Sync Sphinx and Weblate templates with current docs (4.6)

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Rémi Verschelde
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#, 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"

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@@ -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"

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@@ -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 ""

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@@ -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"

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@@ -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"

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@@ -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 ""

View File

@@ -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

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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 ""

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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"

View File

@@ -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 ""

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@@ -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"

View File

@@ -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"

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@@ -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 ""

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@@ -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"

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@@ -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"

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@@ -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

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@@ -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"

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@@ -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 ""

View File

@@ -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"

View File

@@ -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 ""

View File

@@ -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 ""

View File

@@ -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"

View File

@@ -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

View File

@@ -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 ""

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@@ -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"

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@@ -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"

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@@ -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"

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@@ -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"

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@@ -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"

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@@ -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

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@@ -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

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@@ -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

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@@ -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"

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@@ -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"

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@@ -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"

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@@ -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"

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@@ -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"

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@@ -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"

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@@ -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"

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@@ -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"

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@@ -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"

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@@ -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"

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@@ -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"

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@@ -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 ""

View File

@@ -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 ""

View File

@@ -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 ""

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@@ -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"

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@@ -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"

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@@ -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 ""

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@@ -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 ""

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@@ -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"

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@@ -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"

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@@ -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"

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@@ -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

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@@ -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"

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@@ -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"

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@@ -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"

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@@ -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"

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@@ -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"

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@@ -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"

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@@ -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"

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@@ -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"

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@@ -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"

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@@ -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"

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@@ -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 ""

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@@ -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"

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@@ -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"

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@@ -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

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@@ -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"

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@@ -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

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@@ -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"

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@@ -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"

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@@ -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"

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@@ -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"

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@@ -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"

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@@ -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 ""

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@@ -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"

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@@ -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"

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@@ -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"

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@@ -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 ""

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@@ -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"

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@@ -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"

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@@ -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 ""

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@@ -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"

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