine"
msgstr ""
#: ../../docs/contributing/workflow/bisecting_regressions.rst:164
#: ../../docs/contributing/workflow/bisecting_regressions.rst:128
msgid "Run the binary located in the ``bin/`` folder and try to reproduce the bug."
msgstr ""
#: ../../docs/contributing/workflow/bisecting_regressions.rst:168
#: ../../docs/contributing/workflow/bisecting_regressions.rst:132
msgid ":ref:`Double-check the output file name <doc_introduction_to_the_buildsystem_resulting_binary>` in ``bin/`` to make sure you're actually running the binary you've just compiled. Different Godot versions will output binaries with different names."
msgstr ""
#: ../../docs/contributing/workflow/bisecting_regressions.rst:172
#: ../../docs/contributing/workflow/bisecting_regressions.rst:136
msgid "If the build **still** exhibits the bug, run the following command:"
msgstr ""
#: ../../docs/contributing/workflow/bisecting_regressions.rst:178
#: ../../docs/contributing/workflow/bisecting_regressions.rst:142
msgid "If the build **does not** exhibit the bug, run the following command:"
msgstr ""
#: ../../docs/contributing/workflow/bisecting_regressions.rst:184
#: ../../docs/contributing/workflow/bisecting_regressions.rst:148
msgid "After entering one of the commands above, Git will switch to a different commit. You should now build Godot again, try to reproduce the bug, then enter ``git bisect good`` or ``git bisect bad`` depending on the result. You'll have to repeat this several times. The longer the commit range, the more steps will be required. 5 to 10 steps are usually sufficient to find most regressions; Git will remind you of the number of steps remaining (in the worst case scenario)."
msgstr ""
#: ../../docs/contributing/workflow/bisecting_regressions.rst:191
#: ../../docs/contributing/workflow/bisecting_regressions.rst:155
msgid "Once you've completed enough steps, Git will display the commit hash where the regression appeared. Write this commit hash as a comment to the GitHub issue you've bisected. This will help in solving the issue. Thanks again for contributing to Godot :)"
msgstr ""
#: ../../docs/contributing/workflow/bisecting_regressions.rst:198
#: ../../docs/contributing/workflow/bisecting_regressions.rst:162
msgid "You can read the full documentation on ``git bisect`` `here <https://git-scm.com/docs/git-bisect>`__."
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -28,379 +28,433 @@ msgid "Issues management"
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:15
msgid "GitHub proposes various features to manage issues:"
msgid "For issue management, we use the following GitHub processes:"
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:17
msgid "Set one or several labels from a predefined list"
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:18
msgid "Set one milestone from a predefined list"
msgid "Each issue and pull request (PR) is categorized with a set of *labels*, sometimes called \"tags\"."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:19
msgid "Keep track of the issue in the project dashboard"
msgid "Each PR is assigned to a *milestone*. Some issues can also be assigned to a *milestone* (see below)."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:20
msgid "Define one contributor as \"assignee\" among the Godot engine organization members"
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:21
msgid "Issues can have an *assignee*, who is a contributor among Godot maintainers."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:22
msgid "Issues can be put in one or more *projects*."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:23
msgid "As the Godot engine organization on GitHub currently has a restricted number of contributors, we do not use assignees extensively for now. All contributors are welcome to take on any issue, if relevant after mentioning it on the issue ticket and/or discussing the best way to resolve it with other developers."
msgid "PRs can be *linked* to one or more issues which they \"fix\" or \"close\"."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:29
msgid "For the time being, we do not use the project dashboard feature either."
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:25
msgid "We don't yet extensively use or rely on some other GitHub processes:"
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:27
msgid "Issue close reasons (completed, not planned, duplicate). While we use these, it is not consistent, and older issues are all closed as \"completed\", so the issue close reason should not be relied on."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:30
msgid "Issue *types* (Bug, Feature, Task)."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:31
msgid "As far as possible, we try to assign labels (and milestones, when relevant) to both issues and pull requests."
msgid "Issue *relationships*."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:35
msgid "Labels"
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:37
msgid "The following `labels <https://github.com/godotengine/godot/labels>`__ are currently defined in the Godot repository:"
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:40
msgid "**Categories:**"
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:42
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:163
msgid "*Archived*: either a duplicate of another issue, or invalid. Such an issue would also be closed."
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:33
msgid "We only use the assignees feature for Godot maintainers who are members of the Godot Engine GitHub organization, and even then not in all cases. For other issues, we track who is working on an issue by comments on the issue and linked pull requests. Most issues are available for any contributor to take on, after discussing it with other contributors. If you would like to work on an issue, first check that no one else is working on it, by looking for a linked pull request, a comment \"claiming\" the issue, or an assignee. If no one else is working on the issue, leave a comment on the issue to \"claim\" it and start working on it."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:44
msgid "*Breaks compat*: describes something that can only be fixed by breaking compatibility with existing projects."
msgid "Labels"
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:46
msgid "The following `labels <https://github.com/godotengine/godot/labels>`__ are currently defined in the Godot repository:"
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:50
msgid "Categories:"
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:52
msgid "*Archived*: used to filter issues closed with a resolution other than \"fixed\"."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:54
msgid "For issues, added to all issues that are not resolved by engine or documentation changes. This includes duplicate issues, user error, or reports in the wrong repository. Since we don't rely on GitHub's issue close reasons (``completed``, ``not planned``, and ``duplicate``), it is possible for an issue to be closed as ``completed`` with the *Archived* label."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:60
msgid "For PRs, added to all closed PRs that are not merged. This includes superseded or duplicate PRs, Git or GitHub mistakes, and valid PRs that end up not merged."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:63
msgid "*Breaks compat*: describes something that can only be fixed by breaking compatibility with existing projects."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:65
msgid "*Bug*: describes something that is not working properly."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:47
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:167
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:66
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:191
msgid "*Cherrypick*: describes something that can be backported to a stable branch after being merged in the ``master`` branch."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:49
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:68
msgid "*Confirmed*: has been confirmed by at least one other contributor than the bug reporter (typically for *Bug* reports). The purpose of this label is to let developers know which issues are still reproducible when they want to select what to work on. It is therefore a good practice to add in a comment on what platform and what version or commit of Godot the issue could be reproduced; if a developer looks at the issue one year later, the *Confirmed* label may not be relevant anymore."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:57
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:76
msgid "*Crash:* describes a bug that causes the engine to crash. This label is only used for \"hard\" crashes, not freezes."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:59
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:170
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:78
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:194
msgid "*Discussion*: the issue is not consensual and needs further discussion to define what exactly should be done to address the topic."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:62
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:81
msgid "*Documentation*: related to the documentation. PRs with this label improve the class reference. Issues with this label are either for wrong documentation, or are user-reported \"bugs\" that are actually limitations to be further documented. Often paired with *Discussion*. Issues related to the ReadTheDocs documentation should be filed on the `godot-docs <https://github.com/godotengine/godot-docs>`_ repository."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:67
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:86
msgid "*Enhancement*: describes a proposed enhancement to an existing functionality."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:69
msgid "*Feature proposal*: describes a wish for a new feature to be implemented. Note that the main Godot repository no longer accepts feature requests. Please use `godot-proposals <https://github.com/godotengine/godot-proposals>`__ instead. PRs which add new features but do not have a corresponding proposal use this label."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:75
msgid "*For PR meeting*: the issue needs to be discussed in a pull request meeting. These meetings are public and are held on the `Godot Contributors Chat <https://chat.godotengine.org/>`_."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:77
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:174
msgid "*Good first issue*: the issue is *assumed* to be an easy one to fix, which makes it a great fit for new contributors who want to become familiar with the code base. It should be removed while an active PR is available, that resolves this issue."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:81
msgid "*High priority:* the issue is particularly important as it can prevent people from releasing their projects or cause data loss."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:83
msgid "*Needs testing*: the issue/pull request could not be completely tested and thus need further testing. This can mean that it needs to be tested on different hardware/software configurations or even that the steps to reproduce are not certain."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:87
msgid "*Needs work*: the pull request needs additional work before it can be merged. Also for issues that are very incomplete, such as missing reproduction steps."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:89
msgid "*Performance*: issues that directly impact engine or editor performance. Can also be used for pull requests that improve performance or add low-end-friendly options. Should not be coupled with *Usability*."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:92
msgid "*Production*: Relates to the production team."
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:88
msgid "*Feature proposal*: used for PRs adding new features which do not have a corresponding proposal use this label. The label is removed when a feature proposal is created and linked. The main Godot repository no longer accepts feature requests as issues. Please use the `godot-proposals <https://github.com/godotengine/godot-proposals>`__ repository instead."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:93
msgid "*Regression*: the bug appeared after a stable release not exhibiting the bug was released."
msgid "*For PR meeting*: the issue needs to be discussed in a pull request meeting. These meetings are public and are held on the `Godot Contributors Chat <https://chat.godotengine.org/>`_."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:95
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:180
msgid "*Salvageable*: the pull request can't be merged due to design issues or merge conflicts and its author is not active anymore. However, it can still be picked up by an external contributor to bring it to a mergeable state. To do so, you need to open a new pull request based on the original pull request."
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:198
msgid "*Good first issue*: the issue is *assumed* to be an easy one to fix, which makes it a great fit for new contributors who want to become familiar with the code base. It should be removed while an active PR is available, that resolves this issue."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:99
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:184
msgid "*Tracker*: issue used to track other issues (like all issues related to the plugin system)."
msgid "*High priority:* the issue is particularly important as it can prevent people from releasing their projects or cause data loss."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:101
msgid "*Usability*: issues that directly impact user usability. Should not be coupled with *Performance*."
msgid "*Needs testing*: the issue/pull request could not be completely tested and thus need further testing. This can mean that it needs to be tested on different hardware/software configurations or even that the steps to reproduce are not certain."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:103
msgid "The categories are used for general triage of the issues. They can be combined in some way when relevant, e.g. an issue can be labelled *Enhancement* and *Usability* at the same time if it's an issue to improve usability. Or *Feature proposal* and *Discussion* if it's a non-consensual feature request, or one that is not precise enough to be worked on. At least one of the categories *Bug*, *Enhancement* or *Discussion* is used to describe an issue or pull request."
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:105
msgid "*Needs work*: the pull request needs additional work before it can be merged. Also for issues that are very incomplete, such as missing reproduction steps."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:111
msgid "**Topics:**"
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:107
msgid "*Performance*: issues that directly impact engine or editor performance. Can also be used for pull requests that improve performance or add low-end-friendly options. Should not be coupled with *Usability*."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:113
msgid "*2D*: relates to 2D-specific issues. Should be coupled with one of the labels below, and should not be coupled with *3D*."
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:110
msgid "*Regression*: the bug appeared after a stable release not exhibiting the bug was released."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:114
msgid "*3D*: relates to 3D-specific issues. Should be coupled with one of the labels below, and should not be coupled with *2D*."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:115
msgid "*Animation*: relates to the Animation system, editors and importers."
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:112
msgid "*Salvageable*: the pull request can't be merged due to design issues or merge conflicts and its author is not active anymore. However, it can still be picked up by another contributor to bring it to a mergeable state. To do so, you need to open a new pull request based on the original pull request."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:116
msgid "*Assetlib*: relates to issues with the asset library."
msgid "*Spam*: intentional spam issues, and extremely low-effort PRs. Used sparingly, since we give contributors and users the benefit of the doubt. In most cases, *Needs work* or *Archived* is more appropriate."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:117
msgid "*Audio*: relates to the audio features (low- and high-level)."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:118
msgid "*Buildsystem*: relates to building issues, either linked to the SCons buildsystem or to compiler peculiarities."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:120
msgid "*Codestyle*: relates to the programming style used within the codebase."
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:119
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:214
msgid "*Tracker*: issue used to track other issues (like all issues related to the plugin system)."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:121
msgid "*Core*: anything related to the core engine. Specific topics are split off separately as they crop up."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:122
msgid "*Dotnet*: relates to the C# / Dotnet bindings."
msgid "*Usability*: issues that directly impact user usability. Should not be coupled with *Performance*."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:123
msgid "*Editor*: relates to issues in the editor (mainly UI)."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:124
msgid "*Export*: relates to the export system and templates."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:125
msgid "*GDExtension*: relates to the GDExtension system for native extensions."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:126
msgid "*GDScript*: relates to GDScript."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:127
msgid "*GUI*: relates to GUI (Control) nodes or to Nodes that compose user interfaces."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:128
msgid "*Import*: relates to the resource import system."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:129
msgid "*Input*: relates to the input system."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:130
msgid "*Multiplayer*: relates to multiplayer (high-level networking) systems."
msgid "The categories are used for general triage of the issues. They can be combined in some way when relevant, e.g. an issue can be labeled *Bug* and *Usability* at the same time if it's a bug that affects usability. Or *Enhancement* and *Discussion* if it's an improvement that requires discussion of the best approach. At least one of the categories *Bug*, *Enhancement*, or *Discussion* are used to describe an issue or pull request."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:131
msgid "*Navigation*: relates to the navigation system (including A* and navmeshes)."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:132
msgid "*Network*: relates to (low-level) networking."
msgid "Topics:"
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:133
msgid "*Particles*: particles, particle systems and their editors."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:134
msgid "*Physics*: relates to the physics engine (2D/3D)."
msgid "*2D*: relates to 2D nodes. Should be coupled with one of the labels below, and should not be coupled with *3D*."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:135
msgid "*Plugin*: relates to problems encountered while writing plugins."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:136
msgid "*Porting*: relates to some specific platforms or exporting projects."
msgid "*3D*: relates to 3D nodes. Should be coupled with one of the labels below, and should not be coupled with *2D*."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:137
msgid "*Rendering*: relates to the 2D and 3D rendering engines."
msgid "*Animation*: relates to the Animation system, editors and importers."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:138
msgid "*Shaders*: relates to the Godot shader language or visual shaders."
msgid "*Assetlib*: relates to issues with the asset library."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:139
msgid "*Tests*: relates to unit tests."
msgid "*Audio*: relates to the audio features (low- and high-level)."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:140
msgid "*Thirdparty*: relates to third-party libraries used in Godot."
msgid "*Buildsystem*: relates to building issues, either linked to the SCons buildsystem or to compiler peculiarities."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:141
msgid "*XR*: relates to Augmented Reality or Virtual Reality."
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:142
msgid "*Codestyle*: relates to the programming style used within the codebase."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:143
msgid "Issues would typically correspond to only one topic, though it's not unthinkable to see issues that fit two bills. The general idea is that there will be specialized contributors teams behind all topics, so they can focus on the issues labelled with their team's topic."
msgid "*Core*: anything related to the core engine. Specific topics are split off separately as they crop up."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:144
msgid "*Dotnet*: relates to the C# / .NET bindings."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:145
msgid "*Editor*: relates to issues in the editor (mainly UI)."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:146
msgid "*Export*: relates to the export system and templates."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:147
msgid "*GDExtension*: relates to the GDExtension system for native extensions."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:148
msgid "**Platforms:**"
msgid "*GDScript*: relates to GDScript."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:149
msgid "*GUI*: relates to GUI (Control) nodes or to Nodes that compose user interfaces."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:150
msgid "*Android*, *iOS*, *Linux*, *macOS*, *Web*, *Windows*"
msgid "*Import*: relates to the resource import system."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:151
msgid "*Input*: relates to the input system."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:152
msgid "By default, it is assumed that a given issue applies to all platforms. If one of the platform labels is used, it is then exclusive and the previous assumption doesn't stand anymore (so if it's a bug on e.g. Android and Linux exclusively, select those two platforms)."
msgid "*I18n*: relates to internationalization."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:153
msgid "*Multiplayer*: relates to multiplayer (high-level networking) systems."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:154
msgid "*Navigation*: relates to the navigation system (including A* and navmeshes)."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:155
msgid "*Network*: relates to (low-level) networking."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:156
msgid "*Particles*: particles, particle systems and their editors."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:157
msgid "*Physics*: relates to the physics engine (2D/3D)."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:158
msgid "Documentation labels"
msgid "*Plugin*: relates to problems encountered while writing plugins."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:159
msgid "*Porting*: relates to some specific platforms or exporting projects."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:160
msgid "*Rendering*: relates to the 2D and 3D rendering engines."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:161
msgid "*Shaders*: relates to the Godot shader language or visual shaders."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:162
msgid "*Tests*: relates to unit tests."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:163
msgid "*Thirdparty*: relates to third-party libraries used in Godot."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:164
msgid "*XR*: relates to Augmented Reality or Virtual Reality."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:166
msgid "Issues would typically correspond to only one topic, though it's not unthinkable to see issues that fit two bills. The general idea is that there will be specialized contributors teams behind all topics, so they can focus on the issues labelled with their team's topic."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:172
msgid "Platforms:"
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:174
msgid "*Android*, *iOS*, *LinuxBSD*, *macOS*, *Web*, *Windows*"
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:176
msgid "By default, it is assumed that a given issue applies to all platforms. If one of the platform labels is used, it is then exclusive and the previous assumption doesn't stand anymore (so if it's a bug on e.g. Android and Linux exclusively, select those two platforms)."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:182
msgid "Documentation labels"
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:184
msgid "In the `documentation repository <https://github.com/godotengine/godot-docs>`__, we use the following `labels <https://github.com/godotengine/godot-docs/labels>`__:"
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:165
msgid "*Bug*: Incorrect information in an existing page. Not to be used for *missing* information."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:169
msgid "*Dependencies*: describes pull requests that update a dependency file."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:173
msgid "*Enhancement*: new information to be added in an existing page."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:178
msgid "*Needs work*: the pull request needs additional work before it can be merged."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:179
msgid "*Python*: Pull requests that update Python code."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:187
msgid "**Area:**"
msgid "*Archived*: either a duplicate of another issue, or invalid. Such an issue would also be closed."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:189
msgid "*About*: Issues and PRs related to the About section of the documentation and other general articles."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:190
msgid "*Class reference*: the issue is about the class reference, not a documentation page."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:191
msgid "*Community*: Issues and PRs related to the Community section of the documentation."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:192
msgid "*Contributing*: Issues and PRs related to the Contributing/Development section of the documentation."
msgid "*Bug*: Incorrect information in an existing page. Not to be used for *missing* information."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:193
msgid "*Getting started*: Issues and PRs related to the Getting Started section of the documentation."
msgid "*Dependencies*: describes pull requests that update a dependency file."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:194
msgid "*Manual*: Issues and PRs related to the Manual/Tutorials section of the documentation."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:196
msgid "**Content:**"
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:198
msgid "*Images*: Issues and PRs involving outdated or incorrect images in articles."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:199
msgid "*Example code*: Issues and PRs involving writing or updating code examples."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:200
msgid "*New page*: Issues and PRs related to creation of new documentation pages for new or undocumented features."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:201
msgid "*Organization*: Issues and PRs related to reorganizing the content."
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:197
msgid "*Enhancement*: new information to be added in an existing page."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:202
msgid "*Proofreading*: Issues and PRs related to proofreading the documentation."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:203
msgid "*Redirect*: Issues and PRs involving moving content and adding a redirect rule on the backend."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:204
msgid "*Website*: Issues related to adding website features and fixing bugs, whether on the front or back-end,"
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:206
msgid "**Topic:**"
msgid "*Linked demo PR*: the PR has a corresponding PR to the `Godot Demo Projects <https://github.com/godotengine/godot-demo-projects>`__ repository which must be merged at the same time. Any changes to code in tutorials that have a corresponding demo, such as :ref:`doc_your_first_2d_game`, need to update both repositories so that the tutorial code stays in sync with the completed demo."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:208
msgid "The available topics describe the same content as the topics in the main repository."
msgid "*Needs work*: the pull request needs additional work before it can be merged."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:212
msgid "Milestones"
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:209
msgid "*Python*: Pull requests that update Python code."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:214
msgid "`Milestones <https://github.com/godotengine/godot/milestones>`_ correspond to planned future versions of Godot for which there is an existing roadmap. Issues that fit in the said roadmap should be filed under the corresponding milestone; if they don't correspond to any current roadmap, they should be left without milestone. As a rule of thumb, an issue corresponds to a given milestone if it concerns a feature that is new in the milestone, or a critical bug that can't be accepted in any future stable release, or anything that Juan wants to work on right now. :)"
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:210
msgid "*Salvageable*: the pull request can't be merged due to design issues or merge conflicts and its author is not active anymore. However, it can still be picked up by an external contributor to bring it to a mergeable state. To do so, you need to open a new pull request based on the original pull request."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:216
msgid "*Waiting on PR merge*: the PR documents an engine PR that has not been merged yet."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:220
msgid "Area:"
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:222
msgid "*About*: Issues and PRs related to the About section of the documentation and other general articles."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:223
msgid "Contributors are free to pick issues regardless of their assigned milestone; if a fix is proposed for a bug that was not deemed urgent and thus without milestone, it would likely still be very welcome."
msgid "*Class reference*: the issue is about the class reference, not a documentation page."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:224
msgid "*Community*: Issues and PRs related to the Community section of the documentation."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:225
msgid "*Contributing*: Issues and PRs related to the Contributing/Development section of the documentation."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:226
msgid "*Getting started*: Issues and PRs related to the Getting Started section of the documentation."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:227
msgid "*Manual*: Issues and PRs related to the Manual/Tutorials section of the documentation."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:230
msgid "Content:"
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:232
msgid "*Images*: Issues and PRs involving outdated or incorrect images in articles."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:233
msgid "*Example code*: Issues and PRs involving writing or updating code examples."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:234
msgid "*New page*: Issues and PRs related to creation of new documentation pages for new or undocumented features."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:235
msgid "*Organization*: Issues and PRs related to reorganizing the content."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:236
msgid "*Proofreading*: Issues and PRs related to proofreading the documentation."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:237
msgid "*Redirect*: Issues and PRs involving moving content and adding a redirect rule on the backend."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:238
msgid "*Website*: Issues related to adding website features and fixing bugs, whether on the front or back-end,"
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:241
msgid "Topic:"
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:243
msgid "The available topics describe the same content as the topics in the main repository."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:247
msgid "Milestones"
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:249
msgid "`Milestones <https://github.com/godotengine/godot/milestones>`_ are used for some issues and all PRs."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:252
msgid "We have milestones for specific minor engine versions, like ``4.5`` and ``4.6``, as well as general milestones for major engine versions, like ``3.x`` and ``4.x``. In the ``godot-proposals`` repo, we also have a ``5.0`` milestone for compatibility-breaking changes that will be considered for Godot 5.0, in many years."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:258
msgid "Issues are assigned to the current development milestone, such as ``4.5``, if they are related to features introduced in that engine version, or are bugs (regressions) in that version. Additionally, all issues completed during the development of that engine version are added to the milestone, so that users can see at a glance in which minor version an issue was first fixed. We don't always use the ``4.x`` milestone for issues, since by default all issues are related to Godot 4.x. However, we do use the ``3.x`` milestone to mark issues that are specific to Godot 3.x."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:267
msgid "All pull requests are assigned to a milestone. By default, enhancement and feature PRs are assigned to the ``4.x`` milestone, and bugs are assigned to the current development milestone, such as ``4.5``. Towards the end of the minor version's development, PRs currently in that milestone are reassessed. If a PR is no longer being considered for that version, it is reassigned to either the major version milestone (``4.x``), or the next minor version milestone (such as ``4.6``)."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:275
msgid "Pull requests in the ``4.x`` milestone are reassigned to the current minor engine version, such as ``4.5``, when the review process is complete, and the production team decides that the PR is ready to be merged soon. Note that this usually requires more than one approving review."
msgstr ""
#: ../../docs/contributing/workflow/bug_triage_guidelines.rst:280
msgid "The milestone assigned to a PR is a goal, not a guarantee. New features and enhancements are merged when they are ready. While reviewers and maintainers do their best to review PRs in time for the current version, at some point we reach the beta, feature freeze, and then release; and existing PRs are reassigned to the next minor version, or to ``4.x``. As a rule, we assign new features to the ``4.x`` milestone initially to avoid continually reassigning a PR from version to version. However, a PR being in ``4.x`` does not mean it won't be merged; it's just the default for new features."
msgstr ""

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -103,26 +103,30 @@ msgstr ""
msgid "Now let's look at the rest of the script. In ``_ready()`` we play the animation and randomly choose one of the three animation types:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:100
#: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:101
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 ""
#: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:104
#: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:105
msgid "In the GDScript code, we use the :ref:`Array.pick_random <class_Array_method_pick_random>` method to select one of these animation names at random. Meanwhile, in the C# code, we pick a random number between ``0`` and ``2`` to select one of these names from the list (array indices start at ``0``). The expression ``GD.Randi() % n`` selects a random integer between ``0`` and ``n-1``."
msgstr ""
#: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:109
#: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:110
msgid "Finally, we call ``play()`` to start playing the chosen animation."
msgstr ""
#: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:112
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 ""
#: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:127
#: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:130
msgid "``queue_free()`` is a function that essentially 'frees', or deletes, the node at the end of the frame."
msgstr ""
#: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:129
#: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:132
msgid "This completes the `Mob` scene."
msgstr ""
#: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:131
#: ../../docs/getting_started/first_2d_game/04.creating_the_enemy.rst:134
msgid "With the player and enemies ready, in the next part, we'll bring them together in a new scene. We'll make enemies spawn randomly around the game board and move forward, turning our project into a playable game."
msgstr ""

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -76,7 +76,7 @@ msgid "Spawning mobs"
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:40
msgid "The Main node will be spawning new mobs, and we want them to appear at a random location on the edge of the screen. Add a :ref:`Path2D <class_Path2D>` node named ``MobPath`` as a child of ``Main``. When you select ``Path2D``, you will see some new buttons at the top of the editor:"
msgid "The Main node will be spawning new mobs, and we want them to appear at a random location on the edge of the screen. Click the ``Main`` node in the Scene dock, then add a child :ref:`Path2D <class_Path2D>` node named ``MobPath``. When you select ``Path2D``, you will see some new buttons at the top of the editor:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:47
@@ -132,45 +132,65 @@ msgid "You should see a list of the signals for the ``Player`` node. Find and do
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:155
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."
msgid "Now we'll connect the ``timeout()`` signal of each Timer node (``StartTimer``, ``ScoreTimer``, and ``MobTimer``) to the main script. For each of the three timers, select the timer in the Scene dock, open the Signals tab of the Node dock, then double-click the ``timeout()`` signal in the list. This will open a new signal connection dialog. The default settings in this dialog should be fine, so select **Connect** to create a new signal connection."
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:184
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:162
msgid "Once all three timers have this set up, you should be able to see each timer have a Signal connection for their respective ``timeout()`` signal, showing in green, within their respective Signals tabs:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:166
msgid "(For MobTimer): ``_on_mob_timer_timeout()``"
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:167
msgid "(For ScoreTimer): ``_on_score_timer_timeout()``"
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:168
msgid "(For StartTimer): ``_on_start_timer_timeout()``"
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:170
msgid "Now we define how each of these timers operate by adding the code below. Notice that ``StartTimer`` will start the other two timers, and that ``ScoreTimer`` will increment the score by 1."
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:199
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 ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:192
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:207
msgid "Note that a new instance must be added to the scene using ``add_child()``."
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:252
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:267
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 ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:260
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:275
msgid "Testing the scene"
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:262
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:277
msgid "Let's test the scene to make sure everything is working. Add this ``new_game`` call to ``_ready()``:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:278
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:293
msgid "Let's also assign ``Main`` as our \"Main Scene\" - the one that runs automatically when the game launches. Press the \"Play\" button and select ``main.tscn`` when prompted."
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:282
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:297
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 ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:285
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:300
msgid "You should be able to move the player around, see mobs spawning, and see the player disappear when hit by a mob."
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:288
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:303
msgid "When you're sure everything is working, remove the call to ``new_game()`` from ``_ready()`` and replace it with ``pass``."
msgstr ""
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:291
#: ../../docs/getting_started/first_2d_game/05.the_main_game_scene.rst:306
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 ""

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -165,85 +165,81 @@ msgid "We also need to process what happens when the player loses. The code belo
msgstr ""
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:163
msgid "This function is called when the player loses. It will show \"Game Over\" for 2 seconds, then return to the title screen and, after a brief pause, show the \"Start\" button."
msgstr ""
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:167
msgid "When you need to pause for a brief time, an alternative to using a Timer node is to use the SceneTree's ``create_timer()`` function. This can be very useful to add delays such as in the above code, where we want to wait some time before showing the \"Start\" button."
msgstr ""
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:172
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:168
msgid "Add the code below to ``HUD`` to update the score"
msgstr ""
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:187
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:183
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 ""
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:216
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:212
msgid "Connecting HUD to Main"
msgstr ""
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:218
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:214
msgid "Now that we're done creating the ``HUD`` scene, go back to ``Main``. Instance the ``HUD`` scene in ``Main`` like you did the ``Player`` scene. The scene tree should look like this, so make sure you didn't miss anything:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:224
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:220
msgid "Now we need to connect the ``HUD`` functionality to our ``Main`` script. This requires a few additions to the ``Main`` scene:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:227
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:223
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 ""
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:233
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:229
msgid "In ``new_game()``, update the score display and show the \"Get Ready\" message:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:247
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:243
msgid "In ``game_over()`` we need to call the corresponding ``HUD`` function:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:258
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:254
msgid "Finally, add this to ``_on_score_timer_timeout()`` to keep the display in sync with the changing score:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:272
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:268
msgid "Remember to remove the call to ``new_game()`` from ``_ready()`` if you haven't already, otherwise your game will start automatically."
msgstr ""
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:276
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:272
msgid "Now you're ready to play! Click the \"Play the Project\" button."
msgstr ""
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:279
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:275
msgid "Removing old creeps"
msgstr ""
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:281
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:277
msgid "If you play until \"Game Over\" and then start a new game right away, the creeps from the previous game may still be on the screen. It would be better if they all disappeared at the start of a new game. We just need a way to tell *all* the mobs to remove themselves. We can do this with the \"group\" feature."
msgstr ""
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:286
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:282
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\" to open the group overview and the \"+\" button to open the \"Create New Group\" dialog."
msgstr ""
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:293
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:289
msgid "Name the group ``mobs`` and click \"ok\" to add a new scene group."
msgstr ""
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:297
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:293
msgid "Now all mobs will be in the \"mobs\" group."
msgstr ""
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:301
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:297
msgid "We can then add the following line to the ``new_game()`` function in ``Main``:"
msgstr ""
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:314
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:310
msgid "The ``call_group()`` function calls the named function on every node in a group - in this case we are telling every mob to delete itself."
msgstr ""
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:317
#: ../../docs/getting_started/first_2d_game/06.heads_up_display.rst:313
msgid "The game's mostly done at this point. In the next and last part, we'll polish it a bit by adding a background, looping music, and some keyboard shortcuts."
msgstr ""

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -96,7 +96,7 @@ msgid "Prerequisites"
msgstr ""
#: ../../docs/getting_started/first_2d_game/index.rst:50
msgid "This step-by-step tutorial is intended for beginners who followed the complete :ref:`Getting Started <toc-learn-step_by_step>`."
msgid "This step-by-step tutorial is intended for beginners who followed the complete :ref:`doc_step_by_step`."
msgstr ""
#: ../../docs/getting_started/first_2d_game/index.rst:53

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@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -24,125 +24,129 @@ msgid "In this first part, we're going to set up the game area. Let's get starte
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:9
msgid "We've prepared a Godot project with the 3D models and sounds we'll use for this tutorial, linked in the index page. If you haven't done so yet, you can download the archive here: `Squash the Creeps assets <https://github.com/godotengine/godot-3d-dodge-the-creeps/releases/tag/1.1.0>`__."
msgid "We've prepared a Godot project with the 3D models and sounds we'll use for this tutorial, linked in the index page. If you haven't done so yet, you can download the archive here: `Squash the Creeps assets <https://github.com/godotengine/godot-docs-project-starters/releases/download/latest-4.x/3d_squash_the_creeps_starter.zip>`_."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:14
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:13
msgid "Once you downloaded it, extract the .zip archive on your computer. Open the Godot Project Manager and click the *Import* button."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:19
msgid "In the import popup, enter the full path to the freshly created directory ``squash_the_creeps_start/``. You can click the *Browse* button on the right to open a file browser and navigate to the ``project.godot`` file the folder contains."
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:18
msgid "In the import popup, enter the full path to the freshly created directory ``3d_squash_the_creeps_starter/``. You can click the *Browse* button on the right to open a file browser and navigate to the ``project.godot`` file the folder contains."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:26
msgid "Click *Import & Edit* to open the project in the editor."
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:25
msgid "Click *Import* to open the project in the editor."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:30
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:29
msgid "A window notifying you that the project was generated by an older Godot version may appear. Click *Convert Full Project* to convert the project to your current Godot version."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:35
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:34
msgid "If it doesn't open immediately open the project from your project list."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:36
msgid "The start project contains an icon and two folders: ``art/`` and ``fonts/``. There, you will find the art assets and music we'll use in the game."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:40
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:41
msgid "There are two 3D models, ``player.glb`` and ``mob.glb``, some materials that belong to these models, and a music track."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:44
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:45
msgid "Setting up the playable area"
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:46
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:47
msgid "We're going to create our main scene with a plain :ref:`Node <class_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 ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:53
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:54
msgid "Save the scene as ``main.tscn`` by pressing :kbd:`Ctrl + S` (:kbd:`Cmd + S` on macOS)."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:55
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:56
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 <class_StaticBody3D>` nodes. They require :ref:`CollisionShape3D <class_CollisionShape3D>` child nodes to define the collision area. With the ``Main`` node selected, add a :ref:`StaticBody3D <class_StaticBody3D>` node, then a :ref:`CollisionShape3D <class_CollisionShape3D>`. Rename the :ref:`StaticBody3D <class_StaticBody3D>` to ``Ground``."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:62
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:63
msgid "Your scene tree should look like this"
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:66
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:67
msgid "A warning sign next to the :ref:`CollisionShape3D <class_CollisionShape3D>` appears because we haven't defined its shape. If you click the icon, a popup appears to give you more information."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:71
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:72
msgid "To create a shape, select the :ref:`CollisionShape3D <class_CollisionShape3D>` node, head to the *Inspector* and click the *<empty>* field next to the *Shape* property. Create a new *BoxShape3D*."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:76
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:77
msgid "The box shape is perfect for flat ground and walls. Its thickness makes it reliable to block even fast-moving objects."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:79
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:80
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 <class_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 ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:88
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:89
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 <class_MeshInstance3D>` as its child."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:93
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:94
msgid "In the *Inspector*, click on the field next to *Mesh* and create a :ref:`BoxMesh <class_BoxMesh>` resource to create a visible box."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:98
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:99
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 ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:103
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:104
msgid "You should see a wide grey slab that covers the grid and blue and red axes in the viewport."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:106
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:107
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 ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:113
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:114
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 ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:119
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:120
msgid "If you can't see the 3D object manipulator like on the image above, ensure the *Select Mode* is active in the toolbar above the view."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:124
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:125
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 ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:131
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:132
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 ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:135
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:136
msgid "Ultimately, ``Ground``'s transform.position.y should be -1"
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:139
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:140
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 <class_DirectionalLight3D>`."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:144
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:145
msgid "We need to move and rotate the :ref:`DirectionalLight3D <class_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 ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:149
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:150
msgid "In the *Inspector*, turn on *Shadow -> Enabled* by clicking the checkbox."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:153
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:154
msgid "At this point, your project should look like this."
msgstr ""
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:157
#: ../../docs/getting_started/first_3d_game/01.game_setup.rst:158
msgid "That's our starting point. In the next part, we will work on the player scene and base movement."
msgstr ""

View File

@@ -6,7 +6,7 @@
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Godot Engine latest\n"
"Project-Id-Version: Godot Engine 4.4\n"
"Report-Msgid-Bugs-To: \n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
@@ -23,254 +23,138 @@ msgstr ""
msgid "In the next two lessons, we will design the player scene, register custom input actions, and code player movement. By the end, you'll have a playable character that moves in eight directions."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:13
msgid "Create a new scene by going to the Scene menu in the top-left and clicking *New Scene*."
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:10
msgid "Create a new scene by going to the **Scene** menu in the top-left and clicking **New Scene**."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:16
msgid "|image0|"
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:15
msgid "Click the **Other Node** button and select the ``CharacterBody3D`` node type to create a :ref:`CharacterBody3D <class_CharacterBody3D>` as the root node."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:168
msgid "image0"
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:20
msgid "Rename the :ref:`CharacterBody3D <class_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 ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:18
msgid "Create a :ref:`CharacterBody3D <class_CharacterBody3D>` node as the root"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:22
msgid "Name the :ref:`CharacterBody3D <class_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 ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:31
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:29
msgid "To learn more about the different physics node types, see the :ref:`doc_physics_introduction`."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:34
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:32
msgid "For now, we're going to create a basic rig for our character's 3D model. This will allow us to rotate the model later via code while it plays an animation."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:37
msgid "Add a :ref:`Node3D <class_Node3D>` node as a child of ``Player`` and name it ``Pivot``"
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:35
msgid "Add a :ref:`Node3D <class_Node3D>` node as a child of ``Player``. Select the ``Player`` node in the **Scene** tree and click the \"**+**\" button to add a child node. Rename it to ``Pivot``."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:41
msgid "Then, in the FileSystem dock, expand the ``art/`` folder by double-clicking it and drag and drop ``player.glb`` onto ``Pivot``."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:45
msgid "|image1|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:169
msgid "image1"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:47
msgid "This should instantiate the model as a child of ``Pivot``. You can rename it to ``Character``."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:50
msgid "|image2|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:170
msgid "image2"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:54
msgid "The ``.glb`` files contain 3D scene data based on the open source glTF 2.0 specification. They're a modern and powerful alternative to a proprietary format like FBX, which Godot also supports. To produce these files, we designed the model in `Blender 3D <https://www.blender.org/>`__ and exported it to glTF."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:59
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 <class_CollisionShape3D>`. In the *Inspector*, on the *Shape* property, add a new :ref:`SphereShape3D <class_SphereShape3D>`."
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 <class_CollisionShape3D>`. In the **Inspector**, on the **Shape** property, add a new :ref:`SphereShape3D <class_SphereShape3D>`."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:65
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:66
msgid "The sphere's wireframe appears below the character."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:67
msgid "|image3|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:171
msgid "image3"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:69
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:70
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 ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:73
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:74
msgid "Then, move the collision shape up so its bottom roughly aligns with the grid's plane."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:75
msgid "|image4|"
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:78
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 ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:172
msgid "image4"
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:83
msgid "Save the scene as ``player.tscn``."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:77
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 ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:80
msgid "|image5|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:173
msgid "image5"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:82
msgid "Save the scene as ``player.tscn``"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:84
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:85
msgid "With the nodes ready, we can almost get coding. But first, we need to define some input actions."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:90
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:91
msgid "Creating input actions"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:92
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:93
msgid "To move the character, we will listen to the player's input, like pressing the arrow keys. In Godot, while we could write all the key bindings in code, there's a powerful system that allows you to assign a label to a set of keys and buttons. This simplifies our scripts and makes them more readable."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:97
msgid "This system is the Input Map. To access its editor, head to the *Project* menu and select *Project Settings*."
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:98
msgid "This system is the Input Map. To access its editor, head to the **Project** menu and select **Project Settings...**."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:100
msgid "|image6|"
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:103
msgid "At the top, there are multiple tabs. Click on **Input Map**. This window allows you to add new actions at the top; they are your labels. In the bottom part, you can bind keys to these actions."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:174
msgid "image6"
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:109
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 ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:102
msgid "At the top, there are multiple tabs. Click on *Input Map*. This window allows you to add new actions at the top; they are your labels. In the bottom part, you can bind keys to these actions."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:106
msgid "|image7|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:175
msgid "image7"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:108
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 ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:113
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:114
msgid "We're going to name our actions ``move_left``, ``move_right``, ``move_forward``, ``move_back``, and ``jump``."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:116
msgid "To add an action, write its name in the bar at the top and press Enter."
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:117
msgid "To add an action, write its name in the bar at the top and press Enter or click the **Add** button."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:118
msgid "|image8|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:176
msgid "image8"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:120
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:121
msgid "Create the following five actions:"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:122
msgid "|image9|"
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:125
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 ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:177
msgid "image9"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:124
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 ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:129
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:130
msgid "Bind also the :kbd:`A` key, onto the action ``move_left``."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:131
msgid "|image12|"
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:134
msgid "Let's now add support for a gamepad's left joystick. Click the \"**+**\" button again but this time, select the input within the input tree yourself. Select the negative X axis of the left joystick under **Joypad Axes**."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:179
msgid "image12"
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:140
msgid "Leave the other values as default and press **OK**."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:133
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 ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:138
msgid "Select the negative X axis of the left joystick."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:142
msgid "Leave the other values as default and press *OK*"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:146
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:144
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 ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:148
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:146
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 ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:152
msgid "|image15|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:180
msgid "image15"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:154
msgid "The final action to set up is the ``jump`` action. Bind the Space key and the gamepad's A button."
msgid "The final action to set up is the ``jump`` action. Bind the Space key and the gamepad's A button located under **Joypad Buttons**."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:157
msgid "|image16|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:181
msgid "image16"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:159
msgid "Your jump input action should look like this."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:161
msgid "|image18|"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:183
msgid "image18"
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:163
msgid "That's all the actions we need for this game. You can use this menu to label any groups of keys and buttons in your projects."
msgstr ""
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:166
#: ../../docs/getting_started/first_3d_game/02.player_input.rst:164
msgid "In the next part, we'll code and test the player's movement."
msgstr ""

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