diff --git a/docs b/docs index d81d0258e6..31a288783c 160000 --- a/docs +++ b/docs @@ -1 +1 @@ -Subproject commit d81d0258e613755c506d05dfb61d4fdc7a169c73 +Subproject commit 31a288783c982a31d1d896f16c90a0ee633375cd diff --git a/sphinx/templates/about/docs_changelog.pot b/sphinx/templates/about/docs_changelog.pot index 85050d8b07..f2a8e1f41f 100644 --- a/sphinx/templates/about/docs_changelog.pot +++ b/sphinx/templates/about/docs_changelog.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/about/faq.pot b/sphinx/templates/about/faq.pot index a719ba6875..91a3d4d795 100644 --- a/sphinx/templates/about/faq.pot +++ b/sphinx/templates/about/faq.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/about/index.pot b/sphinx/templates/about/index.pot index 22b25ebd7a..6f5741768f 100644 --- a/sphinx/templates/about/index.pot +++ b/sphinx/templates/about/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/about/introduction.pot b/sphinx/templates/about/introduction.pot index 8ccd80308c..5d8cd80c89 100644 --- a/sphinx/templates/about/introduction.pot +++ b/sphinx/templates/about/introduction.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/channels.pot b/sphinx/templates/community/channels.pot index 50d54ad1db..5a0c96733e 100644 --- a/sphinx/templates/community/channels.pot +++ b/sphinx/templates/community/channels.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/best_practices_for_engine_contributors.pot b/sphinx/templates/community/contributing/best_practices_for_engine_contributors.pot index 4fb2ea5d16..f46353d31c 100644 --- a/sphinx/templates/community/contributing/best_practices_for_engine_contributors.pot +++ b/sphinx/templates/community/contributing/best_practices_for_engine_contributors.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/bisecting_regressions.pot b/sphinx/templates/community/contributing/bisecting_regressions.pot index a38afd9288..35232cb0a1 100644 --- a/sphinx/templates/community/contributing/bisecting_regressions.pot +++ b/sphinx/templates/community/contributing/bisecting_regressions.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/bug_triage_guidelines.pot b/sphinx/templates/community/contributing/bug_triage_guidelines.pot index 4a5e84e306..06c97ab2a8 100644 --- a/sphinx/templates/community/contributing/bug_triage_guidelines.pot +++ b/sphinx/templates/community/contributing/bug_triage_guidelines.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/code_style_guidelines.pot b/sphinx/templates/community/contributing/code_style_guidelines.pot index 3521d34c57..fcd653ef04 100644 --- a/sphinx/templates/community/contributing/code_style_guidelines.pot +++ b/sphinx/templates/community/contributing/code_style_guidelines.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/docs_writing_guidelines.pot b/sphinx/templates/community/contributing/docs_writing_guidelines.pot index 7d751a79ab..a440104899 100644 --- a/sphinx/templates/community/contributing/docs_writing_guidelines.pot +++ b/sphinx/templates/community/contributing/docs_writing_guidelines.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/documentation_guidelines.pot b/sphinx/templates/community/contributing/documentation_guidelines.pot index a0e4b264ca..2773d7c778 100644 --- a/sphinx/templates/community/contributing/documentation_guidelines.pot +++ b/sphinx/templates/community/contributing/documentation_guidelines.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/index.pot b/sphinx/templates/community/contributing/index.pot index 3ce627ac9d..22aa6f8869 100644 --- a/sphinx/templates/community/contributing/index.pot +++ b/sphinx/templates/community/contributing/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/pr_workflow.pot b/sphinx/templates/community/contributing/pr_workflow.pot index 081c524a0c..5b0ca6c255 100644 --- a/sphinx/templates/community/contributing/pr_workflow.pot +++ b/sphinx/templates/community/contributing/pr_workflow.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/updating_the_class_reference.pot b/sphinx/templates/community/contributing/updating_the_class_reference.pot index 1c0a69d46b..31fb4d9037 100644 --- a/sphinx/templates/community/contributing/updating_the_class_reference.pot +++ b/sphinx/templates/community/contributing/updating_the_class_reference.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/contributing/ways_to_contribute.pot b/sphinx/templates/community/contributing/ways_to_contribute.pot index 4bae975fe9..3b3a716f4a 100644 --- a/sphinx/templates/community/contributing/ways_to_contribute.pot +++ b/sphinx/templates/community/contributing/ways_to_contribute.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/community/tutorials.pot b/sphinx/templates/community/tutorials.pot index 27bac423c4..54fc748564 100644 --- a/sphinx/templates/community/tutorials.pot +++ b/sphinx/templates/community/tutorials.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_android.pot b/sphinx/templates/development/compiling/compiling_for_android.pot index 28b381d460..af5827a307 100644 --- a/sphinx/templates/development/compiling/compiling_for_android.pot +++ b/sphinx/templates/development/compiling/compiling_for_android.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_ios.pot b/sphinx/templates/development/compiling/compiling_for_ios.pot index 5dbf3221a9..5e7758bcea 100644 --- a/sphinx/templates/development/compiling/compiling_for_ios.pot +++ b/sphinx/templates/development/compiling/compiling_for_ios.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_osx.pot b/sphinx/templates/development/compiling/compiling_for_osx.pot index 99782f63ca..69abe7f556 100644 --- a/sphinx/templates/development/compiling/compiling_for_osx.pot +++ b/sphinx/templates/development/compiling/compiling_for_osx.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_uwp.pot b/sphinx/templates/development/compiling/compiling_for_uwp.pot index ad99a605ea..3beda969e7 100644 --- a/sphinx/templates/development/compiling/compiling_for_uwp.pot +++ b/sphinx/templates/development/compiling/compiling_for_uwp.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_web.pot b/sphinx/templates/development/compiling/compiling_for_web.pot index e0be89062c..679c80a11b 100644 --- a/sphinx/templates/development/compiling/compiling_for_web.pot +++ b/sphinx/templates/development/compiling/compiling_for_web.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_windows.pot b/sphinx/templates/development/compiling/compiling_for_windows.pot index ded1742519..7ab5645103 100644 --- a/sphinx/templates/development/compiling/compiling_for_windows.pot +++ b/sphinx/templates/development/compiling/compiling_for_windows.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_for_x11.pot b/sphinx/templates/development/compiling/compiling_for_x11.pot index 24c0e498eb..8e3fd9822e 100644 --- a/sphinx/templates/development/compiling/compiling_for_x11.pot +++ b/sphinx/templates/development/compiling/compiling_for_x11.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_with_mono.pot b/sphinx/templates/development/compiling/compiling_with_mono.pot index 5e394b7c94..27e8574340 100644 --- a/sphinx/templates/development/compiling/compiling_with_mono.pot +++ b/sphinx/templates/development/compiling/compiling_with_mono.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/compiling_with_script_encryption_key.pot b/sphinx/templates/development/compiling/compiling_with_script_encryption_key.pot index 6cd271d05f..1f7c4132d9 100644 --- a/sphinx/templates/development/compiling/compiling_with_script_encryption_key.pot +++ b/sphinx/templates/development/compiling/compiling_with_script_encryption_key.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/cross-compiling_for_ios_on_linux.pot b/sphinx/templates/development/compiling/cross-compiling_for_ios_on_linux.pot index 99d1b5091c..696dea2565 100644 --- a/sphinx/templates/development/compiling/cross-compiling_for_ios_on_linux.pot +++ b/sphinx/templates/development/compiling/cross-compiling_for_ios_on_linux.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/getting_source.pot b/sphinx/templates/development/compiling/getting_source.pot index febbe1b41b..f786bd7439 100644 --- a/sphinx/templates/development/compiling/getting_source.pot +++ b/sphinx/templates/development/compiling/getting_source.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/index.pot b/sphinx/templates/development/compiling/index.pot index 930d647300..88becbfffc 100644 --- a/sphinx/templates/development/compiling/index.pot +++ b/sphinx/templates/development/compiling/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/introduction_to_the_buildsystem.pot b/sphinx/templates/development/compiling/introduction_to_the_buildsystem.pot index 71ab8c3a30..c57f9e860e 100644 --- a/sphinx/templates/development/compiling/introduction_to_the_buildsystem.pot +++ b/sphinx/templates/development/compiling/introduction_to_the_buildsystem.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/compiling/optimizing_for_size.pot b/sphinx/templates/development/compiling/optimizing_for_size.pot index 81b8222e8c..a805aa3af4 100644 --- a/sphinx/templates/development/compiling/optimizing_for_size.pot +++ b/sphinx/templates/development/compiling/optimizing_for_size.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/binding_to_external_libraries.pot b/sphinx/templates/development/cpp/binding_to_external_libraries.pot index 272b707903..78a647377a 100644 --- a/sphinx/templates/development/cpp/binding_to_external_libraries.pot +++ b/sphinx/templates/development/cpp/binding_to_external_libraries.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/configuring_an_ide.pot b/sphinx/templates/development/cpp/configuring_an_ide.pot index c7c632ebc7..d4c4b71439 100644 --- a/sphinx/templates/development/cpp/configuring_an_ide.pot +++ b/sphinx/templates/development/cpp/configuring_an_ide.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/core_types.pot b/sphinx/templates/development/cpp/core_types.pot index 32e9cd95f8..8d61bcd9cc 100644 --- a/sphinx/templates/development/cpp/core_types.pot +++ b/sphinx/templates/development/cpp/core_types.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/custom_audiostreams.pot b/sphinx/templates/development/cpp/custom_audiostreams.pot index 17862899b3..32305696ae 100644 --- a/sphinx/templates/development/cpp/custom_audiostreams.pot +++ b/sphinx/templates/development/cpp/custom_audiostreams.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/custom_godot_servers.pot b/sphinx/templates/development/cpp/custom_godot_servers.pot index a8626f71b2..abf14534b5 100644 --- a/sphinx/templates/development/cpp/custom_godot_servers.pot +++ b/sphinx/templates/development/cpp/custom_godot_servers.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/custom_modules_in_cpp.pot b/sphinx/templates/development/cpp/custom_modules_in_cpp.pot index f8cb29d786..33fcdc0c9b 100644 --- a/sphinx/templates/development/cpp/custom_modules_in_cpp.pot +++ b/sphinx/templates/development/cpp/custom_modules_in_cpp.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/custom_resource_format_loaders.pot b/sphinx/templates/development/cpp/custom_resource_format_loaders.pot index ee2eb34df8..f18441c6f6 100644 --- a/sphinx/templates/development/cpp/custom_resource_format_loaders.pot +++ b/sphinx/templates/development/cpp/custom_resource_format_loaders.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/index.pot b/sphinx/templates/development/cpp/index.pot index cfaf889c9c..23d569e6e6 100644 --- a/sphinx/templates/development/cpp/index.pot +++ b/sphinx/templates/development/cpp/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/inheritance_class_tree.pot b/sphinx/templates/development/cpp/inheritance_class_tree.pot index c111e0d62c..d8a35bc3ea 100644 --- a/sphinx/templates/development/cpp/inheritance_class_tree.pot +++ b/sphinx/templates/development/cpp/inheritance_class_tree.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/introduction_to_godot_development.pot b/sphinx/templates/development/cpp/introduction_to_godot_development.pot index 3c288542b2..1bd350fb78 100644 --- a/sphinx/templates/development/cpp/introduction_to_godot_development.pot +++ b/sphinx/templates/development/cpp/introduction_to_godot_development.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/object_class.pot b/sphinx/templates/development/cpp/object_class.pot index 6d40881b0b..24a27399d7 100644 --- a/sphinx/templates/development/cpp/object_class.pot +++ b/sphinx/templates/development/cpp/object_class.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/cpp/variant_class.pot b/sphinx/templates/development/cpp/variant_class.pot index 4d8e147d22..b86e7d57fb 100644 --- a/sphinx/templates/development/cpp/variant_class.pot +++ b/sphinx/templates/development/cpp/variant_class.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/editor/creating_icons.pot b/sphinx/templates/development/editor/creating_icons.pot index d260ffd2b1..e621e5d8c4 100644 --- a/sphinx/templates/development/editor/creating_icons.pot +++ b/sphinx/templates/development/editor/creating_icons.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/editor/index.pot b/sphinx/templates/development/editor/index.pot index d388901095..3aaa350ad6 100644 --- a/sphinx/templates/development/editor/index.pot +++ b/sphinx/templates/development/editor/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/editor/introduction.pot b/sphinx/templates/development/editor/introduction.pot index d9cb5c316c..3cb987570e 100644 --- a/sphinx/templates/development/editor/introduction.pot +++ b/sphinx/templates/development/editor/introduction.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/file_formats/index.pot b/sphinx/templates/development/file_formats/index.pot index b5b1ff0156..17457bf69b 100644 --- a/sphinx/templates/development/file_formats/index.pot +++ b/sphinx/templates/development/file_formats/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/development/file_formats/tscn.pot b/sphinx/templates/development/file_formats/tscn.pot index 3babdd2dc8..e1773d577b 100644 --- a/sphinx/templates/development/file_formats/tscn.pot +++ b/sphinx/templates/development/file_formats/tscn.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/editor/command_line_tutorial.pot b/sphinx/templates/getting_started/editor/command_line_tutorial.pot index d2048eb19f..ada52c6cc9 100644 --- a/sphinx/templates/getting_started/editor/command_line_tutorial.pot +++ b/sphinx/templates/getting_started/editor/command_line_tutorial.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/editor/default_key_mapping.pot b/sphinx/templates/getting_started/editor/default_key_mapping.pot index b65ff4ec7c..9674a796d5 100644 --- a/sphinx/templates/getting_started/editor/default_key_mapping.pot +++ b/sphinx/templates/getting_started/editor/default_key_mapping.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/editor/external_editor.pot b/sphinx/templates/getting_started/editor/external_editor.pot index b1017dae5b..e1348d7a51 100644 --- a/sphinx/templates/getting_started/editor/external_editor.pot +++ b/sphinx/templates/getting_started/editor/external_editor.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/editor/index.pot b/sphinx/templates/getting_started/editor/index.pot index 05d9fa1b89..e113a8edee 100644 --- a/sphinx/templates/getting_started/editor/index.pot +++ b/sphinx/templates/getting_started/editor/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/editor/unity_to_godot.pot b/sphinx/templates/getting_started/editor/unity_to_godot.pot index 729ed7d97d..cbb2c75c0d 100644 --- a/sphinx/templates/getting_started/editor/unity_to_godot.pot +++ b/sphinx/templates/getting_started/editor/unity_to_godot.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_basics.pot b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_basics.pot index 773ef7d411..d11d397195 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_basics.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_basics.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_differences.pot b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_differences.pot index 136e5728db..0bcfe58e2e 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_differences.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_differences.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_features.pot b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_features.pot index 7783c0786a..adc2c3a228 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_features.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_features.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_style_guide.pot b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_style_guide.pot index 5ea3b77609..46dcc1e692 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_style_guide.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/c_sharp_style_guide.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/c_sharp/index.pot b/sphinx/templates/getting_started/scripting/c_sharp/index.pot index b26809ac59..7784a096e8 100644 --- a/sphinx/templates/getting_started/scripting/c_sharp/index.pot +++ b/sphinx/templates/getting_started/scripting/c_sharp/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/creating_script_templates.pot b/sphinx/templates/getting_started/scripting/creating_script_templates.pot index 49dcfeb624..fb6726ff2a 100644 --- a/sphinx/templates/getting_started/scripting/creating_script_templates.pot +++ b/sphinx/templates/getting_started/scripting/creating_script_templates.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/cross_language_scripting.pot b/sphinx/templates/getting_started/scripting/cross_language_scripting.pot index 020c00e814..6054516cc4 100644 --- a/sphinx/templates/getting_started/scripting/cross_language_scripting.pot +++ b/sphinx/templates/getting_started/scripting/cross_language_scripting.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -41,11 +41,11 @@ msgid "Instantiating C# nodes from GDScript" msgstr "" #: ../../docs/getting_started/scripting/cross_language_scripting.rst:74 -msgid "Using C# from GDScript doesn't need much work. Once loaded (see :ref:`doc_gdscript_classes_as_resources`) the script can be instantiated with :ref:`new() `." +msgid "Using C# from GDScript doesn't need much work. Once loaded (see :ref:`doc_gdscript_classes_as_resources`), the script can be instantiated with :ref:`new() `." msgstr "" #: ../../docs/getting_started/scripting/cross_language_scripting.rst:86 -msgid "When creating .cs scripts you should always keep in mind that the class Godot will use is the one named like the .cs file itself. If that class does not exist in the file, you'll see the following error: ``Invalid call. Nonexistent function `new` in base``." +msgid "When creating ``.cs`` scripts, you should always keep in mind that the class Godot will use is the one named like the ``.cs`` file itself. If that class does not exist in the file, you'll see the following error: ``Invalid call. Nonexistent function `new` in base``." msgstr "" #: ../../docs/getting_started/scripting/cross_language_scripting.rst:91 @@ -53,7 +53,7 @@ msgid "For example, MyCoolNode.cs should contain a class named MyCoolNode." msgstr "" #: ../../docs/getting_started/scripting/cross_language_scripting.rst:93 -msgid "You also need to check your .cs file is referenced in the project's .csproj file. Otherwise, the same error will occur." +msgid "You also need to check your ``.cs`` file is referenced in the project's ``.csproj`` file. Otherwise, the same error will occur." msgstr "" #: ../../docs/getting_started/scripting/cross_language_scripting.rst:97 @@ -65,7 +65,7 @@ msgid "From the C# side, everything work the same way. Once loaded, the GDScript msgstr "" #: ../../docs/getting_started/scripting/cross_language_scripting.rst:107 -msgid "Here we are using an :ref:`class_Object` but you can use type conversion like explained in :ref:`doc_c_sharp_features_type_conversion_and_casting`." +msgid "Here we are using an :ref:`class_Object`, but you can use type conversion like explained in :ref:`doc_c_sharp_features_type_conversion_and_casting`." msgstr "" #: ../../docs/getting_started/scripting/cross_language_scripting.rst:111 @@ -81,7 +81,7 @@ msgid "Accessing C# fields from GDScript is straightforward, you shouldn't have msgstr "" #: ../../docs/getting_started/scripting/cross_language_scripting.rst:128 -msgid "Note that it doesn't matter if the field is defined as a property or an attribute, but trying to set a value on a property that does not define a setter will result in a crash." +msgid "Note that it doesn't matter if the field is defined as a property or an attribute. However, trying to set a value on a property that does not define a setter will result in a crash." msgstr "" #: ../../docs/getting_started/scripting/cross_language_scripting.rst:133 @@ -105,7 +105,7 @@ msgid "Calling C# methods from GDScript" msgstr "" #: ../../docs/getting_started/scripting/cross_language_scripting.rst:158 -msgid "Again, calling C# methods from GDScript should be straightforward. The marshalling process will do its best to cast your the arguments to match function signatures. If that's impossible you'll see the following error: ``Invalid call. Nonexistent function `FunctionName```." +msgid "Again, calling C# methods from GDScript should be straightforward. The marshalling process will do its best to cast your the arguments to match function signatures. If that's impossible, you'll see the following error: ``Invalid call. Nonexistent function `FunctionName```." msgstr "" #: ../../docs/getting_started/scripting/cross_language_scripting.rst:174 @@ -113,10 +113,18 @@ msgid "Calling GDScript methods from C#" msgstr "" #: ../../docs/getting_started/scripting/cross_language_scripting.rst:176 -msgid "To call GDScript methods from C# you'll need to use :ref:`Object.Call() `. The first arguments is the name of the method you want to call. The following arguments will be passed to said method." +msgid "To call GDScript methods from C# you'll need to use :ref:`Object.Call() `. The first argument is the name of the method you want to call. The following arguments will be passed to said method." msgstr "" #: ../../docs/getting_started/scripting/cross_language_scripting.rst:198 -msgid "As you can see, if the first argument of the called method is an array, you'll need to cast it as ``object``. Otherwise each element of your array will be treated as a single argument and the function signature won't match." +msgid "As you can see, if the first argument of the called method is an array, you'll need to cast it as ``object``. Otherwise, each element of your array will be treated as a single argument and the function signature won't match." +msgstr "" + +#: ../../docs/getting_started/scripting/cross_language_scripting.rst:204 +msgid "Inheritance" +msgstr "" + +#: ../../docs/getting_started/scripting/cross_language_scripting.rst:206 +msgid "A GDScript file may not inherit from a C# script. Likewise, a C# script may not inherit from a GDScript file. Due to how complex this would be to implement, this limitation is unlikely to be lifted in the future. See `this GitHub issue `__ for more information." msgstr "" diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_advanced.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_advanced.pot index ff94f6cd28..a44cc298e7 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/gdscript_advanced.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_advanced.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_basics.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_basics.pot index f5b9c241e0..96de649a70 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/gdscript_basics.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_basics.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -1206,300 +1206,312 @@ msgstr "" msgid "Instead, you can give your class a name to register it as a new type in Godot's editor. For that, you use the ``class_name`` keyword. You can add an optional comma followed by a path to an image, to use it as an icon. Your class will then appear with its new icon in the editor::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:993 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:992 msgid "Here's a class file example:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1012 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1014 msgid "Godot's class syntax is compact: it can only contain member variables or functions. You can use static functions, but not static member variables. In the same way, the engine initializes variables every time you create an instance, and this includes arrays and dictionaries. This is in the spirit of thread safety, since scripts can be initialized in separate threads without the user knowing." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1020 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1022 msgid "Inheritance" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1022 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1024 msgid "A class (stored as a file) can inherit from:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1024 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1026 msgid "A global class." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1025 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1027 msgid "Another class file." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1026 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1028 msgid "An inner class inside another class file." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1028 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1030 msgid "Multiple inheritance is not allowed." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1030 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1032 msgid "Inheritance uses the ``extends`` keyword::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1042 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1044 msgid "To check if a given instance inherits from a given class, the ``is`` keyword can be used::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1054 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1056 msgid "To call a function in a *parent class* (i.e. one ``extend``-ed in your current class), prepend ``.`` to the function name::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1059 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1061 msgid "This is especially useful because functions in extending classes replace functions with the same name in their parent classes. If you still want to call them, you can prefix them with ``.`` (like the ``super`` keyword in other languages)::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1067 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1069 msgid "Default functions like ``_init``, and most notifications such as ``_enter_tree``, ``_exit_tree``, ``_process``, ``_physics_process``, etc. are called in all parent classes automatically. There is no need to call them explicitly when overloading them." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1074 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1076 msgid "Class Constructor" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1076 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1078 msgid "The class constructor, called on class instantiation, is named ``_init``. As mentioned earlier, the constructors of parent classes are called automatically when inheriting a class. So, there is usually no need to call ``._init()`` explicitly." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1081 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1083 msgid "Unlike the call of a regular function, like in the above example with ``.some_func``, if the constructor from the inherited class takes arguments, they are passed like this::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1088 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1090 msgid "This is better explained through examples. Consider this scenario::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1108 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1113 msgid "There are a few things to keep in mind here:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1110 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1115 msgid "If the inherited class (``State.gd``) defines a ``_init`` constructor that takes arguments (``e`` in this case), then the inheriting class (``Idle.gd``) *must* define ``_init`` as well and pass appropriate parameters to ``_init`` from ``State.gd``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1113 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1118 msgid "``Idle.gd`` can have a different number of arguments than the parent class ``State.gd``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1114 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1119 msgid "In the example above, ``e`` passed to the ``State.gd`` constructor is the same ``e`` passed in to ``Idle.gd``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1116 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1121 msgid "If ``Idle.gd``'s ``_init`` constructor takes 0 arguments, it still needs to pass some value to the ``State.gd`` parent class, even if it does nothing. This brings us to the fact that you can pass literals in the base constructor as well, not just variables. eg.::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1126 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1131 msgid "Inner classes" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1128 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1133 msgid "A class file can contain inner classes. Inner classes are defined using the ``class`` keyword. They are instanced using the ``ClassName.new()`` function." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1150 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1158 msgid "Classes as resources" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1152 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1160 msgid "Classes stored as files are treated as :ref:`resources `. They must be loaded from disk to access them in other classes. This is done using either the ``load`` or ``preload`` functions (see below). Instancing of a loaded class resource is done by calling the ``new`` function on the class object::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1168 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1177 msgid "Exports" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1172 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1181 msgid "Documentation about exports has been moved to :ref:`doc_gdscript_exports`." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1175 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1184 msgid "Setters/getters" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1177 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1186 msgid "It is often useful to know when a class' member variable changes for whatever reason. It may also be desired to encapsulate its access in some way." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1180 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1189 msgid "For this, GDScript provides a *setter/getter* syntax using the ``setget`` keyword. It is used directly after a variable definition:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1187 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1196 msgid "Whenever the value of ``variable`` is modified by an *external* source (i.e. not from local usage in the class), the *setter* function (``setterfunc`` above) will be called. This happens *before* the value is changed. The *setter* must decide what to do with the new value. Vice versa, when ``variable`` is accessed, the *getter* function (``getterfunc`` above) must ``return`` the desired value. Below is an example::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1201 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1212 msgid "Either of the *setter* or *getter* functions can be omitted::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1208 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1219 msgid "Setters and getters are useful when :ref:`exporting variables ` to the editor in tool scripts or plugins, for validating input." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1211 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1222 msgid "As said, *local* access will *not* trigger the setter and getter. Here is an illustration of this:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1228 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1239 msgid "Tool mode" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1230 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1241 msgid "By default, scripts don't run inside the editor and only the exported properties can be changed. In some cases, it is desired that they do run inside the editor (as long as they don't execute game code or manually avoid doing so). For this, the ``tool`` keyword exists and must be placed at the top of the file::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1243 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1255 msgid "See :ref:`doc_running_code_in_the_editor` for more information." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1245 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1257 msgid "Be cautious when freeing nodes with ``queue_free()`` or ``free()`` in a tool script (especially the script's owner itself). As tool scripts run their code in the editor, misusing them may lead to crashing the editor." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1251 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1263 msgid "Memory management" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1253 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1265 msgid "If a class inherits from :ref:`class_Reference`, then instances will be freed when no longer in use. No garbage collector exists, just reference counting. By default, all classes that don't define inheritance extend **Reference**. If this is not desired, then a class must inherit :ref:`class_Object` manually and must call instance.free(). To avoid reference cycles that can't be freed, a ``weakref`` function is provided for creating weak references." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1261 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1273 msgid "Alternatively, when not using references, the ``is_instance_valid(instance)`` can be used to check if an object has been freed." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1268 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1280 msgid "Signals" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1270 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1282 msgid "Signals are a tool to emit messages from an object that other objects can react to. To create custom signals for a class, use the ``signal`` keyword." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1282 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1295 msgid "Signals are a `Callback `_ mechanism. They also fill the role of Observers, a common programming pattern. For more information, read the `Observer tutorial `_ in the Game Programming Patterns ebook." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1289 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1302 msgid "You can connect these signals to methods the same way you connect built-in signals of nodes like :ref:`class_Button` or :ref:`class_RigidBody`." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1292 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1305 msgid "In the example below, we connect the ``health_depleted`` signal from a ``Character`` node to a ``Game`` node. When the ``Character`` node emits the signal, the game node's ``_on_Character_health_depleted`` is called::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1305 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1319 msgid "You can emit as many arguments as you want along with a signal." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1307 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1321 msgid "Here is an example where this is useful. Let's say we want a life bar on screen to react to health changes with an animation, but we want to keep the user interface separate from the player in our scene tree." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1311 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1325 msgid "In our ``Character.gd`` script, we define a ``health_changed`` signal and emit it with :ref:`Object.emit_signal() `, and from a ``Game`` node higher up our scene tree, we connect it to the ``Lifebar`` using the :ref:`Object.connect() ` method::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1351 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1366 msgid "To use signals, your class has to extend the ``Object`` class or any type extending it like ``Node``, ``KinematicBody``, ``Control``..." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1354 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1369 msgid "In the ``Game`` node, we get both the ``Character`` and ``Lifebar`` nodes, then connect the character, that emits the signal, to the receiver, the ``Lifebar`` node in this case." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1368 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1383 msgid "This allows the ``Lifebar`` to react to health changes without coupling it to the ``Character`` node." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1371 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1386 msgid "You can write optional argument names in parentheses after the signal's definition::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1377 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1392 msgid "These arguments show up in the editor's node dock, and Godot can use them to generate callback functions for you. However, you can still emit any number of arguments when you emit signals; it's up to you to emit the correct values." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1383 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1398 msgid "GDScript can bind an array of values to connections between a signal and a method. When the signal is emitted, the callback method receives the bound values. These bound arguments are unique to each connection, and the values will stay the same." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1388 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1403 msgid "You can use this array of values to add extra constant information to the connection if the emitted signal itself doesn't give you access to all the data that you need." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1392 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1407 msgid "Building on the example above, let's say we want to display a log of the damage taken by each character on the screen, like ``Player1 took 22 damage.``. The ``health_changed`` signal doesn't give us the name of the character that took damage. So when we connect the signal to the in-game console, we can add the character's name in the binds array argument::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1406 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1421 msgid "Our ``BattleLog`` node receives each element in the binds array as an extra argument::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1419 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1434 msgid "Coroutines with yield" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1421 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1436 msgid "GDScript offers support for `coroutines `_ via the :ref:`yield` built-in function. Calling ``yield()`` will immediately return from the current function, with the current frozen state of the same function as the return value. Calling ``resume()`` on this resulting object will continue execution and return whatever the function returns. Once resumed, the state object becomes invalid. Here is an example::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1441 -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1461 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1457 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1478 msgid "Will print::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1447 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1463 msgid "It is also possible to pass values between ``yield()`` and ``resume()``, for example::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1467 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1484 msgid "Remember to save the new function state, when using multiple ``yield``\\s::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1481 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1499 msgid "Coroutines & signals" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1483 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1501 msgid "The real strength of using ``yield`` is when combined with signals. ``yield`` can accept two arguments, an object and a signal. When the signal is received, execution will recommence. Here are some examples::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1496 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1514 msgid "Coroutines themselves use the ``completed`` signal when they transition into an invalid state, for example::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1507 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1526 msgid "``my_func`` will only continue execution once both buttons have been pressed." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1510 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1528 +msgid "You can also get the signal's argument once it's emitted by an object:" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1535 +msgid "If you're unsure whether a function may yield or not, or whether it may yield multiple times, you can yield to the ``completed`` signal conditionally:" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1557 +msgid "This ensures that the function returns whatever it was supposed to return irregardless of whether coroutines were used internally. Note that using ``while`` would be redundant here as the ``completed`` signal is only emitted when the function didn't yield anymore." +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1563 msgid "Onready keyword" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1512 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1565 msgid "When using nodes, it's common to desire to keep references to parts of the scene in a variable. As scenes are only warranted to be configured when entering the active scene tree, the sub-nodes can only be obtained when a call to ``Node._ready()`` is made." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1524 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1578 msgid "This can get a little cumbersome, especially when nodes and external references pile up. For this, GDScript has the ``onready`` keyword, that defers initialization of a member variable until ``_ready()`` is called. It can replace the above code with a single line::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1532 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1586 msgid "Assert keyword" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1534 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1588 msgid "The ``assert`` keyword can be used to check conditions in debug builds. These assertions are ignored in non-debug builds. This means that the expression passed as argument won't be evaluated in a project exported in release mode. Due to this, assertions must **not** contain expressions that have side effects. Otherwise, the behavior of the script would vary depending on whether the project is run in a debug build." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1546 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1600 msgid "When running a project from the editor, the project will be paused if an assertion error occurs." msgstr "" diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_exports.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_exports.pot index 69e829e970..1089b23011 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/gdscript_exports.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_exports.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -44,43 +44,47 @@ msgstr "" msgid "Examples" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:119 +#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:129 msgid "It must be noted that even if the script is not being run while in the editor, the exported properties are still editable. This can be used in conjunction with a :ref:`script in \"tool\" mode `." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:124 +#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:134 msgid "Exporting bit flags" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:126 +#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:136 msgid "Integers used as bit flags can store multiple ``true``/``false`` (boolean) values in one property. By using the export hint ``int, FLAGS``, they can be set from the editor::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:133 +#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:143 msgid "Restricting the flags to a certain number of named flags is also possible. The syntax is similar to the enumeration syntax::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:139 +#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:149 msgid "In this example, ``Fire`` has value 1, ``Water`` has value 2, ``Earth`` has value 4 and ``Wind`` corresponds to value 8. Usually, constants should be defined accordingly (e.g. ``const ELEMENT_WIND = 8`` and so on)." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:144 +#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:154 msgid "Using bit flags requires some understanding of bitwise operations. If in doubt, boolean variables should be exported instead." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:148 +#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:158 msgid "Exporting arrays" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:150 +#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:160 msgid "Exporting arrays works, but with an important caveat: while regular arrays are created local to every class instance, exported arrays are *shared* between all instances. This means that editing them in one instance will cause them to change in all other instances. Exported arrays can have initializers, but they must be constant expressions." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:186 +#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:166 +msgid "If the exported array specifies a type which inherits from Resource, the array values can be set in the inspector by dragging and dropping multiple files from the FileSystem dock at once." +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:206 msgid "Setting exported variables from a tool script" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:188 +#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:208 msgid "When changing an exported variable's value from a script in :ref:`doc_gdscript_tool_mode`, the value in the inspector won't be updated automatically. To update it, call :ref:`property_list_changed_notify() ` after setting the exported variable's value." msgstr "" diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_format_string.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_format_string.pot index 27a17f02e6..ec0f90a5cb 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/gdscript_format_string.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_format_string.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/gdscript_styleguide.pot b/sphinx/templates/getting_started/scripting/gdscript/gdscript_styleguide.pot index c209ad30d6..f25b3ec1ae 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/gdscript_styleguide.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/gdscript_styleguide.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/index.pot b/sphinx/templates/getting_started/scripting/gdscript/index.pot index 549d71a719..de34ab4892 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/index.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/gdscript/static_typing.pot b/sphinx/templates/getting_started/scripting/gdscript/static_typing.pot index 4b38afbc88..45eac6ccb8 100644 --- a/sphinx/templates/getting_started/scripting/gdscript/static_typing.pot +++ b/sphinx/templates/getting_started/scripting/gdscript/static_typing.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/index.pot b/sphinx/templates/getting_started/scripting/index.pot index 4504ffd89d..ceccd349e3 100644 --- a/sphinx/templates/getting_started/scripting/index.pot +++ b/sphinx/templates/getting_started/scripting/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/visual_script/custom_visualscript_nodes.pot b/sphinx/templates/getting_started/scripting/visual_script/custom_visualscript_nodes.pot index 1dbe4b9287..e75f478d3d 100644 --- a/sphinx/templates/getting_started/scripting/visual_script/custom_visualscript_nodes.pot +++ b/sphinx/templates/getting_started/scripting/visual_script/custom_visualscript_nodes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/visual_script/getting_started.pot b/sphinx/templates/getting_started/scripting/visual_script/getting_started.pot index a81520c4e8..274557c150 100644 --- a/sphinx/templates/getting_started/scripting/visual_script/getting_started.pot +++ b/sphinx/templates/getting_started/scripting/visual_script/getting_started.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/visual_script/index.pot b/sphinx/templates/getting_started/scripting/visual_script/index.pot index 17519806ea..fa570111c3 100644 --- a/sphinx/templates/getting_started/scripting/visual_script/index.pot +++ b/sphinx/templates/getting_started/scripting/visual_script/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/visual_script/nodes_purposes.pot b/sphinx/templates/getting_started/scripting/visual_script/nodes_purposes.pot index 1a4fda588a..e58815dd22 100644 --- a/sphinx/templates/getting_started/scripting/visual_script/nodes_purposes.pot +++ b/sphinx/templates/getting_started/scripting/visual_script/nodes_purposes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/scripting/visual_script/what_is_visual_scripting.pot b/sphinx/templates/getting_started/scripting/visual_script/what_is_visual_scripting.pot index c1668f628a..eaec6b3a6d 100644 --- a/sphinx/templates/getting_started/scripting/visual_script/what_is_visual_scripting.pot +++ b/sphinx/templates/getting_started/scripting/visual_script/what_is_visual_scripting.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/animations.pot b/sphinx/templates/getting_started/step_by_step/animations.pot index 8138a09eba..067216217a 100644 --- a/sphinx/templates/getting_started/step_by_step/animations.pot +++ b/sphinx/templates/getting_started/step_by_step/animations.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/exporting.pot b/sphinx/templates/getting_started/step_by_step/exporting.pot index 4626f496ca..dfa46dd954 100644 --- a/sphinx/templates/getting_started/step_by_step/exporting.pot +++ b/sphinx/templates/getting_started/step_by_step/exporting.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/filesystem.pot b/sphinx/templates/getting_started/step_by_step/filesystem.pot index 88febed122..4560db84c6 100644 --- a/sphinx/templates/getting_started/step_by_step/filesystem.pot +++ b/sphinx/templates/getting_started/step_by_step/filesystem.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/godot_design_philosophy.pot b/sphinx/templates/getting_started/step_by_step/godot_design_philosophy.pot index db5caa38d0..3bacccd16f 100644 --- a/sphinx/templates/getting_started/step_by_step/godot_design_philosophy.pot +++ b/sphinx/templates/getting_started/step_by_step/godot_design_philosophy.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/index.pot b/sphinx/templates/getting_started/step_by_step/index.pot index 1f68079fde..d02cd4372d 100644 --- a/sphinx/templates/getting_started/step_by_step/index.pot +++ b/sphinx/templates/getting_started/step_by_step/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/instancing.pot b/sphinx/templates/getting_started/step_by_step/instancing.pot index b64e6f39e8..95e0de2e48 100644 --- a/sphinx/templates/getting_started/step_by_step/instancing.pot +++ b/sphinx/templates/getting_started/step_by_step/instancing.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/instancing_continued.pot b/sphinx/templates/getting_started/step_by_step/instancing_continued.pot index ec9641e324..e20f12ed2a 100644 --- a/sphinx/templates/getting_started/step_by_step/instancing_continued.pot +++ b/sphinx/templates/getting_started/step_by_step/instancing_continued.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/intro_to_the_editor_interface.pot b/sphinx/templates/getting_started/step_by_step/intro_to_the_editor_interface.pot index 8005e6773e..0d2ab4ffa5 100644 --- a/sphinx/templates/getting_started/step_by_step/intro_to_the_editor_interface.pot +++ b/sphinx/templates/getting_started/step_by_step/intro_to_the_editor_interface.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/resources.pot b/sphinx/templates/getting_started/step_by_step/resources.pot index fa26ae79fc..7b627bd808 100644 --- a/sphinx/templates/getting_started/step_by_step/resources.pot +++ b/sphinx/templates/getting_started/step_by_step/resources.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/scene_tree.pot b/sphinx/templates/getting_started/step_by_step/scene_tree.pot index 098dea480b..95caa409e2 100644 --- a/sphinx/templates/getting_started/step_by_step/scene_tree.pot +++ b/sphinx/templates/getting_started/step_by_step/scene_tree.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/scenes_and_nodes.pot b/sphinx/templates/getting_started/step_by_step/scenes_and_nodes.pot index cbea3afba0..65fa96a499 100644 --- a/sphinx/templates/getting_started/step_by_step/scenes_and_nodes.pot +++ b/sphinx/templates/getting_started/step_by_step/scenes_and_nodes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/scripting.pot b/sphinx/templates/getting_started/step_by_step/scripting.pot index 3081be8b51..8dd82851da 100644 --- a/sphinx/templates/getting_started/step_by_step/scripting.pot +++ b/sphinx/templates/getting_started/step_by_step/scripting.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/scripting_continued.pot b/sphinx/templates/getting_started/step_by_step/scripting_continued.pot index 7c735650ea..68872daca6 100644 --- a/sphinx/templates/getting_started/step_by_step/scripting_continued.pot +++ b/sphinx/templates/getting_started/step_by_step/scripting_continued.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/signals.pot b/sphinx/templates/getting_started/step_by_step/signals.pot index d3e0361179..98c4994c28 100644 --- a/sphinx/templates/getting_started/step_by_step/signals.pot +++ b/sphinx/templates/getting_started/step_by_step/signals.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -81,7 +81,7 @@ msgid "The target node *must* have a script attached or you'll receive an error msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:66 -msgid "On the right side, you can bind an arbitrary number of arguments of (possibly) different types. This can be useful when you have more than one signal connected to the same method, as each signal propagation will result in different values for those extra call arguments." +msgid "If you toggle the Advanced menu, you'll see on the right side that you can bind an arbitrary number of arguments of (possibly) different types. This can be useful when you have more than one signal connected to the same method, as each signal propagation will result in different values for those extra call arguments." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:70 diff --git a/sphinx/templates/getting_started/step_by_step/singletons_autoload.pot b/sphinx/templates/getting_started/step_by_step/singletons_autoload.pot index 35fd44c306..ab9e22a36a 100644 --- a/sphinx/templates/getting_started/step_by_step/singletons_autoload.pot +++ b/sphinx/templates/getting_started/step_by_step/singletons_autoload.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/splash_screen.pot b/sphinx/templates/getting_started/step_by_step/splash_screen.pot index f9d8117b67..27ba81a49f 100644 --- a/sphinx/templates/getting_started/step_by_step/splash_screen.pot +++ b/sphinx/templates/getting_started/step_by_step/splash_screen.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/ui_code_a_life_bar.pot b/sphinx/templates/getting_started/step_by_step/ui_code_a_life_bar.pot index 18dddfda4d..fd759c373c 100644 --- a/sphinx/templates/getting_started/step_by_step/ui_code_a_life_bar.pot +++ b/sphinx/templates/getting_started/step_by_step/ui_code_a_life_bar.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/ui_game_user_interface.pot b/sphinx/templates/getting_started/step_by_step/ui_game_user_interface.pot index a5fcfb0410..2ac5ebea52 100644 --- a/sphinx/templates/getting_started/step_by_step/ui_game_user_interface.pot +++ b/sphinx/templates/getting_started/step_by_step/ui_game_user_interface.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -363,7 +363,7 @@ msgid "Inherit the Bar Scene to build the LifeBar" msgstr "" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:408 -msgid "Go to ``Scene -> New Inherited Scene`` to create a new type of ``Bar``. Select the Bar scene and open it. You should see a new [unsaved] tab, that's like your ``Bar``, but with all nodes except the root in grey. Press :kbd:`Meta + S` to save the new inherited scene and name it ``LifeBar``." +msgid "Go to ``Scene -> New Inherited Scene`` to create a new type of ``Bar``. Select the Bar scene and open it. You should see a new [unsaved] tab, that's like your ``Bar``, but with all nodes except the root in grey. Press :kbd:`Ctrl + S` (:kbd:`Cmd + S` on macOS) to save the new inherited scene and name it ``LifeBar``." msgstr "" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:416 @@ -411,7 +411,7 @@ msgid "Use this option to create unique copies of the resources for one node" msgstr "" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:476 -msgid "When you duplicate a node from the Scene tree, with :kbd:`Meta + D`, it shares its resources with the original node. You need to use ``Make Sub-Resources Unique`` before you can tweak the resources without affecting the source node." +msgid "When you duplicate a node from the Scene tree, with :kbd:`Ctrl + D` (:kbd:`Cmd + D` on macOS), it shares its resources with the original node. You need to use ``Make Sub-Resources Unique`` before you can tweak the resources without affecting the source node." msgstr "" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:481 diff --git a/sphinx/templates/getting_started/step_by_step/ui_introduction_to_the_ui_system.pot b/sphinx/templates/getting_started/step_by_step/ui_introduction_to_the_ui_system.pot index f1f5d5f5b2..98842b91fd 100644 --- a/sphinx/templates/getting_started/step_by_step/ui_introduction_to_the_ui_system.pot +++ b/sphinx/templates/getting_started/step_by_step/ui_introduction_to_the_ui_system.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/step_by_step/ui_main_menu.pot b/sphinx/templates/getting_started/step_by_step/ui_main_menu.pot index b6490b4cda..7d7d984d52 100644 --- a/sphinx/templates/getting_started/step_by_step/ui_main_menu.pot +++ b/sphinx/templates/getting_started/step_by_step/ui_main_menu.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -150,7 +150,7 @@ msgid "Let's create the main menu. We'll build it in a single scene. To create a msgstr "" #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:126 -msgid "We have to add a root node before we can save the scene. Your UI's root should be the outermost container or element. In this case it's a ``MarginContainer``. ``MarginContainer`` is a good starting point for most interfaces, as you often need padding around the UI. Press :kbd:`Meta + S` to save the scene to the disk. Name it *MainMenu*." +msgid "We have to add a root node before we can save the scene. Your UI's root should be the outermost container or element. In this case it's a ``MarginContainer``. ``MarginContainer`` is a good starting point for most interfaces, as you often need padding around the UI. Press :kbd:`Ctrl + S` (:kbd:`Cmd + S` on macOS) to save the scene to the disk. Name it *MainMenu*." msgstr "" #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:132 @@ -202,7 +202,7 @@ msgid "and the main menu's illustration." msgstr "" #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:155 -msgid "Click the **Add Node** button or press :kbd:`Meta + A` on your keyboard. Start to type ``TextureRect`` to find the corresponding node and press enter. With the new node selected, press :kbd:`Meta + D` five times to create five extra ``TextureRect`` instances." +msgid "Click the **Add Node** button or press :kbd:`Ctrl + A` (:kbd:`Cmd + A` on macOS) on your keyboard. Start to type ``TextureRect`` to find the corresponding node and press enter. With the new node selected, press :kbd:`Ctrl + D` (:kbd:`Cmd + D` on macOS) five times to create five extra ``TextureRect`` instances." msgstr "" #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:160 @@ -270,7 +270,7 @@ msgid "The character node centers inside the right half of the screen as soon as msgstr "" #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:235 -msgid "To space out the menu options and the logo on the left, we'll use one final container and its size flags. Select the ``VBoxContainer`` and press :kbd:`Meta + A` to add a new node inside it. Add a second ``VBoxContainer`` and name it *MenuOptions*. Select all three menu options, ``Continue``, ``NewGame`` and ``Options``, and drag and drop them inside the new ``VBoxContainer``. The UI's layout should barely change, if at all." +msgid "To space out the menu options and the logo on the left, we'll use one final container and its size flags. Select the ``VBoxContainer`` and press :kbd:`Ctrl + A` (:kbd:`Cmd + A` on macOS) to add a new node inside it. Add a second ``VBoxContainer`` and name it *MenuOptions*. Select all three menu options, ``Continue``, ``NewGame`` and ``Options``, and drag and drop them inside the new ``VBoxContainer``. The UI's layout should barely change, if at all." msgstr "" #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:245 diff --git a/sphinx/templates/getting_started/step_by_step/your_first_game.pot b/sphinx/templates/getting_started/step_by_step/your_first_game.pot index 761d5e2b3c..9463429236 100644 --- a/sphinx/templates/getting_started/step_by_step/your_first_game.pot +++ b/sphinx/templates/getting_started/step_by_step/your_first_game.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/animation.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/animation.pot index db7d23e439..9226dc1a0f 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/animation.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/animation.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/index.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/index.pot index 11898848cd..e59ca62a7b 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/index.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/lights.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/lights.pot index 219a13fe8a..6047332615 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/lights.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/lights.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/material.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/material.pot index 7f34d26336..de7a085446 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/material.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/material.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/mesh.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/mesh.pot index ae05add92e..2651f6969e 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/mesh.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/mesh.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/physics.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/physics.pot index c4836e9b7c..b78957ac65 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/physics.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/physics.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/escn_exporter/skeleton.pot b/sphinx/templates/getting_started/workflow/assets/escn_exporter/skeleton.pot index 92b33486fc..b34e1de33a 100644 --- a/sphinx/templates/getting_started/workflow/assets/escn_exporter/skeleton.pot +++ b/sphinx/templates/getting_started/workflow/assets/escn_exporter/skeleton.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/import_process.pot b/sphinx/templates/getting_started/workflow/assets/import_process.pot index 2da1544463..c47ebcbf37 100644 --- a/sphinx/templates/getting_started/workflow/assets/import_process.pot +++ b/sphinx/templates/getting_started/workflow/assets/import_process.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/importing_audio_samples.pot b/sphinx/templates/getting_started/workflow/assets/importing_audio_samples.pot index 8b740b8319..975065b033 100644 --- a/sphinx/templates/getting_started/workflow/assets/importing_audio_samples.pot +++ b/sphinx/templates/getting_started/workflow/assets/importing_audio_samples.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/importing_images.pot b/sphinx/templates/getting_started/workflow/assets/importing_images.pot index 1f2f13aa8c..62821d003b 100644 --- a/sphinx/templates/getting_started/workflow/assets/importing_images.pot +++ b/sphinx/templates/getting_started/workflow/assets/importing_images.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -61,316 +61,324 @@ msgid "Godot can import the following image formats:" msgstr "" #: ../../docs/getting_started/workflow/assets/importing_images.rst:38 -msgid "BMP (``.bmp``)" +msgid "BMP (``.bmp``) - No support for 16-bit per pixel images. Only 1-bit, 4-bit, 8-bit, 24-bit, and 32-bit per pixel images are supported." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:39 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:40 msgid "DirectDraw Surface (``.dds``) - If mipmaps are present in the texture, they will be loaded directly. This can be used to achieve effects using custom mipmaps." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:42 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:43 msgid "OpenEXR (``.exr``) - Supports HDR (highly recommended for panorama skies)." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:44 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:45 msgid "Radiance HDR (``.hdr``) - Supports HDR (highly recommended for panorama skies)." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:46 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:47 msgid "JPEG (``.jpg``, ``.jpeg``) - Doesn't support transparency per the format's limitations." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:48 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:49 msgid "PNG (``.png``) - Precision is limited to 8 bits per channel upon importing (no HDR images)." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:50 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:51 msgid "Truevision Targa (``.tga``)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:51 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:52 msgid "SVG (``.svg``, ``.svgz``) - SVGs are rasterized using `NanoSVG `__ when importing them. Support is limited; complex vectors may not render correctly. For complex vectors, rendering them to PNGs using Inkscape is often a better solution. This can be automated thanks to its `command-line interface `__." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:56 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:57 msgid "WebP (``.webp``)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:60 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:61 msgid "If you've compiled the Godot editor from source with specific modules disabled, some formats may not be available." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:64 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:65 msgid "Compression" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:66 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:67 msgid "Images are one of the largest assets in a game. To handle them efficiently, they need to be compressed. Godot offers several compression methods, depending on the use case." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:70 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:71 msgid "Compress Mode" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:72 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:73 msgid "**VRAM Compression:** This is the most common compression mode for 3D assets. Size on disk is reduced and video memory usage is also decreased considerably (usually by a factor between 4 and 6). This mode should be avoided for 2D as it exhibits noticeable artifacts." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:76 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:77 msgid "**Lossless Compression:** This is the most common compression mode for 2D assets. It shows assets without any kind of artifacting, and disk compression is decent. It will use considerably more amount of video memory than VRAM Compression, though. This is also the recommended setting for pixel art." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:80 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:81 msgid "**Lossy Compression:** This is a good choice for large 2D assets. It has some artifacts, but less than VRAM and the file size is several times lower compared to Lossless or Uncompressed. Video memory usage isn't decreased by this mode; it's the same as with Lossless Compression or Uncompressed." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:84 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:85 msgid "**Uncompressed:** Only useful for formats that can't be compressed (such as raw float images)." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:87 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:88 msgid "In this table, each of the four options are described together with their advantages and disadvantages (|good| = best, |bad| = worst):" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:91 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:92 msgid "Uncompressed" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:91 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:92 msgid "Compress Lossless (PNG)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:91 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:92 msgid "Compress Lossy (WebP)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:91 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:92 msgid "Compress VRAM" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:93 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:94 msgid "Description" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:93 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:94 msgid "Stored as raw pixels" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:93 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:94 msgid "Stored as PNG" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:93 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:94 msgid "Stored as WebP" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:93 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:94 msgid "Stored as S3TC/BC or PVRTC/ETC depending on platform" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:95 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:96 msgid "Size on Disk" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:95 -#: ../../docs/getting_started/workflow/assets/importing_images.rst:97 -#: ../../docs/getting_started/workflow/assets/importing_images.rst:97 -#: ../../docs/getting_started/workflow/assets/importing_images.rst:97 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:96 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:98 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:98 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:98 msgid "|bad| Large" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:95 -#: ../../docs/getting_started/workflow/assets/importing_images.rst:95 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:96 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:96 msgid "|regular| Small" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:95 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:96 msgid "|good| Very Small" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:97 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:98 msgid "Memory Usage" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:97 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:98 msgid "|good| Small" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:99 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:100 msgid "Performance" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:99 -#: ../../docs/getting_started/workflow/assets/importing_images.rst:99 -#: ../../docs/getting_started/workflow/assets/importing_images.rst:99 -#: ../../docs/getting_started/workflow/assets/importing_images.rst:103 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:100 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:100 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:100 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:104 msgid "|regular| Normal" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:99 -#: ../../docs/getting_started/workflow/assets/importing_images.rst:103 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:100 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:104 msgid "|good| Fast" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:101 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:102 msgid "Quality Loss" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:101 -#: ../../docs/getting_started/workflow/assets/importing_images.rst:101 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:102 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:102 msgid "|good| None" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:101 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:102 msgid "|regular| Slight" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:101 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:102 msgid "|bad| Moderate" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:103 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:104 msgid "Load Time" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:103 -#: ../../docs/getting_started/workflow/assets/importing_images.rst:103 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:104 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:104 msgid "|bad| Slow" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:113 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:114 msgid "HDR Mode" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:115 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:116 msgid "Godot supports high dynamic range textures (as .HDR or .EXR). These are mostly useful as high dynamic range equirectangular panorama skies (the internet has plenty if you search for them), which replace Cubemaps in Godot 2.x. Modern PCs support the BC6H VRAM format, but there are still plenty that do not." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:118 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:119 msgid "If you want Godot to ensure full compatibility in terms of the kind of textures, enable the \"Force RGBE\" option." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:121 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:122 msgid "Normal Map" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:123 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:124 msgid "When using a texture as normal map, only the red and green channels are required. Given regular texture compression algorithms produce artifacts that don't look that nice in normal maps, the RGTC compression format is the best fit for this data. Forcing this option to \"Enabled\" will make Godot import the image as RGTC compressed. By default, it's set to \"Detect\", which means that if the texture is ever used as a normal map, it will be changed to \"Enabled\" and reimported automatically." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:128 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:129 msgid "Note that RGTC compression affects the resulting normal map image. You will have to adjust custom shaders that use the normal map to take this into account." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:131 -msgid "Flags" -msgstr "" - #: ../../docs/getting_started/workflow/assets/importing_images.rst:133 -msgid "There are plenty of settings that can be toggled when importing an image as a texture, depending on the use case." -msgstr "" - -#: ../../docs/getting_started/workflow/assets/importing_images.rst:136 -msgid "Repeat" +msgid "Godot requires the normal map to use the X+, Y- and Z+ coordinates. In other words, if you've imported a material made to be used with another engine, you may have to convert the normal map so its Y axis is flipped. Otherwise, the normal map direction may appear to be inverted on the Y axis." msgstr "" #: ../../docs/getting_started/workflow/assets/importing_images.rst:138 -msgid "This setting is most commonly used in 3D, and is therefore generally disabled in 2D. It sets UV coordinates going beyond the 0,0 - 1,1 range to \"loop\"." -msgstr "" - -#: ../../docs/getting_started/workflow/assets/importing_images.rst:140 -msgid "Repeating can optionally be set to mirrored mode." +msgid "More information about normal maps (including a coordinate order table for popular engines) can be found `here `__." msgstr "" #: ../../docs/getting_started/workflow/assets/importing_images.rst:143 -msgid "Filter" +msgid "Flags" msgstr "" #: ../../docs/getting_started/workflow/assets/importing_images.rst:145 -msgid "When pixels become larger than the screen pixels, this option enables linear interpolation for them. The result is a smoother (less blocky) texture. This setting can be commonly used in 2D and 3D, but it's usually disabled when making pixel perfect games." +msgid "There are plenty of settings that can be toggled when importing an image as a texture, depending on the use case." msgstr "" #: ../../docs/getting_started/workflow/assets/importing_images.rst:148 -msgid "Mipmaps" +msgid "Repeat" msgstr "" #: ../../docs/getting_started/workflow/assets/importing_images.rst:150 +msgid "This setting is most commonly used in 3D, and is therefore generally disabled in 2D. It sets UV coordinates going beyond the 0,0 - 1,1 range to \"loop\"." +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_images.rst:152 +msgid "Repeating can optionally be set to mirrored mode." +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_images.rst:155 +msgid "Filter" +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_images.rst:157 +msgid "When pixels become larger than the screen pixels, this option enables linear interpolation for them. The result is a smoother (less blocky) texture. This setting can be commonly used in 2D and 3D, but it's usually disabled when making pixel perfect games." +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_images.rst:160 +msgid "Mipmaps" +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_images.rst:162 msgid "When pixels become smaller than the screen, mipmaps kick in. This helps reduce the grainy effect when shrinking the textures. Keep in mind that, in older hardware (GLES2, mainly mobile), there are some requirements to use mipmaps:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:153 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:165 msgid "Texture width and height must be powers of 2" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:154 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:166 msgid "Repeat must be enabled" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:156 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:168 msgid "Keep in mind the above when making phone games and applications, want to aim for full compatibility, and need mipmaps." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:158 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:170 msgid "When doing 3D, mipmap should be turned on, as this also improves performance (smaller versions of the texture are used for objects further away)." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:161 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:173 msgid "Anisotropic" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:163 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:175 msgid "When textures are near parallel to the view (like floors), this option makes them have more detail by reducing blurriness." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:166 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:178 msgid "SRGB" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:168 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:180 msgid "Godot uses Linear colorspace when rendering 3D. Textures mapped to albedo or detail channels need to have this option turned on in order for colors to look correct. When set to \"Detect\" mode, the texture will be marked as SRGB when used in albedo channels." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:172 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:184 msgid "Process" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:174 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:186 msgid "Some special processes can be applied to images when imported as textures." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:177 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:189 msgid "Fix Alpha Border" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:179 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:191 msgid "This puts pixels of the same surrounding color in transition from transparency to non transparency. It helps mitigate the outline effect when exporting images from Photoshop and the like." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:184 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:196 msgid "It's a good idea to leave it on by default, unless specific values are needed." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:187 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:199 msgid "Premultiplied Alpha" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:189 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:201 msgid "An alternative to fix darkened borders is to use premultiplied alpha. By enabling this option, the texture will be converted to this format. Keep in mind that a material will need to be created that uses the PREMULT ALPHA blend mode on canvas items that need it." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:193 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:205 msgid "HDR as sRGB" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:195 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:207 msgid "A few HDR files are broken and contain sRGB color data. It is advised not to use them, but, in the worst-case scenario, toggling this option on will make them look right." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:198 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:210 msgid "Invert Color" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:200 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:212 msgid "Reverses the image's color. This is useful, for example, to convert a height map generated by external programs to depth map to use with :ref:`doc_spatial_material`." msgstr "" diff --git a/sphinx/templates/getting_started/workflow/assets/importing_scenes.pot b/sphinx/templates/getting_started/workflow/assets/importing_scenes.pot index 37458d70a3..28632a028f 100644 --- a/sphinx/templates/getting_started/workflow/assets/importing_scenes.pot +++ b/sphinx/templates/getting_started/workflow/assets/importing_scenes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/importing_translations.pot b/sphinx/templates/getting_started/workflow/assets/importing_translations.pot index 8101564c6e..1f493d6a8f 100644 --- a/sphinx/templates/getting_started/workflow/assets/importing_translations.pot +++ b/sphinx/templates/getting_started/workflow/assets/importing_translations.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/assets/index.pot b/sphinx/templates/getting_started/workflow/assets/index.pot index 681ce51987..487b6c3b8a 100644 --- a/sphinx/templates/getting_started/workflow/assets/index.pot +++ b/sphinx/templates/getting_started/workflow/assets/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.pot b/sphinx/templates/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.pot index e379ffd29b..86c600fb24 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/autoloads_versus_internal_nodes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/data_preferences.pot b/sphinx/templates/getting_started/workflow/best_practices/data_preferences.pot index fc165d6b74..9e1fa87646 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/data_preferences.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/data_preferences.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/godot_interfaces.pot b/sphinx/templates/getting_started/workflow/best_practices/godot_interfaces.pot index 1857efe0c0..68b0642a57 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/godot_interfaces.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/godot_interfaces.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/godot_notifications.pot b/sphinx/templates/getting_started/workflow/best_practices/godot_notifications.pot index 70211a7d02..bc9fe86887 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/godot_notifications.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/godot_notifications.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/index.pot b/sphinx/templates/getting_started/workflow/best_practices/index.pot index b857499a9b..cbe61e9233 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/index.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/introduction_best_practices.pot b/sphinx/templates/getting_started/workflow/best_practices/introduction_best_practices.pot index 02b922c0cc..3f5ea7cc2c 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/introduction_best_practices.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/introduction_best_practices.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/logic_preferences.pot b/sphinx/templates/getting_started/workflow/best_practices/logic_preferences.pot index a6b74a7144..0b4a9275b6 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/logic_preferences.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/logic_preferences.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/node_alternatives.pot b/sphinx/templates/getting_started/workflow/best_practices/node_alternatives.pot index 2e2f1a7f8e..2df1c76e43 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/node_alternatives.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/node_alternatives.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/scene_organization.pot b/sphinx/templates/getting_started/workflow/best_practices/scene_organization.pot index f731d60b14..8b6b1eebb7 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/scene_organization.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/scene_organization.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/scenes_versus_scripts.pot b/sphinx/templates/getting_started/workflow/best_practices/scenes_versus_scripts.pot index 56ad61c202..f2ae51b859 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/scenes_versus_scripts.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/scenes_versus_scripts.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/best_practices/what_are_godot_classes.pot b/sphinx/templates/getting_started/workflow/best_practices/what_are_godot_classes.pot index 62c405dfcf..a395f5e199 100644 --- a/sphinx/templates/getting_started/workflow/best_practices/what_are_godot_classes.pot +++ b/sphinx/templates/getting_started/workflow/best_practices/what_are_godot_classes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/android_custom_build.pot b/sphinx/templates/getting_started/workflow/export/android_custom_build.pot index c8ce6d5f77..5377a4aa35 100644 --- a/sphinx/templates/getting_started/workflow/export/android_custom_build.pot +++ b/sphinx/templates/getting_started/workflow/export/android_custom_build.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/changing_application_icon_for_windows.pot b/sphinx/templates/getting_started/workflow/export/changing_application_icon_for_windows.pot index 59c0932d40..e21c02e9ba 100644 --- a/sphinx/templates/getting_started/workflow/export/changing_application_icon_for_windows.pot +++ b/sphinx/templates/getting_started/workflow/export/changing_application_icon_for_windows.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_android.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_android.pot index 3e964178ab..6f407dd63e 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_android.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_android.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_ios.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_ios.pot index 1edaf84dcb..34dcfe2bd8 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_ios.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_ios.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_pc.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_pc.pot index 9990718a7d..9e242f4049 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_pc.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_pc.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_uwp.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_uwp.pot index f1922c940a..b71aa9c5df 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_uwp.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_uwp.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_for_web.pot b/sphinx/templates/getting_started/workflow/export/exporting_for_web.pot index 340c415870..cd08c9dc0d 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_for_web.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_for_web.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_pcks.pot b/sphinx/templates/getting_started/workflow/export/exporting_pcks.pot index 3f88c20926..12c27520d7 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_pcks.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_pcks.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/exporting_projects.pot b/sphinx/templates/getting_started/workflow/export/exporting_projects.pot index e062d2b9ac..d6a7c7dc05 100644 --- a/sphinx/templates/getting_started/workflow/export/exporting_projects.pot +++ b/sphinx/templates/getting_started/workflow/export/exporting_projects.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/feature_tags.pot b/sphinx/templates/getting_started/workflow/export/feature_tags.pot index d0eca6574c..78f2431e48 100644 --- a/sphinx/templates/getting_started/workflow/export/feature_tags.pot +++ b/sphinx/templates/getting_started/workflow/export/feature_tags.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/index.pot b/sphinx/templates/getting_started/workflow/export/index.pot index 4adc59a3f3..e81f44019b 100644 --- a/sphinx/templates/getting_started/workflow/export/index.pot +++ b/sphinx/templates/getting_started/workflow/export/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/export/one-click_deploy.pot b/sphinx/templates/getting_started/workflow/export/one-click_deploy.pot index d3eb8996ff..d614e1f26e 100644 --- a/sphinx/templates/getting_started/workflow/export/one-click_deploy.pot +++ b/sphinx/templates/getting_started/workflow/export/one-click_deploy.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/index.pot b/sphinx/templates/getting_started/workflow/index.pot index dc7c9aec4f..7e472cc8a1 100644 --- a/sphinx/templates/getting_started/workflow/index.pot +++ b/sphinx/templates/getting_started/workflow/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/project_setup/index.pot b/sphinx/templates/getting_started/workflow/project_setup/index.pot index d3693cedfe..0447ad1af3 100644 --- a/sphinx/templates/getting_started/workflow/project_setup/index.pot +++ b/sphinx/templates/getting_started/workflow/project_setup/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/getting_started/workflow/project_setup/project_organization.pot b/sphinx/templates/getting_started/workflow/project_setup/project_organization.pot index 6511af594c..41423aeb48 100644 --- a/sphinx/templates/getting_started/workflow/project_setup/project_organization.pot +++ b/sphinx/templates/getting_started/workflow/project_setup/project_organization.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/index.pot b/sphinx/templates/index.pot index 15a27f57dc..b8fbf38a19 100644 --- a/sphinx/templates/index.pot +++ b/sphinx/templates/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/2d_lights_and_shadows.pot b/sphinx/templates/tutorials/2d/2d_lights_and_shadows.pot index 7f60a93b91..100e1ea079 100644 --- a/sphinx/templates/tutorials/2d/2d_lights_and_shadows.pot +++ b/sphinx/templates/tutorials/2d/2d_lights_and_shadows.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/2d_meshes.pot b/sphinx/templates/tutorials/2d/2d_meshes.pot index 5807f01e9f..5ba322452b 100644 --- a/sphinx/templates/tutorials/2d/2d_meshes.pot +++ b/sphinx/templates/tutorials/2d/2d_meshes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/2d_movement.pot b/sphinx/templates/tutorials/2d/2d_movement.pot index f4943bbe18..d529abbe7b 100644 --- a/sphinx/templates/tutorials/2d/2d_movement.pot +++ b/sphinx/templates/tutorials/2d/2d_movement.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/2d_sprite_animation.pot b/sphinx/templates/tutorials/2d/2d_sprite_animation.pot index 671112227e..f333d858d7 100644 --- a/sphinx/templates/tutorials/2d/2d_sprite_animation.pot +++ b/sphinx/templates/tutorials/2d/2d_sprite_animation.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/2d_transforms.pot b/sphinx/templates/tutorials/2d/2d_transforms.pot index 5748de4e85..f1d7bad7f8 100644 --- a/sphinx/templates/tutorials/2d/2d_transforms.pot +++ b/sphinx/templates/tutorials/2d/2d_transforms.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/canvas_layers.pot b/sphinx/templates/tutorials/2d/canvas_layers.pot index 9085e1a46b..64b20f2549 100644 --- a/sphinx/templates/tutorials/2d/canvas_layers.pot +++ b/sphinx/templates/tutorials/2d/canvas_layers.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/custom_drawing_in_2d.pot b/sphinx/templates/tutorials/2d/custom_drawing_in_2d.pot index bfc310f8c8..6f1cf4632a 100644 --- a/sphinx/templates/tutorials/2d/custom_drawing_in_2d.pot +++ b/sphinx/templates/tutorials/2d/custom_drawing_in_2d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/index.pot b/sphinx/templates/tutorials/2d/index.pot index 28d0d92a55..fe91b3b148 100644 --- a/sphinx/templates/tutorials/2d/index.pot +++ b/sphinx/templates/tutorials/2d/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/particle_systems_2d.pot b/sphinx/templates/tutorials/2d/particle_systems_2d.pot index 711614f2c3..67b9f46b49 100644 --- a/sphinx/templates/tutorials/2d/particle_systems_2d.pot +++ b/sphinx/templates/tutorials/2d/particle_systems_2d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/2d/using_tilemaps.pot b/sphinx/templates/tutorials/2d/using_tilemaps.pot index ff197aa5c6..308d3a4276 100644 --- a/sphinx/templates/tutorials/2d/using_tilemaps.pot +++ b/sphinx/templates/tutorials/2d/using_tilemaps.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/3d_performance_and_limitations.pot b/sphinx/templates/tutorials/3d/3d_performance_and_limitations.pot index b357701d15..851483e4c0 100644 --- a/sphinx/templates/tutorials/3d/3d_performance_and_limitations.pot +++ b/sphinx/templates/tutorials/3d/3d_performance_and_limitations.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/baked_lightmaps.pot b/sphinx/templates/tutorials/3d/baked_lightmaps.pot index c41369d797..4667f3c4f1 100644 --- a/sphinx/templates/tutorials/3d/baked_lightmaps.pot +++ b/sphinx/templates/tutorials/3d/baked_lightmaps.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/csg_tools.pot b/sphinx/templates/tutorials/3d/csg_tools.pot index 2fd0d5a20f..e55b89fc40 100644 --- a/sphinx/templates/tutorials/3d/csg_tools.pot +++ b/sphinx/templates/tutorials/3d/csg_tools.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/environment_and_post_processing.pot b/sphinx/templates/tutorials/3d/environment_and_post_processing.pot index 6b2724a7be..97eaf6c776 100644 --- a/sphinx/templates/tutorials/3d/environment_and_post_processing.pot +++ b/sphinx/templates/tutorials/3d/environment_and_post_processing.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/index.pot b/sphinx/templates/tutorials/3d/fps_tutorial/index.pot index cd2701d183..7a6c21e672 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/index.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/part_five.pot b/sphinx/templates/tutorials/3d/fps_tutorial/part_five.pot index d93ce25314..0282ebffde 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/part_five.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/part_five.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/part_four.pot b/sphinx/templates/tutorials/3d/fps_tutorial/part_four.pot index c0ef73d012..7ccd77bb6d 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/part_four.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/part_four.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/part_one.pot b/sphinx/templates/tutorials/3d/fps_tutorial/part_one.pot index a1e91b6388..a6e7c1bc85 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/part_one.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/part_one.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/part_six.pot b/sphinx/templates/tutorials/3d/fps_tutorial/part_six.pot index 37b43ae3f4..f9c44dfa09 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/part_six.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/part_six.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/part_three.pot b/sphinx/templates/tutorials/3d/fps_tutorial/part_three.pot index 54d4b7f74a..5a4cbd0a3c 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/part_three.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/part_three.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/fps_tutorial/part_two.pot b/sphinx/templates/tutorials/3d/fps_tutorial/part_two.pot index caf73e8519..0a050edf9c 100644 --- a/sphinx/templates/tutorials/3d/fps_tutorial/part_two.pot +++ b/sphinx/templates/tutorials/3d/fps_tutorial/part_two.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -241,866 +241,870 @@ msgid "The timeline is the window where all the points in our animation are stor msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:295 -msgid "Scrubbing the timeline means moving ourselves through the animation. So when we say \"scrub the timeline until you reach a point\", what we mean is move through the animation window until you reach the point on the timeline." +msgid "To actually preview the \"Pistol_fire\" animation, select the :ref:`Camera ` node underneath Rotation Helper and check the \"Preview\" box underneath Perspective in the top-left corner." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:299 -msgid "Also, the muzzle of a gun is the end point where the bullet comes out. The muzzle flash is the flash of light that escapes the muzzle when a bullet is fired. The muzzle is also sometimes referred to as the barrel of the gun." +msgid "Scrubbing the timeline means moving ourselves through the animation. So when we say \"scrub the timeline until you reach a point\", what we mean is move through the animation window until you reach the point on the timeline." msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:303 +msgid "Also, the muzzle of a gun is the end point where the bullet comes out. The muzzle flash is the flash of light that escapes the muzzle when a bullet is fired. The muzzle is also sometimes referred to as the barrel of the gun." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:307 msgid "For finer control when scrubbing the timeline, press :kbd:`Ctrl` and scroll forward with the mouse wheel to zoom in. Scrolling backwards will zoom out." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:306 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:310 msgid "You can also change how the timeline scrubbing snaps by changing the value in ``Step (s)`` to a lower/higher value." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:308 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:312 msgid "Once you get to a point you like, right click on the row for \"Animation Player\" and press ``Insert Key``. In the empty name field, enter ``animation_callback`` and press :kbd:`Enter`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:314 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:318 msgid "Now when we are playing this animation the call method track will be triggered at that specific point of the animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:318 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:322 msgid "Let's repeat the process for the rifle and knife firing animations!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:320 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:324 msgid "Because the process is exactly the same as the pistol, the process is going to explained in a little less depth. Follow the steps from above if you get lost! It is exactly the same, just on a different animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:323 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:327 msgid "Go to the \"Rifle_fire\" animation from the animation drop down. Add the call method track once you reach the bottom of the animation track list by clicking the \"Add Track\" button above the list. Find the point where the muzzle starts to flash and right click and press ``Insert Key`` to add a call method track point at that position on the track." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:327 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:331 msgid "Type \"animation_callback\" into the name field of the pop up which opened and press :kbd:`Enter`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:329 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:333 msgid "Now we need to apply the callback method track to the knife animation. Select the \"Knife_fire\" animation and scroll to the bottom of the animation tracks. Click the \"Add Track\" button above the list and add a method track. Next find a point around the first third of the animation to place the animation callback method point at." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:333 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:337 msgid "We will not actually be firing the knife, and the animation is a stabbing animation rather than a firing one. For this tutorial we are reusing the gun firing logic for our knife, so the animation has been named in a style that is consistent with the other animations." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:337 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:341 msgid "From there right click on the timeline and click \"Insert Key\". Put \"animation_callback\" into the name field and press :kbd:`Enter`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:339 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:343 msgid "Be sure to save your work!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:341 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:345 msgid "With that done, we are almost ready to start adding the ability to fire to our player script! We need to set up one last scene: The scene for our bullet object." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:345 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:349 msgid "Creating the bullet scene" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:347 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:351 msgid "There are several ways to handle a gun's bullets in video games. In this tutorial series, we will be exploring two of the more common ways: Objects, and raycasts." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:352 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:356 msgid "One of the two ways is using a bullet object. This will be an object that travels through the world and handles its own collision code. In this method we create/spawn a bullet object in the direction our gun is facing, and then it travels forward." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:356 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:360 msgid "There are several advantages to this method. The first being we do not have to store the bullets in our player. We can simply create the bullet and then move on, and the bullet itself will handle checking for collisions, sending the proper signal(s) to the object it collides with, and destroying itself." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:359 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:363 msgid "Another advantage is we can have more complex bullet movement. If we want to make the bullet fall ever so slightly as time goes on, we can make the bullet controlling script slowly push the bullet towards the ground. Using an object also makes the bullet take time to reach its target, it doesn't instantly hit whatever it's pointed at. This feels more realistic because nothing in real life moves instantly from one point to another." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:363 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:367 msgid "One of the huge disadvantages is performance. While having each bullet calculate their own paths and handle their own collision allows for a lot of flexibility, it comes at the cost of performance. With this method we are calculating every bullet's movement every step, and while this may not be a problem for a few dozen bullets, it can become a huge problem when you potentially have several hundred bullets." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:367 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:371 msgid "Despite the performance hit, many first person shooters include some form of object bullets. Rocket launchers are a prime example because in many first person shooters, rockets do not just instantly explode at their target position. You can also find bullets as objects many times with grenades because they generally bounce around the world before exploding." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:371 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:375 msgid "While I cannot say for sure this is the case, these games *probably* use bullet objects in some form or another: (These are entirely from my observations. **They may be entirely wrong**. I have never worked on **any** of the following games)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:374 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:378 msgid "Halo (Rocket launchers, fragmentation grenades, sniper rifles, brute shot, and more)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:375 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:379 msgid "Destiny (Rocket launchers, grenades, fusion rifles, sniper rifles, super moves, and more)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:376 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:380 msgid "Call of Duty (Rocket launchers, grenades, ballistic knives, crossbows, and more)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:377 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:381 msgid "Battlefield (Rocket launchers, grenades, claymores, mortars, and more)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:379 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:383 msgid "Another disadvantage with bullet objects is networking. Bullet objects have to sync the positions (at least) with all the clients that are connected to the server." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:382 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:386 msgid "While we are not implementing any form of networking (as that would be in its own entire tutorial series), it is a consideration to keep in mind when creating your first person shooter, especially if you plan on adding some form of networking in the future." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:387 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:391 msgid "The other way of handling bullet collisions we will be looking at is raycasting." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:389 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:393 msgid "This method is extremely common in guns that have fast moving bullets that rarely change trajectory over time." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:391 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:395 msgid "Instead of creating a bullet object and sending it through space, we instead send a ray starting from the barrel/muzzle of the gun forwards. We set the raycast's origin to the starting position of the bullet, and based on the length we can adjust how far the bullet 'travels' through space." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:394 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:398 msgid "While I cannot say for sure this is the case, these games *probably* use raycasts in some form or another: (These are entirely from my observations. **They may be entirely wrong**. I have never worked on **any** of the following games)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:397 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:401 msgid "Halo (Assault rifles, DMRs, battle rifles, covenant carbine, spartan laser, and more)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:398 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:402 msgid "Destiny (Auto rifles, pulse rifles, scout rifles, hand cannons, machine guns, and more)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:399 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:403 msgid "Call of Duty (Assault rifles, light machine guns, sub machine guns, pistols, and more)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:400 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:404 msgid "Battlefield (Assault rifles, SMGs, carbines, pistols, and more)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:402 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:406 msgid "One huge advantage of this method is that it's light on performance. Sending a couple hundred rays through space is *much* easier for the computer to calculate than sending a couple hundred bullet objects." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:406 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:410 msgid "Another advantage is we can instantly know if we've hit something or not exactly when we call for it. For networking this is important because we do not need to sync the bullet movements over the Internet, we only need to send whether or not the raycast hit." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:409 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:413 msgid "Raycasting does have some disadvantages, though. One major disadvantage is we cannot easily cast a ray in anything but a linear line. This means we can only fire in a straight line for however long our ray length is. You can create the illusion of bullet movement by casting multiple rays at different positions, but not only is this hard to implement in code, it is also heavier on performance." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:413 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:417 msgid "Another disadvantage is we cannot see the bullet. With bullet objects we can actually see the bullet travel through space if we attach a mesh to it, but because raycasts happen instantly, we do not have a decent way of showing the bullets. You could draw a line from the origin of the raycast to the point where the raycast collided, and that is one popular way of showing raycasts. Another way is simply not drawing the raycast at all, because theoretically the bullets move so fast our eyes could not see it anyway." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:420 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:424 msgid "Let's get the bullet object set up. This is what our pistol will create when the \"Pistol_fire\" animation callback function is called." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:423 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:427 msgid "Open up ``Bullet_Scene.tscn``. The scene contains :ref:`Spatial ` node called bullet, with a :ref:`MeshInstance ` and an :ref:`Area ` with a :ref:`CollisionShape ` children to it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:427 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:431 msgid "Create a new script called ``Bullet_script.gd`` and attach it to the ``Bullet`` :ref:`Spatial `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:429 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:433 msgid "We are going to move the entire bullet object at the root (``Bullet``). We will be using the :ref:`Area ` to check whether or not we've collided with something" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:431 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:435 msgid "Why are we using an :ref:`Area ` and not a :ref:`RigidBody `? The main reason we're not using a :ref:`RigidBody ` is because we do not want the bullet to interact with other :ref:`RigidBody ` nodes. By using an :ref:`Area ` we are ensuring that none of the other :ref:`RigidBody ` nodes, including other bullets, will be effected." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:435 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:439 msgid "Another reason is simply because it is easier to detect collisions with an :ref:`Area `!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:437 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:441 msgid "Here's the script that will control our bullet:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:473 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:477 msgid "Let's go through the script:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:477 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:481 msgid "First we define a few class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:479 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:483 msgid "``BULLET_SPEED``: The speed at which the bullet travels." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:480 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:484 msgid "``BULLET_DAMAGE``: The damage the bullet will cause to anything with which it collides." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:481 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:485 msgid "``KILL_TIMER``: How long the bullet can last without hitting anything." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:482 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:486 msgid "``timer``: A float for tracking how long the bullet has been alive." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:483 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:487 msgid "``hit_something``: A boolean for tracking whether or not we've hit something." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:485 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:489 msgid "With the exception of ``timer`` and ``hit_something``, all of these variables change how the bullet interacts with the world." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:488 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:492 msgid "The reason we are using a kill timer is so we do not have a case where we get a bullet travelling forever. By using a kill timer, we can ensure that no bullets will travel forever and consume resources." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:492 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:496 msgid "As in :ref:`doc_fps_tutorial_part_one`, we have a couple all uppercase class variables. The reason behind this is the same as the reason given in :ref:`doc_fps_tutorial_part_one`: We want to treat these variables like constants, but we want to be able to change them. In this case we will later need to change the damage and speed of these bullets, so we need them to be variables and not constants." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:499 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:503 msgid "In ``_ready`` we set the area's ``body_entered`` signal to ourself so that it calls the ``collided`` function when a body enters the area." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:504 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:508 msgid "``_physics_process`` gets the bullet's local ``Z`` axis. If you look at the scene in local mode, you will find that the bullet faces the positive local ``Z`` axis." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:507 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:511 msgid "Next we translate the entire bullet by that forward direction, multiplying in our speed and delta time." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:509 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:513 msgid "After that we add delta time to our timer and check whether the timer has reached a value as big or greater than our ``KILL_TIME`` constant. If it has, we use ``queue_free`` to free the bullet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:514 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:518 msgid "In ``collided`` we check whether we've hit something yet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:516 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:520 msgid "Remember that ``collided`` is only called when a body has entered the :ref:`Area ` node. If the bullet has not already collided with something, we then proceed to check if the body the bullet has collided with has a function/method called ``bullet_hit``. If it does, we call it and pass in the bullet's damage and the bullet's global transform so we can get the bullet's rotation and position." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:521 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:525 msgid "in ``collided``, the passed in body can be a :ref:`StaticBody `, :ref:`RigidBody `, or :ref:`KinematicBody `" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:524 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:528 msgid "We set the Bullet's ``hit_something`` variable to ``true`` because regardless of whether or not the body that the bullet collided with has the ``bullet_hit`` function/method, it has hit something and so we need to make sure the bullet does not hit anything else." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:527 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:531 msgid "Then we free the bullet using ``queue_free``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:529 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:533 msgid "You may be wondering why we even have a ``hit_something`` variable if we free the bullet using ``queue_free`` as soon as it hits something." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:532 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:536 msgid "The reason we need to track whether we've hit something or not is because ``queue_free`` does not immediately free the node, so the bullet could collide with another body before Godot has a chance to free it. By tracking whether the bullet has hit something, we can make sure that the bullet will only hit one object." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:540 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:544 msgid "Before we start programming the player again, let's take a quick look at ``Player.tscn``. Open up ``Player.tscn`` again." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:543 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:547 msgid "Expand ``Rotation_Helper`` and notice how it has two nodes: ``Gun_Fire_Points`` and ``Gun_Aim_Point``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:546 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:550 msgid "``Gun_aim_point`` is the point that the bullets will be aiming at. Notice how it is lined up with the center of the screen and pulled a distance forward on the Z axis. ``Gun_aim_point`` will serve as the point where the bullets will for sure collide with as it goes along." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:551 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:555 msgid "There is a invisible mesh instance for debugging purposes. The mesh is a small sphere that visually shows at which target the bullets will be aiming." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:554 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:558 msgid "Open up ``Gun_Fire_Points`` and you'll find three more :ref:`Spatial ` nodes, one for each weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:557 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:561 msgid "Open up ``Rifle_Point`` and you'll find a :ref:`Raycast ` node. This is where we will be sending the raycasts for our rifle's bullets. The length of the raycast will dictate how far our bullets will travel." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:561 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:565 msgid "We are using a :ref:`Raycast ` node to handle the rifle's bullet because we want to fire lots of bullets quickly. If we use bullet objects, it is quite possible we could run into performance issues on older machines." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:565 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:569 msgid "If you are wondering from where the positions of the points came, they are the rough positions of the ends of each weapon. You can see this by going to ``AnimationPlayer``, selecting one of the firing animations and scrubbing through the timeline. The point for each weapon should mostly line up with the end of each weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:571 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:575 msgid "Open up ``Knife_Point`` and you'll find an :ref:`Area ` node. We are using an :ref:`Area ` for the knife because we only care for all the bodies close to us, and because our knife does not fire into space. If we were making a throwing knife, we would likely spawn a bullet object that looks like a knife." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:576 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:580 msgid "Finally, we have ``Pistol_Point``. This is the point where we will be creating/instancing our bullet objects. We do not need any additional nodes here, as the bullet handles all of its own collision detection." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:580 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:584 msgid "Now that we've seen how we will handle our other weapons, and where we will spawn the bullets, let's start working on making them work." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:583 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:587 msgid "You can also look at the HUD nodes if you want. There is nothing fancy there and other than using a single :ref:`Label `, we will not be touching any of those nodes. Check :ref:`doc_design_interfaces_with_the_control_nodes` for a tutorial on using GUI nodes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:589 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:593 msgid "Creating the first weapon" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:591 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:595 msgid "Lets write the code for each of our weapons, starting with the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:593 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:597 msgid "Select ``Pistol_Point`` (``Player`` -> ``Rotation_Helper`` -> ``Gun_Fire_Points`` -> ``Pistol_Point``) and create a new script called ``Weapon_Pistol.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:595 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:599 msgid "Add the following code to ``Weapon_Pistol.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:646 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:650 msgid "Let's go over how the script works." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:650 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:654 msgid "First we define some class variables we'll need in the script:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:652 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:656 msgid "``DAMAGE``: The amount of damage a single bullet does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:653 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:657 msgid "``IDLE_ANIM_NAME``: The name of the pistol's idle animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:654 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:658 msgid "``FIRE_ANIM_NAME``: The name of the pistol's fire animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:655 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:659 msgid "``is_weapon_enabled``: A variable for checking whether this weapon is in use/enabled." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:656 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:660 msgid "``bullet_scene``: The bullet scene we worked on earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:657 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:661 msgid "``player_node``: A variable to hold ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:659 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:663 msgid "The reason we define most of these variables is so we can use them in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:661 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:665 msgid "Each of the weapons we'll make will have all these variables (minus ``bullet_scene``) so we have a consistent interface to interact with in ``Player.gd``. By using the same variables/functions in each weapon, we can interact with them without having to know which weapon we are using, which makes our code much more modular because we can add weapons without having to change much of the code in ``Player.gd`` and it will just work." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:666 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:670 msgid "We could write all the code in ``Player.gd``, but then ``Player.gd`` will get increasingly harder to manage as we add weapons. By using a modular design with a consistent interface, we can keep ``Player.gd`` nice and neat, while also making it easier to add/remove/modify weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:671 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:675 msgid "In ``_ready`` we simply pass over it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:673 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:677 msgid "There is one thing of note though, an assumption that we'll fill in ``Player.gd`` at some point." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:675 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:679 msgid "We are going to assume that ``Player.gd`` will pass themselves in before calling any of the functions in ``Weapon_Pistol.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:677 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:681 msgid "While this can lead to situations where the player does not pass themselves in (because we forget), we would have to have a long string of ``get_parent`` calls to traverse up the scene tree to retrieve the player. This does not look pretty (``get_parent().get_parent().get_parent()`` and so on) and it is relatively safe to assume we will remember to pass ourselves to each weapon in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:683 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:687 msgid "Next let's look at ``fire_weapon``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:685 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:689 msgid "The first thing we do is instance the bullet scene we made earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:687 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:691 msgid "By instancing the scene, we are creating a new node holding all the node(s) in the scene we instanced, effectively cloning that scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:689 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:693 msgid "Then we add a ``clone`` to the first child node of the root of the scene we are currently in. By doing this, we're making it a child of the root node of the currently loaded scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:691 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:695 msgid "In other words, we are adding a ``clone`` as a child of the first node (whatever is at the top of the scene tree) in the currently loaded/opened scene. If the currently loaded/open scene is ``Testing_Area.tscn``, we'd be adding our ``clone`` as a child of ``Testing_Area``, the root node in that scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:694 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:698 msgid "As mentioned later below in the section on adding sounds, this method makes an assumption. This will be explained later in the section on adding sounds in :ref:`doc_fps_tutorial_part_three`" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:697 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:701 msgid "Next we set the global transform of the clone to the ``Pistol_Point``'s global transform. The reason we do this is so the bullet is spawned at the end of the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:699 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:703 msgid "You can see that ``Pistol_Point`` is positioned right at the end of the pistol by clicking the :ref:`AnimationPlayer ` and scrolling through ``Pistol_fire``. You'll find the position is more or less at the end of the pistol when it fires." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:702 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:706 msgid "Next we scale it up by a factor of ``4`` because the bullet scene is a little too small by default." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:704 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:708 msgid "Then we set the bullet's damage (``BULLET_DAMAGE``) to the amount of damage a single pistol bullet does (``DAMAGE``)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:708 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:712 msgid "Now let's look at ``equip_weapon``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:710 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:714 msgid "The first thing we do is check to see whether the animation manager is in the pistol's idle animation. If we are in the pistol's idle animation, we set ``is_weapon_enabled`` to ``true`` and return ``true`` because the pistol has successfully been equipped." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:714 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:718 msgid "Because we know our pistol's ``equip`` animation automatically transitions to the pistol's idle animation, if we are in the pistol's idle animation the pistol must have finished playing the equip animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:717 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:721 msgid "We know these animations will transition because we wrote the code to make them transition in ``Animation_Manager.gd``" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:719 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:723 msgid "Next we check to see if the player is in the ``Idle_unarmed`` animation state. Because all unequipping animations go to this state, and because any weapon can be equipped from this state, we change animations to ``Pistol_equip`` if the player is in the ``Idle_unarmed`` state." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:722 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:726 msgid "Since we know ``Pistol_equip`` will transition to ``Pistol_idle``, we do not need to do any more additional processing for equipping weapons, but since we were not able to equip the pistol yet, we return ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:727 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:731 msgid "Finally, let's look at ``unequip_weapon``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:729 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:733 msgid "``unequip_weapon`` is similar to ``equip_weapon``, but instead we're checking things in reverse." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:731 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:735 msgid "First we check to see whether the player is in the idle animation state. Then we check to make sure the player is not in the ``Pistol_unequip`` animation. If the player is not in the ``Pistol_unequip`` animation, we want to play the ``pistol_unequip`` animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:734 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:738 msgid "You may be wondering why we are checking to see whether the player is in the pistol's idle animation, and then making sure the player is not unequipping right after. The reason behind the additional check is because we could (in rare cases) call ``unequip_weapon`` twice before we've had a chance to process ``set_animation``, so we add this additional check to make sure the unequip animation plays." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:738 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:742 msgid "Next we check to see whether the player is in ``Idle_unarmed``, which is the animation state we will transition into from ``Pistol_unequip``. If the player is in ``Idle_unarmed``, then we set ``is_weapon_enabled`` to ``false`` since we are no longer using this weapon, and return ``true`` because we have successfully unequipped the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:741 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:745 msgid "If the player is not in ``Idle_unarmed``, we return ``false`` because we have not yet successfully unequipped the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:744 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:748 msgid "Creating the other two weapons" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:746 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:750 msgid "Now that we have all the code we'll need for the pistol, let's add the code for the rifle and knife next." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:748 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:752 msgid "Select ``Rifle_Point`` (``Player`` -> ``Rotation_Helper`` -> ``Gun_Fire_Points`` -> ``Rifle_Point``) and create a new script called ``Weapon_Rifle.gd``, then add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:801 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:805 msgid "Most of this is exactly the same as ``Weapon_Pistol.gd``, so we're only going to look at what's changed: ``fire_weapon``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:803 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:807 msgid "The first thing we do is get the :ref:`Raycast ` node, which is a child of ``Rifle_Point``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:805 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:809 msgid "Next we force the :ref:`Raycast ` to update using ``force_raycast_update``. This will force the :ref:`Raycast ` to detect collisions when we call it, meaning we get a frame perfect collision check with the 3D physics world." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:808 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:812 msgid "Then we check to see if the :ref:`Raycast ` collided with something." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:810 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:814 msgid "If the :ref:`Raycast ` has collided with something, we first get the collision body it collided with. This can be a :ref:`StaticBody `, :ref:`RigidBody `, or a :ref:`KinematicBody `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:813 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:817 msgid "Next we want to make sure the body we've collided with is not the player, since we (probably) do not want to give the player the ability to shoot themselves in the foot." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:815 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:819 msgid "If the body is not the player, we then check to see if it has a function/method called ``bullet_hit``. If it does, we call it and pass in the amount of damage this bullet does (``DAMAGE``), and the global transform of the :ref:`Raycast ` so we can tell from which direction the bullet came." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:820 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:824 msgid "Now all we need to do is write the code for the knife." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:822 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:826 msgid "Select ``Knife_Point`` (``Player`` -> ``Rotation_Helper`` -> ``Gun_Fire_Points`` -> ``Knife_Point``) and create a new script called ``Weapon_Knife.gd``, then add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:873 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:877 msgid "As with ``Weapon_Rifle.gd``, the only differences are in ``fire_weapon``, so let's look at that:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:875 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:879 msgid "The first thing we do is get the :ref:`Area ` child node of ``Knife_Point``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:877 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:881 msgid "Next we want to get all the collision bodies inside the :ref:`Area ` using ``get_overlapping_bodies``. This will return a list of every body that touches the :ref:`Area `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:880 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:884 msgid "We next want to go through each of those bodies." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:882 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:886 msgid "First we check to make sure the body is not the player, because we do not want to let the player be able to stab themselves. If the body is the player, we use ``continue`` so we jump and look at the next body in ``bodies``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:885 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:889 msgid "If we have not jumped to the next body, we then check to see if the body has the ``bullet_hit`` function/method. If it does, we call it, passing in the amount of damage a single knife swipe does (``DAMAGE``) and the global transform of the :ref:`Area `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:888 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:892 msgid "While we could attempt to calculate a rough location for where the knife hit exactly, we are not going to because using the :ref:`Area `'s position works well enough and the extra time needed to calculate a rough position for each body is not worth the effort." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:893 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:897 msgid "Making the weapons work" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:895 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:899 msgid "Let's start making the weapons work in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:897 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:901 msgid "First let's start by adding some class variables we'll need for the weapons:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:915 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:919 msgid "Let's go over what these new variables will do:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:917 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:921 msgid "``animation_manager``: This will hold the :ref:`AnimationPlayer ` node and its script, which we wrote previously." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:918 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:922 msgid "``current_weapon_name``: The name of the weapon we are currently using. It has four possible values: ``UNARMED``, ``KNIFE``, ``PISTOL``, and ``RIFLE``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:919 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:923 msgid "``weapons``: A dictionary that will hold all the weapon nodes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:920 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:924 msgid "``WEAPON_NUMBER_TO_NAME``: A dictionary allowing us to convert from a weapon's number to its name. We'll use this for changing weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:921 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:925 msgid "``WEAPON_NAME_TO_NUMBER``: A dictionary allowing us to convert from a weapon's name to its number. We'll use this for changing weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:922 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:926 msgid "``changing_weapon``: A boolean to track whether or not we are changing guns/weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:923 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:927 msgid "``changing_weapon_name``: The name of the weapon we want to change to." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:924 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:928 msgid "``health``: How much health our player has. In this part of the tutorial we will not be using it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:925 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:929 msgid "``UI_status_label``: A label to show how much health we have, and how much ammo we have both in our gun and in reserve." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:929 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:933 msgid "Next we need to add a few things in ``_ready``. Here's the new ``_ready`` function:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:961 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:965 msgid "Let's go over what's changed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:963 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:967 msgid "First we get the :ref:`AnimationPlayer ` node and assign it to the ``animation_manager`` variable. Then we set the callback function to a :ref:`FuncRef ` that will call the player's ``fire_bullet`` function. Right now we haven't written the ``fire_bullet`` function, but we'll get there soon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:967 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:971 msgid "Next we get all the weapon nodes and assign them to ``weapons``. This will allow us to access the weapon nodes only with their name (``KNIFE``, ``PISTOL``, or ``RIFLE``)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:970 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:974 msgid "We then get ``Gun_Aim_Point``'s global position so we can rotate the player's weapons to aim at it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:972 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:976 msgid "Then we go through each weapon in ``weapons``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:974 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:978 msgid "We first get the weapon node. If the weapon node is not ``null``, we then set its ``player_node`` variable to this script (``Player.gd``). Then we have it look at ``gun_aim_point_pos`` using the ``look_at`` function, and then rotate it by ``180`` degrees on the ``Y`` axis." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:977 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:981 msgid "We rotate all of those weapon points by ``180`` degrees on their ``Y`` axis because our camera is pointing backwards. If we did not rotate all of these weapon points by ``180`` degrees, all of the weapons would fire backwards." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:980 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:984 msgid "Then we set ``current_weapon_name`` and ``changing_weapon_name`` to ``UNARMED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:982 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:986 msgid "Finally, we get the UI :ref:`Label ` from our HUD." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:986 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:990 msgid "Let's add a new function call to ``_physics_process`` so we can change weapons. Here's the new code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:996 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1000 msgid "Now we will call ``process_changing_weapons``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1000 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1004 msgid "Now let's add all the player input code for the weapons in ``process_input``. Add the following code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1040 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1044 msgid "Let's go over the additions, starting with how we're changing weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1042 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1046 msgid "First we get the current weapon's number and assign it to ``weapon_change_number``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1044 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1048 msgid "Then we check to see if any of the number keys (keys 1-4) are pressed. If they are, we set ``weapon_change_number`` to the value mapped at that key." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1047 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1051 msgid "The reason key 1 is mapped to ``0`` is because the first element in a list is mapped to zero, not one. Most list/array accessors in most programming languages start at ``0`` instead of ``1``. See https://en.wikipedia.org/wiki/Zero-based_numbering for more information." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1050 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1054 msgid "Next we check to see if ``shift_weapon_positive`` or ``shift_weapon_negative`` is pressed. If one of them is, we add/subtract ``1`` from ``weapon_change_number``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1053 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1057 msgid "Because the player may have shifted ``weapon_change_number`` outside of the number of weapons the player has, we clamp it so it cannot exceed the maximum number of weapons the player has and it ensures ``weapon_change_number`` is ``0`` or more." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1056 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1060 msgid "Then we check to make sure the player is not already changing weapons. If the player is not, we then check to see if the weapon the player wants to change to is a new weapon and not the weapon the player is currently using. If the weapon the player is wanting to change to is a new weapon, we then set ``changing_weapon_name`` to the weapon at ``weapon_change_number`` and set ``changing_weapon`` to ``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1060 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1064 msgid "For firing the weapon we first check to see if the ``fire`` action is pressed. Then we check to make sure the player is not changing weapons. Next we get the weapon node for the current weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1064 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1068 msgid "If the current weapon node does not equal ``null``, and the player is in its ``IDLE_ANIM_NAME`` state, we set the player's animation to the current weapon's ``FIRE_ANIM_NAME``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1069 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1073 msgid "Let's add ``process_changing_weapons`` next." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1071 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1075 msgid "Add the following code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1107 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1111 msgid "Let's go over what's happening here:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1109 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1113 msgid "The first thing we do is make sure we've received input to change weapons. We do this by making sure ``changing_weapons`` is ``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1111 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1115 msgid "Next we define a variable (``weapon_unequipped``) so we can check whether the current weapon has been successfully unequipped or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1113 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1117 msgid "Then we get the current weapon from ``weapons``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1115 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1119 msgid "If the current weapon is not ``null``, then we need to check whether the weapon is enabled. If the weapon is enabled, we call its ``unequip_weapon`` function so it will start the unequip animation. If the weapon is not enabled, we set ``weapon_unequipped`` to ``true`` because the weapon has successfully been unequipped." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1118 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1122 msgid "If the current weapon is ``null``, then we can simply set ``weapon_unequipped`` to ``true``. The reason we do this check is because there is no weapon script/node for ``UNARMED``, but there is also no animations for ``UNARMED``, so we can just start equipping the weapon the player wants to change to." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1121 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1125 msgid "If the player has successfully unequipped the current weapon (``weapon_unequipped == true``), we need to equip the new weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1123 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1127 msgid "First we define a new variable (``weapon_equipped``) for tracking whether the player has successfully equipped the new weapon or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1125 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1129 msgid "Then we get the weapon the player wants to change to. If the weapon the player wants to change to is not ``null``, we then check to see whether it's enabled or not. If it is not enabled, we call its ``equip_weapon`` function so it starts to equip the weapon. If the weapon is enabled, we set ``weapon_equipped`` to ``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1128 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1132 msgid "If the weapon the player wants to change to is ``null``, we simply set ``weapon_equipped`` to ``true`` because we do not have any node/script for ``UNARMED``, nor do we have any animations." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1131 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1135 msgid "Finally, we check to see whether the player has successfully equipped the new weapon. If (s)he has done so, we set ``changing_weapon`` to ``false`` because the player is no longer changing weapons. We also set ``current_weapon_name`` to ``changing_weapon_name`` since the current weapon has changed, and then we set ``changing_weapon_name`` to an empty string." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1137 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1141 msgid "Now, we need to add one more function to the player, and then the player is ready to start firing the weapons!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1139 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1143 msgid "We need to add ``fire_bullet``, which will be called by the :ref:`AnimationPlayer ` at those points we set earlier in the :ref:`AnimationPlayer ` function track:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1151 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1155 msgid "Let's go over what this function does:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1153 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1157 msgid "First we check to see whether the player is changing weapons. If the player is changing weapons, we do not want shoot, so we ``return``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1155 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1159 msgid "Calling ``return`` stops the rest of the function from being called. In this case, we are not returning a variable because we are only interested in not running the rest of the code, and because we are not looking for a returned variable either when we call this function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1159 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1163 msgid "Then we tell the current weapon the player is using to fire by calling its ``fire_weapon`` function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1161 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1165 msgid "Remember how we mentioned the speed of the animations for firing was faster than the other animations? By changing the firing animation speeds, you can change how fast the weapon fires bullets!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1167 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1171 msgid "Before we are ready to test our new weapons, we still have a bit of work to do." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1170 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1174 msgid "Creating some test subjects" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1172 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1176 msgid "Create a new script by going to the scripting window, clicking \"file\", and selecting new. Name this script ``RigidBody_hit_test`` and make sure it extends :ref:`RigidBody `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1175 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1179 msgid "Now we need to add this code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1192 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1196 msgid "Let's go over how ``bullet_hit`` works:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1195 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1199 msgid "First we get the bullet's forward directional vector. This is so we can tell from which direction the bullet will hit the :ref:`RigidBody `. We will use this to push the :ref:`RigidBody ` in the same direction as the bullet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1198 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1202 msgid "We need to boost the directional vector by ``BASE_BULLET_BOOST`` so the bullets pack a bit more of a punch and move the :ref:`RigidBody ` nodes in a visible way. You can just set ``BASE_BULLET_BOOST`` to lower or higher values if you want less or more of a reaction when the bullets collide with the :ref:`RigidBody `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1202 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1206 msgid "Then we apply an impulse using ``apply_impulse``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1204 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1208 msgid "First, we need to calculate the position for the impulse. Because ``apply_impulse`` takes a vector relative to the :ref:`RigidBody `, we need to calculate the distance from the :ref:`RigidBody ` to the bullet. We do this by subtracting the :ref:`RigidBody `'s global origin/position from the bullet's global origin/position. This gets us the distance from the :ref:`RigidBody ` to the bullet. We normalize this vector so the size of the collider does not effect how much the bullets move the :ref:`RigidBody `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1210 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1214 msgid "Finally, we need to calculate the force for the impulse. For this, we use the direction the bullet is facing and multiply it by the bullet's damage. This gives a nice result and for stronger bullets, we get a stronger result." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1215 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1219 msgid "Now we need to attach this script to all of the :ref:`RigidBody ` nodes we want to affect." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1217 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1221 msgid "Open up ``Testing_Area.tscn`` and select all the cubes parented to the ``Cubes`` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1219 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1223 msgid "If you select the top cube, and then hold down :kbd:`Shift` and select the last cube, Godot will select all the cubes in-between!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1222 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1226 msgid "Once you have all the cubes selected, scroll down in the inspector until you get to the \"scripts\" section. Click the drop down and select \"Load\". Open your newly created ``RigidBody_hit_test.gd`` script." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1226 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1230 msgid "Final notes" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1230 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1234 msgid "That was a lot of code! But now, with all that done, you can go and give your weapons a test!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1232 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1236 msgid "You should now be able to fire as many bullets as you want at the cubes and they will move in response to the bullets colliding with them." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1235 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1239 msgid "In :ref:`doc_fps_tutorial_part_three`, we will add ammo to the weapons, as well as some sounds!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1237 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1241 msgid "If you ever get lost, be sure to read over the code again!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1239 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1243 msgid "You can download the finished project for this part here: :download:`Godot_FPS_Part_2.zip `" msgstr "" diff --git a/sphinx/templates/tutorials/3d/gi_probes.pot b/sphinx/templates/tutorials/3d/gi_probes.pot index ad0f5a1225..2d6ee9e25a 100644 --- a/sphinx/templates/tutorials/3d/gi_probes.pot +++ b/sphinx/templates/tutorials/3d/gi_probes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/high_dynamic_range.pot b/sphinx/templates/tutorials/3d/high_dynamic_range.pot index 83f86da17f..f1c3b8ef6f 100644 --- a/sphinx/templates/tutorials/3d/high_dynamic_range.pot +++ b/sphinx/templates/tutorials/3d/high_dynamic_range.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/index.pot b/sphinx/templates/tutorials/3d/index.pot index 8e5fb17b93..96f8631b13 100644 --- a/sphinx/templates/tutorials/3d/index.pot +++ b/sphinx/templates/tutorials/3d/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/introduction_to_3d.pot b/sphinx/templates/tutorials/3d/introduction_to_3d.pot index 9464106616..99319ef3cb 100644 --- a/sphinx/templates/tutorials/3d/introduction_to_3d.pot +++ b/sphinx/templates/tutorials/3d/introduction_to_3d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/lights_and_shadows.pot b/sphinx/templates/tutorials/3d/lights_and_shadows.pot index 30b2b3e813..32e93e3341 100644 --- a/sphinx/templates/tutorials/3d/lights_and_shadows.pot +++ b/sphinx/templates/tutorials/3d/lights_and_shadows.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/reflection_probes.pot b/sphinx/templates/tutorials/3d/reflection_probes.pot index 0b159db582..3719891503 100644 --- a/sphinx/templates/tutorials/3d/reflection_probes.pot +++ b/sphinx/templates/tutorials/3d/reflection_probes.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/spatial_material.pot b/sphinx/templates/tutorials/3d/spatial_material.pot index a8e51e8aea..c4efb93725 100644 --- a/sphinx/templates/tutorials/3d/spatial_material.pot +++ b/sphinx/templates/tutorials/3d/spatial_material.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -465,170 +465,178 @@ msgid "*Emission* specifies how much light is emitted by the material (keep in m msgstr "" #: ../../docs/tutorials/3d/spatial_material.rst:358 -msgid "Normalmap" +msgid "Normal map" msgstr "" #: ../../docs/tutorials/3d/spatial_material.rst:360 -msgid "Normal mapping allows you to set a texture that represents finer shape detail. This does not modify geometry, only the incident angle for light. In Godot, only the red and green channels of normal maps are used for wider compatibility." -msgstr "" - -#: ../../docs/tutorials/3d/spatial_material.rst:367 -msgid "Rim" +msgid "Normal mapping allows you to set a texture that represents finer shape detail. This does not modify geometry, only the incident angle for light. In Godot, only the red and green channels of normal maps are used for better compression and wider compatibility." msgstr "" #: ../../docs/tutorials/3d/spatial_material.rst:369 +msgid "Godot requires the normal map to use the X+, Y- and Z+ coordinates. In other words, if you've imported a material made to be used with another engine, you may have to convert the normal map so its Y axis is flipped. Otherwise, the normal map direction may appear to be inverted on the Y axis." +msgstr "" + +#: ../../docs/tutorials/3d/spatial_material.rst:374 +msgid "More information about normal maps (including a coordinate order table for popular engines) can be found `here `__." +msgstr "" + +#: ../../docs/tutorials/3d/spatial_material.rst:379 +msgid "Rim" +msgstr "" + +#: ../../docs/tutorials/3d/spatial_material.rst:381 msgid "Some fabrics have small micro-fur that causes light to scatter around it. Godot emulates this with the *Rim* parameter. Unlike other rim lighting implementations, which just use the emission channel, this one actually takes light into account (no light means no rim). This makes the effect considerably more believable." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:376 +#: ../../docs/tutorials/3d/spatial_material.rst:388 msgid "Rim size depends on roughness, and there is a special parameter to specify how it must be colored. If *Tint* is ``0``, the color of the light is used for the rim. If *Tint* is ``1``, then the albedo of the material is used. Using intermediate values generally works best." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:382 +#: ../../docs/tutorials/3d/spatial_material.rst:394 msgid "Clearcoat" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:384 -#: ../../docs/tutorials/3d/spatial_material.rst:393 -#: ../../docs/tutorials/3d/spatial_material.rst:415 -#: ../../docs/tutorials/3d/spatial_material.rst:428 -#: ../../docs/tutorials/3d/spatial_material.rst:448 +#: ../../docs/tutorials/3d/spatial_material.rst:396 +#: ../../docs/tutorials/3d/spatial_material.rst:405 +#: ../../docs/tutorials/3d/spatial_material.rst:427 +#: ../../docs/tutorials/3d/spatial_material.rst:440 +#: ../../docs/tutorials/3d/spatial_material.rst:460 msgid "*This feature is only available when using the GLES3 backend.*" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:386 +#: ../../docs/tutorials/3d/spatial_material.rst:398 msgid "The *Clearcoat* parameter is used to add a secondary pass of transparent coat to the material. This is common in car paint and toys. In practice, it's a smaller specular blob added on top of the existing material." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:391 +#: ../../docs/tutorials/3d/spatial_material.rst:403 msgid "Anisotropy" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:395 +#: ../../docs/tutorials/3d/spatial_material.rst:407 msgid "This changes the shape of the specular blob and aligns it to tangent space. Anisotropy is commonly used with hair, or to make materials such as brushed aluminum more realistic. It works especially well when combined with flowmaps." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:402 +#: ../../docs/tutorials/3d/spatial_material.rst:414 msgid "Ambient Occlusion" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:404 +#: ../../docs/tutorials/3d/spatial_material.rst:416 msgid "It is possible to specify a baked ambient occlusion map. This map affects how much ambient light reaches each surface of the object (it does not affect direct light by default). While it is possible to use Screen-Space Ambient Occlusion (SSAO) to generate ambient occlusion, nothing beats the quality of a well-baked AO map. It is recommended to bake ambient occlusion whenever possible." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:413 +#: ../../docs/tutorials/3d/spatial_material.rst:425 msgid "Depth" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:417 +#: ../../docs/tutorials/3d/spatial_material.rst:429 msgid "Setting a depth map on a material produces a ray-marched search to emulate the proper displacement of cavities along the view direction. This is not real added geometry, but an illusion of depth. It may not work for complex objects, but it produces a realistic depth effect for textures. For best results, *Depth* should be used together with normal mapping." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:426 +#: ../../docs/tutorials/3d/spatial_material.rst:438 msgid "Subsurface Scattering" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:430 +#: ../../docs/tutorials/3d/spatial_material.rst:442 msgid "This effect emulates light that penetrates an object's surface, is scattered, and then comes out. It is useful to create realistic skin, marble, colored liquids, etc." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:437 +#: ../../docs/tutorials/3d/spatial_material.rst:449 msgid "Transmission" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:439 +#: ../../docs/tutorials/3d/spatial_material.rst:451 msgid "This controls how much light from the lit side (visible to light) is transferred to the dark side (opposite from the light). This works well for thin objects such as plant leaves, grass, human ears, etc." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:446 +#: ../../docs/tutorials/3d/spatial_material.rst:458 msgid "Refraction" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:450 +#: ../../docs/tutorials/3d/spatial_material.rst:462 msgid "When refraction is enabled, it supersedes alpha blending, and Godot attempts to fetch information from behind the object being rendered instead. This allows distorting the transparency in a way similar to refraction in real life." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:457 +#: ../../docs/tutorials/3d/spatial_material.rst:469 msgid "Detail" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:459 +#: ../../docs/tutorials/3d/spatial_material.rst:471 msgid "Godot allows using secondary albedo and normal maps to generate a detail texture, which can be blended in many ways. By combining this with secondary UV or triplanar modes, many interesting textures can be achieved." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:465 +#: ../../docs/tutorials/3d/spatial_material.rst:477 msgid "There are several settings that control how detail is used." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:467 +#: ../../docs/tutorials/3d/spatial_material.rst:479 msgid "Mask: The detail mask is a black and white image used to control where the blending takes place on a texture. White is for the detail textures, Black is for the regular material textures, different shades of gray are for partial blending of the material textures and detail textures." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:472 +#: ../../docs/tutorials/3d/spatial_material.rst:484 msgid "Blend Mode: These four modes control how the textures are blended together." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:474 +#: ../../docs/tutorials/3d/spatial_material.rst:486 msgid "Mix: Combines pixel values of both textures. At black, only show the material texture, at white, only show the detail texture. Values of gray create a smooth blend between the two." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:478 +#: ../../docs/tutorials/3d/spatial_material.rst:490 msgid "Add: Adds pixel values of one Texture with the other. Unlike mix mode both textures are completely mixed at white parts of a mask and not at gray parts. The original texture is mostly unchanged at black" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:482 +#: ../../docs/tutorials/3d/spatial_material.rst:494 msgid "Sub: Subtracts pixel values of one texture with the other. The second texture is completely subtracted at white parts of a mask with only a little subtraction in black parts, gray parts being different levels of subtraction based on the exact texture." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:487 +#: ../../docs/tutorials/3d/spatial_material.rst:499 msgid "Mul: Multiplies the RGB channel numbers for each pixel from the top texture with the values for the corresponding pixel from the bottom texture." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:490 +#: ../../docs/tutorials/3d/spatial_material.rst:502 msgid "Albedo: This is where you put an albedo texture you want to blend. If nothing is in this slot it will be interpreted as white by default." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:493 +#: ../../docs/tutorials/3d/spatial_material.rst:505 msgid "Normal: This is where you put a normal texture you want to blend. If nothing is in this slot it will be interpreted as a flat normal map. This can still be used even if the material does not have normal map enabled." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:498 +#: ../../docs/tutorials/3d/spatial_material.rst:510 msgid "UV1 and UV2" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:500 +#: ../../docs/tutorials/3d/spatial_material.rst:512 msgid "Godot supports two UV channels per material. Secondary UV is often useful for ambient occlusion or emission (baked light). UVs can be scaled and offset, which is useful when using repeating textures." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:505 +#: ../../docs/tutorials/3d/spatial_material.rst:517 msgid "Triplanar Mapping" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:507 +#: ../../docs/tutorials/3d/spatial_material.rst:519 msgid "Triplanar mapping is supported for both UV1 and UV2. This is an alternative way to obtain texture coordinates, sometimes called \"Autotexture\". Textures are sampled in X, Y and Z and blended by the normal. Triplanar mapping can be performed in either world space or object space." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:512 +#: ../../docs/tutorials/3d/spatial_material.rst:524 msgid "In the image below, you can see how all primitives share the same material with world triplanar, so the brick texture continues smoothly between them." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:518 +#: ../../docs/tutorials/3d/spatial_material.rst:530 msgid "Proximity and distance fade" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:520 +#: ../../docs/tutorials/3d/spatial_material.rst:532 msgid "Godot allows materials to fade by proximity to each other as well as depending on the distance from the viewer. Proximity fade is useful for effects such as soft particles or a mass of water with a smooth blending to the shores. Distance fade is useful for light shafts or indicators that are only present after a given distance." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:526 +#: ../../docs/tutorials/3d/spatial_material.rst:538 msgid "Keep in mind enabling these enables alpha blending, so abusing them for an entire scene is usually not a good idea." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:532 +#: ../../docs/tutorials/3d/spatial_material.rst:544 msgid "Render priority" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:534 +#: ../../docs/tutorials/3d/spatial_material.rst:546 msgid "The rendering order of objects can be changed, although this is mostly useful for transparent objects (or opaque objects that perform depth draw but no color draw, such as cracks on the floor)." msgstr "" diff --git a/sphinx/templates/tutorials/3d/using_gridmaps.pot b/sphinx/templates/tutorials/3d/using_gridmaps.pot index 969fd97094..2b7809652b 100644 --- a/sphinx/templates/tutorials/3d/using_gridmaps.pot +++ b/sphinx/templates/tutorials/3d/using_gridmaps.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/using_multi_mesh_instance.pot b/sphinx/templates/tutorials/3d/using_multi_mesh_instance.pot index 2b8f972600..e223a52abd 100644 --- a/sphinx/templates/tutorials/3d/using_multi_mesh_instance.pot +++ b/sphinx/templates/tutorials/3d/using_multi_mesh_instance.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/using_transforms.pot b/sphinx/templates/tutorials/3d/using_transforms.pot index 4f4cd84bc4..b47de8d83b 100644 --- a/sphinx/templates/tutorials/3d/using_transforms.pot +++ b/sphinx/templates/tutorials/3d/using_transforms.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/vertex_animation/animating_thousands_of_fish.pot b/sphinx/templates/tutorials/3d/vertex_animation/animating_thousands_of_fish.pot index 5c135037a1..71285379de 100644 --- a/sphinx/templates/tutorials/3d/vertex_animation/animating_thousands_of_fish.pot +++ b/sphinx/templates/tutorials/3d/vertex_animation/animating_thousands_of_fish.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/vertex_animation/controlling_thousands_of_fish.pot b/sphinx/templates/tutorials/3d/vertex_animation/controlling_thousands_of_fish.pot index 4aee42c6b7..f84d61200d 100644 --- a/sphinx/templates/tutorials/3d/vertex_animation/controlling_thousands_of_fish.pot +++ b/sphinx/templates/tutorials/3d/vertex_animation/controlling_thousands_of_fish.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/3d/vertex_animation/index.pot b/sphinx/templates/tutorials/3d/vertex_animation/index.pot index 72de451878..0d3d77d430 100644 --- a/sphinx/templates/tutorials/3d/vertex_animation/index.pot +++ b/sphinx/templates/tutorials/3d/vertex_animation/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/animation/2d_skeletons.pot b/sphinx/templates/tutorials/animation/2d_skeletons.pot index 70bad50355..b7884bd882 100644 --- a/sphinx/templates/tutorials/animation/2d_skeletons.pot +++ b/sphinx/templates/tutorials/animation/2d_skeletons.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/animation/animation_tree.pot b/sphinx/templates/tutorials/animation/animation_tree.pot index e19a1cf955..280e44e257 100644 --- a/sphinx/templates/tutorials/animation/animation_tree.pot +++ b/sphinx/templates/tutorials/animation/animation_tree.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/animation/cutout_animation.pot b/sphinx/templates/tutorials/animation/cutout_animation.pot index 0324650326..0d773c5532 100644 --- a/sphinx/templates/tutorials/animation/cutout_animation.pot +++ b/sphinx/templates/tutorials/animation/cutout_animation.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/animation/index.pot b/sphinx/templates/tutorials/animation/index.pot index aa9af2f146..0f17c3d7d1 100644 --- a/sphinx/templates/tutorials/animation/index.pot +++ b/sphinx/templates/tutorials/animation/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/animation/introduction_2d.pot b/sphinx/templates/tutorials/animation/introduction_2d.pot index 9fd4cd983a..aae84320f6 100644 --- a/sphinx/templates/tutorials/animation/introduction_2d.pot +++ b/sphinx/templates/tutorials/animation/introduction_2d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/assetlib/index.pot b/sphinx/templates/tutorials/assetlib/index.pot index 01c9f99606..c0f6f36d77 100644 --- a/sphinx/templates/tutorials/assetlib/index.pot +++ b/sphinx/templates/tutorials/assetlib/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/assetlib/uploading_to_assetlib.pot b/sphinx/templates/tutorials/assetlib/uploading_to_assetlib.pot index bd0b3c580f..a2519f204f 100644 --- a/sphinx/templates/tutorials/assetlib/uploading_to_assetlib.pot +++ b/sphinx/templates/tutorials/assetlib/uploading_to_assetlib.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/assetlib/using_assetlib.pot b/sphinx/templates/tutorials/assetlib/using_assetlib.pot index 1870fadf79..556ed44eed 100644 --- a/sphinx/templates/tutorials/assetlib/using_assetlib.pot +++ b/sphinx/templates/tutorials/assetlib/using_assetlib.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/assetlib/what_is_assetlib.pot b/sphinx/templates/tutorials/assetlib/what_is_assetlib.pot index 91df239397..8643369fd9 100644 --- a/sphinx/templates/tutorials/assetlib/what_is_assetlib.pot +++ b/sphinx/templates/tutorials/assetlib/what_is_assetlib.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/audio/audio_buses.pot b/sphinx/templates/tutorials/audio/audio_buses.pot index 056fa1cc71..67357286d5 100644 --- a/sphinx/templates/tutorials/audio/audio_buses.pot +++ b/sphinx/templates/tutorials/audio/audio_buses.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/audio/audio_streams.pot b/sphinx/templates/tutorials/audio/audio_streams.pot index eacc06f7b5..feee1e02b9 100644 --- a/sphinx/templates/tutorials/audio/audio_streams.pot +++ b/sphinx/templates/tutorials/audio/audio_streams.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/audio/index.pot b/sphinx/templates/tutorials/audio/index.pot index c654ae2ffd..be74b4bd45 100644 --- a/sphinx/templates/tutorials/audio/index.pot +++ b/sphinx/templates/tutorials/audio/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/audio/recording_with_microphone.pot b/sphinx/templates/tutorials/audio/recording_with_microphone.pot index c183a3c940..439dc6ab1e 100644 --- a/sphinx/templates/tutorials/audio/recording_with_microphone.pot +++ b/sphinx/templates/tutorials/audio/recording_with_microphone.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/audio/sync_with_audio.pot b/sphinx/templates/tutorials/audio/sync_with_audio.pot index be937f7fd5..3f63124cea 100644 --- a/sphinx/templates/tutorials/audio/sync_with_audio.pot +++ b/sphinx/templates/tutorials/audio/sync_with_audio.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/content/index.pot b/sphinx/templates/tutorials/content/index.pot index ed7e5c0f3f..af18eb53c0 100644 --- a/sphinx/templates/tutorials/content/index.pot +++ b/sphinx/templates/tutorials/content/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/content/making_trees.pot b/sphinx/templates/tutorials/content/making_trees.pot index e9bb9585f0..826e6c7582 100644 --- a/sphinx/templates/tutorials/content/making_trees.pot +++ b/sphinx/templates/tutorials/content/making_trees.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/content/procedural_geometry/arraymesh.pot b/sphinx/templates/tutorials/content/procedural_geometry/arraymesh.pot index 8b518e85da..cd6b613937 100644 --- a/sphinx/templates/tutorials/content/procedural_geometry/arraymesh.pot +++ b/sphinx/templates/tutorials/content/procedural_geometry/arraymesh.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/content/procedural_geometry/immediategeometry.pot b/sphinx/templates/tutorials/content/procedural_geometry/immediategeometry.pot index efad3561ab..1b6ce99a69 100644 --- a/sphinx/templates/tutorials/content/procedural_geometry/immediategeometry.pot +++ b/sphinx/templates/tutorials/content/procedural_geometry/immediategeometry.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/content/procedural_geometry/index.pot b/sphinx/templates/tutorials/content/procedural_geometry/index.pot index 507d78f4de..294b9dcaf3 100644 --- a/sphinx/templates/tutorials/content/procedural_geometry/index.pot +++ b/sphinx/templates/tutorials/content/procedural_geometry/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/content/procedural_geometry/meshdatatool.pot b/sphinx/templates/tutorials/content/procedural_geometry/meshdatatool.pot index e5c24c1306..b3aec55407 100644 --- a/sphinx/templates/tutorials/content/procedural_geometry/meshdatatool.pot +++ b/sphinx/templates/tutorials/content/procedural_geometry/meshdatatool.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/content/procedural_geometry/surfacetool.pot b/sphinx/templates/tutorials/content/procedural_geometry/surfacetool.pot index 816b003093..5d9962196f 100644 --- a/sphinx/templates/tutorials/content/procedural_geometry/surfacetool.pot +++ b/sphinx/templates/tutorials/content/procedural_geometry/surfacetool.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/debug/index.pot b/sphinx/templates/tutorials/debug/index.pot index a21f3eb7df..fb788c9fbf 100644 --- a/sphinx/templates/tutorials/debug/index.pot +++ b/sphinx/templates/tutorials/debug/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/debug/overview_of_debugging_tools.pot b/sphinx/templates/tutorials/debug/overview_of_debugging_tools.pot index e4b40fd4db..fafc8138ea 100644 --- a/sphinx/templates/tutorials/debug/overview_of_debugging_tools.pot +++ b/sphinx/templates/tutorials/debug/overview_of_debugging_tools.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/gui/bbcode_in_richtextlabel.pot b/sphinx/templates/tutorials/gui/bbcode_in_richtextlabel.pot index a2c4bc3ef2..cf5851b958 100644 --- a/sphinx/templates/tutorials/gui/bbcode_in_richtextlabel.pot +++ b/sphinx/templates/tutorials/gui/bbcode_in_richtextlabel.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/gui/custom_gui_controls.pot b/sphinx/templates/tutorials/gui/custom_gui_controls.pot index 66d023a981..4435dde137 100644 --- a/sphinx/templates/tutorials/gui/custom_gui_controls.pot +++ b/sphinx/templates/tutorials/gui/custom_gui_controls.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/gui/gui_containers.pot b/sphinx/templates/tutorials/gui/gui_containers.pot index 1d96f25a7b..24f96075e9 100644 --- a/sphinx/templates/tutorials/gui/gui_containers.pot +++ b/sphinx/templates/tutorials/gui/gui_containers.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/gui/gui_skinning.pot b/sphinx/templates/tutorials/gui/gui_skinning.pot index 1e3452e034..c9d1207839 100644 --- a/sphinx/templates/tutorials/gui/gui_skinning.pot +++ b/sphinx/templates/tutorials/gui/gui_skinning.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/gui/index.pot b/sphinx/templates/tutorials/gui/index.pot index e431f1ff06..5b3b2f2051 100644 --- a/sphinx/templates/tutorials/gui/index.pot +++ b/sphinx/templates/tutorials/gui/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/gui/size_and_anchors.pot b/sphinx/templates/tutorials/gui/size_and_anchors.pot index 3720acba77..78533c815f 100644 --- a/sphinx/templates/tutorials/gui/size_and_anchors.pot +++ b/sphinx/templates/tutorials/gui/size_and_anchors.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/i18n/index.pot b/sphinx/templates/tutorials/i18n/index.pot index 8951213873..3ddfaf4343 100644 --- a/sphinx/templates/tutorials/i18n/index.pot +++ b/sphinx/templates/tutorials/i18n/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/i18n/internationalizing_games.pot b/sphinx/templates/tutorials/i18n/internationalizing_games.pot index 914ac1636d..7613b8835c 100644 --- a/sphinx/templates/tutorials/i18n/internationalizing_games.pot +++ b/sphinx/templates/tutorials/i18n/internationalizing_games.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/i18n/locales.pot b/sphinx/templates/tutorials/i18n/locales.pot index fe5778cbf5..1a9f4bfa8a 100644 --- a/sphinx/templates/tutorials/i18n/locales.pot +++ b/sphinx/templates/tutorials/i18n/locales.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/i18n/localization_using_gettext.pot b/sphinx/templates/tutorials/i18n/localization_using_gettext.pot index 459f8e668b..d5c8516396 100644 --- a/sphinx/templates/tutorials/i18n/localization_using_gettext.pot +++ b/sphinx/templates/tutorials/i18n/localization_using_gettext.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/inputs/custom_mouse_cursor.pot b/sphinx/templates/tutorials/inputs/custom_mouse_cursor.pot index 1c05b3b7df..a2a3d49660 100644 --- a/sphinx/templates/tutorials/inputs/custom_mouse_cursor.pot +++ b/sphinx/templates/tutorials/inputs/custom_mouse_cursor.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/inputs/index.pot b/sphinx/templates/tutorials/inputs/index.pot index 8b77800207..8cdbb168bd 100644 --- a/sphinx/templates/tutorials/inputs/index.pot +++ b/sphinx/templates/tutorials/inputs/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/inputs/input_examples.pot b/sphinx/templates/tutorials/inputs/input_examples.pot index 132bdd9c47..6d739c8115 100644 --- a/sphinx/templates/tutorials/inputs/input_examples.pot +++ b/sphinx/templates/tutorials/inputs/input_examples.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/inputs/inputevent.pot b/sphinx/templates/tutorials/inputs/inputevent.pot index 0a4edb1f35..e8eaac4eb0 100644 --- a/sphinx/templates/tutorials/inputs/inputevent.pot +++ b/sphinx/templates/tutorials/inputs/inputevent.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/inputs/mouse_and_input_coordinates.pot b/sphinx/templates/tutorials/inputs/mouse_and_input_coordinates.pot index 478f150ed4..17dc98200c 100644 --- a/sphinx/templates/tutorials/inputs/mouse_and_input_coordinates.pot +++ b/sphinx/templates/tutorials/inputs/mouse_and_input_coordinates.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/io/background_loading.pot b/sphinx/templates/tutorials/io/background_loading.pot index c0691db857..3386355ca3 100644 --- a/sphinx/templates/tutorials/io/background_loading.pot +++ b/sphinx/templates/tutorials/io/background_loading.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/io/data_paths.pot b/sphinx/templates/tutorials/io/data_paths.pot index 8624e22b1f..7eb14b8360 100644 --- a/sphinx/templates/tutorials/io/data_paths.pot +++ b/sphinx/templates/tutorials/io/data_paths.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/io/encrypting_save_games.pot b/sphinx/templates/tutorials/io/encrypting_save_games.pot index 29744e6bcb..f51d0dc36b 100644 --- a/sphinx/templates/tutorials/io/encrypting_save_games.pot +++ b/sphinx/templates/tutorials/io/encrypting_save_games.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/io/index.pot b/sphinx/templates/tutorials/io/index.pot index 415855973f..afe8b7f827 100644 --- a/sphinx/templates/tutorials/io/index.pot +++ b/sphinx/templates/tutorials/io/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/io/saving_games.pot b/sphinx/templates/tutorials/io/saving_games.pot index 7f3c0f7bd8..daf7f6da35 100644 --- a/sphinx/templates/tutorials/io/saving_games.pot +++ b/sphinx/templates/tutorials/io/saving_games.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/legal/complying_with_licenses.pot b/sphinx/templates/tutorials/legal/complying_with_licenses.pot index be775e0bf4..7ad91c0fb7 100644 --- a/sphinx/templates/tutorials/legal/complying_with_licenses.pot +++ b/sphinx/templates/tutorials/legal/complying_with_licenses.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/legal/index.pot b/sphinx/templates/tutorials/legal/index.pot index 3e6ad82793..52835ada40 100644 --- a/sphinx/templates/tutorials/legal/index.pot +++ b/sphinx/templates/tutorials/legal/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/math/beziers_and_curves.pot b/sphinx/templates/tutorials/math/beziers_and_curves.pot index 4561f3868b..c45b3887f3 100644 --- a/sphinx/templates/tutorials/math/beziers_and_curves.pot +++ b/sphinx/templates/tutorials/math/beziers_and_curves.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/math/index.pot b/sphinx/templates/tutorials/math/index.pot index e221b795d0..347633e71d 100644 --- a/sphinx/templates/tutorials/math/index.pot +++ b/sphinx/templates/tutorials/math/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/math/interpolation.pot b/sphinx/templates/tutorials/math/interpolation.pot index e5e7241e1c..fc3b6a29e3 100644 --- a/sphinx/templates/tutorials/math/interpolation.pot +++ b/sphinx/templates/tutorials/math/interpolation.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/math/matrices_and_transforms.pot b/sphinx/templates/tutorials/math/matrices_and_transforms.pot index 65d52a4489..d915ed8f35 100644 --- a/sphinx/templates/tutorials/math/matrices_and_transforms.pot +++ b/sphinx/templates/tutorials/math/matrices_and_transforms.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/math/vector_math.pot b/sphinx/templates/tutorials/math/vector_math.pot index 40e596dfa7..aed105d297 100644 --- a/sphinx/templates/tutorials/math/vector_math.pot +++ b/sphinx/templates/tutorials/math/vector_math.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/math/vectors_advanced.pot b/sphinx/templates/tutorials/math/vectors_advanced.pot index 1b5376aaad..b41d39ad9f 100644 --- a/sphinx/templates/tutorials/math/vectors_advanced.pot +++ b/sphinx/templates/tutorials/math/vectors_advanced.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/binary_serialization_api.pot b/sphinx/templates/tutorials/misc/binary_serialization_api.pot index c8a2b02041..1f2c6b78e6 100644 --- a/sphinx/templates/tutorials/misc/binary_serialization_api.pot +++ b/sphinx/templates/tutorials/misc/binary_serialization_api.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/change_scenes_manually.pot b/sphinx/templates/tutorials/misc/change_scenes_manually.pot index 3a153c6e75..c10f4c7e28 100644 --- a/sphinx/templates/tutorials/misc/change_scenes_manually.pot +++ b/sphinx/templates/tutorials/misc/change_scenes_manually.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/gles2_gles3_differences.pot b/sphinx/templates/tutorials/misc/gles2_gles3_differences.pot index 5dc3d580fb..625f968da6 100644 --- a/sphinx/templates/tutorials/misc/gles2_gles3_differences.pot +++ b/sphinx/templates/tutorials/misc/gles2_gles3_differences.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/handling_quit_requests.pot b/sphinx/templates/tutorials/misc/handling_quit_requests.pot index bbe8a5b3e1..91f7250201 100644 --- a/sphinx/templates/tutorials/misc/handling_quit_requests.pot +++ b/sphinx/templates/tutorials/misc/handling_quit_requests.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/index.pot b/sphinx/templates/tutorials/misc/index.pot index d33df6e041..c55bf1112a 100644 --- a/sphinx/templates/tutorials/misc/index.pot +++ b/sphinx/templates/tutorials/misc/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/instancing_with_signals.pot b/sphinx/templates/tutorials/misc/instancing_with_signals.pot index 2cf4c6c19c..71d8ca5e5d 100644 --- a/sphinx/templates/tutorials/misc/instancing_with_signals.pot +++ b/sphinx/templates/tutorials/misc/instancing_with_signals.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/jitter_stutter.pot b/sphinx/templates/tutorials/misc/jitter_stutter.pot index fd591260a0..390d8f3da9 100644 --- a/sphinx/templates/tutorials/misc/jitter_stutter.pot +++ b/sphinx/templates/tutorials/misc/jitter_stutter.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/pausing_games.pot b/sphinx/templates/tutorials/misc/pausing_games.pot index cac88fc000..7707f6c948 100644 --- a/sphinx/templates/tutorials/misc/pausing_games.pot +++ b/sphinx/templates/tutorials/misc/pausing_games.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/running_code_in_the_editor.pot b/sphinx/templates/tutorials/misc/running_code_in_the_editor.pot index 593595335c..33d0ff06d5 100644 --- a/sphinx/templates/tutorials/misc/running_code_in_the_editor.pot +++ b/sphinx/templates/tutorials/misc/running_code_in_the_editor.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/misc/state_design_pattern.pot b/sphinx/templates/tutorials/misc/state_design_pattern.pot index 7c740069dc..445697390b 100644 --- a/sphinx/templates/tutorials/misc/state_design_pattern.pot +++ b/sphinx/templates/tutorials/misc/state_design_pattern.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/high_level_multiplayer.pot b/sphinx/templates/tutorials/networking/high_level_multiplayer.pot index 4670ac9d78..f5a19fb53e 100644 --- a/sphinx/templates/tutorials/networking/high_level_multiplayer.pot +++ b/sphinx/templates/tutorials/networking/high_level_multiplayer.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -85,7 +85,7 @@ msgid "Before going into how we would like to synchronize a game across the netw msgstr "" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:59 -msgid "Godot uses a mid-level object :ref:`NetworkedMultiplayerPeer `. This object is not meant to be created directly, but is designed so that several implementations can provide it." +msgid "Godot uses a mid-level object :ref:`NetworkedMultiplayerPeer `. This object is not meant to be created directly, but is designed so that several C++ implementations can provide it." msgstr "" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:62 diff --git a/sphinx/templates/tutorials/networking/http_client_class.pot b/sphinx/templates/tutorials/networking/http_client_class.pot index 0f59ea88cc..d170a8ef47 100644 --- a/sphinx/templates/tutorials/networking/http_client_class.pot +++ b/sphinx/templates/tutorials/networking/http_client_class.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/http_request_class.pot b/sphinx/templates/tutorials/networking/http_request_class.pot index 575307f3a9..00914b912b 100644 --- a/sphinx/templates/tutorials/networking/http_request_class.pot +++ b/sphinx/templates/tutorials/networking/http_request_class.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/index.pot b/sphinx/templates/tutorials/networking/index.pot index 520c8cfb4d..dad2cae77e 100644 --- a/sphinx/templates/tutorials/networking/index.pot +++ b/sphinx/templates/tutorials/networking/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/ssl_certificates.pot b/sphinx/templates/tutorials/networking/ssl_certificates.pot index d68d835e41..37fd6f4550 100644 --- a/sphinx/templates/tutorials/networking/ssl_certificates.pot +++ b/sphinx/templates/tutorials/networking/ssl_certificates.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/webrtc.pot b/sphinx/templates/tutorials/networking/webrtc.pot index ed3190dcc7..9ac69415d3 100644 --- a/sphinx/templates/tutorials/networking/webrtc.pot +++ b/sphinx/templates/tutorials/networking/webrtc.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/networking/websocket.pot b/sphinx/templates/tutorials/networking/websocket.pot index 3164dff74f..058472e74a 100644 --- a/sphinx/templates/tutorials/networking/websocket.pot +++ b/sphinx/templates/tutorials/networking/websocket.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/optimization/index.pot b/sphinx/templates/tutorials/optimization/index.pot index cca196b2f2..44036e2001 100644 --- a/sphinx/templates/tutorials/optimization/index.pot +++ b/sphinx/templates/tutorials/optimization/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/optimization/using_multimesh.pot b/sphinx/templates/tutorials/optimization/using_multimesh.pot index c36958ac77..4f535a61af 100644 --- a/sphinx/templates/tutorials/optimization/using_multimesh.pot +++ b/sphinx/templates/tutorials/optimization/using_multimesh.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/optimization/using_servers.pot b/sphinx/templates/tutorials/optimization/using_servers.pot index 03bf4fe1c0..83ce48fb9a 100644 --- a/sphinx/templates/tutorials/optimization/using_servers.pot +++ b/sphinx/templates/tutorials/optimization/using_servers.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/index.pot b/sphinx/templates/tutorials/physics/index.pot index 552b09f66c..dcac236048 100644 --- a/sphinx/templates/tutorials/physics/index.pot +++ b/sphinx/templates/tutorials/physics/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/kinematic_character_2d.pot b/sphinx/templates/tutorials/physics/kinematic_character_2d.pot index e0b413743c..d4b4bd9310 100644 --- a/sphinx/templates/tutorials/physics/kinematic_character_2d.pot +++ b/sphinx/templates/tutorials/physics/kinematic_character_2d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/physics_introduction.pot b/sphinx/templates/tutorials/physics/physics_introduction.pot index a1f28ded18..0e088bee42 100644 --- a/sphinx/templates/tutorials/physics/physics_introduction.pot +++ b/sphinx/templates/tutorials/physics/physics_introduction.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/ragdoll_system.pot b/sphinx/templates/tutorials/physics/ragdoll_system.pot index 25f9e1b194..a444cf1620 100644 --- a/sphinx/templates/tutorials/physics/ragdoll_system.pot +++ b/sphinx/templates/tutorials/physics/ragdoll_system.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/ray-casting.pot b/sphinx/templates/tutorials/physics/ray-casting.pot index 95cfc696f2..0012f59578 100644 --- a/sphinx/templates/tutorials/physics/ray-casting.pot +++ b/sphinx/templates/tutorials/physics/ray-casting.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/rigid_body.pot b/sphinx/templates/tutorials/physics/rigid_body.pot index e225ce03c3..0eb853f2d5 100644 --- a/sphinx/templates/tutorials/physics/rigid_body.pot +++ b/sphinx/templates/tutorials/physics/rigid_body.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/soft_body.pot b/sphinx/templates/tutorials/physics/soft_body.pot index 398d8ec830..f63cf73b37 100644 --- a/sphinx/templates/tutorials/physics/soft_body.pot +++ b/sphinx/templates/tutorials/physics/soft_body.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/using_area_2d.pot b/sphinx/templates/tutorials/physics/using_area_2d.pot index 5f59c587b2..290b1cfa97 100644 --- a/sphinx/templates/tutorials/physics/using_area_2d.pot +++ b/sphinx/templates/tutorials/physics/using_area_2d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/physics/using_kinematic_body_2d.pot b/sphinx/templates/tutorials/physics/using_kinematic_body_2d.pot index 71e1a15390..e339941271 100644 --- a/sphinx/templates/tutorials/physics/using_kinematic_body_2d.pot +++ b/sphinx/templates/tutorials/physics/using_kinematic_body_2d.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/platform/android_in_app_purchases.pot b/sphinx/templates/tutorials/platform/android_in_app_purchases.pot index ba666ff15e..2fed9003a1 100644 --- a/sphinx/templates/tutorials/platform/android_in_app_purchases.pot +++ b/sphinx/templates/tutorials/platform/android_in_app_purchases.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/platform/consoles.pot b/sphinx/templates/tutorials/platform/consoles.pot index 91bb71af35..29ec6d867e 100644 --- a/sphinx/templates/tutorials/platform/consoles.pot +++ b/sphinx/templates/tutorials/platform/consoles.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/platform/customizing_html5_shell.pot b/sphinx/templates/tutorials/platform/customizing_html5_shell.pot index 840bdfa672..06fafaa02e 100644 --- a/sphinx/templates/tutorials/platform/customizing_html5_shell.pot +++ b/sphinx/templates/tutorials/platform/customizing_html5_shell.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/platform/html5_shell_classref.pot b/sphinx/templates/tutorials/platform/html5_shell_classref.pot index 61d759f277..8938d81028 100644 --- a/sphinx/templates/tutorials/platform/html5_shell_classref.pot +++ b/sphinx/templates/tutorials/platform/html5_shell_classref.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/platform/index.pot b/sphinx/templates/tutorials/platform/index.pot index e9ead0c1ee..ae18f08353 100644 --- a/sphinx/templates/tutorials/platform/index.pot +++ b/sphinx/templates/tutorials/platform/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/platform/platform_html5.pot b/sphinx/templates/tutorials/platform/platform_html5.pot index 1d8db97af6..b3f69ba4f1 100644 --- a/sphinx/templates/tutorials/platform/platform_html5.pot +++ b/sphinx/templates/tutorials/platform/platform_html5.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/platform/services_for_ios.pot b/sphinx/templates/tutorials/platform/services_for_ios.pot index 7c3c179fb5..339a3098f7 100644 --- a/sphinx/templates/tutorials/platform/services_for_ios.pot +++ b/sphinx/templates/tutorials/platform/services_for_ios.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/android/android_plugin.pot b/sphinx/templates/tutorials/plugins/android/android_plugin.pot index f34831e28b..ad0ea5418c 100644 --- a/sphinx/templates/tutorials/plugins/android/android_plugin.pot +++ b/sphinx/templates/tutorials/plugins/android/android_plugin.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/android/index.pot b/sphinx/templates/tutorials/plugins/android/index.pot index 66461243cb..1a71bb286f 100644 --- a/sphinx/templates/tutorials/plugins/android/index.pot +++ b/sphinx/templates/tutorials/plugins/android/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/editor/import_plugins.pot b/sphinx/templates/tutorials/plugins/editor/import_plugins.pot index 2e94f9a751..ec890d8d7e 100644 --- a/sphinx/templates/tutorials/plugins/editor/import_plugins.pot +++ b/sphinx/templates/tutorials/plugins/editor/import_plugins.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/editor/index.pot b/sphinx/templates/tutorials/plugins/editor/index.pot index 57ee52ef43..a43958f56f 100644 --- a/sphinx/templates/tutorials/plugins/editor/index.pot +++ b/sphinx/templates/tutorials/plugins/editor/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/editor/inspector_plugins.pot b/sphinx/templates/tutorials/plugins/editor/inspector_plugins.pot index 00b78cb171..8171351cf4 100644 --- a/sphinx/templates/tutorials/plugins/editor/inspector_plugins.pot +++ b/sphinx/templates/tutorials/plugins/editor/inspector_plugins.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/editor/installing_plugins.pot b/sphinx/templates/tutorials/plugins/editor/installing_plugins.pot index 1763b6e58d..3034091cb0 100644 --- a/sphinx/templates/tutorials/plugins/editor/installing_plugins.pot +++ b/sphinx/templates/tutorials/plugins/editor/installing_plugins.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/editor/making_main_screen_plugins.pot b/sphinx/templates/tutorials/plugins/editor/making_main_screen_plugins.pot index 2a21b16766..da1b11a973 100644 --- a/sphinx/templates/tutorials/plugins/editor/making_main_screen_plugins.pot +++ b/sphinx/templates/tutorials/plugins/editor/making_main_screen_plugins.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/editor/making_plugins.pot b/sphinx/templates/tutorials/plugins/editor/making_plugins.pot index f5ef3c5eb1..2551a60a58 100644 --- a/sphinx/templates/tutorials/plugins/editor/making_plugins.pot +++ b/sphinx/templates/tutorials/plugins/editor/making_plugins.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/editor/spatial_gizmos.pot b/sphinx/templates/tutorials/plugins/editor/spatial_gizmos.pot index 488067d78c..31c8093b57 100644 --- a/sphinx/templates/tutorials/plugins/editor/spatial_gizmos.pot +++ b/sphinx/templates/tutorials/plugins/editor/spatial_gizmos.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/editor/visual_shader_plugins.pot b/sphinx/templates/tutorials/plugins/editor/visual_shader_plugins.pot index 664a9c4463..6d76f62446 100644 --- a/sphinx/templates/tutorials/plugins/editor/visual_shader_plugins.pot +++ b/sphinx/templates/tutorials/plugins/editor/visual_shader_plugins.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/gdnative/gdnative-c-example.pot b/sphinx/templates/tutorials/plugins/gdnative/gdnative-c-example.pot index f752ad613b..dc2fc0b5f5 100644 --- a/sphinx/templates/tutorials/plugins/gdnative/gdnative-c-example.pot +++ b/sphinx/templates/tutorials/plugins/gdnative/gdnative-c-example.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/gdnative/gdnative-cpp-example.pot b/sphinx/templates/tutorials/plugins/gdnative/gdnative-cpp-example.pot index ff0672a840..9908993e65 100644 --- a/sphinx/templates/tutorials/plugins/gdnative/gdnative-cpp-example.pot +++ b/sphinx/templates/tutorials/plugins/gdnative/gdnative-cpp-example.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/gdnative/index.pot b/sphinx/templates/tutorials/plugins/gdnative/index.pot index 130ea5fc7d..b01031adfd 100644 --- a/sphinx/templates/tutorials/plugins/gdnative/index.pot +++ b/sphinx/templates/tutorials/plugins/gdnative/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/plugins/index.pot b/sphinx/templates/tutorials/plugins/index.pot index b0654afc4a..7e137064b6 100644 --- a/sphinx/templates/tutorials/plugins/index.pot +++ b/sphinx/templates/tutorials/plugins/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/advanced_postprocessing.pot b/sphinx/templates/tutorials/shading/advanced_postprocessing.pot index ad17ae151c..757e3a2856 100644 --- a/sphinx/templates/tutorials/shading/advanced_postprocessing.pot +++ b/sphinx/templates/tutorials/shading/advanced_postprocessing.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/godot_shader_language_style_guide.pot b/sphinx/templates/tutorials/shading/godot_shader_language_style_guide.pot index fd73cad006..79430cf94e 100644 --- a/sphinx/templates/tutorials/shading/godot_shader_language_style_guide.pot +++ b/sphinx/templates/tutorials/shading/godot_shader_language_style_guide.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/index.pot b/sphinx/templates/tutorials/shading/index.pot index 31c43efe26..33eb55eec5 100644 --- a/sphinx/templates/tutorials/shading/index.pot +++ b/sphinx/templates/tutorials/shading/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/intro_to_shaders_water_workshop.pot b/sphinx/templates/tutorials/shading/intro_to_shaders_water_workshop.pot index dbd32d0c11..66ed22218a 100644 --- a/sphinx/templates/tutorials/shading/intro_to_shaders_water_workshop.pot +++ b/sphinx/templates/tutorials/shading/intro_to_shaders_water_workshop.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/migrating_to_godot_shader_language.pot b/sphinx/templates/tutorials/shading/migrating_to_godot_shader_language.pot index 6ad0d4789c..a23e782667 100644 --- a/sphinx/templates/tutorials/shading/migrating_to_godot_shader_language.pot +++ b/sphinx/templates/tutorials/shading/migrating_to_godot_shader_language.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/screen-reading_shaders.pot b/sphinx/templates/tutorials/shading/screen-reading_shaders.pot index d73d7dd359..0249354663 100644 --- a/sphinx/templates/tutorials/shading/screen-reading_shaders.pot +++ b/sphinx/templates/tutorials/shading/screen-reading_shaders.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/shader_materials.pot b/sphinx/templates/tutorials/shading/shader_materials.pot index 670690b428..ea8b95a89c 100644 --- a/sphinx/templates/tutorials/shading/shader_materials.pot +++ b/sphinx/templates/tutorials/shading/shader_materials.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/shading_reference/canvas_item_shader.pot b/sphinx/templates/tutorials/shading/shading_reference/canvas_item_shader.pot index 770b98c697..39283ead87 100644 --- a/sphinx/templates/tutorials/shading/shading_reference/canvas_item_shader.pot +++ b/sphinx/templates/tutorials/shading/shading_reference/canvas_item_shader.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/shading_reference/index.pot b/sphinx/templates/tutorials/shading/shading_reference/index.pot index 699162dd45..370e095695 100644 --- a/sphinx/templates/tutorials/shading/shading_reference/index.pot +++ b/sphinx/templates/tutorials/shading/shading_reference/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/shading_reference/particle_shader.pot b/sphinx/templates/tutorials/shading/shading_reference/particle_shader.pot index 683b67cd9e..84dd149a61 100644 --- a/sphinx/templates/tutorials/shading/shading_reference/particle_shader.pot +++ b/sphinx/templates/tutorials/shading/shading_reference/particle_shader.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/shading_reference/shaders.pot b/sphinx/templates/tutorials/shading/shading_reference/shaders.pot index acf287c2a3..131c18df8f 100644 --- a/sphinx/templates/tutorials/shading/shading_reference/shaders.pot +++ b/sphinx/templates/tutorials/shading/shading_reference/shaders.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/shading_reference/shading_language.pot b/sphinx/templates/tutorials/shading/shading_reference/shading_language.pot index 1ff7ff2aa8..6baf27cd11 100644 --- a/sphinx/templates/tutorials/shading/shading_reference/shading_language.pot +++ b/sphinx/templates/tutorials/shading/shading_reference/shading_language.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/shading_reference/spatial_shader.pot b/sphinx/templates/tutorials/shading/shading_reference/spatial_shader.pot index 06c659a037..1d62bdfc1d 100644 --- a/sphinx/templates/tutorials/shading/shading_reference/spatial_shader.pot +++ b/sphinx/templates/tutorials/shading/shading_reference/spatial_shader.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/visual_shaders.pot b/sphinx/templates/tutorials/shading/visual_shaders.pot index 5b04d3ea9c..7c951dc86a 100644 --- a/sphinx/templates/tutorials/shading/visual_shaders.pot +++ b/sphinx/templates/tutorials/shading/visual_shaders.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/your_first_shader/index.pot b/sphinx/templates/tutorials/shading/your_first_shader/index.pot index d77f15bfe1..4c8e3dd16c 100644 --- a/sphinx/templates/tutorials/shading/your_first_shader/index.pot +++ b/sphinx/templates/tutorials/shading/your_first_shader/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/your_first_shader/what_are_shaders.pot b/sphinx/templates/tutorials/shading/your_first_shader/what_are_shaders.pot index 070c096559..6020fbf1f4 100644 --- a/sphinx/templates/tutorials/shading/your_first_shader/what_are_shaders.pot +++ b/sphinx/templates/tutorials/shading/your_first_shader/what_are_shaders.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/your_first_shader/your_first_canvasitem_shader.pot b/sphinx/templates/tutorials/shading/your_first_shader/your_first_canvasitem_shader.pot index 2016a97377..79cf3f8f99 100644 --- a/sphinx/templates/tutorials/shading/your_first_shader/your_first_canvasitem_shader.pot +++ b/sphinx/templates/tutorials/shading/your_first_shader/your_first_canvasitem_shader.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/your_first_shader/your_first_spatial_shader.pot b/sphinx/templates/tutorials/shading/your_first_shader/your_first_spatial_shader.pot index 434065b6fe..d3d6193f9c 100644 --- a/sphinx/templates/tutorials/shading/your_first_shader/your_first_spatial_shader.pot +++ b/sphinx/templates/tutorials/shading/your_first_shader/your_first_spatial_shader.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/shading/your_first_shader/your_second_spatial_shader.pot b/sphinx/templates/tutorials/shading/your_first_shader/your_second_spatial_shader.pot index 71e6adbc7c..67a95c3807 100644 --- a/sphinx/templates/tutorials/shading/your_first_shader/your_second_spatial_shader.pot +++ b/sphinx/templates/tutorials/shading/your_first_shader/your_second_spatial_shader.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/threads/index.pot b/sphinx/templates/tutorials/threads/index.pot index 1d77a0ca0c..5cd80ce6ef 100644 --- a/sphinx/templates/tutorials/threads/index.pot +++ b/sphinx/templates/tutorials/threads/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/threads/thread_safe_apis.pot b/sphinx/templates/tutorials/threads/thread_safe_apis.pot index be858db970..e9d019b987 100644 --- a/sphinx/templates/tutorials/threads/thread_safe_apis.pot +++ b/sphinx/templates/tutorials/threads/thread_safe_apis.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/threads/using_multiple_threads.pot b/sphinx/templates/tutorials/threads/using_multiple_threads.pot index 47857aff27..118b025ba5 100644 --- a/sphinx/templates/tutorials/threads/using_multiple_threads.pot +++ b/sphinx/templates/tutorials/threads/using_multiple_threads.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/viewports/custom_postprocessing.pot b/sphinx/templates/tutorials/viewports/custom_postprocessing.pot index 4c7ed408ce..b06db82f12 100644 --- a/sphinx/templates/tutorials/viewports/custom_postprocessing.pot +++ b/sphinx/templates/tutorials/viewports/custom_postprocessing.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/viewports/index.pot b/sphinx/templates/tutorials/viewports/index.pot index 947e3fb66f..e915c83972 100644 --- a/sphinx/templates/tutorials/viewports/index.pot +++ b/sphinx/templates/tutorials/viewports/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/viewports/multiple_resolutions.pot b/sphinx/templates/tutorials/viewports/multiple_resolutions.pot index 0e53dfeabe..f98f404820 100644 --- a/sphinx/templates/tutorials/viewports/multiple_resolutions.pot +++ b/sphinx/templates/tutorials/viewports/multiple_resolutions.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/viewports/using_viewport_as_texture.pot b/sphinx/templates/tutorials/viewports/using_viewport_as_texture.pot index fc32da9a35..f465d66f6b 100644 --- a/sphinx/templates/tutorials/viewports/using_viewport_as_texture.pot +++ b/sphinx/templates/tutorials/viewports/using_viewport_as_texture.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/viewports/viewports.pot b/sphinx/templates/tutorials/viewports/viewports.pot index 6076f0b76b..88e1502589 100644 --- a/sphinx/templates/tutorials/viewports/viewports.pot +++ b/sphinx/templates/tutorials/viewports/viewports.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/vr/index.pot b/sphinx/templates/tutorials/vr/index.pot index 13b1814927..7def2d6bdc 100644 --- a/sphinx/templates/tutorials/vr/index.pot +++ b/sphinx/templates/tutorials/vr/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/vr/vr_primer.pot b/sphinx/templates/tutorials/vr/vr_primer.pot index 882ce0f890..700b45d627 100644 --- a/sphinx/templates/tutorials/vr/vr_primer.pot +++ b/sphinx/templates/tutorials/vr/vr_primer.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/vr/vr_starter_tutorial/index.pot b/sphinx/templates/tutorials/vr/vr_starter_tutorial/index.pot index 5e9688e499..564304e6d9 100644 --- a/sphinx/templates/tutorials/vr/vr_starter_tutorial/index.pot +++ b/sphinx/templates/tutorials/vr/vr_starter_tutorial/index.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.pot b/sphinx/templates/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.pot index b3237c8af9..ccb467e35c 100644 --- a/sphinx/templates/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.pot +++ b/sphinx/templates/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_one.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/sphinx/templates/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.pot b/sphinx/templates/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.pot index 37963c942c..7388302719 100644 --- a/sphinx/templates/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.pot +++ b/sphinx/templates/tutorials/vr/vr_starter_tutorial/vr_starter_tutorial_part_two.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" diff --git a/weblate/docs/docs.pot b/weblate/docs/docs.pot index 3a84809017..c16beaa18b 100644 --- a/weblate/docs/docs.pot +++ b/weblate/docs/docs.pot @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Godot Engine latest\n" "Report-Msgid-Bugs-To: https://github.com/godotengine/godot-docs-l10n\n" -"POT-Creation-Date: 2020-04-27 12:19+0200\n" +"POT-Creation-Date: 2020-05-04 09:58+0200\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -3101,7 +3101,7 @@ msgid "Signal" msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:7 -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1268 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1280 #: ../../docs/getting_started/scripting/gdscript/gdscript_styleguide.rst:464 #: ../../docs/getting_started/scripting/visual_script/nodes_purposes.rst:164 #: ../../docs/tutorials/plugins/gdnative/gdnative-cpp-example.rst:696 @@ -3198,10 +3198,11 @@ msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:66 msgid "" -"On the right side, you can bind an arbitrary number of arguments of " -"(possibly) different types. This can be useful when you have more than one " -"signal connected to the same method, as each signal propagation will result " -"in different values for those extra call arguments." +"If you toggle the Advanced menu, you'll see on the right side that you can " +"bind an arbitrary number of arguments of (possibly) different types. This " +"can be useful when you have more than one signal connected to the same " +"method, as each signal propagation will result in different values for those " +"extra call arguments." msgstr "" #: ../../docs/getting_started/step_by_step/signals.rst:70 @@ -5844,8 +5845,8 @@ msgid "" "We have to add a root node before we can save the scene. Your UI's root " "should be the outermost container or element. In this case it's a " "``MarginContainer``. ``MarginContainer`` is a good starting point for most " -"interfaces, as you often need padding around the UI. Press :kbd:`Meta + S` " -"to save the scene to the disk. Name it *MainMenu*." +"interfaces, as you often need padding around the UI. Press :kbd:`Ctrl + S` (:" +"kbd:`Cmd + S` on macOS) to save the scene to the disk. Name it *MainMenu*." msgstr "" #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:132 @@ -5905,10 +5906,11 @@ msgstr "" #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:155 msgid "" -"Click the **Add Node** button or press :kbd:`Meta + A` on your keyboard. " -"Start to type ``TextureRect`` to find the corresponding node and press " -"enter. With the new node selected, press :kbd:`Meta + D` five times to " -"create five extra ``TextureRect`` instances." +"Click the **Add Node** button or press :kbd:`Ctrl + A` (:kbd:`Cmd + A` on " +"macOS) on your keyboard. Start to type ``TextureRect`` to find the " +"corresponding node and press enter. With the new node selected, press :kbd:" +"`Ctrl + D` (:kbd:`Cmd + D` on macOS) five times to create five extra " +"``TextureRect`` instances." msgstr "" #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:160 @@ -6018,10 +6020,11 @@ msgstr "" msgid "" "To space out the menu options and the logo on the left, we'll use one final " "container and its size flags. Select the ``VBoxContainer`` and press :kbd:" -"`Meta + A` to add a new node inside it. Add a second ``VBoxContainer`` and " -"name it *MenuOptions*. Select all three menu options, ``Continue``, " -"``NewGame`` and ``Options``, and drag and drop them inside the new " -"``VBoxContainer``. The UI's layout should barely change, if at all." +"`Ctrl + A` (:kbd:`Cmd + A` on macOS) to add a new node inside it. Add a " +"second ``VBoxContainer`` and name it *MenuOptions*. Select all three menu " +"options, ``Continue``, ``NewGame`` and ``Options``, and drag and drop them " +"inside the new ``VBoxContainer``. The UI's layout should barely change, if " +"at all." msgstr "" #: ../../docs/getting_started/step_by_step/ui_main_menu.rst:245 @@ -6688,7 +6691,8 @@ msgid "" "Go to ``Scene -> New Inherited Scene`` to create a new type of ``Bar``. " "Select the Bar scene and open it. You should see a new [unsaved] tab, that's " "like your ``Bar``, but with all nodes except the root in grey. Press :kbd:" -"`Meta + S` to save the new inherited scene and name it ``LifeBar``." +"`Ctrl + S` (:kbd:`Cmd + S` on macOS) to save the new inherited scene and " +"name it ``LifeBar``." msgstr "" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:416 @@ -6771,10 +6775,10 @@ msgstr "" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:476 msgid "" -"When you duplicate a node from the Scene tree, with :kbd:`Meta + D`, it " -"shares its resources with the original node. You need to use ``Make Sub-" -"Resources Unique`` before you can tweak the resources without affecting the " -"source node." +"When you duplicate a node from the Scene tree, with :kbd:`Ctrl + D` (:kbd:" +"`Cmd + D` on macOS), it shares its resources with the original node. You " +"need to use ``Make Sub-Resources Unique`` before you can tweak the resources " +"without affecting the source node." msgstr "" #: ../../docs/getting_started/step_by_step/ui_game_user_interface.rst:481 @@ -9484,7 +9488,7 @@ msgstr "" #: ../../docs/getting_started/editor/command_line_tutorial.rst:120 #: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:141 #: ../../docs/getting_started/scripting/creating_script_templates.rst:125 -#: ../../docs/getting_started/workflow/assets/importing_images.rst:93 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:94 #: ../../docs/tutorials/inputs/inputevent.rst:130 #: ../../docs/tutorials/gui/bbcode_in_richtextlabel.rst:51 #: ../../docs/tutorials/shading/shading_reference/shading_language.rst:21 @@ -14424,11 +14428,11 @@ msgid "" "class will then appear with its new icon in the editor::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:993 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:992 msgid "Here's a class file example:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1012 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1014 msgid "" "Godot's class syntax is compact: it can only contain member variables or " "functions. You can use static functions, but not static member variables. In " @@ -14438,47 +14442,48 @@ msgid "" "without the user knowing." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1020 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1022 +#: ../../docs/getting_started/scripting/cross_language_scripting.rst:204 msgid "Inheritance" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1022 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1024 msgid "A class (stored as a file) can inherit from:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1024 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1026 msgid "A global class." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1025 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1027 msgid "Another class file." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1026 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1028 msgid "An inner class inside another class file." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1028 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1030 msgid "Multiple inheritance is not allowed." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1030 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1032 msgid "Inheritance uses the ``extends`` keyword::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1042 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1044 msgid "" "To check if a given instance inherits from a given class, the ``is`` keyword " "can be used::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1054 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1056 msgid "" "To call a function in a *parent class* (i.e. one ``extend``-ed in your " "current class), prepend ``.`` to the function name::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1059 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1061 msgid "" "This is especially useful because functions in extending classes replace " "functions with the same name in their parent classes. If you still want to " @@ -14486,7 +14491,7 @@ msgid "" "other languages)::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1067 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1069 msgid "" "Default functions like ``_init``, and most notifications such as " "``_enter_tree``, ``_exit_tree``, ``_process``, ``_physics_process``, etc. " @@ -14494,11 +14499,11 @@ msgid "" "them explicitly when overloading them." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1074 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1076 msgid "Class Constructor" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1076 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1078 msgid "" "The class constructor, called on class instantiation, is named ``_init``. As " "mentioned earlier, the constructors of parent classes are called " @@ -14506,22 +14511,22 @@ msgid "" "``._init()`` explicitly." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1081 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1083 msgid "" "Unlike the call of a regular function, like in the above example with ``." "some_func``, if the constructor from the inherited class takes arguments, " "they are passed like this::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1088 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1090 msgid "This is better explained through examples. Consider this scenario::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1108 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1113 msgid "There are a few things to keep in mind here:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1110 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1115 msgid "" "If the inherited class (``State.gd``) defines a ``_init`` constructor that " "takes arguments (``e`` in this case), then the inheriting class (``Idle." @@ -14529,19 +14534,19 @@ msgid "" "``_init`` from ``State.gd``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1113 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1118 msgid "" "``Idle.gd`` can have a different number of arguments than the parent class " "``State.gd``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1114 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1119 msgid "" "In the example above, ``e`` passed to the ``State.gd`` constructor is the " "same ``e`` passed in to ``Idle.gd``." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1116 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1121 msgid "" "If ``Idle.gd``'s ``_init`` constructor takes 0 arguments, it still needs to " "pass some value to the ``State.gd`` parent class, even if it does nothing. " @@ -14549,21 +14554,21 @@ msgid "" "constructor as well, not just variables. eg.::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1126 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1131 msgid "Inner classes" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1128 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1133 msgid "" "A class file can contain inner classes. Inner classes are defined using the " "``class`` keyword. They are instanced using the ``ClassName.new()`` function." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1150 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1158 msgid "Classes as resources" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1152 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1160 msgid "" "Classes stored as files are treated as :ref:`resources `. " "They must be loaded from disk to access them in other classes. This is done " @@ -14572,33 +14577,33 @@ msgid "" "class object::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1168 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1177 msgid "Exports" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1172 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1181 msgid "" "Documentation about exports has been moved to :ref:`doc_gdscript_exports`." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1175 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1184 msgid "Setters/getters" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1177 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1186 msgid "" "It is often useful to know when a class' member variable changes for " "whatever reason. It may also be desired to encapsulate its access in some " "way." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1180 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1189 msgid "" "For this, GDScript provides a *setter/getter* syntax using the ``setget`` " "keyword. It is used directly after a variable definition:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1187 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1196 msgid "" "Whenever the value of ``variable`` is modified by an *external* source (i.e. " "not from local usage in the class), the *setter* function (``setterfunc`` " @@ -14608,28 +14613,28 @@ msgid "" "``return`` the desired value. Below is an example::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1201 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1212 msgid "Either of the *setter* or *getter* functions can be omitted::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1208 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1219 msgid "" "Setters and getters are useful when :ref:`exporting variables " "` to the editor in tool scripts or plugins, for " "validating input." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1211 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1222 msgid "" "As said, *local* access will *not* trigger the setter and getter. Here is an " "illustration of this:" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1228 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1239 msgid "Tool mode" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1230 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1241 msgid "" "By default, scripts don't run inside the editor and only the exported " "properties can be changed. In some cases, it is desired that they do run " @@ -14638,22 +14643,22 @@ msgid "" "top of the file::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1243 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1255 msgid "See :ref:`doc_running_code_in_the_editor` for more information." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1245 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1257 msgid "" "Be cautious when freeing nodes with ``queue_free()`` or ``free()`` in a tool " "script (especially the script's owner itself). As tool scripts run their " "code in the editor, misusing them may lead to crashing the editor." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1251 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1263 msgid "Memory management" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1253 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1265 msgid "" "If a class inherits from :ref:`class_Reference`, then instances will be " "freed when no longer in use. No garbage collector exists, just reference " @@ -14664,20 +14669,20 @@ msgid "" "weak references." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1261 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1273 msgid "" "Alternatively, when not using references, the " "``is_instance_valid(instance)`` can be used to check if an object has been " "freed." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1270 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1282 msgid "" "Signals are a tool to emit messages from an object that other objects can " "react to. To create custom signals for a class, use the ``signal`` keyword." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1282 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1295 msgid "" "Signals are a `Callback `_ mechanism. They also fill the role of " @@ -14686,31 +14691,31 @@ msgid "" "the Game Programming Patterns ebook." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1289 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1302 msgid "" "You can connect these signals to methods the same way you connect built-in " "signals of nodes like :ref:`class_Button` or :ref:`class_RigidBody`." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1292 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1305 msgid "" "In the example below, we connect the ``health_depleted`` signal from a " "``Character`` node to a ``Game`` node. When the ``Character`` node emits the " "signal, the game node's ``_on_Character_health_depleted`` is called::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1305 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1319 msgid "You can emit as many arguments as you want along with a signal." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1307 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1321 msgid "" "Here is an example where this is useful. Let's say we want a life bar on " "screen to react to health changes with an animation, but we want to keep the " "user interface separate from the player in our scene tree." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1311 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1325 msgid "" "In our ``Character.gd`` script, we define a ``health_changed`` signal and " "emit it with :ref:`Object.emit_signal() `, " @@ -14719,32 +14724,32 @@ msgid "" "method::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1351 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1366 msgid "" "To use signals, your class has to extend the ``Object`` class or any type " "extending it like ``Node``, ``KinematicBody``, ``Control``..." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1354 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1369 msgid "" "In the ``Game`` node, we get both the ``Character`` and ``Lifebar`` nodes, " "then connect the character, that emits the signal, to the receiver, the " "``Lifebar`` node in this case." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1368 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1383 msgid "" "This allows the ``Lifebar`` to react to health changes without coupling it " "to the ``Character`` node." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1371 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1386 msgid "" "You can write optional argument names in parentheses after the signal's " "definition::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1377 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1392 msgid "" "These arguments show up in the editor's node dock, and Godot can use them to " "generate callback functions for you. However, you can still emit any number " @@ -14752,7 +14757,7 @@ msgid "" "values." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1383 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1398 msgid "" "GDScript can bind an array of values to connections between a signal and a " "method. When the signal is emitted, the callback method receives the bound " @@ -14760,14 +14765,14 @@ msgid "" "will stay the same." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1388 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1403 msgid "" "You can use this array of values to add extra constant information to the " "connection if the emitted signal itself doesn't give you access to all the " "data that you need." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1392 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1407 msgid "" "Building on the example above, let's say we want to display a log of the " "damage taken by each character on the screen, like ``Player1 took 22 damage." @@ -14776,17 +14781,17 @@ msgid "" "can add the character's name in the binds array argument::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1406 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1421 msgid "" "Our ``BattleLog`` node receives each element in the binds array as an extra " "argument::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1419 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1434 msgid "Coroutines with yield" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1421 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1436 msgid "" "GDScript offers support for `coroutines `_ via the :ref:`yield` built-in " @@ -14797,49 +14802,68 @@ msgid "" "becomes invalid. Here is an example::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1441 -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1461 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1457 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1478 msgid "Will print::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1447 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1463 msgid "" "It is also possible to pass values between ``yield()`` and ``resume()``, for " "example::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1467 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1484 msgid "" "Remember to save the new function state, when using multiple ``yield``\\s::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1481 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1499 msgid "Coroutines & signals" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1483 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1501 msgid "" "The real strength of using ``yield`` is when combined with signals. " "``yield`` can accept two arguments, an object and a signal. When the signal " "is received, execution will recommence. Here are some examples::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1496 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1514 msgid "" "Coroutines themselves use the ``completed`` signal when they transition into " "an invalid state, for example::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1507 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1526 msgid "" "``my_func`` will only continue execution once both buttons have been pressed." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1510 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1528 +msgid "You can also get the signal's argument once it's emitted by an object:" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1535 +msgid "" +"If you're unsure whether a function may yield or not, or whether it may " +"yield multiple times, you can yield to the ``completed`` signal " +"conditionally:" +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1557 +msgid "" +"This ensures that the function returns whatever it was supposed to return " +"irregardless of whether coroutines were used internally. Note that using " +"``while`` would be redundant here as the ``completed`` signal is only " +"emitted when the function didn't yield anymore." +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1563 msgid "Onready keyword" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1512 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1565 msgid "" "When using nodes, it's common to desire to keep references to parts of the " "scene in a variable. As scenes are only warranted to be configured when " @@ -14847,7 +14871,7 @@ msgid "" "call to ``Node._ready()`` is made." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1524 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1578 msgid "" "This can get a little cumbersome, especially when nodes and external " "references pile up. For this, GDScript has the ``onready`` keyword, that " @@ -14855,11 +14879,11 @@ msgid "" "can replace the above code with a single line::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1532 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1586 msgid "Assert keyword" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1534 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1588 msgid "" "The ``assert`` keyword can be used to check conditions in debug builds. " "These assertions are ignored in non-debug builds. This means that the " @@ -14869,7 +14893,7 @@ msgid "" "depending on whether the project is run in a debug build." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1546 +#: ../../docs/getting_started/scripting/gdscript/gdscript_basics.rst:1600 msgid "" "When running a project from the editor, the project will be paused if an " "assertion error occurs." @@ -15311,48 +15335,48 @@ msgstr "" msgid "Examples" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:119 +#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:129 msgid "" "It must be noted that even if the script is not being run while in the " "editor, the exported properties are still editable. This can be used in " "conjunction with a :ref:`script in \"tool\" mode `." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:124 +#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:134 msgid "Exporting bit flags" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:126 +#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:136 msgid "" "Integers used as bit flags can store multiple ``true``/``false`` (boolean) " "values in one property. By using the export hint ``int, FLAGS``, they can be " "set from the editor::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:133 +#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:143 msgid "" "Restricting the flags to a certain number of named flags is also possible. " "The syntax is similar to the enumeration syntax::" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:139 +#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:149 msgid "" "In this example, ``Fire`` has value 1, ``Water`` has value 2, ``Earth`` has " "value 4 and ``Wind`` corresponds to value 8. Usually, constants should be " "defined accordingly (e.g. ``const ELEMENT_WIND = 8`` and so on)." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:144 +#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:154 msgid "" "Using bit flags requires some understanding of bitwise operations. If in " "doubt, boolean variables should be exported instead." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:148 +#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:158 msgid "Exporting arrays" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:150 +#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:160 msgid "" "Exporting arrays works, but with an important caveat: while regular arrays " "are created local to every class instance, exported arrays are *shared* " @@ -15361,11 +15385,18 @@ msgid "" "initializers, but they must be constant expressions." msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:186 +#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:166 +msgid "" +"If the exported array specifies a type which inherits from Resource, the " +"array values can be set in the inspector by dragging and dropping multiple " +"files from the FileSystem dock at once." +msgstr "" + +#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:206 msgid "Setting exported variables from a tool script" msgstr "" -#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:188 +#: ../../docs/getting_started/scripting/gdscript/gdscript_exports.rst:208 msgid "" "When changing an exported variable's value from a script in :ref:" "`doc_gdscript_tool_mode`, the value in the inspector won't be updated " @@ -19436,15 +19467,15 @@ msgstr "" #: ../../docs/getting_started/scripting/cross_language_scripting.rst:74 msgid "" "Using C# from GDScript doesn't need much work. Once loaded (see :ref:" -"`doc_gdscript_classes_as_resources`) the script can be instantiated with :" +"`doc_gdscript_classes_as_resources`), the script can be instantiated with :" "ref:`new() `." msgstr "" #: ../../docs/getting_started/scripting/cross_language_scripting.rst:86 msgid "" -"When creating .cs scripts you should always keep in mind that the class " -"Godot will use is the one named like the .cs file itself. If that class does " -"not exist in the file, you'll see the following error: ``Invalid call. " +"When creating ``.cs`` scripts, you should always keep in mind that the class " +"Godot will use is the one named like the ``.cs`` file itself. If that class " +"does not exist in the file, you'll see the following error: ``Invalid call. " "Nonexistent function `new` in base``." msgstr "" @@ -19454,8 +19485,8 @@ msgstr "" #: ../../docs/getting_started/scripting/cross_language_scripting.rst:93 msgid "" -"You also need to check your .cs file is referenced in the project's .csproj " -"file. Otherwise, the same error will occur." +"You also need to check your ``.cs`` file is referenced in the project's ``." +"csproj`` file. Otherwise, the same error will occur." msgstr "" #: ../../docs/getting_started/scripting/cross_language_scripting.rst:97 @@ -19470,7 +19501,7 @@ msgstr "" #: ../../docs/getting_started/scripting/cross_language_scripting.rst:107 msgid "" -"Here we are using an :ref:`class_Object` but you can use type conversion " +"Here we are using an :ref:`class_Object`, but you can use type conversion " "like explained in :ref:`doc_c_sharp_features_type_conversion_and_casting`." msgstr "" @@ -19491,8 +19522,8 @@ msgstr "" #: ../../docs/getting_started/scripting/cross_language_scripting.rst:128 msgid "" "Note that it doesn't matter if the field is defined as a property or an " -"attribute, but trying to set a value on a property that does not define a " -"setter will result in a crash." +"attribute. However, trying to set a value on a property that does not define " +"a setter will result in a crash." msgstr "" #: ../../docs/getting_started/scripting/cross_language_scripting.rst:133 @@ -19527,7 +19558,7 @@ msgstr "" msgid "" "Again, calling C# methods from GDScript should be straightforward. The " "marshalling process will do its best to cast your the arguments to match " -"function signatures. If that's impossible you'll see the following error: " +"function signatures. If that's impossible, you'll see the following error: " "``Invalid call. Nonexistent function `FunctionName```." msgstr "" @@ -19538,17 +19569,26 @@ msgstr "" #: ../../docs/getting_started/scripting/cross_language_scripting.rst:176 msgid "" "To call GDScript methods from C# you'll need to use :ref:`Object.Call() " -"`. The first arguments is the name of the method " +"`. The first argument is the name of the method " "you want to call. The following arguments will be passed to said method." msgstr "" #: ../../docs/getting_started/scripting/cross_language_scripting.rst:198 msgid "" "As you can see, if the first argument of the called method is an array, " -"you'll need to cast it as ``object``. Otherwise each element of your array " +"you'll need to cast it as ``object``. Otherwise, each element of your array " "will be treated as a single argument and the function signature won't match." msgstr "" +#: ../../docs/getting_started/scripting/cross_language_scripting.rst:206 +msgid "" +"A GDScript file may not inherit from a C# script. Likewise, a C# script may " +"not inherit from a GDScript file. Due to how complex this would be to " +"implement, this limitation is unlikely to be lifted in the future. See `this " +"GitHub issue `__ for more " +"information." +msgstr "" + #: ../../docs/getting_started/scripting/creating_script_templates.rst:4 msgid "Creating script templates" msgstr "" @@ -20576,44 +20616,46 @@ msgid "Godot can import the following image formats:" msgstr "" #: ../../docs/getting_started/workflow/assets/importing_images.rst:38 -msgid "BMP (``.bmp``)" +msgid "" +"BMP (``.bmp``) - No support for 16-bit per pixel images. Only 1-bit, 4-bit, " +"8-bit, 24-bit, and 32-bit per pixel images are supported." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:39 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:40 msgid "" "DirectDraw Surface (``.dds``) - If mipmaps are present in the texture, they " "will be loaded directly. This can be used to achieve effects using custom " "mipmaps." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:42 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:43 msgid "" "OpenEXR (``.exr``) - Supports HDR (highly recommended for panorama skies)." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:44 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:45 msgid "" "Radiance HDR (``.hdr``) - Supports HDR (highly recommended for panorama " "skies)." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:46 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:47 msgid "" "JPEG (``.jpg``, ``.jpeg``) - Doesn't support transparency per the format's " "limitations." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:48 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:49 msgid "" "PNG (``.png``) - Precision is limited to 8 bits per channel upon importing " "(no HDR images)." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:50 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:51 msgid "Truevision Targa (``.tga``)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:51 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:52 msgid "" "SVG (``.svg``, ``.svgz``) - SVGs are rasterized using `NanoSVG `__ when importing them. Support is limited; " @@ -20623,32 +20665,32 @@ msgid "" "wiki/index.php/Using_the_Command_Line#Export_files>`__." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:56 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:57 msgid "WebP (``.webp``)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:60 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:61 msgid "" "If you've compiled the Godot editor from source with specific modules " "disabled, some formats may not be available." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:64 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:65 msgid "Compression" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:66 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:67 msgid "" "Images are one of the largest assets in a game. To handle them efficiently, " "they need to be compressed. Godot offers several compression methods, " "depending on the use case." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:70 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:71 msgid "Compress Mode" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:72 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:73 msgid "" "**VRAM Compression:** This is the most common compression mode for 3D " "assets. Size on disk is reduced and video memory usage is also decreased " @@ -20656,7 +20698,7 @@ msgid "" "avoided for 2D as it exhibits noticeable artifacts." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:76 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:77 msgid "" "**Lossless Compression:** This is the most common compression mode for 2D " "assets. It shows assets without any kind of artifacting, and disk " @@ -20665,7 +20707,7 @@ msgid "" "pixel art." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:80 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:81 msgid "" "**Lossy Compression:** This is a good choice for large 2D assets. It has " "some artifacts, but less than VRAM and the file size is several times lower " @@ -20673,118 +20715,118 @@ msgid "" "this mode; it's the same as with Lossless Compression or Uncompressed." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:84 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:85 msgid "" "**Uncompressed:** Only useful for formats that can't be compressed (such as " "raw float images)." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:87 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:88 msgid "" "In this table, each of the four options are described together with their " "advantages and disadvantages (|good| = best, |bad| = worst):" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:91 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:92 msgid "Uncompressed" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:91 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:92 msgid "Compress Lossless (PNG)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:91 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:92 msgid "Compress Lossy (WebP)" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:91 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:92 msgid "Compress VRAM" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:93 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:94 msgid "Stored as raw pixels" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:93 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:94 msgid "Stored as PNG" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:93 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:94 msgid "Stored as WebP" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:93 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:94 msgid "Stored as S3TC/BC or PVRTC/ETC depending on platform" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:95 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:96 msgid "Size on Disk" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:95 -#: ../../docs/getting_started/workflow/assets/importing_images.rst:97 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:96 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:98 msgid "|bad| Large" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:95 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:96 msgid "|regular| Small" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:95 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:96 msgid "|good| Very Small" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:97 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:98 msgid "Memory Usage" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:97 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:98 msgid "|good| Small" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:99 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:100 msgid "Performance" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:99 -#: ../../docs/getting_started/workflow/assets/importing_images.rst:103 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:100 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:104 msgid "|regular| Normal" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:99 -#: ../../docs/getting_started/workflow/assets/importing_images.rst:103 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:100 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:104 msgid "|good| Fast" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:101 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:102 msgid "Quality Loss" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:101 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:102 msgid "|good| None" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:101 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:102 msgid "|regular| Slight" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:101 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:102 msgid "|bad| Moderate" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:103 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:104 msgid "Load Time" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:103 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:104 msgid "|bad| Slow" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:113 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:114 msgid "HDR Mode" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:115 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:116 msgid "" "Godot supports high dynamic range textures (as .HDR or .EXR). These are " "mostly useful as high dynamic range equirectangular panorama skies (the " @@ -20793,17 +20835,17 @@ msgid "" "that do not." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:118 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:119 msgid "" "If you want Godot to ensure full compatibility in terms of the kind of " "textures, enable the \"Force RGBE\" option." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:121 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:122 msgid "Normal Map" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:123 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:124 msgid "" "When using a texture as normal map, only the red and green channels are " "required. Given regular texture compression algorithms produce artifacts " @@ -20814,45 +20856,62 @@ msgid "" "changed to \"Enabled\" and reimported automatically." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:128 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:129 msgid "" "Note that RGTC compression affects the resulting normal map image. You will " "have to adjust custom shaders that use the normal map to take this into " "account." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:131 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:133 +#: ../../docs/tutorials/3d/spatial_material.rst:369 +msgid "" +"Godot requires the normal map to use the X+, Y- and Z+ coordinates. In other " +"words, if you've imported a material made to be used with another engine, " +"you may have to convert the normal map so its Y axis is flipped. Otherwise, " +"the normal map direction may appear to be inverted on the Y axis." +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_images.rst:138 +#: ../../docs/tutorials/3d/spatial_material.rst:374 +msgid "" +"More information about normal maps (including a coordinate order table for " +"popular engines) can be found `here `__." +msgstr "" + +#: ../../docs/getting_started/workflow/assets/importing_images.rst:143 #: ../../docs/tutorials/3d/spatial_material.rst:30 msgid "Flags" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:133 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:145 msgid "" "There are plenty of settings that can be toggled when importing an image as " "a texture, depending on the use case." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:136 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:148 msgid "Repeat" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:138 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:150 msgid "" "This setting is most commonly used in 3D, and is therefore generally " "disabled in 2D. It sets UV coordinates going beyond the 0,0 - 1,1 range to " "\"loop\"." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:140 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:152 msgid "Repeating can optionally be set to mirrored mode." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:143 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:155 #: ../../docs/tutorials/audio/audio_buses.rst:180 msgid "Filter" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:145 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:157 msgid "" "When pixels become larger than the screen pixels, this option enables linear " "interpolation for them. The result is a smoother (less blocky) texture. This " @@ -20860,11 +20919,11 @@ msgid "" "making pixel perfect games." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:148 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:160 msgid "Mipmaps" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:150 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:162 msgid "" "When pixels become smaller than the screen, mipmaps kick in. This helps " "reduce the grainy effect when shrinking the textures. Keep in mind that, in " @@ -20872,41 +20931,41 @@ msgid "" "mipmaps:" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:153 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:165 msgid "Texture width and height must be powers of 2" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:154 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:166 msgid "Repeat must be enabled" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:156 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:168 msgid "" "Keep in mind the above when making phone games and applications, want to aim " "for full compatibility, and need mipmaps." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:158 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:170 msgid "" "When doing 3D, mipmap should be turned on, as this also improves performance " "(smaller versions of the texture are used for objects further away)." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:161 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:173 msgid "Anisotropic" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:163 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:175 msgid "" "When textures are near parallel to the view (like floors), this option makes " "them have more detail by reducing blurriness." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:166 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:178 msgid "SRGB" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:168 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:180 msgid "" "Godot uses Linear colorspace when rendering 3D. Textures mapped to albedo or " "detail channels need to have this option turned on in order for colors to " @@ -20914,37 +20973,37 @@ msgid "" "SRGB when used in albedo channels." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:172 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:184 msgid "Process" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:174 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:186 msgid "" "Some special processes can be applied to images when imported as textures." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:177 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:189 msgid "Fix Alpha Border" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:179 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:191 msgid "" "This puts pixels of the same surrounding color in transition from " "transparency to non transparency. It helps mitigate the outline effect when " "exporting images from Photoshop and the like." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:184 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:196 msgid "" "It's a good idea to leave it on by default, unless specific values are " "needed." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:187 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:199 msgid "Premultiplied Alpha" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:189 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:201 msgid "" "An alternative to fix darkened borders is to use premultiplied alpha. By " "enabling this option, the texture will be converted to this format. Keep in " @@ -20952,22 +21011,22 @@ msgid "" "blend mode on canvas items that need it." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:193 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:205 msgid "HDR as sRGB" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:195 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:207 msgid "" "A few HDR files are broken and contain sRGB color data. It is advised not to " "use them, but, in the worst-case scenario, toggling this option on will make " "them look right." msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:198 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:210 msgid "Invert Color" msgstr "" -#: ../../docs/getting_started/workflow/assets/importing_images.rst:200 +#: ../../docs/getting_started/workflow/assets/importing_images.rst:212 msgid "" "Reverses the image's color. This is useful, for example, to convert a height " "map generated by external programs to depth map to use with :ref:" @@ -30635,22 +30694,22 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/spatial_material.rst:358 -msgid "Normalmap" +msgid "Normal map" msgstr "" #: ../../docs/tutorials/3d/spatial_material.rst:360 msgid "" "Normal mapping allows you to set a texture that represents finer shape " "detail. This does not modify geometry, only the incident angle for light. In " -"Godot, only the red and green channels of normal maps are used for wider " -"compatibility." +"Godot, only the red and green channels of normal maps are used for better " +"compression and wider compatibility." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:367 +#: ../../docs/tutorials/3d/spatial_material.rst:379 msgid "Rim" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:369 +#: ../../docs/tutorials/3d/spatial_material.rst:381 msgid "" "Some fabrics have small micro-fur that causes light to scatter around it. " "Godot emulates this with the *Rim* parameter. Unlike other rim lighting " @@ -30659,7 +30718,7 @@ msgid "" "considerably more believable." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:376 +#: ../../docs/tutorials/3d/spatial_material.rst:388 msgid "" "Rim size depends on roughness, and there is a special parameter to specify " "how it must be colored. If *Tint* is ``0``, the color of the light is used " @@ -30667,16 +30726,16 @@ msgid "" "Using intermediate values generally works best." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:382 +#: ../../docs/tutorials/3d/spatial_material.rst:394 #: ../../docs/tutorials/misc/gles2_gles3_differences.rst:61 msgid "Clearcoat" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:384 -#: ../../docs/tutorials/3d/spatial_material.rst:393 -#: ../../docs/tutorials/3d/spatial_material.rst:415 -#: ../../docs/tutorials/3d/spatial_material.rst:428 -#: ../../docs/tutorials/3d/spatial_material.rst:448 +#: ../../docs/tutorials/3d/spatial_material.rst:396 +#: ../../docs/tutorials/3d/spatial_material.rst:405 +#: ../../docs/tutorials/3d/spatial_material.rst:427 +#: ../../docs/tutorials/3d/spatial_material.rst:440 +#: ../../docs/tutorials/3d/spatial_material.rst:460 #: ../../docs/tutorials/3d/environment_and_post_processing.rst:140 #: ../../docs/tutorials/3d/environment_and_post_processing.rst:154 #: ../../docs/tutorials/3d/environment_and_post_processing.rst:196 @@ -30688,19 +30747,19 @@ msgstr "" msgid "*This feature is only available when using the GLES3 backend.*" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:386 +#: ../../docs/tutorials/3d/spatial_material.rst:398 msgid "" "The *Clearcoat* parameter is used to add a secondary pass of transparent " "coat to the material. This is common in car paint and toys. In practice, " "it's a smaller specular blob added on top of the existing material." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:391 +#: ../../docs/tutorials/3d/spatial_material.rst:403 #: ../../docs/tutorials/misc/gles2_gles3_differences.rst:60 msgid "Anisotropy" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:395 +#: ../../docs/tutorials/3d/spatial_material.rst:407 msgid "" "This changes the shape of the specular blob and aligns it to tangent space. " "Anisotropy is commonly used with hair, or to make materials such as brushed " @@ -30708,11 +30767,11 @@ msgid "" "flowmaps." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:402 +#: ../../docs/tutorials/3d/spatial_material.rst:414 msgid "Ambient Occlusion" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:404 +#: ../../docs/tutorials/3d/spatial_material.rst:416 msgid "" "It is possible to specify a baked ambient occlusion map. This map affects " "how much ambient light reaches each surface of the object (it does not " @@ -30722,11 +30781,11 @@ msgid "" "whenever possible." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:413 +#: ../../docs/tutorials/3d/spatial_material.rst:425 msgid "Depth" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:417 +#: ../../docs/tutorials/3d/spatial_material.rst:429 msgid "" "Setting a depth map on a material produces a ray-marched search to emulate " "the proper displacement of cavities along the view direction. This is not " @@ -30735,34 +30794,34 @@ msgid "" "results, *Depth* should be used together with normal mapping." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:426 +#: ../../docs/tutorials/3d/spatial_material.rst:438 msgid "Subsurface Scattering" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:430 +#: ../../docs/tutorials/3d/spatial_material.rst:442 msgid "" "This effect emulates light that penetrates an object's surface, is " "scattered, and then comes out. It is useful to create realistic skin, " "marble, colored liquids, etc." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:437 +#: ../../docs/tutorials/3d/spatial_material.rst:449 msgid "Transmission" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:439 +#: ../../docs/tutorials/3d/spatial_material.rst:451 msgid "" "This controls how much light from the lit side (visible to light) is " "transferred to the dark side (opposite from the light). This works well for " "thin objects such as plant leaves, grass, human ears, etc." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:446 +#: ../../docs/tutorials/3d/spatial_material.rst:458 #: ../../docs/tutorials/misc/gles2_gles3_differences.rst:58 msgid "Refraction" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:450 +#: ../../docs/tutorials/3d/spatial_material.rst:462 msgid "" "When refraction is enabled, it supersedes alpha blending, and Godot attempts " "to fetch information from behind the object being rendered instead. This " @@ -30770,22 +30829,22 @@ msgid "" "life." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:457 +#: ../../docs/tutorials/3d/spatial_material.rst:469 msgid "Detail" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:459 +#: ../../docs/tutorials/3d/spatial_material.rst:471 msgid "" "Godot allows using secondary albedo and normal maps to generate a detail " "texture, which can be blended in many ways. By combining this with secondary " "UV or triplanar modes, many interesting textures can be achieved." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:465 +#: ../../docs/tutorials/3d/spatial_material.rst:477 msgid "There are several settings that control how detail is used." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:467 +#: ../../docs/tutorials/3d/spatial_material.rst:479 msgid "" "Mask: The detail mask is a black and white image used to control where the " "blending takes place on a texture. White is for the detail textures, Black " @@ -30793,26 +30852,26 @@ msgid "" "partial blending of the material textures and detail textures." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:472 +#: ../../docs/tutorials/3d/spatial_material.rst:484 msgid "" "Blend Mode: These four modes control how the textures are blended together." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:474 +#: ../../docs/tutorials/3d/spatial_material.rst:486 msgid "" "Mix: Combines pixel values of both textures. At black, only show the " "material texture, at white, only show the detail texture. Values of gray " "create a smooth blend between the two." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:478 +#: ../../docs/tutorials/3d/spatial_material.rst:490 msgid "" "Add: Adds pixel values of one Texture with the other. Unlike mix mode both " "textures are completely mixed at white parts of a mask and not at gray " "parts. The original texture is mostly unchanged at black" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:482 +#: ../../docs/tutorials/3d/spatial_material.rst:494 msgid "" "Sub: Subtracts pixel values of one texture with the other. The second " "texture is completely subtracted at white parts of a mask with only a little " @@ -30820,41 +30879,41 @@ msgid "" "based on the exact texture." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:487 +#: ../../docs/tutorials/3d/spatial_material.rst:499 msgid "" "Mul: Multiplies the RGB channel numbers for each pixel from the top texture " "with the values for the corresponding pixel from the bottom texture." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:490 +#: ../../docs/tutorials/3d/spatial_material.rst:502 msgid "" "Albedo: This is where you put an albedo texture you want to blend. If " "nothing is in this slot it will be interpreted as white by default." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:493 +#: ../../docs/tutorials/3d/spatial_material.rst:505 msgid "" "Normal: This is where you put a normal texture you want to blend. If nothing " "is in this slot it will be interpreted as a flat normal map. This can still " "be used even if the material does not have normal map enabled." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:498 +#: ../../docs/tutorials/3d/spatial_material.rst:510 msgid "UV1 and UV2" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:500 +#: ../../docs/tutorials/3d/spatial_material.rst:512 msgid "" "Godot supports two UV channels per material. Secondary UV is often useful " "for ambient occlusion or emission (baked light). UVs can be scaled and " "offset, which is useful when using repeating textures." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:505 +#: ../../docs/tutorials/3d/spatial_material.rst:517 msgid "Triplanar Mapping" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:507 +#: ../../docs/tutorials/3d/spatial_material.rst:519 msgid "" "Triplanar mapping is supported for both UV1 and UV2. This is an alternative " "way to obtain texture coordinates, sometimes called \"Autotexture\". " @@ -30862,17 +30921,17 @@ msgid "" "mapping can be performed in either world space or object space." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:512 +#: ../../docs/tutorials/3d/spatial_material.rst:524 msgid "" "In the image below, you can see how all primitives share the same material " "with world triplanar, so the brick texture continues smoothly between them." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:518 +#: ../../docs/tutorials/3d/spatial_material.rst:530 msgid "Proximity and distance fade" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:520 +#: ../../docs/tutorials/3d/spatial_material.rst:532 msgid "" "Godot allows materials to fade by proximity to each other as well as " "depending on the distance from the viewer. Proximity fade is useful for " @@ -30881,17 +30940,17 @@ msgid "" "only present after a given distance." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:526 +#: ../../docs/tutorials/3d/spatial_material.rst:538 msgid "" "Keep in mind enabling these enables alpha blending, so abusing them for an " "entire scene is usually not a good idea." msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:532 +#: ../../docs/tutorials/3d/spatial_material.rst:544 msgid "Render priority" msgstr "" -#: ../../docs/tutorials/3d/spatial_material.rst:534 +#: ../../docs/tutorials/3d/spatial_material.rst:546 msgid "" "The rendering order of objects can be changed, although this is mostly " "useful for transparent objects (or opaque objects that perform depth draw " @@ -34668,7 +34727,7 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:837 -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1226 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1230 #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:668 #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:778 #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:951 @@ -34704,7 +34763,7 @@ msgid "" msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_one.rst:850 -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1237 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1241 #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:683 #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:787 #: ../../docs/tutorials/3d/fps_tutorial/part_five.rst:960 @@ -35074,55 +35133,62 @@ msgstr "" #: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:295 msgid "" +"To actually preview the \"Pistol_fire\" animation, select the :ref:`Camera " +"` node underneath Rotation Helper and check the \"Preview\" " +"box underneath Perspective in the top-left corner." +msgstr "" + +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:299 +msgid "" "Scrubbing the timeline means moving ourselves through the animation. So when " "we say \"scrub the timeline until you reach a point\", what we mean is move " "through the animation window until you reach the point on the timeline." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:299 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:303 msgid "" "Also, the muzzle of a gun is the end point where the bullet comes out. The " "muzzle flash is the flash of light that escapes the muzzle when a bullet is " "fired. The muzzle is also sometimes referred to as the barrel of the gun." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:303 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:307 msgid "" "For finer control when scrubbing the timeline, press :kbd:`Ctrl` and scroll " "forward with the mouse wheel to zoom in. Scrolling backwards will zoom out." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:306 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:310 msgid "" "You can also change how the timeline scrubbing snaps by changing the value " "in ``Step (s)`` to a lower/higher value." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:308 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:312 msgid "" "Once you get to a point you like, right click on the row for \"Animation " "Player\" and press ``Insert Key``. In the empty name field, enter " "``animation_callback`` and press :kbd:`Enter`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:314 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:318 msgid "" "Now when we are playing this animation the call method track will be " "triggered at that specific point of the animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:318 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:322 msgid "Let's repeat the process for the rifle and knife firing animations!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:320 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:324 msgid "" "Because the process is exactly the same as the pistol, the process is going " "to explained in a little less depth. Follow the steps from above if you get " "lost! It is exactly the same, just on a different animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:323 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:327 msgid "" "Go to the \"Rifle_fire\" animation from the animation drop down. Add the " "call method track once you reach the bottom of the animation track list by " @@ -35131,13 +35197,13 @@ msgid "" "call method track point at that position on the track." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:327 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:331 msgid "" "Type \"animation_callback\" into the name field of the pop up which opened " "and press :kbd:`Enter`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:329 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:333 msgid "" "Now we need to apply the callback method track to the knife animation. " "Select the \"Knife_fire\" animation and scroll to the bottom of the " @@ -35146,7 +35212,7 @@ msgid "" "place the animation callback method point at." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:333 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:337 msgid "" "We will not actually be firing the knife, and the animation is a stabbing " "animation rather than a firing one. For this tutorial we are reusing the gun " @@ -35154,35 +35220,35 @@ msgid "" "is consistent with the other animations." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:337 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:341 msgid "" "From there right click on the timeline and click \"Insert Key\". Put " "\"animation_callback\" into the name field and press :kbd:`Enter`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:339 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:343 msgid "Be sure to save your work!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:341 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:345 msgid "" "With that done, we are almost ready to start adding the ability to fire to " "our player script! We need to set up one last scene: The scene for our " "bullet object." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:345 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:349 msgid "Creating the bullet scene" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:347 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:351 msgid "" "There are several ways to handle a gun's bullets in video games. In this " "tutorial series, we will be exploring two of the more common ways: Objects, " "and raycasts." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:352 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:356 msgid "" "One of the two ways is using a bullet object. This will be an object that " "travels through the world and handles its own collision code. In this method " @@ -35190,7 +35256,7 @@ msgid "" "it travels forward." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:356 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:360 msgid "" "There are several advantages to this method. The first being we do not have " "to store the bullets in our player. We can simply create the bullet and then " @@ -35198,7 +35264,7 @@ msgid "" "the proper signal(s) to the object it collides with, and destroying itself." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:359 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:363 msgid "" "Another advantage is we can have more complex bullet movement. If we want to " "make the bullet fall ever so slightly as time goes on, we can make the " @@ -35208,7 +35274,7 @@ msgid "" "nothing in real life moves instantly from one point to another." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:363 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:367 msgid "" "One of the huge disadvantages is performance. While having each bullet " "calculate their own paths and handle their own collision allows for a lot of " @@ -35218,7 +35284,7 @@ msgid "" "potentially have several hundred bullets." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:367 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:371 msgid "" "Despite the performance hit, many first person shooters include some form of " "object bullets. Rocket launchers are a prime example because in many first " @@ -35227,7 +35293,7 @@ msgid "" "because they generally bounce around the world before exploding." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:371 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:375 msgid "" "While I cannot say for sure this is the case, these games *probably* use " "bullet objects in some form or another: (These are entirely from my " @@ -35235,36 +35301,36 @@ msgid "" "of the following games)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:374 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:378 msgid "" "Halo (Rocket launchers, fragmentation grenades, sniper rifles, brute shot, " "and more)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:375 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:379 msgid "" "Destiny (Rocket launchers, grenades, fusion rifles, sniper rifles, super " "moves, and more)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:376 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:380 msgid "" "Call of Duty (Rocket launchers, grenades, ballistic knives, crossbows, and " "more)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:377 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:381 msgid "Battlefield (Rocket launchers, grenades, claymores, mortars, and more)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:379 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:383 msgid "" "Another disadvantage with bullet objects is networking. Bullet objects have " "to sync the positions (at least) with all the clients that are connected to " "the server." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:382 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:386 msgid "" "While we are not implementing any form of networking (as that would be in " "its own entire tutorial series), it is a consideration to keep in mind when " @@ -35272,19 +35338,19 @@ msgid "" "form of networking in the future." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:387 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:391 msgid "" "The other way of handling bullet collisions we will be looking at is " "raycasting." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:389 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:393 msgid "" "This method is extremely common in guns that have fast moving bullets that " "rarely change trajectory over time." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:391 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:395 msgid "" "Instead of creating a bullet object and sending it through space, we instead " "send a ray starting from the barrel/muzzle of the gun forwards. We set the " @@ -35292,7 +35358,7 @@ msgid "" "length we can adjust how far the bullet 'travels' through space." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:394 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:398 msgid "" "While I cannot say for sure this is the case, these games *probably* use " "raycasts in some form or another: (These are entirely from my observations. " @@ -35300,36 +35366,36 @@ msgid "" "following games)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:397 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:401 msgid "" "Halo (Assault rifles, DMRs, battle rifles, covenant carbine, spartan laser, " "and more)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:398 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:402 msgid "" "Destiny (Auto rifles, pulse rifles, scout rifles, hand cannons, machine " "guns, and more)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:399 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:403 msgid "" "Call of Duty (Assault rifles, light machine guns, sub machine guns, pistols, " "and more)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:400 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:404 msgid "Battlefield (Assault rifles, SMGs, carbines, pistols, and more)" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:402 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:406 msgid "" "One huge advantage of this method is that it's light on performance. Sending " "a couple hundred rays through space is *much* easier for the computer to " "calculate than sending a couple hundred bullet objects." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:406 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:410 msgid "" "Another advantage is we can instantly know if we've hit something or not " "exactly when we call for it. For networking this is important because we do " @@ -35337,7 +35403,7 @@ msgid "" "send whether or not the raycast hit." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:409 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:413 msgid "" "Raycasting does have some disadvantages, though. One major disadvantage is " "we cannot easily cast a ray in anything but a linear line. This means we can " @@ -35347,7 +35413,7 @@ msgid "" "heavier on performance." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:413 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:417 msgid "" "Another disadvantage is we cannot see the bullet. With bullet objects we can " "actually see the bullet travel through space if we attach a mesh to it, but " @@ -35358,13 +35424,13 @@ msgid "" "theoretically the bullets move so fast our eyes could not see it anyway." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:420 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:424 msgid "" "Let's get the bullet object set up. This is what our pistol will create when " "the \"Pistol_fire\" animation callback function is called." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:423 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:427 msgid "" "Open up ``Bullet_Scene.tscn``. The scene contains :ref:`Spatial " "` node called bullet, with a :ref:`MeshInstance " @@ -35372,20 +35438,20 @@ msgid "" "`CollisionShape ` children to it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:427 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:431 msgid "" "Create a new script called ``Bullet_script.gd`` and attach it to the " "``Bullet`` :ref:`Spatial `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:429 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:433 msgid "" "We are going to move the entire bullet object at the root (``Bullet``). We " "will be using the :ref:`Area ` to check whether or not we've " "collided with something" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:431 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:435 msgid "" "Why are we using an :ref:`Area ` and not a :ref:`RigidBody " "`? The main reason we're not using a :ref:`RigidBody " @@ -35395,61 +35461,61 @@ msgid "" "` nodes, including other bullets, will be effected." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:435 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:439 msgid "" "Another reason is simply because it is easier to detect collisions with an :" "ref:`Area `!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:437 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:441 msgid "Here's the script that will control our bullet:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:473 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:477 msgid "Let's go through the script:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:477 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:481 msgid "First we define a few class variables:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:479 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:483 msgid "``BULLET_SPEED``: The speed at which the bullet travels." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:480 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:484 msgid "" "``BULLET_DAMAGE``: The damage the bullet will cause to anything with which " "it collides." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:481 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:485 msgid "``KILL_TIMER``: How long the bullet can last without hitting anything." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:482 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:486 msgid "``timer``: A float for tracking how long the bullet has been alive." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:483 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:487 msgid "" "``hit_something``: A boolean for tracking whether or not we've hit something." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:485 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:489 msgid "" "With the exception of ``timer`` and ``hit_something``, all of these " "variables change how the bullet interacts with the world." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:488 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:492 msgid "" "The reason we are using a kill timer is so we do not have a case where we " "get a bullet travelling forever. By using a kill timer, we can ensure that " "no bullets will travel forever and consume resources." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:492 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:496 msgid "" "As in :ref:`doc_fps_tutorial_part_one`, we have a couple all uppercase class " "variables. The reason behind this is the same as the reason given in :ref:" @@ -35459,37 +35525,37 @@ msgid "" "variables and not constants." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:499 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:503 msgid "" "In ``_ready`` we set the area's ``body_entered`` signal to ourself so that " "it calls the ``collided`` function when a body enters the area." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:504 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:508 msgid "" "``_physics_process`` gets the bullet's local ``Z`` axis. If you look at the " "scene in local mode, you will find that the bullet faces the positive local " "``Z`` axis." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:507 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:511 msgid "" "Next we translate the entire bullet by that forward direction, multiplying " "in our speed and delta time." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:509 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:513 msgid "" "After that we add delta time to our timer and check whether the timer has " "reached a value as big or greater than our ``KILL_TIME`` constant. If it " "has, we use ``queue_free`` to free the bullet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:514 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:518 msgid "In ``collided`` we check whether we've hit something yet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:516 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:520 msgid "" "Remember that ``collided`` is only called when a body has entered the :ref:" "`Area ` node. If the bullet has not already collided with " @@ -35499,14 +35565,14 @@ msgid "" "bullet's rotation and position." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:521 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:525 msgid "" "in ``collided``, the passed in body can be a :ref:`StaticBody " "`, :ref:`RigidBody `, or :ref:" "`KinematicBody `" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:524 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:528 msgid "" "We set the Bullet's ``hit_something`` variable to ``true`` because " "regardless of whether or not the body that the bullet collided with has the " @@ -35514,17 +35580,17 @@ msgid "" "sure the bullet does not hit anything else." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:527 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:531 msgid "Then we free the bullet using ``queue_free``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:529 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:533 msgid "" "You may be wondering why we even have a ``hit_something`` variable if we " "free the bullet using ``queue_free`` as soon as it hits something." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:532 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:536 msgid "" "The reason we need to track whether we've hit something or not is because " "``queue_free`` does not immediately free the node, so the bullet could " @@ -35533,19 +35599,19 @@ msgid "" "only hit one object." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:540 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:544 msgid "" "Before we start programming the player again, let's take a quick look at " "``Player.tscn``. Open up ``Player.tscn`` again." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:543 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:547 msgid "" "Expand ``Rotation_Helper`` and notice how it has two nodes: " "``Gun_Fire_Points`` and ``Gun_Aim_Point``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:546 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:550 msgid "" "``Gun_aim_point`` is the point that the bullets will be aiming at. Notice " "how it is lined up with the center of the screen and pulled a distance " @@ -35553,26 +35619,26 @@ msgid "" "bullets will for sure collide with as it goes along." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:551 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:555 msgid "" "There is a invisible mesh instance for debugging purposes. The mesh is a " "small sphere that visually shows at which target the bullets will be aiming." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:554 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:558 msgid "" "Open up ``Gun_Fire_Points`` and you'll find three more :ref:`Spatial " "` nodes, one for each weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:557 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:561 msgid "" "Open up ``Rifle_Point`` and you'll find a :ref:`Raycast ` " "node. This is where we will be sending the raycasts for our rifle's bullets. " "The length of the raycast will dictate how far our bullets will travel." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:561 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:565 msgid "" "We are using a :ref:`Raycast ` node to handle the rifle's " "bullet because we want to fire lots of bullets quickly. If we use bullet " @@ -35580,7 +35646,7 @@ msgid "" "machines." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:565 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:569 msgid "" "If you are wondering from where the positions of the points came, they are " "the rough positions of the ends of each weapon. You can see this by going to " @@ -35589,7 +35655,7 @@ msgid "" "the end of each weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:571 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:575 msgid "" "Open up ``Knife_Point`` and you'll find an :ref:`Area ` node. We " "are using an :ref:`Area ` for the knife because we only care for " @@ -35598,20 +35664,20 @@ msgid "" "that looks like a knife." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:576 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:580 msgid "" "Finally, we have ``Pistol_Point``. This is the point where we will be " "creating/instancing our bullet objects. We do not need any additional nodes " "here, as the bullet handles all of its own collision detection." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:580 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:584 msgid "" "Now that we've seen how we will handle our other weapons, and where we will " "spawn the bullets, let's start working on making them work." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:583 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:587 msgid "" "You can also look at the HUD nodes if you want. There is nothing fancy there " "and other than using a single :ref:`Label `, we will not be " @@ -35620,66 +35686,66 @@ msgid "" "nodes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:589 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:593 msgid "Creating the first weapon" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:591 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:595 msgid "Lets write the code for each of our weapons, starting with the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:593 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:597 msgid "" "Select ``Pistol_Point`` (``Player`` -> ``Rotation_Helper`` -> " "``Gun_Fire_Points`` -> ``Pistol_Point``) and create a new script called " "``Weapon_Pistol.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:595 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:599 msgid "Add the following code to ``Weapon_Pistol.gd``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:646 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:650 msgid "Let's go over how the script works." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:650 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:654 msgid "First we define some class variables we'll need in the script:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:652 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:656 msgid "``DAMAGE``: The amount of damage a single bullet does." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:653 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:657 msgid "``IDLE_ANIM_NAME``: The name of the pistol's idle animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:654 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:658 msgid "``FIRE_ANIM_NAME``: The name of the pistol's fire animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:655 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:659 msgid "" "``is_weapon_enabled``: A variable for checking whether this weapon is in use/" "enabled." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:656 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:660 msgid "``bullet_scene``: The bullet scene we worked on earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:657 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:661 msgid "``player_node``: A variable to hold ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:659 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:663 msgid "" "The reason we define most of these variables is so we can use them in " "``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:661 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:665 msgid "" "Each of the weapons we'll make will have all these variables (minus " "``bullet_scene``) so we have a consistent interface to interact with in " @@ -35689,7 +35755,7 @@ msgid "" "to change much of the code in ``Player.gd`` and it will just work." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:666 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:670 msgid "" "We could write all the code in ``Player.gd``, but then ``Player.gd`` will " "get increasingly harder to manage as we add weapons. By using a modular " @@ -35697,23 +35763,23 @@ msgid "" "while also making it easier to add/remove/modify weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:671 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:675 msgid "In ``_ready`` we simply pass over it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:673 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:677 msgid "" "There is one thing of note though, an assumption that we'll fill in ``Player." "gd`` at some point." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:675 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:679 msgid "" "We are going to assume that ``Player.gd`` will pass themselves in before " "calling any of the functions in ``Weapon_Pistol.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:677 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:681 msgid "" "While this can lead to situations where the player does not pass themselves " "in (because we forget), we would have to have a long string of " @@ -35723,28 +35789,28 @@ msgid "" "to each weapon in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:683 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:687 msgid "Next let's look at ``fire_weapon``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:685 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:689 msgid "The first thing we do is instance the bullet scene we made earlier." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:687 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:691 msgid "" "By instancing the scene, we are creating a new node holding all the node(s) " "in the scene we instanced, effectively cloning that scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:689 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:693 msgid "" "Then we add a ``clone`` to the first child node of the root of the scene we " "are currently in. By doing this, we're making it a child of the root node of " "the currently loaded scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:691 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:695 msgid "" "In other words, we are adding a ``clone`` as a child of the first node " "(whatever is at the top of the scene tree) in the currently loaded/opened " @@ -35753,21 +35819,21 @@ msgid "" "scene." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:694 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:698 msgid "" "As mentioned later below in the section on adding sounds, this method makes " "an assumption. This will be explained later in the section on adding sounds " "in :ref:`doc_fps_tutorial_part_three`" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:697 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:701 msgid "" "Next we set the global transform of the clone to the ``Pistol_Point``'s " "global transform. The reason we do this is so the bullet is spawned at the " "end of the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:699 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:703 msgid "" "You can see that ``Pistol_Point`` is positioned right at the end of the " "pistol by clicking the :ref:`AnimationPlayer ` and " @@ -35775,23 +35841,23 @@ msgid "" "at the end of the pistol when it fires." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:702 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:706 msgid "" "Next we scale it up by a factor of ``4`` because the bullet scene is a " "little too small by default." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:704 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:708 msgid "" "Then we set the bullet's damage (``BULLET_DAMAGE``) to the amount of damage " "a single pistol bullet does (``DAMAGE``)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:708 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:712 msgid "Now let's look at ``equip_weapon``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:710 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:714 msgid "" "The first thing we do is check to see whether the animation manager is in " "the pistol's idle animation. If we are in the pistol's idle animation, we " @@ -35799,20 +35865,20 @@ msgid "" "has successfully been equipped." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:714 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:718 msgid "" "Because we know our pistol's ``equip`` animation automatically transitions " "to the pistol's idle animation, if we are in the pistol's idle animation the " "pistol must have finished playing the equip animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:717 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:721 msgid "" "We know these animations will transition because we wrote the code to make " "them transition in ``Animation_Manager.gd``" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:719 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:723 msgid "" "Next we check to see if the player is in the ``Idle_unarmed`` animation " "state. Because all unequipping animations go to this state, and because any " @@ -35820,24 +35886,24 @@ msgid "" "``Pistol_equip`` if the player is in the ``Idle_unarmed`` state." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:722 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:726 msgid "" "Since we know ``Pistol_equip`` will transition to ``Pistol_idle``, we do not " "need to do any more additional processing for equipping weapons, but since " "we were not able to equip the pistol yet, we return ``false``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:727 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:731 msgid "Finally, let's look at ``unequip_weapon``:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:729 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:733 msgid "" "``unequip_weapon`` is similar to ``equip_weapon``, but instead we're " "checking things in reverse." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:731 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:735 msgid "" "First we check to see whether the player is in the idle animation state. " "Then we check to make sure the player is not in the ``Pistol_unequip`` " @@ -35845,7 +35911,7 @@ msgid "" "to play the ``pistol_unequip`` animation." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:734 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:738 msgid "" "You may be wondering why we are checking to see whether the player is in the " "pistol's idle animation, and then making sure the player is not unequipping " @@ -35855,7 +35921,7 @@ msgid "" "unequip animation plays." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:738 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:742 msgid "" "Next we check to see whether the player is in ``Idle_unarmed``, which is the " "animation state we will transition into from ``Pistol_unequip``. If the " @@ -35864,42 +35930,42 @@ msgid "" "because we have successfully unequipped the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:741 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:745 msgid "" "If the player is not in ``Idle_unarmed``, we return ``false`` because we " "have not yet successfully unequipped the pistol." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:744 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:748 msgid "Creating the other two weapons" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:746 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:750 msgid "" "Now that we have all the code we'll need for the pistol, let's add the code " "for the rifle and knife next." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:748 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:752 msgid "" "Select ``Rifle_Point`` (``Player`` -> ``Rotation_Helper`` -> " "``Gun_Fire_Points`` -> ``Rifle_Point``) and create a new script called " "``Weapon_Rifle.gd``, then add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:801 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:805 msgid "" "Most of this is exactly the same as ``Weapon_Pistol.gd``, so we're only " "going to look at what's changed: ``fire_weapon``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:803 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:807 msgid "" "The first thing we do is get the :ref:`Raycast ` node, which " "is a child of ``Rifle_Point``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:805 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:809 msgid "" "Next we force the :ref:`Raycast ` to update using " "``force_raycast_update``. This will force the :ref:`Raycast ` " @@ -35907,13 +35973,13 @@ msgid "" "collision check with the 3D physics world." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:808 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:812 msgid "" "Then we check to see if the :ref:`Raycast ` collided with " "something." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:810 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:814 msgid "" "If the :ref:`Raycast ` has collided with something, we first " "get the collision body it collided with. This can be a :ref:`StaticBody " @@ -35921,14 +35987,14 @@ msgid "" "`KinematicBody `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:813 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:817 msgid "" "Next we want to make sure the body we've collided with is not the player, " "since we (probably) do not want to give the player the ability to shoot " "themselves in the foot." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:815 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:819 msgid "" "If the body is not the player, we then check to see if it has a function/" "method called ``bullet_hit``. If it does, we call it and pass in the amount " @@ -35937,41 +36003,41 @@ msgid "" "came." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:820 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:824 msgid "Now all we need to do is write the code for the knife." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:822 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:826 msgid "" "Select ``Knife_Point`` (``Player`` -> ``Rotation_Helper`` -> " "``Gun_Fire_Points`` -> ``Knife_Point``) and create a new script called " "``Weapon_Knife.gd``, then add the following:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:873 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:877 msgid "" "As with ``Weapon_Rifle.gd``, the only differences are in ``fire_weapon``, so " "let's look at that:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:875 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:879 msgid "" "The first thing we do is get the :ref:`Area ` child node of " "``Knife_Point``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:877 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:881 msgid "" "Next we want to get all the collision bodies inside the :ref:`Area " "` using ``get_overlapping_bodies``. This will return a list of " "every body that touches the :ref:`Area `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:880 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:884 msgid "We next want to go through each of those bodies." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:882 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:886 msgid "" "First we check to make sure the body is not the player, because we do not " "want to let the player be able to stab themselves. If the body is the " @@ -35979,7 +36045,7 @@ msgid "" "``bodies``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:885 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:889 msgid "" "If we have not jumped to the next body, we then check to see if the body has " "the ``bullet_hit`` function/method. If it does, we call it, passing in the " @@ -35987,7 +36053,7 @@ msgid "" "transform of the :ref:`Area `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:888 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:892 msgid "" "While we could attempt to calculate a rough location for where the knife hit " "exactly, we are not going to because using the :ref:`Area `'s " @@ -35995,84 +36061,84 @@ msgid "" "position for each body is not worth the effort." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:893 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:897 msgid "Making the weapons work" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:895 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:899 msgid "Let's start making the weapons work in ``Player.gd``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:897 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:901 msgid "" "First let's start by adding some class variables we'll need for the weapons:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:915 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:919 msgid "Let's go over what these new variables will do:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:917 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:921 msgid "" "``animation_manager``: This will hold the :ref:`AnimationPlayer " "` node and its script, which we wrote previously." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:918 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:922 msgid "" "``current_weapon_name``: The name of the weapon we are currently using. It " "has four possible values: ``UNARMED``, ``KNIFE``, ``PISTOL``, and ``RIFLE``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:919 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:923 msgid "``weapons``: A dictionary that will hold all the weapon nodes." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:920 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:924 msgid "" "``WEAPON_NUMBER_TO_NAME``: A dictionary allowing us to convert from a " "weapon's number to its name. We'll use this for changing weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:921 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:925 msgid "" "``WEAPON_NAME_TO_NUMBER``: A dictionary allowing us to convert from a " "weapon's name to its number. We'll use this for changing weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:922 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:926 msgid "" "``changing_weapon``: A boolean to track whether or not we are changing guns/" "weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:923 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:927 msgid "``changing_weapon_name``: The name of the weapon we want to change to." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:924 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:928 msgid "" "``health``: How much health our player has. In this part of the tutorial we " "will not be using it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:925 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:929 msgid "" "``UI_status_label``: A label to show how much health we have, and how much " "ammo we have both in our gun and in reserve." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:929 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:933 msgid "" "Next we need to add a few things in ``_ready``. Here's the new ``_ready`` " "function:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:961 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:965 msgid "Let's go over what's changed." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:963 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:967 msgid "" "First we get the :ref:`AnimationPlayer ` node and " "assign it to the ``animation_manager`` variable. Then we set the callback " @@ -36081,24 +36147,24 @@ msgid "" "function, but we'll get there soon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:967 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:971 msgid "" "Next we get all the weapon nodes and assign them to ``weapons``. This will " "allow us to access the weapon nodes only with their name (``KNIFE``, " "``PISTOL``, or ``RIFLE``)." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:970 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:974 msgid "" "We then get ``Gun_Aim_Point``'s global position so we can rotate the " "player's weapons to aim at it." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:972 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:976 msgid "Then we go through each weapon in ``weapons``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:974 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:978 msgid "" "We first get the weapon node. If the weapon node is not ``null``, we then " "set its ``player_node`` variable to this script (``Player.gd``). Then we " @@ -36106,56 +36172,56 @@ msgid "" "then rotate it by ``180`` degrees on the ``Y`` axis." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:977 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:981 msgid "" "We rotate all of those weapon points by ``180`` degrees on their ``Y`` axis " "because our camera is pointing backwards. If we did not rotate all of these " "weapon points by ``180`` degrees, all of the weapons would fire backwards." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:980 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:984 msgid "" "Then we set ``current_weapon_name`` and ``changing_weapon_name`` to " "``UNARMED``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:982 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:986 msgid "Finally, we get the UI :ref:`Label ` from our HUD." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:986 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:990 msgid "" "Let's add a new function call to ``_physics_process`` so we can change " "weapons. Here's the new code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:996 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1000 msgid "Now we will call ``process_changing_weapons``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1000 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1004 msgid "" "Now let's add all the player input code for the weapons in " "``process_input``. Add the following code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1040 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1044 msgid "Let's go over the additions, starting with how we're changing weapons." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1042 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1046 msgid "" "First we get the current weapon's number and assign it to " "``weapon_change_number``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1044 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1048 msgid "" "Then we check to see if any of the number keys (keys 1-4) are pressed. If " "they are, we set ``weapon_change_number`` to the value mapped at that key." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1047 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1051 msgid "" "The reason key 1 is mapped to ``0`` is because the first element in a list " "is mapped to zero, not one. Most list/array accessors in most programming " @@ -36163,14 +36229,14 @@ msgid "" "Zero-based_numbering for more information." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1050 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1054 msgid "" "Next we check to see if ``shift_weapon_positive`` or " "``shift_weapon_negative`` is pressed. If one of them is, we add/subtract " "``1`` from ``weapon_change_number``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1053 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1057 msgid "" "Because the player may have shifted ``weapon_change_number`` outside of the " "number of weapons the player has, we clamp it so it cannot exceed the " @@ -36178,7 +36244,7 @@ msgid "" "``weapon_change_number`` is ``0`` or more." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1056 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1060 msgid "" "Then we check to make sure the player is not already changing weapons. If " "the player is not, we then check to see if the weapon the player wants to " @@ -36188,51 +36254,51 @@ msgid "" "set ``changing_weapon`` to ``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1060 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1064 msgid "" "For firing the weapon we first check to see if the ``fire`` action is " "pressed. Then we check to make sure the player is not changing weapons. Next " "we get the weapon node for the current weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1064 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1068 msgid "" "If the current weapon node does not equal ``null``, and the player is in its " "``IDLE_ANIM_NAME`` state, we set the player's animation to the current " "weapon's ``FIRE_ANIM_NAME``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1069 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1073 msgid "Let's add ``process_changing_weapons`` next." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1071 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1075 msgid "Add the following code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1107 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1111 #: ../../docs/tutorials/3d/fps_tutorial/part_three.rst:535 #: ../../docs/tutorials/3d/fps_tutorial/part_four.rst:290 msgid "Let's go over what's happening here:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1109 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1113 msgid "" "The first thing we do is make sure we've received input to change weapons. " "We do this by making sure ``changing_weapons`` is ``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1111 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1115 msgid "" "Next we define a variable (``weapon_unequipped``) so we can check whether " "the current weapon has been successfully unequipped or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1113 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1117 msgid "Then we get the current weapon from ``weapons``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1115 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1119 msgid "" "If the current weapon is not ``null``, then we need to check whether the " "weapon is enabled. If the weapon is enabled, we call its ``unequip_weapon`` " @@ -36241,7 +36307,7 @@ msgid "" "successfully been unequipped." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1118 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1122 msgid "" "If the current weapon is ``null``, then we can simply set " "``weapon_unequipped`` to ``true``. The reason we do this check is because " @@ -36250,19 +36316,19 @@ msgid "" "player wants to change to." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1121 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1125 msgid "" "If the player has successfully unequipped the current weapon " "(``weapon_unequipped == true``), we need to equip the new weapon." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1123 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1127 msgid "" "First we define a new variable (``weapon_equipped``) for tracking whether " "the player has successfully equipped the new weapon or not." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1125 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1129 msgid "" "Then we get the weapon the player wants to change to. If the weapon the " "player wants to change to is not ``null``, we then check to see whether it's " @@ -36271,14 +36337,14 @@ msgid "" "``weapon_equipped`` to ``true``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1128 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1132 msgid "" "If the weapon the player wants to change to is ``null``, we simply set " "``weapon_equipped`` to ``true`` because we do not have any node/script for " "``UNARMED``, nor do we have any animations." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1131 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1135 msgid "" "Finally, we check to see whether the player has successfully equipped the " "new weapon. If (s)he has done so, we set ``changing_weapon`` to ``false`` " @@ -36287,30 +36353,30 @@ msgid "" "has changed, and then we set ``changing_weapon_name`` to an empty string." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1137 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1141 msgid "" "Now, we need to add one more function to the player, and then the player is " "ready to start firing the weapons!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1139 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1143 msgid "" "We need to add ``fire_bullet``, which will be called by the :ref:" "`AnimationPlayer ` at those points we set earlier in " "the :ref:`AnimationPlayer ` function track:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1151 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1155 msgid "Let's go over what this function does:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1153 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1157 msgid "" "First we check to see whether the player is changing weapons. If the player " "is changing weapons, we do not want shoot, so we ``return``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1155 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1159 msgid "" "Calling ``return`` stops the rest of the function from being called. In this " "case, we are not returning a variable because we are only interested in not " @@ -36318,45 +36384,45 @@ msgid "" "variable either when we call this function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1159 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1163 msgid "" "Then we tell the current weapon the player is using to fire by calling its " "``fire_weapon`` function." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1161 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1165 msgid "" "Remember how we mentioned the speed of the animations for firing was faster " "than the other animations? By changing the firing animation speeds, you can " "change how fast the weapon fires bullets!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1167 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1171 msgid "" "Before we are ready to test our new weapons, we still have a bit of work to " "do." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1170 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1174 msgid "Creating some test subjects" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1172 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1176 msgid "" "Create a new script by going to the scripting window, clicking \"file\", and " "selecting new. Name this script ``RigidBody_hit_test`` and make sure it " "extends :ref:`RigidBody `." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1175 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1179 msgid "Now we need to add this code:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1192 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1196 msgid "Let's go over how ``bullet_hit`` works:" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1195 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1199 msgid "" "First we get the bullet's forward directional vector. This is so we can tell " "from which direction the bullet will hit the :ref:`RigidBody " @@ -36364,7 +36430,7 @@ msgid "" "` in the same direction as the bullet." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1198 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1202 msgid "" "We need to boost the directional vector by ``BASE_BULLET_BOOST`` so the " "bullets pack a bit more of a punch and move the :ref:`RigidBody " @@ -36374,11 +36440,11 @@ msgid "" "`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1202 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1206 msgid "Then we apply an impulse using ``apply_impulse``." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1204 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1208 msgid "" "First, we need to calculate the position for the impulse. Because " "``apply_impulse`` takes a vector relative to the :ref:`RigidBody " @@ -36391,57 +36457,57 @@ msgid "" "`." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1210 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1214 msgid "" "Finally, we need to calculate the force for the impulse. For this, we use " "the direction the bullet is facing and multiply it by the bullet's damage. " "This gives a nice result and for stronger bullets, we get a stronger result." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1215 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1219 msgid "" "Now we need to attach this script to all of the :ref:`RigidBody " "` nodes we want to affect." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1217 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1221 msgid "" "Open up ``Testing_Area.tscn`` and select all the cubes parented to the " "``Cubes`` node." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1219 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1223 msgid "" "If you select the top cube, and then hold down :kbd:`Shift` and select the " "last cube, Godot will select all the cubes in-between!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1222 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1226 msgid "" "Once you have all the cubes selected, scroll down in the inspector until you " "get to the \"scripts\" section. Click the drop down and select \"Load\". " "Open your newly created ``RigidBody_hit_test.gd`` script." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1230 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1234 msgid "" "That was a lot of code! But now, with all that done, you can go and give " "your weapons a test!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1232 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1236 msgid "" "You should now be able to fire as many bullets as you want at the cubes and " "they will move in response to the bullets colliding with them." msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1235 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1239 msgid "" "In :ref:`doc_fps_tutorial_part_three`, we will add ammo to the weapons, as " "well as some sounds!" msgstr "" -#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1239 +#: ../../docs/tutorials/3d/fps_tutorial/part_two.rst:1243 msgid "" "You can download the finished project for this part here: :download:" "`Godot_FPS_Part_2.zip `" @@ -61205,7 +61271,7 @@ msgstr "" msgid "" "Godot uses a mid-level object :ref:`NetworkedMultiplayerPeer " "`. This object is not meant to be created " -"directly, but is designed so that several implementations can provide it." +"directly, but is designed so that several C++ implementations can provide it." msgstr "" #: ../../docs/tutorials/networking/high_level_multiplayer.rst:62