mirror of
https://github.com/godotengine/godot-docs-l10n.git
synced 2025-12-31 09:49:22 +03:00
Sync Sphinx and Weblate templates with current docs (4.6)
This commit is contained in:
2
docs
2
docs
Submodule docs updated: 6b88cbfd0c...c5befa1494
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
@@ -349,325 +349,321 @@ msgid "If *true* portable operation is desired (e.g. for use on a USB stick), fo
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:313
|
||||
msgid "Why does Godot prioritize Vulkan and OpenGL over Direct3D?"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:315
|
||||
msgid "Godot aims for cross-platform compatibility and open standards first and foremost. OpenGL and Vulkan are the technologies that are both open and available on (nearly) all platforms. Thanks to this design decision, a project developed with Godot on Windows will run out of the box on Linux, macOS, and more."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:321
|
||||
msgid "While Vulkan and OpenGL remain our primary focus for their open standard and cross-platform benefits, Godot 4.3 introduced experimental support for Direct3D 12. This addition aims to enhance performance and compatibility on platforms where Direct3D 12 is prevalent, such as Windows and Xbox. However, Vulkan and OpenGL will continue as the default rendering drivers on all platforms, including Windows."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:328
|
||||
msgid "Why does Godot aim to keep its core feature set small?"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:330
|
||||
#: ../../docs/about/faq.rst:315
|
||||
msgid "Godot intentionally does not include features that can be implemented by add-ons unless they are used very often. One example of something not used often is advanced artificial intelligence functionality."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:334
|
||||
#: ../../docs/about/faq.rst:319
|
||||
msgid "There are several reasons for this:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:336
|
||||
#: ../../docs/about/faq.rst:321
|
||||
msgid "**Code maintenance and surface for bugs.** Every time we accept new code in the Godot repository, existing contributors often take the responsibility of maintaining it. Some contributors don't always stick around after getting their code merged, which can make it difficult for us to maintain the code in question. This can lead to poorly maintained features with bugs that are never fixed. On top of that, the \"API surface\" that needs to be tested and checked for regressions keeps increasing over time."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:344
|
||||
#: ../../docs/about/faq.rst:329
|
||||
msgid "**Ease of contribution.** By keeping the codebase small and tidy, it can remain fast and easy to compile from source. This makes it easier for new contributors to get started with Godot, without requiring them to purchase high-end hardware."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:349
|
||||
#: ../../docs/about/faq.rst:334
|
||||
msgid "**Keeping the binary size small for the editor.** Not everyone has a fast Internet connection. Ensuring that everyone can download the Godot editor, extract it and run it in less than 5 minutes makes Godot more accessible to developers in all countries."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:354
|
||||
#: ../../docs/about/faq.rst:339
|
||||
msgid "**Keeping the binary size small for export templates.** This directly impacts the size of projects exported with Godot. On mobile and web platforms, keeping file sizes low is important to ensure fast installation and loading on underpowered devices. Again, there are many countries where high-speed Internet is not readily available. To add to this, strict data usage caps are often in effect in those countries."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:361
|
||||
#: ../../docs/about/faq.rst:346
|
||||
msgid "For all the reasons above, we have to be selective of what we can accept as core functionality in Godot. This is why we are aiming to move some core functionality to officially supported add-ons in future versions of Godot. In terms of binary size, this also has the advantage of making you pay only for what you actually use in your project. (In the meantime, you can :ref:`compile custom export templates with unused features disabled <doc_optimizing_for_size>` to optimize the distribution size of your project.)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:370
|
||||
#: ../../docs/about/faq.rst:355
|
||||
msgid "How should assets be created to handle multiple resolutions and aspect ratios?"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:372
|
||||
#: ../../docs/about/faq.rst:357
|
||||
msgid "This question pops up often and it's probably thanks to the misunderstanding created by Apple when they originally doubled the resolution of their devices. It made people think that having the same assets in different resolutions was a good idea, so many continued towards that path. That originally worked to a point and only for Apple devices, but then several Android and Apple devices with different resolutions and aspect ratios were created, with a very wide range of sizes and DPIs."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:380
|
||||
#: ../../docs/about/faq.rst:365
|
||||
msgid "The most common and proper way to achieve this is to, instead, use a single base resolution for the game and only handle different screen aspect ratios. This is mostly needed for 2D, as in 3D, it's just a matter of camera vertical or horizontal FOV."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:385
|
||||
#: ../../docs/about/faq.rst:370
|
||||
msgid "Choose a single base resolution for your game. Even if there are devices that go up to 1440p and devices that go down to 400p, regular hardware scaling in your device will take care of this at little or no performance cost. The most common choices are either near 1080p (1920x1080) or 720p (1280x720). Keep in mind the higher the resolution, the larger your assets, the more memory they will take and the longer the time it will take for loading."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:393
|
||||
#: ../../docs/about/faq.rst:378
|
||||
msgid "Use the stretch options in Godot; canvas items stretching while keeping aspect ratios works best. Check the :ref:`doc_multiple_resolutions` tutorial on how to achieve this."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:397
|
||||
#: ../../docs/about/faq.rst:382
|
||||
msgid "Determine a minimum resolution and then decide if you want your game to stretch vertically or horizontally for different aspect ratios, or if there is one aspect ratio and you want black bars to appear instead. This is also explained in :ref:`doc_multiple_resolutions`."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:402
|
||||
#: ../../docs/about/faq.rst:387
|
||||
msgid "For user interfaces, use the :ref:`anchoring <doc_size_and_anchors>` to determine where controls should stay and move. If UIs are more complex, consider learning about Containers."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:406
|
||||
#: ../../docs/about/faq.rst:391
|
||||
msgid "And that's it! Your game should work in multiple resolutions."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:409
|
||||
#: ../../docs/about/faq.rst:394
|
||||
msgid "When is the next release of Godot out?"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:411
|
||||
#: ../../docs/about/faq.rst:396
|
||||
msgid "When it's ready! See :ref:`doc_release_policy_when_is_next_release_out` for more information."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:415
|
||||
#: ../../docs/about/faq.rst:400
|
||||
msgid "Which Godot version should I use for a new project?"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:417
|
||||
#: ../../docs/about/faq.rst:402
|
||||
msgid "We recommend using Godot 4.x for new projects, but depending on the feature set you need, it may be better to use 3.x instead. See :ref:`doc_release_policy_which_version_should_i_use` for more information."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:422
|
||||
#: ../../docs/about/faq.rst:407
|
||||
msgid "Should I upgrade my project to use new Godot versions?"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:424
|
||||
#: ../../docs/about/faq.rst:409
|
||||
msgid "Some new versions are safer to upgrade to than others. In general, whether you should upgrade depends on your project's circumstances. See :ref:`doc_release_policy_should_i_upgrade_my_project` for more information."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:429
|
||||
#: ../../docs/about/faq.rst:414
|
||||
msgid "Should I use the Forward+, Mobile, or Compatibility renderer?"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:431
|
||||
#: ../../docs/about/faq.rst:416
|
||||
msgid "You can find a detailed comparison of the renderers in :ref:`doc_renderers`."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:434
|
||||
#: ../../docs/about/faq.rst:419
|
||||
msgid "I would like to contribute! How can I get started?"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:436
|
||||
#: ../../docs/about/faq.rst:421
|
||||
msgid "Awesome! As an open source project, Godot thrives off of the innovation and the ambition of developers like you."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:439
|
||||
#: ../../docs/about/faq.rst:424
|
||||
msgid "The best way to start contributing to Godot is by using it and reporting any `issues <https://github.com/godotengine/godot/issues>`_ that you might experience. A good bug report with clear reproduction steps helps your fellow contributors fix bugs quickly and efficiently. You can also report issues you find in the `online documentation <https://github.com/godotengine/godot-docs/issues>`_."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:445
|
||||
#: ../../docs/about/faq.rst:430
|
||||
msgid "If you feel ready to submit your first PR, pick any issue that resonates with you from one of the links above and try your hand at fixing it. You will need to learn how to compile the engine from sources, or how to build the documentation. You also need to get familiar with Git, a version control system that Godot developers use."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:450
|
||||
#: ../../docs/about/faq.rst:435
|
||||
msgid "We explain how to work with the engine source, how to edit the documentation, and what other ways to contribute are there in our `documentation for contributors <https://contributing.godotengine.org/en/latest/organization/how_to_contribute.html>`__."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:454
|
||||
#: ../../docs/about/faq.rst:439
|
||||
msgid "I have a great idea for Godot. How can I share it?"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:456
|
||||
#: ../../docs/about/faq.rst:441
|
||||
msgid "We are always looking for suggestions about how to improve the engine. User feedback is the main driving force behind our decision-making process, and limitations that you might face while working on your project are a great data point for us when considering engine enhancements."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:461
|
||||
#: ../../docs/about/faq.rst:446
|
||||
msgid "If you experience a usability problem or are missing a feature in the current version of Godot, start by discussing it with our `community <https://godotengine.org/community/>`_. There may be other, perhaps better, ways to achieve the desired result that community members could suggest. And you can learn if other users experience the same issue, and figure out a good solution together."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:467
|
||||
#: ../../docs/about/faq.rst:452
|
||||
msgid "If you come up with a well-defined idea for the engine, feel free to open a `proposal issue <https://github.com/godotengine/godot-proposals/issues>`_. Try to be specific and concrete while describing your problem and your proposed solution — only actionable proposals can be considered. It is not required, but if you want to implement it yourself, that's always appreciated!"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:473
|
||||
#: ../../docs/about/faq.rst:458
|
||||
msgid "If you only have a general idea without specific details, you can open a `proposal discussion <https://github.com/godotengine/godot-proposals/discussions>`_. These can be anything you want, and allow for a free-form discussion in search of a solution. Once you find one, a proposal issue can be opened."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:478
|
||||
#: ../../docs/about/faq.rst:463
|
||||
msgid "Please, read the `readme <https://github.com/godotengine/godot-proposals/blob/master/README.md>`_ document before creating a proposal to learn more about the process."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:484
|
||||
#: ../../docs/about/faq.rst:469
|
||||
msgid "Is it possible to use Godot to create non-game applications?"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:486
|
||||
#: ../../docs/about/faq.rst:471
|
||||
msgid "Yes! Godot features an extensive built-in UI system, and its small distribution size can make it a suitable alternative to frameworks like Electron or Qt."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:489
|
||||
#: ../../docs/about/faq.rst:474
|
||||
msgid "When creating a non-game application, make sure to enable :ref:`low-processor mode <class_ProjectSettings_property_application/run/low_processor_mode>` in the Project Settings to decrease CPU and GPU usage."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:493
|
||||
#: ../../docs/about/faq.rst:478
|
||||
msgid "Check out `Material Maker <https://github.com/RodZill4/material-maker>`__ and `Pixelorama <https://github.com/Orama-Interactive/Pixelorama>`__ for examples of open source applications made with Godot."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:500
|
||||
#: ../../docs/about/faq.rst:485
|
||||
msgid "Is it possible to use Godot as a library?"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:502
|
||||
msgid "Godot is meant to be used with its editor. We recommend you give it a try, as it will most likely save you time in the long term. There are no plans to make Godot usable as a library, as it would make the rest of the engine more convoluted and difficult to use for casual users."
|
||||
#: ../../docs/about/faq.rst:487
|
||||
msgid "If you are looking to make a game with Godot, keep in mind Godot is designed to be used with its editor. We recommend you give it a try, as it will most likely save you time in the long term."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:507
|
||||
msgid "If you want to use a rendering library, look into using an established rendering engine instead. Keep in mind rendering engines usually have smaller communities compared to Godot. This will make it more difficult to find answers to your questions."
|
||||
#: ../../docs/about/faq.rst:491
|
||||
msgid "For more specialized applications, it can make sense to look into using Godot as a library. Since Godot 4.6, there is **experimental** support for using Godot as a static or shared library in the form of LibGodot. This is currently supported on Windows, macOS, and Linux. Support for Android and iOS is planned for a future release."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:513
|
||||
#: ../../docs/about/faq.rst:497
|
||||
msgid "You can find sample applications that use Godot as a library in the `migeran/libgodot_project GitHub repository <https://github.com/migeran/libgodot_project>`__."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:501
|
||||
msgid "What user interface toolkit does Godot use?"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:515
|
||||
msgid "Godot does not use a standard :abbr:`GUI (Graphical User Interface)` toolkit like GTK, Qt or wxWidgets. Instead, Godot uses its own user interface toolkit, rendered using OpenGL ES or Vulkan. This toolkit is exposed in the form of Control nodes, which are used to render the editor (which is written in C++). These Control nodes can also be used in projects from any scripting language supported by Godot."
|
||||
#: ../../docs/about/faq.rst:503
|
||||
msgid "Godot does not use a standard :abbr:`GUI (Graphical User Interface)` toolkit like GTK, Qt or wxWidgets. Instead, Godot uses its own user interface toolkit, which is always rendered using hardware acceleration. There is no built-in software fallback, although external solutions that emulate graphics APIs on the CPU can be used."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:522
|
||||
#: ../../docs/about/faq.rst:508
|
||||
msgid "This toolkit is exposed in the form of Control nodes, which are used to render the editor (which is written in C++). These Control nodes can also be used in projects from any scripting language supported by Godot."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:512
|
||||
msgid "This custom toolkit makes it possible to benefit from hardware acceleration and have a consistent appearance across all platforms. On top of that, it doesn't have to deal with the LGPL licensing caveats that come with GTK or Qt. Lastly, this means Godot is \"eating its own dog food\" since the editor itself is one of the most complex users of Godot's UI system."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:528
|
||||
msgid "This custom UI toolkit :ref:`can't be used as a library <doc_faq_use_godot_as_library>`, but you can still :ref:`use Godot to create non-game applications by using the editor <doc_faq_non_game_applications>`."
|
||||
#: ../../docs/about/faq.rst:518
|
||||
msgid "This custom UI toolkit can be :ref:`embedded into other applications <doc_faq_use_godot_as_library>` (experimental). However, the preferred way to use it is to :ref:`use Godot to create non-game applications with the editor <doc_faq_non_game_applications>`."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:535
|
||||
#: ../../docs/about/faq.rst:525
|
||||
msgid "Why does Godot use the SCons build system?"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:537
|
||||
#: ../../docs/about/faq.rst:527
|
||||
msgid "Godot uses the `SCons <https://www.scons.org/>`__ build system. There are no plans to switch to a different build system in the near future. There are many reasons why we have chosen SCons over other alternatives. For example:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:541
|
||||
#: ../../docs/about/faq.rst:531
|
||||
msgid "Godot can be compiled for a dozen different platforms: all PC platforms, all mobile platforms, many consoles, and WebAssembly."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:543
|
||||
#: ../../docs/about/faq.rst:533
|
||||
msgid "Developers often need to compile for several of the platforms **at the same time**, or even different targets of the same platform. They can't afford reconfiguring and rebuilding the project each time. SCons can do this with no sweat, without breaking the builds."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:547
|
||||
#: ../../docs/about/faq.rst:537
|
||||
msgid "SCons will *never* break a build no matter how many changes, configurations, additions, removals etc."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:549
|
||||
#: ../../docs/about/faq.rst:539
|
||||
msgid "Godot's build process is not simple. Several files are generated by code (binders), others are parsed (shaders), and others need to offer customization (:ref:`modules <doc_custom_modules_in_cpp>`). This requires complex logic which is easier to write in an actual programming language (like Python) rather than using a mostly macro-based language only meant for building."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:554
|
||||
#: ../../docs/about/faq.rst:544
|
||||
msgid "Godot's build process makes heavy use of cross-compiling tools. Each platform has a specific detection process, and all these must be handled as specific cases with special code written for each."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:558
|
||||
#: ../../docs/about/faq.rst:548
|
||||
msgid "Please try to keep an open mind and get at least a little familiar with SCons if you are planning to build Godot yourself."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:564
|
||||
#: ../../docs/about/faq.rst:554
|
||||
msgid "Why does Godot not use STL (Standard Template Library)?"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:566
|
||||
#: ../../docs/about/faq.rst:556
|
||||
msgid "Like many other libraries (Qt as an example), Godot does not make use of STL (with a few exceptions such as threading primitives). We believe STL is a great general-purpose library, but we had special requirements for Godot."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:570
|
||||
#: ../../docs/about/faq.rst:560
|
||||
msgid "STL templates create very large symbols, which results in huge debug binaries. We use few templates with very short names instead."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:572
|
||||
#: ../../docs/about/faq.rst:562
|
||||
msgid "Most of our containers cater to special needs, like Vector, which uses copy on write and we use to pass data around, or the RID system, which requires O(1) access time for performance. Likewise, our hash map implementations are designed to integrate seamlessly with internal engine types."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:576
|
||||
#: ../../docs/about/faq.rst:566
|
||||
msgid "Our containers have memory tracking built-in, which helps better track memory usage."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:577
|
||||
#: ../../docs/about/faq.rst:567
|
||||
msgid "For large arrays, we use pooled memory, which can be mapped to either a preallocated buffer or virtual memory."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:579
|
||||
#: ../../docs/about/faq.rst:569
|
||||
msgid "We use our custom String type, as the one provided by STL is too basic and lacks proper internationalization support."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:582
|
||||
#: ../../docs/about/faq.rst:572
|
||||
msgid "Check out :ref:`Godot's container types <doc_core_types>` for alternatives."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:585
|
||||
#: ../../docs/about/faq.rst:575
|
||||
msgid "Why does Godot not use exceptions?"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:587
|
||||
#: ../../docs/about/faq.rst:577
|
||||
msgid "We believe games should not crash, no matter what. If an unexpected situation happens, Godot will print an error (which can be traced even to script), but then it will try to recover as gracefully as possible and keep going."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:592
|
||||
#: ../../docs/about/faq.rst:582
|
||||
msgid "Additionally, exceptions significantly increase the binary size for the executable and result in increased compile times."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:596
|
||||
#: ../../docs/about/faq.rst:586
|
||||
msgid "Does Godot use an ECS (Entity Component System)?"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:598
|
||||
#: ../../docs/about/faq.rst:588
|
||||
msgid "Godot does **not** use an ECS and relies on inheritance instead. While there is no universally better approach, we found that using an inheritance-based approach resulted in better usability while still being fast enough for most use cases."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:602
|
||||
#: ../../docs/about/faq.rst:592
|
||||
msgid "That said, nothing prevents you from making use of composition in your project by creating child Nodes with individual scripts. These nodes can then be added and removed at runtime to dynamically add and remove behaviors."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:606
|
||||
#: ../../docs/about/faq.rst:596
|
||||
msgid "More information about Godot's design choices can be found in `this article <https://godotengine.org/article/why-isnt-godot-ecs-based-game-engine>`__."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:610
|
||||
#: ../../docs/about/faq.rst:600
|
||||
msgid "Why does Godot not force users to implement DOD (Data-Oriented Design)?"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:612
|
||||
#: ../../docs/about/faq.rst:602
|
||||
msgid "While Godot internally attempts to use cache coherency as much as possible, we believe users don't need to be forced to use DOD practices."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:615
|
||||
#: ../../docs/about/faq.rst:605
|
||||
msgid "DOD is mostly a cache coherency optimization that can only provide significant performance improvements when dealing with dozens of thousands of objects which are processed every frame with little modification. That is, if you are moving a few hundred sprites or enemies per frame, DOD won't result in a meaningful improvement in performance. In such a case, you should consider a different approach to optimization."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:622
|
||||
#: ../../docs/about/faq.rst:612
|
||||
msgid "The vast majority of games do not need this and Godot provides handy helpers to do the job for most cases when you do."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:625
|
||||
#: ../../docs/about/faq.rst:615
|
||||
msgid "If a game needs to process such a large amount of objects, our recommendation is to use C++ and GDExtensions for performance-heavy tasks and GDScript (or C#) for the rest of the game."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:630
|
||||
#: ../../docs/about/faq.rst:620
|
||||
msgid "How can I support Godot development or contribute?"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:632
|
||||
#: ../../docs/about/faq.rst:622
|
||||
msgid "See `How to contribute <https://contributing.godotengine.org/en/latest/organization/how_to_contribute.html>`__."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:635
|
||||
#: ../../docs/about/faq.rst:625
|
||||
msgid "Who is working on Godot? How can I contact you?"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/faq.rst:637
|
||||
#: ../../docs/about/faq.rst:627
|
||||
msgid "See the corresponding page on the `Godot website <https://godotengine.org/contact>`_."
|
||||
msgstr ""
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
@@ -96,373 +96,391 @@ msgid "**Support level**"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:87
|
||||
msgid "Godot 4.5 (`master`)"
|
||||
msgid "Godot 4.6 (`master`)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:87
|
||||
msgid "Q3 2025 (estimate)"
|
||||
msgid "Q1 2026 (estimate)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:87
|
||||
msgid "|unstable| *Development.* Receives new features, usability and performance improvements, as well as bug fixes, while under development."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:132
|
||||
#: ../../docs/about/release_policy.rst:133
|
||||
msgid "unstable"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:90
|
||||
msgid "Godot 4.4"
|
||||
msgid "Godot 4.5"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:90
|
||||
msgid "March 2025"
|
||||
msgid "September 2025"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:90
|
||||
#: ../../docs/about/release_policy.rst:93
|
||||
#: ../../docs/about/release_policy.rst:105
|
||||
#: ../../docs/about/release_policy.rst:106
|
||||
msgid "|supported| Receives fixes for bugs and security issues, as well as patches that enable platform support."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:129
|
||||
#: ../../docs/about/release_policy.rst:130
|
||||
msgid "supported"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:93
|
||||
msgid "Godot 4.3"
|
||||
msgid "Godot 4.4"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:93
|
||||
msgid "August 2024"
|
||||
msgid "March 2025"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:96
|
||||
msgid "Godot 4.2"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:96
|
||||
msgid "November 2023"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:96
|
||||
#: ../../docs/about/release_policy.rst:108
|
||||
#: ../../docs/about/release_policy.rst:93
|
||||
msgid "|partial| Receives fixes for security and platform support issues only."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:130
|
||||
#: ../../docs/about/release_policy.rst:131
|
||||
msgid "partial"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:98
|
||||
msgid "Godot 4.1"
|
||||
#: ../../docs/about/release_policy.rst:95
|
||||
msgid "Godot 4.3"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:98
|
||||
msgid "July 2023"
|
||||
#: ../../docs/about/release_policy.rst:95
|
||||
msgid "August 2024"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:98
|
||||
msgid "|eol| No longer supported (last update: 4.1.4)."
|
||||
#: ../../docs/about/release_policy.rst:95
|
||||
msgid "|eol| No longer supported (last update: 4.3)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:131
|
||||
#: ../../docs/about/release_policy.rst:132
|
||||
msgid "eol"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:100
|
||||
#: ../../docs/about/release_policy.rst:97
|
||||
msgid "Godot 4.2"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:97
|
||||
msgid "November 2023"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:97
|
||||
msgid "|eol| No longer supported (last update: 4.2.2)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:99
|
||||
msgid "Godot 4.1"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:99
|
||||
msgid "July 2023"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:99
|
||||
msgid "|eol| No longer supported (last update: 4.1.4)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:101
|
||||
msgid "Godot 4.0"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:100
|
||||
#: ../../docs/about/release_policy.rst:101
|
||||
msgid "March 2023"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:100
|
||||
#: ../../docs/about/release_policy.rst:101
|
||||
msgid "|eol| No longer supported (last update: 4.0.4)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:102
|
||||
#: ../../docs/about/release_policy.rst:103
|
||||
msgid "Godot 3.7 (`3.x`)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:102
|
||||
#: ../../docs/about/release_policy.rst:103
|
||||
msgid "No ETA for now"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:102
|
||||
#: ../../docs/about/release_policy.rst:103
|
||||
msgid "|supported| *Beta.* Receives new features, usability and performance improvements, as well as bug fixes, while under development."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:105
|
||||
#: ../../docs/about/release_policy.rst:106
|
||||
msgid "Godot 3.6"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:105
|
||||
#: ../../docs/about/release_policy.rst:106
|
||||
msgid "September 2024"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:108
|
||||
#: ../../docs/about/release_policy.rst:109
|
||||
msgid "Godot 3.5"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:108
|
||||
#: ../../docs/about/release_policy.rst:109
|
||||
msgid "August 2022"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:110
|
||||
#: ../../docs/about/release_policy.rst:109
|
||||
msgid "|eol| No longer supported (last update: 3.5.3)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:111
|
||||
msgid "Godot 3.4"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:110
|
||||
#: ../../docs/about/release_policy.rst:111
|
||||
msgid "November 2021"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:110
|
||||
#: ../../docs/about/release_policy.rst:111
|
||||
msgid "|eol| No longer supported (last update: 3.4.5)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:112
|
||||
#: ../../docs/about/release_policy.rst:113
|
||||
msgid "Godot 3.3"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:112
|
||||
#: ../../docs/about/release_policy.rst:113
|
||||
msgid "April 2021"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:112
|
||||
#: ../../docs/about/release_policy.rst:113
|
||||
msgid "|eol| No longer supported (last update: 3.3.4)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:114
|
||||
#: ../../docs/about/release_policy.rst:115
|
||||
msgid "Godot 3.2"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:114
|
||||
#: ../../docs/about/release_policy.rst:115
|
||||
msgid "January 2020"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:114
|
||||
#: ../../docs/about/release_policy.rst:115
|
||||
msgid "|eol| No longer supported (last update: 3.2.3)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:116
|
||||
#: ../../docs/about/release_policy.rst:117
|
||||
msgid "Godot 3.1"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:116
|
||||
#: ../../docs/about/release_policy.rst:117
|
||||
msgid "March 2019"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:116
|
||||
#: ../../docs/about/release_policy.rst:117
|
||||
msgid "|eol| No longer supported (last update: 3.1.2)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:118
|
||||
#: ../../docs/about/release_policy.rst:119
|
||||
msgid "Godot 3.0"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:118
|
||||
#: ../../docs/about/release_policy.rst:119
|
||||
msgid "January 2018"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:118
|
||||
#: ../../docs/about/release_policy.rst:119
|
||||
msgid "|eol| No longer supported (last update: 3.0.6)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:120
|
||||
#: ../../docs/about/release_policy.rst:121
|
||||
msgid "Godot 2.1"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:120
|
||||
#: ../../docs/about/release_policy.rst:121
|
||||
msgid "July 2016"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:120
|
||||
#: ../../docs/about/release_policy.rst:121
|
||||
msgid "|eol| No longer supported (last update: 2.1.6)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:122
|
||||
#: ../../docs/about/release_policy.rst:123
|
||||
msgid "Godot 2.0"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:122
|
||||
#: ../../docs/about/release_policy.rst:123
|
||||
msgid "February 2016"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:122
|
||||
#: ../../docs/about/release_policy.rst:123
|
||||
msgid "|eol| No longer supported (last update: 2.0.4.1)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:124
|
||||
#: ../../docs/about/release_policy.rst:125
|
||||
msgid "Godot 1.1"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:124
|
||||
#: ../../docs/about/release_policy.rst:125
|
||||
msgid "May 2015"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:124
|
||||
#: ../../docs/about/release_policy.rst:126
|
||||
#: ../../docs/about/release_policy.rst:125
|
||||
#: ../../docs/about/release_policy.rst:127
|
||||
msgid "|eol| No longer supported."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:126
|
||||
#: ../../docs/about/release_policy.rst:127
|
||||
msgid "Godot 1.0"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:126
|
||||
#: ../../docs/about/release_policy.rst:127
|
||||
msgid "December 2014"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:134
|
||||
#: ../../docs/about/release_policy.rst:135
|
||||
msgid "**Legend:** |supported| Full support – |partial| Partial support – |eol| No support (end of life) – |unstable| Development version"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:140
|
||||
#: ../../docs/about/release_policy.rst:141
|
||||
msgid "Pre-release Godot versions aren't intended to be used in production and are provided for testing purposes only."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:145
|
||||
#: ../../docs/about/release_policy.rst:146
|
||||
msgid "See :ref:`doc_upgrading_to_godot_4` for instructions on migrating a project from Godot 3.x to 4.x."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:151
|
||||
#: ../../docs/about/release_policy.rst:152
|
||||
msgid "Which version should I use for a new project?"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:153
|
||||
#: ../../docs/about/release_policy.rst:154
|
||||
msgid "We recommend using Godot 4.x for new projects, as the Godot 4.x series will be supported long after 3.x stops receiving updates in the future. One caveat is that a lot of third-party documentation hasn't been updated for Godot 4.x yet. If you have to follow a tutorial designed for Godot 3.x, we recommend keeping :ref:`doc_upgrading_to_godot_4` open in a separate tab to check which methods have been renamed (if you get a script error while trying to use a specific node or method that was renamed in Godot 4.x)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:161
|
||||
#: ../../docs/about/release_policy.rst:162
|
||||
msgid "If your project requires a feature that is missing in 4.x (such as GLES2/WebGL 1.0), you should use Godot 3.x for a new project instead."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:167
|
||||
#: ../../docs/about/release_policy.rst:168
|
||||
msgid "Should I upgrade my project to use new engine versions?"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:171
|
||||
#: ../../docs/about/release_policy.rst:172
|
||||
msgid "Upgrading software while working on a project is inherently risky, so consider whether it's a good idea for your project before attempting an upgrade. Also, make backups of your project or use version control to prevent losing data in case the upgrade goes wrong."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:176
|
||||
#: ../../docs/about/release_policy.rst:177
|
||||
msgid "That said, we do our best to keep minor and especially patch releases compatible with existing projects."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:179
|
||||
#: ../../docs/about/release_policy.rst:180
|
||||
msgid "The general recommendation is to upgrade your project to follow new *patch* releases, such as upgrading from 4.0.2 to 4.0.3. This ensures you get bug fixes, security updates and platform support updates (which is especially important for mobile platforms). You also get continued support, as only the last patch release receives support on official community platforms."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:185
|
||||
#: ../../docs/about/release_policy.rst:186
|
||||
msgid "For *minor* releases, you should determine whether it's a good idea to upgrade on a case-by-case basis. We've made a lot of effort in making the upgrade process as seamless as possible, but some breaking changes may be present in minor releases, along with a greater risk of regressions. Some fixes included in minor releases may also change a class' expected behavior as required to fix some bugs. This is especially the case in classes marked as *experimental* in the documentation."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:193
|
||||
#: ../../docs/about/release_policy.rst:194
|
||||
msgid "*Major* releases bring a lot of new functionality, but they also remove previously existing functionality and may raise hardware requirements. They also require much more work to upgrade to compared to minor releases. As a result, we recommend sticking with the major release you've started your project with if you are happy with how your project currently works. For example, if your project was started with 3.5, we recommend upgrading to 3.5.2 and possibly 3.6 in the future, but not to 4.0+, unless your project really needs the new features that come with 4.0+."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:205
|
||||
#: ../../docs/about/release_policy.rst:206
|
||||
msgid "When is the next release out?"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:209
|
||||
#: ../../docs/about/release_policy.rst:210
|
||||
msgid "While Godot contributors aren't working under any deadlines, we strive to publish minor releases relatively frequently."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:212
|
||||
#: ../../docs/about/release_policy.rst:213
|
||||
msgid "In particular, after the very long release cycle for 4.0, we are pivoting to a faster-paced development workflow, 4.1 released 4 months after 4.0, and 4.2 released 4 months after 4.1."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:216
|
||||
#: ../../docs/about/release_policy.rst:217
|
||||
msgid "Frequent minor releases will enable us to ship new features faster (possibly as experimental), get user feedback quickly, and iterate to improve those features and their usability. Likewise, the general user experience will be improved more steadily with a faster path to the end users."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:221
|
||||
#: ../../docs/about/release_policy.rst:222
|
||||
msgid "Maintenance (patch) releases are released as needed with potentially very short development cycles, to provide users of the current stable branch with the latest bug fixes for their production needs."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:225
|
||||
#: ../../docs/about/release_policy.rst:226
|
||||
msgid "There is currently no planned release date for the next 3.x minor version, 3.7. The current stable release, 3.6, may be the last stable branch of Godot 3.x. Godot 3.x is supported on a best-effort basis, as long as contributors continue to maintain it."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:231
|
||||
#: ../../docs/about/release_policy.rst:232
|
||||
msgid "What are the criteria for compatibility across engine versions?"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:235
|
||||
#: ../../docs/about/release_policy.rst:236
|
||||
msgid "This section is intended to be used by contributors to determine which changes are safe for a given release. The list is not exhaustive; it only outlines the most common situations encountered during Godot's development."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:239
|
||||
#: ../../docs/about/release_policy.rst:240
|
||||
msgid "The following changes are acceptable in patch releases:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:241
|
||||
#: ../../docs/about/release_policy.rst:242
|
||||
msgid "Fixing a bug in a way that has no major negative impact on most projects, such as a visual or physics bug. Godot's physics engine is not deterministic, so physics bug fixes are not considered to break compatibility. If fixing a bug has a negative impact that could impact a lot of projects, it should be made optional (e.g. using a project setting or separate method)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:246
|
||||
#: ../../docs/about/release_policy.rst:247
|
||||
msgid "Adding a new optional parameter to a method."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:247
|
||||
#: ../../docs/about/release_policy.rst:248
|
||||
msgid "Small-scale editor usability tweaks."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:249
|
||||
#: ../../docs/about/release_policy.rst:250
|
||||
msgid "Note that we tend to be more conservative with the fixes we allow in each subsequent patch release. For instance, 4.0.1 may receive more impactful fixes than 4.0.4 would."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:253
|
||||
#: ../../docs/about/release_policy.rst:254
|
||||
msgid "The following changes are acceptable in minor releases, but not patch releases:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:255
|
||||
#: ../../docs/about/release_policy.rst:256
|
||||
msgid "Significant new features."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:256
|
||||
#: ../../docs/about/release_policy.rst:257
|
||||
msgid "Renaming a method parameter. In C#, method parameters can be passed by name (but not in GDScript). As a result, this can break some projects that use C#."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:258
|
||||
#: ../../docs/about/release_policy.rst:259
|
||||
msgid "Deprecating a method, member variable, or class. This is done by adding a deprecated flag to its class reference, which will show up in the editor. When a method is marked as deprecated, it's slated to be removed in the next *major* release."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:262
|
||||
#: ../../docs/about/release_policy.rst:263
|
||||
msgid "Changes that affect the default project theme's visuals."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:263
|
||||
#: ../../docs/about/release_policy.rst:264
|
||||
msgid "Bug fixes which significantly change the behavior or the output, with the aim to meet user expectations better. In comparison, in patch releases, we may favor keeping a buggy behavior so we don't break existing projects which likely already rely on the bug or use a workaround."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:267
|
||||
#: ../../docs/about/release_policy.rst:268
|
||||
msgid "Performance optimizations that result in visual changes."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:269
|
||||
#: ../../docs/about/release_policy.rst:270
|
||||
msgid "The following changes are considered **compatibility-breaking** and can only be performed in a new major release:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:272
|
||||
#: ../../docs/about/release_policy.rst:273
|
||||
msgid "Renaming or removing a method, member variable, or class."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:273
|
||||
#: ../../docs/about/release_policy.rst:274
|
||||
msgid "Modifying a node's inheritance tree by making it inherit from a different class."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:274
|
||||
#: ../../docs/about/release_policy.rst:275
|
||||
msgid "Changing the default value of a project setting value in a way that affects existing projects. To only affect new projects, the project manager should write a modified ``project.godot`` instead."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:278
|
||||
#: ../../docs/about/release_policy.rst:279
|
||||
msgid "Since Godot 5.0 hasn't been branched off yet, we currently discourage making compatibility-breaking changes of this kind."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/release_policy.rst:283
|
||||
#: ../../docs/about/release_policy.rst:284
|
||||
msgid "When modifying a method's signature in any fashion (including adding an optional parameter), a GDExtension compatibility method must be created. This ensures that existing GDExtensions continue to work across patch and minor releases, so that users don't have to recompile them. See :ref:`doc_handling_compatibility_breakages` for more information."
|
||||
msgstr ""
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
@@ -430,7 +430,7 @@ msgstr ""
|
||||
|
||||
#: ../../docs/about/system_requirements.rst:268
|
||||
#: ../../docs/about/system_requirements.rst:274
|
||||
msgid "*Example (Metal): Apple A11 (iPhone 8/X)*"
|
||||
msgid "*Example (Metal): Apple A12 (iPhone XR/XS)*"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/about/system_requirements.rst:270
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
@@ -36,7 +36,7 @@ msgid "The Godot video tutorials by `GDQuest <https://www.youtube.com/channel/UC
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/community/tutorials.rst:18
|
||||
msgid "GDQuest's *Learn GDScript From Zero* is a free and open source interactive tutorial for absolute beginners to learn to program with Godot's GDScript language. It is available as a `desktop application <https://gdquest.itch.io/learn-godot-gdscript>`_ or `in the browser <https://gdquest.github.io/learn-gdscript>`_."
|
||||
msgid "GDQuest's *Learn GDScript From Zero* is a free and open source interactive tutorial for absolute beginners to learn to program with Godot's GDScript language. It is available as a `desktop application <https://gdquest.itch.io/learn-godot-gdscript>`__ or `in the browser <https://gdquest.github.io/learn-gdscript>`__."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/community/tutorials.rst:20
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
@@ -28,361 +28,438 @@ msgid "This reference will try to list them in order for their better understand
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:13
|
||||
msgid "Definitions"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:15
|
||||
msgid "Godot uses the standard C99 datatypes, such as ``uint8_t``, ``uint32_t``, ``int64_t``, etc. which are nowadays supported by every compiler. Reinventing the wheel for those is not fun, as it makes code more difficult to read."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:20
|
||||
msgid "In general, care is not taken to use the most efficient datatype for a given task unless using large structures or arrays. ``int`` is used through most of the code unless necessary. This is done because nowadays every device has at least a 32-bit bus and can do such operations in one cycle. It makes code more readable too."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:26
|
||||
msgid "For files or memory sizes, ``size_t`` is used, which is guaranteed to be 64-bit."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:29
|
||||
msgid "For Unicode characters, CharType instead of wchar_t is used, because many architectures have 4 bytes long wchar_t, where 2 bytes might be desired. However, by default, this has not been forced and CharType maps directly to wchar_t."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:34
|
||||
msgid "`core/typedefs.h <https://github.com/godotengine/godot/blob/master/core/typedefs.h>`__"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:37
|
||||
msgid "Memory model"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:39
|
||||
msgid "PC is a wonderful architecture. Computers often have gigabytes of RAM, terabytes of storage and gigahertz of CPU, and when an application needs more resources the OS will swap out the inactive ones. Other architectures (like mobile or consoles) are in general more limited."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:44
|
||||
msgid "The most common memory model is the heap, where an application will request a region of memory, and the underlying OS will try to fit it somewhere and return it. This often works best and is flexible, but over time and with abuse, this can lead to segmentation."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:49
|
||||
msgid "Segmentation slowly creates holes that are too small for most common allocations, so that memory is wasted. There is a lot of literature about heap and segmentation, so this topic will not be developed further here. Modern operating systems use paged memory, which helps mitigate the problem of segmentation but doesn't solve it."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:55
|
||||
msgid "However, in many studies and tests, it is shown that given enough memory, if the maximum allocation size is below a given threshold in proportion to the maximum heap size and proportion of memory intended to be unused, segmentation will not be a problem over time as it will remain constant. In other words, leave 10-20% of your memory free and perform all small allocations and you are fine."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:62
|
||||
msgid "Godot ensures that all objects that can be allocated dynamically are small (less than a few kB at most). But what happens if an allocation is too large (like an image or mesh geometry or large array)? In this case Godot has the option to use a dynamic memory pool. This memory needs to be locked to be accessed, and if an allocation runs out of memory, the pool will be rearranged and compacted on demand. Depending on the need of the game, the programmer can configure the dynamic memory pool size."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:71
|
||||
msgid "Allocating memory"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:73
|
||||
msgid "Godot has many tools for tracking memory usage in a game, especially during debug. Because of this, the regular C and C++ library calls should not be used. Instead, a few other ones are provided."
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:15
|
||||
msgid "Godot has many tricks for ensuring memory safety and tracking memory usage. Because of this, the regular C and C++ library calls should not be used. Instead, a few replacements are provided."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:77
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:19
|
||||
msgid "For C-style allocation, Godot provides a few macros:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:85
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:27
|
||||
msgid "These are equivalent to the usual ``malloc()``, ``realloc()``, and ``free()`` of the C standard library."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:88
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:30
|
||||
msgid "For C++-style allocation, special macros are provided:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:98
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:41
|
||||
msgid "These are equivalent to ``new``, ``delete``, ``new[]``, and ``delete[]`` respectively."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:101
|
||||
msgid "memnew/memdelete also use a little C++ magic and notify Objects right after they are created, and right before they are deleted."
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:44
|
||||
msgid "``memnew``/``memdelete`` also use a little C++ magic to automatically call post-init and pre-release functions. For example, this is used to notify Objects right after they are created, and right before they are deleted."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:104
|
||||
msgid "For dynamic memory, use one of Godot's sequence types such as ``Vector<>`` or ``LocalVector<>``. ``Vector<>`` behaves much like an STL ``std::vector<>``, but is simpler and uses Copy-On-Write (CoW) semantics. CoW copies of ``Vector<>`` can safely access the same data from different threads, but several threads cannot access the same ``Vector<>`` instance safely. It can be safely passed via public API if it has a ``Packed`` alias."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:111
|
||||
msgid "The ``Packed*Array`` :ref:`types <doc_gdscript_packed_arrays>` are aliases for specific ``Vector<*>`` types (e.g., ``PackedByteArray``, ``PackedInt32Array``) that are accessible via GDScript. Outside of core, prefer using the ``Packed*Array`` aliases for functions exposed to scripts, and ``Vector<>`` for other occasions."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:117
|
||||
msgid "``LocalVector<>`` is much more like ``std::vector`` than ``Vector<>``. It is non-CoW, with less overhead. It is intended for internal use where the benefits of CoW are not needed. Note that neither ``LocalVector<>`` nor ``Vector<>`` are drop-in replacements for each other. They are two unrelated types with similar interfaces, both using a buffer as their storage strategy."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:124
|
||||
msgid "``List<>`` is another Godot sequence type, using a doubly-linked list as its storage strategy. Prefer ``Vector<>`` (or ``LocalVector<>``) over ``List<>`` unless you're sure you need it, as cache locality and memory fragmentation tend to be more important with small collections."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:129
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:48
|
||||
msgid "`core/os/memory.h <https://github.com/godotengine/godot/blob/master/core/os/memory.h>`__"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:132
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:51
|
||||
msgid "Containers"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:134
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:53
|
||||
msgid "Godot provides its own set of containers, which means STL containers like ``std::string`` and ``std::vector`` are generally not used in the codebase. See :ref:`doc_faq_why_not_stl` for more information."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:137
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:56
|
||||
msgid "A 📜 icon denotes the type is part of :ref:`Variant <doc_variant_class>`. This means it can be used as a parameter or return value of a method exposed to the scripting API."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:142
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:61
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:185
|
||||
msgid "Godot datatype"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:142
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:61
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:185
|
||||
msgid "Closest C++ STL datatype"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:142
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:61
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:185
|
||||
msgid "Comment"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:144
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:63
|
||||
msgid "|string| 📜"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:144
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:157
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:63
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:76
|
||||
msgid "``std::string``"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:144
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:63
|
||||
msgid "**Use this as the \"default\" string type.** ``String`` uses UTF-32 encoding to simplify processing thanks to its fixed character size."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:147
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:66
|
||||
msgid "|vector|"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:147
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:160
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:164
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:168
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:171
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:66
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:79
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:83
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:87
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:90
|
||||
msgid "``std::vector``"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:147
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:66
|
||||
msgid "**Use this as the \"default\" vector type.** Uses copy-on-write (COW) semantics. This means it's generally slower but can be copied around almost for free. Use ``LocalVector`` instead where COW isn't needed and performance matters."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:151
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:70
|
||||
msgid "|hash_set|"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:151
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:70
|
||||
msgid "``std::unordered_set``"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:151
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:70
|
||||
msgid "**Use this as the \"default\" set type.**"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:153
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:72
|
||||
msgid "|a_hash_map|"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:153
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:195
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:204
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:208
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:72
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:114
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:123
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:127
|
||||
msgid "``std::unordered_map``"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:153
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:72
|
||||
msgid "**Use this as the \"default\" map type.** Does not preserve insertion order. Note that pointers into the map, as well as iterators, are not stable under mutations. If either of these affordances are needed, use ``HashMap`` instead."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:157
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:76
|
||||
msgid "|string_name| 📜"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:157
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:76
|
||||
msgid "Uses string interning for fast comparisons. Use this for static strings that are referenced frequently and used in multiple locations in the engine."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:160
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:79
|
||||
msgid "|local_vector|"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:160
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:79
|
||||
msgid "Closer to ``std::vector`` in semantics, doesn't use copy-on-write (COW) thus it's faster than ``Vector``. Prefer it over ``Vector`` when copying it cheaply is not needed."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:164
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:83
|
||||
msgid "|array| 📜"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:164
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:83
|
||||
msgid "Values can be of any Variant type. No static typing is imposed. Uses shared reference counting, similar to ``std::shared_ptr``. Uses Vector<Variant> internally."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:168
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:87
|
||||
msgid "|typed_array| 📜"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:168
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:87
|
||||
msgid "Subclass of ``Array`` but with static typing for its elements. Not to be confused with ``Packed*Array``, which is internally a ``Vector``."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:171
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:90
|
||||
msgid "|packed_array| 📜"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:171
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:90
|
||||
msgid "Alias of ``Vector``, e.g. ``PackedColorArray = Vector<Color>``. Only a limited list of packed array types are available (use ``TypedArray`` otherwise)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:175
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:94
|
||||
msgid "|list|"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:175
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:94
|
||||
msgid "``std::list``"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:175
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:94
|
||||
msgid "Linked list type. Generally slower than other array/vector types. Prefer using other types in new code, unless using ``List`` avoids the need for type conversions."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:178
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:97
|
||||
msgid "|fixed_vector|"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:178
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:97
|
||||
msgid "``std::array``"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:178
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:97
|
||||
msgid "Vector with a fixed capacity (more similar to ``boost::container::static_vector``). This container type is more efficient than other vector-like types because it makes no heap allocations."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:182
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:101
|
||||
msgid "|span|"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:182
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:101
|
||||
msgid "``std::span``"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:182
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:101
|
||||
msgid "Represents read-only access to a contiguous array without needing to copy any data. Note that ``Span`` is designed to be a high performance API: It does not perform parameter correctness checks in the same way you might be used to with other Godot containers. Use with care. `Span` can be constructed from most array-like containers (e.g. ``vector.span()``)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:188
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:107
|
||||
msgid "|rb_set|"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:188
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:107
|
||||
msgid "``std::set``"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:188
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:107
|
||||
msgid "Uses a `red-black tree <https://en.wikipedia.org/wiki/Red-black_tree>`__ for faster access."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:191
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:110
|
||||
msgid "|v_set|"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:191
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:110
|
||||
msgid "``std::flat_set``"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:191
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:110
|
||||
msgid "Uses copy-on-write (COW) semantics. This means it's generally slower but can be copied around almost for free. The performance benefits of ``VSet`` aren't established, so prefer using other types."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:195
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:114
|
||||
msgid "|hash_map|"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:195
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:114
|
||||
msgid "Defensive (robust but slow) map type. Preserves insertion order. Pointers to keys and values, as well as iterators, are stable under mutation. Use this map type when either of these affordances are needed. Use ``AHashMap`` otherwise."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:200
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:119
|
||||
msgid "|rb_map|"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:200
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:119
|
||||
msgid "``std::map``"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:200
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:119
|
||||
msgid "Map type that uses a `red-black tree <https://en.wikipedia.org/wiki/Red-black-tree>`__ to find keys. The performance benefits of ``RBMap`` aren't established, so prefer using other types."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:204
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:123
|
||||
msgid "|dictionary| 📜"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:204
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:123
|
||||
msgid "Keys and values can be of any Variant type. No static typing is imposed. Uses shared reference counting, similar to ``std::shared_ptr``. Preserves insertion order. Uses ``HashMap<Variant>`` internally."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:208
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:127
|
||||
msgid "|typed_dictionary| 📜"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:208
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:127
|
||||
msgid "Subclass of ``Dictionary`` but with static typing for its keys and values."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:210
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:129
|
||||
msgid "|pair|"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:210
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:129
|
||||
msgid "``std::pair``"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:210
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:129
|
||||
msgid "Stores a single pair. See also ``KeyValue`` in the same file, which uses read-only keys."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:235
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:154
|
||||
msgid "Relocation safety"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:156
|
||||
msgid "Godot's containers assume their elements are `trivially relocatable <https://open-std.org/JTC1/SC22/WG21/docs/papers/2020/p1144r5.html>`__."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:158
|
||||
msgid "This means that, if you store data types in it that have pointers to themselves, or are otherwise `not trivially relocatable <https://open-std.org/JTC1/SC22/WG21/docs/papers/2020/p1144r5.html#non-trivial-samples>`__, Godot might crash. Note that storing **pointers to** objects that are not trivially relocatable, such as some Object subclasses, is unproblematic and supported."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:163
|
||||
msgid "The reason to assume trivial relocatability is that it allows us to make use of important optimization techniques, such as relocation by ``memcpy`` or ``realloc``."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:166
|
||||
msgid "`GH-100509 <https://github.com/godotengine/godot/issues/100509>`__ tracks this decision."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:171
|
||||
msgid "Multithreading / Concurrency"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:175
|
||||
msgid "You can find more information on multithreading strategies at :ref:`doc_using_multiple_threads`."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:177
|
||||
msgid "None of Godot's containers are thread-safe. When you expect multiple threads to access them, you must use multithread protections."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:180
|
||||
msgid "Note that some of the types listed here are also available through the bindings, but the binding types are wrapped with :ref:`class_RefCounted` (found in the ``CoreBind::`` namespace). Prefer the primitives listed here when possible, for efficiency reasons."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:187
|
||||
msgid "|mutex|"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:187
|
||||
msgid "``std::recursive_mutex``"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:187
|
||||
msgid "Recursive mutex type. Use ``MutexLock lock(mutex)`` to lock it."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:189
|
||||
msgid "|binary_mutex|"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:189
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:194
|
||||
msgid "``std::mutex``"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:189
|
||||
msgid "Non-recursive mutex type. Use ``MutexLock lock(mutex)`` to lock it."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:191
|
||||
msgid "|rw_lock|"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:191
|
||||
msgid "``std::shared_timed_mutex``"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:191
|
||||
msgid "Read-write aware mutex type. Use ``RWLockRead lock(mutex)`` or ``RWLockWrite lock(mutex)`` to lock it."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:194
|
||||
msgid "|safe_binary_mutex|"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:194
|
||||
msgid "Recursive mutex type that can be used with ``ConditionVariable``. Use ``MutexLock lock(mutex)`` to lock it."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:197
|
||||
msgid "|condition_variable|"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:197
|
||||
msgid "``std::condition_variable``"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:197
|
||||
msgid "Condition variable type, used with ``SafeBinaryMutex``."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:199
|
||||
msgid "|semaphore|"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:199
|
||||
msgid "``std::counting_semaphore``"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:199
|
||||
msgid "Counting semaphore type."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:201
|
||||
msgid "|safe_numeric|"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:201
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:205
|
||||
msgid "``std::atomic``"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:201
|
||||
msgid "Templated atomic type, designed for numbers."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:203
|
||||
msgid "|safe_flag|"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:203
|
||||
msgid "``std::atomic_bool``"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:203
|
||||
msgid "Bool atomic type."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:205
|
||||
msgid "|safe_ref_count|"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:205
|
||||
msgid "Atomic type designed for reference counting. Will refuse to increment the reference count if it is 0."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:220
|
||||
msgid "Math types"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:237
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:222
|
||||
msgid "There are several linear math types available in the ``core/math`` directory:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:240
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:225
|
||||
msgid "`core/math <https://github.com/godotengine/godot/tree/master/core/math>`__"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:243
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:228
|
||||
msgid "NodePath"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:245
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:230
|
||||
msgid "This is a special datatype used for storing paths in a scene tree and referencing them in an optimized manner:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:248
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:233
|
||||
msgid "`core/string/node_path.h <https://github.com/godotengine/godot/blob/master/core/string/node_path.h>`__"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:251
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:236
|
||||
msgid "RID"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:253
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:238
|
||||
msgid "RIDs are *Resource IDs*. Servers use these to reference data stored in them. RIDs are opaque, meaning that the data they reference can't be accessed directly. RIDs are unique, even for different types of referenced data:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:258
|
||||
#: ../../docs/engine_details/architecture/core_types.rst:243
|
||||
msgid "`core/templates/rid.h <https://github.com/godotengine/godot/blob/master/core/templates/rid.h>`__"
|
||||
msgstr ""
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
@@ -15,11 +15,11 @@ msgstr ""
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
#: ../../docs/engine_details/architecture/index.rst:4
|
||||
#: ../../docs/engine_details/architecture/index.rst:6
|
||||
msgid "Engine architecture"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/index.rst:6
|
||||
#: ../../docs/engine_details/architecture/index.rst:8
|
||||
msgid "The following pages are meant to introduce the global organization of Godot Engine's source code, and give useful tips for extending and fixing the engine on the C++ side."
|
||||
msgstr ""
|
||||
|
||||
@@ -27,7 +27,7 @@ msgstr ""
|
||||
msgid "Getting started with Godot's source code"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/index.rst:12
|
||||
#: ../../docs/engine_details/architecture/index.rst:14
|
||||
msgid "This section covers the basics that you will encounter in (almost) every source file."
|
||||
msgstr ""
|
||||
|
||||
@@ -35,6 +35,6 @@ msgstr ""
|
||||
msgid "Extending Godot by modifying its source code"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/index.rst:31
|
||||
#: ../../docs/engine_details/architecture/index.rst:33
|
||||
msgid "This section covers what you can do by modifying Godot's C++ source code."
|
||||
msgstr ""
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
@@ -28,184 +28,176 @@ msgid "General definition"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:14
|
||||
msgid ":ref:`Object <class_object>` is the base class for almost everything. Most classes in Godot inherit directly or indirectly from it. Objects provide reflection and editable properties, and declaring them is a matter of using a single macro like this:"
|
||||
msgid ":ref:`Object <class_object>` is the base class for almost everything. Most classes in Godot inherit directly or indirectly from it. Declaring them is a matter of using a single macro like this:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:26
|
||||
msgid "This adds a lot of functionality to Objects. For example:"
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:24
|
||||
msgid "Objects come with a lot of built-in functionality, like reflection and editable properties:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:36
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:98
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:270
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:286
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:307
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:326
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:34
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:112
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:324
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:362
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:383
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:402
|
||||
msgid "References:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:38
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:36
|
||||
msgid "`core/object/object.h <https://github.com/godotengine/godot/blob/master/core/object/object.h>`__"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:41
|
||||
msgid "Registering an Object"
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:39
|
||||
msgid "Registering Object classes"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:43
|
||||
msgid "ClassDB is a static class that holds the entire list of registered classes that inherit from Object, as well as dynamic bindings to all their methods properties and integer constants."
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:41
|
||||
msgid "Most ``Object`` subclasses are registered by calling ``GDREGISTER_CLASS``."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:47
|
||||
msgid "Classes are registered by calling:"
|
||||
msgid "This will register it as a named, public class in the ``ClassDB``, which will allow the class to be instantiated by scripts, code, or by deserialization. Note that classes registered as ``GDREGISTER_CLASS`` should expect to be instantiated or freed automatically, for example by the editor or the documentation system."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:53
|
||||
msgid "Registering it will allow the class to be instanced by scripts, code, or creating them again when deserializing."
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:51
|
||||
msgid "Besides ``GDREGISTER_CLASS``, there are a few other modes of privateness:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:56
|
||||
msgid "Registering as virtual is the same but it can't be instanced."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:62
|
||||
msgid "Object-derived classes can override the static function ``static void _bind_methods()``. When one class is registered, this static function is called to register all the object methods, properties, constants, etc. It's only called once. If an Object derived class is instanced but has not been registered, it will be registered as virtual automatically."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:69
|
||||
msgid "Inside ``_bind_methods``, there are a couple of things that can be done. Registering functions is one:"
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:71
|
||||
msgid "It is also possible to use ``GDSOFTCLASS(MyCustomClass, SuperClass)`` instead of ``GDCLASS(MyCustomClass, SuperClass)``. Classes defined this way are not registered in the ``ClassDB`` at all. This is sometimes used for platform-specific subclasses."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:76
|
||||
msgid "Registering bindings"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:78
|
||||
msgid "Object-derived classes can override the static function ``static void _bind_methods()``. When the class is registered, this static function is called to register all the object methods, properties, constants, etc. It's only called once."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:83
|
||||
msgid "Inside ``_bind_methods``, there are a couple of things that can be done. Registering functions is one:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:90
|
||||
msgid "Default values for arguments can be passed as parameters at the end:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:82
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:96
|
||||
msgid "Default values must be provided in the same order as they are declared, skipping required arguments and then providing default values for the optional ones. This matches the syntax for declaring methods in C++."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:86
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:100
|
||||
msgid "``D_METHOD`` is a macro that converts \"methodname\" to a StringName for more efficiency. Argument names are used for introspection, but when compiling on release, the macro ignores them, so the strings are unused and optimized away."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:91
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:105
|
||||
msgid "Check ``_bind_methods`` of Control or Object for more examples."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:93
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:107
|
||||
msgid "If just adding modules and functionality that is not expected to be documented as thoroughly, the ``D_METHOD()`` macro can safely be ignored and a string passing the name can be passed for brevity."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:100
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:114
|
||||
msgid "`core/object/class_db.h <https://github.com/godotengine/godot/blob/master/core/object/class_db.h>`__"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:103
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:117
|
||||
msgid "Constants"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:105
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:119
|
||||
msgid "Classes often have enums such as:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:114
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:128
|
||||
msgid "For these to work when binding to methods, the enum must be declared convertible to int. A macro is provided to help with this:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:121
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:135
|
||||
msgid "The constants can also be bound inside ``_bind_methods``, by using:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:129
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:143
|
||||
msgid "Properties (set/get)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:131
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:145
|
||||
msgid "Objects export properties, properties are useful for the following:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:133
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:147
|
||||
msgid "Serializing and deserializing the object."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:134
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:148
|
||||
msgid "Creating a list of editable values for the Object derived class."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:136
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:150
|
||||
msgid "Properties are usually defined by the PropertyInfo() class and constructed as:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:143
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:157
|
||||
msgid "For example:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:149
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:163
|
||||
msgid "This is an integer property named \"amount\". The hint is a range, and the range goes from 0 to 49 in steps of 1 (integers). It is only usable for the editor (editing the value visually) but won't be serialized."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:153
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:167
|
||||
msgid "Another example:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:159
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:173
|
||||
msgid "This is a string property, can take any string but the editor will only allow the defined hint ones. Since no usage flags were specified, the default ones are PROPERTY_USAGE_STORAGE and PROPERTY_USAGE_EDITOR."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:163
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:177
|
||||
msgid "There are plenty of hints and usage flags available in object.h, give them a check."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:166
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:180
|
||||
msgid "Properties can also work like C# properties and be accessed from script using indexing, but this usage is generally discouraged, as using functions is preferred for legibility. Many properties are also bound with categories, such as \"animation/frame\" which also make indexing impossible unless using operator []."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:172
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:186
|
||||
msgid "From ``_bind_methods()``, properties can be created and bound as long as set/get functions exist. Example:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:179
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:193
|
||||
msgid "This creates the property using the setter and the getter."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:184
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:198
|
||||
msgid "Binding properties using ``_set``/``_get``/``_get_property_list``"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:186
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:200
|
||||
msgid "An additional method of creating properties exists when more flexibility is desired (i.e. adding or removing properties on context)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:189
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:203
|
||||
msgid "The following functions can be overridden in an Object derived class, they are NOT virtual, DO NOT make them virtual, they are called for every override and the previous ones are not invalidated (multilevel call)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:201
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:215
|
||||
msgid "This is also a little less efficient since ``p_property`` must be compared against the desired names in serial order."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:205
|
||||
msgid "Dynamic casting"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:207
|
||||
msgid "Godot provides dynamic casting between Object-derived classes, for example:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:217
|
||||
msgid "If cast fails, NULL is returned. This system uses RTTI, but it also works fine (although a bit slower) when RTTI is disabled. This is useful on platforms where a small binary size is ideal, such as HTML5 or consoles (with low memory footprint)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:223
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:220
|
||||
msgid "Signals"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:225
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:222
|
||||
msgid "Objects can have a set of signals defined (similar to Delegates in other languages). This example shows how to connect to them:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:234
|
||||
msgid "The method ``_node_entered_tree`` must be registered to the class using ``ClassDB::bind_method`` (explained before)."
|
||||
msgid "``callable_mp`` is a macro to create a custom callable function pointer to member functions. For the values of ``p_flags``, see :ref:`ConnectFlags <enum_Object_ConnectFlags>`."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:237
|
||||
@@ -213,77 +205,141 @@ msgid "Adding signals to a class is done in ``_bind_methods``, using the ``ADD_S
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:245
|
||||
msgid "Notifications"
|
||||
msgid "Object ownership and casting"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:247
|
||||
msgid "All objects in Godot have a :ref:`_notification <class_Object_private_method__notification>` method that allows it to respond to engine level callbacks that may relate to it. More information can be found on the :ref:`doc_godot_notifications` page."
|
||||
msgid "Objects are allocated on the heap. There are two different ownership models:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:249
|
||||
msgid "Objects derived from ``RefCounted`` are reference counted."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:250
|
||||
msgid "All other objects are manually memory managed."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:252
|
||||
msgid "References"
|
||||
msgid "The ownership models are fundamentally different. Refer to the section for each respectively to learn how to create, store, and free the object."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:254
|
||||
msgid ":ref:`RefCounted <class_RefCounted>` inherits from Object and holds a reference count. It is the base for reference counted object types. Declaring them must be done using Ref<> template. For example:"
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:255
|
||||
msgid "When you do not know whether an object passed to you (via ``Object *``) is ``RefCounted``, and you need to store it, you should store its ``ObjectID`` rather than a pointer (as explained below, in the manual memory management section)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:266
|
||||
msgid "``myref`` is reference counted. It will be freed when no more Ref<> templates point to it."
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:258
|
||||
msgid "When an object is passed to you via :ref:`Variant<class_Variant>`, especially when using deferred callbacks, it is possible that the contained ``Object *`` was already freed by the time your function runs. Instead of converting directly to ``Object *``, you should use ``get_validated_object``:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:270
|
||||
msgid "Manual memory management"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:272
|
||||
msgid "`core/object/reference.h <https://github.com/godotengine/godot/blob/master/core/object/ref_counted.h>`__"
|
||||
msgid "Manually memory managed objects are created using ``memnew`` and freed using ``memdelete``:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:275
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:281
|
||||
msgid "When you are not the sole owner of an object, storing a pointer to it is dangerous: The object may at any point be freed through other references to it, causing your pointer to become a dangling pointer, which will eventually result in a crash."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:285
|
||||
msgid "When storing objects you are not the only owner of, you should store its ``ObjectID`` rather than a pointer:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:296
|
||||
msgid "``RefCounted`` memory management"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:298
|
||||
msgid ":ref:`RefCounted <class_RefCounted>` subclasses are memory managed with `reference counting semantics <https://en.wikipedia.org/wiki/Reference_counting>`__."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:301
|
||||
msgid "They are constructed using ``memnew``, and should be stored in ``Ref`` instances. When the last ``Ref`` instance is dropped, the object automatically self-destructs."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:317
|
||||
msgid "You should never call ``memdelete`` for ``RefCounted`` subclasses, because there may be other owners of it."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:319
|
||||
msgid "You should also never store ``RefCounted`` subclasses using raw pointers, for example ``RefCounted *object = memnew(RefCounted)``. This is unsafe because other owners may destruct the object, leaving you with a dangling pointer, which will eventually result in a crash."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:326
|
||||
msgid "`core/object/ref_counted.h <https://github.com/godotengine/godot/blob/master/core/object/ref_counted.h>`__"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:329
|
||||
msgid "Dynamic casting"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:331
|
||||
msgid "Godot provides dynamic casting between Object-derived classes, for example:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:339
|
||||
msgid "If the cast fails, ``nullptr`` is returned. This works the same as ``dynamic_cast``, but does not use `C++ RTTI <https://en.wikipedia.org/wiki/Run-time_type_information>`__."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:343
|
||||
msgid "Notifications"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:345
|
||||
msgid "All objects in Godot have a :ref:`_notification <class_Object_private_method__notification>` method that allows them to respond to engine-level callbacks that may relate to it. More information can be found on the :ref:`doc_godot_notifications` page."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:351
|
||||
msgid "Resources"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:277
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:353
|
||||
msgid ":ref:`Resource <class_resource>` inherits from RefCounted, so all resources are reference counted. Resources can optionally contain a path, which reference a file on disk. This can be set with ``resource.set_path(path)``, though this is normally done by the resource loader. No two different resources can have the same path; attempting to do so will result in an error."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:283
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:359
|
||||
msgid "Resources without a path are fine too."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:288
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:364
|
||||
msgid "`core/io/resource.h <https://github.com/godotengine/godot/blob/master/core/io/resource.h>`__"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:291
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:367
|
||||
msgid "Resource loading"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:293
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:369
|
||||
msgid "Resources can be loaded with the ResourceLoader API, like this:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:299
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:375
|
||||
msgid "If a reference to that resource has been loaded previously and is in memory, the resource loader will return that reference. This means that there can be only one resource loaded from a file referenced on disk at the same time."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:304
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:380
|
||||
msgid "resourceinteractiveloader (TODO)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:309
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:385
|
||||
msgid "`core/io/resource_loader.h <https://github.com/godotengine/godot/blob/master/core/io/resource_loader.h>`__"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:312
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:388
|
||||
msgid "Resource saving"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:314
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:390
|
||||
msgid "Saving a resource can be done with the resource saver API:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:320
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:396
|
||||
msgid "The instance will be saved, and sub resources that have a path to a file will be saved as a reference to that resource. Sub resources without a path will be bundled with the saved resource and assigned sub-IDs, like ``res://someresource.res::1``. This also helps to cache them when loaded."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:328
|
||||
#: ../../docs/engine_details/architecture/object_class.rst:404
|
||||
msgid "`core/io/resource_saver.h <https://github.com/godotengine/godot/blob/master/core/io/resource_saver.h>`__"
|
||||
msgstr ""
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
@@ -286,7 +286,7 @@ msgid "Both :ref:`class_array` and :ref:`class_dictionary` are implemented using
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/variant_class.rst:146
|
||||
msgid "Modifications to a container will modify all references to it. A Mutex should be created to lock it if :ref:`multi-threaded access <doc_using_multiple_threads>` is desired."
|
||||
msgid "Modifications to a container will modify all references to it. A :ref:`Mutex <doc_core_concurrency_types>` should be created to lock it if :ref:`multi-threaded access <doc_using_multiple_threads>` is desired."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/architecture/variant_class.rst:153
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
@@ -52,302 +52,293 @@ msgid "`SCons 4.0+ <https://scons.org/pages/download.html>`_ build system."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:31
|
||||
msgid "`Android SDK <https://developer.android.com/studio/#command-tools>`_ (command-line tools are sufficient)."
|
||||
msgid "Android SDK"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:33
|
||||
msgid "To install the Android SDK, follow the steps here <https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_android.html>_."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:34
|
||||
msgid "Required SDK components will be automatically installed."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:35
|
||||
msgid "On Linux, **do not use an Android SDK provided by your distribution's repositories** as it will often be outdated."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:36
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:35
|
||||
msgid "On macOS, **do not use an Android SDK provided by Homebrew** as it will not be installed in a unified location."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:38
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:37
|
||||
msgid "Gradle (will be downloaded and installed automatically if missing)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:39
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:38
|
||||
msgid "JDK 17 (either OpenJDK or Oracle JDK)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:41
|
||||
msgid "You can download a build from `Adoptium <https://adoptium.net/temurin/releases/?variant=openjdk17>`_."
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:40
|
||||
msgid "You can download a build from `Adoptium <https://adoptium.net/temurin/releases?variant=openjdk17&version=17&os=any&arch=any>`_."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:43
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:42
|
||||
msgid "To get the Godot source code for compiling, see :ref:`doc_getting_source`."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:46
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:45
|
||||
msgid "For a general overview of SCons usage for Godot, see :ref:`doc_introduction_to_the_buildsystem`."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:52
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:51
|
||||
msgid "Setting up the buildsystem"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:54
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:53
|
||||
msgid "Set the environment variable ``ANDROID_HOME`` to point to the Android SDK. If you downloaded the Android command-line tools, this would be the folder where you extracted the contents of the ZIP archive."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:58
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:57
|
||||
msgid "Windows: Press :kbd:`Windows + R`, type \"control system\", then click on **Advanced system settings** in the left pane, then click on **Environment variables** on the window that appears."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:62
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:61
|
||||
msgid "Linux or macOS: Add the text ``export ANDROID_HOME=\"/path/to/android-sdk\"`` to your ``.bashrc`` or ``.zshrc`` where ``/path/to/android-sdk`` points to the root of the SDK directories."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:66
|
||||
msgid "Install the necessary SDK components in this folder:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:68
|
||||
msgid "Accept the SDK component licenses by running the following command where ``android_sdk_path`` is the path to the Android SDK, then answering all the prompts with ``y``:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:75
|
||||
msgid "Complete setup by running the following command where ``android_sdk_path`` is the path to the Android SDK."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:81
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:65
|
||||
msgid "After setting up the SDK and environment variables, be sure to **restart your terminal** to apply the changes. If you are using an IDE with an integrated terminal, you need to restart the IDE."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:85
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:69
|
||||
msgid "Run ``scons platform=android``. If this fails, go back and check the steps. If you completed the setup correctly, the NDK will begin downloading. If you are trying to compile GDExtension, you need to first compile the engine to download the NDK, then you can compile GDExtension."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:91
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:75
|
||||
msgid "Building the export templates"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:93
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:77
|
||||
msgid "Godot needs three export templates for Android: the optimized \"release\" template (``android_release.apk``), the debug template (``android_debug.apk``), and the Gradle build template (``android_source.zip``). As Google requires all APKs to include ARMv8 (64-bit) libraries since August 2019, the commands below build templates containing both ARMv7 and ARMv8 libraries."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:99
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:83
|
||||
msgid "Compiling the standard export templates is done by calling SCons from the Godot root directory with the following arguments:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:102
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:86
|
||||
msgid "Release template (used when exporting with **Debugging Enabled** unchecked)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:109
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:93
|
||||
msgid "Debug template (used when exporting with **Debugging Enabled** checked)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:116
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:100
|
||||
msgid "(**Optional**) Dev template (used when troubleshooting)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:123
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:107
|
||||
msgid "The resulting templates will be located under the ``bin`` directory:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:125
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:109
|
||||
msgid "``bin/android_release.apk`` for the release template"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:126
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:110
|
||||
msgid "``bin/android_debug.apk`` for the debug template"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:127
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:111
|
||||
msgid "``bin/android_dev.apk`` for the dev template"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:128
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:112
|
||||
msgid "``bin/android_source.zip`` for the Gradle build template"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:132
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:116
|
||||
msgid "If you are changing the list of architectures you're building, remember to add ``generate_android_binaries=yes`` to the *last* architecture you're building, so that the template files are generated after the build."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:134
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:118
|
||||
msgid "To include debug symbols in the generated templates, add the ``debug_symbols=yes`` parameters to the SCons command."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:136
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:233
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:120
|
||||
msgid "Note that you can include ``separate_debug_symbols=yes`` to generate the debug symbols in a separate ``*-native-debug-symbols.zip`` file."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:140
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:124
|
||||
msgid "If you want to enable Vulkan validation layers, see :ref:`Vulkan validation layers on Android <doc_vulkan_validation_layers_android>`."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:144
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:128
|
||||
msgid "Adding support for x86 devices"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:146
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:130
|
||||
msgid "If you also want to include support for x86 and x86_64 devices, run the SCons command a third and fourth time with the ``arch=x86_32``, and ``arch=x86_64`` arguments before building the APK with Gradle. For example, for the release template:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:158
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:142
|
||||
msgid "This will create template binaries that works on all platforms. The final binary size of exported projects will depend on the platforms you choose to support when exporting; in other words, unused platforms will be removed from the binary."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:164
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:148
|
||||
msgid "Cleaning the generated export templates"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:166
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:150
|
||||
msgid "You can use the following commands to remove the generated export templates:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:178
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:162
|
||||
msgid "Using the export templates"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:180
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:164
|
||||
msgid "Godot needs release and debug binaries that were compiled against the same version/commit as the editor. If you are using official binaries for the editor, make sure to install the matching export templates, or build your own from the same version."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:185
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:169
|
||||
msgid "When exporting your game, Godot uses the templates as a base, and updates their content as needed."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:188
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:172
|
||||
msgid "Installing the templates"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:190
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:174
|
||||
msgid "The newly-compiled templates (``android_debug.apk`` , ``android_release.apk``, and ``android_source.zip``) must be copied to Godot's templates folder with their respective names. The templates folder can be located in:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:194
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:178
|
||||
msgid "Windows: ``%APPDATA%\\Godot\\export_templates\\<version>\\``"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:195
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:179
|
||||
msgid "Linux: ``$HOME/.local/share/godot/export_templates/<version>/``"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:196
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:180
|
||||
msgid "macOS: ``$HOME/Library/Application Support/Godot/export_templates/<version>/``"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:198
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:182
|
||||
msgid "``<version>`` is of the form ``major.minor[.patch].status`` using values from ``version.py`` in your Godot source repository (e.g. ``4.1.3.stable`` or ``4.2.dev``). You also need to write this same version string to a ``version.txt`` file located next to your export templates."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:205
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:189
|
||||
msgid "However, if you are writing your custom modules or custom C++ code, you might instead want to configure your template binaries as custom export templates in the project export menu. You must have **Advanced Options** enabled to set this."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:211
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:195
|
||||
msgid "You don't even need to copy them, you can just reference the resulting file in the ``bin\\`` directory of your Godot source folder, so that the next time you build you will automatically have the custom templates referenced."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:217
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:201
|
||||
msgid "Building the Godot editor"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:219
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:203
|
||||
msgid "Compiling the editor is done by calling SCons from the Godot root directory with the following arguments:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:229
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:213
|
||||
msgid "You can add the ``dev_build=yes`` parameter to generate a dev build of the Godot editor."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:231
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:215
|
||||
msgid "You can add the ``debug_symbols=yes`` parameters to include the debug symbols in the generated build."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:235
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:217
|
||||
msgid "Note that you can include ``separate_debug_symbols=yes`` to the *last* architecture you're building, to generate the debug symbols in a separate ``*-native-debug-symbols.zip`` file."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:219
|
||||
msgid "You can skip certain architectures depending on your target device to speed up compilation."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:237
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:221
|
||||
msgid "Remember to add ``generate_android_binaries=yes`` to the *last* architecture you're building, so that binaries are generated after the build."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:239
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:223
|
||||
msgid "The resulting binaries will be located under ``bin/android_editor_builds/``."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:242
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:226
|
||||
msgid "Removing the Editor binaries"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:244
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:228
|
||||
msgid "You can use the following commands to remove the generated editor binaries:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:255
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:239
|
||||
msgid "Installing the Godot editor APK"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:257
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:241
|
||||
msgid "With an Android device with Developer Options enabled, connect the Android device to your computer via its charging cable to a USB/USB-C port. Open up a Terminal/Command Prompt and run the following commands from the root directory with the following arguments:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:265
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:249
|
||||
msgid "Troubleshooting"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:268
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:252
|
||||
msgid "Platform doesn't appear in SCons"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:270
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:254
|
||||
msgid "Double-check that you've set the ``ANDROID_HOME`` environment variable. This is required for the platform to appear in SCons' list of detected platforms. See :ref:`Setting up the buildsystem <doc_android_setting_up_the_buildsystem>` for more information."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:277
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:261
|
||||
msgid "Application not installed"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:279
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:263
|
||||
msgid "Android might complain the application is not correctly installed. If so:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:282
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:266
|
||||
msgid "Check that the debug keystore is properly generated."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:283
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:267
|
||||
msgid "Check that the jarsigner executable is from JDK 8."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:285
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:269
|
||||
msgid "If it still fails, open a command line and run `logcat <https://developer.android.com/studio/command-line/logcat>`_:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:291
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:275
|
||||
msgid "Then check the output while the application is installed; the error message should be presented there. Seek assistance if you can't figure it out."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:296
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:280
|
||||
msgid "Application exits immediately"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:298
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:282
|
||||
msgid "If the application runs but exits immediately, this might be due to one of the following reasons:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:301
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:285
|
||||
msgid "Make sure to use export templates that match your editor version; if you use a new Godot version, you *have* to update the templates too."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:303
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:287
|
||||
msgid "``libgodot_android.so`` is not in ``libs/<arch>/`` where ``<arch>`` is the device's architecture."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:305
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:289
|
||||
msgid "The device's architecture does not match the exported one(s). Make sure your templates were built for that device's architecture, and that the export settings included support for that architecture."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:309
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_android.rst:293
|
||||
msgid "In any case, ``adb logcat`` should also show the cause of the error."
|
||||
msgstr ""
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
@@ -96,12 +96,12 @@ msgid "Arch Linux"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:84
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:553
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:592
|
||||
msgid "Debian/Ubuntu"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:105
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:578
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:617
|
||||
msgid "Fedora"
|
||||
msgstr ""
|
||||
|
||||
@@ -182,225 +182,269 @@ msgid "If you want to use separate editor settings for your own Godot builds and
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:301
|
||||
msgid "Running a headless/server build"
|
||||
msgid "Compiling with AccessKit support"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:303
|
||||
msgid "To run in *headless* mode which provides editor functionality to export projects in an automated manner, use the normal build:"
|
||||
msgid "AccessKit provides support for screen readers."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:310
|
||||
msgid "And then use the ``--headless`` command line argument:"
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:305
|
||||
msgid "By default, Godot is built with AccessKit dynamically linked. You can use it by placing ``accesskit.so`` alongside the executable."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:308
|
||||
msgid "You can use dynamically linked AccessKit with export templates as well, rename the SO to ``accesskit.{architecture}.so`` and place them alongside the export template executables, and the libraries will be automatically copied during the export process."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:313
|
||||
msgid "To compile Godot with statically linked AccessKit:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:315
|
||||
msgid "Download the pre-built static libraries from `godot-accesskit-c-static library <https://github.com/godotengine/godot-accesskit-c-static/releases>`_, and unzip them."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:316
|
||||
msgid "To compile a debug *server* build which can be used with :ref:`remote debugging tools <doc_command_line_tutorial>`, use:"
|
||||
msgid "When building Godot, add ``accesskit_sdk_path={path}`` to tell SCons where to look for the AccessKit libraries:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:323
|
||||
msgid "To compile a *server* build which is optimized to run dedicated game servers, use:"
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:322
|
||||
msgid "You can optionally build the godot-angle-static libraries yourself with the following steps:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:330
|
||||
msgid "Building export templates"
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:325
|
||||
msgid "Clone the `godot-accesskit-c-static <https://github.com/godotengine/godot-accesskit-c-static/>`_ directory and navigate to it."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:332
|
||||
msgid "Linux binaries usually won't run on distributions that are older than the distribution they were built on. If you wish to distribute binaries that work on most distributions, you should build them on an old distribution such as Ubuntu 20.04. You can use a virtual machine or a container to set up a suitable build environment."
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:327
|
||||
msgid "Run the following command:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:336
|
||||
msgid "The AccessKit static library should be built using the same compiler you are using for building Godot."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:340
|
||||
msgid "Running a headless/server build"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:342
|
||||
msgid "To run in *headless* mode which provides editor functionality to export projects in an automated manner, use the normal build:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:349
|
||||
msgid "And then use the ``--headless`` command line argument:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:355
|
||||
msgid "To compile a debug *server* build which can be used with :ref:`remote debugging tools <doc_command_line_tutorial>`, use:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:362
|
||||
msgid "To compile a *server* build which is optimized to run dedicated game servers, use:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:369
|
||||
msgid "Building export templates"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:371
|
||||
msgid "Linux binaries usually won't run on distributions that are older than the distribution they were built on. If you wish to distribute binaries that work on most distributions, you should build them on an old distribution such as Ubuntu 20.04. You can use a virtual machine or a container to set up a suitable build environment."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:379
|
||||
msgid "To build Linux or \\*BSD export templates, run the build system with the following parameters:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:343
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:382
|
||||
msgid "(32 bits)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:350
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:389
|
||||
msgid "(64 bits)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:357
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:396
|
||||
msgid "Note that cross-compiling for the opposite bits (64/32) as your host platform is not always straight-forward and might need a chroot environment."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:360
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:399
|
||||
msgid "To create standard export templates, the resulting files in the ``bin/`` folder must be copied to:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:367
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:406
|
||||
msgid "and named like this (even for \\*BSD which is seen as \"Linux/X11\" by Godot):"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:380
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:419
|
||||
msgid "However, if you are writing your custom modules or custom C++ code, you might instead want to configure your binaries as custom export templates in the project export menu. You must have **Advanced Options** enabled to set this."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:387
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:426
|
||||
msgid "You don't even need to copy them, you can just reference the resulting files in the ``bin/`` directory of your Godot source folder, so the next time you build, you automatically have the custom templates referenced."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:392
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:431
|
||||
msgid "Cross-compiling for RISC-V devices"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:394
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:433
|
||||
msgid "To cross-compile Godot for RISC-V devices, we need to setup the following items:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:396
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:435
|
||||
msgid "`riscv-gnu-toolchain <https://github.com/riscv-collab/riscv-gnu-toolchain/releases>`__. While we are not going to use this directly, it provides us with a sysroot, as well as header and libraries files that we will need. There are many versions to choose from, however, the older the toolchain, the more compatible our final binaries will be. If in doubt, `use this version <https://github.com/riscv-collab/riscv-gnu-toolchain/releases/tag/2023.07.07>`__, and download ``riscv64-glibc-ubuntu-20.04-gcc-nightly-2023.07.07-nightly.tar.gz``. Extract it somewhere and remember its path."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:403
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:442
|
||||
msgid "`mold <https://github.com/rui314/mold/releases>`__. This fast linker, is the only one that correctly links the resulting binary. Download it, extract it, and make sure to add its ``bin`` folder to your PATH. Run ``mold --help | grep support`` to check if your version of Mold supports RISC-V. If you don't see RISC-V, your Mold may need to be updated."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:409
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:448
|
||||
msgid "To make referencing our toolchain easier, we can set an environment variable like this:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:416
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:455
|
||||
msgid "This way, we won't have to manually set the directory location each time we want to reference it."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:419
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:458
|
||||
msgid "With all the above setup, we are now ready to build Godot."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:421
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:460
|
||||
msgid "Go to the root of the source code, and execute the following build command:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:432
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:471
|
||||
msgid "RISC-V GCC has `bugs with its atomic operations <https://github.com/riscv-collab/riscv-gcc/issues/15>`__ which prevent it from compiling Godot correctly. That's why Clang is used instead. Make sure that it *can* compile to RISC-V. You can verify by executing this command ``clang -print-targets``, make sure you see ``riscv64`` on the list of targets."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:437
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:476
|
||||
msgid "The code above includes adding ``$RISCV_TOOLCHAIN_PATH/bin`` to the PATH, but only for the following ``scons`` command. Since riscv-gnu-toolchain uses its own Clang located in the ``bin`` folder, adding ``$RISCV_TOOLCHAIN_PATH/bin`` to your user's PATH environment variable may block you from accessing another version of Clang if one is installed. For this reason it's not recommended to make adding the bin folder permanent. You can also omit the ``PATH=\"$RISCV_TOOLCHAIN_PATH/bin:$PATH\"`` line if you want to use scons with self-installed version of Clang, but it may have compatibility issues with riscv-gnu-toolchain."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:446
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:485
|
||||
msgid "The command is similar in nature, but with some key changes. ``ccflags`` and ``linkflags`` append additional flags to the build. ``--sysroot`` points to a folder simulating a Linux system, it contains all the headers, libraries, and ``.so`` files Clang will use. ``--gcc-toolchain`` tells Clang where the complete toolchain is, and ``-target riscv64-unknown-linux-gnu`` indicates to Clang the target architecture, and OS we want to build for."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:453
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:492
|
||||
msgid "If all went well, you should now see a ``bin`` directory, and within it, a binary similar to the following:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:460
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:499
|
||||
msgid "You can now copy this executable to your favorite RISC-V device, then launch it there by double-clicking, which should bring up the project manager."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:464
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:503
|
||||
msgid "If you later decide to compile the export templates, copy the above build command but change the value of ``target`` to ``template_debug`` for a debug build, or ``template_release`` for a release build."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:469
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:508
|
||||
msgid "Using Clang and LLD for faster development"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:471
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:510
|
||||
msgid "You can also use Clang and LLD to build Godot. This has two upsides compared to the default GCC + GNU ld setup:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:474
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:513
|
||||
msgid "LLD links Godot significantly faster compared to GNU ld or gold. This leads to faster iteration times."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:476
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:515
|
||||
msgid "Clang tends to give more useful error messages compared to GCC."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:478
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:517
|
||||
msgid "To do so, install Clang and the ``lld`` package from your distribution's package manager then use the following SCons command:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:485
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:524
|
||||
msgid "After the build is completed, a new binary with a ``.llvm`` suffix will be created in the ``bin/`` folder."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:488
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:527
|
||||
msgid "It's still recommended to use GCC for production builds as they can be compiled using link-time optimization, making the resulting binaries smaller and faster."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:491
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:530
|
||||
msgid "If this error occurs:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:497
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:536
|
||||
msgid "There are two solutions:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:499
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:538
|
||||
msgid "In your SCons command, add the parameter ``use_static_cpp=no``."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:500
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:539
|
||||
msgid "Follow `these instructions <https://github.com/ivmai/libatomic_ops#installation-and-usage>`__ to configure, build, and install ``libatomic_ops``. Then, copy ``/usr/lib/libatomic_ops.a`` to ``/usr/lib/libatomic.a``, or create a soft link to ``libatomic_ops`` by command ``ln -s /usr/lib/libatomic_ops.a /usr/lib/libatomic.a``. The soft link can ensure the latest ``libatomic_ops`` will be used without the need to copy it every time when it is updated."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:506
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:545
|
||||
msgid "Using mold for faster development"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:508
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:547
|
||||
msgid "For even faster linking compared to LLD, you can use `mold <https://github.com/rui314/mold>`__. mold can be used with either GCC or Clang."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:511
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:550
|
||||
msgid "As of January 2023, mold is not readily available in Linux distribution repositories, so you will have to install its binaries manually."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:514
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:553
|
||||
msgid "Download mold binaries from its `releases page <https://github.com/rui314/mold/releases/latest>`__."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:515
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:554
|
||||
msgid "Extract the ``.tar.gz`` file, then move the extracted folder to a location such as ``.local/share/mold``."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:516
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:555
|
||||
msgid "Add ``$HOME/.local/share/mold/bin`` to your user's ``PATH`` environment variable. For example, you can add the following line at the end of your ``$HOME/.bash_profile`` file:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:523
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:562
|
||||
msgid "Open a new terminal (or run ``source \"$HOME/.bash_profile\"``), then use the following SCons command when compiling Godot:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:531
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:570
|
||||
msgid "Using system libraries for faster development"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:533
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:572
|
||||
msgid "`Godot bundles the source code of various third-party libraries. <https://github.com/godotengine/godot/tree/master/thirdparty>`__ You can choose to use system versions of third-party libraries instead. This makes the Godot binary faster to link, as third-party libraries are dynamically linked. Therefore, they don't need to be statically linked every time you build the engine (even on small incremental changes)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:539
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:578
|
||||
msgid "However, not all Linux distributions have packages for third-party libraries available (or they may not be up-to-date)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:542
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:581
|
||||
msgid "Moving to system libraries can reduce linking times by several seconds on slow CPUs, but it requires manual testing depending on your Linux distribution. Also, you may not be able to use system libraries for everything due to bugs in the system library packages (or in the build system, as this feature is less tested)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:548
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:587
|
||||
msgid "To compile Godot with system libraries, install these dependencies **on top** of the ones listed in the :ref:`doc_compiling_for_linuxbsd_oneliners`:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:598
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:637
|
||||
msgid "After installing all required packages, use the following command to build Godot:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:607
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:646
|
||||
msgid "On Debian stable, you will need to remove `builtin_embree=no` as the system-provided Embree version is too old to work with Godot's latest `master` branch (which requires Embree 4)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:611
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:650
|
||||
msgid "You can view a list of all built-in libraries that have system alternatives by running ``scons -h``, then looking for options starting with ``builtin_``."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:616
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_linuxbsd.rst:655
|
||||
msgid "When using system libraries, the resulting binary is **not** portable across Linux distributions anymore. Do not use this approach for creating binaries you intend to distribute to others, unless you're creating a package for a Linux distribution."
|
||||
msgstr ""
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
@@ -100,133 +100,193 @@ msgid "If you want to use separate editor settings for your own Godot builds and
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:88
|
||||
msgid "Automatic ``.app`` bundle creation"
|
||||
msgid "Compiling with AccessKit support"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:90
|
||||
msgid "AccessKit provides support for screen readers."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:92
|
||||
msgid "By default, Godot is built with AccessKit dynamically linked. You can use it by placing ``accesskit.dylib`` alongside the standalone executable or in the app bundle's ``Frameworks`` folder."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:95
|
||||
msgid "You can use dynamically linked AccessKit with export templates as well, rename the DYLIB to ``accesskit.{architecture}.dylib`` and place them inside the export template app bundle ``Frameworks`` folder, and the libraries will be automatically copied during the export process."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:100
|
||||
msgid "To compile Godot with statically linked AccessKit:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:102
|
||||
msgid "Download the pre-built static libraries from `godot-accesskit-c-static library <https://github.com/godotengine/godot-accesskit-c-static/releases>`_, and unzip them."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:103
|
||||
msgid "When building Godot, add ``accesskit_sdk_path={path}`` to tell SCons where to look for the AccessKit libraries:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:109
|
||||
msgid "You can optionally build the godot-angle-static libraries yourself with the following steps:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:112
|
||||
msgid "Clone the `godot-accesskit-c-static <https://github.com/godotengine/godot-accesskit-c-static/>`_ directory and navigate to it."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:114
|
||||
msgid "Run the following command:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:123
|
||||
msgid "The AccessKit static library should be built using the same compiler you are using for building Godot."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:127
|
||||
msgid "Automatic ``.app`` bundle creation"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:129
|
||||
msgid "To automatically create a ``.app`` bundle like in the official builds, use the ``generate_bundle=yes`` option on the *last* SCons command used to build editor:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:99
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:138
|
||||
msgid "Manual ``.app`` bundle creation"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:101
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:140
|
||||
msgid "To support both architectures in a single \"Universal 2\" binary, run the above two commands and then use ``lipo`` to bundle them together:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:108
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:147
|
||||
msgid "To create a ``.app`` bundle, you need to use the template located in ``misc/dist/macos_tools.app``. Typically, for an optimized editor binary built with ``dev_build=yes``:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:121
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:160
|
||||
msgid "If you are building the ``master`` branch, you also need to include support for the MoltenVK Vulkan portability library. By default, it will be linked statically from your installation of the Vulkan SDK for macOS. You can also choose to link it dynamically by passing ``use_volk=yes`` and including the dynamic library in your ``.app`` bundle:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:133
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:172
|
||||
msgid "Running a headless/server build"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:135
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:174
|
||||
msgid "To run in *headless* mode which provides editor functionality to export projects in an automated manner, use the normal build:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:142
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:181
|
||||
msgid "And then use the ``--headless`` command line argument:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:148
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:187
|
||||
msgid "To compile a debug *server* build which can be used with :ref:`remote debugging tools <doc_command_line_tutorial>`, use:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:155
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:194
|
||||
msgid "To compile a release *server* build which is optimized to run dedicated game servers, use:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:162
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:201
|
||||
msgid "Building export templates"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:164
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:203
|
||||
msgid "To build macOS export templates, you have to compile using the targets without the editor: ``target=template_release`` (release template) and ``target=template_debug``."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:168
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:207
|
||||
msgid "Official templates are *Universal 2* binaries which support both ARM64 and Intel x86_64 architectures."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:171
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:210
|
||||
msgid "To support ARM64 (Apple Silicon) + Intel x86_64:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:180
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:219
|
||||
msgid "To support ARM64 (Apple Silicon) only (smaller file size, but less compatible with older hardware):"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:187
|
||||
msgid "To create a ``.app`` bundle like in the official builds, you need to use the template located in ``misc/dist/macos_template.app``. This process can be automated by using the ``generate_bundle=yes`` option on the *last* SCons command used to build export templates (so that all binaries can be included). This option also takes care of calling ``lipo`` to create a *Universal 2* binary from two separate ARM64 and x86_64 binaries (if both were compiled beforehand)."
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:226
|
||||
msgid "To create a ``.app`` bundle like in the official builds, you need to use the template located in ``misc/dist/macos_template.app``. This process can be automated by using the ``generate_bundle=yes`` option on the *last* SCons command used to build export templates (so that all binaries can be included). This will create a ``godot_macos.zip`` file in ``bin/`` and additionally takes care of calling ``lipo`` to create a *Universal 2* binary from two separate ARM64 and x86_64 binaries (if both were compiled beforehand)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:195
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:235
|
||||
msgid "You also need to include support for the MoltenVK Vulkan portability library. By default, it will be linked statically from your installation of the Vulkan SDK for macOS. You can also choose to link it dynamically by passing ``use_volk=yes`` and including the dynamic library in your ``.app`` bundle:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:206
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:246
|
||||
msgid "In most cases, static linking should be preferred as it makes distribution easier. The main upside of dynamic linking is that it allows updating MoltenVK without having to recompile export templates."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:210
|
||||
msgid "You can then zip the ``macos_template.app`` folder to reproduce the ``macos.zip`` template from the official Godot distribution:"
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:250
|
||||
msgid "If you created the ``.app`` manually, you can zip the ``macos_template.app`` folder to reproduce the ``macos.zip`` template from the official Godot distribution:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:218
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:257
|
||||
msgid "To use your custom export templates, you can select the ``godot_macos.zip`` file in the advanced options of your export presets:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:262
|
||||
msgid "Alternatively, if you want all your presets to use your custom export template, you can rename the ``godot_macos.zip`` file to ``macos.zip`` and move it to the default location for export templates:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:266
|
||||
msgid "::"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:267
|
||||
msgid "~/Library/Application Support/Godot/export_templates/<GODOT_VERSION>/macos.zip"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:270
|
||||
msgid "Cross-compiling for macOS from Linux"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:220
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:272
|
||||
msgid "It is possible to compile for macOS in a Linux environment (and maybe also in Windows using the Windows Subsystem for Linux). For that, you'll need to install `OSXCross <https://github.com/tpoechtrager/osxcross>`__ to be able to use macOS as a target. First, follow the instructions to install it:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:225
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:277
|
||||
msgid "Clone the `OSXCross repository <https://github.com/tpoechtrager/osxcross>`__ somewhere on your machine (or download a ZIP file and extract it somewhere), e.g.:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:232
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:284
|
||||
msgid "Follow the instructions to package the SDK: https://github.com/tpoechtrager/osxcross#packaging-the-sdk"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:234
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:286
|
||||
msgid "Follow the instructions to install OSXCross: https://github.com/tpoechtrager/osxcross#installation"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:237
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:289
|
||||
msgid "After that, you will need to define the ``OSXCROSS_ROOT`` as the path to the OSXCross installation (the same place where you cloned the repository/extracted the zip), e.g.:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:245
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:297
|
||||
msgid "Now you can compile with SCons like you normally would:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:251
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:303
|
||||
msgid "If you have an OSXCross SDK version different from the one expected by the SCons buildsystem, you can specify a custom one with the ``osxcross_sdk`` argument:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:258
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:310
|
||||
msgid "Troubleshooting"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:261
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:313
|
||||
msgid "Fatal error: 'cstdint' file not found"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:263
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:315
|
||||
msgid "If you get a compilation error of this form early on, it's likely because the Xcode command line tools installation needs to be repaired after a macOS or Xcode update:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:273
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:325
|
||||
msgid "Run these two commands to reinstall Xcode command line tools (enter your administrator password as needed):"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:281
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_macos.rst:333
|
||||
msgid "If it still does not work, try updating Xcode from the Mac App Store and try again."
|
||||
msgstr ""
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
@@ -32,7 +32,7 @@ msgid "To compile export templates for the Web, the following is required:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_web.rst:18
|
||||
msgid "`Emscripten 3.1.62+ <https://emscripten.org>`__."
|
||||
msgid "`Emscripten 4.0.0+ <https://emscripten.org>`__."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_web.rst:19
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
@@ -31,379 +31,442 @@ msgstr ""
|
||||
msgid "For compiling under Windows, the following is required:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:19
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:18
|
||||
msgid "A C++ compiler. Use one of the following:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:21
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:20
|
||||
msgid "`Visual Studio Community <https://www.visualstudio.com/vs/community/>`_, version 2019 or later. Visual Studio 2022 is recommended. **Make sure to enable C++ in the list of workflows to install.** If you've already installed Visual Studio without C++ support, run the installer again; it should present you a **Modify** button. Supports ``x86_64``, ``x86_32``, and ``arm64``."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:27
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:26
|
||||
msgid "`MinGW-w64 <https://mingw-w64.org/>`_ with GCC can be used as an alternative to Visual Studio. Be sure to install/configure it to use the ``posix`` thread model. **Important:** When using MinGW to compile the ``master`` branch, you need GCC 9 or later. Supports ``x86_64`` and ``x86_32`` only."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:31
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:30
|
||||
msgid "`MinGW-LLVM <https://github.com/mstorsjo/llvm-mingw/releases>`_ with clang can be used as an alternative to Visual Studio and MinGW-w64. Supports ``x86_64``, ``x86_32``, and ``arm64``."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:34
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:33
|
||||
msgid "`Python 3.8+ <https://www.python.org/downloads/windows/>`_. **Make sure to enable the option to add Python to the** ``PATH`` **in the installer.**"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:36
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:35
|
||||
msgid "`SCons 4.0+ <https://scons.org/pages/download.html>`_ build system. Using the latest release is recommended, especially for proper support of recent Visual Studio releases."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:40
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:38
|
||||
msgid ":ref:`Direct3D 12 dependencies <doc_compiling_for_windows_installing_d3d12_requirements>` (can be skipped with the ``d3d12=no`` SCons option if Direct3D 12 support is not desired)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:41
|
||||
msgid "If you have `Scoop <https://scoop.sh/>`_ installed, you can easily install MinGW and other dependencies using the following command:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:47
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:48
|
||||
msgid "Scons will still need to be installed via pip"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:48
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:49
|
||||
msgid "If you have `MSYS2 <https://www.msys2.org/>`_ installed, you can easily install MinGW and other dependencies using the following command:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:55
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:56
|
||||
msgid "For each MSYS2 MinGW subsystem, you should then run `pip3 install scons` in its shell."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:58
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:59
|
||||
msgid "To get the Godot source code for compiling, see :ref:`doc_getting_source`."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:61
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:62
|
||||
msgid "For a general overview of SCons usage for Godot, see :ref:`doc_introduction_to_the_buildsystem`."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:65
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:66
|
||||
msgid "Setting up SCons"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:67
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:68
|
||||
msgid "To install SCons, open the command prompt and run the following command:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:73
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:74
|
||||
msgid "If you are prompted with the message ``Defaulting to user installation because normal site-packages is not writeable``, you may have to run that command again using elevated permissions. Open a new command prompt as an Administrator then run the command again to ensure that SCons is available from the ``PATH``."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:79
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:80
|
||||
msgid "To check whether you have installed Python and SCons correctly, you can type ``python --version`` and ``scons --version`` into a command prompt (``cmd.exe``)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:83
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:84
|
||||
msgid "If the commands above don't work, make sure to add Python to your ``PATH`` environment variable after installing it, then check again. You can do so by running the Python installer again and enabling the option to add Python to the ``PATH``."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:88
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:89
|
||||
msgid "If SCons cannot detect your Visual Studio installation, it might be that your SCons version is too old. Update it to the latest version with ``python -m pip install --upgrade scons``."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:95
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:96
|
||||
msgid "Downloading Godot's source"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:97
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:98
|
||||
msgid "Refer to :ref:`doc_getting_source` for detailed instructions."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:99
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:100
|
||||
msgid "The tutorial will assume from now on that you placed the source code in ``C:\\godot``."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:104
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:105
|
||||
msgid "To prevent slowdowns caused by continuous virus scanning during compilation, add the Godot source folder to the list of exceptions in your antivirus software."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:108
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:109
|
||||
msgid "For Windows Defender, hit the :kbd:`Windows` key, type \"Windows Security\" then hit :kbd:`Enter`. Click on **Virus & threat protection** on the left panel. Under **Virus & threat protection settings** click on **Manage Settings** and scroll down to **Exclusions**. Click **Add or remove exclusions** then add the Godot source folder."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:115
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:116
|
||||
msgid "Compiling"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:118
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:119
|
||||
msgid "Selecting a compiler"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:120
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:121
|
||||
msgid "SCons will automatically find and use an existing Visual Studio installation. If you do not have Visual Studio installed, it will attempt to use MinGW instead. If you already have Visual Studio installed and want to use MinGW-w64, pass ``use_mingw=yes`` to the SCons command line. Note that MSVC builds cannot be performed from the MSYS2 or MinGW shells. Use either ``cmd.exe`` or PowerShell instead. If you are using MinGW-LLVM, pass both ``use_mingw=yes`` and ``use_llvm=yes`` to the SCons command line."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:130
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:131
|
||||
msgid "During development, using the Visual Studio compiler is usually a better idea, as it links the Godot binary much faster than MinGW. However, MinGW can produce more optimized binaries using link-time optimization (see below), making it a better choice for production use. This is particularly the case for the GDScript VM which performs much better with MinGW compared to MSVC. Therefore, it's recommended to use MinGW to produce builds that you distribute to players."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:138
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:139
|
||||
msgid "All official Godot binaries are built in `custom containers <https://github.com/godotengine/build-containers>`__ using MinGW."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:143
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:144
|
||||
msgid "Running SCons"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:145
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:146
|
||||
msgid "After opening a command prompt, change to the root directory of the engine source code (using ``cd``) and type:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:152
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:153
|
||||
msgid "When compiling with multiple CPU threads, SCons may warn about pywin32 being missing. You can safely ignore this warning."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:156
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:157
|
||||
msgid "If you are compiling Godot to make changes or contribute to the engine, you may want to use the SCons options ``dev_build=yes`` or ``dev_mode=yes``. See :ref:`doc_introduction_to_the_buildsystem_development_and_production_aliases` for more info."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:161
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:162
|
||||
msgid "If all goes well, the resulting binary executable will be placed in ``C:\\godot\\bin\\`` with the name ``godot.windows.editor.x86_32.exe`` or ``godot.windows.editor.x86_64.exe``. By default, SCons will build a binary matching your CPU architecture, but this can be overridden using ``arch=x86_64``, ``arch=x86_32``, or ``arch=arm64``."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:167
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:168
|
||||
msgid "This executable file contains the whole engine and runs without any dependencies. Running it will bring up the Project Manager."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:170
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:171
|
||||
msgid "If you are compiling Godot for production use, you can make the final executable smaller and faster by adding the SCons option ``production=yes``. This enables additional compiler optimizations and link-time optimization."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:175
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:176
|
||||
msgid "LTO takes some time to run and requires up to 30 GB of available RAM while compiling (depending on toolchain). If you're running out of memory with the above option, use ``production=yes lto=none`` or ``production=yes lto=thin`` (LLVM only) for a lightweight but less effective form of LTO."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:180
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:181
|
||||
msgid "If you want to use separate editor settings for your own Godot builds and official releases, you can enable :ref:`doc_data_paths_self_contained_mode` by creating a file called ``._sc_`` or ``_sc_`` in the ``bin/`` folder."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:186
|
||||
msgid "Compiling with support for Direct3D 12"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:188
|
||||
msgid "By default, builds of Godot do not contain support for the Direct3D 12 graphics API."
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:189
|
||||
msgid "Installing Direct3D 12 requirements"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:191
|
||||
msgid "You can install the required dependencies by running ``python misc/scripts/install_d3d12_sdk_windows.py`` in the Godot source repository. After running this script, add the ``d3d12=yes`` SCons option to enable Direct3D 12 support. This will use the default paths for the various dependencies, which match the ones used in the script."
|
||||
msgid "By default, Windows builds of Godot contain support for the Direct3D 12 graphics API. Compiling with Direct3D 12 support requires additional dependencies to be installed. If you wish to skip this step, you can use the ``d3d12=no`` SCons option; Vulkan and OpenGL support will remain available if you do so."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:197
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:196
|
||||
msgid "You can install the required dependencies by running ``python misc/scripts/install_d3d12_sdk_windows.py`` in the Godot source repository. After running this script, compile Godot as usual. This will use the default paths for the various dependencies, which match the ones used in the script."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:202
|
||||
msgid "You can find the detailed steps below if you wish to set up dependencies manually, but the above script handles everything for you (including the optional PIX and Agility SDK components)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:201
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:206
|
||||
msgid "`godot-nir-static library <https://github.com/godotengine/godot-nir-static/releases/>`_. We compile the Mesa libraries you will need into a static library. Download it anywhere, unzip it and remember the path to the unzipped folder, you will need it below."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:206
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:211
|
||||
msgid "You can optionally build the godot-nir-static libraries yourself with the following steps:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:209
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:214
|
||||
msgid "Install the Python package `mako <https://www.makotemplates.org>`_ which is needed to generate some files."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:211
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:216
|
||||
msgid "Clone the `godot-nir-static <https://github.com/godotengine/godot-nir-static>`_ directory and navigate to it."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:213
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:218
|
||||
msgid "Run the following:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:234
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:226
|
||||
msgid "If you are building with MinGW-w64, add ``use_mingw=yes`` to the ``scons`` command, you can also specify the build architecture using ``arch={architecture}``. If you are building with MinGW-LLVM, add both ``use_mingw=yes`` and ``use_llvm=yes`` to the ``scons`` command."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:231
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:372
|
||||
msgid "If you are building with MinGW and the binaries are not located in the ``PATH``, add ``mingw_prefix=\"/path/to/mingw\"`` to the ``scons`` command."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:235
|
||||
msgid "The Mesa static library should be built using the same compiler and the same CRT (if you are building with MinGW) you are using for building Godot."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:239
|
||||
msgid "Optionally, you can compile with the following for additional features:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:236
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:241
|
||||
msgid "`PIX <https://devblogs.microsoft.com/pix/download>`_ is a performance tuning and debugging application for Direct3D12 applications. If you compile-in support for it, you can get much more detailed information through PIX that will help you optimize your game and troubleshoot graphics bugs. To use it, download the WinPixEventRuntime package. You will be taken to a NuGet package page where you can click \"Download package\" to get it. Once downloaded, change the file extension to .zip and unzip the file to some path."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:243
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:248
|
||||
msgid "`Agility SDK <https://devblogs.microsoft.com/directx/directx12agility>`_ can be used to provide access to the latest Direct3D 12 features without relying on driver updates. To use it, download the latest Agility SDK package. You will be taken to a NuGet package page where you can click \"Download package\" to get it. Once downloaded, change the file extension to .zip and unzip the file to some path."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:250
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:255
|
||||
msgid "If you use a preview version of the Agility SDK, remember to enable developer mode in Windows; otherwise it won't be used."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:253
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:258
|
||||
msgid "If you want to use a PIX with MinGW build, navigate to PIX runtime directory and use the following commands to generate import library:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:266
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:271
|
||||
msgid "When building Godot, you will need to tell SCons to use Direct3D 12 and where to look for the additional libraries:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:273
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:278
|
||||
msgid "Or, with all options enabled:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:279
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:284
|
||||
msgid "For the Agility SDK's DLLs you have to explicitly choose the kind of workflow. Single-arch is the default (DLLs copied to ``bin/``). If you pass ``agility_sdk_multi_arch=yes`` to SCons, you'll opt-in for multi-arch. DLLs will be copied to the appropriate ``bin/<arch>/`` subdirectories and at runtime the right one will be loaded."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:286
|
||||
msgid "Compiling with ANGLE support"
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:291
|
||||
msgid "Compiling with AccessKit support"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:288
|
||||
msgid "ANGLE provides a translation layer from OpenGL ES 3.x to Direct3D 11 and can be used to improve support for the Compatibility renderer on some older GPUs with outdated OpenGL drivers and on Windows for ARM."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:292
|
||||
msgid "By default, Godot is built with dynamically linked ANGLE, you can use it by placing ``libEGL.dll`` and ``libGLESv2.dll`` alongside the executable."
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:293
|
||||
msgid "AccessKit provides support for screen readers."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:295
|
||||
msgid "You can use dynamically linked ANGLE with export templates as well, rename aforementioned DLLs to ``libEGL.{architecture}.dll`` and ``libGLESv2.{architecture}.dll`` and place them alongside export template executables, and libraries will be automatically copied during the export process."
|
||||
msgid "By default, Godot is built with AccessKit dynamically linked. You can use it by placing ``accesskit.dll`` alongside the executable."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:300
|
||||
msgid "To compile Godot with statically linked ANGLE:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:302
|
||||
msgid "Download pre-built static libraries from `godot-angle-static library <https://github.com/godotengine/godot-angle-static/releases>`_, and unzip them."
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:298
|
||||
msgid "You can use dynamically linked AccessKit with export templates as well, rename the DLL to ``accesskit.{architecture}.dll`` and place them alongside the export template executables, and the libraries will be automatically copied during the export process."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:303
|
||||
msgid "When building Godot, add ``angle_libs={path}`` to tell SCons where to look for the ANGLE libraries:"
|
||||
msgid "To compile Godot with statically linked AccessKit:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:309
|
||||
msgid "You can optionally build the godot-angle-static libraries yourself with the following steps:"
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:305
|
||||
msgid "Download the pre-built static libraries from `godot-accesskit-c-static library <https://github.com/godotengine/godot-accesskit-c-static/releases>`_, and unzip them."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:306
|
||||
msgid "When building Godot, add ``accesskit_sdk_path={path}`` to tell SCons where to look for the AccessKit libraries:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:312
|
||||
msgid "Clone the `godot-angle-static <https://github.com/godotengine/godot-angle-static>`_ directory and navigate to it."
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:354
|
||||
msgid "You can optionally build the godot-angle-static libraries yourself with the following steps:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:314
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:315
|
||||
msgid "Clone the `godot-accesskit-c-static <https://github.com/godotengine/godot-accesskit-c-static/>`_ directory and navigate to it."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:317
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:359
|
||||
msgid "Run the following command:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:336
|
||||
msgid "Development in Visual Studio"
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:326
|
||||
msgid "The AccessKit static library should be built using the same compiler and the same CRT (if you are building with MinGW) you are using for building Godot."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:338
|
||||
msgid "Using an IDE is not required to compile Godot, as SCons takes care of everything. But if you intend to do engine development or debugging of the engine's C++ code, you may be interested in configuring a code editor or an IDE."
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:331
|
||||
msgid "Compiling with ANGLE support"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:342
|
||||
msgid "Folder-based editors don't require any particular setup to start working with Godot's codebase. To edit projects with Visual Studio they need to be set up as a solution."
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:333
|
||||
msgid "ANGLE provides a translation layer from OpenGL ES 3.x to Direct3D 11 and can be used to improve support for the Compatibility renderer on some older GPUs with outdated OpenGL drivers and on Windows for ARM."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:337
|
||||
msgid "By default, Godot is built with dynamically linked ANGLE, you can use it by placing ``libEGL.dll`` and ``libGLESv2.dll`` alongside the executable."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:340
|
||||
msgid "You can use dynamically linked ANGLE with export templates as well, rename the DLLs to ``libEGL.{architecture}.dll`` and ``libGLESv2.{architecture}.dll`` and place them alongside the export template executables, and the libraries will be automatically copied during the export process."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:345
|
||||
msgid "You can create a Visual Studio solution via SCons by running SCons with the ``vsproj=yes`` parameter, like this:"
|
||||
msgid "To compile Godot with statically linked ANGLE:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:352
|
||||
msgid "You will be able to open Godot's source in a Visual Studio solution now, and able to build Godot using Visual Studio's **Build** button."
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:347
|
||||
msgid "Download the pre-built static libraries from `godot-angle-static library <https://github.com/godotengine/godot-angle-static/releases>`_, and unzip them."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:355
|
||||
msgid "See :ref:`doc_configuring_an_ide_vs` for further details."
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:348
|
||||
msgid "When building Godot, add ``angle_libs={path}`` to tell SCons where to look for the ANGLE libraries:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:358
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:440
|
||||
msgid "Troubleshooting"
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:357
|
||||
msgid "Clone the `godot-angle-static <https://github.com/godotengine/godot-angle-static>`_ directory and navigate to it."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:360
|
||||
msgid "If you get a compilation failure when using MSVC, make sure to apply the latest updates. You can do so by starting the Visual Studio IDE and using :button:`Continue without code`, then :menu:`Help > Check for Updates` in the menu bar at the top. Install all updates, then try compiling again."
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:367
|
||||
msgid "If you are buildng with MinGW, add ``use_mingw=yes`` to the command, you can also specify the build architecture using ``arch={architecture}``. If you are building with MinGW-LLVM, add both ``use_mingw=yes`` and ``use_llvm=yes`` to the ``scons`` command."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:366
|
||||
msgid "Cross-compiling for Windows from other operating systems"
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:376
|
||||
msgid "The ANGLE static library should be built using the same compiler and the same CRT (if you are building with MinGW) you are using for building Godot."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:368
|
||||
msgid "If you are a Linux or macOS user, you need to install `MinGW-w64 <https://www.mingw-w64.org/>`__, which typically comes in 32-bit and 64-bit variants, or `MinGW-LLVM <https://github.com/mstorsjo/llvm-mingw/releases>`_, which comes as a single archive for all target architectures. The package names may differ based on your distribution, here are some known ones:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:375
|
||||
msgid "**Arch Linux**"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:379
|
||||
msgid "**Debian** / **Ubuntu**"
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:381
|
||||
msgid "Development in Visual Studio"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:383
|
||||
msgid "**Fedora**"
|
||||
msgid "Using an IDE is not required to compile Godot, as SCons takes care of everything. But if you intend to do engine development or debugging of the engine's C++ code, you may be interested in configuring a code editor or an IDE."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:388
|
||||
msgid "**macOS**"
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:387
|
||||
msgid "Folder-based editors don't require any particular setup to start working with Godot's codebase. To edit projects with Visual Studio they need to be set up as a solution."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:392
|
||||
msgid "**Mageia**"
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:390
|
||||
msgid "You can create a Visual Studio solution via SCons by running SCons with the ``vsproj=yes`` parameter, like this:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:398
|
||||
msgid "Before attempting the compilation, SCons will check for the following binaries in your ``PATH`` environment variable:"
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:397
|
||||
msgid "You will be able to open Godot's source in a Visual Studio solution now, and able to build Godot using Visual Studio's **Build** button."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:412
|
||||
msgid "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can define the following environment variable to give a hint to the build system:"
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:400
|
||||
msgid "See :ref:`doc_configuring_an_ide_vs` for further details."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:403
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:485
|
||||
msgid "Troubleshooting"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:405
|
||||
msgid "If you get a compilation failure when using MSVC, make sure to apply the latest updates. You can do so by starting the Visual Studio IDE and using :button:`Continue without code`, then :menu:`Help > Check for Updates` in the menu bar at the top. Install all updates, then try compiling again."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:411
|
||||
msgid "Cross-compiling for Windows from other operating systems"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:413
|
||||
msgid "If you are a Linux or macOS user, you need to install `MinGW-w64 <https://www.mingw-w64.org/>`__, which typically comes in 32-bit and 64-bit variants, or `MinGW-LLVM <https://github.com/mstorsjo/llvm-mingw/releases>`_, which comes as a single archive for all target architectures. The package names may differ based on your distribution, here are some known ones:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:420
|
||||
msgid "Where ``/path/to/mingw`` is the path containing the ``bin`` directory where ``i686-w64-mingw32-gcc`` and ``x86_64-w64-mingw32-gcc`` are located (e.g. ``/opt/mingw-w64`` if the binaries are located in ``/opt/mingw-w64/bin``)."
|
||||
msgid "**Arch Linux**"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:424
|
||||
msgid "To make sure you are doing things correctly, executing the following in the shell should result in a working compiler (the version output may differ based on your system):"
|
||||
msgid "**Debian** / **Ubuntu**"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:428
|
||||
msgid "**Fedora**"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:433
|
||||
msgid "If you are building with MinGW-LLVM, add ``use_llvm=yes`` to the ``scons`` command."
|
||||
msgid "**macOS**"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:434
|
||||
msgid "When cross-compiling for Windows using MinGW-w64, keep in mind only ``x86_64`` and ``x86_32`` architectures are supported. MinGW-LLVM supports ``arm64`` as well. Be sure to specify the right ``arch=`` option when invoking SCons if building from a different architecture."
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:437
|
||||
msgid "**Mageia**"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:442
|
||||
msgid "Cross-compiling from some Ubuntu versions may lead to `this bug <https://github.com/godotengine/godot/issues/9258>`_, due to a default configuration lacking support for POSIX threading."
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:443
|
||||
msgid "Before attempting the compilation, SCons will check for the following binaries in your ``PATH`` environment variable:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:446
|
||||
msgid "You can change that configuration following those instructions, for 64-bit:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:455
|
||||
msgid "And for 32-bit:"
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:457
|
||||
msgid "If the binaries are not located in the ``PATH`` (e.g. ``/usr/bin``), you can define the following environment variable to give a hint to the build system:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:465
|
||||
msgid "Creating Windows export templates"
|
||||
msgid "Where ``/path/to/mingw`` is the path containing the ``bin`` directory where ``i686-w64-mingw32-gcc`` and ``x86_64-w64-mingw32-gcc`` are located (e.g. ``/opt/mingw-w64`` if the binaries are located in ``/opt/mingw-w64/bin``)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:467
|
||||
msgid "Windows export templates are created by compiling Godot without the editor, with the following flags:"
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:469
|
||||
msgid "To make sure you are doing things correctly, executing the following in the shell should result in a working compiler (the version output may differ based on your system):"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:478
|
||||
msgid "If you are building with MinGW-LLVM, add ``use_llvm=yes`` to the ``scons`` command."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:479
|
||||
msgid "If you plan on replacing the standard export templates, copy these to the following location, replacing ``<version>`` with the version identifier (such as ``4.2.1.stable`` or ``4.3.dev``):"
|
||||
msgid "When cross-compiling for Windows using MinGW-w64, keep in mind only ``x86_64`` and ``x86_32`` architectures are supported. MinGW-LLVM supports ``arm64`` as well. Be sure to specify the right ``arch=`` option when invoking SCons if building from a different architecture."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:487
|
||||
msgid "Cross-compiling from some Ubuntu versions may lead to `this bug <https://github.com/godotengine/godot/issues/9258>`_, due to a default configuration lacking support for POSIX threading."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:491
|
||||
msgid "You can change that configuration following those instructions, for 64-bit:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:500
|
||||
msgid "And for 32-bit:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:510
|
||||
msgid "Creating Windows export templates"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:512
|
||||
msgid "Windows export templates are created by compiling Godot without the editor, with the following flags:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:524
|
||||
msgid "If you plan on replacing the standard export templates, copy these to the following location, replacing ``<version>`` with the version identifier (such as ``4.2.1.stable`` or ``4.3.dev``):"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:532
|
||||
msgid "With the following names:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:504
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:549
|
||||
msgid "However, if you are using custom modules or custom engine code, you may instead want to configure your binaries as custom export templates in the project export menu. You must have **Advanced Options** enabled to set this."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:511
|
||||
#: ../../docs/engine_details/development/compiling/compiling_for_windows.rst:556
|
||||
msgid "You don't need to copy them in this case, just reference the resulting files in the ``bin\\`` directory of your Godot source folder, so the next time you build, you will automatically have the custom templates referenced."
|
||||
msgstr ""
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
@@ -405,7 +405,7 @@ msgid "To create those yourself, follow the instructions detailed for each platf
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/introduction_to_the_buildsystem.rst:485
|
||||
msgid "The ``version.txt`` file should contain the corresponding Godot version identifier. This file is used to install export templates in a version-specific directory to avoid conflicts. For instance, if you are building export templates for Godot 3.1.1, ``version.txt`` should contain ``3.1.1.stable`` on the first line (and nothing else). This version identifier is based on the ``major``, ``minor``, ``patch`` (if present) and ``status`` lines of the `version.py file in the Godot Git repository <https://github.com/godotengine/godot/blob/master/version.py>`__."
|
||||
msgid "The ``version.txt`` file should contain the corresponding Godot version identifier. This file is used to install export templates in a version-specific directory to avoid conflicts. For instance, if you are building export templates for Godot 4.4.1, ``version.txt`` should contain ``4.4.1.stable`` on the first line (and nothing else). This version identifier is based on the ``major``, ``minor``, ``patch`` (if present) and ``status`` lines of the `version.py file in the Godot Git repository <https://github.com/godotengine/godot/blob/master/version.py>`__."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/introduction_to_the_buildsystem.rst:493
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
@@ -101,7 +101,7 @@ msgid "**Performed in official builds:** Yes, but only for web builds"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:81
|
||||
msgid "Godot 3.1 onwards allows compiling using size optimizations (instead of speed). To enable this, set the ``optimize`` flag to ``size``:"
|
||||
msgid "It is possible to compile Godot using size optimizations (instead of speed). To enable this, set the ``optimize`` flag to ``size``:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/compiling/optimizing_for_size.rst:88
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
@@ -148,7 +148,7 @@ msgid "Building & debugging the app module"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/configuring_an_ide/android_studio.rst:78
|
||||
msgid "The ``app`` module requires the presence of a Godot project in its ``assets`` directory (``<Godot root directory>/platform/android/java/app/assets``) to run. This is usually handled by the Godot Editor during the export process. While developing in Android Studio, it's necessary to manually add a Godot project under that directory to replicate the export process. Once that's done, you can follow the instructions below to run/debug the ``app`` module:"
|
||||
msgid "The ``app`` module requires the presence of a Godot project in its ``assets`` directory (``<Godot root directory>/platform/android/java/app/src/main/assets``) to run. This is usually handled by the Godot Editor during the export process. While developing in Android Studio, it's necessary to manually add a Godot project under that directory to replicate the export process. Once that's done, you can follow the instructions below to run/debug the ``app`` module:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/configuring_an_ide/android_studio.rst:83
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -0,0 +1,204 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:4
|
||||
msgid "Sampling profilers"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:7
|
||||
msgid "Recommended profilers"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:9
|
||||
msgid "`VerySleepy <http://www.codersnotes.com/sleepy/>`__ (Windows only)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:10
|
||||
msgid "`HotSpot <https://github.com/KDAB/hotspot>`__ (Linux only)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:11
|
||||
msgid "`Xcode Instruments <https://developer.apple.com/xcode/>`__ (macOS only)"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:13
|
||||
msgid "These profilers may not be the most powerful or flexible options, but their standalone operation and limited feature set tends to make them easier to use."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:17
|
||||
msgid "Setting up Godot"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:19
|
||||
msgid "To get useful profiling information, it is **absolutely required** to use a Godot build that includes debugging symbols. Official binaries do not include debugging symbols, since these would make the download size significantly larger."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:23
|
||||
msgid "To get profiling data that best matches the production environment (but with debugging symbols), you should compile binaries with the ``production=yes debug_symbols=yes`` SCons options."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:26
|
||||
msgid "It is possible to run a profiler on less optimized builds (e.g. ``target=template_debug`` without LTO), but results will naturally be less representative of real world conditions."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:31
|
||||
msgid "Do *not* strip debugging symbols on the binaries using the ``strip`` command after compiling the binaries. Otherwise, you will no longer get useful profiling information when running a profiler."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:36
|
||||
msgid "Benchmarking startup/shutdown times"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:38
|
||||
msgid "If you're looking into optimizing Godot's startup/shutdown performance, you can tell the profiler to use the ``--quit`` command line option on the Godot binary. This will exit Godot just after it's done starting. The ``--quit`` option works with ``--editor``, ``--project-manager``, and ``--path <path to project directory>`` (which runs a project directly)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:46
|
||||
msgid "See :ref:`doc_command_line_tutorial` for more command line arguments supported by Godot."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:50
|
||||
msgid "Profiler-specific instructions"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:53
|
||||
msgid "VerySleepy"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:55
|
||||
msgid "Start the Godot editor or your project first. If you start the Project Manager, make sure to edit or run a project first. Otherwise, the profiler will not track the child process since the Project Manager will spawn a child process for every project edited or run."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:59
|
||||
msgid "Open VerySleepy and select the Godot executable in the list of processes on the left:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:63
|
||||
msgid "Click the **Profile All** button on the right to start profiling."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:64
|
||||
msgid "Perform the actions you wish to profile in the editor or project. When you're done, click **Stop** (*not* Abort)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:65
|
||||
msgid "Wait for the results window to appear."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:66
|
||||
msgid "Once the results window appears, filter the view to remove external modules (such as the graphics driver). You can filter by module by finding a line whose **Module** matches the Godot executable name, right-clicking that line then choosing **Filter Module to <Godot executable name>** in the dropdown that appears."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:70
|
||||
msgid "Your results window should now look something like this:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:75
|
||||
msgid "HotSpot"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:77
|
||||
msgid "Open HotSpot. Click **Record Data**:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:81
|
||||
msgid "In the next window, specify the path to the Godot binary that includes debug symbols."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:82
|
||||
msgid "Specify command line arguments to run a specific project, with or without the editor."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:83
|
||||
msgid "The path to the working directory can be anything if an absolute path is used for the ``--path`` command line argument. Otherwise, it must be set so that the relative path to the project is valid."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:86
|
||||
msgid "Make sure **Elevate Privileges** is checked if you have administrative privileges. While not essential for profiling Godot, this will ensure all events can be captured. Otherwise, some events may be missing from the capture. Your settings should now look something like this:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:93
|
||||
msgid "Click **Start Recording** and perform the actions you wish to profile in the editor/project."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:94
|
||||
msgid "Quit the editor/project normally or use the **Stop Profiling** button in HotSpot to stop profiling early. Stopping profiling early can result in cleaner profiles if you're not interested in the engine's shutdown procedure."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:97
|
||||
msgid "Click **View Results** and wait for the profiling visualization to be generated:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:101
|
||||
msgid "Use the tabs at the top to navigate between the different views. These views show the same data, but in different ways. The **Flame Graph** tab is a good way to see which functions take up the most time at a glance. These functions are therefore the most important ones to optimize, since optimizing them will improve performance the most."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:106
|
||||
msgid "At the bottom of all tabs except **Summary**, you will also see a list of CPU threads started by the engine along with the CPU utilization for each thread. This lets you see threads that can be a bottleneck at a given point in time."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:114
|
||||
msgid "If you don't want the startup procedure to be included in the profile, you can also attach HotSpot to a running process by clicking **Record Data** then setting the **Launch Application** dropdown option to **Attach To Process(es)**."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:119
|
||||
msgid "This process attachment-based workflow is similar to the one used by VerySleepy."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:122
|
||||
msgid "Xcode Instruments"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:124
|
||||
msgid "Open Xcode. Select **Open Developer Tool** - **Instruments** from the **Xcode** app menu:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:125
|
||||
msgid "Double-click on **Time Profiler** in the **Instruments** window:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:129
|
||||
msgid "In the Time Profiler window, click on the **Target** menu, select **Choose target...** and specify the path to the Godot binary, command line arguments, and environment variables in the next window."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:135
|
||||
msgid "You can also attach the Time Profiler to a running process by selecting it from the **Target** menu."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:138
|
||||
msgid "Click the **Start an immediate mode recording** button to start profiling."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:142
|
||||
msgid "Perform the actions you wish to profile in the editor or project. When you're done, click the **Stop** button."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:145
|
||||
msgid "Wait for the results to appear."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:146
|
||||
msgid "At the bottom of the window you will see a call tree for all CPU threads started, and the **Heaviest Stack Trace** overview."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:148
|
||||
msgid "Select **Hide system libraries** in the **Call Tree** menu (at the bottom of the window) to remove external modules."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/sampling_profilers.rst:150
|
||||
msgid "You can use the timeline at the top of the window to display details for the specific time period."
|
||||
msgstr ""
|
||||
@@ -0,0 +1,226 @@
|
||||
# SOME DESCRIPTIVE TITLE.
|
||||
# Copyright (C) 2014-present Juan Linietsky, Ariel Manzur and the Godot community (CC BY 3.0)
|
||||
# This file is distributed under the same license as the Godot Engine package.
|
||||
# FIRST AUTHOR <EMAIL@ADDRESS>, YEAR.
|
||||
#
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
"Language-Team: LANGUAGE <LL@li.org>\n"
|
||||
"MIME-Version: 1.0\n"
|
||||
"Content-Type: text/plain; charset=UTF-8\n"
|
||||
"Content-Transfer-Encoding: 8bit\n"
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:4
|
||||
msgid "Tracing Profilers"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:6
|
||||
msgid "Godot currently supports two tracing profilers: `Tracy <https://github.com/wolfpld/tracy>`__ and `Perfetto <https://perfetto.dev>`__."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:9
|
||||
msgid "In order to use either of them, you'll need to build the engine from source. If you've never done this before, please read :ref:`these docs <doc_compiling_index>` for the platform you want to profile on. You'll need to perform the same steps here, but with some additional arguments for ``scons``."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:18
|
||||
msgid "Tracy for Windows, Linux, and macOS"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:20
|
||||
msgid "Tracy is an Open Source profiler that runs on a wide variety of platforms, including Windows, Linux, and macOS. While it is primarily a tracing profiler, it can also periodically sample data like a :ref:`sampling profiler <doc_sampling_profilers>`, giving some of the benefits of both approaches."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:27
|
||||
msgid "Build Godot with Tracy support"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:29
|
||||
msgid "First, clone the latest version of the Tracy source code (\"0.13.0\" at the time of writing) using Git:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:36
|
||||
msgid "This will create a ``tracy`` directory - you can place this anywhere."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:38
|
||||
msgid "Next, build the release templates for your platform using ``scons``, but adding the ``profiler=tracy profiler_path=path/to/tracy`` arguments with the real path to the ``tracy`` directory, as well as ``debug_symbols=yes`` to allow Tracy's sampling features to work."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:45
|
||||
msgid "You don't have to build release templates, you could also build debug templates, or even the editor. However, it's generally recommended to profile release templates, because that is the version your players will use, and it will perform differently than other types of builds."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:50
|
||||
msgid "For example, to build release templates for Windows:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:57
|
||||
msgid "Get the Tracy \"server\""
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:59
|
||||
msgid "In Tracy terminology, the application you are profiling is the \"client\", and the one receiving the data is the \"server\"."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:62
|
||||
msgid "If you are on Windows, you can download a pre-built ``tracy-profiler.exe`` from the Tracy `releases page <https://github.com/wolfpld/tracy/releases>`_."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:65
|
||||
msgid "However, if you're on Linux or macOS, you'll either need to find a pre-built binary from a package manager (like ``brew`` or ``nix``), or build it from source yourself."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:71
|
||||
msgid "If you do use a pre-built binary, be sure to use the same version that you used when building Godot."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:75
|
||||
msgid "Build the Tracy server from source"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:77
|
||||
msgid "In order to build Tracy, you'll need to install ``cmake``, which can be downloaded from the `CMake website <https://cmake.org/download/>`_, or possibly installed via a package manager (like ``brew`` or ``nix``)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:81
|
||||
msgid "The full instructions for building Tracy from source can be found in the `Tracy manual <https://github.com/wolfpld/tracy/releases/latest/download/tracy.pdf>`_, but here is the TL;DR:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:91
|
||||
msgid "This will place the binary at ``tracy/profiler/build/tracy-profiler`` or ``tracy/profiler/build/tracy-profiler.exe`` (on Windows)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:95
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:198
|
||||
msgid "Record a trace"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:97
|
||||
msgid "Launch the Tracy server - you'll see something like this:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:101
|
||||
msgid "Press \"connect\". This will ensure tracy makes a connection immediately when the game launches. If you forget to press \"connect\", Tracy will store system events in RAM, which can quickly blow up your memory usage (see the ``TRACY_ON_DEMAND`` documentation)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:106
|
||||
msgid "Now, export your game using the release templates you built above, and run it. As soon as both are running, and you have pressed the \"Connect\" button in Tracy, you'll see data coming in:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:112
|
||||
msgid "When you think you've gathered enough data, press the \"Stop\" button. If you clicked somewhere and the box with the \"Stop\" button disappeared, you can click the top-left most icon to bring it back."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:117
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:216
|
||||
msgid "Examining the trace"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:119
|
||||
msgid "Here are some of the basic controls:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:121
|
||||
msgid "Zoom in/out with the mouse wheel"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:122
|
||||
msgid "Right click and drag to move forward/backward on the timeline"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:123
|
||||
msgid "In the top bar, click the left and right arrow buttons by \"Frames\" to move a single frame on the timeline"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:125
|
||||
msgid "To learn more, see the `Tracy manual <https://github.com/wolfpld/tracy/releases/latest/download/tracy.pdf>`_."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:129
|
||||
msgid "Perfetto for Android"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:131
|
||||
msgid "Perfetto is the default tracing system for Android. In fact, its system tracing service has been built into the platform since Android 9."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:135
|
||||
msgid "Build Godot with Perfetto support"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:137
|
||||
msgid "First, clone the latest version of the Perfetto source code (\"53.0\" at the time of writing) using Git:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:144
|
||||
msgid "This will create a ``perfetto`` directory - you can place this anywhere."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:146
|
||||
msgid "Next, build the Android debug or release templates for your architecture using ``scons`` (per :ref:`Compiling for Android <doc_compiling_for_android>`), but adding the ``profiler=perfetto profiler_path=path/to/perfetto`` arguments with the real path to the ``perfetto`` directory."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:153
|
||||
msgid "It's generally recommended to profile release templates, because that is the version your players will use, and it will perform differently than other types of builds. However, in the case of Android, it can sometimes be useful to use debug templates, because Godot can only do remote debugging of games exported from debug templates."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:159
|
||||
msgid "For example, to build the release templates for arm64:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:166
|
||||
msgid "Configuration"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:168
|
||||
msgid "Perfetto requires a configuration file to tell it which events to track."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:170
|
||||
msgid "Create a file called ``godot.config`` inside of the ``perfetto`` directory with this content:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:200
|
||||
msgid "Finally, launch your game on an Android device using the export templates you built earlier."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:203
|
||||
msgid "When you're ready to record a trace (for example, when you've hit the part of your game that is exhibiting performance issues), you can use this script that comes with the Perfetto source code:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:212
|
||||
msgid "This will record for 10 seconds (per the configuration), or until you press :kbd:`Ctrl + C`."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:218
|
||||
msgid "As soon as that script exits, it will launch the Perfetto UI in a web browser."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:220
|
||||
msgid "To see the Godot events, expand the row for your application by clicking on its Android \"Unique Name\" (Perfetto will also include some events from system services in the trace)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:226
|
||||
msgid "Then you can use the ``WASD`` keys to navigate the graph:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:228
|
||||
msgid "Press :kbd:`A` or :kbd:`D` to navigate forward or backward along the timeline"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:229
|
||||
msgid "Press :kbd:`W` or :kbd:`S` to zoom in or out"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:231
|
||||
msgid "You'll probably need to zoom a bit before you're able to see the individual events from Godot."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/profiling/tracing_profilers.rst:234
|
||||
msgid "To learn more, see the `Perfetto UI documentation <https://perfetto.dev/docs/visualization/perfetto-ui>`_."
|
||||
msgstr ""
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
@@ -27,186 +27,22 @@ msgstr ""
|
||||
msgid "There is a :ref:`built-in GDScript profiler <doc_the_profiler>` in the editor, but using C++ profiler may be useful in cases where the GDScript profiler is not accurate enough or is missing information due to bugs in the profiler."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:16
|
||||
msgid "Recommended profilers"
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:15
|
||||
msgid "There are two main types of profilers: sampling profilers and tracing profilers."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:18
|
||||
msgid "`VerySleepy <http://www.codersnotes.com/sleepy/>`__ (Windows only)"
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:17
|
||||
msgid "Sampling profilers periodically interrupt the running program and take a \"sample\", which records which functions are running. Using this information, the profiler estimates which functions the program spent the most time in."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:19
|
||||
msgid "`HotSpot <https://github.com/KDAB/hotspot>`__ (Linux only)"
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:21
|
||||
msgid "Tracing profilers work by recording application-specific events (such as the start and end of a single frame), producing a log called a \"trace\". The profiler can use the trace to produce a graph showing an accurate high-level timeline of what happened. However, any code that is not explicitly instrumented will not appear in a tracing profiler's timeline!"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:20
|
||||
msgid "`Xcode Instruments <https://developer.apple.com/xcode/>`__ (macOS only)"
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:27
|
||||
msgid "Godot supports both sampling profilers and tracing profilers, and already includes the logging code for common Godot events for use with a tracing profiler!"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:22
|
||||
msgid "These profilers may not be the most powerful or flexible options, but their standalone operation and limited feature set tends to make them easier to use."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:26
|
||||
msgid "Setting up Godot"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:28
|
||||
msgid "To get useful profiling information, it is **absolutely required** to use a Godot build that includes debugging symbols. Official binaries do not include debugging symbols, since these would make the download size significantly larger."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:32
|
||||
msgid "To get profiling data that best matches the production environment (but with debugging symbols), you should compile binaries with the ``production=yes debug_symbols=yes`` SCons options."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:35
|
||||
msgid "It is possible to run a profiler on less optimized builds (e.g. ``target=template_debug`` without LTO), but results will naturally be less representative of real world conditions."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:40
|
||||
msgid "Do *not* strip debugging symbols on the binaries using the ``strip`` command after compiling the binaries. Otherwise, you will no longer get useful profiling information when running a profiler."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:45
|
||||
msgid "Benchmarking startup/shutdown times"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:47
|
||||
msgid "If you're looking into optimizing Godot's startup/shutdown performance, you can tell the profiler to use the ``--quit`` command line option on the Godot binary. This will exit Godot just after it finished starting. The ``--quit`` option works with ``--editor``, ``--project-manager`` or ``--path <path to project directory>`` (which runs a project directly)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:55
|
||||
msgid "See :ref:`doc_command_line_tutorial` for more command line arguments supported by Godot."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:59
|
||||
msgid "Profiler-specific instructions"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:62
|
||||
msgid "VerySleepy"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:64
|
||||
msgid "Start the Godot editor or your project first. If you start the Project Manager, make sure to edit or run a project first. Otherwise, the profiler will not track the child process since the Project Manager will spawn a child process for every project edited or run."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:68
|
||||
msgid "Open VerySleepy and select the Godot executable in the list of processes on the left:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:72
|
||||
msgid "Click the **Profile All** button on the right to start profiling."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:73
|
||||
msgid "Perform the actions you wish to profile in the editor or project. When you're done, click **Stop** (*not* Abort)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:74
|
||||
msgid "Wait for the results window to appear."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:75
|
||||
msgid "Once the results window appears, filter the view to remove external modules (such as the graphics driver). You can filter by module by finding a line whose **Module** matches the Godot executable name, right-clicking that line then choosing **Filter Module to <Godot executable name>** in the dropdown that appears."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:79
|
||||
msgid "Your results window should now look something like this:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:84
|
||||
msgid "HotSpot"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:86
|
||||
msgid "Open HotSpot. Click **Record Data**:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:90
|
||||
msgid "In the next window, specify the path to the Godot binary that includes debug symbols."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:91
|
||||
msgid "Specify command line arguments to run a specific project, with or without the editor."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:92
|
||||
msgid "The path to the working directory can be anything if an absolute path is used for the ``--path`` command line argument. Otherwise, it must be set to that the relative path to the project is valid."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:95
|
||||
msgid "Make sure **Elevate Privileges** is checked if you have administrative privileges. While not essential for profiling Godot, this will ensure all events can be captured. Otherwise, some events may be missing in the capture. Your settings should now look something like this:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:102
|
||||
msgid "Click **Start Recording** and perform the actions you wish to profile in the editor/project."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:103
|
||||
msgid "Quit the editor/project normally or use the **Stop Profiling** button in HotSpot to stop profiling early. Stopping profiling early can result in cleaner profiles if you're not interested in the engine's quit procedure."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:106
|
||||
msgid "Click **View Results** and wait for the profiling visualization to be generated:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:110
|
||||
msgid "Use the tabs at the top to navigate between the different views. These views show the same data, but in different ways. The **Flame Graph** tab is a good way to see which functions take up the most time at a glance. These functions are therefore the most important ones to optimize, since optimizing them will improve performance the most."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:115
|
||||
msgid "At the bottom of all tabs except **Summary**, you will also see a list of CPU threads started by the engine among with the CPU utilization for each thread. This lets you see threads that can be a bottleneck at a given point in time."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:123
|
||||
msgid "If you don't want the startup procedure to be included in the profile, you can also attach HotSpot to a running process by clicking **Record Data** then setting the **Launch Application** dropdown option to **Attach To Process(es)**."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:128
|
||||
msgid "This process attachment-based workflow is similar to the one used by VerySleepy."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:131
|
||||
msgid "Xcode Instruments"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:133
|
||||
msgid "Open Xcode. Select **Open Developer Tool** - **Instruments** from the **Xcode** app menu:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:134
|
||||
msgid "Double-click on **Time Profiler** in the **Instruments** window:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:138
|
||||
msgid "In the Time Profiler window, click on the **Target** menu, select **Choose target...** and specify the path to the Godot binary, command line arguments and environment variables in the next window."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:144
|
||||
msgid "You can also attach the Time Profiler to a running process by selecting it from the **Target** menu."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:147
|
||||
msgid "Click the **Start an immediate mode recording** button to start profiling."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:151
|
||||
msgid "Perform the actions you wish to profile in the editor or project. When you're done, click the **Stop** button."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:154
|
||||
msgid "Wait for the results to appear."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:155
|
||||
msgid "At the bottom of the window you will see a call tree for all CPU threads started, and the **Heaviest Stack Trace** overview."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:157
|
||||
msgid "Select **Hide system libraries** in the **Call Tree** menu (at the bottom of window) to remove external modules."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:159
|
||||
msgid "You can use the timeline at the top of the window to display details for the specific time period."
|
||||
#: ../../docs/engine_details/development/debugging/using_cpp_profilers.rst:30
|
||||
msgid "Different problems may be easier to debug with one kind of profiler over the other, but it's difficult to provide a set of rules for which to use. Give both a try, and see what you can learn from them!"
|
||||
msgstr ""
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
@@ -112,30 +112,30 @@ msgstr ""
|
||||
msgid "After installing the package, run Godot with the ``--gpu-validation`` :ref:`command line argument <doc_command_line_tutorial>`. You can also specify ``--gpu-abort`` which will make Godot quit as soon as a validation error happens. This can prevent your system from freezing if a validation error occurs."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/vulkan/vulkan_validation_layers.rst:135
|
||||
msgid "Android"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/vulkan/vulkan_validation_layers.rst:137
|
||||
msgid "After enabling validation layers on Android, a developer can see errors and warning messages in the ``adb logcat`` output."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/vulkan/vulkan_validation_layers.rst:141
|
||||
#: ../../docs/engine_details/development/debugging/vulkan/vulkan_validation_layers.rst:133
|
||||
msgid "iOS"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/vulkan/vulkan_validation_layers.rst:143
|
||||
#: ../../docs/engine_details/development/debugging/vulkan/vulkan_validation_layers.rst:135
|
||||
msgid "Validation layers are currently **not** supported on iOS."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/vulkan/vulkan_validation_layers.rst:146
|
||||
#: ../../docs/engine_details/development/debugging/vulkan/vulkan_validation_layers.rst:138
|
||||
msgid "Web"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/vulkan/vulkan_validation_layers.rst:148
|
||||
#: ../../docs/engine_details/development/debugging/vulkan/vulkan_validation_layers.rst:140
|
||||
msgid "Validation layers are **not** supported on the web platform, as there is no support for Vulkan there."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/vulkan/vulkan_validation_layers.rst:146
|
||||
msgid "Android"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/vulkan/vulkan_validation_layers.rst:148
|
||||
msgid "After enabling validation layers on Android, a developer can see errors and warning messages in the ``adb logcat`` output."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/debugging/vulkan/vulkan_validation_layers.rst:152
|
||||
msgid "Enabling validation layers"
|
||||
msgstr ""
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
@@ -64,25 +64,49 @@ msgid "core/math/a_star_grid_2d.cpp"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/handling_compatibility_breakages.rst:117
|
||||
msgid "And finally, the changes reported by the API validation step should be added to the relevant validation file. Because this was done during the development of 4.3, this would be ``misc/extension_api_validation/4.2-stable.expected`` (including changes not shown in this example):"
|
||||
msgid "Finally, the GDExtension API changes need to be recorded. To do this, first compile Godot on the ``master`` branch, and then run it with the ``--dump-extension-api`` flag:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/handling_compatibility_breakages.rst:121
|
||||
msgid "misc/extension_api_validation/4.2-stable.expected"
|
||||
#: ../../docs/engine_details/development/handling_compatibility_breakages.rst:126
|
||||
msgid "This will create a file named ``extension_api.json`` in your current directory. Switch to your feature branch, recompile Godot, and then run it with the ``--validate-extension-api`` flag followed by the path to the ``extension_api.json`` file you just generated:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/handling_compatibility_breakages.rst:136
|
||||
msgid "The instructions for how to add to that file are at the top of the file itself."
|
||||
#: ../../docs/engine_details/development/handling_compatibility_breakages.rst:135
|
||||
msgid "This will generate some lines starting with ``Validate extension JSON`` like so:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/handling_compatibility_breakages.rst:138
|
||||
msgid "If you get a \"Hash changed\" error for a method, it means that the compatibility binding is missing or incorrect. Such lines shouldn't be added to the ``.expected`` file, but fixed by binding the proper compatibility method."
|
||||
#: ../../docs/engine_details/development/handling_compatibility_breakages.rst:148
|
||||
msgid "If you get a ``Hash changed`` error for a method, it means that the compatibility binding is missing or incorrect. Such lines shouldn't be added to the validation file, but fixed by binding the proper compatibility method. Make sure to double-check the following:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/handling_compatibility_breakages.rst:141
|
||||
msgid "And that's it! You might run into a bit more complicated cases, like rearranging arguments, changing return types, etc., but this covers the basic on how to use this system."
|
||||
#: ../../docs/engine_details/development/handling_compatibility_breakages.rst:152
|
||||
msgid "For the compatibility method (the one whose name ends with the PR number), the argument types, names, and default values must be identical to the version of the method from before your changes."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/handling_compatibility_breakages.rst:144
|
||||
#: ../../docs/engine_details/development/handling_compatibility_breakages.rst:154
|
||||
msgid "In ``_bind_compatibility_methods()``, argument names provided to the ``D_METHOD()`` macro in ``ClassDB::bind_compatibility_method()`` must be identical to those from the ``ClassDB::bind_method()`` call for the original method."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/handling_compatibility_breakages.rst:157
|
||||
msgid "Add these lines, followed by a comment explaining what the API change was and the actions taken to prevent breakage, to a validation file named after the GitHub pull request ID and placed in the folder of the Godot version it would have broken compatibility for."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/handling_compatibility_breakages.rst:160
|
||||
msgid "Since this example was for PR #88047, its file name would be ``GH-88047.txt``, and because this was done during the development of 4.3 (thus changing from 4.2), the file would be in the ``misc/extension_api_validation/4.2-stable/`` folder."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/handling_compatibility_breakages.rst:163
|
||||
msgid "See below for a complete example of such a file for this PR:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/handling_compatibility_breakages.rst:165
|
||||
msgid "misc/extension_api_validation/4.2-stable/GH-88047.txt"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/handling_compatibility_breakages.rst:180
|
||||
msgid "And that's it! You might run into a bit more complicated cases, like rearranging arguments, changing return types, etc., but this covers the basics on how to use this system."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/development/handling_compatibility_breakages.rst:183
|
||||
msgid "For more information, see `pull request #76446 <https://github.com/godotengine/godot/pull/76446>`_."
|
||||
msgstr ""
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
@@ -72,19 +72,19 @@ msgid "`editor/editor_node.cpp <https://github.com/godotengine/godot/blob/master
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/editor/introduction_to_editor_development.rst:49
|
||||
msgid "`editor/project_manager.cpp <https://github.com/godotengine/godot/blob/master/editor/project_manager.cpp>`__: Main Project Manager initialization file. Effectively the \"main scene\" of the Project Manager."
|
||||
msgid "`editor/project_manager/project_manager.cpp <https://github.com/godotengine/godot/blob/master/editor/project_manager/project_manager.cpp>`__: Main Project Manager initialization file. Effectively the \"main scene\" of the Project Manager."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/editor/introduction_to_editor_development.rst:51
|
||||
msgid "`editor/plugins/canvas_item_editor_plugin.cpp <https://github.com/godotengine/godot/blob/master/editor/plugins/canvas_item_editor_plugin.cpp>`__: The 2D editor viewport and related functionality (toolbar at the top, editing modes, overlaid helpers/panels, …)."
|
||||
msgid "`editor/scene/canvas_item_editor_plugin.cpp <https://github.com/godotengine/godot/blob/master/editor/scene/canvas_item_editor_plugin.cpp>`__: The 2D editor viewport and related functionality (toolbar at the top, editing modes, overlaid helpers/panels, …)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/editor/introduction_to_editor_development.rst:53
|
||||
msgid "`editor/plugins/node_3d_editor_plugin.cpp <https://github.com/godotengine/godot/blob/master/editor/plugins/node_3d_editor_plugin.cpp>`__: The 3D editor viewport and related functionality (toolbar at the top, editing modes, overlaid panels, …)."
|
||||
msgid "`editor/scene/3d/node_3d_editor_plugin.cpp <https://github.com/godotengine/godot/blob/master/editor/scene/3d/node_3d_editor_plugin.cpp>`__: The 3D editor viewport and related functionality (toolbar at the top, editing modes, overlaid panels, …)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/editor/introduction_to_editor_development.rst:55
|
||||
msgid "`editor/plugins/node_3d_editor_gizmos.cpp <https://github.com/godotengine/godot/blob/master/editor/plugins/node_3d_editor_gizmos.cpp>`__: Where the 3D editor gizmos are defined and drawn. This file doesn't have a 2D counterpart as 2D gizmos are drawn by the nodes themselves."
|
||||
msgid "`editor/scene/3d/node_3d_editor_gizmos.cpp <https://github.com/godotengine/godot/blob/master/editor/scene/3d/node_3d_editor_gizmos.cpp>`__: Where the 3D editor gizmos are defined and drawn. This file doesn't have a 2D counterpart as 2D gizmos are drawn by the nodes themselves."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/engine_details/editor/introduction_to_editor_development.rst:60
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
@@ -27,7 +27,7 @@ msgstr ""
|
||||
msgid "|image0|"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/first_2d_game/index.rst:79
|
||||
#: ../../docs/getting_started/first_2d_game/index.rst:80
|
||||
msgid "image0"
|
||||
msgstr ""
|
||||
|
||||
@@ -88,33 +88,37 @@ msgid "You can find a completed version of this project at this location:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/first_2d_game/index.rst:45
|
||||
msgid "https://github.com/godotengine/godot-demo-projects/tree/master/2d/dodge_the_creeps"
|
||||
msgid "`Dodge the Creeps source code (GDScript) <https://github.com/godotengine/godot-demo-projects/tree/master/2d/dodge_the_creeps>`__"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/first_2d_game/index.rst:48
|
||||
#: ../../docs/getting_started/first_2d_game/index.rst:46
|
||||
msgid "`Dodge the Creeps source code (C#) <https://github.com/godotengine/godot-demo-projects/tree/master/mono/dodge_the_creeps>`__"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/first_2d_game/index.rst:49
|
||||
msgid "Prerequisites"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/first_2d_game/index.rst:50
|
||||
#: ../../docs/getting_started/first_2d_game/index.rst:51
|
||||
msgid "This step-by-step tutorial is intended for beginners who followed the complete :ref:`doc_step_by_step`."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/first_2d_game/index.rst:53
|
||||
#: ../../docs/getting_started/first_2d_game/index.rst:54
|
||||
msgid "If you're an experienced programmer, you can find the complete demo's source code here: `Dodge the Creeps source code <https://github.com/godotengine/godot-demo-projects/tree/master/2d/dodge_the_creeps>`__."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/first_2d_game/index.rst:57
|
||||
#: ../../docs/getting_started/first_2d_game/index.rst:58
|
||||
msgid "We prepared some game assets you'll need to download so we can jump straight to the code."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/first_2d_game/index.rst:60
|
||||
#: ../../docs/getting_started/first_2d_game/index.rst:61
|
||||
msgid "You can download them by clicking the link below."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/first_2d_game/index.rst:62
|
||||
#: ../../docs/getting_started/first_2d_game/index.rst:63
|
||||
msgid "`dodge_the_creeps_2d_assets.zip <https://github.com/godotengine/godot-docs-project-starters/releases/download/latest-4.x/dodge_the_creeps_2d_assets.zip>`_."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/first_2d_game/index.rst:65
|
||||
#: ../../docs/getting_started/first_2d_game/index.rst:66
|
||||
msgid "Contents"
|
||||
msgstr ""
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
@@ -248,7 +248,7 @@ msgid "image8"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:417
|
||||
msgid "You can run the scene by pressing :kbd:`F6` and press the arrow keys to move the character."
|
||||
msgid "You can run the scene by pressing :kbd:`F6` (:kbd:`Cmd + R` on macOS) and press the arrow keys to move the character."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/first_3d_game/03.player_movement_code.rst:420
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
@@ -440,7 +440,7 @@ msgid "Here is the complete ``main.gd`` script so far, for reference."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:338
|
||||
msgid "You can test the scene by pressing :kbd:`F6`. You should see the monsters spawn and move in a straight line."
|
||||
msgid "You can test the scene by pressing :kbd:`F6` (:kbd:`Cmd + R` on macOS). You should see the monsters spawn and move in a straight line."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/first_3d_game/05.spawning_mobs.rst:341
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
@@ -27,7 +27,7 @@ msgstr ""
|
||||
msgid "|image0|"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/first_3d_game/index.rst:72
|
||||
#: ../../docs/getting_started/first_3d_game/index.rst:74
|
||||
msgid "image0"
|
||||
msgstr ""
|
||||
|
||||
@@ -68,21 +68,29 @@ msgid "And more."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/first_3d_game/index.rst:32
|
||||
msgid "This tutorial is for beginners who followed the complete getting started series. We'll start slow with detailed instructions and shorten them as we do similar steps. If you're an experienced programmer, you can browse the complete demo's source code here: `Squash the Creep source code <https://github.com/godotengine/godot-demo-projects/tree/master/3d/squash_the_creeps>`__."
|
||||
msgid "This tutorial is for beginners who followed the complete getting started series. We'll start slow with detailed instructions and shorten them as we do similar steps. If you're an experienced programmer, you can browse the complete demo's source code here:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/first_3d_game/index.rst:40
|
||||
#: ../../docs/getting_started/first_3d_game/index.rst:37
|
||||
msgid "`Squash the Creeps source code (GDScript) <https://github.com/godotengine/godot-demo-projects/tree/master/3d/squash_the_creeps>`__"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/first_3d_game/index.rst:38
|
||||
msgid "`Squash the Creeps source code (C#) <https://github.com/godotengine/godot-demo-projects/tree/master/mono/squash_the_creeps>`__"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/first_3d_game/index.rst:42
|
||||
msgid "You can follow this series without having done the 2D one. However, if you're new to game development, we recommend you to start with 2D. 3D game code is always more complex and the 2D series will give you foundations to follow along more comfortably."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/first_3d_game/index.rst:45
|
||||
#: ../../docs/getting_started/first_3d_game/index.rst:47
|
||||
msgid "We prepared some game assets so we can jump straight to the code. You can download them here: `Squash the Creeps assets <https://github.com/godotengine/godot-docs-project-starters/releases/download/latest-4.x/3d_squash_the_creeps_starter.zip>`__."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/first_3d_game/index.rst:49
|
||||
#: ../../docs/getting_started/first_3d_game/index.rst:51
|
||||
msgid "We will first work on a basic prototype for the player's movement. We will then add the monsters that we'll spawn randomly around the screen. After that, we'll implement the jump and squashing mechanic before refining the game with some nice animation. We'll wrap up with the score and the retry screen."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/first_3d_game/index.rst:55
|
||||
#: ../../docs/getting_started/first_3d_game/index.rst:57
|
||||
msgid "Contents"
|
||||
msgstr ""
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
@@ -120,17 +120,13 @@ msgid "Godot relies on the object-oriented programming paradigm. Being comfortab
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/introduction/introduction_to_godot.rst:114
|
||||
msgid "If you are entirely new to programming, we recommend following the `CS50 open courseware`_ from Harvard University. It's a great free course that will teach you everything you need to know to be off to a good start. It will save you countless hours and hurdles learning any game engine afterward."
|
||||
msgid "If you are entirely new to programming, GDQuest's *Learn GDScript From Zero* is a free and open source interactive tutorial for absolute beginners to learn to program with Godot's GDScript language. It is available as a `desktop application <https://gdquest.itch.io/learn-godot-gdscript>`__ or `in the browser <https://gdquest.github.io/learn-gdscript>`__."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/introduction/introduction_to_godot.rst:119
|
||||
msgid "In CS50, you will learn multiple programming languages. Don't be afraid of that: programming languages have many similarities. The skills you learn with one language transfer well to others."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/introduction/introduction_to_godot.rst:123
|
||||
#: ../../docs/getting_started/introduction/introduction_to_godot.rst:120
|
||||
msgid "We will provide you with more Godot-specific learning resources in :ref:`doc_learning_new_features`."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/introduction/introduction_to_godot.rst:126
|
||||
#: ../../docs/getting_started/introduction/introduction_to_godot.rst:123
|
||||
msgid "In the next part, you will get an overview of the engine's essential concepts."
|
||||
msgstr ""
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
@@ -76,73 +76,73 @@ msgid "Teaching programming foundations and how to think like a game developer i
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/introduction/learning_new_features.rst:69
|
||||
msgid "Harvard university offers a free courseware to learn to program, `CS50 <https://cs50.harvard.edu/x/>`_. It will teach you programming fundamentals, how code works, and how to think like a programmer. These skills are essential to become a game developer and learn any game engine efficiently. You can see this course as an investment that will save you time and trouble when you learn to create games."
|
||||
msgid "GDQuest's *Learn GDScript From Zero* is a free and open source interactive tutorial for absolute beginners to learn to program with Godot's GDScript language. It is available as a `desktop application <https://gdquest.itch.io/learn-godot-gdscript>`__ or `in the browser <https://gdquest.github.io/learn-gdscript>`__."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/introduction/learning_new_features.rst:76
|
||||
#: ../../docs/getting_started/introduction/learning_new_features.rst:75
|
||||
msgid "If you prefer books, check out the free ebook `Automate The Boring Stuff With Python <https://automatetheboringstuff.com/>`_ by Al Sweigart."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/introduction/learning_new_features.rst:80
|
||||
#: ../../docs/getting_started/introduction/learning_new_features.rst:79
|
||||
msgid "Learning with the community"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/introduction/learning_new_features.rst:82
|
||||
#: ../../docs/getting_started/introduction/learning_new_features.rst:81
|
||||
msgid "Godot has a growing community of users. If you're stuck on a problem or need help to better understand how to achieve something, you can ask other users for help on one of the many `active communities <https://godotengine.org/community>`_."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/introduction/learning_new_features.rst:87
|
||||
#: ../../docs/getting_started/introduction/learning_new_features.rst:86
|
||||
msgid "The best place to ask questions and find already answered ones is the official `Godot Forum <https://forum.godotengine.org/>`_. These responses show up in search engine results and get saved, allowing other users to benefit from discussions on the platform. Once you have asked a question there, you can share its link on other social platforms. Before asking a question, be sure to look for existing answers that might solve your problem on this website or using your preferred search engine."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/introduction/learning_new_features.rst:95
|
||||
#: ../../docs/getting_started/introduction/learning_new_features.rst:94
|
||||
msgid "Asking questions well and providing details will help others answer you faster and better. When asking questions, we recommend including the following information:"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/introduction/learning_new_features.rst:99
|
||||
#: ../../docs/getting_started/introduction/learning_new_features.rst:98
|
||||
msgid "**Describe your goal**. You want to explain what you are trying to achieve design-wise. If you are having trouble figuring out how to make a solution work, there may be a different, easier solution that accomplishes the same goal."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/introduction/learning_new_features.rst:104
|
||||
#: ../../docs/getting_started/introduction/learning_new_features.rst:103
|
||||
msgid "If there is an error involved, **share the exact error message**. You can copy the exact error message in the editor's Debugger bottom panel by clicking the Copy Error icon. Knowing what it says can help community members better identify how you triggered the error."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/introduction/learning_new_features.rst:109
|
||||
#: ../../docs/getting_started/introduction/learning_new_features.rst:108
|
||||
msgid "If there is code involved, **share a code sample**. Other users won't be able to help you fix a problem without seeing your code. Share the code as text directly. To do so, you can copy and paste a short code snippet in a chat box, or use a website like `Pastebin <https://pastebin.com/>`_ to share long files."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/introduction/learning_new_features.rst:115
|
||||
#: ../../docs/getting_started/introduction/learning_new_features.rst:114
|
||||
msgid "**Share a screenshot** of your *Scene* dock along with your written code. Most of the code you write affects nodes in your scenes. As a result, you should think of those scenes as part of your source code."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/introduction/learning_new_features.rst:121
|
||||
#: ../../docs/getting_started/introduction/learning_new_features.rst:120
|
||||
msgid "Also, please don't take a picture with your phone, the low quality and screen reflections can make it hard to understand the image. Your operating system should have a built-in tool to take screenshots with the :kbd:`PrtSc` (Print Screen) key (macOS: use :kbd:`Cmd + Shift + 3` for a full screen shot, `more information here <https://support.apple.com/guide/mac-help/take-a-screenshot-mh26782/mac>`_)."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/introduction/learning_new_features.rst:127
|
||||
#: ../../docs/getting_started/introduction/learning_new_features.rst:126
|
||||
msgid "Alternatively, you can use a program like `ShareX <https://getsharex.com/>`_ on Windows, or `Flameshot <https://flameshot.org/>`_ on Windows/macOS/Linux."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/introduction/learning_new_features.rst:130
|
||||
#: ../../docs/getting_started/introduction/learning_new_features.rst:129
|
||||
msgid "Sharing a video of your running game can also be really **useful to troubleshoot your game**. You can use programs like `OBS Studio <https://obsproject.com/>`_ and `Screen to GIF <https://www.screentogif.com/>`_ to capture your screen."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/introduction/learning_new_features.rst:135
|
||||
#: ../../docs/getting_started/introduction/learning_new_features.rst:134
|
||||
msgid "You can then use a service like `streamable <https://streamable.com/>`_ or a cloud provider to upload and share your videos for free."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/introduction/learning_new_features.rst:138
|
||||
#: ../../docs/getting_started/introduction/learning_new_features.rst:137
|
||||
msgid "If you're not using the stable version of Godot, please mention the version you're using. The answer can be different as available features and the interface evolve rapidly."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/introduction/learning_new_features.rst:142
|
||||
#: ../../docs/getting_started/introduction/learning_new_features.rst:141
|
||||
msgid "Following these guidelines will maximize your chances of getting the answer you're looking for. They will save time both for you and the persons helping you."
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/introduction/learning_new_features.rst:146
|
||||
#: ../../docs/getting_started/introduction/learning_new_features.rst:145
|
||||
msgid "Community tutorials"
|
||||
msgstr ""
|
||||
|
||||
#: ../../docs/getting_started/introduction/learning_new_features.rst:148
|
||||
#: ../../docs/getting_started/introduction/learning_new_features.rst:147
|
||||
msgid "This manual aims to provide a comprehensive reference of Godot's features. Aside from the 2D and 3D getting started series, it does not contain tutorials to implement specific game genres. If you're looking for a tutorial about creating a role-playing game, a platformer, or other, please see :ref:`doc_community_tutorials`, which lists content made by the Godot community."
|
||||
msgstr ""
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#, fuzzy
|
||||
msgid ""
|
||||
msgstr ""
|
||||
"Project-Id-Version: Godot Engine 4.5\n"
|
||||
"Project-Id-Version: Godot Engine latest\n"
|
||||
"Report-Msgid-Bugs-To: \n"
|
||||
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
|
||||
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user